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The Vagabond
2016-05-06, 07:59 PM
Just a random thought; What are some neat, alternative goals for pathfinder encounters?
Things like, instead of having to fight golems, you have to make them fall off a building, or try not to kill the babies my enemy has attached to their waist, or punching a specific dolphin.

Surpriser
2016-05-07, 04:12 AM
This thread: Guide to Alternate Goals in Combat (http://www.giantitp.com/forums/showthread.php?454210-Thread-from-the-Wizard-Forums-Guide-to-Alternate-Goals-in-Combat) has a pretty comprehensive collection of generic goals that can give you some inspiration.

Inevitability
2016-05-07, 05:23 AM
Combat in the middle of a dangerous situation makes for great situations. The PC's are fighting a bunch of monsters on a crashing airship, for example, and they need to divert their attention between not dying and not crashing.

Bonus points if the crashing ship requires skills from all of them (rogue has to tinker around with the engines, wizard must provide new arcane power, barbarian must clear debris...) and if the dangers aren't a problem for the monsters (in this case, the monsters could be capable of flight).

Dravda
2016-05-07, 05:25 AM
Here's one of my own. This was originally for a Star Wars game, so they were protecting a refueling starship, but I've refluffed it as a fantasy encounter...

Basics: the PCs are escaping from an overwhelming encounter. They must delay until they can make their escape.

Set-Up: the PCs are sitting on a boat which is preparing to cast off. It will begin moving in 30 seconds (5 rounds). The PCs are standing on the gangplank between the boat and the enemy.

Progression: The enemies come in waves. They are composed mostly of mooks who pose only middling threat to the PCs, but in large numbers. There is a single boss monster whom the players are not capable of killing, but who can't kill them quickly (a high-level antipaladin focused on defense, for example). Roll initiative and keep track of the rounds: at the end of round 5, the gangplank is pulled in and any PC or bad guy not standing on it or the ship will be left behind. The PCs do not need to defeat the bad guys, only keep them off the ship; however, any enemy who makes it onto the ship WILL need to be defeated.

Consider adding an enemy with significant ranged attacks (an enemy spellcaster, for example) who is bombarding the ship. Every successful spell cast onto the ship kills friendly sailors and increases the time to departure by 1 round: they will need to be killed to allow the PCs to make their escape.

Success: the PCs successfully survive to the end of the encounter and board their ship.

Failure: the PCs allow too many enemies aboard their ship, or allow someone to be left behind.

Risks: the boss monsters should be a looming threat, and tough (if not impossible) to deal with. The encounter loses much of its urgency if the boss monster is killed. However, the boss should not be capable of killing a PC in a single round: the PCs need to have a reasonable chance of delaying them. If the enemy spellcaster is adding too much time to the clock, have them turn their spells on the party instead of the ship.