333 Non-Deadly Encounters


Pathfinder First Edition General Discussion

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1. The PCs encounter a raven trying to rip a shiny bauble from a dead woman's neck. As they arrive, it succeeds, and begins to fly away with its prize. Bonus points if the bauble is a pendant of raven protection +5.

2. The PCs encounter a group of skeletons nailed to trees. The skeletons are not animate, and have been dead for years. Bonus points if there are as many skeletons as there are PCs, and each PC has a skeleton of the same height and frame.

3. The PCs travel by a small pond. Numerous coins lie at the bottom. Bonus points if the pond is freezing, muddy, or filled with algae. Brownies if the coins are all copper pieces. [i]Pie if the party can clearly tell they're copper pieces—you know one of them will go for it anyways. Make sure to emphasize how MANY there are.

4. The party encounters a street urchin trying to defend their bread from a flock of hungry gulls. Bonus points if the urchin tried to rob or scam someone in the party earlier. Brownies if the bread is what they stole.

5. As it begins to rain heavily, the party encounters someone trying to get out of the rain—someone with undiagnosed pneumonia trying to complete the day's work, for instance, or a feral cat. Bonus points if they're a tinker in a thunderstorm.

6. A monkey, raccoon, raven or similar creature tries to steal something small from the party. Bonus points if they do it while the party is asleep, and keep coming back to steal more things until they get caught.

7. The party sees a flock of chickens traveling by, with no apparent owner. Bonus points if they're completely out of place, like a river, jungle, or crowded city street.

8. The party is approached by a traveling circus seeking some new clowns. Bonus points if one of the old clowns quits in front of the party, complaining that they "just can't compete". Banana cream pie if the circus was given the recommendation for the party by one of the party's rivals.

9. The party sees a bald eagle trying to steal a fish from a smaller osprey up above.

10. The party runs into a group of unarmed goblins rehearsing one of their warchants. Bonus points if the goblins are children learning the "goblin national anthem.

11. The party finds an old broken-down wagon. With some repair, it could perhaps be made to run again. Bonus points if there's a body, and a clue to what killed it that might aid the party up ahead. Brownies if it's a kid's wagon, and the "body" is a shredded doll. If the wagon is taken with the party, a kid in the next down over will be overjoyed to get their toy back.

RPG Superstar 2012 Top 32

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12. Rows of animated scarecrows lining a rural roadway, leading to a dark tower in the distance. They reach and tear at the PC's clothing.

13. A hideous old woman selling apples from a basket.


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14. The party encounters an evil monster, such as a black dragon. However, the monster has sustained some sort of injury, parasite or poison that has rendered it almost incapable of moving, and is now slowly dying.

15. A bridge with a small bowl and a riddle inscribed nearby. The riddle might hint at something to be put in the bowl, but nothing happens either way. Bonus points if something would happen, but the mechanisms or magic have worn away.


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16. A flagellant procession wanders by, utterly ignoring the PCs unless directly spoken to- at which point they reveal that they're torn out their own tongues, and move on with an apologetic shrug before resuming beating the hell out of themselves.

17. A refugee wagon train running away from whatever big event is going on of late. The people on the wagons are exhausted, terrified, and not particularly friendly. Bonus points for not speaking the same language as the PCs.

18. A lone dwarf bent nearly double under a massive pack of what appears to be turnips. He's walking to the next village to sell his crop, and doesn't seem to worry about being mugged for his turnips.

19. A clean, well-dressed hobgoblin wearing the symbol of some good-aligned faith and offering, rather than requesting, alms (one copper apiece, if they take him up on it).

20. A pair of youngsters hellbent on eloping. For added fun, have their families turn up just as soon as the PCs have lost sight of them.


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21. A druid performing a ritual of watering a shubery with a grail.


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doctor_wu wrote:
21. A druid performing a ritual of watering a shubery with a grail.

bonus points if the grail is "holey"

Sczarni

22. A priest of an evil yet tolerated god approaches the party with an offer to join their religion Bonus points for promises of an afterlife

23. They get invited to a banquet hosted by a noble family known for their lycanthropy Bonus points if the daughter of the family keeps flirting with the party fighter

24. A goblin with big, blue eyes approaches them in the wild, asking for an escort to the nearest town Bonus points if the goblin is actually a noble in disguise

25. They find a shellshocked paladin at a crossroads, asking them "Where the nearest baddies are to kill"

26. A nearby volcano erupts, and the party has to flee from eartquakes, ash winds and lava showers


d to the o to the t

Scarab Sages

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Carla the Profane wrote:

26. A nearby volcano erupts, and the party has to flee from eartquakes, ash winds and lava showers

Just because there aren't any monsters, per se, involved in this doesn't mean this isn't a deadly encounter.

26. The party walks in on an orgy. Bonus points if it's somewhere weird or dangerous, like a dungeon.

27. The party meets a magically-animated and intelligent waist-up stone bust that is trying to sculpt itself a pair of legs.

28. The party accidentally switches laundry with another group at an inn. Bonus points if there's a Vigilante in either group.

29. The party overhears a group of revolutionaries in a tavern arguing over plans for a new government. Bonus points if they're winning, and whatever they're drawing up is likely to become the new order.

30. Somebody is Hiding In the party's Closet.


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31, While entering an inn, a small street cat "adopts" the party, following them around town for the duration of their stay.


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32. Another adventuring party, battered but triumphant, who ask to compare notes on monster-fighting technique, "'Cause Bill here took FOREVER killing that damn ogre!". Best if they're totally on the level.

33. The road/neighborhood/field the PCs are on turns out to be a crossfire in a dirt clod or snowball fight between local children.

34. A lone goblin, sitting dejectedly on a log by the side of the road, poking the dirt with a stick, muttering about being thrown out by his tribe for NOT setting that stupid baby on fire.

35. A delegation of three Lizardfolk bringing a crudely-written petition to the local lord asking him to kindly stop draining their swamp, in exchange for which they'll bring in fish and stop attacking his engineers.

36. The AMAZING FLINDERSKYTE! PICK A CARD! ANY CARD! No magic, just a great deal of enthusiasm and a talent for sleight of hand. Also a massive inferiority complex when he realizes some of the PCs can "do real magic!"


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37. Heading into a city square, they run into a street magician who has set up a stage for a grand illusion, like making City Hall disappear or escaping from a burning at the stake. Had a recurring and well-loved NPC who did this, great for an urban campaign and passing the 'word on the street'.

38. Headed through the forest, the party hears loud, high-pitched giggling and splashing. They come upon a pool where several elven children are happily playing with their fey friends while under a nymph's benevolent watch. Only turns deadly if the PCs are stupid enough to tick off the nymph.

39. An old man in dark robes shambles through the forest, gathering herbs for his potions, muttering about the quality of every leaf and root he collects.

40. At sea, the PCs find a rowboat with a parched man barely conscious inside, the sole survivor of a merchant vessel's sinking off the coast during a recent storm. Might even remember what was on the ship!

41. A young man in fine clothes with a thick book engages the PCs as soon as he sees them, asking about their deeds and then writing them down as fast as he can. If asked what he's doing, he says, "I'm your new chronicler, didn't you know that?"


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42. The party encounters a lone halfling who is far from home. He is trying to get to clown college and needs their help, but is too proud to ask for it. Bonus points if every player thinks the halfling is a pickpocket - but he actually isn't.

43. The party has recently sold their unneeded magical gear to raise funds for their other expenses. It turns out that one of the items was cursed, the new owner has lawyered up and is seeking compensation. Bonus points if the new owner is probably evil, but the law is clearly on his side.

44. The party meets seven dwarven men traveling with an unconscious human woman whose curse can only be broken with true love's kiss. Bonus points if one of the party members kisses her and it turns out she's actually dead.

Scarab Sages

45. A butcher is selling very exotic cuts of meat (chimera, rust monster, aboleth, etc) - and they're good, too!

46. A high-end tailor is having a special on pants. Bonus points if they're magical.

47. A group of nobles are playing cards while having dinner, and are having obvious trouble doing both at once. If only there were some way they could keep one of their hands free....


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48. A noble (or group thereof) asks the PCs for directions to some castle none of them have ever heard of (and which may, in fact, not even exist). Then launches into a long story about how this journey has been nothing but a tedious bother, not at all what was promised when the arrangements were made.

49. Two bickering farmers whose herds have gotten mixed up on the way to market, making the road utterly impassible while they squabble in a counterproductive effort to sort their livestock out.

50. The world's most incompetent would-be adventurer, sitting dejected and alone, caught in the dawning realization that they really suck at adventuring.

51. A traveling peddler selling candies of varying types, as well as colorful wooden toy animals. Immediately assumes the PCs have children and starts a high-pressure sales pitch.


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49. Bonus points if they're arguing because one of them sold the other a horse and delivered a mule. Cookies if you get the PCs to take different sides of the dispute. Cake if you manage to escalate it to PvP.

52. A talking animal.


52, A shop in the local town has a discreet brass plaque by the door that says the name of the business.

Doesn't just have the words on it - actually says them out loud when someone stands within 10 feet and looks at it...


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Cole Deschain wrote:
50. The world's most incompetent would-be adventurer, sitting dejected and alone, caught in the dawning realization that they really suck at adventuring.

He's lucky he figured it out before he took an arrow to the knee or something.


53. A giant chair left by the size of the road.

54. Two people engaged in a heated argument about something like distant politics, the best way to theoretically commit a murder, or whether firewood should be stacked bark-down or bark-up.

55. A herd of sheep blocking the path ahead. Or if the party is stationary, the sheep just start running through the party's campsite, or around the inn.

56. A man desperate to sell off his herd of cows, flock of sheep, supplies of grain, or other difficult-to-transport product on the first gang of yahoos he runs into.

RPG Superstar 2012 Top 32

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57. A local temple asks the PCs to allow a cleric to accompany them on the next leg of their journey--no matter where they are going. The cleric has a Dex of 3, and the temple just cannot afford to replace more dropped crockery.

58. A small child fell down the well.

59. Farmers are trying to grab an escaped piglet.

60. Pilgrims covered in cloaks and bandages pass by in silence.


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61. A pair of flustered young people in robes sit by a table with a bored-looking imp chained to it, and a "used familiar, 4 Sale CHEAP" sign on it, courtesy of the jerk they're apprenticed to. The imp spends its time insulting and belittling them with revolting innuendo, but they can't go back to their master until they collect a price for the nasty thing. The imp is not actually a familiar, but the poor kids have no way of knowing that for sure.

62. A press-gang for the local military and/or navy passes by. They ignore the PCs unless provoked, since they've long since determined that itinerant adventurers inevitably cause more problems than they solve.

63. A bard singing grossly distorted versions of the PCs' exploits- versions which simultaneously make them seem more impressive less scrupulous than they actually are. Note that the bard has no idea what they actually look like, and will not believe them if confronted.

64. A local gravedigger, walking very fast away from the graveyard and not looking to either side.

65. A sailor with a seabag on his shoulder and a marlinspike in his off-hand, walking inland. If anyone mentions the marlinspike by name, he mutters about not having gone far enough inland yet, and keeps going.

Scarab Sages

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66. A merchant from a far-off land has misplaced one of his most precious wares: A bejeweled oil lamp.

67. An old wizard and his new apprentice, a naive but bright farm-boy, are looking for a ride/escort to a distant land - as fast and discreet as possible.

68. A strange merchant specializes in exotic (and in many cases magical) dentures.

69. The god of death is travelling abroad on holiday. Don't worry - it's not the party's time yet.

70. A Good-aligned frost giant Druid driving an enormous sleigh carrying an unguessable load is having trouble making his way through the dense evening fog. Bonus points if it's actually a non-Evil lich in disguise.


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This thread is the best thing ever.


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71. The party encounters a gnome covered in tree sap, completely stuck to a large tree. Bonus points if the tree contains a dryad.

72. The party discovers a vast mass of prickly brambles have covered the path up ahead. How to get past without getting pricked? Bonus points if the brambles don't actually do any damage—they're just annoying.

73. The party notices a party of adventurers sleeping in garbage next to the inn. The adventurers are fairly friendly, but terse, and insistent that "There's no technical penalty for not sleeping in a bed". They offer to share some of their cardboard-flavored soup, claiming, "You don't get any bonus for eating stuff that tastes good anyways," then remember that cardboard soup costs precious copper coins and rescind the offer.

74. The party encounters a boisterous dwarf who challenges one of them to a drinking contest, gambling a magic item on the outcome. Bonus points if the dwarf is a disguised giant or hag and has a nearly-limitless metabolism, barring cheating on the players' part.

Scarab Sages

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75. The party encounters an intelligent talking sword that has embraced a philosophy of strict non-violence.

76. The party finds a recently-deceased corpse that looks exactly like one they've found several times before in various unconnected places....

77. A Kitsune has discovered a technique for taking animal forms other than fox. Among those he has mastered are mouse, rabbit, hound, and duck.

78. A man dressed in rags is standing on a street corner giving away money (1 gp per customer only!).

79. A single partridge perched in a lone pear tree is surrounded by a small army of other birds, musicians, and cavorting, jewelry-sporting aristocrats.

80. A lillend is lounging about in a tree full of delicious-looking fruit. She welcomes the party to try some.


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81. The party encounters a dryad trying to choose a new tree. Bonus points if her favored choices are all absurd, like "cactus" or "blackberry bramble".

Scarab Sages

82. Money is literally growing on a grove of trees (1d% gp worth per tree, regrows every 1d8 months).


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83. A fresh-faced young farm girl wanders by with a basket of apples, selling them for an absurdly high price. (1 gp per apple.) Bonus points if the PCs buy more than one and discover the peaches under the apples.

84. A pair of travelling Razmiran priests attempt to engage the party in theological conversation. Bonus points if one of the party actually converts.

85. Three cheerful young children run up to the PCs, talking at high speed about the really fun talking animal they met just behind the hill, and how it's offered to take them for a magical adventure tonight. Bonus points if the PCs recognize the "unicorn hair bracelet" one of the girls is wearing. Ask the PCs if any of them are virgins.

86. Two grizzled farmers are standing by the road, arguing about the exact borders of their lands. Bonus points if any of the PCs have Knowledge (geography) or Profession (Surveyor).


Cole Deschain wrote:
65. A sailor with a seabag on his shoulder and a marlinspike in his off-hand, walking inland. If anyone mentions the marlinspike by name, he mutters about not having gone far enough inland yet, and keeps going.

Navy?


Ciaran Barnes wrote:
Cole Deschain wrote:
65. A sailor with a seabag on his shoulder and a marlinspike in his off-hand, walking inland. If anyone mentions the marlinspike by name, he mutters about not having gone far enough inland yet, and keeps going.
Navy?

Ulysses.


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87. The Party encounters a very friendly trader, who is in possession of many magical bags, which are stored within each other. He offers a huge selction of wares, all of which are curiosities, but quite useless. Bonus Points if a PC buys something.

88. The party encounters their "biggest fan" who wont stop following them around. Bonus Points if the party knocks him out and runs as fast as possible after some time.

89. Party encounters a kitsune, who has a permanent aura of Dominate Person, but isnt evil. Bonus Points if (s)he wants to get rid of it or find a possibility to turn it of, as there is none atm and (s)he is lonely. (Wizard party members or Party members with high SLA, can teach her/him how to suppress the Aura. If they dont fall victim to it themselves.)

90. In torrential rain the party seeks refuge in a cave and wakes a ancient dragon. He is friendly and quite interested in the current state of affairs, as he has slept for a long time. In exchange he either reward player with (magical) knowledge or stories of the past. Bonus Points if he is all like :"Everything was better in my times!"


tonyz wrote:
Ciaran Barnes wrote:
Cole Deschain wrote:
65. A sailor with a seabag on his shoulder and a marlinspike in his off-hand, walking inland. If anyone mentions the marlinspike by name, he mutters about not having gone far enough inland yet, and keeps going.
Navy?
Ulysses.

I heard a variant on the story years ago, but I was wondering if Cole posted that because he was in the navy.

The Exchange

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91. An elderly Baker steps outside of his shop and asks the PC's for help bringing up a bag of flour from the basement. Cookies if the Basement is infested with rats. Raisin Oatmeal Cookies if the Rats set up their nest in the Raisins!

92. While searching a home for a missing girl the party finds 3 chairs in the living room. One is too Hard, one is too Soft, one is JUST RIGHT. The party moves into the bedroom to find 3 beds... Need I continue? Bonus points if the 'Wolfman', 'Bearded Lady', and their children (Conjoined Twins) Return home from the Circus as the PC's are leaving!

93. The party walking through town hears a strange noise and finds a blue outhouse located in a dark alley. Upon investigating there is a lantern sitting on top and writing on the door "Police Call Box". Bonus Points if it's locked with a DC too high for the Party rogue to stand a chance. Double Bonus Points if it's unlocked and they open it to find an extra dimensional space with a circular room of toilets. Triple Bonus points if it's Locked and as the PC's give up and walk away they see a tall slender man, and a young woman run up, rush in and the box begins to make a strange noise then vanishes! (in all Versions it's made entirely of Adamantine and has 1 Million HP)

94. Immediately after #93 the party finds a Wall with "Bad Wolf" painted on it!

Sovereign Court

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95. A mob of farmers and peasants following the PCs at a safe distance They are waiting for them to kill something, hoping to pick up a discarded shield or a backpack and "strike it rich".

96. Ship captains that refuse to give adventurers passage because their ships only get attacked when adventurers are on-board.

The Exchange

Eltanin24 wrote:
96. Ship captains that refuse to give adventurers passage because their ships only get attacked when adventurers are on-board.

97. Ship captains that won't set sail without adventurers, because they only win against pirates/raiders while adventurers are on board.


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Ciaran Barnes wrote:
I heard a variant on the story years ago, but I was wondering if Cole posted that because he was in the navy.

Nope. But one grandfather, a great-uncle who died at Tassafaronga, and three uncles give me an interest in all things nautical.

Credit where it's due, I got the bones of that story from Action in the North Atlantic, since Gramps regretted LEAVING the sea far more than he ever regretted sailing it.


98. Pirates/raiders in disguise asking what ship the adventurers plan on boarding so they can avoid it.

Scarab Sages

Glorf Fei-Hung wrote:

91. An elderly Baker steps outside of his shop and asks the PC's for help bringing up a bag of flour from the basement. Cookies if the Basement is infested with rats. Raisin Oatmeal Cookies if the Rats set up their nest in the Raisins!

Bytopian spice-bread if there's a wererat in the basement!

Of course, that probably crosses the line into "deadly encounter"....


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99. The party encounters a traveling performer with a trained bear that does tricks.

100. A group of children dress up like the PCs and play at "adventuring" while following the PCs around town. This works best if the PCs have done something heroic in town and/or have been using the town as its base for a while.

101. While walking along a forest path, all of the flora become out-of-place for the climate or location.

102. The PCs encounter a friendly NPC they'd met earlier at a completely different location and context.

103. A large, cawing flock of ravens descends on the trees near the PCs, and then suddenly becomes quiet and silently watches them. This has happened to me in real life!

104. Squirrels invade the PCs' food stores.

105. While making camp, an awakened tree politely asks the PCs not to light a fire in its presence.


Haladir wrote:
99. The party encounters a traveling performer with a trained bear that does tricks.

Bonus points if the party frees it and it becomes the ranger's animal companion.

RPG Superstar 2012 Top 32

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106. A young teenager asks the PCs to buy her some hooch.

107. An obviously indigent wanderer asks the PCs to buy some of his "jewelry"--beads and bones and scraps of leather goods.

108. A food vendor with the best smelling vittles under the Seven Heavens!

109. A tinker who can repair and recharge magic items!

110. A teamster with a wagon stuck in the ditch. bonus points if the PCs trade pulling it out of the mud for a ride into town

111. Extremely unseasonable weather: snow in the summer, heat wave in the winter.

112. A well filled with mead.


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I actually featured a well full of beer once, but that was because it wasn't a well at all—it was a slug trap for a giant's garden. The party dwarf was distraught when they pulled up a bucketfull and he saw what had fallen in.

RPG Superstar 2012 Top 32

Kobold Cleaver wrote:
I actually featured a well full of beer once, but that was because it wasn't a well at all—it was a slug trap for a giant's garden. The party dwarf was distraught when they pulled up a bucketfull and he saw what had fallen in.

That's better than a fountain full of broke glass--like in

Way of the Gun:
Where they dived for cover, and got all perforated by a bunch of broken bottles.

dot


113. An abandoned treehouse.

114. An abandoned farm.

115. A horse caught in briars.


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116. A local fishmonger has a very odd-looking catch on display. GM should describe the quite dead fish as a miniature or juveline version of a dangerous aquatic monster; e.g. an aboleth

117. The party passes several "Wanted" posters hung on trees or posts with a drawing of someone who looks very much like one of the PCs; the name is different and the crimes listed have nothing to do with anything the PCs have done.

118. Not long after making camp on the side of a trail, a well-spoken goblin approaches and asks if she can spend the night in the PCs' camp for protection. She explains that she had once been human, died, and was reincarnated as a goblin; but most humans (including her old friends) now shun her new form.

119. An elderly NPC mistakes one of the PCs for one of his children who'd moved away years ago; no amount of explanation can convince him otherwise.

120. After leaving a tavern, one of the PCs realizes that he must have picked up a similar-looking backpack that must belong to somebody else: none of the PC's equipment is in the backpack, but it is full of other things.

Shadow Lodge

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121. Small children are playing "burn the witch" or some local variation (I did it in Mendev for pfs where righteous Crusaders were burning 'evil' Pathfinders) and you see they've tied up one girl and have set her on fire.
When the party investigates, the kids state the girl is fire proof. Turns out she's a tiefling. When asked about it, she says "Mum said it's an improvement because they're letting me join in."


Kerney wrote:

121. Small children are playing "burn the witch" or some local variation (I did it in Mendev for pfs where righteous Crusaders were burning 'evil' Pathfinders) and you see they've tied up one girl and have set her on fire.

When the party investigates, the kids state the girl is fire proof. Turns out she's a tiefling. When asked about it, she says "Mum said it's an improvement because they're letting me join in."

That is really heartwrenching.


Hopefully it's a small fire.


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122. A local religious leader and a married member of their flock "getting busy," as it were, just outside the outskirts of town. If they realize they've been spotted, flustered stammering and a lot of bluster about how "this is a private concern" do a lot to make it plain that something hilariously inappropriate up.

123. A local dog who snarls at the PCs, and snaps at them if they get too close. No amount of persuasion cajoling, or sweet talk will change its mind. Anyone able to actually speak to it will simply be told "ME HATE YOU HATE YOU HATE YOU." There is nothing wrong with the dog.

124. An elaborate roadside memorial marker to a child killed in a cart accident.

125. An officious little twit in government livery starts trying to assess the PC's for tax purposes. His earnest efforts to make sure the government/king/whoever gets its due out of these itinerant hoodlums are impaired by the fact that he has no idea what he's looking at, and his assessments of value are way off.(i.e. ignoring the magical sword's excess value, but rating the PC's nonmagical footwear or horses at six or seven times their actual value)

126. A raving lunatic fixates upon one of the PCs and calms down immediately- but only in their presence. The second they're out of sight, the ranting and raving and <redacted>-flinging resumes.

127. The road is under construction for erosion control, and essentially impassible due to the vagaries of human and horse-powered boulder moving.

128. The fountain at the center of the community features a different local, every hour on the hour, singing a local ditty about Farmer Brown and Goblin Town. If asked, the locals explain it's a ritual to keep goblins away from their community.

129. An incredibly old and cantankerous man in rusty armor having an animated and hostile conversation with his broken-down old nag of a horse...which is actually a mule.

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