Get Ready:
Wandering around town, the PCs encounter a talker - a guy that just keeps talking to them, no matter how rude they are or even if they walk away.
Get Set:
A local yahoo named Matt finds the PCs interesting to talk to and so he does just that. The poor PCs are constantly harangued by the fellow, who means well but doesn't get the hint. Since the PCs are in town, the Talker is well within the law, seems to be liked by the other townspeople (especially since they're free of him for a while) and has a wide-variety of topics that he'll gladly discuss, so they can't just knife him and leave his body in an alley.
Over the course of several days, the Talker keeps finding them, usually when they want to be left alone. And he starts talking about the gods or the price of wheat or the latest news from around town. One of the things he talks about may get the PCs killed.
Go!:
While the PCs are out and about with the Talker, they get waylaid by a bunch of rough men known as Scissor's Crew, willing to go through them to get the Talker. Despite any argument that the PCs may present, including handing over the annoying jackass to them, the bandits won't let them get away without a fight - it's some sort of trick that they're trying to pull, or the Talker is one of the PCs in disguise or they just want to bust some heads.
What the Talker knows (or is supposed to know) is totally up to the GM. Make it something good, possibly a political scandal or a bit of myth that leads to treasure or even just a case of mistaken identity. Either way, the info should lead to further adventures (and a possible friend/info source in the person of the Talker).
Notable NPCs:
The Talker; Alignment: Lawful; Armor Class: 7; Hit Dice: 1d8; Hit Points: 5; Attacks: dagger (1d4); Save: NM1; morale: 5.
Scissor's Crew; No. Encountered: 1d6+3; Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8; Hit Points: 6, 5, 5, 4, 4, 3, 2, 2, 1; Attacks: axe or short sword (1d6), dagger (1d4); Save: NM1; morale: 6.
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