Fun, funny, and challenging adventures, anyone?


3.5/d20/OGL

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Recently, I got to thinking... What makes a really good adventure? Looking back over the years I've spent as a DM, I think the best adventures I've ever run were ones that had a really good balance of fun, humor, and tough challenges.

It's hard to hit that perfect balance, but, man, when you do, those are the adventures that players talk about for years!

What are your favorite adventures that had all of these elements?


Well, fun, story, all those are essential. But in my experience, the adventures where the party keeps making mistakes through bad dice rolls and such are the best one, as long as the DM can accuratly portray whats going on in an interesting way. For example, a party crossing a log, over a swamp. DC 5 or 10. Everyone bar one falls. He tries to help. Pulls one person out, but he himself falls in. Repeat several times. I wasn't actually involved in that game, but i would say its the one i heard the most about.


Unfortunately I just don't think the most fun sessions I've had can be replicated through a module. It is highly dependant on everyone's demeanor, level of interaction, level of interest, etc. in the given situation at the given moment, which has so many random factors involved to create the culminating event that it's just impossible to replicate, and the mere fact that you're trying makes it inevitable that you'll fail.

The best moments in my games have always been entirely spontaneous events where everyone was just in 'the zone' at the time and the situation lent itself to fun. A for instance is a situation where I decided to have a bit of fun with the PC's and put them in a sticky situation. It was entirely made up as I went along. They had to deliver a message to an innkeeper who lived in Greyhawk City. The innkeeper happened to be a full-blooded orc who had managed to keep his identity a secret and pass himself off as a particularly ugly half-orc. Unfortunately for him, his cousins knew about him and every so often demanded that he help them out as they often needed to sell goods that they had stolen and buy new equipment. So the innkeeper recruited the PC's as 'bouncers' for the night, telling them that he needed to both keep his cousins in-line (they had their own methods for getting into the city) and keep the town guards off his back.

Well, suffice it to say that it all boiled down to the orcs getting violently drunk and the PC's, all of whom were merely 2nd-level, couldn't 'bounce' a damn thing. Fights broke out, as they do amongst orc warriors who are drunk and celebrating a particularly good recent raid, and the guards came. No matter what the PC's did, things kept escalating until the lieutenant of the watch was called for and demanded to be allowed entry to see what the heck was going on. All of this was conducted via a slide panel in the door between the guards and the party cleric. Very quick thinking and acting on the PC's part, had all of the orcs convinced that "Death before dishonour" was NOT a good thing in this particular case (my orcs are generally lawful as they should be...) and were shuffled out the back and upstairs and into the cellar and behind the bar and under tables, etc. The bard used several cantrips to clean up the joint, and they all quickly gathered and posed as if they were enacting a play that was particularly violent and told the story of some war heroes (to justify all the noise) JUST as the lieutenant burst through the door with a contingent of guards behind him. Some very quick intimidation and diplomacy had the lieutenant apologizing profusely and promising recompense for the smashed in door and the insistance that he'd spread the word about the 'play' that was scheduled to be performed in a few days time.

It was hilarious, fun, and involved the most amount of roleplaying in one session ever, as well as a lot of skills and other non-combat abilities. But could I replicate that with another group at any particular time? I highly doubt it.


I agree - the best sessions come from a perfect blend of circumstance, character actions and the fortuitous die roll that either grandly supports or grandly destroys the attempt.

One of my best sessions as a teen involved an encounter with a T.Rex on an island, in which the Druid of the group refused to participate in (more out of fear than the 'nature' thing), the rest of us braving the fight as he walked off to sulk...his realizing how many XPs he'd be missing out on if we won, since we started out with many good hits on it...his coming back to join the fight out of greed for XPs, then being poetically attacked on the first round of his return, resulting in his being dropped from near-full hit points to -4!

The fight continued (after several minutes of player laughter and harassment), leaving my 5th level dwarf Fighter as the last one standing out of seven, against a severely wounded dino...we all knew the next one to hit would be the winner - no less than FOUR rounds passed without a hit from either side!

...My dwarf hit first, and prevailed...

Party saved. Emotionally drained players satisfied.

M


Delgath and Marc are absolutely right... I sure wish you could plan on those "magic" moments, but you can't. It's going to be the players that create the experience for you.

One of my favorite moments was a debate about whether or not to help a disgraced Noble. His son was tried as a commoner for murder, and sentenced to death. If the father could prove his lineage by having the PCs bring back a relic from an ancient estate (overrun now by a Medusa and her cronies), the sentence would be reduced to 20 years in the tower.

That innocent NPC sparked a wonderful debate between all the players, which lasted for almost a an hour of game time. I was forced, with good reason on both sides, to run a split party for the rest of the session, as well as the next one. They still argue about it today.

OR

Run "The Devil Box," by Richard Pett (can't remember which issue). We take turns DMing, so I'm playing right now. My DM just put us through this one about three months ago, and it was hilarious.

(It was also the straw the broke the camel's back, inspiring me to finally get off my tail and start submitting to Dungeon myself.)


I personally think that a good D&D game does depend on a good group interaction. There are different ways this can happen, and different combinations that work. A group of all skilled roleplayers is one, a group of good natured smartasses that are only mediocre at roleplaying can be quite fun also (as long as everybody has a similar sense of humor). I personally prefer at least two good roleplayers (I do my best to be one of those myself) and always try to keep things friendly and usually lighthearted. The really important thing is to prevent player to player conflicts; these ruin the game at it's core by souring the player interaction. One bad apple, as I've been unfortunate enough to recently learn firsthand, can ruin everything. Keep it friendly, and remember that this is a game, not real, and that it's a cooperative effort and not a competition between players. Keep a cooperative group and you'll not have a bad time at least, and if everybody clicks right, you might have stories to fondly remember for years to come.

Contributor

Chris Wissel - WerePlatypus wrote:

Run "The Devil Box," by Richard Pett (can't remember which issue). We take turns DMing, so I'm playing right now. My DM just put us through this one about three months ago, and it was hilarious.

(It was also the straw the broke the camel's back, inspiring me to finally get off my tail and start submitting to Dungeon myself.)

It's funny that you bring this module up, Chris. It's the adventure I'm currently running in my campaign. I loved it as soon as I read it last year and held off using it until I had the right campaign for it. Richard Pett is one of my favorite writers and this particulary adventure is what prompted me to post this thread.

I partially agree with what a couple of the previous posts have said. You can't force this kind of thing, but when you have the perfect set up for it as provided by talented writers with a knack for this type of thing it's hard not to find it happening. Modules like R.P's "The Devil Box" and old 1e modules like "Dungeonland" and "The Land Beyond the Magic Mirror" are classice examples.

It's too bad there aren't more of them. Check out my latest posts in "The Destiny Stone" in Campaign Journals for how "The Devil Box" is the perfect module to drive the paladin in your group absolutely insane!


Huh. That's kind of ironic. There have been tons of Devil Box posts the whole time, and I've been missing them. Just read through the Capaign Journal, Steve. It looks looks you guys are having a good time. I'll have to post a few of the things my evil DM did to us with those %$@^# %#^@^%#, %$#^%@. . .

(an infinity later)

. . .^$%#% %$^#%, ^%#^$ kobolds. Defnitely a well-written and fun adventure.

- Chris


Steve Greer wrote:

Recently, I got to thinking... What makes a really good adventure? Looking back over the years I've spent as a DM, I think the best adventures I've ever run were ones that had a really good balance of fun, humor, and tough challenges.

It's hard to hit that perfect balance, but, man, when you do, those are the adventures that players talk about for years!

What are your favorite adventures that had all of these elements?

The most fun, intentionally humorous game I have run was from an old Dungeon Magazine adventure (I think it was one of the 30 something issues) called "A Rassle with Bertrum" by Willie Walsh. It gave me an oportunity to completely disarm my players before all hell broke loose. The premis was an unscrupulous Tavern owner who had a troll named Bertrum for a bouncer. He posted a contest in which anyone who could defeat Bertrum in a wrestling match (non-lethal, unarmed combat) could win 500 gp. There were no less than three parties who had shown up just to try to steal the gold (A low level mage apprentice who planned to steal it with a "Horn of Jumping", a group of halflings in really bad disquises pretending to be Darl Danglethumb's Dwarven bandits, and the actual Darl Danglethumb and his bandit gang). The very sad part was that the gold wasn't real. It was a bag of gold painted copper pieces that the Tavern owner thought no one could win. This one was worth buying a back issue for.

DM Dave

Contributor

David Gunter wrote:

The most fun, intentionally humorous game I have run was from an old Dungeon Magazine adventure (I think it was one of the 30 something issues) called "A Rassle with Bertrum" by Willie Walsh. It gave me an oportunity to completely disarm my players before all hell broke loose. The premis was an unscrupulous Tavern owner who had a troll named Bertrum for a bouncer. He posted a contest in which anyone who could defeat Bertrum in a wrestling match (non-lethal, unarmed combat) could win 500 gp.

DM Dave

There is another thread on these boards entirely devoted to Willie Walsh's contributions to Dungeon. I think my favorite by him along the theme of this thread is "Huddle Farm." A family of halfling farmers is plagued by a leprechaun (or some other similar prankster) hiding in their house. The final wierd event leading to seeking help from adventurers is them waking up one morning and finding their family milk cow painted green. A very fun, funny, and challenging adventure!


I would like to be able to run an adventure where my players don't kill everyone that they meet. They even killed an NPC trying to pay them for slaying her attackers. Eventually they find the dungeon and waltz through it like every challenge is cheese dip.

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trapmaster wrote:
I would like to be able to run an adventure where my players don't kill everyone that they meet. They even killed an NPC trying to pay them for slaying her attackers. Eventually they find the dungeon and waltz through it like every challenge is cheese dip.

Trapmaster, there is a thread on these boards called "Tired of Min/Maxing" or some such that you might find some valuable advice in for dealing with this type of group.


Steve Greer wrote:
trapmaster wrote:
I would like to be able to run an adventure where my players don't kill everyone that they meet. They even killed an NPC trying to pay them for slaying her attackers. Eventually they find the dungeon and waltz through it like every challenge is cheese dip.
Trapmaster, there is a thread on these boards called "Tired of Min/Maxing" or some such that you might find some valuable advice in for dealing with this type of group.

Tried there. The advise i got was to use charm spells to force them to fight each other. I would just get a new group, but i can't find anyone else to play.

Contributor

trapmaster wrote:
Steve Greer wrote:
trapmaster wrote:
I would like to be able to run an adventure where my players don't kill everyone that they meet. They even killed an NPC trying to pay them for slaying her attackers. Eventually they find the dungeon and waltz through it like every challenge is cheese dip.
Trapmaster, there is a thread on these boards called "Tired of Min/Maxing" or some such that you might find some valuable advice in for dealing with this type of group.
Tried there. The advise i got was to use charm spells to force them to fight each other. I would just get a new group, but i can't find anyone else to play.

Well, my young patowan learner, though this is really not the thread for this, here is my advice to you...

#1- Announce you will be starting a new campaign.
#2- Let your players know this new campaign will be strictly by the rules using only the Core books (PHB, DMG, MM). If you are fuzzy on the rules, take a short break from the game and hit the books until your are clear on them.
#3- Lose your current perspective of the game and learn this new one: "It's not about the DM beating the players or the players beating the DM. You are all just there to have fun."

When games get out of hand like yours, it's usually because the balance the game designers intended to be maintained as outlined in the rule books has been lost. Maybe too much wealth, ability scores that are way too high, the EL's for the encounters you are running maybe incorrect, whatever.

It also sounds like there is a maturity issue with your players as well. That, I can't help with. But talk to them. Let them know how you feel. If they are willing to work with you, then things may get better. If not, F 'em and take up on-line roleplaying games.

Anyway, hope that helps. Now go fix your game and have fun!


trapmaster wrote:
I would like to be able to run an adventure where my players don't kill everyone that they meet. They even killed an NPC trying to pay them for slaying her attackers. Eventually they find the dungeon and waltz through it like every challenge is cheese dip.

It sounds like they need to be convinced that every thing they meet isn't a valid target. If they don't know the books you could put them against some creatures that don't LOOK too powerful for them but are. Either use some creatures they know with class levels or some inauspicious looking creatures that can kick some butt. They will either die off or start learning that not every encounter is a hack and slash encounter.

On the other hand, that may be the style of play they enjoy the most. If it is, perhaps you can find another group... try advertising in your FLGS if you can.

- Ashavan


I took all of this advise worked, although i didn't need to start a new campaign. I captured them with a wizard using a wand of paralization, and they realized that the giant Rock Lobsters that guarded their cage would normally be a piece of cake, were too much for them to handle, and had to think to get out of the situation. By the way, if anyone is wondering where i got that idea, look in Grimtooth's Traps.

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Hmmmm... The PCs are in the cage and the lobsters aren't. A bit of poetic justice, I think. And that certainly qualifies for the "Funny" part of this thread, depending on what side of the cage you happen to be on (or what side of the DM's screen!).

Well, if that solved the problem, good for you. It's too bad you have to beat them over the head to get some enjoyment out of the game, though.


Steve Greer wrote:
Hmmmm... The PCs are in the cage and the lobsters aren't. A bit of poetic justice, I think. .

So do the PC's all have rubberbands holding their hands closed? Or perhaps their solution to escaping the cage is climbing on top of one another repeatedly???


I don't get enjoyment from battling my players, I get enjoyment from watching them think. And they only need to find the secret door on top of the cage to get out and begin trying to escape the maze.


this IDIOT that I occassionally play with claimed he ran an adventure with Michael Jackson as the antagonist, but he is a habitual liar and a pompous fool/jackass.


I forgot to mention: he rolls all his rolls into his hand, and supposedly always breaks 15, he once said that 11 is "horrible."

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Tiejaz, I think that deserves it's own thread. Something like "The Worst DMs Ever." He sounds like a ringer. The Michael Jackson part sounds pretty funny, though.


Steve Greer wrote:


There is another thread on these boards entirely devoted to Willie Walsh's contributions to Dungeon. I think my favorite by him along the theme of this thread is "Huddle Farm." A family of halfling farmers is plagued by a leprechaun (or some other similar prankster) hiding in their house. The final wierd event leading to seeking help from adventurers is them waking up one morning and finding their family milk cow painted green. A very fun, funny, and challenging adventure!

A truely brilliant adventure - in fact it was the one that got me to originaly start buying every Dungeon that came out. The Leprauchan painting the Cow Green was just a classic moment - my players where simply dumbfounded...one of them had the misfortune of drinking some kind of fizzy soda when the Cow scene took place with somewhat unfortunate (but quite funny to the rest of us) results.

That said I am in the 'players and the DM are in the 'zone" crowd so far as good adventures go. One of the best I recall was one from Dungeon in which the players enter an abandoned hut and are shrunk by some magic. I think it may have been called "Chandanthers Bane".

This turns out to have happened to lots of intellegent creatures and the players enter into an entire mini campaign world where they battle Orcs on top of an old table and in the roof beams etc.

Some old hut can be be a fantastic adventuring local when your the actual size of a miniture. There are things like harrowing descents from the table top to the floor a vast distance below or exploring the nearly impenitrable forest of grass. And kill or be killed duels with house mice fighting over bits of food - which became a problem for my party. Its tough to find a burger joint when your an inch tall.

As I recall the Orcs lived in cracks in the walls up in the beams of the ceiling. The thing was that I never expected this module to turn into the massively thrilling adventure it became. I mean I thought it was kind of neat, it was the right level - and an old hut can be placed anywhere but I did not think the module was especially great when I read it. I just needed to throw something at my players and it happened to fit the bill. But it turned into one of the best series of sessions ever. In retrospect the fighting and exploring the world of the old hut like a bunch of toy soldiers turned out to be an amazingly exciting location for an adventure - something I did not realize until after the adventure had begun. Only then did I notice that the plyers where wide eyed at the idea of exploring this old hut and the abandoned garden in back when they are only an inch tall. The scale of everything and the way the varous critters had adapted to they're being only an inch tall was new and exciting. I quickly expanded on the adventure after the first session so that there where more 'societies', good, bad and neutral, in and around the house and made returning to normal size more difficult (to keep them adventuring in this world). My players adventured there for 10 or so sessions almost every one of which was really good. We were all sad to see the adventure come to an end and none of the other adventures later in that campaign stick out nearly so well.

I guess the moral is that sometimes a great adventure comes from an unexpected source.


Some of you have said the best adventures can't come from a module, but my favorite adventure with the best funny memories come from a module called 'The Sunless Citadel' It was the first time I had ever played D&D, and I still remember how hilarious raiding a citadel of warring kobolds and goblinoids was. For those of you who frequent the D&D website, and have seen the Creature Competition, Meepo comes from the very adventure I am talking about. But I digress...Meepo was to escort our party around, and then aid us in retrieving the kobold tribe's stolen wyrmling dragon...off we go to get this dragon...we come to a door, my best friend informs our DM he has his hand on his axe...the DM asks why in the world he has his hand on his ass...Meepo (played hilariously by our DM) is shaking terribly as he notices the door is frozen over, most likely thanks to a certain white dragon...we open the door and rush in commando/swat style...out of no where the dragon swoops down and tears his former jailer to bits with a beatiful critical by our DM...but this all doesnt mean you shouldnt vote for Meepo, this all means that just cause its a module you are playing it won't end up being one of those great sessions everyone talks about for years to come.

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