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View Full Version : Fascinating ways to kill time between plot hooks



Vagnarok
2009-11-26, 12:34 PM
So here is a little something that I cooked up to interest my PCs so that they're not constantly on the road, fighting the forces of evil or what have you.

At one of the taverns that the PCs rest at there is an interesting drink on the list that, as legend has it, nobody has ever tried. It gosts something ridiculous like 20 pp, and when a PC takes a drink, they roll a d6:
1. They have something equivilant to a bad acid trip.
2. The drink curdles like week old milk upon entering the PC's mouth.
3. They feel nothing. The drink tastes like water.
4. They feel nothing. The drink tastes like above average mead.
5. They taste the most delicious drink that they've ever tasted.
6. They go to "heaven" (in this case a lucid dream) for 1d4 hours.
If it's the first time that they've taken a drink, they'll ALWAYS go to heaven. This is to get them hooked. After that you start rolling the die.

What kinds of interim activities have your players enjoyed?

Anonymouswizard
2009-11-26, 12:40 PM
rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl rotflrotflrotflrotflrotflrotflrotflrotflrotflrotfl

Oh, look, a helicopter.[/sarcasm]

otherwise, lmao.

PurinaDragonCho
2009-11-26, 12:42 PM
This isn't exactly on point, but...

I had this one PC who always did really dumb stuff - as an example, they were trying to solve a puzzle, and a wrong answer made the water in the room they were in rise. They solved the puzzle, and he kept pushing the button. The gnome was not happy about this.

So, I created a little something for him. I called it Niebel's jest. There was a large gem on an altar to a gnomish deity. The thing is, if you grabbed the gem, your hand would stick to it and you couldn't remove the gem. You were stuck until you pushed the right buttons to get free. And I had a chart of what random effect you'd get for each button. Change gender, all your body hair fell out, you changed color to bright blue (there was a separate chart for colors), all your clothes become invisible, etc.

Of course, after all that work, he didn't try to take the gem. Typical.

Grumman
2009-11-26, 01:08 PM
One of my characters was a gish who specialised in construct-based spells. He knew Wall of Stone, Wall of Iron, Fabricate and Disintegrate (with Disintegration Finesse). When he had downtime he built things, things like shanty towns, statues and suits of full plate.

The Dark Fiddler
2009-11-26, 02:20 PM
We've got a 'fight club' in my campaign.

My players just seem to fighting a lot.

They're also trying to build a colloseum.

tahu88810
2009-11-26, 08:38 PM
We try to rob stores, screw up, and leave a party member lying in a pool of his own blood courtesy of the shop's owner getting extremely lucky.
We then ditch town, ruining the DM's plan for adventure there.

Or we just drink till we're blind. That's the more common one.