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Can we have a thread about non-combat encounters?
I'm personally a fan of playing out travel time as it gives the characters room to interact with one another, while I as the GM can throw in hints and bits of foreshadowing of what is to come, in-between minor combat encounters against wild beasts or bandits for the players to try out their new toys.
But what is some stuff the party could come across on the road or in the wilderness that can't be solved by swinging weapons at it?
One idea is a travelling merchant. I usually have a short list of items and artefacts on hand that I can have him sell, but I think that's a bit boring to just give the players a regular shop in the wilderness. Some ideas:
>the merchant has his cart smashed and most wares stolen by bandits, thankfully he managed to hide some of the good stuff (maybe a powerful potion?) from them and he is willing to part ways with it if the PCs help him out with his cart. Optionally they can hunt down the bandits, or just accompany him to the next town to have him as a source of information
>the merchant is a conman, most of the stuff he is selling doesn't work, but if the players are careless they won't find out until the merchant and their money is long gone
>the merchant has some forbidden wares (like dangerous poisons or demonic spell books) hidden in a secret stash underneath the false bottom of his cart. Once discovered, he can be threatened or extorted to hand them over unless he wants to be brought to justice. Alternatively he can be brought to justice then and there.
You got any ideas for non-combat encounters, Anon? Don't really care for genre or setting, I'm just here to spitball ideas.
>pic unrelated
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>>97493812
>Another set of wandering vagabonds/mercenaries/adventurers. Can defend themselves, but not initially hostile; possibly willing to trade information or loot.
>Minstrels or other travelling entertainers. Willing to pay for protection on the road to their destination.
>Smugglers or other criminals in the night. Not looking for a fight unless they absolutely must, might be willing to part with some of their illicit goods or information if you pay up.
>Refugees from some threat or another. Might be willing to pay for protection, probably willing to part with information about whatever has them fleeing home.
>Regular patrol in the area from whatever governance presides in the region. Willing to trade information and some supplies for luxury goods and information from home.
>Small group of local hunters. Knows things about the area; has food and animal remains for sale (antlers, skins, whatever magic related material components come from animals (if any)).
>Bandits looking to cash out on a big haul. Too laden down with crap to want to bother with a fight, willing to trade typical trade goods and the occasional rare artifact for food and luxury items. Could try to report them for their behavior later on, if so desired.
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>>97493812
>Poachers
Knows about the local area and can be helpful. Reserved at the beginning and turn hostile if they feel like you are going to snitch on them.
>Old Hermit
Crazy and weird folk healer, can give supplies and even minor enchanted items. Of course you'll have to fetch his goat, bathe in it's milk at night and run around the house naked three times anti clockwise. May curse you for being rude, or not following his nonsensical instructions, or just because he's a bit mad.
>A stuck caravan
Just a traveler whose cart is stuck in the mud. If you help him, he can take you to the next town faster. May need ropes, block and tackle and a bit of elbow grease to get the caravan moving.
>A stuck caravan
Actually a bandit ambush this time:D
>Road side altar
An altar for the local forest spirits has been knocked over and trampled on. You need to fix the altar and find a way to appease the spirits, be it with offerings, cleansing magic or some other way. A local priest may also guide you to the other road altars as a small pilgrimage.
>Abandoned camp
A camp that has been left in a hurry, the embers are still warm and all the travelers gear is still there. You might steal everything and hope the people don't come back. The travelers might also be in trouble, and you need to look for them.
>Bear trap
You wander on a wildlife path when you hear a loud snap and then feel major pain in your leg. You'll need to fix your leg and spent more time and resources in the wild, this can then lead to further trouble. If you don't want the PC's to get hurt, an NPC could be stuck in a trap and you can help them.
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I recommend reading some real life sources like the Calixtine Codex where they talk about dangers in pilgrim's journeys
for example:
>Book V (Iter pro peregrinis ad Compostellam) is a wealth of practical advice for pilgrims,[22] informing them where they should stop, relics they should venerate, sanctuaries they should visit, bad food they should be wary of[23] and commercial scams, including in the author's opinion, other churches who claimed to hold relics of St. James.
it also talks about fake guides, innkeepers that posion and rob pilgrims, etc.
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Do you want just any non combat encounters?
Natural hazards and navigation ptoblems are easy to make. Fog and heavy rain make navigation rolls one grade harder, snow slows people down.
In the medieval times bridges were rare and almost always had a toll. So crossing a river without a ferry or a bridge could be dangerous and need an agility check. If failed you migjt lose gear in to the waters or your horse simply won't cross. Look for another crossing or abandon your mount.
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>>97494491
Thanks mates, cool stuff. I'll see to post some other ideas in the morning should the thread still be up.
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