To Boldly Go Where NPCs Should Not


Why would you find people in the treacherous places where characters go?

RPT GM Michael asks:

One of my bigger challenges is to come up with friendly NPCs in hostile environments. Mostly why are they there and how is it conceivable and not an obvious plot device for lack of better words.

Places adventurers go are places adventurers go for a reason, regular folks don’t go there.

I often see this advice, put a friendly NPC there and my imagination cannot stretch that far without breaking my own immersion.

Great question, Michael. Thanks. Here are some ideas for why the player characters might encounter NPCs in dangerous places.

  • Hostages. The NPCs might’ve been brought here against their will. They’re now being used as bargaining chips, or perhaps the kidnappers need them for some other purpose.
  • Scientists. Archaeologists, botanists, and others who need to do studies and experiments in the field don’t always get to choose the safest places in which to operate.
  • Downed Pilot. An aircraft failed or was attacked, resulting in crew and passengers having to bail out. Alternatively, the NPCs could be crash survivors.
  • Missionaries. These people might find themselves in an uncomfortable position after questing for or living with peoples deep in wilderness or dungeon regions.
  • Ex-Adventurers. NPCs retired from a life of adventuring who find themselves in the wrong place because of unfinished business, undefeated enemies, or a keen desire to relive past glories.
  • Lost. Travelers who became disoriented and lost. They now struggle to survive because they weren’t prepared or don’t have the right skill set.
  • Teleportation. Unfortunate NPCs who rolled poorly on the teleportation results table and have now found themselves in a dire location.
  • Refugees. The NPCs might be fleeing from an even greater danger, such as a natural disaster, war, or persecution, and have stumbled into the hostile environment in search of safety.
  • Treasure Hunters. These individuals might be searching for lost riches or artifacts, and are willing to take the risks associated with exploring a hostile environment in hopes of striking it big.
  • Exiles. The NPCs might have been banished or exiled to the hostile environment as punishment for a crime or perceived wrongdoing, and are now struggling to survive.

I asked the Llama AI for additional ideas and it shared these (I’ve edited a lot of the text for brevity):

  • Traders. Merchants or traders in search of rare or valuable goods, willing to take great risks for profit or discoveries.
  • Explorers. Cartographers, geographers, or other explorers might be mapping the hostile environment, documenting its features and dangers, and searching for new routes or discoveries.
  • Pilgrims. The NPCs might be on a spiritual journey, traveling to a sacred site or seeking enlightenment in the hostile environment, and are willing to face the dangers in order to fulfill their spiritual quest.
  • Escaped Prisoners. The NPCs might have escaped from a nearby prison or penal colony, and are now trying to survive in the hostile environment while avoiding recapture.
  • Prospectors. These individuals might be searching for valuable resources, such as minerals or precious metals, and are willing to take the risks associated with exploring a hostile environment in hopes of striking it rich.
  • Hermit. Someone who intentionally chooses to live in isolation, perhaps seeking spiritual enlightenment or escaping society.
  • Cursed Individual. A person trapped here due to a magical curse or geas, unable to leave until certain conditions are met.
  • Time Traveler. An individual from another era who accidentally ended up in this dangerous place and time, struggling to understand and survive their new surroundings.
  • Undercover Agent. A spy or investigator who’s infiltrated a dangerous area to gather intelligence or expose criminal or enemy activities.
  • Naturalist. A passionate animal, plant, beast, or monster enthusiast (e.g., stirge watcher) studying rare species that can only be found in hostile environments.
  • Dimensional Castaway. Someone who fell through a portal from another plane and is now stranded.
  • Treasure Guardian. A person bound by duty or magical compulsion to protect a valuable artifact hidden in the area. (Cough, Room I, cough.)
  • Amnesiac. An individual who woke up in this dangerous place with no memory of how they got there or who they are.
  • Penitent. Someone voluntarily enduring the hardships of the hostile environment as a form of penance or atonement for past misdeeds.
  • Local Guide. A local person or ranger type who offers their expertise to visitors.
  • Scavengers. NPCs picking through the remains of battles, ruins, and old crawls.
  • Survivalists. People who have chosen to live off the grid or in isolation, surviving through their deep knowledge of the environment and its resources.
  • Mercenaries. Hired swords who had to come here as part of a contract, whether to protect someone, retrieve something, or eliminate a specific threat.
  • Escaped Experiment. A person or creature who fled from a magical or scientific experiment gone wrong.
  • Feral Children. A group of children who grew up in this place and call it home.
  • Fugitives. Criminals or political dissidents hiding from the authorities, hoping the hostile environment is too dangerous for pursuers to follow.
  • Abandoned Construct. A sentient golem, automaton, or other magical creation left behind by its creator, now wandering or guarding the area. Alternatively, it might be questing for a heart or courage.

Reading these gave me a couple of more ideas, as well:

  • Messenger. They got waylaid by bandits, became lost due to weather or a trick, and are now way off course.
  • Platoon. A group of soldiers following (perhaps incorrect) intelligence that foes lurk in the area.
  • Monster Hunters. NPCs who must journey to lairs and hostile environs to catch the most valuable prey.
  • Cultists. Sometimes they don’t get to choose where their evil god hangs out or where the dark ritual must be held.
  • Rebels. Freedom fighters or guerilla warriors hiding in a place their enemy would not dare to read.
  • Quarantine. Exiled victims of lycanthropy, strange disease, curse, or magical affliction. Alternatively, they exiled themselves questing for a cure.
  • Castaways. It was to be only a 3-hour cruise, but a storm waylaid them and now they are stuck in this dangerous area.

I hope these ideas help, Michael.

Roleplaying Tips GM, do you have any other ideas for why NPCs might be found in dangerous places? Please hit reply and I’ll add to this list!

Cheers,
Johnn
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https://discord.gg/6MxTRAqQ76
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