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Players get something valuable ( fat bag of weed) stolen from them hand, presumably, want to track it down.
The wheat itself was some super dank they got from a heister something, any sort of origin where it's not easy to replace and could potentialy give them another thing to investigate ( the source of that weed to get a consistent supply with rout folks)
Rat folk leave some sort of clue, blackbox this for now
clue leads them to specific part of town controlled by rat folk, butthis shouldn't be immediately obvious. As soon as theyenter that part of town, they're going tohave some level of eyes on them, either theroute folks straight up realize they're the guys they bipped or if they're asking around word ges back to them
initial encounter should be ratfolk pulling u wth decently sized group, maybe they're kind of neutral and just tryo explain “ our weed is hole shit{slang term? “hole shit” - bad} and yours is pretty good, people are usually not willing to sell to rat folk ( or maybe the rat folk are straight up underground and don't really like to reveal their existence){ but this might bea logistically difficult. Could just have it so peoplein that area are somewht aware of it, like rumors and shot,}
From there, two most immediately obvious routes that players would also likely think of would be to help them improve the what hey're growing or find them a consistent suply of some dank shot.
this is potentially a less combat heavy option. I'm having ahard timethinking of ways the players would get nutrients or knowledge or whatever. Though I guess they could straight up steal thatshit. it seems reasonable that things about growing plants wel would be broadly applicable and important enough thought the information on how to do so was pretty public, so it just leaves players with the problem of getting routes aconsistent supply of nutrients and shit they ned.
This can also function as the more lawful route tog if seting up a relationship between rates and supplier, i.e. they end updirectly coming into contact wh some sort of chemical corpration. This also creates some friction ifthe players are straight up about who it ould be going to, though if rat folk aren't something that s well known about by rest of society then… not very sure onthis one, put a pin iit for an out.
fairly straightforward here, players find some sort of other criminal organiztion growing some straight dank. Dependig on how wacky we want to make things, this could evn be a group of stereotypical rastafari styled people. It would make sense to me for them to also want afavor too half the group proved themselves, but that is kind of nesting objectives and I'm not sure how that would play out.
Have the favor theywant be fucking up some rival gang or something to force the playrs to take aside and local, relatively low level conflicts. Maybe just havethis be something like postal to where fucking up a group means they will not be happy to see yu