i’ve been fairly productive all weekend and yet i still feel very moody. i know i don’t have school tomorrow, but i still feel stressed… i will easily finish these assignment before the end of the weekend.
maybe i can join a writing club. or the pokemon club. that would require meeting new people though. i tried meeting new people yesterday and friday. i was having fun until maranda’s friend complained about being friendzoned all the time. i brought up dragonball z as a joke and that prompted a screaming match between the other two friends which i didn’t appreciate. it’s like suddenly all these people are little kids and i’m really old. three years isn’t that much of a difference, is it? i didn’t really reconnect with alex either, and i didn’t talk much at comic book club mostly because i do webcomics more than print stuff.
i’ve been sad since friday. it comes and goes but i’m always afraid that one time it just won’t go away.
It inevitably happens to every party of adventurers; you all meet in a tavern, or all get waylaid going to said tavern, or all run in the same direction after ‘accidentally’ blowing it up. Having a tavern brawl or brush with the law is bound to happen at some point or other, but the same old thing, while classic, does get tired after a while.
So with this in mind, here’s a dozen ideas to freshen up your standard bar fight or guard encounter.
- A rowdy patron has been bothering a noticeably charismatic young barmaid, and makes a cheeky grab. He recoils quickly and rapidly turns to aggression, nursing his wounded hand where her viper familiar, who had been resting comfortably in her bodice, has bitten him.
- The party has caught up with an old acquaintance in the tavern. Everything seems jovial, until another version of him bursts in and claims the other to be a doppleganger.
- A big, burly half-orc barbarian is causing trouble, and starts throwing furniture around. At least, that’s what it looks like until a well placed Dispel Magic removes the Polymorph, revealing a very buffed gnome sorceress.
- Selrik is what the establishment owner calls a ‘non-traditional serving lass’. While she is certainly capable of waiting tables and bringing drinks, it has not escaped the attention of some close-minded out of town ‘adventurers’ that Selrik is, in fact, a kobold in a straw wig with two apples in her shirt, and are making their opinions known.
- An amicable wizard walks into the rundown bar, and most of the locals quickly attempt to leave without drawing attention to themselves. The barman seems reluctant to serve him, but the wizard is quite firm about “just one drink,” which then turns into another, and another. While quite pleasant to talk to, when sufficiently inebriated the PCs realize why the locals walked out when the furniture comes to life and starts thrashing about.
- An alluring, well dressed gentleman somewhat nervously approaches the bar and asks for a drink. His confidence grows with his inebriation, and he begins to look like an increasingly tempting target for the local cutpurse. When challenged, however, the gentleman is revealed to be a young, and now quite drunk, silver dragon, and keeps saying the experience is ‘terribly cultural’.
- The town guard is called to a fracas, including a worried new recruit. He seems to be holding his own quite well, until a hefty blow makes him lose concentration, and shift to his wolf form.
- The watch captain is known to be biased against halflings, believing them all to be inherent thieves. As such the party halfling has been followed since walking into town, with guards looking for any reason at all for an arrest.
- The guard captain in this forest town is a ranger, and any troublemakers resisting arrest will have to deal with his companion, and the squad mascot, Sabre the Bear.
- The watch sergeant has an unusual weapon: a talking axe she liberated in days long past. The axe is particularly verbose and shows no hesitation at screaming at those ‘filthy lawbreakers!’.
- The PCs have been a little less prudent than usual, earning the ire of the watch. Is it a coincidence that some of its members look uncannily similar to a pack of bandits the PCs fought off not too long ago?
- The laws are harsh and a little different here. Those convicted of serious crimes are put to death, but are also expected to serve time. When the guards come out in force they come with reinforcements: animated corpses of criminals, the noose still around their necks, led by their executioner.