Page 1 of 2
Quest without monsters

Posted:
March 2nd, 2015, 8:24 pm
by torilen
Has anyone ever created or played a quest without monsters in it? I need some ideas.
There background for the plot is this (and realize, it is for my son, so take it for what it is):
This man stumbled across magical dust that turns things from living creatures into life-like,
colorful statues (plot actually comes from an episode of Disney's Gummi Bears). There heroes
are persuaded by a faerie creature to help the woodland animals - this creature just recently
saw the man use the dust on a rabbit.
So, the heroes track down where the man keeps his stash of dust hidden - they must break in
and steal it. This man, however, would not have much access to magic, undead, or goblin
guards. The most he would do is set traps and perhaps use a hideout that is maze-like.
Can anyone think of a way to make a quest like this at least semi-interesting? And feel free to
think outside of the box (the HQ box, that is). I've already added homebrew stuff, so it's all fair
game.
Re: Quest without monsters

Posted:
March 2nd, 2015, 8:39 pm
by mukami
You could do a maze in the old point and click game style. You enter the dungeon and have 3 paths to choose from Forward, Left, or Right... each time you choose a path it leads to another 2-3 doorway room (have furniture setups and traps for the different rooms. The correct path could be something like F,F,R,L,R,F,L... If the wrong room is chosen, the heroes start back at the main room. You could allow the heroes to find a map or magic markings if the maze gets too annoying.
Re: Quest without monsters

Posted:
March 2nd, 2015, 9:34 pm
by StratosVX
Also add some age-appropriate puzzles requiring him to solve before he can proceed.
Re: Quest without monsters

Posted:
March 3rd, 2015, 2:01 am
by cynthialee
Make it so Mind Checks must be passed to open complicated doors. Say for an "easy" door the Hero must roll combat dice in Mind points looking for a Skull to open the door. A more complicated door the hero needs to roll a Black Shield. A near impossible door may require a series of multiple rolls against Mind requiring a Black shield to be rolled each roll to open it. Or a set amount of black skulls must be rolled in a set amount of turns or the walls close in on the heroes.
Re: Quest without monsters

Posted:
March 3rd, 2015, 2:53 am
by knightkrawler
chaoticprime did this one quest with only traps. It was genius.
Maybe it's still here somewhere.
Re: Quest without monsters

Posted:
March 3rd, 2015, 4:13 am
by Big Bene
Does fining the dust release the spell? Or do the heroes have to perform some kind of action? Some ritual? Sprinkle the dust over the creatures a second time? Wipe it off? You could add some more tasks to the quest.
Also, "statues" of monsters can stand around everywhere (perhaps the guy is a collector), and the heroes have to treat them in a special way. They could "awake" under some conditions that the heroes have to avoid. Or the heroes have to carry them to one room and lock them up before they get the dust and everyone awakens...
Just some ideas...
Re: Quest without monsters

Posted:
March 3rd, 2015, 9:14 am
by whitebeard
As for puzzles, you can use levers that open some doors while closing others. So he needs to go back and forth a few times. If he happens to get it "right" on his first try, he still has to find his way out. The Genie cans pass through rock an help if he gets stuck.
Re: Quest without monsters

Posted:
March 3rd, 2015, 10:14 am
by torilen
I knew I could count on you all.
I had already decided to add in a few "natural" hazards - living vines, fungus and molds, such things. I had
already come up with a couple of minor puzzles - one or two using levers or buttons in which he must spell
game-related words that he would know by pulling levers in the right order.
Cynthia - I wasn't sure about using roll-based puzzles or such things, since that just turns into a roll-fest
and gets boring quick. I have been considering using actual rolls for searching for really hard to find
treasures and secret doors.
Bene - great idea. I have decided to use special natural puff spores that, if the heroes hit them, will
awaken any statues in the hideout - maybe a few monsters or dangerous creatures/animals. But no,
nothing happens when they find his stash - they just have to get it away from him.
Whitebeard - I'll look at that. That could provide a bit of fun.
Mukami - good idea, but I don't know if it would work for a 5 year old. Maybe when he gets a little older
and/or starts playing with other kids in the group, others who might be able to help keep track of where
the heroes are going.
Re: Quest without monsters

Posted:
March 3rd, 2015, 11:05 am
by cynthialee
one of the reasons I like roll based puzzles is that I am not as intelligent as the Wizard, I know very little about puzzles and tricks
Thus it makes sense to have puzzles figured out by dice roll.
We don't discuss the ins and outs of battle to resolve a combat as the heroes are much more skilled in this arena than the player. {talking the average Joe here boys, not bagging on your personal combat skills} We use dice to resolve the battle. Why must riddles and puzzles be different than battle? My skills suck at these things but if I have a player character who is supposedly good at these things then the only way to properly simulate would be dice rolls.
Re: Quest without monsters

Posted:
March 4th, 2015, 8:53 pm
by Pitbullsandaks
how about a thieves guild theme.