Only in DnD/ other systems....: Strange things that have happened in your games

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Saelune

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leet_x1337 said:
Saelune said:
This made me look up Geas...now, I have a first print of the book, so I hope they have fixed it, but it is terribly worded. "it takes 5d10 psychic damage each time it acts in a manner counter to your command, but no more than once each day"....What!?
For a lot of things, 5d10 damage is enough to debilitate it pretty hard, hard enough that most intelligent creatures would want to avoid a shock like that lest they get caught with their metaphorical pants down.
The wording suggests that -every time- they disobey they get damaged, but then the end says only once per day max. Thats conflicting wording.
 

TilMorrow

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Jul 7, 2010
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Okay so I've got three-ish stories of DnD or similar.

So for this DnD campaign that was with four other people the DM had settled on the idea of us creating the world that we'd be playing the campaign in (using specific rules, turns and point allocation for creation) and adapting the adventure and events to the locales, towns and environments we finalised on. Essentially what we had to do was draw the world map for our game, highlight points of interest, races, etc and even had the option of causing natural disasters or major continental reform as long as it was within our point limit on our turn. So we basically had no rules concerning what we could add (except an assumption that the core DnD races would be in there somewhere), a whole bunch of points and 10 turns each with which to create this world. During the course of world creation:
- The world suffered from severe storms.
- A major split down the centre of it's landmass.
- Two meteorite collisions occurred, one wiping out a recently arrived colony of some elven variant race and the other landing in the centre of the split causing a volcano to erupt from the planet to bridge the two continents.
- A severe snow storm to cool down the volcano and make a magma bridge between the two.
- Repetitive reforestation and deforestation.
- And finally a whole bunch of point dumping into creating a race of barbarian alchemist bears with extremely high intelligence and strength as well as a major presence on this world but still only living in rural huts.
Now the final addition was done because someone brought up the story about the guy who played a bear and charisma checked his way through everything. This guy was going on about how great it was just before we started and then immediately set about making this bear race a thing and managed to rope another player into helping buff up this bear race basically with the intention of creating a character based off this op race without the usual drawbacks of playing a bear. As a result of this two of the other players dropped their character concepts and also joined him in making bear characters.

So we ended up with a party of what I thought was three chaotic neutral bear barbarians and warriors, a true neutral sorceror and a lawful good monk however during the first session of our game, we were tasked with finding out about this cult that had been messing with the local fauna and throughout the whole dungeon encounter the bears had just been killing everything even if they weren't immediately hostile and when we eventually met a friendly who stayed alive long enough to talk, the monk ended up turning against the party because the wonton slaughter had gotten too great and the bears and the sorcerer all immediately flipped to chaotic evil, slaughtered the monk and cultist and essentially failed the quest.

This is less of a whole story and more of a recap of one session of CoC. So I was last minute fill in for a session of Call of Cthulhu and during this time
- I had a character who was an explosives expert tasked with causing a distraction to help the main team in an investigation at a restaurant. I rolled well in the bomb's creation (too well as it turned out I created the perfect bomb), infiltration and charisma to bribe my way into the back of the restaurant so I could install the bomb however when it came to planting it, I failed terribly and ended up getting myself caught to it after having placed it. What followed was a series of turns of haplessly trying to free my character, accidentally turning on the bomb too early, trying to call for help/warn the others from a back room, before finally accepting my fate and getting blown up along with three other players.
- A police detective who got fatally shot almost immediately after being introduced for being too trustworthy.
- A hobo who had an imaginary hamster friend that could actually affect the game world in areas heavily affected by the powers of Cthulhu.

So in this campaign we were playing as citizens who had grown up in the slums of this massive medieval city and were desperately trying to work our way up through the social and economic ranks as mercenary heroes. We were all fairly normal classes rogue, warrior, ranger that is except for one player who was a belly dancer/bard/assassin combo. This player decided to also put a bunch of points in charisma so for the whole duration of this DnD game they could:
- Pretend to kill themselves off and come back disguised as another class.
- Bluff the hell out of the group and quest givers into getting more stuff whilst gimping the party and persuading party members to do dangerous stuff and essentially forcing them into deadly situations.
- Harassing the party as different disguised citizens and blaming various crimes on other party members.
- Avoid death from an ancient vampire lord through the power of sheer charisma.
- Be an all around nuisance after an early charisma save pretty much stopped anyone from being able to call out their bs.
 

NerfedFalcon

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Saelune said:
The wording suggests that -every time- they disobey they get damaged, but then the end says only once per day max. Thats conflicting wording.
Oh, right. ...Pick one, I guess?
 

FalloutJack

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Nile McMorrow said:
See, this is why you have to allow for RE-checks after a while. Characters don't have to buy everything, and frankly you could've forced the fella to go do it himself because you're tired of always being the one. This is all in-character, mind you. I've no idea if you got along with the player or not.
 
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Chimpzy said:
Grouchy Imp said:
... Rod of Wonder
Ok, I dont know the particulars of that game, but I'd say that shitshow was more on the DM than on the player.

Giving a player, let alone a novice one, a Rod of Wonder is a disaster waiting to happen. Like the Deck of Many Things, it's one of those items that sounds interesting and fun on paper, but they are traps that can ruin games and groups. Smart thing to do is to look at the once and then quietly ban them.
To be honest I don't think that there has been, in the entire history of D&D, a Rod of Wonder, Deck of Many Things or a Wish that has not been introduced to the campaign for anything other than the express purpose of providing the GM with entertainment. :)
 

TilMorrow

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FalloutJack said:
Nile McMorrow said:
See, this is why you have to allow for RE-checks after a while. Characters don't have to buy everything, and frankly you could've forced the fella to go do it himself because you're tired of always being the one. This is all in-character, mind you. I've no idea if you got along with the player or not.
Oh I definitely tried to roll against what he was doing whenever I was able to see if I could catch him out as did some others in the party but his ungodly charisma modifier beat us out every time that people eventually gave up trying. There was one point in the campaign I noticed he messed up with one of his new disguises (using familiar equipment from before) and he disclosed information his character would only know if he had been a part of the party from the start and I pressed the point as well as rolled successfully against it however he then convinced the party he was a mystic of some kind who communed with the dead to find out this information and said the gear was just very generic whilst labeling me as a paranoid skeptic.

The guy playing the character was a friend of mine who I got along with fine but it was just whenever I played a game of DnD or something with him I noticed he'd have always researched or found some frankly ridiculous advanced or strange class setups before hand specifically suited for that campaign that would let him do similar stuff to my story, usually because he thought it'd be funny or interesting but it'd also end up getting on the other players nerves. The DM did try to give him harder checks to accommodate for his huge advantage but even then he was still largely successful.
 

Chimpzy_v1legacy

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Jun 21, 2009
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Grouchy Imp said:
Chimpzy said:
To be honest I don't think that there has been, in the entire history of D&D, a Rod of Wonder, Deck of Many Things or a Wish that has not been introduced to the campaign for anything other than the express purpose of providing the GM with entertainment. :)
I suppose it depends on what kind of campaign you're running. They can work in highly lethal campaigns where characters are dying and new ones introduced constantly either way, so any mishaps from using those items mostly won't have much long-lasting effects anyway. Or maybe shorter, more comedic one-offs.
 

Saelune

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Nile McMorrow said:
FalloutJack said:
Nile McMorrow said:
See, this is why you have to allow for RE-checks after a while. Characters don't have to buy everything, and frankly you could've forced the fella to go do it himself because you're tired of always being the one. This is all in-character, mind you. I've no idea if you got along with the player or not.
Oh I definitely tried to roll against what he was doing whenever I was able to see if I could catch him out as did some others in the party but his ungodly charisma modifier beat us out every time that people eventually gave up trying. There was one point in the campaign I noticed he messed up with one of his new disguises (using familiar equipment from before) and he disclosed information his character would only know if he had been a part of the party from the start and I pressed the point as well as rolled successfully against it however he then convinced the party he was a mystic of some kind who communed with the dead to find out this information and said the gear was just very generic whilst labeling me as a paranoid skeptic.

The guy playing the character was a friend of mine who I got along with fine but it was just whenever I played a game of DnD or something with him I noticed he'd have always researched or found some frankly ridiculous advanced or strange class setups before hand specifically suited for that campaign that would let him do similar stuff to my story, usually because he thought it'd be funny or interesting but it'd also end up getting on the other players nerves. The DM did try to give him harder checks to accommodate for his huge advantage but even then he was still largely successful.
Ya know you can settle things out of character too right? Should not need to make a skill roll to call out meta-gaming.
 

FalloutJack

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Well, I'd certainly like this thread to continue, so I'm going to talk about...

To start out with, I wanna point out that our actual players are nice people who appreciate a good joke, or even awful humor. In the spirit of this, our Cleric is - I believe - an Aasimar, known for being possbly descended from celestial beings to do the will of the gods and whatnot. You may recall, though, that when we found this guy, he was running for his life from an angry hill giant whose daughter had been something'd. We don't know what he did, but it wasn't good.

This is, if I'm to understand OOC-wise, because he is doing god's work...but it's an evil god, so it becomes the 'Evil is my good' argument. I can't argue this, because Gary is the hero of a hated monster race, the goblins. When he suggested we rob a potion shop, I was all in, and we had fun. It's just that the cleric's personality is a bit iffy. He sounds like a devout cleric, but the things he says in his piety are dark and sinister. So, it's funny, but the characters don't exactly trust him, and he gets into arguments.

One of the better moments has to begin with The Door Mimic.

Well first, bit of background. In the burning town, we'd been kicking ass, but then we failed to halt a ritual that released an Ancient Black Shadow Dragon from the Underdark. For the uninitiated, black dragons are bad. Ancient dragons are old and huge and very gifted. So, an Ancient Black Shadow Dragon must be the epitome of evil, so evil that he doesn't give a rat's ass about the tiny mortal beings who released him, or the ones who failed to keep him UNreleased.

Except to destroy them. Oh, he's not above that.

Fortunately, we ran for the nearest cave, because he was currently preparing to swing around and destroy us. Actually, it was a woods. Fred the goblin - The one I rescued - called us over from the cave, and we ran DEEP underground to avoid the inevitable torrent of dragon breath that was to follow, which killed the bears whom we passed as they were sleeping. Fred had helped us out mainly because I helped HIM out, and he'd found out there was actually a series of passages down here. In fact, there was even a door down one of the tunnels. Cool.

My foot stuck to the door as I tried to prod it open.

[HEADING=1]"MIMIC!!!"[/HEADING]

The eyes appear and the mouth opens just as I manage to pull away from the adhesive quality of the Mimic's skin. And then, it...sits there, presumbly making mouth-noises at us. Of course, I didn't notice this until the third dart thrown at it. It's a door, and it's attached to the doorway in the manner a door would be. It's trying to move, but it can't. It was entirely laughable, and my dashing goblin rogue decided to just keep throwing darts at it. So, picture me pretending to throw dart after dart at it. I've got hundred of the things.

Thunk! Thunk! Thunk! Thunk! Thunk!

The cleric comes up to me, saying we should try and tame the thing, make it our pet or something. He's just being in-character, saying we shouldn't waste an opportunity like this. In-character, Gary can think of nothing BUT wasting it. OOC, I'm reminded of a guy from a Star Wars campaign who wanted to do something similar, but the player was an idiot and we hated him. So, I keep throwing darts, and I tell the GM to let me know when either it's dead or I'm out of darts. Some of the others are cracking up, at this point. This goes on for at least five minutes.

Anyway, that was just the first part. The mimic eventually dies and the cleric had switched gears to an argument about how we've been handling things and about the connotations of how his actions are righteous and proper. The thing is, I get into this debate because I'm a Lawful Evil Goblin. I understand the evil motivations, but I'm more honest with it and I have my own standards. Meanwhile, the party has decided to leave us. And I don't just mean in-character. Everyone wandered over to another table.

They weren't annoyed. They just thought it was funny. And it was.

So, I break away from arguing with the cleric and join the others after a few minutes as he comically shouts "Hey, don't walk away from me! You can't leave me here!!", and I go "Hey guys, what's up?" as they were just examining the door of many languages. You see, where we'd fought the half-dragon, there'd been some plot-relevent legends on murals in EVERY language. As in, it started in one language and moved onto another, and so on. This was problematic, of course, and this door we'd found had writing on it and the walls nearby in a similar manner.

Cue the cleric: "Why would ANYBODY do this?!".

We wondered the same thing, but while we'd figured that this legend was such an ancient worldwide thing that representatives came to write their race's part in it individually. The cleric found this to be a terrible was to convey information, and then got even MORE confused when he heard we'd left an ancient tome about this stuff and the dagger that was with it...with a kobold. The kobold was a sage, completely above board. Well, Gary was fine with him, anyway.

Nevertheless, this spurred our cleric to complain that the person who designed this place was an absolute moron, and to ram that home, behind the door was sort of a temple-type place with more murals of a similar nature to what was outside. This was actually the entrance to the labyrinth with the wild magic traps and such, but that was in the future. right now, we also had someone watching over the place: A Bone Dragon. I forget what kind he was, but it didn't matter because unlike the evil that we had unleashed: He was talking to us.

He also munched the Bard's lute. [https://www.youtube.com/watch?v=WbpcPSl6Mwo]

Afterwhich, he explained that this was the haven for an ancient armor, one among many ancient items which we were hunting, that were meant only for those worthy. So, basically, this was his home and beyond here was the labyrinth and at its end was the thingy in question. I should point out that the only one of us who can speak draconic is the cleric. He was translating for us, but then he asked who the hell designed this place, to which the dragon said - You guessed it! - "I did.".

Well, he just sort of lost focus, at that point, and told us that the dragon was an evil guardian that they had to destroy, but we fortunately didn't believe him, especially since the dragon knew Common, as well.
 

NerfedFalcon

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And now for one of the other stories from the military campaign I was in:

When the campaign began, the GM was pretty obviously favoring one of the players in particular. His oldest friend had probably the most ridiculous homebrew for level 1, and was being set up from the start to end up leading the group. There was just one problem: dude was never around. Due to his work and sleep schedule, and the fact that the GM called us to action at seemingly random and without warning, the party's designated leader was always missing. So I stepped in to fill the position.

This is what happened one time when I came late to a session and was unable to establish command quickly enough.

So our rogue was a former career criminal who was seeking redemption of some kind. This meant that though she was good at her job, shanking people and opening doors, she wasn't a great soldier. The first time this caused friction IC with the rest of the party, and particularly my character, was when we were investigating a shanty town built with stolen materials. A VIP from the company was inspecting the damages, and the people living there didn't like that.

The party and the enemies engage, and the VIP ducks and covers, terrified out of his mind. Some bad rolls push the PCs hard, and one of them IC thinks that if only I were there it'd be okay. I end up joining a few rounds in and start to push the battle back in our favor. However, when the VIP's screaming finally gets too much for the party, our cleric/medic asks that the rogue, being closest to him, get him to stop screaming.

So she slaps him in the face.

This has the desired effect in the short term, but as soon as the dust settles, he's understandably angry about it. She defends herself that she was just doing what she was told. The GM pokes me at this point, passing me a note that this is something I should settle as the team's defacto leader. I tell her off for her lack of professionalism and eventually she ends up with a 'yeah, yeah' kind of response, and we leave it there for now. I get an Inspiration, which I immediately use on a critfail to build a bridge out of planks and duct tape, some other stuff happens, eventually we go back for a debriefing.

I end up getting a promotion for showing leadership in keeping everyone in line, as well as for helping bring a losing battle under control. The friend, who IIRC only showed up after the first battle was over, gets a promotion for no reason at all. [https://www.youtube.com/watch?v=I9AHEXAcwao] The rogue is given a pay cut. We end up arguing IC a lot more, until eventually we end up with a mutual respect despite obvious differences, mainly because we're the two most prolific players in the group.

That was the session where I started to really get into this game. Unfortunately, the very next one almost got me to quit then and there...
 

FalloutJack

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leet_x1337 said:
That was the session where I started to really get into this game. Unfortunately, the very next one almost got me to quit then and there...
Lemme guess, the slated 'real leader' caused friction?
 

NerfedFalcon

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FalloutJack said:
leet_x1337 said:
That was the session where I started to really get into this game. Unfortunately, the very next one almost got me to quit then and there...
Lemme guess, the slated 'real leader' caused friction?
Nah, he was cool. It was the terrorists.

I should mention that the GM is European, and as a result has very strong views on Muslim immigration. In fact, he has strong views on everything. When those kinds of politics reach the tabletop... I'm sure you've all got stories like that.

But anyway, we're called out to Germany where some brown people with cloth around their heads have been squatting in an old bunker and the locals are nervous. Along with a squad of NPC soldiers, we advance on the bunker from the woods, us being me, the rogue who slapped the VIP, the friend (also a Fighter/BM), the cleric who really looks up to me IC, and somebody else I think. There's a few lookouts, so we decide to just engage them, since we've all got a few extra tricks.

The fight is going basically fine, as it always does, and when the terrorists are starting to lose ground, one of them jumps off the rim of the bunker, reveals he's been wearing a suicide vest THE WHOLE TIME, and charges us screaming 'Allahu ackbar'. Then a second one does the exact same thing. Now, I didn't really have a problem with this encounter until that happened. I could deal with his politics to an extent, but when they were conflicting with the actual reality he was (kind of) trying to portray, it was an issue.

I brought this up later, telling him the gaming table is like the dinner table and religion and politics should stay off. He replied by accusing me of trying to censor him and refused to do anything except tell us when he was going political, which he then later stopped doing because he refused to be censored by SJWs. His words, not mine.

Anyway, back in the encounter, the friend/leader ends up throwing a fireball into the bunker from above (because he can fly) and apparently clears it out. We decide to head in to secure the place, and seven more terrorists jump out of crates piled up in the middle, literally described as a jack-in-the-box, shout 'Allahu ackbar', and 30d6 of basically unavoidable damage straight into a 5th-level party.

One scene transition later, we all wake up back at the base, because apparently our health plan is pretty amazing. So amazing that nothing bad can ever happen and any tension that was in the (relatively simple) encounters is basically gone.

Now, I had other reasons for taking a break from the game at that point, but part of it was probably just from that mission. I ended up rejoining after I came back from Japan, and I stuck around for a few more months, up to about 15th level and high NCO rank. That's one of the biggest missions I remember, though I think I saved a log that he passed out a while back. I'll try and pull a few more from there if anyone's still interested.
 

FalloutJack

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leet_x1337 said:
FalloutJack said:
leet_x1337 said:
That was the session where I started to really get into this game. Unfortunately, the very next one almost got me to quit then and there...
Lemme guess, the slated 'real leader' caused friction?
Nah, he was cool. It was the terrorists.

[details to come, stay tuned]

Okie-dokie! I'll wait on that, then. Everyone! Continue telling funny stuff, if you have any to tell!
 

Dr.Susse

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Man I love Dnd stories from other campaigns.

I've got a DM dick move I like to use on new players that I'm teaching the battle system too.

Any further movement will provoke the goats to attack and after an easy fight a commoner will run from bushes screaming "you monsters!"

I've found that most new players will just attack anything that is yelling so the commoner gets cut down.
I tell them how looting works and how the commoner has a letter on him.

It reads
Dear james
I am so proud of you son.
This is your first trip into town with the family livestock by yourself.
But really today means so much more?

You're a man now James
And no matter where you go in this amazing world your family has always and will always, still love you.

It may seem trivial to you now but when we see you leaving today we?ll know that our funny little smiling boy will still be with us here in our hearts. You're so special to me James and I love you more than I could ever say.
-Mum

P.S- Hugs when you get back.
I use this to try and tell them that not every conflict has to end in murder.

I'm a horrible person.
 

NerfedFalcon

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Dr.Susse said:
I use this to try and tell them that not every conflict has to end in murder.

I'm a horrible person.
Only if you then get them to play Shadowrun.