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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Non-combat encounter ideas
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<blockquote data-quote="Axel" data-source="post: 5418347" data-attributes="member: 93196"><p>Some ideas that are off the top of my head, so may not be applicable to your party or campaign.</p><p> </p><p>1. A locked door with an unpickable lock. Next to the door are three (or more) objects (or you could have the PCs try to retrieve them from elsewhere). Make them interesting objects, like precious or semi-precious gems. The "lock" consists of three slots, into which the objects will fit. Must place the objects in the correct order to pass. Failure equates to objects returning after the party deals with something bad (random summoned annoying monster, magical trap etc). Allow visual clues for the observant (don't roll Spot checks, sneak them into the description). </p><p> </p><p>2. Natural disaster. Since the party is in a forest, an uncontrollable forest fire is a good encounter. The choice to stop and help creatures/people that are in danger (or not) allows for role-playing tension. Also serves to herd them in the right direction. Avalanches can work in the right terrain (though are not as long lasting), as could a tornado, flood or the like. The DMG has some guidance on these sorts of encounters.</p><p> </p><p>3. Rescue the damsel. The party find a "damsel in distress" who is drowning/stuck in quicksand/trapped in a burning building/whatever. Must devise a means to rescue the inoccent. To retrieve them from quicksand, perhaps have the dwarf (or barbarian, or anyone with an axe) roll 3 consecutive DC15 strength checks to cut down a tree. Then more checks to bring it out safely. Balance checks to run along the log - failure means another person to rescue. Time the number of actions and dithering/talking at the start. Take too long and the damsel dies. </p><p> </p><p>4. A hedge maze. Party finds a strange maze with something apparently desirable at the end of it. Don't draw the map for the PCs...have them do it on verbal discription only (and use more angles than 90 degrees). You can do anything with a maze...</p><p> </p><p>5. A game of skill (or chance?) against pixies or elves or somesuch. Think the Queen of Hearts from Alice in Wonderland playing croquet - failure (success is letting the Queen of the faeries win?) leads to an "Off with her head!" scene.</p></blockquote><p></p>
[QUOTE="Axel, post: 5418347, member: 93196"] Some ideas that are off the top of my head, so may not be applicable to your party or campaign. 1. A locked door with an unpickable lock. Next to the door are three (or more) objects (or you could have the PCs try to retrieve them from elsewhere). Make them interesting objects, like precious or semi-precious gems. The "lock" consists of three slots, into which the objects will fit. Must place the objects in the correct order to pass. Failure equates to objects returning after the party deals with something bad (random summoned annoying monster, magical trap etc). Allow visual clues for the observant (don't roll Spot checks, sneak them into the description). 2. Natural disaster. Since the party is in a forest, an uncontrollable forest fire is a good encounter. The choice to stop and help creatures/people that are in danger (or not) allows for role-playing tension. Also serves to herd them in the right direction. Avalanches can work in the right terrain (though are not as long lasting), as could a tornado, flood or the like. The DMG has some guidance on these sorts of encounters. 3. Rescue the damsel. The party find a "damsel in distress" who is drowning/stuck in quicksand/trapped in a burning building/whatever. Must devise a means to rescue the inoccent. To retrieve them from quicksand, perhaps have the dwarf (or barbarian, or anyone with an axe) roll 3 consecutive DC15 strength checks to cut down a tree. Then more checks to bring it out safely. Balance checks to run along the log - failure means another person to rescue. Time the number of actions and dithering/talking at the start. Take too long and the damsel dies. 4. A hedge maze. Party finds a strange maze with something apparently desirable at the end of it. Don't draw the map for the PCs...have them do it on verbal discription only (and use more angles than 90 degrees). You can do anything with a maze... 5. A game of skill (or chance?) against pixies or elves or somesuch. Think the Queen of Hearts from Alice in Wonderland playing croquet - failure (success is letting the Queen of the faeries win?) leads to an "Off with her head!" scene. [/QUOTE]
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