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*TTRPGs General
Non-combat, non-trap, non-magic encounters.
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<blockquote data-quote="Prism" data-source="post: 2067323" data-attributes="member: 9501"><p>I can recall two encounters that fit this category</p><p></p><p>In our Celtic campaign we found ourselves on an orb of Carceri in the lair of a huge and evil Naga. The naga ruled was worshipped by a large clan of drugar. Full scale combat on any level was well out of the question even for our 10th level party. The goal of the encounter was to enter the Naga's lair via diplomacy and convince her to give up a powerful item. The main problems to this were that at first we didn't know why she had the item, why the dwarves revered it so, what it was worth or even what it did. All this had to be established through a series of diplomatic meetings with a highly suspicious and devious naga. To spice things up another 'evil' party was courting her for the same item and certain diplomatic connections to members of this other party who may be willing to betray their masters were possible</p><p></p><p>The basic premise of this type of encounter make it very clear that combat would be deadly and also that the party is initally in the dark about the back plot. Diplomacy, Bluff and Knowledge checks are all important plus a small sprinkling of divination/disguise spells</p><p></p><p>In another campaign we basically focus on high risk/high reward break and entry adventures. Although there are a few traps to deal with, a good deal of the campaign is planning, avoiding detection, gathering inside information through various informants and good old fashioned running away</p></blockquote><p></p>
[QUOTE="Prism, post: 2067323, member: 9501"] I can recall two encounters that fit this category In our Celtic campaign we found ourselves on an orb of Carceri in the lair of a huge and evil Naga. The naga ruled was worshipped by a large clan of drugar. Full scale combat on any level was well out of the question even for our 10th level party. The goal of the encounter was to enter the Naga's lair via diplomacy and convince her to give up a powerful item. The main problems to this were that at first we didn't know why she had the item, why the dwarves revered it so, what it was worth or even what it did. All this had to be established through a series of diplomatic meetings with a highly suspicious and devious naga. To spice things up another 'evil' party was courting her for the same item and certain diplomatic connections to members of this other party who may be willing to betray their masters were possible The basic premise of this type of encounter make it very clear that combat would be deadly and also that the party is initally in the dark about the back plot. Diplomacy, Bluff and Knowledge checks are all important plus a small sprinkling of divination/disguise spells In another campaign we basically focus on high risk/high reward break and entry adventures. Although there are a few traps to deal with, a good deal of the campaign is planning, avoiding detection, gathering inside information through various informants and good old fashioned running away [/QUOTE]
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