1001 Crazy Things to Introduce to a Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Kazuhiro

12-11-07, 06:31 PM
Every group of D&D nerds has one. If you or anyone you know has introduced or considered introducing something completely bizzare, awesome, or retarded to the point where everyone talks about it for the next three sessions, please post in this thread!

I'm talking about the guy who wants to make a class based around the use of Cloud's sword in Advent Children. I'm talking about the guy who wants to use his Craft Wondrous Item feat to make himself a tank that fires Scorching Rays from the main gun. And then you have the times when the DM throws the party into an alternate Prime Material which loosely follows the mechanics of BESM.



#1: Class-The Alchemist
My friend and I discussed this a while back-- back in the days when we were complete morons. The idea was to have a class that could do everything that the alchemists in FMA could, limited only by the Law of Equivalent Exchange which would force you to save or take damage, a check depending on the complexity of the task, and how much attention the player paid in physics class. It was a fun idea and it would've worked out in a world that had countermeasures against sidewalks spontaneously being transmuted into concrete walls. Then we started discussing what would happen once said Alchemist was epic enough to perform fission. We abandoned the idea, fast.
Dravda

12-12-07, 11:50 PM
A moron I used to game with wanted to make benders (Avatat: The Last Airbender). He had absolutely no clue how to play anyway, but I just blew him off and told him to write the class.

He came to me and proudly showed me his work a week later. It basically consisted of one class for all four elements, with five levels of each element. You could change "stances" to switch from element to element. The only issue was, by level 5, a Bender had all the power of a normal 20th level character. By 20th level, a Bender had all the power of 4 20th level characters! (taking turns, of course).

To make matters worse, all of his class features resembled existing spells, except that he had unlimited uses per day.

-Count Dravda
Gravyguy42

12-14-07, 11:50 AM
I've had a couple ideas myself.
The first was to make a Spiderman character, after I saw an 8th or 9th level spell that effectively gives a spidey-sense (name?). Jump and spider climb to wrap it all up. But spidey's ability to suck and not die was too much to fit into any campaign.

The second is to make an elightened hedgehog capable of breaking the sound barrier (approx. 6700ft in one round, if my math is right) to see if he would turn blue. All the speed optimizations are based off either cheetahs or dragons, so I never really got on that one.

Both of these are characters I would never allow in my campaigns. But I'd totally play one :P .
PenderGrass

12-17-07, 04:33 PM
Add this guy to your game:

http://img115.imageshack.us/img115/7700/dungeonmastergt7.jpg

Have him call himself THE DUNGEON MASTER, have crazy powers and skillz and then just end up being some insane magic user that has seen too many animated TV shows on Saturday morning.

:dragon:
*****
Derrigan

12-18-07, 06:27 AM
<Bowing my head in shame>

I introduced firearms to my campaign. I took a musket from the dmg and added a bit of flavor to it. Just out of curiosity, see who gets the reference.

Basically, the gnomes created a weapon. They superheated water in an enclosed unbreakable globe. This created crystals that, when water is introduced into it, releases the kinetic energy, propelling the bullets to great distances.
lunawarrior0

12-18-07, 06:50 AM
<Bowing my head in shame>

I introduced firearms to my campaign. I took a musket from the dmg and added a bit of flavor to it. Just out of curiosity, see who gets the reference.

Basically, the gnomes created a weapon. They superheated water in an enclosed unbreakable globe. This created crystals that, when water is introduced into it, releases the kinetic energy, propelling the bullets to great distances.

Gaurdians of the Flame books. Good series by the way. They already have guns in the DMG don't they?
Derrigan

12-18-07, 07:24 AM
Gaurdians of the Flame books. Good series by the way. They already have guns in the DMG don't they?

Congrats :cookie:

Yes they do. Muskets and pistols and such. But I wanted to be a bit different with it. I'm giving it a 20% chance of exploding each time it's used, since it was made by the gnomes and such. But that's okay since it's currently in the hands of a NPC. Basically same stats as the musket though.
Keijii

12-18-07, 07:44 AM
Well, I do remember that a few months ago, after spending about 2 weeks both playing fallout 2 (I was feeling nostalgic :P ) and designing magic items for the campaign I am DMing, I woke up one morning with the complete details and fluff to recreate a plasma minigun within the constraints of the magic item creation section of the DMG. Cheap and efficient as well.

One day I actually plan to utilize it in a game where I am a player.
EaterOfTheDead

12-18-07, 12:49 PM
The funniest thing I saw a DM introduce was a new god. The story goes like this:

A 1st Ed Monk was in a castle tower, separated from the party. She was attacked by a minotaur. Obviously she ran. However her increased speed barely outran the minotaur, all the way down the stairs. She slipped out the door at the bottom of the stairs and slammed it closed just as the minotaur slammed into it behind her. She then went: "Thank fu*k."

And thus a god was born.

The DM officially added Fu*k to the available god, no one ever played a cleric of Fu*k that I'm aware of but that's beside the point. It was still funny.
Sinfire Titan

12-18-07, 02:42 PM
The second is to make an elightened hedgehog capable of breaking the sound barrier (approx. 6700ft in one round, if my math is right) to see if he would turn blue. All the speed optimizations are based off either cheetahs or dragons, so I never really got on that one.

Both of these are characters I would never allow in my campaigns. But I'd totally play one :P .

Too bad. I can actually build a Sonic the Hedgehog knock off. But you never use an actual hedgehog to make the character. You use a Duskling.
Khan2000

12-18-07, 06:39 PM
I've actually introduced an uber-high level psuedodragon rogue to my first campaign in Augusta, GA. Needless to say, every player from that campaign still twitches and laughs nervously at the mere mention of him. And this time, I started off this campaign with a very inquisitive green dragon. The players had no weapons, equipment, or armor and they met said dragon in a dungeon.
Empirate

12-19-07, 07:33 AM
Just in last week's session, I introduced a wizard NPC who called himself "Kroghar Swinemaster". He was a really arrogant guy, barely conscious of his own (unfavorable) effect on others, who picked magical duel fights for fun. This time, he was asked to sit on a jury's bench.
The PCs had been imprisoned for some rather complicated crimes before (which they themselves didn't quite understand), and now it was time for the trial. After much hither-and-thither, the jury finally found a verdict that declared the PCs guilty. The PCs asked for trial by combat, and the Swinemaster, having nothing else to do with his spare time, assented to do a mage duel against the party's Barbarian/Sorcerer/Dragon Disciple. Only one magic item was allowed per combatant. The PC chose his Wand of Lightning Bolt so as not to run out of spells. His reasoning was that in a mage duel, damage spells can actually work, because wizards and sorcerers are usually so low on HP.
Immediately on the word go, the Swinemaster activated Fly, Mirror Image and Shield from his Spell Matrix, flew to the top of the duel arena, and cast Minor Globe of Invulnerability while the PC spent a round buffing. Then, the Swinemaster whipped out his Wand of Summon Monster III and commenced casting.
The PC couldn't do jack to him because of the Minor Globe of Invulnerability (didn't have 4th level spells). He shot some arrows, but these only hit Mirror Images, when they hit at all. Meanwhile, the battlefield cluttered up with...

Fiendish Boars!

When there were five fiendish boars, the PC finally realized he must do something against these, although his AC was really good. But he dreaded letting down his guard against the Swinemaster himself. And the piggies just kept coming! The Swinemaster yelled stuff like "Behold the power of the Hog!", "Feel Pig-Power!" and "You cannot stand up to my forces of Nether Swine!"
After a while, the Swinemaster was bo(a)red with just summoning pigs, though, so he cast Suggestion and Hold Person and stuff. However, the PC has the Spellfire Wielder feat, and was waiting for this. Soon, he had sucked up some spell levels and released them as Spellfire, punching through the Minor Globe of Invulnerability and instantly killing the Swinemaster (who only had 22 HP at level 7...).

Thus perisheth the Master of Swine, he who came to teach all of us in the awe-inspiring Powers of the Hog. Thus leaveth our mortal plane behind him he who walketh among Swine in the great Pigsty Beyond!
Windspear

12-19-07, 08:00 AM
In the campaign I'm currently running, the PCs found the hand and eye of vecna (they were 1st level when they found it and are currently second level). They were sent to destroy it in a volcano. Shortly after, they were being attacked by all sorts of people (from different churches-they had signs on them).
One night, one of the PCs was guarding. Suddnly, everything went black and he was on another, unidentyfied, plane. He was approached by a woman wielding a trident. The woman was wearing full plate armor with the sign of Heironious on it. With a kind voice she said to him: "Greetings to you, wielder of the hand and eye. I am Lucifer, but everyone calls me Lucy".

I'll just wait for that to sink in.
.
..
...
....
.....
....
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Yup. Lucy. A lawful-good cleric of Hieronious.

Hell wasn't always a bad place, but a place created by the gods gods to set evil souls right again. The gods placed Lucy -currently cleric 20/fighter 5.The place was hidden by the evil gods, but was discovered by Asmodeus and the other archdevils and they ran a coup. The coup succeeded and they locked Lucy in another plane. Now she wants to preform a ritual -destroying all of the major artifacts- to release her from her custom built jail. She managed to find the Dragon Orbs -all of them- and now the PC gave her the hand and eye. She asked them to find the rest of the artifacts for her, starting with the mace of St. Cuthbert. Of course the rest of the party was furious when they heard he had given away the hand and eye and are still skulking about it.

Lucy. Hehe.
Phelix_the_Warrior

12-19-07, 08:05 AM
A moron I used to game with wanted to make benders (Avatat: The Last Airbender). He had absolutely no clue how to play anyway, but I just blew him off and told him to write the class.

He came to me and proudly showed me his work a week later. It basically consisted of one class for all four elements, with five levels of each element. You could change "stances" to switch from element to element. The only issue was, by level 5, a Bender had all the power of a normal 20th level character. By 20th level, a Bender had all the power of 4 20th level characters! (taking turns, of course).

To make matters worse, all of his class features resembled existing spells, except that he had unlimited uses per day.

-Count Dravda

HA!

Someone had a homebrew of one of those in a game I was in a while back, ended up drowning in some sentient dirt! (he tried to bend it or whatever and it bent back and pretty much mind controlled him into burying himself alive while the rest of us were fighting ogres)
Angelic_Demon

12-21-07, 02:21 AM
Two separate DMs of mine came up with a number of maniacal traps that ended up in us spending the full 3 hours we had that week trying to figure it out. The first:

The Time Trap:
The layout was a donut-shaped room, with exits on each side. (Well, square donut) The thing was, each side of the room was divided into two sections (On paper, it was a blue half and a red half). On the other side of the room (The exit we were trying to get through), where the exit was, there was a veil on the left side of the room that blocked the exit, and on the other side, a wall with four slots in it and a cube.

Now, here's the kicker. Remember the four sections of room? Blue/Red? Well, each one of those contained a different time-altering spell. For example, one of them was a slow-time spell that caused the user to go slow as molasses. Another was a fast time spell. Still another created a loop.

The trick was, somebody had to get across to the slots and, over the course of 3 hours, we figured out exactly what happened to each section of floor as different cubes were inserted.

The funniest part about it was when one of our party members (A cleric with a spear as a weapon) managed to get to the veil and tried to poke his spear through. What happened? Well, turns out the veil was a portal to where we entered the room, so his spear came out there and hit a party member.
------
The Golem
The layout was a series of cross-shaped rooms with a variety of portal spells that teleported us all across the dungeon. In one of the rooms in particular, we walked in, and the doors locked behind us. We then had to fight a golem (I forget of which variety) which had damage reduction, fast healing, and upon its death, it would regenerate after a few rounds.

The solution was for our cleric to read the wall of notes, which contained (Somewhere) the solution for defeating the golem permanently. We spent a good amount of health and time trying to figure it out (One of our first attempts was honestly to find the on/off switch).

It took us a while, but we finally got ****** off from trying to do it, and the rogue picked the lock on one of the doors and we ran out.
------
The Cursed Water
One of our more unique obstacles, this one was a pool of water that had a random curse generator on it. The curses were harmless, but we managed to make use of them. Oddly enough, I was the only one wise enough to stay out of the water.

Of the three people who were hit by the water, these were the curses:
1. One of our members grew an extra finger on his left hand.
2. One of our members started dripping the cursed water permanently; like he had just gotten out of a shower in the water. We managed to use it to our advantage when we were faced with a wall of fire, and he put it out by filling a bag with water he was dripping and throwing it on the fire.
3. Our third member, who actually fell face-first into the water, started speaking in tongues. But what made it funny was the fact that he fell in twice, and so was hit with the same curse twice. The first one made it so others couldn't understand him; the second made it so he couldn't understand him. So even he didn't know what he was saying. Bizarre, right?
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The Gravity Trap
This is a hypothetical trap by the DM for our current campaign, and it's fairly simple. It was loosely inspired by the Time Trap, and it's basically a single hallway with a reverse gravity spell cast on both the ceiling and floor. The point being that once you stepped on the floor, you would fly to the ceiling, then fly to the floor, then to the ceiling...etc.

Sadly, however, it was quickly disproved by the fact that current party consists of a Shinobi (Custom class created by somebody on these boards) a Warlock, and a variable character (Meaning that we don't always have the same person showing up to play). The problem was that the walls had nothing on them, so both Warlock and Shinobi could simply walk across the walls, get to the other side, and deactivate the trap. (Both of which had a spider climb spell)
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The Hall of Death
This was a simple trap with potentially a complex outcome, where we came up with a simple solution. It was a hallway with all sorts of deadly traps - from dropping scythes to arrows, to crushers...the intended solution was for somebody to shoot a switch on the other end, but there was only one tiny gap where the arrow would get through.

We finally came up with an improvised solution: we had the character with the highest AC (Our cleric) put on two shields (One on each arm), and then our Sorcerer cast Mage Armor on him. The cleric ran down the hallway with his ridiculously buffed up AC and hit the switch. Worked just fine.
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Puzzle Panels
The room was a grid of multi-colored panels, each a five-foot square (Which could hold one person, obviously). It was a pretty interesting trap, because it had unique rules:
1. Each player must stand on different squares.
2. Each player must stand on the same color square.
3. When moving, each player must move to the same color square as the other players at the same time.
4. Players can't step on the same color square twice in a row.

There were two rooms we got through. The first one was pretty simple - it had four colors, and they would alternate in no real pattern. We had to take some careful steps, but we made it.

The second one was the tricky one. It had about 8 different colors, and they were scattered across a room randomly. Sadly, we didn't make it through the room before time was up, and the DM let us skip it when we next met.

I'm actually pretty interested in seeing if any other people have thought up crazy ideas for traps, but I thought these were pretty interesting (Even if some of these weren't all that crazy, our solutions were).
RobbyPants

12-21-07, 10:52 AM
Deck of Many Things

I've done this one once or twice out of bordom with a campaign that was at it's end. It's never ended well, and the players (understandably) aren't two thrilled when they find it.

I've played in a game where the DM let our 2nd level PCs draw from it, except it was owned by some sadistic, escentric wizard of ulimate power (basically, the DM doesn't need to worry what spells he has or knows. He can do anything). This wizard gets his kicks offering draws to bar patrons. If you draw one of the two terrible cards (imprissoned or the void), he simply reverses the effect. So, needless to say, afterward, we had a 5th level PC, a 3rd level PC, and a 2nd level PC. What fun.
sirdanile

12-22-07, 12:27 AM
New Presitge Class... Researcher.

Abilities:
Googleth: skip knowledge checks but take a standard action.
Ebayth: pay 10x spell level gp to cast a spell as a full round action(or normal duration if higher)
knowledge memorization: knows the weaknesses of all monsters, things, etc.
AKA is allowed to metagame
Spell list, wizard, cleric, psion: alternatively gains a spell from these at every level, every cycle gain a spell level.
ritual fortification: knows dark secrets and adds a warlock invocation at every odd numbered level
Familizarized Psi computer:(psi crystal + familiar fusion) with computer capabilities, must have this for any above abilities)
Dm annoyance: can beg the dm for one thing per session, dm must grant this lest the power of rule 0.5(I quit) apply.

HD: 1d12
Saves: fort: high
Ref: high
Will: high
BaB: 1/2/3/4/5/6/7/8/9/10
Requirements: familiar, psi crystal, be a noob.

Didnt actually let this one in but it made a great joke topic while we finished the character sheets.