miércoles, 3 de febrero de 2016

Encuentros fortuitos: sí, peleas fortuitas: no


He recopilado una lista de encuentros que se pueden utilizar durante el viaje que no sean combates.

Un buen encuentro fortuito debe ofrecer una oportunidad para rolear o un desafío de alguna clase. Debe hacer que un viaje no sea aburrido.

Un búho ulula en la distancia.

El anterior es un ejemplo del tipo de encuentros que descarté pues no llevan a nada. Otra cosa que eliminé fueron los encuentros con hormigas, abejas y demás, pues son técnicamente combates contra enjambres de alguna clase. No obstante, quise mencionarlos porque no son combates convencionales y agregué una entrada en la lista que engloba todos estos encuentros de semi-combate en uno solo.

Aquí está la lista de recopilaciones ligeramente modificadas y en inglés. Si alguien está interesado en una traducción, puedo prepararla para una entrada futura. Si tienen ideas de otras cosas que se pueden agregar, pueden dejarlas en los comentarios y las agregaré a dicha lista. Todas estas ideas son compatibles con D&D, Pathfinder y básicamente cualquier juego de rol.

  1. Collapsing tunnel/tree/wall, avalanche
  2. Unusually warm/cold day for season or brutally cold/hot day in accordance with season. Saving throw needed.
  3. Extremely windy day. Light gear becomes difficult to keep strapped down. Reflex save to avoid.
  4. Come across other travelers suffering from some problem. (Broken wagon, injured horse, etc.)
  5. Site of current/recent natural disaster: flood, forest fire, lightning strike, etc.
  6. Lost child who wandered too far from home/village or someone's lost pet/baby.
  7. Animal (?) tracks or droppings.
  8. Shepherd and his flock.
  9. Lumberjacks.
  10. PC discovers new hole in his boot, possibly via a mud puddle. Balance check.
  11. PC or horse gets rock in shoe/boot. Balance/Ride check.
  12. One of the PCs has a "bad day". Minor inconveniences plague him. (Trips over ruts in the road, gear difficulties, animal steals his lunch when he turns away for a moment. Etc.)
  13. One of the PCs has a "good day". Minor perks all day. (Find a copper piece lying in the road. Figures out how to repair some damaged item, the inn they stay at that night has one of his favorite meals as a special, etc.)
  14. Find an animal in a trap.  
  15. Run into local 'recruiters'.
  16. Find an old/puzzling marker/sign.
  17. Bridge washed out/ river flooding.
  18. Ants, bees, or other weapon-immune swarms..
  19. Raccoons invade camp (steal/ruin items and rations)
  20. Stumble into a blessed/cursed glade.
  21. Snowball fight or terrain/weather equivalent. Children, goblins, trolls, etc.
  22. Wild, non-dangerous animal/beast approaches closer for an inspection.
  23. PC's must cross a rickety old bridge or ford a wide stream.
  24. Rainbow spotted or other lucky omen.
  25. Wagon wheel breaks or a horse throws a shoe
  26. Black cat or three-eyed raven crosses path, or other unlucky omen
  27. A character (or everyone) gets sick/food poisoning.
  28. Find strange trash in the road, such as a wagon wheel or a chest of clothing.
  29. Strangely shaped clouds seen on the horizon. Foreshadowing.
  30. PC finds a hidden detail in recently acquired or purchased item.
  31. Beautiful secluded beach/oasis/spring and possibly a warm swim.
  32. Minor piece of equipment is nearly worn out & should be replaced ASAP.
  33. Stumble into Poison Ivy (just for kicks, dwarves are immune)
  34. Find a fully ripe fruit tree or other easy food source.
  35. Find evidence of recent combat, possibly including decaying bodies.
  36. The PC's have lost some very minor item, such as soap, a pot, or chalk when he most needs it.
  37. Discover one of the mounts is pregnant or ill
  38. PC finds (all too late) they have a tick or leech on their body.
  39. Thick fog/dust/snow/hail storm blows in.
  40. Road kill: local animal/beast dead in the road, natural causes, scavengers nearby
  41. Pass a small shrine or holy grotto
  42. Mount has a leg cramp, needs hour-long rubdown to continue. Ride check.
  43. Earthquake, small avalanche, or freak storm
  44. PC gets a song stuck in his head all day. Penalty on initiative/perception.
  45. Wagon or other transport sabotaged.
  46. It just really feels like today was a lot shorter/longer than a normal day.
  47. Someone has an allergic reaction to something in the area.
  48. Beautiful scene, such as waterfall or breathtaking view. Morale bonus.
  49. A PC is getting shaggy and needs to get a haircut. Penalty on initiative/perception.
  50. Pass the ruins of an old outpost or small tower, still 75% intact.
  51. Pass a roadside grave or the site of a past execution
  52.  An eclipse occurs, a comet flies past, constellation or other astronomical event.
  53. Quicksand, sinkhole, or other natural ground hazard.
  54. The PC's find money or valuables left in the road.
  55. Traveling merchant
  56. Some kind of building, dungeon or cave that is empty but has stuff in, loot or plot clues, or just interesting scenery.
  57. A messenger sent specifically after them with a letter.
  58. Some kind of obstacle, like a rangly bridge over a canyon, a trunk over a stream, etc
  59. "Monsters" that are friendly.
  60. A location where strange phenomena occurs that they can't explain (queue X-Files music).
  61. A starving family begging them for food or gold.
  62. A traveling lonely adventurer who is impressed and wants to join.
  63. The road disappears and the place looks nothing like on the map, the party is lost.
  64. A great wall with guards that demand taxes and forbids bandits from coming close. Also, throws petty insults at them and occasional riddles about swallows.
  65. A hunter who knows the area well and warns the players that the road ahead is dangerous.
  66. An unexpected fork in the road that wasn't there on the map, the players don't know which path to take.
  67. Some kind of mining/digging/smelting operation and the workers want to trade with the players.
  68. An historical artifact, like a face carved into a mountain, or an abandoned temple.
  69. A caravan of merchants.
  70. A recently destroyed caravan with tracks leading off the road, perhaps a badly hurt survivor who claims they took prisoners and promises a reward if the prisoners are freed.
  71. A tribe of some kind who owns the land and demand a tribute for passage (and in return escorts the players through).
  72. A harmless ghost/haunt trapped in the forest.
  73. Tracks that lead off the road and to some kind of magical tree, fountain, lake or whatever.
  74. A raging river they have to cross, 
  75. The rope bridge across a chasm is out.
  76. High winds and narrow path. Balance checks.
  77. Person, victim of baleful polymorph, tries to catch attention.
  78. Bandits posing as caravan.
  79. Traveling sage/archivist
  80. Traveling farmer
  81. Traveling cabbage seller
  82. Traveling bard
  83. Bridge troll
  84. Cleric of Fharlanghn
  85. Bandit posing as cleric of Fharlanghn/ his bloody robes
  86. Fharlanghn
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