7. Setting up non-combat encounters

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Previous Article - 6. Setting up combat encounters

Alright, so we have our combat encounters figured out, next we need to get our non-combat encounters set up and positioned accordingly. We will have three non-combat encounters, all of which are "technically" optional if they are avoided or not found. However, we have a "Secret" non-combat encounter which we will have in our back pocket in case the party chases a red herring.

Trap

We are going to go ahead and start with the trap first which we've placed in the right side hallway of the map.

Now, the "T" that we used to denote the trap can be a bit hard to see. So on the GM layer, I've used the Draw > Rectangle tool in order to add a red square around it.

trap placement.png

With that, we can go ahead and add the trap information to our "The Silent Crypt" handout as well so we can reference its effects. I've included the example of this trap below if you'd like to copy/paste it or use it as a reference for your own.

Sleeping Trap

Add to the between Section 2 (The Encampment) and Section 3 (Prison/Brig + Storage) of "The Silent Crypt" handout.

Details
The cultists prefer to have live subjects to convert to dead minions. There is also the added benefit that if they trigger their own trap, they are simply knocked out…

Triggering and Disarmament
The trap is operated by a pressure plate mechanism.

The mechanism can be disabled by jamming the mechanism with a small but sturdy pointed object (such as a piton) and a DC 14 slight of hand (dexterity) check.

Failure to disarm the trap immediately activates the mechanism.

Saves and effects
If the trap is activated, sleeping gas is sprayed into the area surrounding the trap and remains for roughly 1 minute. The gas is strong enough to incapacitate anyone who isn’t already holding their breath. All players should roll initiative.

Those who breathe the gas must make a DC 12 constitution saving throw or be incapacitated. If they succeed, they can hold their breath to exit the area. Those who remain and do not hold their breath must make a new saving throw every 6 seconds (1 round).

Consequences

If trap is disarmed: The cultists in Room 5 are not alerted and will make no effort to move on the party. If the group remains sneaky, they can get the jump on the cultists and begin with a surprise round!

If everyone is incapacitated: Have the players awake in the Prison/Brig where they are bound by rope and watched by a guard.

Their gear has not been removed as the cultists believed that they have been tied up well enough.

The rope can be removed in a variety of ways–

  • DC 14 Strength check can break the rope
  • DC 14 Slight of hand (dexterity) check can slip free of the rope
  • Players can persuade the guard to untie them by convincing them to betray the cult. DC 14 Persuasion check.
  • The ropes can be sliced or untied (if not bound or by another player) without a check

If not everyone is incapacitated: Enemies will move towards the party and begin combat within 1 round by making ranged attacks into the cloud (disadvantage to attacks) making efforts to avoid prone targets who might be sleeping. The enemies can pursue through the cloud if they hold their breath to move through it.

Sleeping players must be damaged or shaken awake by other players.

If no one is incapacitated: Players can move away from the trap to avoid the gas cloud until it dissipates. The Cultists are still alerted by the noise and will move towards the party and begin combat as usual.

Puzzle

With our trap placed, we can now look towards where our Puzzle should be located. In our example, we placed this in room 10 of our map just above the room itself.

puzzle placement.png

With that in mind, lets go ahead and update the corresponding section of our reference document with the puzzles information. Again, please feel free to copy and paste the following for your own game or to follow along!

Puzzle - Riddle

Add to the bottom of section 10 (Prayer Room) of "The Silent Crypt" handout.

Flavor Text
On the wall there is an inscription that has been chiseled into the stone and inlaid with what looks like obsidian. The glassy black texture reflects the torchlight in dazzling sparkles as the crackles ring off the sconces.

The text reads “Where words are not spoken, but thoughts are heard. A time to seek guidance and ask for…”

The inscription ends abruptly, but there is a large rectangle of smooth obsidian inlaid into the wall just after, almost as if it is expecting the ending be provided.

Solution
The answer to this puzzle is “A Moment of Silence” –

The trick to this is that the players will need to minimize sound for a few moments. In this case, the torches in the room are making enough noise and will need to be snuffed and plummeting the room into darkness.

After a few moments of darkness and sitting quietly, there will be a subtle glow from lichen in the room. The lichen will make a path from the entryway to a specific part in the wall which houses a secret compartment containing loot.

Hints

  • There are a number of hints to try and inform the part of the solution:
  • The name of the crypt and adventure is “The Crypt of Silence”
  • The flavor text draws attention to the torches’ noise.
  • The blank space following the inscription
  • The rhyming nature of the inscription to ensure “guidance” rhymes with “silence”
  • It is a common phrase used in eulogies or to honor the dead. Fitting for a crypt that was used to stage burials and funeral rites.
  • If players find the note about cultists findings on the inscription it can provide some guidance as well.

Rewards
Should the players solve the riddle, then they will find a compartment with a few options for loot to be chosen by the GM.

  • Pipes of Haunting - Great for a bard or musically inclined character/player. Offers some crowd control.
  • Restorative Ointment - Great if the party has taken significant damage and may need healing or a way to deal with disease.
  • Pearl of Power - Great for spell casters who may want to restore a spell slot during the adventure.
  • Dust of Disappearance - Great for a rogue or sneaky character. Offers utility in how to engage in combat.
  • A +1 weapon - Great for martial classes who may want to do a bit more damage. Ideally, this should be a weapon that matches closely to their desired weapon type.

One or two of these items should be a good amount for a group. However, you should feel free to adjust accordingly to your party or group size both in terms of amount of loot and power. The intention here is to offer a memorable moment of getting cool loot!

Now, we mentioned a note, so lets make sure we have a note that we can actually share of course! To do this, lets make a brand new handout in our journal titled "Cultist Notes" and in it we can put their findings about the riddle.

Now this may be a bit on the nose to put the solution directly in the note -- but since it is reliant on action rather than just words it should still be pretty safe and help if the players get stuck.

Cultist Notes

I think I’ve almost figured it out. I’ve spent the last few days looking at this damned riddle. Everyone else says to “ignore it” and “it's meaningless” – but I KNOW there is something more.

Everyone is just so loud and won’t leave me alone. And these torches with their incessant crackling! Who even lit these? I just want a moment of silence so I can think!

When your players find the note, just open it up on your end and click the "Show to Players" button followed by the "Show to Everyone" button that appears in the prompt as well. This will ensure it appears in their journal so they can view it whenever they like!

show to players.png

Secret

With our two main non-combat encounters finished up, the last is to make our "optional" encounter in the form of a secret. This is a trick I've learned over time and wanted to share. This secret is intended for when your group has found themselves in a situation where they are stuck or are absolutely convinced that something else is in an area or there is something deeper they are missing.

Through a series of checks that players are likely already making (i.e. "Can I roll perception to find a door?" or "Can I investigate all the tiles in the room to see if any are loose?") we can try to reward them in an effort to move the story along.

While sometimes it can be humorous or fun to watch the party chase a red herring, it can definitely take a long time. So here are some ideas, feel free to add them to a handout if you like!

Secret - Optional

  • Location
  • Under a loose tile
  • Behind a painting
  • In a small lockbox on top of a shelf
  • Inside of a book
  • A false bottom of a drawer
  • A hidden bag hanging from the ceiling

Contents (Choose 1 or more)

  • 3 potions of healing
  • 6d6 gold pieces
  • A key to a chest
  • An escape route
  • 3 precious gemstones worth 10 gold pieces each
  • A small electrum statute worth 25 gold pieces
  • An ornate brooch of a noble house worth 20 gold pieces

Again, the intention here is to avoid the flow of the game grinding to a halt. This should help get folks back on track, but if not, it never hurts to let the group know outright and out-of-character that they need to move on.

Next Article - 8. Determining rewards

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