

Again the purpose here is to set a scene and convey information about what is going on. Likewise there are a couple of zombies that attack, but they could as easily just be dead bodies. You could easily make them cowardly and they would still serve their purpose. More importantly they don't need to attack, they could just run away. They don't really belong in the city, they are just there to set the scene. The adventure features a riot scene, and a chase scene through alleys.Īn example of filler combat from B6: There are kobold explorers who trap them characters and then attack while the PCs are helpless.

There are a fair number of potential encounters, but many are avoidable with a bit of thought, stealth, or talk. The Veiled Society (B6) - Mainly a murder investigation, probably the lightest combat adventure of any of the B series. A lot of enemies aren't in the mood for a fight, or will run away after the first swat. Now he can be reasoned with.Īlso, if running a game with reaction rolls and morale rules, be sure to use them. For example instead of having the NPC be so touchy he attacks and fights to the death if you look at him funny, make him a normal person who acts normally. Next, many encounters (especially in cities) can be handled without violence. You can then strip out all the "filler" encounters, those that are either gratuitous or which don't have anything to do with the story. The key is to find adventures that have significant non-combat meat to them, such as investigation. The majority of D&D adventures pack in a fair bit of combat, but some can be converted to a less combat oriented scenario.
