Me again and my annoying questions: by design the Town phase is full of adventure hooks and ideas. How do you take advantage of this hooks that are not 100% percent dungeon-related?
I’m calling “side quests” to those hooks that, though interesting, don’t necessarily need a full dungeon mapped with problem-filled rooms and can be finished with just a couple of tests and a conflict.
Ideas that come to mind: a Great Wolf is killing all the livestock in the near farms, someone has to put a stop to this. Basilisk tusks are raising prices in the market since the new mage has taken up residence in the tower, and their nests can be found in the mountains. A boy has gone missing after visiting his mother’s tomb.
Can the characters get some side coins for following this leads? Should they accomplish these goals in just a couple of turns? How would you introduce these hooks in an adventure?