1. A moral dilemma. This is where the players either outright know or were given hints that someone they are fighting believes that the players are evil and they are only trying to protect their village/town/etc. This creates a situation where players need to use diplomacy or grappling instead of the usual stabby, stabby, kill, kill.
2. Chase scene with a twist. The players pursue a lone messenger on a horse. If they catch up to the messenger or stop the messenger as they are leaving town, the messenger dismounts and slaps their horse which continues in the same direction the messenger was traveling. The messenger then draws a bow on the players. The whole point of this encounter is that the message the players need to stop is on the horse, not the messenger and the messenger is trying to create a distraction or hold the players up long enough that the horse can reach its destination. I have only run this once, but it was a lot of fun. The party gets two chances to get the information they need. The first if they catch the horse, and the second if they lose the horse, but capture and question the messenger.
3. Kidnappers. An encounter where some people or creatures (I used beefed-up bullywugs) try to net the player and drag them off. If all the players get captured it can become a jail-break type of scenario or where they have to talk or pay their way out of it.
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The three unusual encounters I have run are:
1. A moral dilemma. This is where the players either outright know or were given hints that someone they are fighting believes that the players are evil and they are only trying to protect their village/town/etc. This creates a situation where players need to use diplomacy or grappling instead of the usual stabby, stabby, kill, kill.
2. Chase scene with a twist. The players pursue a lone messenger on a horse. If they catch up to the messenger or stop the messenger as they are leaving town, the messenger dismounts and slaps their horse which continues in the same direction the messenger was traveling. The messenger then draws a bow on the players. The whole point of this encounter is that the message the players need to stop is on the horse, not the messenger and the messenger is trying to create a distraction or hold the players up long enough that the horse can reach its destination. I have only run this once, but it was a lot of fun. The party gets two chances to get the information they need. The first if they catch the horse, and the second if they lose the horse, but capture and question the messenger.
3. Kidnappers. An encounter where some people or creatures (I used beefed-up bullywugs) try to net the player and drag them off. If all the players get captured it can become a jail-break type of scenario or where they have to talk or pay their way out of it.