333 Non-Deadly Encounters


Pathfinder First Edition General Discussion

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SmiloDan wrote:
powerdemon wrote:
I'm Hiding In Your Closet wrote:
pointy puncture marks somewhere on them....
Howliday Inn?

I was thinking "Bunnicula."

But in a surprising twist it turns out to be the Rabbit of Caerbannog!


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260. Someone gives the PCs the quest to look for Oregano, Marjoram, Tarragon and Thyme, last seen at the clearing near the street to the woods. While looking for herbs, the PCs meet 4 drinking knights, making fun of the PCs and later introducing themselves as Sir Oregano, Sir Marjoram, Sir Tarragon and Sir Thyme.

261. Mishap while teleporting? By coincidence, they land in a swamp behind a researcher of crocodiles. While they leave him to his studies, from afar they hear him screaming. Obviously the splashing noise of the teleportation has startled some crocodiles :(

Shadow Lodge

262. Characters come upon a hastily abandoned Ogre camp. They find several dead children laid out on cooking spits.


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263. Big tavern party, but there is a Leprechaun that sneaks upon guests invisibly and punches them with his shillelagh, then hiding under tables and chairs, becoming invisible again. Most of the guests find it hillarious.

264. A female Tiefling Bard that performs beautifully and challenges the Party Bard to a singing contest. When the Party Bard wins, the audience boos her off stage and insults her because of her demonic ancestry.


265. The party stumbles upon a giant bee's nest. Turns out, it's abandoned, and giant wax moth larvae are chewing out its remains and ignoring the PCs.

266. A farmer is removing stones from his field, but has caught a fever. He asks the PCs for help to get the job done. Bonus points if they succeed the checks to keep at it long enough per day to finish it on time. Bonus points if they manage to remove that really large boulder that was there since forever.

267. A hermit praises the wonders of a magical bird, offers a reward for it. If they catch it, he cooks it and shares it with them. It has nothing magical, just tastes really good.

268. A winery owner argues with a client over whether or not fruit wine can be called "wine" at all or if the title is reserved to grape beverages.


269: A noble's estate manager hires the party to find out what is causing rumors of his charge turning tricks in the red light district despite perfect allibies for all times the charge was supposedly spoted.

This could lead to loads of possible reasons. Shapeshifters, illusion, look-alike, deliberate lies for slander ect.


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266. A black bear harassing a honeybee hive in a bee tree.

267. Related to #266, a bear or other dangerous predator that has passed out after eating a particularly filling meal. Bonus points if the meal was a sentient creature.


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268. After the low-level PCs perform a deed of heroics (probably for an unreasonably low sum of gold), the town puts together a parade and other festivities to honor them. They all get a +2 circumstance bonus on Diplomacy checks in that town, unless they turn into jerks.

269. A score of pilgrims is eating and resting in the middle of a field, many miles from civilization. They haven't yet had any trouble on their journey, but that could change when they enter the foothills in a day or two.

270. A well-to-do elven diplomat (with family and personal guard in tow) is stuck at a washed out bridge and the river is too wide and swift to safely cross. The caravan does not travel quickly so heading north to the next bridge could set them a whole week behind schedule.

Scarab Sages

271. The party must help a race of silicon-based lifeforms overcome a cataclysmic silicon-based plague. Obviously, there's the assumption here that the PCs are all organic beings.


I'm Hiding In Your Closet wrote:
271. The party must help a race of silicon-based lifeforms overcome a cataclysmic silicon-based plague. Obviously, there's the assumption here that the PCs are all organic beings.

What happens to androids?

Scarab Sages

The Sideromancer wrote:
I'm Hiding In Your Closet wrote:
271. The party must help a race of silicon-based lifeforms overcome a cataclysmic silicon-based plague. Obviously, there's the assumption here that the PCs are all organic beings.
What happens to androids?

They might be immune, too, in the same way that diamonds don't get diseases despite being a form of carbon. Then again, Paizo Androids walk the knife-edge of being living things.


272. The cattle are getting sick, a new invasive weed is to blame. Bonus points if thr PCs accidently introduced it. Further bonus points if it's perfectly edible for humans and they use it as a staple in their diet.


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273: The party meets a young nobleman about to go through an arranged marriage to a woman he despises. Later, they catch him meeting with his secret lover; a female troll desperately trying to become civilized. It's bizarre, but the couple obviously cares for each other. Will the party help the two escape, or expose the noble to his family?

274: The party come across a group consisting of a Hellknight, an arminger, and a half-orc pilgrim who have been lost in the wilderness for weeks. They are tired, hungry, and will reward the party handsomely for food and directions to the nearest town.

275: The party encounters a badly injured frost giant laying against the body of a slain dragon, axe still in hand. As they approach the giant he looks at them, smiles, and says "tell my kin I died a hero," and dies of his wounds. Will the party fulfill his final wish?


I'm Hiding In Your Closet wrote:
The Sideromancer wrote:
I'm Hiding In Your Closet wrote:
271. The party must help a race of silicon-based lifeforms overcome a cataclysmic silicon-based plague. Obviously, there's the assumption here that the PCs are all organic beings.
What happens to androids?
They might be immune, too, in the same way that diamonds don't get diseases despite being a form of carbon. Then again, Paizo Androids walk the knife-edge of being living things.

Paizo androids are living things: They are type 'humanoid.'


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277. While visiting a market at a small, out-of-the-way village, the party encounters a vendor selling exotic fruit from a climate very far from their location. (e.g. pineapples, mangoes, and oranges in a boreal region.)

278. While exploring a dungeon or cave complex, the party notices initials or other graffiti marked on the walls. They continue to occasionally encounter very similar markings in different dungeons.

279. The party enters a village and finds that everyone completely ignores them, as if they can't be seen or heard.

280. After passing through a village, the party notices that the next village they pass through seems exactly the same... as does the one after that.


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281. Peasants are arguing about how to deliver goods, and one asks the PCs to find him an African swallow, because the European ones aren't big enough.


Haladir wrote:
278. While exploring a dungeon or cave complex, the party notices initials or other graffiti marked on the walls. They continue to occasionally encounter very similar markings in different dungeons.

The arcane mark spell, in dungeons where another adventuring party has just been there the week before. So, all they get are empty treasures stashes and rotting monsters.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Haladir wrote:
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.

Our GM has actually pulled this one on us before. It's pretty awesome.

Haladir wrote:

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

How much XP are awakened trees worth? *grins evilly*

282. The Cursed Gate and the Curse of Doors

The PCs find an ancient stone arch upon a lonely hilltop. Next to the arch is a small wooden sign post that reads "WARNING: Cursed Gate"

Anyone who steps through the gate comes out the other side with no apparent problems. However, from the point onward, they suffer from the "curse of doors" an affliction which causes them to exit out of the cursed gate whenever they step through any open doorway (any vertical wall opening containing a door of some sort). Spells and effects that remove curses work normally against the curse of doors.

Props if the warning sign is covered in weeds, broken off and laying in the grass, covered with years of detritus, or otherwise hidden until after one or more of the PCs walk through the arch.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

283. A pair of grave robbers who (noisily/drunkenly) hail the PCs as fellow professionals.

284. A young woman,clearly terrified, tells the PCs that everyone in her community has...changed. If asked, the community members claim that she hasn't been the same since her little brother died. If magicalmeans are used, no one is lying.

285. The community is engaged in the sacrifice of some fairly large animal, apparently intent on collecting its blood in a bowl. If the PCs interfere and stop the sacrifice, the community is annoyed- not so much about sacrilege as about the fact that the animal's meat was to be given to the community's elders/orphans/unwed mothers in a celebratory feast.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Now with 100% more Lovecraft!

286. Deep One marriage/fertility brokers. (Can also be used with Skum, but I'm old-school when it comes to my abominable hybrids...)

287. A Denizen of Leng on the run from its Moon-Beast overlords. The Denizen is still evil as all get out and essentially hostile to humanity, but it's fleeing slavery to something arguably even worse. What do ya do?

288. A Leng Ghoul perched on a tombstone, reading a philosophical text. It greets the PCs cheerfully and asks them a few questions by way of conversation. Assuming the PCs respond with words instead of KILLITWITHFIRE, the ghoul turns out to be downright chatty, since conversation in this graveyard is somewhat lacking. "Everybody else just runs away. Can't say I blame them, but you know how it is..."

289. A farmer mind-swapped with a confused and relatively youthful Yithian trying desperately to make himself understood by babbling Aklo at a tree. ("It looks like a relatively placid Dark Young, I'm just trying to get directions!")


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290. PCs encounter a migration of harmless, but possibly creepy, animals (crabs, beetles, frogs/toads). They are migrating right through a populated area and the locals are getting ready to start killing them outright.


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JosMartigan wrote:
290. PCs encounter a migration of harmless, but possibly creepy, animals (crabs, beetles, frogs/toads). They are migrating right through a populated area and the locals are getting ready to start killing them outright.

290a. The locals consider these creatures a delicacy (crab cakes, frog legs, etc.). This event starts up the local annual culinary festival.


290b. The locals are terrified as this swarm consumes all the crops.


Dot


Now that I finally caught up, there's something I need to say.

I'm Hiding In Your Closet wrote:

<snip>

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

Brownies if one of the players says anything close to, "What kind of dungeon were we exploring today?!?"

Sadly, I've literally been waiting for days to say that, just in case someone else said it first. And I am very disappointed in you for not doing so, internet!


291. The party happens upon a bunch of kobolds or goblins harvesting fruit from an orchard. They flee if harassed (the goblins throw fruit).


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292. While in a city, the PC's encounter a famous actor. Unseen by the actor, a masked assassin leaps out and stabs him, and then runs away. If they fight, the assassin is incredibly weak (Level 1-2, NPC classes). Bonus points if the assassin was an actor, too, and they were just practicing for an upcoming show.

293. A man in a strange outfit walks up to the PC's, claiming to be the crown prince of a distant land. He needs help moving some money, and promises to give the PC's a large cut. He only needs a small payment up front. Bonus points if he successfully scams the PC's. Cookies if he actually is the prince of a distant land. Bonus cookies if he is a prince, but is still scamming them.

Grand Lodge

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294. A bear and a small boar are trapped in a gravel pit. If the PCs let them out, they trot off together into the woods. If the PCs speak with animals the bear speaks in calm philosophical tones and the boar is just fearful.

295. A wardrobe contains a lot of clothing, and a magically-preserved ice sculpture of a satyr. Not a corpse, thankfully.

296. A monkey is perched on a fence post or other pedestal, wearing a crown. If the PCs approach, a goblin jumps out of its hiding place, yelling "that's mine!" In Goblin, chasing the monkey away. Though the crown appears valuable from a distance, If the PCs somehow manage to get the crown, they will find it to be worthless, cheap metal.


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297. While walking through a city, the PCs are approached by a pair of acolytes of a very unpopular faith (e.g. Razmir), who politely ask the PCs to take a few minutes to hear the words of the god and its tenets. They are unfailingly polite but also annoyingly persistent.


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298. As the PC's are wandering, a messenger pigeon is attacked by a larger bird, and then falls in front of the PC's (who keep the large bird from approaching). The attacker is nowhere to be found. Bonus Points if the pigeon's letter is crucial information regarding a war, politics, or the economy. Cookies if it's a contract for something illegal, like an assassination or a transfer of illicit goods. Cake if you convince the party to follow through on the contract and be handsomely rewarded.

299. As the PC's approach a bank or very wealthy shop, 4 masked bank robbers come out, surprised to see their getaway gone. If confronted by the PC's, they surrender. Bonus Points if the party assists in the robbery. Cookies if they help that group with future robberies.

300. The PC's witness an elf's 400th Birthday Party. As the elf is about to blow the candles out of a cake, they fall over and die. Bonus Points if the elf faked their death. Cookies if the elf returns later on to commit crimes. Oatmeal raisin cookies if the elf becomes the Big Bad for the entire campaign. Lembas if the faked death is just a small happening, but the party becomes so interested in it that it radically shifts the focus of the entire campaign.

400. The PC's stumble upon the corpse of a creature which you know the players (not necessarily the characters) hate with a burning passion from previous experiences, despite being very weak (shocker lizards for my players). Bonus Points if it isn't dead, and you just applied every applicable template to this creature (this, of course, makes things more deadly).


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302. While in the woods, the party comes across a poorly maintained shack. Inside is an altar upon which rests a severed head, a shawl and a machete. A few recently deceased bodies are strewn about, murdered in horrific ways.

303. While in the city, the party see's the top lawman (Who is an Investigator) chomping on a cigar and muttering "Just kill him already." Nearby a clown has been beaten senseless and left tied up.

It seems somebody who looks suspiciously like a local noble has been dressing like a bat and stopping this clown from committing crimes. Six times now that the clown has escaped before he could be given a proper trial and put to the gallows and six times has he met bare fisted justice.


AwesomelyEpic wrote:

298.

299.
300.
400.

Lol!

Actually ....

304. After a particularly arduous day traveling, the PC's find that they're completely lost. A successful Survival check or Knowledge: Geography check (DC whatever you think is appropriate) or magical means of location will reveal that the party has somehow travelled 100 miles further than intended.

304. a) This gets them closer to their destination.
304. b) They overshot their destination and have to backtrack.
304. c) The new location has it's own set of trials (the party finds itself in a dragon's domain, or between warring nations, or the wrong side of a mountain rage, etc).
304. d) The party discovers that they stumbled through a stable way-gate & can use this to travel later.
304. e) The party aren't the only ones who know about the way-gate.


305. A small, nonthreatening animal (e.g. a cat) approaches the PCs and starts following them around. It keeps following them if the PCs offer it food, but flees if they do anything hostile toward it.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

306. A dragon- soaring in the distance, riding thermals and apparently not hunting or even looking for anything.

307. Two humans-one heavyset, one thin, sitting on a capsized rowboat in the middle of a lake. The heavier individual can be heard carping at the other, "This is another nice mess you've gotten me into."


308. A heavy fog descends on the party, they hear noises from just beyond sight, but nothing ever approaches.

309. There is a sudden torrential downpour, buckets of rain, the road become slick and gear threatens to become soaked! But within a minute it vanishes, leaving a few puddles and little else. Other travelers deny having seen any rain at all.

310. A sudden Inn along a forest road, it is filled with primitively dressed warriors, they drink, fight, love maidens, and eat mutton, they are throwing a mountain of gold around. They ignore the PC's on account of being ghosts that soon fade away. The Inn is long since abandoned and musty.

311. An Animal companion begins choking, hacking and coughing, they buck their rider (if any), and refuse to allow any near... they seem to pass out, then cough up a hairball. Bonus points if they are a hairless pet!

Grand Lodge

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312. (I pulled this one on my players) An abandoned tollhouse leans precariously into the road. The far side has a message painted in red, "I'm watching you", or something similar. The door is propped open with a paint can. There is a garden overgrown with vines, including one that has been chopped on an axe block. Whoever or whatever caused the abandonment is completely gone, some food from the garden or local maps may be found.

313. on the approach to a village, PCs notice that many of the local barns and other structures have murals depicting a grinning gnome holding various potion bottles, advertising curatives and tonics ahead at unbelievable prices. Once the PCs enter the village, no one will talk about the advertisements, claiming they "ought to repaint" if pressed. Bonus if the PCs eventually find a burnt out wagon with a dead gnome and a horde of fake potions.


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314: The PC's come across a duel between two knights. As they watch the battle unfold, one of them comes out on top. After addressing the knight, he speaks not a word. However, as they try to walk past him, the knight speaks. ''None shall pass.'' The knight in black speaks.


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315. The PCs notice a door on the side of a cliff face. The door isn't attached to anything and falls over if touched.

316. A goblin runs across the PCs' path, shrieking, clutching a squawking chicken in its little arms. A moment later, a terrier comes streaking after, yapping up a storm. The chicken and terrier both belong to a nearby chicken farmer.


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The party runs into an elven traveler who challenges them to a battle. If the party accepts have them roll initiative. The traveler always wins, and, on his opening action says:

"You chose to battle this elf in the wild,
You're fighting a man, but you're just a child,
My beats are blazing hot and yours are only mild,
I'll bury you quick so I hope your will's filed."

Have the party roll sense motive to realize he challenged them to a rap battle. Bonus experience if they respond in kind.


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316. The party walks into a perfectly circular clearing, ringed by mushrooms. A pingig sound whips around the glade, following the ring of mushrooms.

317. The party walks past a large wheat field, where a figure in a black cloak is standing holding a scythe. Going up the the figure reveals it to be a farm girl who just gets cold easily. She's telling the truth, and magic reveals she is too weak to have an aligned aura. However, further inspection reveals her irises and pupils are black, and her scythe is embossed with religious imagery of an evil death god.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

320. A nomadic married couple engaged in a dish-flinging roadside divorce.


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321. The PC's find a friendly necromancer. Bonus points if he's actually a crocodile-headed Rakshasa in disguise.
322. The PC's are stopped by an artist, who offers to draw pictures of them. Bonus points if the artist draws incredibly outrageous caricatures that offend the party. Cookies if this is a distraction so that someone else can pickpocket something off the PC's. Cake if they are undercover for some organization and drawing them so as to report on what the PC's are doing.
323. Have someone from the town beg the PC's to slay a demonic cow. Bonus points if its just an aggressive cow. Cake if it's possessed by a devil, and it gets really offended if the PC's call it a demon. Milk if the PC's find some crazy way to get rid of the cow, and spend an absurdly long amount of time trying to finish this simple task with an overly complicated scheme. Almond milk if your party starts making cow puns.


HWalsh wrote:

The party runs into an elven traveler who challenges them to a battle. If the party accepts have them roll initiative. The traveler always wins, and, on his opening action says:

"You chose to battle this elf in the wild,
You're fighting a man, but you're just a child,
My beats are blazing hot and yours are only mild,
I'll bury you quick so I hope your will's filed."

Have the party roll sense motive to realize he challenged them to a rap battle. Bonus experience if they respond in kind.

Do they still get bonus points if they respond with something with a Fort save?


No, but a Skald's raging song instantly causes the rap battle guy's head to explode.


324. A farm girl has lost her kitten, and begs the PCs through tears to find it.
Bonus points if the kitten is incredibly easy to find.

325. The party finds a band of pixies playing a fey betting game on a large tree branch, arguing loudly in Sylvan.
Bonus points if they're not arguing about the game. Cookies if they're betting on the PCs arrival.


Simeon wrote:

324. A farm girl has lost her kitten, and begs the PCs through tears to find it.

Bonus points if the kitten is incredibly easy to find.

Cookies if the "kitten" is really some kind of large cat/feline monster


326. Another party of adventurers who have two urgent and worthy quests in opposite directions. They approach the PCs for help because they can only do one themselves. If the PCs are the sorts to help out they get to choose which one interests them more knowing the NPCs will do the other.

(Variant - the challenge is to work out which is better suited to their skills)

327. (could link to 326 or not) - when returning to town with loot they plan to sell, they meet another band of adventurers doing likewise, who offer to trade magical items they likewise can't use.


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328. While traveling through the mountains the PCs come across a massive circle of slightly discolored stone on the rock face. After some investigation, they realize it's a large door, and once they figure out how to open it, they find an empty pre-Earthfall giant's home, complete with a living room, kitchen, and sitting room with a lit working fireplace. There's no one inside, but they do notice that the fire in the fire in the fire place some how sends fire to the torches in other rooms, lighting those areas up too. The decor and items inside leads the PCs to believe a great cyclops has been using this as his home, but he isn't around at the moment. (I did this one with my group)


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HWalsh wrote:

The party runs into an elven traveler who challenges them to a battle. If the party accepts have them roll initiative. The traveler always wins, and, on his opening action says:

"You chose to battle this elf in the wild,
You're fighting a man, but you're just a child,
My beats are blazing hot and yours are only mild,
I'll bury you quick so I hope your will's filed."

Have the party roll sense motive to realize he challenged them to a rap battle. Bonus experience if they respond in kind.

Or you could do this as a dance-off battle.

Shadow Lodge

329) Local Sheriff has two piles of wood behind his office. When asked about it he says both piles are for "witches and other undesirables." If asked why two piles, he states that one pile is green wood and one is dried.

If they don't dislike you that much they will use green wood, because the smoke will sufficate you before you burn and you will not face any pain.

On the other hand the dry wood will light up easily, which will hurt quite a lot.

He smiles when he explains the second part.

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