Adventures where the PCs are on the defensive?


log in or register to remove this ad

B10 Night's Dark Terror begins with a seige on a manor house. The adventure includes a huge map and sheets of counters, as this was pre-mini era. The adventure is still the finest that has been released (IMO of course).

Thanks - I have an e-copy of that from RPGnow; it looks impressive but unfortunately the scan is very hard to read. With a bit of work it could be great, I suspect.
 

UK 3 The Gauntlet is "capture the castle, then defend the castle"
Oh my, thanks for mentioning this! I've just looked it up and realized I've actually DMed that one back in the days.

This one's been a memorable classic for me and my group. One of the famous last words that still comes up every other session was born when playing that module: "Let's storm the castle!" :)

Since I don't own the module (one of my players had provided it) I had forgotten what module it had been. This is so cool! :D

It's also interesting because several other modules from the UK line stand out as being great in my memory (When a Star Falls, All that Glitters, Dark Clouds Gather).

Whoop-de-doo! :) :D
 

I'm shocked no one mentioned King of the Trollhaunt.

I also think one of the Rise of the RUnelords adventures involves defending a town from a force of giants.
 

I turned around "Return to the Keep on the Borderlands", eventually having the organized folks in the Caves of Chaos counterattack those darn raiding adventurers in the Keep.

It worked great -- the highpoint of my DMing career.

How you deal with NPC's on the PC's side is important in this sort of scenario. I just fought the whole thing out, round by round -- all 150+ rounds of it, with multiple same-round fights in multiple locations. My group loved it, others may not . . .

Players knowing about stuff their characters couldn't see wasn't a problem at all, BTW.
 

I turned around "Return to the Keep on the Borderlands", eventually having the organized folks in the Caves of Chaos counterattack those darn raiding adventurers in the Keep.

It worked great -- the highpoint of my DMing career.

How you deal with NPC's on the PC's side is important in this sort of scenario. I just fought the whole thing out, round by round -- all 150+ rounds of it, with multiple same-round fights in multiple locations. My group loved it, others may not . . .

Players knowing about stuff their characters couldn't see wasn't a problem at all, BTW.

Hmm... *grins evilly*

It just so happens that I happen to have already located the Keep on the Borderlands immediately south of the current campaign area (Quail Valley) in my current 4e campaign! Ergo it would not take very much at all to run a scenario exactly as you describe!

Great idea, thanks.
 

Glad to help.

I ran it in AD&D rules (even though I was using the 2nd Edition "Return to" version). AD&D worked nicely for the many fights between the militia and the humanoids/bandits/undead, because it's a simple system for 0-level folks. If you have enough D20's, mass fights are quick.

I'm not sure how it would work in 4e (since I haven't done a 4e campaign). As I vaguely understand it, I guess these folks would be 1 hp minions, where hit = dead. That would make it fast, at least, but it somehow sounds less satisfying than having folks get wounded and knocked out, or forced to fall back or surrender, all that. But you'll figure out how to handle it, I'm sure. :)
 

I'm not sure how it would work in 4e (since I haven't done a 4e campaign). As I vaguely understand it, I guess these folks would be 1 hp minions, where hit = dead.

0 hp just means 'out of the fight'. So you could have 0 hp minions surrender, flee, play dead, whatever.
 

Pets & Sidekicks

Remove ads

Top