Elric VIII
2017-09-05, 03:45 PM
I need some help designing a noncombat encounter for a 5th level party. I want it to have a pre-set system of mechanics, because I do not like to be too arbitrary when deciding if things succeed or fail.
I'm not sure exactly where to start, but I think the general idea would be to move in initiative order with the environment reacting to preset triggers based on PC actions or number of rounds. I tend to play in a more gamist style, so this may end up being like a puzzle dungeon. I would love some suggestions of things to happen.
The premise:
The party is travelling through the desert in search of a set of ruins that will guide them to a hidden trove of magical knowledge. The ruins will be set on top of a plateau that is protected by elemental spirits. However, these spirits have grown weak and cannot manifest themselves fully in the material plane. Instead, they exert their influence on the environment, causing natural events to occur in an unnatural way.
I'm thinking about things like crumbling rocks forcing Str saves while climbing, fierce winds causing Dex saves, sandy guts causing Con saves. What I'd like are some ideas that allow the players to interact with the world proactively, rather than just force them to take saves. Maybe something like a falling boulder that can be attacked to break it apart?
I would really like this to represent an arduous journey.
I'm not sure exactly where to start, but I think the general idea would be to move in initiative order with the environment reacting to preset triggers based on PC actions or number of rounds. I tend to play in a more gamist style, so this may end up being like a puzzle dungeon. I would love some suggestions of things to happen.
The premise:
The party is travelling through the desert in search of a set of ruins that will guide them to a hidden trove of magical knowledge. The ruins will be set on top of a plateau that is protected by elemental spirits. However, these spirits have grown weak and cannot manifest themselves fully in the material plane. Instead, they exert their influence on the environment, causing natural events to occur in an unnatural way.
I'm thinking about things like crumbling rocks forcing Str saves while climbing, fierce winds causing Dex saves, sandy guts causing Con saves. What I'd like are some ideas that allow the players to interact with the world proactively, rather than just force them to take saves. Maybe something like a falling boulder that can be attacked to break it apart?
I would really like this to represent an arduous journey.