Interesting encounters are short descriptions of encounters that GMs can use to build on. They combine unique aspects of different types of foes, terrain, skill checks, weather, combat, etc in order to provide more unique challenges than hit monster; repeat.
Sometimes adventuring parties gain too much confidence from too many victories, and throw caution to the wind. In these cases, it is sometimes necessary to remind the party that the world is a big place, and for all their powers and abilities, there is always someone more powerful.
I usually throw this encounter into an unlikely place, like searching through a dungeon or a cavern system or even in an old ruin. In this remote, unpopulated location, the party stumbles across a room with the glow of a burning fire and the smell of stew boiling over the flames.
In this room is a powerful mage. Feel free to build this mage to fit into whatever bigger scheme of the plot. In my recent campaign, centered around an evil gnome army, I made him a gnome. Tie this mage to the plot in such a way that the party thinks he has knowledge they need. You need to incite them to really want to talk to the mage.
The mage should be a lot more powerful than the party. Give him some ability that the party can't deal with -- flyings, teleporting, invisibility, whatever. Don't feel bad if you need to break normal patterns of class development to build this character to be tougher than the party. If you like, give the mage a couple of servant minions just in case. Don't worry about this being fair in terms of a fight. That isn't the challenge they are meant to overcome by combat.
The mage has one goal. He has chosen this out of the way place so he isn't bothered. A party that has come to bother him for information. They have no magical knowledge above his level to trade. This is the worst kind of distraction. He just wants them to go away and never come back. He might also want to make sure the party doesn't tell anyone about his "hiding" place, mostly through intimidation, and if needed, manipulation of memories.
This encounter can play out a number of ways. The party can try to talk to the mage and just get turned away. As a GM, this is the least interesting outcome, so try to describe some things the PCs can see in the room that give them even more of a clue that this mage knows something. The PCs could aggressively or tenaciously attempt to talk to the mage. In this case, the mage is going to forcefully remove the party, quickly illustrating to the party they are outmatched. The party could attempt to patiently negotiate with the mage. In this case, the mage will likely lose patience and block the PCs out. If they aggressively respond to that, combat will erupt.
Combat, in this case, is not meant to be lethal, though it certainly could be. The party is going to get a quick dose of powerful magic, and should figure out the predicament. If they don't, and rush into full unceasing combat, have the mage apparently TPK the party. Then have them wake up later, far away, locked in crates or cages with their equipment nearby. The escape will be a fun challenge, and they will get the point.
In the end, the encounter is meant to place something the party wants just out of reach, protected by someone they cannot defeat. This is a huge awakening for some parties because it illustrates the big world with an always bigger power. It is good roleplay, though, and will give the PCs a bit more caution as they move forward.
Sometimes adventuring parties gain too much confidence from too many victories, and throw caution to the wind. In these cases, it is sometimes necessary to remind the party that the world is a big place, and for all their powers and abilities, there is always someone more powerful.
I usually throw this encounter into an unlikely place, like searching through a dungeon or a cavern system or even in an old ruin. In this remote, unpopulated location, the party stumbles across a room with the glow of a burning fire and the smell of stew boiling over the flames.
In this room is a powerful mage. Feel free to build this mage to fit into whatever bigger scheme of the plot. In my recent campaign, centered around an evil gnome army, I made him a gnome. Tie this mage to the plot in such a way that the party thinks he has knowledge they need. You need to incite them to really want to talk to the mage.
The mage should be a lot more powerful than the party. Give him some ability that the party can't deal with -- flyings, teleporting, invisibility, whatever. Don't feel bad if you need to break normal patterns of class development to build this character to be tougher than the party. If you like, give the mage a couple of servant minions just in case. Don't worry about this being fair in terms of a fight. That isn't the challenge they are meant to overcome by combat.
The mage has one goal. He has chosen this out of the way place so he isn't bothered. A party that has come to bother him for information. They have no magical knowledge above his level to trade. This is the worst kind of distraction. He just wants them to go away and never come back. He might also want to make sure the party doesn't tell anyone about his "hiding" place, mostly through intimidation, and if needed, manipulation of memories.
This encounter can play out a number of ways. The party can try to talk to the mage and just get turned away. As a GM, this is the least interesting outcome, so try to describe some things the PCs can see in the room that give them even more of a clue that this mage knows something. The PCs could aggressively or tenaciously attempt to talk to the mage. In this case, the mage is going to forcefully remove the party, quickly illustrating to the party they are outmatched. The party could attempt to patiently negotiate with the mage. In this case, the mage will likely lose patience and block the PCs out. If they aggressively respond to that, combat will erupt.
Combat, in this case, is not meant to be lethal, though it certainly could be. The party is going to get a quick dose of powerful magic, and should figure out the predicament. If they don't, and rush into full unceasing combat, have the mage apparently TPK the party. Then have them wake up later, far away, locked in crates or cages with their equipment nearby. The escape will be a fun challenge, and they will get the point.
In the end, the encounter is meant to place something the party wants just out of reach, protected by someone they cannot defeat. This is a huge awakening for some parties because it illustrates the big world with an always bigger power. It is good roleplay, though, and will give the PCs a bit more caution as they move forward.
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