Types of Roleplaying Encounters

What are we at, then, 31?

31. Make a familiar, animal companion, mount, or hireling very cantankerous or vain, but also very useful. It will take at least a round of convincing before it will help out in combat, and if they don't treat it nicely, it will often be very blunt while the PCs are trying to negotiate.

32. A sort of flip-side of the previous one, people who are nice but useless. A very Charismatic member of the party attracts groupies who want to be like him/her. These groupies will follow the party into their adventures, or at least around town, standing up for their idol. They're of course barely competent at what they want to do, and if the PCs just let them hang around, at best they'll be a distraction, and at worst, some of them might be killed.

33. While traveling on a ship, or with a caravan over ground, etc., one other passenger/traveler keeps taking the spot where one of the PCs wants to sleep. He's not actually just trying to be annoying, though. Actually, he's got a very sore back, and is hoping that someone will notice. He's too proud to ask a healer to help him out, though.

34. A knight claims a bridge as his own, and refuses to let any past unless they joust with him. This is taken from the recent Dragon magazine.

35. When the PCs are down on their luck, a more experienced adventurer happens along, and recognizes their profession. He offers to help out if they'll share a few stories, but as they talk, the PCs notice that he seems most interested in some innocuous magic item they picked up a few months back. Occasionally the adventurer seems to let slip that he already knew a few things about them.

36. A nobleman/noblewoman is fed up that adventurers are more popular than the nobility, and that many adventurers are far too pretty (I mean, seriously, look at the cover of fantasy novels and tell me how many ugly women you see). The noble sets up a beauty competition for all adventurers in the county, with the prize being a supposedly magic ring/tiara. In truth, the item turns the person into a hideously ugly creature, and makes him or her go into rage as soon as he/she puts it on. An old servant of the noble tries to warn the party that something is amiss, but will they trust someone who looks so hideously ugly and wretched?
 

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37. As a spin on the standard investigation plot, the PCs discover that the villain is actually heavily politically connected. If they move against the culprit, they will ruin their own reputations (the dastardly fiend has set up a massive frame job on whoever tries to harm him or her). They must negotiate, find mutual enemies, deal with the local law enforcement, turn popular opinion against the fiend, and so on.

Actually, my players are going to be running into this one, they just don't realize it yet.
 

38. A bravado challenges one of the PCs to a duel of wits and repartee on the town square. He tries to smear the character and make him look foolish in front of the public. He's worthless in a fight.

39. A mindflayer and connoisseur comes to one of the PCs in the middle of the night at an inn in a large city. As the mindflayer won't risk his life unless the food is exceptional and precisely to his tastes he enters the character's dream (via telepathy) to figure out what the character's brain will taste like...

40. The villain turns out to be a parent of one of the PCs in the final showdown. Seriously.

41. The PCs meet a group of awakened animals in search of their "waker". The animals are intelligent but somewhat uninformed of what's going on.

42. An honest looking young man approaches one of the PCs and demands to hear his riddle. If the PC delivers one and the young man answers it correctly he smiles and offers to become the PCs squire. If asked the young man can tell that he is on a twelve step quest to become a man.

43. The PCs encounters an elven hermit who claims to know everything. If asked he can answer.
 

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44. Roleplay interactions with the PC's families, allow them to have some kind of relationship with them. Build ties, then use them when the PC's make enemies later.

45. Allow a few of the PC's to develop a long-term romantic interest. Maybe a hero worshipping young lass or some member of a similar profession who has taken an interest in one of the PC's.

From this, you can be build any number of strange scenarios such as the simple "rescue the lover" scenario to the "lover is a spy for a rival or enemy" scenario.

Note: Make sure to do either 44 or 45 over several sessions or it wont' have the effect you want. The PC has to feel these people are part of their life for you to be able to threaten them meaningfully later.

45. The local noble hires them for a political missions such as spying on a neighboring kingdom or recovering some stolen treasure from a neighboring kingdom.

Roleplay the interactions in the new town as the PC's attempt locate this treasure or who might have taken it.

46. The PC's travel to some new area. They find that a war is occurring between two rival rulers within the area or maybe to rival rulers from neighboring areas. Have both rulers attempt to woo the PC's to their side anyway necessary.
 

47. The PCs are forced into a social situation (perhaps at a party) with their hated nemesis. They are unable to fight or attack, and must find a way to be civil. This makes the fight between them later all the better. "Madness in Freeport" does a good job with this.
 

48. Start a love triangle, with one person who loves two PC's.

49 Start a love triangle with two people who love one PC.

50. Have a woman with 12 howling kids stop an adventurer in the street and cry out "that's the father of my babies!" Mistaken identity or...
 

51. Trap the PCs and the Villians together with some common goal (stay alive, escape, something, Man v Nature is good too). This works really well with an enemy party as the two sides can feel each other out while not killing each other. At the right time, have the enemy group betray the truce and fight the PCs.
 
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