101 Ways to Derail an Adventure Path.


Pathfinder First Edition General Discussion


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1: Using a magic item or spell that changes the appearance of your full body (including mask) outfit, including armor, into the appearance of an important NPC with a full body (including mask) outfit, and causing mayhem in their name.


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2) Kill off (or fail to prevent the death of) the npc you're supposed to be protecting.
3) Get the hostage you're supposed to rescue killed.
4) Sell (or destroy) the McGuffin.


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5) Like the bad guys plan so much you decide to complete it after you defeat him.

6) Instead of rescuing the kingdom on the verge of destruction, you decide to loot it and run.

7) The entire party decides the adventure sounds like too much of a bother to deal with, so they leave town instead.


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5) Open a business


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9. Retrain all the village's NPC commoners into 1st level sorcerers.


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10. Kill enemies but "raise" the strongest as possessed by a Demon/Devil. Convince the possessors that they can rise up to take control of the B.B.E.G.'s group and harvest many souls with your help - just as long as they direct attention away from your Party. Watch as the B.B.E.G. sends forces against random groups that have been falsely identified as threats whilst your group leads an almost entirely different adventure, occasionally "raising" an enemy body brought to them, (higher up the chain each time). Laugh as a week or so later you receive a thank you fruit basket from the possessing fiends following their sacrificial ritual of the major enemy's organization, now soon to return to the Abyss. Waltz in, having only put tangential effort into the endeavour, to fill the power vacuum. Round up the confused, formerly possessed stragglers, using Divination if necessary. Rule the area, cultivating honest (and compliant) people that will one day provide many "Good" souls to outweigh the "Evil" ones taken by the Abyss. Smile blankly at the G.M. as they realize that you have used accountancy based on a soul currency to derail the campaign. Smile more.

No, I would not do this ... but it does sound fun. That may say something about me. xD


11. Have someone confident play a Bard; the group agree to spend a portion of their own wealth to maximize the Bard's Charisma-based Skills with Magic Items. Watch the G.M. crack under the weight of having to describe the confused/horrified faces of N.P.C.s, (inc. reminding them of children in the area), each time they seduce enemy leaders - often in public and with no clothing. Rinse and repeat until everyone leaves to area to avoid the powerful yet "demented", and "depraved", Party. Have the Bard undergo an epiphany - the group solemnly retrain as Adepts that lead a life of celibacy and quiet prayer, slowly played out in great detail, (e.g., "I look for my rosary beads but they are hard to find. Can I use Perception?").

12. Immediately retrain into Commoner 1, then refuse to take any Levels in any other Class; bonuses for avoiding as much X.P. granting encounters as possible. Watch as the G.M. has to adjust down every encounter more and more. Turn the game into a farming simulator, with the Party as surfs trying to out-snark each other when referring to their feudal lords' "oh so a-mazing *Cough*" activities, (i.e., those N.P.C.s now attempting to deal with the situation the P.C.s were supposed to).

This is making me realize how mean I could be and why I like to play fair.


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13. Play a wizard

13b. Spells. Just spells


14. The DM starts it at the end, works back towards the beginning.


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14. as a gm. have a pet shop in a game with female players..that killed 3 sessions in a raw for me...


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16. Step 1: Convince the town a party member is the bad guy and get him arrested.
Step 2: When rest of party tries to defend him, convince town they are his cohorts and get them arrested.
Step 3: Exit stage left.

The wonders and joys of playing a LE bard.


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Looks like #15 was accidentally omitted.

15. Spend 2 weeks writing an adventure filled with interesting encounters and a worthwhile reward at the end only to have the players decide to stay in the city and try to start a revolutionary cell to overthrow the ruling class.

Dark Archive

17. As a Cleric of Pharasma in Carrion Crown, a not-unlikely character choice, decide that a certain 'unborn' creature is an abomination and must die, since it never should have lived in the first place, which is kind of contrary to the AP's wishes (even if a potentially valid interpretation of Pharasma's tenets, as goddess of Birth, Fate and Death)...

18. Play a Paladin who refuses to speak diplomatically or withhold information that could cause problems, considering it 'lying', or tolerate the use of Stealth or disarming traps or 'defiling the dead' by looting tombs or working with Chelaxians or be a pirate or tolerating slavers or sneaking through a city full of Drow or any of the many other things needed to advance various APs. Deciding that your character's class codes apply to anyone other than themself (not just for Paladins, but also Clerics, Druids who refuse to kill animals, Barbarians who hate magic and try to destroy magic loot that their allies wanted, etc.).

19. Play an evil (or chaotic, or even ultra-LG!) character and be a jerk to the rest of the party. d20 wasn't designed as a PVP game, and just because you Bluff, pickpocket, attack, enspell, etc. your fellow players characters means that you *should* (or that it is going to end with anyone 'winning').


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DungeonmasterCal wrote:
Looks like #15 was accidentally omitted. ... <snip> ...

!!) Nah that was just the real number 15 in action ... deliberately ignoring or accidentally missing a vital clue, secret door/passage or McGuffin provided by the DM. Wait ... ...


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20. Go on a separate adventure to find a way to restore a disintegrated party member.

21. Go planar adventuring.


21b: Climb into a rope trick with the rest of the party and cast anywhere but here, levels before anyone in the party can cast plane shift.


Asmodeus' Advocate wrote:
21b: Climb into a rope trick with the rest of the party and cast anywhere but here, levels before anyone in the party can cast plane shift.

Does being in the rope trick space count as 'not being on your own plane' for the purposes of the spell?

22. Entirely forget about the important clues that something big is happening/going to happen by getting too involved in properly raising the orphaned owlbear cub the party found.

Side note: most of these look like they would only work if the DM wasn't paying attention...


23. Have a moral or ethical crisis in an evil campaign and decide to repent by sabotaging or betraying your villainous allies.

24. Be an edgier-than-thou lone wolf who would rather snark about the plot than follow it.


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Natan Linggod 327 wrote:
Side note: most of these look like they would only work if the DM wasn't paying attention...

Quite the opposite: if the GM is paying attention, he can notice that players could have more fun doig something else than an Adventure Path, and may let them do that instead. Without GM's cooperation you cannot really derail a campaign for too long.


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25: Ignore the warning to run away when you hear rattling chains in the haunted woods. Instead, let the ghoul catch up to you and start hitting it while waiting for the rest of your party to realize you aren't with them and hurry back to save you. Kill the ghoul before they get there.
(That actually happened. The scenario was supposed to take all session but it only took 30 minutes because of our dwarf.)


26: Be bored

Note that this applies to both players and GMs. We were in Reign of Winter, about halfway through, when our GM sort of lost the "flavor" of the campaign. Suddenly we were just mowing our way through a series of fight scenes.


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27: "My character sits down with everyone at the inn, pulls out a bag of dice and hands each character a piece of parchment. 'okay,' she says, 'let's play a game where we pretend to be other people." and go on to create an RPG with an RPG.


Heather 540 wrote:

25: Ignore the warning to run away when you hear rattling chains in the haunted woods. Instead, let the ghoul catch up to you and start hitting it while waiting for the rest of your party to realize you aren't with them and hurry back to save you. Kill the ghoul before they get there.

(That actually happened. The scenario was supposed to take all session but it only took 30 minutes because of our dwarf.)

I remember reading about this story!


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28: Despite being nowhere near Numeria, decide the best course of action is to loot Technic League storehouses for anything that might be useful.


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Warped Savant wrote:
27: "My character sits down with everyone at the inn, pulls out a bag of dice and hands each character a piece of parchment. 'okay,' she says, 'let's play a game where we pretend to be other people." and go on to create an RPG with an RPG.

GM: Hey! No recursing!


Asmodeus' Advocate wrote:
Heather 540 wrote:

25: Ignore the warning to run away when you hear rattling chains in the haunted woods. Instead, let the ghoul catch up to you and start hitting it while waiting for the rest of your party to realize you aren't with them and hurry back to save you. Kill the ghoul before they get there.

(That actually happened. The scenario was supposed to take all session but it only took 30 minutes because of our dwarf.)
I remember reading about this story!

It was pretty hilarious. When we asked later why he didn't run, he said (as the character) that he was old and didn't want to spend his energy running away when it would have just caught up with us anyway. It helped that he was the party tank with super high saves.


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Natan Linggod 327 wrote:
... <snip> ... Does being in the rope trick space count as 'not being on your own plane' for the purposes of the spell?

Not to derail this thread, but yes, at least, that's how I do it because of this line in the CRB combined with the text of Rope Trick:

CRB wrote:
Demiplanes: This catchall category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across. There are countless demiplanes adrift in reality, and while most are connected to the Astral Plane and Ethereal Plane, some are cut off entirely from the transitive planes and can only be accessed by well-hidden portals or obscure magic spells.

And

29) Get into a massive argument about some rule or ruling. <wink>


Darigaaz the Igniter wrote:
Warped Savant wrote:
27: "My character sits down with everyone at the inn, pulls out a bag of dice and hands each character a piece of parchment. 'okay,' she says, 'let's play a game where we pretend to be other people." and go on to create an RPG with an RPG.
GM: Hey! No recursing!

Actually, in a play by post I'm currently in, the party is playing a roleplaying game.

It's tremendous fun, roleplaying someone roleplaying someone else. My summoner is still trying to work out the rules, but is a wargamer to the max. I don't think she's said a single line in character as of yet. Her devil eidolon is neither a roleplayer nor a wargamer, and really doesn't want to be here. He's playing a cleric pregen, and him monotoning "by the divine, you will pay for your misdeeds." amuses me a great deal.

The goblin scald and party's brawler seem to be getting a little more into it.

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