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Wrecking Classic Adventures

Inspired, no doubt, by events from actual campaigns, KoDT had the Doomsday Pack storyline in which the party uses a pack of Pitbulls to solve a the problem of entry into a certain area...and then failed to control them.
 

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I don't have an example of a classic module being wrecked, but for an adventure I wrote, the PC's attacked the local constable and became outlaws at the very beginning. Before they would even meet with the local baron who would enlist them for aid. They had to flee from the chaos they caused and the module was ruined as they became the second band of outlaws the baron had to contend with.
 

A few years ago while playing the adventure "Renraku Arcology" for Shadowrun the DM simply closed the book and said, "okay you guys are SO FAR OFF script that we might as well wing the whole thing."

We did and we had an awesome time.

The adventure was not wrecked because the GM decided to roll with the punches. To this day I think that has been the most memorable SR game that we've ever had.
 

Ihad a band of adventurers find a back route into a dungeon once; I think it was a chimney... They caught the Orc raiders by surprise but still got badly hammered by the ogre Mage leader.

In another campaign, the PCs got ticked at the local evil baron and assassinated him. It took me months to refocus my villainous plots!

I think both of those were home-brewed adventures, though the first may have been a WOTC short scenario.
 

Running "Against the Giants", the pcs opted to charge in weapons hot. This worked well in G1. They routed most of the giants, the remaining fled through the portal. For their failure, the Jarl put them on the front lines, but with support. The pcs got more than they could handle, and the result was a tpk.
 

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