1001 Pranks to play on your pcs [Archive] - Wizards Community

Post/Author/DateTimePost
b5201

02-02-06, 05:22 PM
Here you can post all the pranks you've done to your pcs want to play on your pcs or just can think of. Remember to keep count

1: Have them find out the tavern they've been getting free drinks at is a gay bar ;)
Twitchkidd

02-02-06, 05:53 PM
i had a mountain be created over a pit fiend that the fourth level party found themselves up against all of the sudden, lol. good times ...
kraegor

02-02-06, 06:50 PM
The players sat in the cavern, hearing the *blurp* *blurp* of the Gelatinous cube coming, they easily slice it apart, yet, another one comes behind it, and another.

Panicked they keep hacking away, everyone covered in green goo. Hundreds and hundreds of Gelatinous Cubes.

The players smiles get bigger and bigger, eyes GLINTING with greed as they try to tally up how much experience points they will get.

Just then, a small gnome pops up from behind a rock, and says:

"You are ruining my jello factory!! Stop it!"

The looks on thier faces was priceless.

Player 1: *whispers* Hey dude, do we get xp for killin jello?
Player 2: *shakes his head and cries a little inside*
shadowmimiiru

02-02-06, 07:52 PM
I once put my PC's in a dungeon with over a hunderd heavyly locked doors. Only 1 door led to the next level (it was the very last door) all the others opened to a wall. They where mad at the time but a few days later they where laughing about it too.

later
shadow
rogar2465

02-02-06, 09:16 PM
I had a PC who made a wish "to fly at will ,as the spell fly......"
So the nexed random encounter he flew a couple miles and slamed into a guy named Will! :D

This thread is cool, please keep em comming.

Rogar Foehammer: The giant slayin, undead turnin, saver of the world :D
CryoSilver

02-02-06, 09:49 PM
Cursed Items that don't actually do anything; the PCs just can't get rid of them.
b5201

02-02-06, 10:15 PM
I thought I said to number them Remember to keep count well not specificly but oh well next post is number 7 (if you can't count).
TheChilliGod

02-02-06, 10:30 PM
7: A completely empty room is here, add a goblin if you want to lure all of the PC's into the room. When all of the PC's are in the room, the only door into the room shuts and bolts itself. Then a strange device begins beeping. It's a countdown timer starting from ten seconds. Next to the device is a button. If someone presses the button, the timer resets itself. Party then spends an hour real time trying to search the room for any secret stuff, pressing the button in order to reset the timer.
Then they give up, and let the timer run to 0. At that point, the door out of the room opens, and the DM is chased out of the house.

(This I found off some online collection of traps, so I can't take credit for it)
Callista

02-02-06, 10:52 PM
^ And it's a classic! ^

I had my PCs fall into a teleport circle trap with a high DC to avoid. When the trap was tripped, they ended up in a doorless, windowless room. The PCs were first level, and none had pickaxes or other digging equipment.

That the room had absolutely no exits was no illusion.

Instead, the illusion, of course, was on the walls.

Rather than the marble they looked to be, the walls were made of paper, and, once punched in frustration, opened out into several flooded rooms guarded by water elementals. On the other side of each of the rooms was a lever.

The trap had been created by a sorcerer, one of whose spells, Mage Hand, could easily trip the levers and activate another teleport circle, which reset the levers and led past the original trap. (The sorcerer also carried a Hand of the Mage, when they finally defeated him; this he had likely crafted when he grew tired of exhausting all his cantrips on the levers.)

The PCs nearly drowned fighting the elementals (small ones, but dangerous nevertheless) until they themselves thought of using Mage Hand.

And the DM grinned evilly... :D

[Incidentally, the original Teleport Circle trap can be combined with an Alarm trap for even more dangerous results, and the elementals can be enlarged for higher level adventurers. It's an all-purpose trap!]
b5201

02-02-06, 11:10 PM
Keep em comin and please number them
HollowDes

02-02-06, 11:32 PM
#9: The scene was a wizard's tower. They're on a floor where the only light source is a bright glowing ring, sitting atop a small table on the opposite side of the stairs that lead up to this floor. The next floor is engulfed in a magical darkness that can only be pierced by the light from the ring. (I don't know if such a spell existed in the core books, it's just a magical effect I wanted). Unfortunately, the ring cannot be touched. Any time someone's hand comes within a foot of the ring, it tumbles away, as if "pushed" by an invisible force extending from the person's hand. The ring can be herded up the stairs fairly easily.

This provided for some entertaining results. One player was content to chase the ring around the room for almost a minute before he accidentally bounced it up the stairs. He did this just in time to prevent a player from grabbing a lever they had found in the floor above by fumbling around in the dark.

A different group had one PC going for the ring with great determination. At one point, he pulled out his winter blanket, and threw it over the ring on the floor, draping across it. He pinned down the sides of the blanket using his arms, and attempted to scoop the ring up. All the while, the ring was bouncing up and down between the blanket and the floor. As the PC brought his arms in to encircle it, the ring shot straight into the air, tearing a hole in the blanket and tumbled to the floor a few feet away. The PC was visibly frustrated at this point, but finally took the hint and gave up. (I felt no sympathy for this particular PC, who is exceptionally greedy and was looking to sell the ring)
b5201

02-02-06, 11:39 PM
oops double post
b5201

02-03-06, 12:23 PM
10: give them "A scroll of cure serious wounds" only to have them find out its just a peice of paper with that writen on it.
Balor von Balorvitch

02-03-06, 01:18 PM
11.End any enounter with spurprize it was an illusion!

12.In the middle of heated argument throw a 12h level kobold psion at them (LOL assuming they are lv 12 or above)

13. Name your geology "The mountain of no return, Monster Island, the Choatic Evil Creek!"
Loren Pechtel

02-03-06, 01:39 PM
10: give them "A scroll of cure serious wounds" only to have them find out its just a peice of paper with that writen on it.

Or how about a scroll of "cure light wounds"--it heals *ALL* damage caused to the target by light. The guy's sunburn goes away, nothing else.
Judging Eagle

02-03-06, 04:11 PM
14.
In a dungeoun complex have a rather largish room with one doorway.
Place several large, hulking suits of armour with large deadly-looking two-handed swords clasped in front of them.

Place a rather odd looking box with bronze fittings and levers and knobs and slots at the far end of the room.

Players can't or rather don't want to enter since they fear provoking all of the unknown foes with very weapons and even heavier armour into attacking them.

When they eventually send in the scout and they step onto the floor-plate in front of the curious steel, bronze and wood box, it starts speaking: "Welcome to Zee'grub's dungeoun tours. Please place ten gold (or equivalent in other coinage) into the top right slot and use the key provided on an availible touring golem."

The pcs pay-up and a key drops at a lower slot; lights shine on the "tour-golems" and the PCs can choose which they want to use by placing the key into a slot in their chest and turning the key to activate one 'tour'.

I came up with the originial to this special room on the fly; I've since changed some things (it used to be an armour sales shop, but tour-golems makes more sense imo).
rogar2465

02-03-06, 11:31 PM
I realy like this thread, please post More! :D
I will be using some of these!
15; one I heard about on another thread was the PCs climb 200' to the only door of a wizards tower only to realize after its too late that it's a rocket taking off with them in it.
(I dont know who to credit with this one, please don't acuse me of plagiarizing)
Rogar
Ridureyu

02-03-06, 11:59 PM
Have a high-powered Inevitable appear in town. Freak your party out until they realize that no, the Inevitable wasn't after them, it was after a crooked banker.
Sel_Carim

02-04-06, 01:17 AM
16. Ask for players spot check scores on a regular basis. Then roll dice at random times, not counting any of the rolls and watch the paranoia build up. (you can even go so far as to ask the player of the rouge character what his pick pocket skill is to up the tention a little more) :evillaugh
Friss_Kervrask

02-04-06, 02:30 AM
17 : The PCs were looking for a secret thief HQ. They rushed into the Inn and they asked everyone if they know about it (quite stupid considering that they are looking for thieves) and one person said that he heard a rumor that a old mansion was active during the night. (I have to precise that the PCs were not from this country and nobody have knowledge...I hate player who don't give knowledge to their character)

So at the night they rushed into the old mansion, breaking the door and brutalizing all on their passage (It was a warrior-based group). Suddently they find some people in a room...2 children 1 man and 1 woman. The PCs said : Don't do a single move, thief. So the mayor clapped in his hands and 2 guards come up and prisoned de PCs for tentative of murder.

The thief (the man who tell them a lie) was spying and return to the thief guild, juste above the mayor mansion, in a big laugh.
tsuyoshikentsu

02-04-06, 02:36 AM
18: Anything ending with "suddenly, you wake up. Apparently, it was all a dream." :D
Friss_Kervrask

02-04-06, 02:40 AM
19 : A classic now. A PC looked in a town for illegal stuff like poison and a strange guy make him signs from a little isolated street. He selled him poison and the PC gone. He was really surprised when in combat he didn't find his dagger (powerful magic one), his purse (really rich guy), and a worthful gem that he receive in heritage from his last parent. (I felt a little coupable when the player started to cry because he had lost like 1 billion of GP in stuff)
Friss_Kervrask

02-04-06, 03:37 AM
20 : Another one! You will say that I'm a cruel DM...You're true! :D

So here's the scene (I not really PLANNED it but I was sure that the player will act like this :D ) : In a game of Evil-aligned group, the party was planning about taking a city and destroy it just for the fun. The problem is that the bard of the group (a dirshesinger) was really attached to this city. So he give me a piece of paper on witch was writen : ''During the night while they sleep, I go to the city and tell it to security, and I kill a man and disguise him like me (a pretty good disguise roll) and let him lie into the cavern where are the others.'' So the group awake and see him lying dead on the ground. As an evil group they throwed him away and go to the city. There was nobody. As they advance in the city the main gates close and thousand of guards arrested them. In the middle of the guards, the bard saluate them and laugh insanely.

Little problem : He got arrested too because the guards wandered why he knew that they will attack the city. The other PCs beated him to death. (And now that was ME that laughed insanely)
Keith O. McKeever, Jr.

02-04-06, 04:38 AM
21. One of the evilest tricks I ever did to a party was have them enter a room where the door behind them not only closed and locked but disappeared and left them on a 10' x 10' platform in a room full of 5' x 5' pillars with platforms a top them all with different colored tops. At the base of the pillars was stone spikes and barbs and all kinds of nasty stuff like that (including 5 rust monsters). One party member made his jump check and landed on one of the pillar platforms and it changed colors. It took them nearly three hours of real time to realize that it was similar to Q-Bert and they had to get all the pillars to match in color (and one player could not land on the same platform more than once) before a door would re-appear on the other side of the room. Several inappropriate fingers were flung in my direction after that trap.

22. High level campaign I ran had them in a cavern with facing down a wizardly Ultraloth. The party thought that they would take him down pretty easily until they realized that he only had summoning spells memorized plus all of his innate gating/summoning abilities. Run little PC's run!

23. Had the PC's face down a mean nasty bunch of kobolds. The one kobold kept jumping in and whooping up on the party and then dancing out. When he shapeshifted back into his red dragon form the party figured out ...

24. Begin any room description describing the roof of the room IN EXPLICIT DETAIL. Paranoia will ensue and no one will enter the room for fear of the killer ceiling.

25. During a party resting session in the wilderness, have the PC on watch roll random listen checks and tell them they hear dragging/scratching sounds just outside of the range of the light from their fire. Keep it up for all the following watches until someone invesigates. Build the suspense up until they realize it is just a bunch of squirrels foraging for nuts.

26. Any party encounter that starts ... "So the faerie dragons smiles at you and ..."
Salty_Boy

02-04-06, 10:22 AM
Recently had my PCs meet a Copper Dragon, so needless to say I had to figure out some pranks to be played on them...

27) The PCs find the corpse of an Orc and naturally loot it. The only loot is a single diamond, but the moment someone takes it they fall under the effects of "Feeblemind".

28) A spyglass with ink on the eyepiece (an April Fools classic).

29) When the party wakes up from resting, one of them has had Silence cast on them. The Dragon then uses Ghost Voice to impersonate the silenced PC and shout insults at the other party members. I had some fun with that one....

30) The next time the PCs go to get some minor item out of their packs it randomly (yet harmlessly) blows up in their face.
Radijs

02-04-06, 10:45 AM
31) Players find ancient potions of CLW in a dark mansion. Not long ago they travelled through a sewer and I used the comment "EEEW and the aftertaste" When they drink them the potions work. But EEEW and the aftertaste.

32) have them find six potioins. Not labelled in six diffrent colors. Aura from D. magic is Conjuration. They are all CLW potions. But the PC's don't know that.
rogar2465

02-04-06, 12:33 PM
these are so COOL :D ,I'm copying them to word and printing them. My PCs are in for it.
33; let them find a wand of lightning with a short in it, anyone within 20' is zaped for 1/2 or 1/4 damage.
Rogar;
the giant slayin,undead turnin, saver of the world :D
Zorminster

02-04-06, 01:05 PM
34) The PCs are headed toward a large town to seek out a very specific person. This person is easily recognizeable and normally, the PCs would have no trouble finding them. When they arrive at the town they see the person walking in through the door ahead of them. They follow behind him and just as they enter the city walls they see him. again. and again. and again. It just so happens, today the city is honoring this notable NPC and everyone has dressed up like him.

MY players got really ****** when I did that cause they thought they were about to have the easiest "find an npc" type job ever lol.
Tamelo

02-04-06, 03:43 PM
36: The oft-mentioned belt of gender-alteration.

37. A room in a dungeon with a pedastal in the center. On the pedastel, illuminated by light from above, is a single copper piece. With no significance what-so-ever. Your players will be driven crazy trying to figure it out.
kinjojones

02-04-06, 04:31 PM
39) Something our DM did on accident quite frequently because of the way the module he was running was written but could just as easily be done by a mischievious DM.

Describe a room in great detail. Talk about the layout of the furniture. How frightening the obsidian statue of the great dwarven hero what's his face looks. Mention all the exits and exact dimensions of the room. Then after the players have declared their actions, casually mention, "Oh yeah...and there's 6 HobGoblins in the room."
b5201

02-04-06, 04:49 PM
these are so COOL :D ,I'm copying them to word and printing them. My PCs are in for it.
33; let them find a wand of lightning with a short in it, anyone within 20' is zaped for 1/2 or 1/4 damage.
Rogar;
the giant slayin,undead turnin, saver of the world :D
are you kidding I got shocked by a pool pump while unplugging it and fell over on the ground in pain(I was 9 or 10), and you say 1/2 or 1/4 damage from a short in a lightning rod!?
MiZaRiZ

02-04-06, 04:56 PM
40.
I had a party with a rogue, with to long fingers.
And he got busted that morning and the paladin says to the guards that he would take care of him and make sure he didnt steal anything.
That night there was a big party and more then half of the city was there. (it was a big city)
Then the rogue made a hide check and ran from the paladin.
The paladin sworn that if he was to find him and he was stealing, he would kill him.
In the mean time the rogue was doing hes thing. And it was a totaly random person.
I toldt him how the map were and where the people where.
Then he decided that it was that man with all silver cloth that was so lucky that he sould try baing robed.
He then made hes check and was very supriced, the person turned around and grab him and pulled him out of the party. Then he asked him why he did that.
The rogue tryed to explan and made a very bad impresion (1 ;) )
Later on the rogue learned that it was a silver dragon who would mingel with the local townfolks....
ShadowDragon8685

02-04-06, 07:33 PM
are you kidding I got shocked by a pool pump while unplugging it and fell over on the ground in pain(I was 9 or 10), and you say 1/2 or 1/4 damage from a short in a lightning rod!?

Well, let's take a look see there...

As a child, of course, you'd be considered a Commoner, which has a... 1d4 hit dice. Since I'm not in a generous mood, because you weren't a PC yet, you had to roll, average 2 HP, barring CON mod. Let's assume you had average CON.

Now, as we all know in D&D, whenever it's most beneficial to the PCs to round up, round down, and whenever it's most beneficial to the PCs to round down, you round up. Hence, you had just taken 1 HP damage, and that was precisely 1/2 of your current HP...


So yeah, I can see why you'd be rolling on the ground.

Ways to mess with your PCs...

41. Have a cryptic old man muse at them about some local legend or other. preferably something high in the footholes, a dangerous monster of legend, a treasure trove of legend.

Then the PCs sally forth, of course, trekking through hill and dale for a week to reach the ancient cave, and sally into it... Completely unmolested. Throw in a few 'moved into residence' type of spider or something if you really want to, but there's no treasure of legend. There's no monster of legend.


When they get back to town, have the old man shrug and say "It's only a legend."


42. Start telling the players of rumors, when they're in the bar. Upon investigation, most of them turn out to be... False! They are, after all, only rumors. :)
metamind

02-04-06, 08:04 PM
7: A completely empty room is here, add a goblin if you want to lure all of the PC's into the room. When all of the PC's are in the room, the only door into the room shuts and bolts itself. Then a strange device begins beeping. It's a countdown timer starting from ten seconds. Next to the device is a button. If someone presses the button, the timer resets itself. Party then spends an hour real time trying to search the room for any secret stuff, pressing the button in order to reset the timer.
Then they give up, and let the timer run to 0. At that point, the door out of the room opens, and the DM is chased out of the house.

(This I found off some online collection of traps, so I can't take credit for it)
This sounds a lot like the show "Lost". is that still on?
43) use the deck of many things, fix the deck (plaques, tarot cards, or playing cards) so that loose 10,000 exp, imprisonment, and loose all wealth show up first. I love doing that. :D
kryus

02-04-06, 10:47 PM
44) Gave a magic talking sword to a PC that contains the soul of a righteous Paladin. The sword is a great weapon but it has a bit of a quick. The yielder can not tell a lie. In fact, the yielder tells the brutal truth unbeknowns to him/her. I wrote a note to all the other players that succeeded an INT check about the curse. Then, I started "translating" what the character was really saying by circulating the translation on a piece of paper. She said one thing, the group heard something else. It was funny seeing that player go nuts as more and more people figured out what was going on.
Siarrent

02-04-06, 11:51 PM
[...]So yeah, I can see why you'd be rolling on the ground.
Curiously, that fits in quite nicely with the Clobbered variant rule...
b5201

02-05-06, 12:15 AM
The funny part about it is I now have a fear of plugging and unplugging stuff... kinda gets annoying when I have to do alot of that when the comuter does something stupid (like for no reason turning almost all kinds of sound files off and uninstalls the the mixing device so I can't fix it untill I unplug almost all the stuff and put all it back in (the only thing thats worked so far)). Preety embarrising to be afraid of that...
WarColonel

02-05-06, 01:00 AM
45 - Exploding Runes. Everywhere. I have used it as a post-script that the BBEG's use so there is no incriminating evidence as the PC's will obviously read the entire letter they find on underlings, especially since you can have specific people read it without penalty. It worked one time too well. While being a wizard, I wrote out a letter to a part of our group that was doing a different aspect of our mission. In the group was a PC paladin whose player was a severe power-gamer. We did not get alone, IC and OOC. I left a P.S. which said: "And whoever is reading this, I have a special message for (paladin). Exploding Runes."

The DM said I could no longer be CG, and was barely CN.
shadowmimiiru

02-05-06, 02:47 AM
46) After your Pc's invade a wizard's tower get to the top floor (after killing an assortment of overpowered constructs) and reach the wizard they discover that the "evil" plan they had found out was to only throw a cherry pie in the local ruler's face.
Keith O. McKeever, Jr.

02-05-06, 02:59 AM
47. One of the other really REALLY messed up tricks I played on my PC's was I had them travelling through on their way to this or that quest when they end up staying the night at this wood/wild elf village. Now this village is well guarded, actual boundary walls, etc. because they are on the borders of two orc'ish lands. Well the PC's end up stuck inside this village when the entire orc lands outside decide to hold siege on the village. Of course, being the good PC's that they are they decide they have to assist the elves because orcs are bad guys right? Well, I allow a few skirmish hits here and there and then the orcs start rolling in the siege weapons, it's then the elf commander yells, "Launch the catapaults!" and the catapaults behind the elven walls begin to fling body after body of mangled and mutilated orc childen as ammunition at the orcs outside. I went so far as to describe some of the gleem in the elves eyes as they tarred the children and lit them on fire alive before launching them to plummet to their deaths amongst their kindred.

Needless to say, the PC's were ABSOLUTELY speechless and had NO clue what to do at that point. Nor would they even look at me. Oh to top matters off, they had an elven paladin in the party.
Tristan

02-05-06, 03:09 AM
48)Introduce the cursed Item :"The Diamond of Giving". The way it works is that when it is grabbed it teleports into the hands of the nearest creature(this doesn't count as 'grabbing' it). Each time it is grabbed it teleports, if there is already something in their hand, that item is suddenly teleported back to its appropriate holding place.
"Grabbing it" includes picking it up, Handing it to someone (the person recieving it is grabbing it, this includes tossing it to someone), taking it out of a pocket, ect...
this diamond must be very valuable (enough so that even the best paladin player thinks: "I wonder how I can justify that")
For more fun, make it so the diamond has a heightened...err...whatever that spell is. THe one where a creature obsesses over it. Making its effect increase everytime a creature ends up with it. This could lead to an interesting game of keep away, where a diamond is teleporting between players who are biting and pulling each other to get the diamond, only to have it teleport to someone else (even civilians if they get to close) recieve the diamond when they "grab" it
rogar2465

02-05-06, 10:56 AM
These are so cool, especially the evil elf village! :D
Heres one I found on another thread in case you missed it.
49
The Beholder has had a pit dug, full of painful spikes, poisons, etc. Over the pit, it has had a permanent wall of force/illusion of a stone floor. When the PC(s) cross the area in question, the Beholder opens its central eye and the PC(s) plummet.

Rogar Foehammer;
The giant slayin, undead turnin, saver of the world :D
Arlin

02-05-06, 11:46 AM
50)

The PCs arrive in a small town late at night, tired and hungry, and check in the first inn they see. There is only roast chicken on the menu, and it is very, very, unbelievably cheap. The innkeeper's eyes gleam when the bargain-loving PCs order several roast chickens.

The next morning when they go around town for general gather info they learn that the bird flu is ruining the chicken farms. No one wants them. 50% chance of getting the flu if you eat chicken. Incubation period 3 days, etc etc etc.
metamind

02-05-06, 11:56 AM
51. Bribe the strongest PC into helping the bad guys, and force him to kill his friends, or be killed by the bad guys.
Shadowmancer

02-05-06, 04:30 PM
52) Lots of Nystul's Magic Aura's, Magic Mouth (I think that's what it's called), old, regal looking equipment, and a common human skeleton. It's just fun watching the PCs blow all of their best anti-undead abilities on what they think is a powerful lich, just to find out it's a low level necromancer's practical joke.
b5201

02-06-06, 12:30 AM
Bump. I really don't wan't this to die. The stuff is really good and I plan to use some :devil: so keep it alive please
nakedpinkelf

02-06-06, 12:54 AM
i read a list of small stuff that people could do to a PC to annoy then can't remeber where he got it from

it had stuff like

replacing the sword in the PC's sheath while they sleep with just a hilt so when they draw their sword all they have is a hilt (may annoy PC a lot and an NPC would be doing it rather than the DM unless another PC did it for kicks)

yeah im not going to lie but thats all i can remeber it was a while back
Wizards_White_Knight

02-06-06, 01:10 AM
39) Something our DM did on accident quite frequently because of the way the module he was running was written but could just as easily be done by a mischievious DM.

Describe a room in great detail. Talk about the layout of the furniture. How frightening the obsidian statue of the great dwarven hero what's his face looks. Mention all the exits and exact dimensions of the room. Then after the players have declared their actions, casually mention, "Oh yeah...and there's 6 HobGoblins in the room."

Hehe. Someone is playing the Shackled City. My DM did that to us as well.

WWK
Oof GruumshNoLike

02-06-06, 09:12 AM
47. One of the other really REALLY messed up tricks I played on my PC's was I had them travelling through on their way to this or that quest when they end up staying the night at this wood/wild elf village. Now this village is well guarded, actual boundary walls, etc. because they are on the borders of two orc'ish lands. Well the PC's end up stuck inside this village when the entire orc lands outside decide to hold siege on the village. Of course, being the good PC's that they are they decide they have to assist the elves because orcs are bad guys right? Well, I allow a few skirmish hits here and there and then the orcs start rolling in the siege weapons, it's then the elf commander yells, "Launch the catapaults!" and the catapaults behind the elven walls begin to fling body after body of mangled and mutilated orc childen as ammunition at the orcs outside. I went so far as to describe some of the gleem in the elves eyes as they tarred the children and lit them on fire alive before launching them to plummet to their deaths amongst their kindred.

Needless to say, the PC's were ABSOLUTELY speechless and had NO clue what to do at that point. Nor would they even look at me. Oh to top matters off, they had an elven paladin in the party.
That was horrible/wonderful! What a great turn of events that plays upon prejudice and stereotypes in the D&D worlds. I love it! Best I've read! Please, take a bow!
rogar2465

02-06-06, 05:55 PM
Dose anybody know of published or internet sources for this kind of material?
It would be cool if WoTC put some on the web site or in a book.
Rogar Foehammer;
The Giant slayin, Undead turnin, saver of the world :D
drake_vampiel_d

02-07-06, 10:51 AM
I found something searching Dungeons & dragons on Lime wire
DevilJimmy

02-07-06, 12:31 PM
I am always trying to come up with unusual plot twists to throw my players off guard.
1. The players had recently foiled a party of orcs who were raiding caravans in and out of a border town. They assumed incorrectly that the situation was resolved. Little did they know that the orc in charge of this operation was very much alive and had very deep pockets. He hired a doppelganger rogue/sorcerer to infiltrate the party and lead them into his hideout where he and several of his thugs were waiting...The key to this ruse was that I took the parties rogue aside and explained to him that he had been kidnapped and would now be playing the part of the doppelganger rogue/sorcerer, and i then handed him his new character sheet. I had chosen this specific player for his excellent role-playing skills, and the fact that i knew he would appreciate this twist the most. He played the part very well, deviating from his original characters demeanor occasionally, which received puzzled looks from the other party members, but he did not deviate so much as to cause suspicion. This went on for two sessions until he miraculously locates the orcs well-hidden lair. He would sometimes during a fight, "accidentally" narrowly miss his target and strike one of the pc's with an arrow instead, which I found terrificly fun. When we finally got to the Boss, there was his rogue chained to the far wall. The double takes and looks from the party were priceless as their gears started turning. About this time the doppelganger backstabs the tank in the group. That was years ago and they still talk about that one...
2. Same guys different campaign...They had just made their way through the trap-laden lair of Scabbiter, the legendary Kobold trapmaker, and were in the process of looting his study. Now they had an annoying habbit of grabbing everything magical, throwing it in their bag of holding and examining it at a later, safer time. This ticked me off, as i tried to provide relevant items to them and came up with some cool original stuff...So they come across a bearskin rug with the head intact, it's mouth open baring its huge fangs. It gives off a magical aura, so they hurriedly stuff it in their bag of holding. Well, this was actually a "bear of holding", meaning you open his mouth and can secure items inside. Now, i am not sure of the exact effect of placing one bag of holding inside another, but I WAS the DM...
the insuing explosion killed two of the party members, and the rest were a lot more cautious with magic items from then on..."bear of holding", I still love it....
3. Finally, this same party was on the way to an abonded temple of Ares,(Greek pantheon in this campaign) that had been recently overrun with lizardmen...the lizardmen were there worshipping a titanic chicken, "Poultra, the chicken of Doom", and a band of orcs were also on their way there to clear out the lizardmen as they were followers of Ares and sough to purify the temple, which was being rapidly soiled by titanic chicken droppings...so the party surprises the orcs, and the halfling decides to use his rod of wonder. He fires it at them and a fireball instantly frags all of the orcs, save one. This orc has had all of his clothes and equipment destroyed by the heat, but he is in one piece. The party stares at him in astonishment, and then he levitates up into the air, looking very healthy. So, the halfling figures what the heck, and fires the rod of wonders at him again, this time a lightning bolt is shot forth scoring a direct hit on the orc, who screams in rage and then proceeds to revert back to his true form, G'Maul, Cerulean Death, an adult blue dragon who had hooked up with the orcs as he loved the sounds of battle, metal on metal, and wanted to hear it first hand as the orcs routed the lizardmen. His secondary goal was a barbecued meal of titanic chicken...The look on the halflings face as he realized he shot a blue dragon with a lightning bolt was worth every minute I spend coming up with this stuff...

Long Live Dogface!!!
Haytt

02-07-06, 12:45 PM
Here you can post all the pranks you've done to your pcs want to play on your pcs or just can think of. Remember to keep count

1: Have them find out the tavern they've been getting free drinks at is a gay bar ;)

Well, that might be a problem for you but for us gay guys this tavern sounds like a real good place to hang out.
Hariman

02-07-06, 02:59 PM
This sounds a lot like the show "Lost". is that still on?
43) use the deck of many things, fix the deck (plaques, tarot cards, or playing cards) so that loose 10,000 exp, imprisonment, and loose all wealth show up first. I love doing that. :D


You are an evil DM and deserve shot, in the face, with a hammer.

I'm guessing the players learn to never draw cards from a Deck of Many Things. They must just use Mordenkainen's Disjunction as soon as they find out what it is.
Toran_A_Sunder

02-07-06, 03:51 PM
These are so beautiful! I must remember this thread to use these ideas. Here are acouple ofmy own. i forgot what number we're on tho. Sorry

R) Not two weeks ago I made the split decision, mid-game, to add kender to the new campaign setting I am creating. The kick in the face for them was that they put the idea in my head. The looks on their faces were priceless. :dancin:

S) A DM I used to play under did this to the party once. I enjoyed it tho. I was playing a kender and, we were traveling along some road when we came upon a group of kender. The next 2 hours IC and 10 minutes real time were spent with the party looking on helplessly as the kender and I mingled. Oh what fun I had!
Hariman

02-07-06, 03:58 PM
55: Have the PCs investigate a wizard who is rumored to have gone mad recently, with a caveat that they must bring the Wizard back alive. When they finally get past the magical wards, summons, traps, illusions and everything else this guy has put up in his house. (I'm talking more traps than a Kobold Dungeon. This guy has been working day and night making nothing but traps.)

They find him in his lab, an extradimensional space that lets people out only if they have his special key, working on another trap, ranting and raving about "Knowing too much" and "Protecting the world from the truth". Have this spellcaster put up token resistance and then surrender, begging the party'd help in expanding his protective dungeon, while dropping the hint that the key to the exit is within the only room that the wizard won't go into.

When the Players finally enter the "Room of Ultimate Truth", start describing the room that you and the players are in, and then describe each person present in turn. And then have them roleplay their character's reactions to finding a group of people who are "Playing" out their lives.

This also works for a horror campaign.

56: Have an animated Gazebo attack the party. (Huge animated object, an Urban Druid is a good candidate, if you have that druid variant.)

57: One Word, Kender. (Although I have no idea what Kender are, beyond a fear/pet peeve/beloved race.)

58: A skeleton lies upon the ground. In it's hand is a mysterious egglike object with a loop of metal that can be pulled on it.

If the players take the bait it's an old rotted Nazi jeep and the egglike object is a grenade. (4d6 damage, 2d6 of slashing and 2d6 of fire damage.) If they make a DC 25 or 30 search check, they find several more grenades.

59: Have one of your PCs be a talkative librarian. She's always willing to help the party, has a set of rooms to rent, often provides information for the party, has a crush on one of the PCs and gives birth to a half brass dragon child if the crushed upon PC sleeps with her. (Steel/Greyhawk Dragons work well for this too.)

60: Villain decides to put the Paladin to death using "Succubus Love" (Thanks Rickiel!) Said Succubus may or may not be a disguised ally.

This also works with Shonen AI snugglies and Shojo AI snugglies. (Gay and lesbian Snugglies, respectively.) This is slightly redundant.

61: Party has to negotiate for peace with a tribe of barbarians, which has been attacking a small city. When the party reaches the barbarian leader, they find that she is a 14 year old girl who is trying to capture the princeling of the city, whom she has a crush on. And the party has to figure out a way to get the two to meet without blood being spilled to gain peace without bloodshed.

62: A pale skinned red eyed enemy wizard uses a scroll in battle labeled "Summon City Bus" a ten foot wide 25 ft +5 feet per level long swath is subject to an overrun attack (5d6 Bludgeoning damage) with a reflex save to avoid. 4th level spell, Standard action, no spell resistance, reflex save to avoid, conjuration subschool.

63: The party meet two people while gathering information, one a tall loudmouth the other a silent fat guy with a beard. This pair has some useful information, if you can stand them.


64: Anytime a PC takes off a hat or helmet, a rabbit pops out of it.

65: When the fighter finds that great magical helmet he is looking for, he finds it, but it is enchanted to look like a small furry woodland creature lying on top of his head, sparking odd questions from NPCs.

66: Magical armor taken off female enemy turns out to have a seeming on it to increase her bust size past A-cup. If a man wears it, his pants seem fuller. (Forgive me this, I'm a guy with a low sense of humor.)

67: NPC leads the party to a special door, which is supposed to lead to the best room in the building. When the door opens a work crew is painting the walls, putting down flooring and installing lighting. The NPC apologizes and then leads the party to the correct room.

And last of all for this post:

68: Party can't find enemy anywhere in the mansion they are searching. The last place they look is the bathroom, which results in the PCs being harangued for being dumb adventurers who always invade during a bath. Complete with description of bath salts, wine and soft relaxing music. ("Now the water is going to be cold!") When the enemy starts to fight, a bard and a rogue fight by her side, both carry an instrument. (Flute & Guitar work well.)

I hope some of these get used! ;)
Ralvuimego

02-07-06, 04:15 PM
69) My party, level one at the time, had come across a potion rack in this mage's lair. Out of general inexperience, they did such things as uncorking them and dipping arrows into them, since no one had any form of identification skill. They happened upon a vial of black liquid in a short, fat vial with a wide lid, and upon dipping arrows in it, I had commented that "The tip of your arrow has been turned black." Someone had the brilliant idea to take a swig of the contents of the vial, which they couldn't stomach and wound up spitting it on the floor. It took them a few minutes to go back over the evidence and realize the vial was filled with ink.

70) In my evil campaign, the party's scout had split from the main group to loot a room in a gnome's house. He had heard scraping noises and growling coming from a room, which he investigated, not thinking to allow the party to come with him. Upon entering the one-way room, the noise stopped and the door slammed shut behind him. Being a monk, he pounded the big, metal door until his fists bled, and the group's tank had to come turn the doorknob and let him out (The door never really locked behind him).
rogar2465

02-07-06, 09:09 PM
These are so cool! :cool: , but we're no where near 1001 yet so :) ;) :rolleyes: BUMP :D :D

RogarFoehammer;
The Giant Slayin, Undead Turnin, Saver of the world :D
Johnny Cache

02-07-06, 09:48 PM
71. Upon checking out the hoard of a dragon, the party finds that it's a paltry pile of junk, worth about 1% of what they expected to be there. But they do also find several carefully-preserved scrolls (with faint auras of magic and evil) of various ages in a box in a far corner.

If the PCs are persistant enough, they'll find out that the scrolls are letters from a series of divorce lawyers...
Hariman

02-08-06, 04:04 AM
71. Upon checking out the hoard of a dragon, the party finds that it's a paltry pile of junk, worth about 1% of what they expected to be there. But they do also find several carefully-preserved scrolls (with faint auras of magic and evil) of various ages in a box in a far corner.

If the PCs are persistant enough, they'll find out that the scrolls are letters from a series of divorce lawyers...

You're thinking of Hexjinglahjonan, an NPC dragon from the Draconomicon. She is a mature adult bronze dragon who collects driftwood, interesting shells, and flotsam. If spoken to in her dragon form she gives the impression of a doddering old lady.

The "Worthless" driftwood doesn't have to be worthless. Some can be enchanted and some can be sculptures/art.

72: Have fog surround a town. Make sure a Ravenloft sourcebook is visible. When the PCs are whisked away in the fog, they find what seems to be Strahd's manor. If they run, nobody in the nearby village knows the name Strahd. If they fight, they find that "Strahd" is actually an emo teen Enchanter with fake fangs. Good to use against habitual metagamers.

73: In a bar, ask for a series of spot/listen checks. If the PCs make any spot check save the last, they see something carrying what looks like a bundle of clothing away in it's arms. On the last spot check, reveal that you just had an Epic Level Rogue (Or Arcane Trickster) steal everybody's underwear and hang it from the chandeliers.

74: As the PCs walk into a bar to confront a bad guy, have them make listen checks. If successful, they hear a guy saying: "Jenkins, play some fightin' music, the heroes are comin'. "

75: PCs fight a bear in the woods, which runs away. Later in town, they walk into a bar and find a werebear, with an arrow in his hand, accompanied by the watch, speaking to a bartender saying "I'm lookin for the man who shot my paw!" (I know it's bad. I can just Imagine the looks on some of the player's faces.)

76: Next time a character gets hit by an arrow, have the arrow go in one ear and out the other, and get stuck. If a heal spell is cast, the arrow falls out, but pulling it out does the normal arrow damage to the character.

77: Doppleganger NPC who is messing with the PCs, nuff said.

78: PCs must use Comprehend Languages to understand the local taxi drivers. And they get charged for the scroll of comprehend languages by the driver.

79: Inevitable walks up to the (low level) PCs and says, "In the name of Justice, I arrest thee for thine trangressions. Do not resist." after the PCs are captured, or it they make their Diplomacy checks, they turn out to not be the original target of the Inevitable.

80: Evil NPC falls in love with Goody Two Shoes party member and wishes to mend her ways, but knows nothing about how to be good. Yet.

81: Lightning Strikes a PC randomly. Moments later, they hear a voice from the heavens say "SORRY ABOUT THAT!" as lighting begins to chase an NPC that looks just like that character down the street. And the guy getting chased is someone the party is looking for.

82: Have NPCs start kicking one or two of the party members. A spot check reveals a "Kick me" sign on the character's back.

83: NPC bets the party that they won't be able to explore a myterious dungeon outside of town. Party takes the bet and heads off to the mysterious, unexplored dungeon. At the end they find the NPC that bet them that they wouldn't make it waiting, who says, "Took you long enough! I've been waiting for days." Transforming into a Monster and/or Dragon of your choice.

84: Rogue of the party tries to pick a lock, and ends up locking it.

85: If a party member says something Hipocritical, have a little girl with a lollipop kick that partymember in the shin and say "Hipocwit!!!"

86: Magic shop has several risque sculptures on display. If a PC ever tries to touch a sculpture it slaps him and says "Stop that". (Animated statue or disguised person, you make the call.)

87: Describe a grapple attempt by a monk enemy as, "The monk gives you a wedgie for x damage."

88: You could also have a Monk grapple to give a "Killer Noogie!", "Purple Nurples of Justice", or the dreaded "Wet Willie of DOOM!"

89: Evil NPC is a Monk that fights like a Monk, but acts like Richard Simmons. Is accompanied by a fighter that sounds like Gilbert Gottfried. A spellcaster that sounds like Jar Jar Binks. And a Bard that looks like elvis.

90: Villain spellcaster retreats from initial battle behind locked/trapped door. Because he gets told by a henchman (Or the party, if they tell.) that he forgot his pants. Again.

91: A skeleton walks up to the party, in a leather jacket, singing "The Beautiful People"

92: A rescued princess turns out to be better than the party in battle. And NOT named Sarah, Peach or Sally.
Xykon

02-08-06, 04:39 AM
93. I'm not sure if this counts, since i did not deliberately set it up like this, its just how the module i was running was set. I just added extra suspense to keep them in their toes :)

Scenario: Dining room, with several properly set tables having filled wine glasses. There are 6 unseen servants laying in wait on one side to fill in wine glasses if any are emptied.

PC enter the room, unfortunately for them, this is where the enemy lay in wait as well. Battle ensues and finally the enemy units manage to escape. Needless to say that the area of battle the tables have been turned up.

I made the party do a listen check and 2 were able to hear the whispering of the unseen servants.

DM: You hear whispering in this (general) direction
Party: Is it far away or near?
DM: not too far away, but not close either. Its very very faint.
Party: Crap, invisible enemies, DM, gonna cast invisibility purge
DM: Ok... you don't see anything.
Party: DM, my invisibility purge at X level should cover the whole room. really nothing?
DM: Nothing. And those who heard it before now seems that this whispering is getting slightly louder.
Party: Throws in glitterdust at a spot in the room near where they are... enough to reveal 2.
DM: You can see 2 humanoid forms outlined by glitterdust 15 ft away from party, approaching your direction.
Party: shot at them, no use. Mage casts magic missile on one which dies. 2nd mage casts see invisibility -- Guys, there are 5 more of them!!! They were really nervous since ranged weaponry doesn't seem to affect them. After killing 2 more (leaving 3) the remaining unseen servants managed to reach the party they -- cleaned up the mess they did in battle!
rogar2465

02-08-06, 10:27 AM
Hariman; Thank you! That was awsome!
And thanks to everybody else who posts here!
Ive realy enjoyd this thred,and print 90% of it in hopes of driving my PCs nuts! :D

Thanks again
Rogar Foehammer;
The Giant Slayin, Undead Turnin, Saver of the world :D
Rising_Phoenix

02-08-06, 01:37 PM
A few from me

92) If you have a sex hungry PC this one works wonders (though it's an old one):

DM: While you are walking in the woods you see a beautiful maiden scantily dressed walking along,singing softly.

If the PC reacts he will walk/run towards her but...

...The maiden is actualy a Nymph... :D


93) Describe to the PCs a strange sound/a Roar or something similar. When they end up finding the sound source it turns out to be a kitten or some other harmless critter that has had its voice changed by magic or it may just be the echo... :D

94)
An anxious father/mother/both parents asks the PCs to find the girl and bring her back to them telling them she headed tpwards the local haunted graveyard
Have the little girl playing in the graveyard with skeletons and zombies. The Undead won't attack her (Why you ask? Well I don't know. The world functions in strange ways... ;) ) . When they finally kill the undead and reach her and tell her it's time to go home she starts crying and her tears summon some sort of powerful undead (A Vampire perhaps) That sais to the little girl in a mooshy voice:

"These bad people bothering you gooshou woushou?Do you want daddy to take care of them?"

If the little girl replies yes(in a crying angry manner). The undead attacks the party. If she sais no the undead sais:

"OK, You can comme again tomorrow and we can have a tea party!"

The little girl giggles at this and follows the PCs home.


Lame I know but we did laugh a lot. :)

R.P
DMJustbumper

02-08-06, 02:41 PM
95) My PC's where starting out at 5th level and they where sent on a mission by their superiors, they are to go and secure a very powerful magic item that they need to stop a war. They are being sent because they are only mediocre pupils (they are attending military academy) and they will be sending a group of high level NPC's as a cover story so the PCs can slip out the back...From then on the PC's kept getting drafted into situations because of their seeming unusfulness...it was great the PC's became known as the "Unremarkables" it was great.


96) As the Unremarkables went on their first mission, they find a talking daggar in the middle of this dungeon. It glows when it talks and has a bad english accent. Its only abilities seemed to be sticking to any object it wanted and growing its handle and blade out to attack. It is snide and disrespecful, but seems to know quite a bit about whatever the PC's happen to be doing. The PC's afraid of the "intelligent item" taking over give it to the warforged monk in the group (thinking it couldnt effect him). Thomas, as the daggar called itself, ended up traveling with the PC's as a perminent companion, and the players dubed him the most useless intelligent item ever. The game ran for over a year, and Thomas was ever present, he becomes good friends with the warforged it is attached to. At the end of the campaign the PC's find out the truth of Thomas, he is a unusually small sized Mimic that isnt strong enough to capture things the way others of its kind do, so instead it decided to disguise itself as a magical item and have unwitting adventurers feed it. The glowing was a constant farie fire effect that happened when he spoke (an old companion cursed him with it) The look on the PC's faces was just plain pricless.


97) Same game, after finding Thomas the PCs are on their way back with the item they went to fetch. As they camped, the PC's encounter a woodling that has some strange quailities. When he walks everything within a 10ft radius grows rapidly then when he steps it dies agian. Very majestic. The PC's let him go by, too afraid to mess with him then go on with their business. Later they find out the spirit of the forest is ticked off at them, they obviously know the entity they saw that night was him. When they go to apologize (the PC's even said and I quote " So, we will go find this Spirit accpet his Geas/Quest and be attoned) When they finally get an audience with the Spirit, as they expected the same woodling appears. They begin to grovel (all staged) and then they ask "what can we do to make it up to you" (BTW they killed over 30 pixies and Pedals among other woodland creatures that is why the are in trouble) then the woodling says "You can never repay for the lives of those you have killed" The looks on the PC's faces was the best thing I have ever seen. Then it gets better when he says "not in my eyes...but in the eyes of the Forest Spirit there is a way to be redeemed." The relief and frustration in their eye made me want to pee all over myself with laughter! It was pricless...
DragonDeadite

02-08-06, 05:01 PM
98) I was feeling a little odd and decided to design a dungeon built by an Arcane Trickster. Every single door had some sort of a puzzle (simply from having three cups being filled evenly with stones numbered one through 10 to as complex as having gears slide a certain number of time) that I just spend a ton of time either inventing or trying to find on different web sights. I came up with good stuff too... and when they get to the end they couldn't figure out the last puzzle when the drow rogue in the group started pounding on the door and it opens... at which point I let them know "All you had to do was knock to get the doors to open!" They all about jumped on me at that point! It was hilarious! I loved it!! :D
b5201

02-08-06, 08:34 PM
99: (using example from last session) have the pc's come to a tavern and find 2 drunk dwarves ( my pc's try to sell them a stick and tell them its a magic staff) if they do anything offensive or fail a bluff check they beat the living crap out of them.

Sadly my pcs actuly sold the stick for 1000 gp at level 1 :weep:. there was a plus 20 modifer, he had a plus 1 charima, the dwarfs had -1 wisdom and -1 for being lightly drunk. I rolled a three and...well lets just say it was one of those life saving 20's.

100: if you have your pc's come to your house to play when you get the door for them trip them so they land on their face, then somewhere in the game have them go through a doo have them be tripped (this works very nicely for when they enter a tavern)

101: have your pc's find an npc who's pockets seem to be full and that they feel to have less gold in (insert where they keep their gold here) then when they attack the *theif* have them become arrested and find out that they didn't lose any gold.
TwiddleStootch

02-08-06, 10:35 PM
i haven't actualy done this yet, but i will in my next adventure:

102: have the PCs find a perfectly normal stick, put it somewhere that prompts them to pick it up, like on top of a chest. upon being picked up the stick begins to talk, and talk, and talk.

if they try tothrow it away, it comes flying back and hits whoever threw it in the head and if they try to destroy it it regeneates :D
smoker

02-08-06, 10:39 PM
103. Come to the game dressed as a woman and say, "I am trying to get in touch."
Mock26

02-08-06, 10:52 PM
104. Played this recently. In our group of five, one player was a no-show so I was running his half-elven cleric/ranger. During the course of combat, my lizard-woman sniper (fighter using arqeubuses) and the cleric/ranger were killed by lightning bolts. The dwarven fighter/lock-smith was killed a couple rounds later. The player of the dwarf then had to go home. The only survivor was the elven wizard. She managed to hide and then cast invisibility and "rescued" the bodies and took us back to town where everyone was resurrected. However, we told the other two players that we couldn't afford resurrection because the local war had made prices skyrocket. Yet, reincarnation was cheap. So, the two players were under the impression that the cleric/ranger was now a gnome (the player HATES gnomes!) and that he dwarf was now a dryad and that his (now her) wife was asking for a divorce! The cleric/ranger player was very upset, yet the dwarf guy took it pretty well. It was a nice joke knowing that for two weeks they thought they had be reincarnated as other creatures. Oh, and before I forget, they thought I was now a badger!


Take care and have a great day....



ciao,
john.
Jagd44

02-08-06, 11:30 PM
105: I once had my players go up against several dire squirrels and a monster-of-legend dire squirrel. The players were not impressed the MOL dire squirrel's frightful presence DC of 13. However, the MOL's poison attack was a bit rough and there was one fatality.
Hariman

02-09-06, 05:52 AM
Hariman; Thank you! That was awsome!
And thanks to everybody else who posts here!
Ive realy enjoyd this thred,and print 90% of it in hopes of driving my PCs nuts! :D

Thanks again
Rogar Foehammer;
The Giant Slayin, Undead Turnin, Saver of the world :D

Thanks, which ones did you like best? (PM me if you don't want to clog up the thread.)


106: When the PCs walk into a bar, have the first PC roll a reflex save. (Or you can roll an attack roll.) If the PC fails, he hits his forehead on a bar that was held accross the doorway. The kender (Or gnome or halfling) that was holding the bar then runs from beside the doorway and yells, "Hey guys, a (Blank) walked into a bar and said ouch!"

107: After 106, have an NPC chuck a weapon at the offending joker and say, "Shut up you moron it wasn't funny the first time!" (Use the Ranged Pin feat for extra effect if you have it.)

108: A party member sits on a whoopie cusion.

109: The Party walks into the room of an NPC they were looking to speak with. They find him (or her) dancing in her underwear to the song "Who Wears Short Short!"

110: (109 variant) Party walks into the center of a dragon's lair and find him dancing alone to music he's singing himself. And he's singing it badly.

111: Party must collect information from a Mime. Requiring DC10 Perform (Pantomime) checks (Cha +d20 for untrained). Comprehend Languages helps, but you still have to ask him questions. Treat as if someone was trying to pass a coded message with bluff.

112: A rabbit and a duck pop up out of the ground near the party as they are laying down to sleep for the night. These words can be heard before the rabbit and duck duck back beneath the earth: "I told you we should have taken a left turn at Albuquerque"

113: Same as 112, just replace Albuquerque with Waterdeep, Sharn or another campaign specific city. You could also have the pair ask for directions.

114: During a fight, have a weakened enemy say, "Is that a Demonic Duck of some sort?" while pointing behind the party. Then have a voice behind the party say, "I feel so used!" and actually have a "demonic duck" standing behind the party. (Thanks El Goonish Shive)

115: The next time a player says something like "Yeah right, and monkeys fly out of my butt!" Have monkeys come flying out of his butt if what he denies is true.

116: Number 115 can also be used on NPCs if you want to let your party know that something is true.

117: Next time an enemy monk or fighter falls in battle, have him yell "Yo Adrian" as he goes down.

118: Have the party fight a lone Chain Devil. Next time the party goes to a theater/performers guildhall, have a "Chain Devil" emerge from behind a curtain. If a party member uses a real weapon on it, they hear "OWWWW, THAT WAS REAL!!!" as it turns out to be a bard with Skill Focus (Disguise). (I had this pulled on me.)

119: The party's nemesis for this mission turns out to be a caster with the name "Noodles" and his familiar "Cheese the Weasel"

120: Party falls into green water in front of villain and villains laughs maniacly, then asks, "Hey wait, why aren't you dead yet? I filled that vat with PH7 acid!" (PH 7 is neutral, works best in D20 modern.)

EDIT:
121: The food on a party member's plate begins to move and climbs off of the plate. Spot/Listen/Sense Motive reveals that it's a nearby Arcane Trickster with a Hand of the Mage.

122: The food on the characters' plates is actually moving. The local delicacy is live grubs and worms.

123: The head of the local church turns out to be a talking cat. Who wants to hire the party to break the curse that makes him a cat.

124: The party defeats a vampire and part of the loot they find is a set of +2 wounding dentures.

125: A prominent Professor or Noble accidently reveals that she came up from poverty and she has Ranks in "Perform: Dance" for more than just slow dances.

126: The location that the PCs is walking into get the "den on the worst kinds scum of the world" description (The Mos Eisley Description)

And one of the PCs spots his mother there.

127: A Mages Mansion with talking doors that "are happy to help". The mage is even more cheerful.

128: One of the PCs wakes up tied upside down to the top of a flagpole after a bar brawl. (Best at the start of a campaign.)

129: PCs wake up in the county jail. They find that the barbrawl they started burned down several buildings and now they have to work it all off. (Also good at the start of a campaign.)


I'm tapped for today. Again.


I just have to note:
74: As the PCs walk into a bar to confront a bad guy, have them make listen checks. If successful, they hear a guy saying: "Jenkins, play some fightin' music, the heroes are comin'. "

When I wrote this, I wasn't even thinking about "Leeroy Jenkins"
Sel_Carim

02-09-06, 02:11 PM
107: (Here's a classic!) Place a button in a room the PCs enter, a sign above the button reads "DO NOT PRESS UNDER AND CIRCUMSTANCES" A least one PC is gauranteed to press the button, they seem compelled to do so :bump: Once they press the button you can unleash any manner of evil trap, and if the PCs complain, well you did warn them not to press the button right? It is surprising how often this works, even on the same players in the same campaign!
Hariman

02-09-06, 02:31 PM
107: (Here's a classic!) Place a button in a room the PCs enter, a sign above the button reads "DO NOT PRESS UNDER AND CIRCUMSTANCES" A least one PC is gauranteed to press the button, they seem compelled to do so :bump: Once they press the button you can unleash any manner of evil trap, and if the PCs complain, well you did warn them not to press the button right? It is surprising how often this works, even on the same players in the same campaign!

Actually, it doesn't surprise me that that would work more than once. After all, Curiosity killed the cat. Labeling it "Self Destruct: Do Not Press" works too.

It should be numbered 130. I got a little carried away adding a few with my last post. And then adding more when I edited it.

131: After doing a stinky job, or just when a PC takes a bath, have the Loofah that that character is using start singing "Nobody know, the places I've seen, Nobody Knows, my sorrows!"
Chrono Nexus

02-09-06, 02:50 PM
132: I find that placing an innocuous gem or gold piece in the center of an empty room or on an altar of evil tends to make players afraid. Couple their predetermined wariness with careful speech ('No, you do not notice a change' rather then 'it is not cursed') can cause a player seroius anxiety. I guess that is a little evil...
b5201

02-09-06, 08:49 PM
I love these and will use a couple that aren't too outragous. Well... exept the +2 dentures...
Archmage_Vall

02-09-06, 11:52 PM
107: (Here's a classic!) Place a button in a room the PCs enter, a sign above the button reads "DO NOT PRESS UNDER AND CIRCUMSTANCES" A least one PC is gauranteed to press the button, they seem compelled to do so :bump: Once they press the button you can unleash any manner of evil trap, and if the PCs complain, well you did warn them not to press the button right? It is surprising how often this works, even on the same players in the same campaign!

I did something similar to that in my game. The PCs were exploring an abandoned wizard's tower, and among the usual traps & defenses, there was a table with some restraints on the corners. The PCs got closer to investigate, and a Succubus appears and says, "Don't touch this table." They ask her why. "I don't really know. I just think it would be a bad idea to touch the table. It would be a bad thing for all of us." They touch it anyway. 4 previously stationary Iron Golems start moving toward the PCs. "$%(&#$*!! I TOLD you not to touch the table!"
Hroth

02-10-06, 12:27 AM
133) After the PCs spend the night in an inn, announce that they are awakened by someone knocking at the door. When someone goes to answer the door, describe to them their horrible death :eek: . This could be a huge red dragon on the other side of the door, a Tarresque (sp?) attacks, or pit trap just before the door that reveals that the room the PCs are in is now several hundred feet above the ground. Something horrible and deadly. Then tell the player that it was just a dream, they didn't really die and are now awake in a cold sweat. Wait a second, then tell them that someone is knocking at the door.

Another dream, or are they finally awake? ;)

134) This may not be a good prank, but I'll include it anyway. If you have a dungeon that has a long hallway, this might be rather fun. Before the session where they explore the hallway tell them that in this session you plan on railroading them. I know, railroading is bad, but it's part of this prank. When the players finally reach the hallway, add a second hallway that intersects the original and is 10 ft wide. On the floor of this hallway is several wooden planks evenly spaced and connected by two very long metal planks. Players can not see the ends of this metal planks. If they decide to explore the hallway, let them travel down a little ways before requiring listen and spot checks (success on the listen check grants a +2 bonus on the spot check). A successful listen will let them hear a shrill whistle noise. A successful spot will let them see a faint light in the distance. Start the checks at about 40 and have them do more checks every so often at a lower DC (35, then 30 and so on), each time the noise getting louder and the light brighter. If the players haven't figured it out by about DC 15 or 10, remind them that you plan on forcing them to make choices they may not want to make (the definition of railroading). Idealy this should bring the following response:

Player: Great, first we're fighting a strange monster we can't figure out and now you're wanting to rail... :mymy:

If you own a conductor's hat (like engineers used to wear), pull it out and give them an evil grin :devil:


Finally, I say be generous with those decks of many things. :D Well, not the ones listed in the DMG. :angelhide Here's four decks you might find fun:
134) Deck of many Pokemon: Don't tell the players what it is not the names of the creatures it produces. Just see how long it takes them to figure it out.
135) Deck of many Humanoids: Produces orcs, kobalds, goblins, hobgoblins and random NPCs. Best fun if the summoned humanoids are just as confused about being summoned as the PCs are at summoning them.
136) Deck of many Items: In the April 2005 issues of Dungeon (#121), they produced a list of 100 Useless Items. That should be more than enough for a standerd deck :P
137) And finally, a deck with it's own legend behind it's creation:
A mighty wizard of immense power had been creating many magical items, including a couple of Deck of Many Items. He also became rather relaxed about the names of items and began to call the Deck of Many Items simply "Deck of Many". One day he instructed his assistants (who were powerful but not as powerful as him) to build a deck of many. They asked "A deck of many what?" Ingrossed in the creation of another item, he responded "A Deck of Many! Fools!"

Deck of Many Fools: This deck produces many NPCs, all who have low Wis/Int :) .
rogar2465

02-10-06, 10:30 AM
133) After the PCs spend the night in an inn, announce that they are awakened by someone knocking at the door. When someone goes to answer the door, describe to them their horrible death :eek: . This could be a huge red dragon on the other side of the door, a Tarresque (sp?) attacks, or pit trap just before the door that reveals that the room the PCs are in is now several hundred feet above the ground. Something horrible and deadly. Then tell the player that it was just a dream, they didn't really die and are now awake in a cold sweat. Wait a second, then tell them that someone is knocking at the door.

Another dream, or are they finally awake? ;) .

This would be even better if it was a premonition of a whole scenario, giving the PC a chance to change the outcome.
very cool, thanks
rogar
Hroth

02-10-06, 11:51 AM
Thanks Rogar for a great thread! Here's two more jokes and a possible adventure.

138) Give the players any bit of modern technology. Theoretically, as long as you give a good description without calling a phone a phone, it can be scary (especially if it should ring on the players). Try it with a handheld radio (ignore the fact that radios need radio stations, just put in the radio). It's small enough to fit in one's hand, but by turning a dial it reveals that a band of bards is trapped inside (though taking it apart reveals no bards). Best of all, despite the wonders that it can do Detect Magic reveals No Magic!!!

139) If your players are hired by a mage for an adventure, have a bird cage in the mage's study. Inside the cage is a red bird. When the players enter the study the mage warns them not to annoy or irritate the bird. Have the bird softly call one of the players over maybe with the promise of a nice gem or two. If a player comes within 5 ft of the cage the bird is consumed in a small ball of fire with a cry of "WHY?!" Nothing is left of the bird except a small pile of ash.

At this point have the mage read that unlucky player the riot act. After giving them a great hassle over the cost of the bird (exagerate this to be about 2 or 3 dragon hoards), have the party perform a spot check. Success indicates that they see the red bird in the cage laughing at their expense.

Yeah, I know, true phoenixes come from eggs that appear in the ashes and don't rise up from the ashes fully formed again, but this is good for a good laugh.

140) Here's one that would make a good adventure. Have the PCs be captured by a evil warlord who's army of orcs (or simular humanoid) has taken over a good ruler's castle. The players are striped of obvious gear (armour, weapons, packs, etc.) and patted down for hidden gear by human guards who once served under the former lord. Once in their cell they will discover that any items they had hidden on them are still there (they were patted down for these items, but the items were never taken). The jailor tells them that he doesn't want to hear them escaping (hmm, it's like he assumes that they will). The door to the cell is unlocked, and the jailor (under the guise that this information will never help the players because they won't be able to escape) tells them where to find their gear and exit the castle. Once the players leave the cell and get their gear, they can either escape the castle or seek out the evil warlord. Either way, they will probably encounter one of three types of patrols:

All Human: With no enthusiatism, these guards mention that the players are escaping. First they call for help (they just say "help", no yelling or actual attempt to summon any help is made). Next, they attempt to take the players down themselves (usually by making thrusting motions at the players, no attempt to hurt the players is made). Finally, they decide the players are too tough and retreat to a safe location (a guard's lounge with a small pub).

All Humanoid (the invaders): Played like a regular encounter.

Mixed: Played like a regular encounter though the human guards fight pure defensively, occationally miss the players and hit the Humanoids, and retreat once all the Humanoids are defeated.

This would make a good adventure, though the players might find it like a huge practical joke.
Hariman

02-10-06, 01:06 PM
I love these and will use a couple that aren't too outragous. Well... exept the +2 dentures...

Wait, does that mean you will or won't use the +2 Dentures?



141: PCs enter the "Maze Forest". The players find that they keep going through a four point intersection. To leave, they must choose the directions: North, West, South, West. AKA: Up, Left, Down, Left.
LCD2YOU

02-10-06, 01:23 PM
but I could be wrong.

For those of you old enough, remember this line from a movie made some time ago:

"One tin soldier rides away"

Something about "lift the stone and look beneath it, peace on Earth (Oerth, Eberron, Ravenloft, where ever) was all it said."

Watch the "good players" howl when the "treasure was how to defeat the evils of war, etc."
Haloode

02-10-06, 01:50 PM
You guys should create the next series of the long-forgotten- quest for glory!!!
Great stuff...
Am_I_Still_Unconscious

02-10-06, 02:48 PM
The party comes across a "wealthy noble who has a dying wish, and is willing to pay considerably". When they return with the useless trinket they had to travel to the XXth layer of the abyss for, they find no old man, no mansion, and no payment... it was all a ploy by the BBEG!

P.S. this gives the characters an honest loathing for your main antagonist!
Ut-Napishtim

02-10-06, 02:50 PM
This one is fairly simple and mundane, and I think I might have mentioned it before on here.

142. Ornate bronze chamber pot with Nystul's Magic Aura and Sovereign Glue on it. The thief that picks it up can no longer use the Open Locks or Disable Device skills without Universal Solvent. Or in the case with my game when I used it, the Sorcerer picked it up and couldn't cast any of her spells.
:eek:
Suzaku455

02-10-06, 04:20 PM
143 Create a lich that is funding wealthfare program for poor, education system for the poor health care and etc. The Lich's good deed is not a cover-up like Al Capone's soup kitchens, and lich cower in fear as the pcs attack thus making an evil act for players to kill him.
Loren Pechtel

02-10-06, 05:17 PM
143 Create a lich that is funding wealthfare program for poor, education system for the poor health care and etc. The Lich's good deed is not a cover-up like Al Capone's soup kitchens, and lich cower in fear as the pcs attack thus making an evil act for players to kill him.

In other words, a good lich. The PC's shouldn't kill him any more than any other good entity.
Banjulhu

02-10-06, 05:29 PM
# 144: I DM'd a 1st level party containing a half-insane Dwarven fighter who LOVED to pull levers, no matter what the cost. I had them go into a kobold fort set into the side of a mountain, and they cleared the place out pretty quick. But at the end was a large door, and when they entered, the door slammed shut and locked behind them. The room inside was large, and the floor was divided in half, one half being stone, the other oaken planks. Set in the stone half was a BIG, RED lever, with "DO NOT TOUCH" written on it in 10 different languages. The dwarf stated he was pulling the lever, and since the other two people were a wizard and a rogue, both with charisma penalties, they were unable to persuade him otherwise. They instead stepped onto the wooden half of the floor. When he pulled the lever, I told him he heard a faint scream, and his fellow party members were gone. After much searching, He found out that the wooden half of the floor had a massive spring under it, and a 200 ft. open shaft above it. The look on his face when he realized he just catapulted the rest of the party off a mountain was hilarious... :devil:
b5201

02-10-06, 07:07 PM
Thanks Rogar for a great thread!
umm... its my thread...
Suzaku455

02-10-06, 07:21 PM
Rogar stole it from you ;)
rogar2465

02-10-06, 11:22 PM
I didnt steel it from you, But I like it a lot and want to help keep it going.
I think what he ment was thanks for my coments on his post.
By the way
THANKS b5201 for this realy awsome thread, it may never reach 1001, but its already up to 144, and Id like to see it break 200! :cool:

Rogar Foehammer;
The Giant Slayin, Undead Turnin, Saver of the world :D
Suzaku455

02-10-06, 11:48 PM
145 Have your pc role up dice for their Apperiance attirbute, but never introduce anything else from BOEF.
b5201

02-10-06, 11:48 PM
I meant no offense, but I think you are really being one of the most common visitors and we are both in love with many of the things posted. If I had to pass the thread on to somebody it would be you.

As to the earlier question that meant I would use the dentures.

EDIT: yay page 4! And I would like to keep the growth rate or increase it.
Archmage_Vall

02-11-06, 12:15 AM
146: The party hears reports of a "horned beast" in the woods outside of town. Bards tell stories of this monster's ferocity (greatly exaggerated). Finally, all the hype leads to public outcry, and the guy in charge hires a party of adventurers (the PCs) to go into the forest and eliminate this dire threat. They PCs head into the forest, search for a while, hear wierd noises, and finally catch up with..... a deer.
b5201

02-11-06, 12:30 AM
146: The party hears reports of a "horned beast" in the woods outside of town. Bards tell stories of this monster's ferocity (greatly exaggerated). Finally, all the hype leads to public outcry, and the guy in charge hires a party of adventurers (the PCs) to go into the forest and eliminate this dire threat. They PCs head into the forest, search for a while, hear wierd noises, and finally catch up with..... a deer.
I would love to do this but my pc's are in a druid city (only a few live in small hutts outside the town and druids from the local wood sell stuff there which makes it an ideal place to buy potions) so they would realise it was a dear easily.
Ut-Napishtim

02-11-06, 01:32 AM
In other words, a good lich. The PC's shouldn't kill him any more than any other good entity.

You know, this is such a great thread I hate to make a tangent of this, but there could never really be a "good" Lich. I had to explain this to one of my players before who was entertaining the idea.

Could a good Wizard who feared death make himself a Lich? Yes. Could he hope that through his prolonged life he could do more good? Yes. Ultimately though by becoming a Lich he is irrevocably tied to the Negative Energy plane and destroying, nay - killing the last vestiges of his humanity along with it. Sure, through sheer power of will and force of intellect he may be able to maintain a detached sense of morality for a short period of time. Even during that period though the negative energy would most likely cause him to radiate as evil anyway.

Shortly though (like maybe 8 minutes if you're lucky) he would realize that things that once gave him a connection with humanity are now gone. All the things he had in common with the living have been stripped from him in exchange for immortality. Maybe that's getting a little ahead of myself though. Man, this is probably going to be a long trip, better buckle your seatbelts.

What makes up Humanity? Many have attributed the success of George Lucas' Star Wars saga to (despite the fact that it take place long, long ago in a galaxy far, far away) the idea that it is a story of the human condition. Despite our differences there are things all peoples have in common, many of which are hormonally conditioned through evolution (a desire to spawn and protect our children for example); and the knowledge that no matter what happens we're all in the same boat and have to live with the results until we die - and we won't live forever. We have the same basic fears, desires, and needs through natural selection or possibly even genetic memory - Jung called it the collective unconscious.

Yes, some do choose to ignore this and perpetrate heinous acts against their fellow man. Many even do it in the name of good. In the case of a Lich though - the choice is no longer even there. It is simply a sentient husk that has sacrificed its humanity for immortality, powered by the same negative energy force that animates the lowliest skeleton. The memories remain, but the heart no longer beats, no longer loves, no longer lives. The man the mage once was has now become an eternal prison of stagnant and decaying flesh to his fearful or perhaps even power-hungry sentience.

In the aforementioned Star Wars saga even Vadar was ultimately able to turn from evil and destroy the Emperor to save his son. But he was still a man, although trapped by his own rage and frustration in a mechanical prison that kept him alive. A Lich is not, despite the fact that it once was. A Lich is no longer capable of producing - or even noticing the hormonal discharges and synaptic leaps that generate feelings of love, compassion, conscience, and mercy among the living. Every natural instinct or inclination has been removed, and replaced by the cold, seductive, numbing power of the Negative Energy plane. A Lich might recognize those it knew in life - but any feelings concerning them are biochemically impossible.

In the face of the corrupting power of the negative energy forcing the Lich to exist, mere intellect alone cannot, under any circumstance, ever prevail. Gilgamesh went on an epic quest in the search of immortality after his dear friend Enkidu died. When he completed it though and Ut-Napishtim offered him the reward he realized that by taking it he would be sacrificing the one thing he still had in common with his friend - mortality. By living forever he would never see Enkidu again, as he had already passed on. Immortality would only grant him eternal life away from those that he loved and longed for, while death would eventually bring him again into their company.

No creature that desires continued existence so strongly that it can forsake those it loves to do so can ever be good. Who dares to forsake the halls of Valhalla for the cold, moldy stone of a secluded dungeon wall? Only the most primal and evil of beings - the Lich of fantasy. A creature so desperate to hold onto its semblance of life that it sacrifices every last vestige of good and humanity in its being to do so. A warming snowflake is a more realistic concept than a good Lich.
:twocents:
Suzaku455

02-11-06, 01:48 AM
You know, this is such a great thread I hate to make a tangent of this, but there could never really be a "good" Lich. I had to explain this to one of my players before who was entertaining the idea.

Could a good Wizard who feared death make himself a Lich? Yes. Could he hope that through his prolonged life he could do more good? Yes. Ultimately though by becoming a Lich he is irrevocably tied to the Negative Energy plane and destroying, nay - killing the last vestiges of his humanity along with it. Sure, through sheer power of will and force of intellect he may be able to maintain a detached sense of morality for a short period of time. Even during that period though the negative energy would most likely cause him to radiate as evil anyway.

Shortly though (like maybe 8 minutes if you're lucky) he would realize that things that once gave him a connection with humanity are now gone. All the things he had in common with the living have been stripped from him in exchange for immortality. Maybe that's getting a little ahead of myself though. Man, this is probably going to be a long trip, better buckle your seatbelts.

What makes up Humanity? Many have attributed the success of George Lucas' Star Wars saga to (despite the fact that it take place long, long ago in a galaxy far, far away) the idea that it is a story of the human condition. Despite our differences there are things all peoples have in common, many of which are hormonally conditioned through evolution (a desire to spawn and protect our children for example); and the knowledge that no matter what happens we're all in the same boat and have to live with the results until we die - and we won't live forever. We have the same basic fears, desires, and needs through natural selection or possibly even genetic memory - Jung called it the collective unconscious.

Yes, some do choose to ignore this and perpetrate heinous acts against their fellow man. Many even do it in the name of good. In the case of a Lich though - the choice is no longer even there. It is simply a sentient husk that has sacrificed its humanity for immortality, powered by the same negative energy force that animates the lowliest skeleton. The memories remain, but the heart no longer beats, no longer loves, no longer lives. The man the mage once was has now become an eternal prison of stagnant and decaying flesh to his fearful or perhaps even power-hungry sentience.

In the aforementioned Star Wars saga even Vadar was ultimately able to turn from evil and destroy the Emperor to save his son. But he was still a man, although trapped by his own rage and frustration in a mechanical prison that kept him alive. A Lich is not, despite the fact that it once was. A Lich is no longer capable of producing - or even noticing the hormonal discharges and synaptic leaps that generate feelings of love, compassion, conscience, and mercy among the living. Every natural instinct or inclination has been removed, and replaced by the cold, seductive, numbing power of the Negative Energy plane. A Lich might recognize those it knew in life - but any feelings concerning them are biochemically impossible.

In the face of the corrupting power of the negative energy forcing the Lich to exist, mere intellect alone cannot, under any circumstance, ever prevail. Gilgamesh went on an epic quest in the search of immortality after his dear friend Enkidu died. When he completed it though and Ut-Napishtim offered him the reward he realized that by taking it he would be sacrificing the one thing he still had in common with his friend - mortality. By living forever he would never see Enkidu again, as he had already passed on. Immortality would only grant him eternal life away from those that he loved and longed for, while death would eventually bring him again into their company.

No creature that desires continued existence so strongly that it can forsake those it loves to do so can ever be good. Who dares to forsake the halls of Valhalla for the cold, moldy stone of a secluded dungeon wall? Only the most primal and evil of beings - the Lich of fantasy. A creature so desperate to hold onto its semblance of life that it sacrifices every last vestige of good and humanity in its being to do so. A warming snowflake is a more realistic concept than a good Lich.
:twocents:

Ok what if he was cursed and became a lich or some form of diety good energy also sourges through him?
Ralvuimego

02-11-06, 02:02 AM
Heres one I haven't tried yet, due to the rediculousness of it. (It sounds like fun though)

147: The party is roaming through the desert, seeking what has been described by their contact as a "Large magical energy being manipulated in the desert". They come to "A celindrical structure standing roughly 30 feet tall, 30 feet in diameter, composed of completely metal, with a large opening in the front of it in the shape of a T." Upon further inspection, the structure appears to be completely hollow, and generally uninteresting, so they move on. When they move to about...say 100 feet away, the ground begins to shake, as an Iron Golem whose head, hands, and feet are large enough to be considered completely different colossal creatures, and the remainder of the body is too unnaturally large to give a size category, emerges from the sands, stands up to it's full height, and draws a 120 foot greatsword from the sand. (General pants-wetting all around, eh?)
Ut-Napishtim

02-11-06, 02:26 AM
Ok what if he was cursed and became a lich or some form of diety good energy also sourges through him?

So positive and negative energy course through the same being? <buzz> Wrong. Positive energy powers healing spells, life, and damages undead. Negative energy powers damaging spells, death, and heals undead. Nothing in D&D has ever been more black & white.

Also - please define this "curse." According to my understanding by the RAW Lichdom is only achieved through a concentrated effort (involving the creation of magic items, and expenditure of gold and xp) on the part of the person seeking it. Otherwise it is not possible.

In the instance of a DM-rule-0-fiat-for-the-sake-of-being-silly where he arbitrarily decided to bestow a Lich "curse" on (for example) let's say a good-aligned Cleric of Ehlonna - one of three things would happen. Either the power of the good deity coursing through the PC would cause him/her to instead perish and move on to the afterlife where they would serve their liege and leave a less powerful undead creature that could be merely manifested by their corpse behind, the positive life energy of their deity's influence would save them and defeat the curse quickly, or the character would indeed become a Lich - but all ties with their former deity and powers associated therewith would be severed.
Suzaku455

02-11-06, 03:52 AM
OK what stops DM for house ruling a lich from being good in some way through his campaign setting?
Ut-Napishtim

02-11-06, 09:52 AM
OK what stops DM for house ruling a lich from being good in some way through his campaign setting?

Nothing. The DM is perfectly within his rights to make anything he wants in his game by rule 0. Whether or not it makes any sense, or the players liking it, are different matters.
:bored:
Sapper2219

02-11-06, 10:47 AM
Also - please define this "curse." According to my understanding by the RAW Lichdom is only achieved through a concentrated effort (involving the creation of magic items, and expenditure of gold and xp) on the part of the person seeking it. Otherwise it is not possible.

In the instance of a DM-rule-0-fiat-for-the-sake-of-being-silly where he arbitrarily decided to bestow a Lich "curse" on (for example) let's say a good-aligned Cleric of Ehlonna - one of three things would happen. Either the power of the good deity coursing through the PC would cause him/her to instead perish and move on to the afterlife where they would serve their liege and leave a less powerful undead creature that could be merely manifested by their corpse behind, the positive life energy of their deity's influence would save them and defeat the curse quickly, or the character would indeed become a Lich - but all ties with their former deity and powers associated therewith would be severed.[/QUOTE]


Take a look at the FRCS....it specifically has two or three types of good liches......enough on the subject....
ShadowDragon8685

02-11-06, 01:58 PM
Nothing. The DM is perfectly within his rights to make anything he wants in his game by rule 0. Whether or not it makes any sense, or the players liking it, are different matters.
:bored:


I'd like it. I hate things with "Always" alignment modifiers, especially thoses that don't originate in some hell or heaven. Besides, the FRCS has Baelnorn or whatever they're called.
DM_of_Darkness

02-11-06, 02:29 PM
This thread rocks:
148: Lock your PC's in a windowles room they can't get out of with an anoying halfling NPC who doesn't shut up ever and have him leave the room for a drink of water or something after a realy long time and then say that the PC should have asked about the way out!!!!! When I did this I was actualy chased onton the lawn by 7 people 5 of them 2 years older than me!!! All laughing of course
Archmage_Vall

02-11-06, 03:22 PM
149. Have them run into Draco, the Great Brass Wyrm with bard levels. Draco's bardic music is based off his Perform (Storytelling) skill, which has maxed out ranks. Draco casts Enthrall on the party, and starts talking... and talking... and talking. The PCs feel really good while listening to Draco's stories (as is appropriate for bardic music), but they can't stop listening to him to eat or drink. After about 3 days, make the party roll fort saves for dehydration. Assuming they survive the encounter, the PCs all get a +2 bonus to Knowledge (History) from listening to the stories. :D
Yodaman23

02-11-06, 05:03 PM
150: When looking for a specific spot have the players over hear a conversation, "yeah I hear a rumor that (blank) is hidden by an illusion, its the northern wall of the basement tavern. Run at it and you just go through."
If the PCs try this and run full speed at the wall it does a point of damage and a DC 15 Fortitude save to prevent from being knocked un consious. If this happens a member or person from the desired destination comes out of another wall lauphing very hard, "Hay! Wrong wall mate!"
Hroth

02-11-06, 06:15 PM
Sorry b5201, I failed my spot check and didn't do perform a search check :)

Ut-Napishtim, I just checked the entry in the Monsters of Faerun book. Good lichs usually are usually there for noble purposes or to serve their families (like having your great (repeat 8 times) grandfather around). In any case, it does strike me as odd to have an undead being who is also good in nature. Might be doable (see "Nijel Turnbottom, "Lichie Lich" (http://www.wizards.com/default.asp?x=dnd/cc/20020401a) from the old NPC Closeup articles), but still the idea of a good lich would cause the party confusion over whether they could slay this foe or not.

How about some pranks? :D

151) If monsters can be see as a practical joke, then have a serious dungeon that cultimates with the players fighting one of the creatures from the Zelda D20 source book (google Zelda D20. It's not official but it's fun!).

152) Download this adventure (it's 3.0)
http://www.wizards.com/dnd/article.asp?x=d2/d220010302x
While this is an adventure in itself, the main fun comes in reusing the main monster of the adventure. The idea that they're fighting cows with halberds will be funny enough. Give the cows advanced tactics (act like cows until they have surrounded the party, then stand up and attack) could make it a very frightening encounter.
cere

02-11-06, 08:52 PM
153) Ask your PCs for saving throws. Always. Even on beneficial spells. They will most likely voluntarily fail their save. Bide your time and wait till they need a heal or whatnot from a High Level cleric. Ask them for their save and when they voluntarilry fail it have the cleric (evil one in disguise) cast disintegration or something equally nasty on them!
DaMullet

02-11-06, 10:14 PM
154)

Always include a single low CR monster as the final encounter in a session.

After about 7 sessions of this, make it something that RESEMBLES a low CR monster (like a Kobold) but with crazy class levels (or possible Baleful Polymorphed into something that looks weak).

For example, I always include a Monstrous Spider is the last encounter in my campaign.

Soon, I plan on having a Great Wyrm Baleful'd into a Monstrous Spider, but retaining his hit die and breath weapon.
JulesCARV

02-11-06, 11:14 PM
Off topic, but I kinda like the idea of an alhoon (illithid lich) who turned itself into a lich because it felt terrible about eating brains, so it figured that the only way to escape having to constantly murder sentient beings was to become undead. I mean, a lich doesn't intrinsically do as much evil as a living mindflayer must do just to stay alive, does it? Granted, this might be more appropriate for Eberron or Planescape (I could picture it as some sort of sage in Sigil) than, say, Forgotten Realms or Greyhawk. I mean, let's say YOU'RE born as a mindflayer, and you don't like killing fellow sentient beings. What do you do?
b5201

02-11-06, 11:18 PM
Off topic, but I kinda like the idea of an alhoon (illithid lich) who turned itself into a lich because it felt terrible about eating brains, so it figured that the only way to escape having to constantly murder sentient beings was to become undead. I mean, a lich doesn't intrinsically do as much evil as a living mindflayer must do just to stay alive, does it? Granted, this might be more appropriate for Eberron or Planescape (I could picture it as some sort of sage in Sigil) than, say, Forgotten Realms or Greyhawk. I mean, let's say YOU'RE born as a mindflayer, and you don't like killing fellow sentient beings. What do you do?
Speaking as a vegetairen, just get something else to eat like, I don't know soy.
JulesCARV

02-12-06, 12:17 AM
Actually, I'm a vegetarian too, which is probably why it occured to me. The thing is, braaaaaiiins are a biological requirement of living illithids. Seitan and soy brains just don't do it, I think.
kinjojones

02-12-06, 01:08 AM
Nothing. The DM is perfectly within his rights to make anything he wants in his game by rule 0. Whether or not it makes any sense, or the players liking it, are different matters.
:bored:

Also what about the Noble Baelnorn? It's a good elven lich who takes on lichhood to protect a certain elven faimly, guard a crypt, or some other noble endeavour.
Shaitan0.2beta

02-12-06, 04:34 AM
Wouldnt pull some of theese on anyone but powergamers or extremely immature fantasy freaks.

155) Have the lycantropy-fethish guy get bitten by a wererat. Nobody who wants to ba a lycantrope wants to be a wererat. It just doesn't feed the ego :)

156) Here's one nobody who could be a target for it ever expects: next time they kill somebody for sport (a bartender they didn't like, a tavern wench, a guard because he was a guard - (don't look at me, they said that they were chaotic neutral, and that it was justified)) have them arrested. That'll spook them.

157) Kobolds, lots of them, with crossbows, on a ledge, while the PC's are first level and standing below the ledge. It's a classic, and hilarious if the players are munchkins.

158) Kobolds, lots of them, on rooftops, with class levels, and assassin classlevels, don't tell them that it's kobolds, let the PC find out. Works best if they survived 157 when they were 1st level :)

159) Somebody said it somewere before but: BBEG - The Sunderlord, with his underlings - The Sunderlings, and his Babau bodyguards, and his pet rust monsters.
Canned Man

02-12-06, 03:22 PM
A few from me

92) If you have a sex hungry PC this one works wonders (though it's an old one):

DM: While you are walking in the woods you see a beautiful maiden scantily dressed walking along,singing softly.

If the PC reacts he will walk/run towards her but...

...The maiden is actualy a Nymph... :D

I do have a sex hungry PC... In fact, more or less the whole party. Problem is, they're all girls (in real life, as well). Can nymphs be male?
DaMullet

02-12-06, 03:28 PM
I would be very surprised if they couldn't.
DeadKeepWalking

02-12-06, 03:50 PM
160. A little creation of mine I refer to as FulBombs, aka Fireball in a Bottle. If the flask breaks or the stopper removed, a fireball spell explodes where the flask is/was.
The rules state that any spell of third level or lower can be made into a potion.
The PCs come across a potion lab. There is a nice case of potions, most of which are well labeled. However there is this one potion bottle painted a firey red, with a fire rune painted on it. It is impossible to see the contents inside the flask, unless you remove the stopper, or scrape the paint off.
The party was intrigued by this strange flask, and decided to gather around, and remove the stopper to see what was inside. Upon removing the stopper, the FulBomb exploded, and destroyed all the potions in the case as well.
Ever since then, the PCs decided to never open a flask they couldn't see inside of, or any flask with a magic rune drawn on the flask.
DaMullet

02-12-06, 04:37 PM
That is awesome, DKW. Awesome.
Maybe I'll try that sometime...
DeadKeepWalking

02-12-06, 04:52 PM
Go right ahead. Be warned, the players will give you evil looks for awhile after the FulBomb goes off for the first time, especially if you kill off a few characters in the process.

161. Give your NPCs slings, and a couple of FulBombs. Think of it like this, uncounterable Fireballs being thrown by little children. Even a near miss is going to catch the party.
The PCs now bum rush the kobold with the sling, ignoring everything else out of fear that it might be that 1 in a million that has a FulBomb.
Shaitan0.2beta

02-12-06, 05:11 PM
Can you really make Fireball potions? It sounds a bit too powerfull, having a virtually ineqhaustable supply of fireballs.
Nitrokitty

02-12-06, 05:48 PM
Can you really make Fireball potions? It sounds a bit too powerfull, having a virtually ineqhaustable supply of fireballs.

You know, wizards get a handy little feat at first level called SCRIBE SCROLL. Virtually inexhaustable supply of fireballs indeed.
Shaitan0.2beta

02-12-06, 06:33 PM
right, right, but don't scrolls nid a use meagic device check or somesuch? Almost any fool can chuck a potion at the enemy, that's why hand granades are so popular. On lower levels, alchemist's fire can be loads of fun, there was quite a few threads about making super-sized alc fire, and a fireball potion would be it.
Nor'Morgwae

02-12-06, 06:39 PM
This one isn't great,, but after reading everyone else's I felt compelled to add my own.

162) Put small white rabbit anywhere a rabbit shouldn't be. Maybe behind 3 large iron doors barred from the outside or in the next room after a balor or pit fiend. Add a couple of mutilated corpses for atmosphere. It doesn't have to be anything special, but it will have the players wetting themselves. (RUN AWAY!!)

I know Monte Python is over done but it works wonders.
DeadKeepWalking

02-12-06, 06:51 PM
Paper and Ink are just as expensive as a Flask. However, the potion can be used by anyone.
Korethr

02-12-06, 07:20 PM
163) In a dungeon, have the PCs enter a small room that is empty and nondescript save for a section of the wall that is piece of smooth white marble inlaid in the wall, and a big red button on it. Engraved into the marble panel is the words "DO NOT PRESS" If the players press it, the engraved text changes, following the pattern of the Big Red Button (http://www.transbuddha.com/mediaHolder.php?id=747) flash animation. If you want to be really evil, you can have the door to the room lock and remain locked until the PCs have pressed the button enough times for it to go through the entire cylce (which is really long).
Loren Pechtel

02-12-06, 07:22 PM
You know, wizards get a handy little feat at first level called SCRIBE SCROLL. Virtually inexhaustable supply of fireballs indeed.

Scrolls can only be used by a caster. The potions can be used by anybody.

What's even worse is that they apparently don't have to be *USED*.

Now, I'm the fighter with access to a supply of these bombs. What am I going to do? Exotic weapon: Bolo! Put a bomb in place of each weight. If you're a nice strong fighter you can even put more than one.
Rayn_Darkwater

02-12-06, 07:32 PM
Cursed Items that don't actually do anything; the PCs just can't get rid of them.

Lol i love it i do stuff like that to my crew... sure its a bottomless mug of ale, lol but it's also a brew that is toxic to nondrow, lol i loved it they sold it to a drow and as they rode odff they reached a range where it teleported back into his pack, upside down, the drow had no trouble hunting them.
Loren Pechtel

02-12-06, 08:00 PM
I'd like it. I hate things with "Always" alignment modifiers, especially thoses that don't originate in some hell or heaven. Besides, the FRCS has Baelnorn or whatever they're called.

As far as I'm concerned the only creatures who are always an alignment are those whose alignment is controlled by some higher entity--in other words, basically none.
tharivol266

02-12-06, 08:30 PM
Nothing. The DM is perfectly within his rights to make anything he wants in his game by rule 0. Whether or not it makes any sense, or the players liking it, are different matters.
:bored:
actually the idea of a non-evil lich is perfectly logical to me. it'd be rare but not unheard of though. and there are rules written down for it in a genuine wizard's book. the only the sac for them keeping their alignment is the aura of fear thing....i forget what book...it might actually be in the monster manual...but im doubting it for the moment.
b5201

02-13-06, 01:56 AM
Sorry but can we get back to topic.
JulesCARV

02-13-06, 03:08 AM
Sorry but can we get back to topic.

Never! We shall discuss good-aligned illithilich SPCA members and Baelnorns until this thread fizzles out!

... and how 'bout that Fall-from-Grace from Planescape: Torment? She's lawful good and she's a succubus! (in spite of what her character sheet said about her being LN. If she were LN, she would have gotten along well with Vhailor.)

164. If you have a first-level party with no elves or half-elves, have them run into a first-level sorceror-bandit with nothing but "sleep" spells prepared, casting from concealment. If you're mean, have them all die. If not, have them wake up naked, missing all of their possessions.

165. Have NPCs to use broken Diplomacy checks on THEM.

DM: Okay, 12th-level adventurers, the evil lich sends out a second-level half-elf expert, carrying a flag of truce. What do you do? (non-evil)

Face: I stop and listen to him.

Rogue: I make listen and spot checks around our perimeter to make sure that this half-elf wimp isn't just bait for an ambush.

DM: Okay, with 5 ranks of diplomacy, sense motive, knowledge (nobility and royalty), and bluff, with 14 charisma, that's a +15 diplomacy modifier. *roll* Okay, your attitude changes from hostile to indifferent. You no longer feel any compelling need to kill the lich, or wish him harm generally, after the expert explains his views to you.

Party: What?! That's BS!

166. During a normal conversation with an NPC, periodically ask your PCs, "what's your sense motive modifier," then roll two d20s behind the screen, and say, "you think that she is telling the truth." Actually, she never made a bluff check, and was telling the truth.

167. Give them a bizarre, quest, that doesn't threaten their lives, but is really annoying to actually carry out.

For instance: have a dryad approach them whose tree has been having trouble with woodpeckers. Have her charm/suggest that they kill every woodpecker in a square mile. (hey, fey are natural and all, but I don't see why that means they have to like ALL bits of nature, particularly the bits that peck holes in their homes :evil:) The quest would just be endless drudge work of making listen, spot, and knowledge (nature) checks to identify woodpeckers by sight or sound, and shooting them down with arrows.
Ridureyu

02-13-06, 03:31 AM
It's very simple. Set up a powerful, intimidating encounter that at first glance looks like the party can win. Then, as the fight goes on, make sure that they realize just how screwed they are and that they can't possibly win. Let the fight continue - find ways to keep them from escaping if necessary - and, when the final blow is landed, killing the only remaining party member and turning the event into a TPK, read the following flavor text:

"Back at the inn, you wake up from this terribly disturbing dream, and your first thought is, "I wonder if they have any coffee downstairs."
JulesCARV

02-13-06, 08:15 AM
Ridureyu -- I was thinking that would be good if the players were fighting the Quori or the Dreaming Dark, and the Quori basically sent them a bad dream to say, "don't **** with us." That said, an alternate version might be even more frustrating to players:

169. Have them have the dream, but instead of being massacred, have them find a huge trove of treasure, all fulfilling their needs to a t, and THEN have them wake up.
ShadowDragon8685

02-13-06, 08:31 AM
Just to yank the train off course again,


Brew Potion [Item Creation]
You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Fireball has a radius effect, and does not explicitly target one or more creatures. Therefor, it cannot be made as a potion.

Furthermore, if you could make it as a potion, it would only bestow the Fireball effect on it's imbiber. And yes, he would still get his reflex save.

In the words of the Mask, "*buuuuurrrrrp!* Thaaatssa spiicy meat-a-ball-a!"
Ut-Napishtim

02-13-06, 10:03 AM
actually the idea of a non-evil lich is perfectly logical to me... and there are rules written down for it.... i forget what book... it might actually be in the monster manual...but im doubting it for the moment.

Just for starters tharivol266, I would like to say I'm not trying to single you out. There have been several posters who expressed opposition to my belief that Lich's can't be good. Rather than quote every single entry I figured I'd just use your comments as a reference to reflect the general opinions I'm responding to, so don't consider it purely directed at you.

I wasn't aware that there were already good-aligned Lich's in WOTC supplements. Although I must say I find it rather surprising. In core rulebook III (the Monster Manual, p. 168 under Lich Characters) it reads:

The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.

Of course, supplements being inconsistent with the core rules isn't unheard of, and like I've said a DM is free to make his campaign whatever he or she likes. Considering the Animate Dead spell has an [Evil] descriptor I'm not seeing a lot of 'logic' in a good Lich. So using negative energy to create undead twists you alignment towards evil, but actually being powered by negative energy doesn't? Wierd. Not making a lot of sense to me, but if it does to you then you're perfectly entitled to utilize it in your campaign.
Watchdog_of_Hades

02-13-06, 10:26 AM
If you want to discuss item creation feats, etc., then go to D&D general or Magic and Spells or something. Don't clog this thread with unrelated stuff.

170: Give the cleric or paladin a false vision. It could be given by a wizard or psionicist. It would end up doing horrible things (from the party's point of view). Make it able to be justified; don't give the cleric of Heironeous a vision telling him to go on a killing spree.

171: Have one member of the party keep secrets from the rest of the party. It's just a little lying. After that, maybe he'll keep a few more, more important secrets. Maybe he'll turn against the party eventually. Become CE and be reporting their plans to the wizard whose tower they're going to break into. They'll be pretty frustrated that the wizard seems to anticipate their every move.
DaMullet

02-13-06, 02:11 PM
172: over the course of the adventure, have the PCs fight assorted monsters of an obscenely higher level.

Immediately after the encounter begins, have the monster run in fear. Have the PCs make a spot check. If they fail, proceed with the adventure (and repeat several more times). If they succeed, have them be followed by an even higher level monster (like a beholder with 10 class levels in Wizard, or a level 30 monk).

If they choose to fight the _____, have it use only nonlethal damage (because it wants to kidnap them, it likes one of the PCs, etc.) and move them to it's cave.

If you want to be really mean, make them wake up in the beast's cave at the start of the next session.
Nitrokitty

02-13-06, 03:27 PM
This one isn't great,, but after reading everyone else's I felt compelled to add my own.

162) Put small white rabbit anywhere a rabbit shouldn't be. Maybe behind 3 large iron doors barred from the outside or in the next room after a balor or pit fiend. Add a couple of mutilated corpses for atmosphere. It doesn't have to be anything special, but it will have the players wetting themselves. (RUN AWAY!!)

I know Monte Python is over done but it works wonders.

Make it a rabbit Barbarian 12/Frenzied Berserker 8. "RUN AWAY!!!" indeed.
Hariman

02-14-06, 07:26 AM
Make it a rabbit Barbarian 12/Frenzied Berserker 8. "RUN AWAY!!!" indeed.

Nonono,

173: Make the rabbit in 162 a Mini-Lop Rabbit with a switchblade and an annoying ferret companion.

174: Party goes to negotiate with a barbarian tribe's leader and is greeted by a small, skinny man who offers tham tea and crumpets. Who bulks up like the hulk in battle. (Though he doesn't turn green.)

175: Chakram Wielding leather clad female warrior accompanied by a staff wielding female monk. Substitute Sais for the staff if you'd like.

176: The King/Emperor/Lord of the land the PCs must negotiate peace with is a petulant, spoiled child. With an attitude problem.

177: A treasure chest at the end of a dungeon that simply holds a plaque that says "Friendship is the Greatest Treasure." with a single coin on top of it. Further search/spot checks reveal that the plaque is a decoy for fools and the gullible.

178: In a dungeon that requires the party to split into two groups, the final treasure chest in the dungeon holds only one coin, engraved with the mark of the man who created the dungeon to hold his treasure. A note accompanies the treasure saying "Friendship is the greatest Treasure." The coin is worth a great deal if they can find a collector or the right museum.

179: Enemy Bard plays "Dueling Banjos" from a distance, so that the PCs can hear the song but not see him. Works best if the PCs are traveling down a river.

180: Enemy mastermind tells the PCs about this great recipe he knows for potatos and fava beans that he'd like to try.

181: PCs must decipher a series of encoded messages within an abandoned, ancient city, among the text deciphered, there is a set of signs that provide key clues to the script used in the messages. The signs include "Men's Restroom", "Women's Restroom", "No Smoking", "Do Not Disturb" and above the main entrance to a central building, "Unauthorized Personnel Only" (That's not a typo.)

182: In every city/town/country that the PCs go to, there is always a table with the same three old codgers rambling on about how they built the city themselves/how tough they were in the olden days, etc etc.
Martinez

02-14-06, 09:54 AM
183
I had my PC’s finding some material components for a high level wizard. He needed two ethereal filcher legs. The wizard described how an ethereal filcher was looking (describing only the torso and head). The PC’s went into the mountains and finally saw a ethereal filcher. As I described what they were seeing one of the PC’s interrupted me:
“What do you mean, hopping?”
“well, It has got only one leg” :D
“One leg???…. :eek: :censored: ”
A few hours later when they finally found and killed two filcher’s they went back to the wizard.
“Aaahhh, thank you” he said. And then used one leg for his spell,…and made soup out of the other.

DMartinez
Grier

02-14-06, 10:36 AM
Nonono,
173: Make the rabbit in 162 a Mini-Lop Rabbit with a switchblade and an annoying ferret companion.
Sluggy Freelance. Sweet. :D I'd do that, but none of my players read Sluggy, so it would be lost on them. They would recognize this one, though:

184: In the wilderness somewhere, the PC's overhear another group arguing. The other group consists of a human Fighter specializing in Two-Weapon Fighting with two swords, an Elf Rogue with Hide and Sleight of Hand maxed out as high as can be, A Sorceror min/maxed out with skill points in Knowledge: D&D, and a human (?) Sorceror specializing in blowing stuff up. Feel free to stat the group as appropriate for your group, but to be authentic, they'd probably have to be Epic characters.


179: Enemy Bard plays "Dueling Banjos" from a distance, so that the PCs can hear the song but not see him. Works best if the PCs are traveling down a river.
What would be even sweeter would be if a Bard PC started playing one half of the song. That would make for a sweet scene.
Hariman

02-14-06, 01:25 PM
Sluggy Freelance. Sweet. :D I'd do that, but none of my players read Sluggy, so it would be lost on them. They would recognize this one, though:

184: In the wilderness somewhere, the PC's overhear another group arguing. The other group consists of a human Fighter specializing in Two-Weapon Fighting with two swords, an Elf Rogue with Hide and Sleight of Hand maxed out as high as can be, A Sorceror min/maxed out with skill points in Knowledge: D&D, and a human (?) Sorceror specializing in blowing stuff up. Feel free to stat the group as appropriate for your group, but to be authentic, they'd probably have to be Epic characters.



What would be even sweeter would be if a Bard PC started playing one half of the song. That would make for a sweet scene.

About 184: Sounds like it references one of the Dragon Magazine comics. (It is to my own shame that I can't recognize it outright.)

Iconic parties of non D&D characters work with just about anything you can match to a character class. This statement should be viewed as a challenge. :D

About 173: I figured at least a few people would get it.

About 179: NPC Bard with the party would do pretty well too.

185: All Undead Chant "Dead By Dawn"

186: NPC possessed by Demon says "Dead By Dawn" and another NPC says "That's odd, she usually doesn't give a timeframe. Or warning for that matter." (Notorious Barbarian NPCs work best.)

187: Party must travel to the "Temple of Infinite Truth and Salvation". Just think about it for a minute.

188: Party must also defend "Temple of Infinite Truth and Salvation", assisting the head cleric (A Female Paladin) in fighting an encroaching hoard. The Hoard is led by the "Wyvern Queen"

189: At some point during the battle, the Wyvern Queen can be heard saying to the Paladin, "Mother Did Not Like You Best" (It is recommended that the hoard only have a small contingent of effective soldiers. The rest are fodder. Thanks, Supermegatopia.)

190: PCs encounter an odd symbol with a phrase written in an unknown language on the wall of a dungeon. The symbol can be described as "A line, an Arc, a Circle and two Dots. If translated, the phrase means "Kilroy Was Here."

191: Later in the dungeon, the PCs find some chests empty and a few monsters recently killed. If they are lucky and/or good trackers, they catch up to the mysterious person and find he is a rogue named Kilroy.

192: PCs get to the end of the dungeon and find that "The Princess is in Another Castle" (Don't do this more than once if you want to keep your gaming group.)

193: PCs must defend an abbey that is made of red sandstone and occupied by Anthropmorphic Moles, Shrews, Squirrels, a Badger, Mice, Otters, Hare's and Hedgehogs. Of which, there are a few that will fight alonside the PCs, including a champion who wields an ancient +5 Keen Holy Longsword. Against an army of anthropomorphic rat, weasels, foxes and wolves.

194: PCs find an item that Identifies as a "Utility Belt". However, all items drawn from it are comically ineffective. If they research it or ask around, they find out that it is a "Fu-tility Belt"

195: Female NPC Wizard's familiar is always found peeking out from the front of her dress. ("It's the safest place for him")

196: In a bar, they hear a famous warrior saying "And I didn't even get my favorite bunny slippers wet!"

197: Male PCs must make a DC 13 Will save during battle when a Nymph Descended NPC lifts up her shirt. (She can only do this once per day.)

198: PCs must find a Left Handed Smoke Shifter, a Right Handed Skyhook or a Mobius Wrench and deliver a series of messages. Eventually, after being sent to all the important places/delivering all the messages they find that it was a snipe hunt. (Does not work on former boy scouts, they'll already know the joke.)

199: An NPC Waiter gives a PC back his wallet after making sure that the PC can pay the bill for the expensive food he just ordered. (This happened recently in one of the campaigns I play in.)

200: PCs encounter a Wizard with sharks that have headbands that fire scorching rays. ("I Want Sharks With Frikkin' Lasers On Their Heads")

201: While on a pier or boat, the PCs encounter an intelligent dolphin which guides them to an enemy/person who needs rescued.

202: As 201, but on a farmstead with an intelligent dog. (Or any other creature that only one or two people can understand.)

203: If a player has their character joke about lassie, the translator translates a threat to that character from the creature.

204: NPC Wizard's Raven Familiar is smarter that the NPC Favored Soul. The Favored Soul is a Favored of Ilmater. (This actually happened with the party wizard and the NPC favored soul of Ilmater.)

205: PCs find a magical hat/helmet that occasionally has a Jackalope emerge from it, with the Jackalopes getting stuck if it's on a character's head.

206: As 205, but an NPC is wearing the hat, so it keeps interrupting the conversation.

207: Halberd Wielding Fiendish Cows.

208: PCs find a crystal skull that has "Manufactured by the Waterdeep Theatre Company Props Department" engraved on it at the end of a dungeon. It fetches a decent price if sold to an acting company.
Keebler_the_Elf

02-14-06, 01:53 PM
209: My players once encountered a man by the name of Justin (my name in RL) He followed them around everywhere they went and just watched. The players asked him why he was not helping in fights, and he said he already did that before, he wanted to watch as others do it. If any of the baddies ever seemed to attack him, he would not move, and they would just wonder off to attack someone else. He was always interjecting remarks like "OUCH I bet that hurt" and "I would not have done that!" He sat there eating popcorn and clapping each fight until one of the fighters, fed up, started to yell at him. He said, "What are you good for anyway? What exactly is it that you do?" To this he replied "I am what you call a 'Dungeon Master.' " At this I got chased out of the house
DaMullet

02-14-06, 02:13 PM
184 is a reference to the online comic '8-bit theater' found at nuklearpower.com. The Human Fighter is named 'Fighter', the Elven Rogue is named 'Thief', and the min/maxxed spellcaster's name is 'Red Mage'. The Demo expert is name d'Black Mage', and it helps if they are fighing a Fighter named Garland.

This joke doesn't work if the players read this comic.
Hariman

02-14-06, 02:49 PM
184 is a reference to the online comic '8-bit theater' found at nuklearpower.com. The Human Fighter is named 'Fighter', the Elven Rogue is named 'Thief', and the min/maxxed spellcaster's name is 'Red Mage'. The Demo expert is name d'Black Mage', and it helps if they are fighing a Fighter named Garland.

This joke doesn't work if the players read this comic.

Don't forget the Drow, the Pirate Captain and the Emo Vampire Teenager in the enemy party. (They sounded familiar, Mystic Theurge who never heals his party, Elven Rogue who keeps stealing from his friends, Sword loving fighter who keeps saying "I like swords" at random times and a Blue Cloaked Pointy hatted wizard wielding a knife while trying to stab the fighter might work as a more recognizable description.)

Keeping in line with the referential theme that's been started:

210: The shopkeeper in a weapon shop is an Anthropomorphic Polar Bear who chugs the local stimulant and Wields a Mallet (Warhammer.) His name is Doc, if anyone asks. Stupid questions bring out the mallet.

The local stimulant turns out to be called "Mountain Dew". If you'd like, drinking some provides a +1 bonus to reflex saves and attack rolls for 1 hour then a -1 penalty for the first hours after that. (Caffiene Buzz!!!)

211: Players find out that certain half dragons (Or ferrets/raccoons) are easier to distract with "shinies". (+2 bonus on bluff checks to distract in battle)

212: NPC ferret casts "Light" on a crystal ball, puts on sunglasses and says: "Now that's some gooood shiny!" While the PCs are present.

213: While the PCs are in a bar, a human, a dwarf and an elf walk into the bar, naked. And ask the PCs for help.

214: An NPC friend of a PC bursts into a bar and yells: "(Name) I need you NOW!" And NPCs can be overheard saying "You owe me 5 bucks!" and "Dammit!"

215: PCs are given the task of going to a severly dangerous place to retrieve a rare item. On the way out of town, an NPC friend of one of the PCs is revealed to have some of the item in questiosn ("My mother went there on vacation and she brought me back some a sample.") All it costs is a date with her/him to get it. Or a "small" favor.

216: The party meets a "Pirate Ninja" (Ninja/Dread Pirate or Rogue Swashbuckler) who travels with a Half Dragon Steed. (Pirate Ninja riding a "Dinosaur"

Hariman
Grier

02-14-06, 05:02 PM
I love this topic. So many webcomic references.
metamind

02-14-06, 05:21 PM
162) Put small white rabbit anywhere a rabbit shouldn't be. Maybe behind 3 large iron doors barred from the outside or in the next room after a balor or pit fiend. Add a couple of mutilated corpses for atmosphere. It doesn't have to be anything special, but it will have the players wetting themselves. (RUN AWAY!!)

I know Monte Python is over done but it works wonders.

give it damage reduction 50/HOLY HAND GERNADE!!!!!!!!
Hariman

02-14-06, 05:29 PM
I love this topic. So many webcomic references.

Among other Ideas.

Webcomic references will only go so far. Historical references/cartoon and movie references will go farther for some groups.

Like my "Rabbit and Duck" suggestion. Who wouldn't recognize "I told you we should have taken a left turn at Albuquerque"?

217: (Variation of a past suggestion) PCs are told that there is a hidden room behind an illusory wall. They are told that they should be able to run through it without a problem. Those that fail their will saves ram into it and get laughed at. (It is an illusion, but being told that doesn't mean that they'll make their saves.)

218: Womanizer PC wakes up next to heifer of a woman that had used an illusion spell/charm magic to get a date. And his arm is underneath her, requiring a dexterity check to remove his arm without waking her up. And move silently rolls to get out of the room.

219: Carraige stops next to the PCs on the street and the passenger asks: Pardon me, do you have any Grey Poupon? (And Grey Poupon is a condiment available for sale somewhere.)

220: PCs encounter a young demon overlord (equivalent of about 14 years old) whose greatest weakness is beautiful, sexy women and mentions of true love. ("Get these sexy women out of my sight!")

221: PCs find out that the "Happy Dragon Inn" is run be a dragon. A copper dragon who insists on cheering his guests up with delightful pranks. (Harmless but inconvenient pranks.)

222: Ninja Catfolk metes out cryptic advice from the trees. Has purple and lavender striped clothing.
DaMullet

02-14-06, 07:19 PM
So long as we're making comic references, here's a few.

223: Anthropomorphic cats named Leo and Aeris, who obsess over an 'interactive illusion device'. Reference to VGcats.
224: Two humans, one wearing a yellow shirt with a black partial circle on it, the other with a blue shirt in two different shades (sleeves and lower portion are dark, bust is lighter, navy color). Reverence to Penny Arcade.
225: Thin man with light hair sitting next to a taller, heavier man in a white shirt at a bar. With them is a slim black and green construct inscribed with the letters 'X BOX' and a thinner girl in a purple sweater holding onto the thin man's arm. Reference to Ctrl Alt Del online.
226: Blue construct/fighter in blue armor and red and black construct/fighter in black armor sitting at a bar. A fat man in a white robe (mad scientist jacket) is drinking with both hands.

The blue armored one is licking a 'pile of frozen sugary cow's milk'. Reference to Bob and George.

and a few that aren't references:
227: Illusory Orc army 'raids' the town. The caster has a very high level/bonus to charsma/intelligence, so they either cannot or are not likely to make their saves. Have the mayor be the caster and the town playing along, so that the PCs have to 'go and fight for the good of the town'.
When they get back, the mayor offers them awards (or starts biting into them for not murdering all the Orcs).

228: The PCs enter a town, and the mayor must be spoken to. However, the office is notoriously hard to get to. The PCs walk down a ridiculously long hallway, and when they get there, all they see is a massive stone head (with a Light spell cast on it) floating as affected by a permanent Reverse Gravity spell. The mayor (or other caster) is using a wand to cast Magic Mouth on the head so it says sich things as 'I am Oz the all powerful!' and 'Pay no attention to the man behind the curtain!'
Ralvuimego

02-14-06, 11:57 PM
Alright, for movie references (Knowledge: Movies check DC 5)

229: The party has just exited the major Inn or whatever in a town, only to spy a gobiln play being performed somewhere nearby. If they investigate...

"You approach the stage, currently populated by a pair of goblins, one in black armor with a helmet and the other in white robes. They are fighting as you take a seat, but the fighting quickly subsides as the goblin in white is knocked backwards to the floor. The black armored one says "Ruuke! Meez beez yo' daddy!". The goblin in white responds "Daddy!", and rushes over to him to hug him. The goblin in black promptly stabs the one in white and tosses his carcass off the stage, then says "Now I rules universe!"

230: A wizard sends the party to retrieve a scroll from the tower of a friend of his, yet another wizard. When the party enters the tower, a human-sized construct approaches them, and requests they state their business. When the party replies, have the golem request Permit B-551. If the party inquires how to retrieve permit B-551, then have the golem direct them to go down the hallway and take the last door on the right... unfortunately there is no door on the right. Continue with such confusing elements until the party throws you out of the house or you get bored tormenting them with such beurocracy.
Darkwolf_childe

02-15-06, 12:47 AM
231: My players were chased through town by a high-level Cleric of Tyr waving a stout cudgel and bellowing 'The Chair Leg of JUSTICE!'. He was convinced that one of them; the sea-elf favored soul of Deep Sashelas; was in fact a very powerful vampire. The chair leg keep blasting out holy smiting damage. For those of you who read Transmet; the chair leg of truth also appears. That elf ran all the way through town until getting to the docks and diving for cover. *snicker*
Andorxor

02-15-06, 12:50 AM
220 = Disgaea
230 = Asterix

231.Let them encounter two young sorcerers,one specialized in water spells ,the other in air spells, and a warrior,riding on a huge yak.
Darkwolf_childe

02-15-06, 12:59 AM
232: Backstory-We had a good group together playing in a new campaign; our PC's were supposedly old friends who had been through many misadventures. Our group was crashed one night by another gamer who, shall we say, managed to tick-off every other player with an obnoxious elven ranger with Waaaay too much arrogance and an ego the size of Mount Doom. :hoppingma He kept stating that his character had an enormous Cha score. :looloo: Well, that player didn't return to the game after that night 'cause the rest of the group got together and whilst the elf was sleeping we bound him, gagged him, stripped him and sold him into to a caravan as an S&M elf love-slave. We figured that high Cha score was BEFORE he opened his mouth; hence the gag. :devil: We got a good price for him too. Go figure. :smirk:
big_bluto

02-15-06, 07:30 AM
233.
Me and DM cooked up a couple of characters that would start off being a little humourous, and then end up really annoying, but not to the point that you can kill them without the Paladin going ape.

Dwarf, short, neatly trimmed beard, nevere says anything, but seems to communicate well with just gestures.
Elf, tall, long fair hair, clean shaven, talks continously, usually swears a lot and has no tact whatsoever.
Both wear long overcoats, and wear tight woolen hats, usually seen hanging out in shop doorways, lounging around and making a nuisance of themselves.

In short.....
Jay & Silent Bob.

The first time the PC's encountered them, Jay fell in love with the female Elf in our party, and the Paladin ended up paying for 36 Golds worth of Pies and Cakes that they talked the PC's into buying for them.

They kind of turn up once a week or so, and now the players around the table groan, as soon as they hear the voice of Jay, the obnoxious elf.

Would work fairly well for anyone that could be translated into the D&D world.

Incidentally, the Gnome Rogue/Bard I'm playing just now seems to think he's a bit Austin Powers. V good fun.
b5201

02-15-06, 02:07 PM
Did that offend someone? nobody has posted and we had so many posters.
DaMullet

02-17-06, 01:42 PM
I've been looking for this thread.

here's some.

224: After a grueling encounter with the BBEG, killing him and apparently ending the quest, have a portal open up. A hand reaches out, grabs the body, and pulls it in. Then, have them hear later about a local church seemingly gone evil, as a powerful man walked out late at night (It's the BBEG, surprise).
rogar2465

02-17-06, 11:03 PM
I couldn't find the thread yesterday, and it's been a rugh week.
WOW up to page 6 and 224 tricks to play on my PC's :cool:
I like the idea of the portal opening up for the BBEG, if PC's can be resurected why not the enemy.

225; BBEG with Elminsters evasion, or other contingency like a retributive strike when reduced to 0 HP :D

Rogar
kryus

02-18-06, 07:59 AM
226. Haven't tried it yet because of the work involved but send in the PCs to recuperate a document from some bureaucrats. (Based on the House that makes you Crazy in the 12 tasks of Asterix).

The idea is to fill a goverment building with the most annoying bureaucrats ever and send the PCs in to retrieve document number A38. The public servants don't know anything other then where to forward the PCs to next in the insane chain of documents and triplicate documents that need to be optained in order to finally get the to A38. Also, the place is a maze. The offices for the different departments are not placed in any logical manner what so ever. The clerk at the entrance has a hearing problem and misunderstands everything the PCs say. (And not all bureaucrats know where the next person in the chain of document sits so they forward to the clerk often enough.)

To be truly evil, have the PCs make Will saves with gradually augmenting DCs as they get further in the chain or go insane in this toxic environment.
ravenspawn

02-18-06, 10:16 AM
227- When the PCs are grouped together, cast both Evard's Black Tentacles and Acid Fog in the same area. I had fun with this one.

228-Or how about in a cavern, the PCs run across a Purple worm while in an Anti-magic zone.
DaMullet

02-18-06, 10:46 AM
229) Make a dungeon wherein all the traps are auto-resetting traps.

Also, make them all traps that, when triggered, leave little or no trace. That way, they trigger the trap on the way in, and then again going out.
b5201

02-19-06, 12:55 AM
I've been looking for this thread.

then I shall put a link in my sig.

In other news there is now a pranks to play on your dm :weep: but they have a link to here :D
brogan

02-19-06, 03:10 AM
230 Walking in on a wizard training school. My 13th level character were just walking about trying to find a NPC and rudely entering any building they wanted to. I had one of the buildings be a training school for low level wizards. So when they busted in, there were 10 3rd level wizards in a class room. They all stood up and casted magic missile at the lead fighter taking him down by hitting him with 20 magic missiles!

231 Have a dead end room with a window and a black portal that is a sphere of annihilation. The window is a programmed illusion of a grassy area that shows the last person that touched the sphere of annihilation running across it. The party will end up toast.

-Brogs
b5201

02-20-06, 12:30 AM
Very good I like the wizard school one.
gerowshow

02-20-06, 02:06 AM
232 - From Jak 3, the major ancient race in your game, that's extinct, and as powerful as the gods, turns out to be a whole bunch of intelligent Ostelots.
RK)13

02-20-06, 02:31 AM
233- Use Homonyms... a lot of them. Sun or Son, Wight or white, etc.

234- Red Herrings are fun- make them spend three hours real time chasing down the sneaky elven character to figure out he is not the overlord of doominess but a man cheating on his spouse.
Xanthu

02-20-06, 11:05 PM
If someone tries to enter a weapon shop, when they leave: “I see you’re looking for weapons.” You turn to see a man, hand outstretched, looking at you. “Go to the waterfront. Find *Random NPC*’s Shop. A silver rose, looks like this” he shows you a silver rose pinned to his lapel “is his sign. He may have what you’re lookin’ for.” The man turns and walks away.

You proceed to the waterfront and locate *Random NPC*'s Shop. You enter a dimly lit room. The walls are lined with weapons and devices. Racks stand filled with countless viles, glass orbs, jars and decanters filled with nameless herbs and liquids. A short counter stands opposite the door, behind which stands the first unsavory person you have met in this city. A bony old man, white hair hangs in snarls to his shoulders. He looks more like a mummified skeleton than a man. When he smiles his greeting, you shudder at the hideousness of the expression, half expecting the skin to crack and turn to dust.
“Welcome to my shop! How might I take your money?” The man laughs, a short rasping sound, like air escaping an ancient blacksmiths bellows.
“I have many weapons. What are you looking for?”
I have a great masterwork elven ______ right here. A steal for a mere 200 silver (bargains down to 100 silver, then 100 copper). Plus I’ll throw in this beautiful artifact here!” He holds up a small stone figurine that seems to be changing shape. If they try to leave without purchase, d20 NAT 18+ or compelled to buy. Gains a Masterwork Great _____ +2 (Trapped - falls apart when first used)

Regarding the beautiful artifact:
Happy with your purchase, you rush back to show the others the magnificent stone figurine. Amazed, and suddenly tired, you all decide to retire for the night. Will Save: SAVE: Nothing FAIL: You wait until you think the others have fallen asleep. Silently, you creep to where you saw _______ put the stone statue, only to find the others doing the same. You race forward to snatch the trophy. D20, highest wins, ties share:
You grab the small shape, unsure of why you felt so compelled to own the tiny statue. Still, you are mesmerized by the sifting shape and changing colors. As if time stands still, you stare at the bauble for hours, not noticing the changes you’ve undergone.

DM rolls a D20, pick out 20 different classes or races (I used race, needed a little more variety)

You wake the next morning, none of you remember the statue. (_____) does not notice the changes, others do, don’t recognize him.)
b5201

02-20-06, 11:19 PM
Racks stand filled with countless viles, glass orbs, jars and decanters filled with nameless herbs and liquids.
Sounds like my grandmas basement and i'm not kidding. In addition to that she was once a librarian and the place went bankrupt and she got a ton of books. Now they are musty and probally wegh 2 tons and filled a large dupmster. Neither of these are a joke but the orbs and vials are mostly jars and canned food that expired 10 years ago. To this day I have no idea how she fit all of this into her basement which to my guess is about 35x35x5 1/2 feet(she does have more stuff she is not a total weirdo).
Andorxor

02-21-06, 12:33 AM
Grandmas basement of holding ;)
Mr_Hackman

02-21-06, 04:27 AM
The thing is, braaaaaiiins are a biological requirement of living illithids. Seitan and soy brains just don't do it, I think.
I have heard the words "soy brains" used in a serious sentence, and can now cross another item off my things to do before i die list.

As for pranks:
236:
DM:"The (spellcasting baddie) casts a gullibility curse on you all"
(Make the will saves behind your screen but ignore those and have those who think you're lying 'succeed' on the will saves and everyone who believes you 'fails')
:D
hiroshimahamster

02-21-06, 08:35 AM
:plotting:
He he he!
These are brill! I think I will annoy my PC's with some of them... :devil:
metamind

02-21-06, 08:47 AM
237) Give really poor descriptions of what ever the hell is occuring in your campaign
DM: M'kay, your there and you see that thing
PC: what thing?
DM: You know, that thing I told you about
PC: :confused:
DM: The one that does that thing on occasion. With the stuff. You know
PC: I make an attack roll...Natural 20 :w00t:
DM: Okay, you slaughter your wife and your family
PC: :OMG!
BlueLion

02-22-06, 05:22 AM
238) When the party goes shopping for supplies on their next adventure, have a man offer them large nets, 'for the insects'. When questioned, he remains vague, only noting that there may be clouds of unusually large mosquitos/fleas/other bugs in the area that may disturb their rest unless they buy the top-quality nets, for a steal of 100gp.

Usually, at least one of the PC's will be paranoid enough to buy one. Of course, there are no insects, and if there are, they aren't nearly enough of a pest to disturb the PC's sleep. :D

239) Have random harmless (but annoying) things happen to the PC's during battle. Roll on the following table:

d%
01-02: A bird poops on them. -1 to attacks for 1 round.

03-05: They step in some kind of dung. They skid 5 feet and lose their next action, and if they fail to catch their balance (DC 10) they fall prone.

06-10: Their leg cramps. Lose next action and lose Dex bonus to AC for that round.

11-15: They sneeze. This uses up their move action that round.

16-25: They fart loudly. Anyone who hears must make a Will save or be unable to attack for one round due to laughing. (doesn't affect Undead or constructs)

26-30: They get a sudden irresistable itching in their backside or groin. They must make a Will save to act normally (DC 10, inceases by 5 each round as the maddening itch gets worse). When they fail, they have to scratch furiously as a move-equivalent action. If the itching area is armoured, they lose their Dex bonus to AC while trying to scratch.

31-33: They suddenly recall a funny incident and chuckle for no apparent reason. Others may believe the character has gone insane.

34-40: Their bootlace is untied. Tying a boot is a move-equivalent action that provokes attacks of opportunity, and the guy tying his boot loses his Dex bonus to AC.

41-50: Light reflects off someone's blade or shield, causing an effect identical to the Flare spell to the unfortunate PC.

51-100: Nothing happens

If those don't have your PC's tearing out their hair, I'll be surprised...
Disheartened_DM

02-24-06, 07:30 AM
240) Ok I have personnally done this it may sound stupid but it confused the players to no end,oh you can only do this if you have 2 people capable of DMing in your group!!

during a big fight and have yuor players winning you and the other DM just stand up not saying anything and switch places teleport them to a different world and strip them of ANYTHING magical and they will be so confused they will freak out its fun to watch WARNINGyou may get BEATEN for doing this I was!! but it is so worth it!
Radagast

02-24-06, 12:56 PM
We were once exposed to a powerful Mindflayer artifact that caused us to swap bodies with teammates. Everyone passed their character sheet one person to the left... a few rounds later, we passed them two spaces to the right - argh!

It was very funny, but the nightmare of doing this at the mid-teens in character levels really slowed down combat. Plus, there's the "Don't you dare do something stupid and get my character killed!" factor. Don't get me wrong - that DM is great and ran an excellent campaign, but the infamous Mindflayer Bodyswapper Gem will probably never be seen again because of the mess it caused! It's not a bad idea at 1 level, but at 15th level, it's not a good idea.
Hariman

02-24-06, 01:41 PM
We were once exposed to a powerful Mindflayer artifact that caused us to swap bodies with teammates. Everyone passed their character sheet one person to the left... a few rounds later, we passed them two spaces to the right - argh!

It was very funny, but the nightmare of doing this at the mid-teens in character levels really slowed down combat. Plus, there's the "Don't you dare do something stupid and get my character killed!" factor. Don't get me wrong - that DM is great and ran an excellent campaign, but the infamous Mindflayer Bodyswapper Gem will probably never be seen again because of the mess it caused! It's not a bad idea at 1 level, but at 15th level, it's not a good idea.

Wow. Just swapping sheets is bad enough. I can imagine the chaos that actually switching physical stats would cause. Not something to do if you want quick play.

242: This isn't as much a joke as a DM strategy. Let your players set their initial alignment. Then change their alignment if they don't act within their alignment. (You MUST tell you players that you will do this.)

You WILL stun any players who think that they are acting within alignment. This works best if you have access to attacks that depend on alignment. (Protection From spells, Chaos Hammer, Axiomatic Strike.)

I know it's not funny, but it's a good way to shock players into being more careful about alignment. (I know it worked well on me.)

243: The Rabbit/Duck Duo that I mentioned in a prior post pop up again. Either they ask for directions again or they hand the party a useful item or two for giving them good directions.

244: A red bearded mustached gunslinger asks the party if they've seen a rabbit and a duck traveling together.

245: Rabbit and Duck have class levels. So do any of the other animals that accompany them. (246)

246: Occasionally, a yellow parakeet or a skunk, or certain other specific animals are seen accompanying them.

247: A dragon has a human familiar.

248: A sorcerer has a raven familiar that is smarter than he is.
Sikyanakotik

02-24-06, 02:01 PM
We were once exposed to a powerful Mindflayer artifact that caused us to swap bodies with teammates. Everyone passed their character sheet one person to the left... a few rounds later, we passed them two spaces to the right - argh!

It was very funny, but the nightmare of doing this at the mid-teens in character levels really slowed down combat. Plus, there's the "Don't you dare do something stupid and get my character killed!" factor. Don't get me wrong - that DM is great and ran an excellent campaign, but the infamous Mindflayer Bodyswapper Gem will probably never be seen again because of the mess it caused! It's not a bad idea at 1 level, but at 15th level, it's not a good idea.
I played something very similar at a convention. Now that was a fun game! Of course, the DM had folders and sheets all set up in order to pull this off smoothly.
Salty_Boy

02-24-06, 03:05 PM
178: In a dungeon that requires the party to split into two groups, the final treasure chest in the dungeon holds only one coin, engraved with the mark of the man who created the dungeon to hold his treasure. A note accompanies the treasure saying "Friendship is the greatest Treasure." The coin is worth a great deal if they can find a collector or the right museum.

Ah-HA! I knew I wasn't the only person who played that game!
Mentar

02-24-06, 04:28 PM
Adjustment to 179 Redneck tree (http://www.somethingpositive.net/sp05042002.shtml)

249 (works well at low levels) Give out charged magical items
250 Give out charged cursed items (magical items with a curse that only works 2D10 times before the item becomes a normal magical item of it's type)

For PCs that travel (and DMs that know a language that the rest of the players do not)
251 Have your party travel to a far and distant land, where almost no-one speaks common. Speak in different language as NPCs.

For greedy players
252 Have a high ranking local official hire (ask) the party to go on a quest, have them sign a contract (including a payscale), have that contract state in the fine print that the employer gets all material wealth gathered by the party on said quest. Have the town guard/law enforcement enforce the contract.
253 Have said contract include a clause for renewal without the need of the party's consent, terminated only at the decision of the official.

And another for the greedy players.
254 Tax collector (http://www.somethingpositive.net/sp04152004.shtml)
Hariman

02-24-06, 07:35 PM
Ah-HA! I knew I wasn't the only person who played that game!

:D It's good for other Ideas too. (Skies of Arcadia is one of my favorite RPGs ever. Only surpassed by Disgaea.)

255: Party ends up off course during a sea voyage because the ship's captain ran from an obsessed "lover" who has her own ship.

256: Snooty Arrogant Noble never fights the PCs directly, he only sends favored minions/creatures after the party. Always runs before the fight is over, very cowardly.

257: In a pirate campaign, the party consistently faces (And Beats) the same rival captain. Who becomes well known for his obsession with beating the party.

Getting past the Skies of Arcadia references.

258: "Monsters" that have been attacking a town at night turn out to be shadow conjurations cast by a sick child who just wants attention. All the party has to do to get the "Monsters" to stop is to get the kid out of his house. (Doesn't have to be too hard, just a little difficult.)

259: Local Paladin that the PCs are supposed to meet can be found partying in the seediest bar in the city. He is utterly drunk, smashing beer bottles on his head and extoling the virtues of the "God of Partying Hard" He also has a few levels of Drunken Master.

260: Have a "War Bard" (The kind that affects enemies with negatives.) face the party. When he starts singing, turn on some obnoxious music on the stereo. (And turn it off before the players get too annoyed.) Should work well with the song "What's New Pussycat", country music or Celine Dion.

261: NPC jokester uses prestidigitation to make the PCs change color, their food taste bad, etc.

262: Party finds a weapon (Or weapons) that are labeled with names like "Elf Throwing Dagger" "Dwarf Throwing Ax" "Halfling Throwing Stone". If used by any other race other than the one that they are labeled with, they work normally. If the weapons are used by the race that is engraved on them, that person is hurled at the enemy, doing the weapon damage to the enemy on impact. (Harmless to the wielder.)

263: Party finds a potion labeled "Whoop Ass". Turns out to be a potion of Bull's Strength.

264: If you have the "Urban Druid" variant out of dragon magazine, a higher level urban druid has a Gazebo as an animated item companion.
DaMullet

02-24-06, 07:44 PM
265) Whenever the PCs defeat a wizard in combat, have the treasure be made of 90% misl-labeled potions.

Examples include a Reduce Person potion called Enlarge Person, or a Slow labeled as Haste.

266) Randomly paranoid NPCs (especially shopkeepers) who have odd phobias (such as an aversion to magic items, or an imagined allergy to armor).
Mentar

02-24-06, 07:47 PM
As 263, one I saw here on the boards somewhere.
A can labled "Whoop-Ass" containing 1 cloudkill set off when opened.
speeblefreak

02-24-06, 09:13 PM
267. While your PCs are in town, have them overhear a bard telling a group of people about "a mysterious and deadly portal not too far from here." Have him throw about statements such as, "never came back alive" "nobody who entered has been ever seen again", and "who knows what horrors swallow up those who explore the PORTAL OF DOOM?!?" If the PCs ask the bard which way this portal is, they get directions to an appropriately onimous locale a couple of miles away. As they near it, they see signs such as, "Deadly portal ahead! Turn back or thou shalt surely perish!", "Certain death befalls those who go on", or "Beyond this ridge lies the PORTAL OF DOOM. Continue at your own risk!" Finally they reach a small clearing littered with bones and a glowing arch made of some glowing, mysterious metal. Next to it is a large, elaborate sign reading, in Common, Draconic, Celestial, Infernal, and Abyssal, "Here ye find the PORTAL OF DOOM! To enter is to die!"

If the PCs enter the portal, they die.
Watchdog_of_Hades

02-24-06, 10:37 PM
268: So, you have a room. now, in this room are two teleportation circles. If you step on either one, you are teleported to another, identical room. In that room, there are two teleportation circles. One of them leads back to the original room, the other leads to a room with two TC's. Now, this would be easy but kind of time consuming if the PC's could tell that they were sent back to the original room (memorize: from origin, left left right left...), but since they can't...

:evillaugh

Mwa ha ha. It'll frustrate the PC's sooooo much.
Kage_Ryu

02-24-06, 10:48 PM
269 I had decided to allow my Good-aligned group to enter an evil-aligned town. I thought they might go around killing people so I decided a soft introduction should be neccessary, I was going to have a large storyline in this town.

So a neutral guy walks up and starts telling them about the town. For some reason my players assumed he was threatening them and instantly decapitated this little fellow, keeping to the realism I knew the little fellow's master who had been watching them would be outraged... He was a Bloodfiend, and the party's level was 5...

So here's a CR 14 monster flying rapidly towards them in a enclosed space, there meagre spells bouncing off of him... I saw the anger and fear in there eyes - But I gave them an option! A nearby bar they ran to! Inside Bacchae are having a party in the back left, a dark powerful-looking angry blackguard is standing up as he senses the approach of the Blood Fiend, who made some comment along the lines, "He's here!" while gritting his teeth.

There was also a door to the right that went into some back area. Being the rather impulsive party they were they decided "The back door is our best option!" Regardless of the Black Guard who seemed to be on their side.

So they run into the back... To find out it was a "workhouse". I'm laughing my ass off picturing the party expecting a bunch of "working girls" to protect them! XD

270 My group and I have always had this ongoing joke about "Boom boom boom" Meaning the approach of Tarrasque, and some player mentions "I take my knife and kill myself." I often use this when players get out of line, or to lighten up the air when players get grouchy (Not so much of my decisions but crappy die rolls and such).

Anyways, so one time I decided to introduce a large monster, I think it was a Hill Giant or something along those lines. In which I made the sound "Boom boom boom" to be interpreted as the giant running (They couldn't see it.). My friend's start laughing because the game had been wearing down for a while and they needed a good one - That is they were laughing until they saw my quite serious face. At that moment I knew my player's just had a good crap in their pants. Initially they were running, trying to find place's to hide... That is of course until they found out it was a Giant - That was one of the funniest faces I'd ever seen a player give me.
Kage_Ryu

02-24-06, 11:07 PM
271 So my player's have always made a well rounded party, their preferences seem to fit it well. Although they usually lack someone with natural disabling abilities, they always have healers/spell casters/other useful people in place.

So I started a new campaign and prepped a nicely rounded dungeon, lots of traps, lots of monsters most of which are weaker to magic and strong to combat, and lots of locations to use skills and spells...

They came over and made there characters, here's the party: A fighter, a Barbarian, and a Sorc/Fighter, and lastly a Ranger (Who then decided to be a fighter instead.).

That was probably one of the longest games I've ever played, as the players set off trap after trap, stumbled in the dark unable to get to certain locations due to lack of skills and magic... And every battle was grugingly long. It amused me as the characters almost died after every battle, and yet the monsters were lower levels than the party.

I don't think a couple of the player's have forgiven me from that since, as it seems to be one of the statements they like to make if they're about to die, "At least it's not like the first game of this campaign when we all almost died 5 times!"
speeblefreak

02-26-06, 12:28 PM
272. Have your employer tell your players that there is a kobold living in a nearby tower he wants cleaned out. Have him sya about the kobold, There are some who call him...Pun Pun." Do everything you can, even if you must railroad, to get the players to clean out the tower.

Have Pun Pun be a drunken kobold commoner who makes lots of puns.

Note: This does not work if the players are not familiar with Pun Pun.
sneak_Blast

03-01-06, 01:11 AM
boot :D

This is a great thread. Don't let it die!

273) Anything where you give the PCs MUCHO stuff (massive xp or treasure) then tell them it was a dream.
rhogan josh

03-01-06, 03:25 PM
I'm pulling this one on them next session:

#274: Show the rogue a target he cannot refuse while in town: a drunken wizard or merchant wearing rich clothes bumps into him and slurs a few insults at him before staggering into the partying crowd. When the rogue picks the merchant's pockets, have a member of the local thieve's guild spot him doing so, and have the guild arrange an 'informal interview' with the rogue. In order to clear the rogue with the guild for stealing without a licence (the other option being a particularly nasty death by remote controlled necklace of strangulation), the players must ambush a trade caravan and bring the goods to a predetermined place where a member of the guild will take charge of it. When the players get back to to town, he local merchant's guild denounces them as brigands (the guild use the services of a wizard with scrying capability to keep an eye on trade convoys). Hey presto! Instant outlaws! :D
Andorxor

03-01-06, 03:48 PM
That is no prank. A prank should be funny for the DM and the players, and i don't think that the players will laught when their characters are railroaded into doom.
RTNNS

03-01-06, 05:46 PM
In the center of a room have a small gem or coin laying on the floor, when someone picks up the Gem/Coin it turns out to be a cork for a trapped DJINNI

A. who is not to happy with “enter PC Race or PC Class” as they were the ones who trapped him. ** lets get ready to rumble…..
OR
B. Same Djinni will grant 3 wishes, but will really twist them any way he can.
StormKnight

03-01-06, 06:24 PM
276) In a tavern, the PCs meet the classic "mysterious old man" who tells them about a sinister place with terrible evil and great treasure. The PCs rush off and find...nothing. After lots of trudging around unpleasant wilderness, fighting stray roaming monsters, they finally come back, all bedraggled and worn out. When they come back into the tavern, the barkeeper looks at them in horror and says:
"Oh no...don't tell me the lot of you actually took the ramblings of senile old Ed seriously? That guys a doddering fool who's never been out of the town!"
tharivol266

03-01-06, 07:51 PM
277) as pc's aproach a bridge read
a man in black armor stands in the middle of the bridge. as you approach he plants himself firmly and spreds his arms blocking your path.
and all he says is: "none shall pass", "I move for no man", "Its only a flesh wound" and "ill bite your legs off" and various insults mostly revolving around calling the PCs cowards and he denies any injury he gets.
when the players get the reference deny it and claim he's your own creation and try to keep a straight face.
Kage_Ryu

03-01-06, 08:14 PM
278) Start your player's off in a forest by telling them that between last game and this one they had given all there gold to an old man in order to find the secret location of a treasure called the "Armor of invincibility" which is supposedly somewhere in the "Cave of No Return". Have them bump into another couple of adventurers who have been going around in circles for hours, the fighter of the two adventurer's bends down declaring, "Look! I've found a shiney stone - It must have some important role in our quest!" If your adventurer's decide to join them, or leave whatever you do make them go around in circles (Hopefully due to survival checks on their own trail) until someone suggests the idea of using landmarks as a means to get out of the forest. When they spot a giant purple rock make a booming voice go, "Mmmm squishies!" And the party realise it's a giant ogre.

If your party didn't get the joke by that point give up on them.

(P.S. That was the entire intro to 8Bit Theatre, a webcomic that makes fun of dnd, final fantasy, and any role-playing oriented thing. FYI)
rhogan josh

03-02-06, 12:26 PM
That is no prank. A prank should be funny for the DM and the players, and i don't think that the players will laught when their characters are railroaded into doom.

Yes it is, I shall be chuckling away to myself for the duration of the session; I think the players will see the funny side as well. Also, it allows me to have an NPC help them escape so they can fight an exciting guerilla campaign against the evil duke who has usurped the position of head councillor. That is called plot building.

:angel:
rhogan josh

03-02-06, 12:35 PM
277) as pc's aproach a bridge read
a man in black armor stands in the middle of the bridge. as you approach he plants himself firmly and spreds his arms blocking your path.
and all he says is: "none shall pass", "I move for no man", "Its only a flesh wound" and "ill bite your legs off" and various insults mostly revolving around calling the PCs cowards and he denies any injury he gets.
when the players get the reference deny it and claim he's your own creation and try to keep a straight face.

I like it! Maybe some mysterious knights who say 'NEE' ('NI'?) to harmless wanderers as well. And demand a shrubbery to stop doing it.
Hroth

03-07-06, 01:09 PM
279) In the lowest level of the dungeon, the players find the last thing they would ever expect: a gift shop. Don't forget to make the items slightly overprice.

280) At about level 18 or up, send 99 orcs to fight the players. Use the standard orc from the MM so you don't have to roll each one. Begin the encounter by singing:
99 orcs in the dungeon
99 orcs to fight
After the fighter slays one
fight one now, slay him now
98 orcs in the dungeon
Use the song to keep track of how many more orcs they have to fight.

281) Have the evil BBEG send the players this letter (tailor it to your BBEG):

Dear Party

FOOLS! So you think you can destroy me? Know that many have come before thee, and all have fallen beneath my blade. However, I will humor you. Come to my castle and try to defeat me. You may try, but you will only find your DEATHS!

Love,
the Dark Lord of Shadows

Give them the letter as a handout. They'll know something is up having read the note, but might not be able to pinpoint the problem.

282) In the middle of a major city, players encounter a skeleton begging for gold to treat his terminal leg rot. Should they point out that it's too late he will fall silent until the party begins to leave the area. Then he'll start calling "Alms! Alms for the skeleton!"

283) Players entering a tavern are stopped by a huge burly man who refuses to admit them into the taven unless they plan on starting trouble.

284) City guards jokingly give the players a hard time. This includes accusing the players of smuggling in non-illegal goods ("You wouldn't be smugglin' any leaves into this town, would ya?") to accusations of having previously destroyed the town (especially fun when the players arrive at a new town).

285) Everytime your characters are in the wild, have modern trash (like empty coke cans, expired coupons, credit card offers, etc.) fall on them (The gods must be crazy, right?)

286) Give the party a GUN! :eek: They'll think it's awesome. Now, if they could only find some ammo... ;)

287) Here's one from my cousin, slightly modified by me. Have the party enter the tower of an evil wizard (or rumored as such) who has an army of special golums, each with a sickle for one hand and another hand that can grasp small objects (Golum design is my modification). The party attacks these golums because the wizards plans to unlease them on the fields of a local town about havest time. After defeating the army they'll learn the true purpose of these golums...harvesting the crops for the townspeople.

288) A small 5 by 10 closet with darkness spell cast inside it so the party can only see darkness within and can't dispell the darkness either. The inside of the door has no doorknob, and the door opens towards the outside. If a player enters, the door shuts and a magic mouth spell makes the sounds of chains moving from the back of the closet. The other party members have to open the door to get the player out.

The trick to this closet? Beside the door have a candle stand with a bunch of small unlit candles. Tossing in one of these candles unlit will dispel the darkness and prevent the door from closing (and activating the magic mouth). Place some nice treasure in there for the players. :)

289) This may be more of a puzzle than prank. Have a 50 by 50 ft room (10 squares by 10 squares) full of tiles. There are also numerous pits in the room (though there is a path from one side to the door on the other). Stepping on a tile will cause it do one of two things. Either it will cave in (being over a pit) or it will glow with a golden radiance. When a pit stops glowing it will display a number between 1 and 8. This is the number of pits in the eight squares surrounding it (if no pits have it become blank again and slightly darker in color). See how long it takes the players to figure out the rules to minesweeper :D
neobolts

03-07-06, 01:48 PM
290. My party went through a ridiculous puzzle laden mountain I named "Frustration Mountain" to find a treasure that was buried 500 years ago. The treasure was said to be worth millions of gold.

The treasure map at the end of the dungeon revealed the treasure was buried beneath the entrance hallway of the dungeon.

The treasure itself was the real surprise. The treasure was barrels of exotic spices from far away. But in the past 500 years, the spice plant had been imported and was now commonly grown in that area, and was worth a fraction of what it was once worth.
Kage_Ryu

03-07-06, 04:04 PM
291. Have your party hear about rumors of a thief who's been stealing armor and equipment from adventurer's recently. When they ask for more information let them find out how the thief is elusive and hasn't been caught yet, if they ask for any way of finding the thief tell them about a local wizard who doesn't like to be bothered but is known for his powerful scrying abilities. When they meet the wizard make him grumpy and persistant in them leaving him alone - When they don't leave him alone he'll "Destroy" Their armor and weapons by casting powerful unknown spells.

When they leave and get rid of their weapons, and they return to the place they heard the rumor, make the guy who mentioned the rumor look over and say, "Oh, looks like the thief got you too eh?"

Turns out that the wizard is also known for his illusion spells.
deathfromyourmom

03-07-06, 07:25 PM
292. I've always wanted to bust out with a "Suddenly (insert name of past character here) wakes up."

unfortunately i think id get beat up for that....
speeblefreak

03-07-06, 10:11 PM
293. This one only works if the player in question is familiar with "Indiana Jones and the Last Crusade."

Have the player come up to tunnel x in dungeon y. Engraved above the tunnel have a picture of a god-figure exhaling ("the Breath of God"). When the player enters the tunnel, fill it with thick cobwebs. Position a hidden grate so that when the player has progressed z feet down the tunnel he feels a breeze blow towards her. At the player's feet at that point place a pit trap hidden by the cobwebs (the player will probably be looking around at neck level anyway). If the player drops to his knees, he falls headfirst into the pit.
DM_Dorito

03-07-06, 10:38 PM
294.
Okay, I was running an adventure near the players' stronghold ( keep in mind players are lvl 4, I overload them with stuff, the even have a black dragon as a come-in-and-out type of pet ), but it was an island. I hade made most of this adventure when I was first starting out DM'ing, and it was really tard-tarded at first, so I decided I'd make it more tard-tarded. When they got to the fourth floor, I had some animated racks lock them up, and bolt themselves to the floor. Next, a crazy surgeon-guy, who was a ghost ( go figure ), came up, and, using plenty of adjectives, I decribed how the sorcerer got a ghost arm and the warriorouge got a skeletal hand. The next floor up, they found a treasure worth a nice amount- a home-brew magic item I call "The Decanter Of Endless Doritos". There was a catch, however. It was an intellegent item, and it had the same mindset of Chuck Norris. Unless they were Lawful Good and didn't have any creepy dead guy stuff on them, this wedge of swiss cheese would roundhouse kick them. So they took it. There were no survivors. :P
b5201

03-07-06, 11:50 PM
And I thought this thread died like the social lives of everyone on the Character Optimization boards (aka the "10th level of hell") :P
Kage_Ryu

03-08-06, 12:10 AM
295. I was doing a little arena thing in my game, and everyone agreed to let this one fighter go up and pitch battle against whatever I had coming. I decided it'd be interesting to start low level and go up, having a prize system based on the monsters he beat.

I rolled random dice on the tables, starting at 1st level encounters. The fighter was lvl 7 so these battles were going to be nothing. I rolled on the third-level and an Etheral Flicher came up, I read it over and decided I'd try and sneak up on him and do random attacks and try and keep the etheral gaunt alive as long as possible until the fighter finally got one good hit and killed him - that is until I realised it pick-pockets.

I made the etheral flicher grabbed his pouch of coins the fighter had hung from his belt, "Your belt seems lighter, and you notice that your pouch of gold is missing.". The rest of the battle involved the flicher dodging back and forth with the money cackling at the fighter. All the other players laughed histerically as this player became red with anger at this seemingly impossibly elusive foe.
Hroth

03-08-06, 12:40 AM
And I thought this thread died like the social lives of everyone on the Character Optimization boards (aka the "10th level of hell") :P
Nah, actually I started a text file on my computer just keep up with the ideas I came up with. I decided to post them today.
stargate525

03-08-06, 09:56 AM
296. After defeating the BBEG, have the players see an open doorway that leads into a room filled with treasure. If they move in without checking for illusions or traps, say something along the lines of; "Okay, so you all move into the room of unknown risks, not checking ahead or preparing in any way." Drag this on for as long as possible until they tell you to get on with their certain doom.

Then let them enter. The room was trapless all along.
Andorxor

03-08-06, 12:15 PM
297. A awakended wolf bard that follows the party and uses lulaby ,fascinate and suggest to get food from them every time they rest.
Wonton2006

03-14-06, 10:43 PM
298. When PCs enter a room, greatly (but no obviously) exaggerate the description of something. Always make it seem somehow suspicious, so that PCs will be extremely paranoid.

299. This is one that my DM has played on me... Put a secret door in some dungeon (make sure they find it, though!), and when they walk in, the PCs will see two chests that are open with gold glistening inside! On top of all the gold is a piece of paper, that reads (the gold will probably cloud the PCs' minds, and they'll forget about safety):
"I prepared explosive runes this morning.
- [name of some evil person the PCs know]"

BOOM go the characters and all the gold.

300. ( :w00t: ) Or, if you want, just put explosive runes on every piece of writing that the PCs read. They'll be so suspicious of evry piece of paper that the rogue will have to check it for traps first.
speeblefreak

03-14-06, 11:48 PM
301. Create a door. Every time the handle is turned, the door switches whether it's locked or unlocked.

PC: Is the door locked?
DM: It does not appear to be locked.
PC: Okay, I open the door.
DM: You can't; it's locked.
PC: Wha? I pick the lock.
DM: Okay, now it's unlocked.
PC: NOW I open the door.
DM: You can't. It's locked.
PC: But you just said it was unlocked!
DM: I did. And now it's locked.
PC: :banghead:
lightbain

03-15-06, 07:24 PM
205: PCs find a magical hat/helmet that occasionally has a Jackalope emerge from it, with the Jackalopes getting stuck if it's on a character's head.


Am I the only one that gets this reference? You got this from Kavonn's hat, right?

On the same note,
302. Give the PC's a magical weapon. Whenever the one holding it says a certain word, he/she gains temporary bonuses to all his/her stats. The problem is that sometimes the character becomes a DM controlled monster while they have the stat bonuses.

Here's one I came up with on my own.
303. Have the PC's search for a kidnapped princess. After they kill the kidnapper, the princess runs into the room and cries over his dead body. The "kidnapper" turns out to have rescued her from the man who asked the PC's to find her. The quest giver can either be her abusive father or someone who had kidnapped her. To make it even worse, you could make the "kidnapper" be the princess in disguise.
WhiteRaven810

03-15-06, 11:02 PM
304: Two words. Kender Guide. Oh the annoyance of having to put faith in a Kender to venture from Point A to Site B.

Orignally the post was going to read "Four words. Kender Guide from Hell". But I reconsidered and decided that Kender Guide alone was prank enough.
lightbain

03-17-06, 06:47 PM
305: Four words: Cursed Rod of Wonder
Hariman

03-18-06, 03:44 AM
Am I the only one that gets this reference? You got this from Kavonn's hat, right?

On the same note,
302. Give the PC's a magical weapon. Whenever the one holding it says a certain word, he/she gains temporary bonuses to all his/her stats. The problem is that sometimes the character becomes a DM controlled monster while they have the stat bonuses.

Here's one I came up with on my own.
303. Have the PC's search for a kidnapped princess. After they kill the kidnapper, the princess runs into the room and cries over his dead body. The "kidnapper" turns out to have rescued her from the man who asked the PC's to find her. The quest giver can either be her abusive father or someone who had kidnapped her. To make it even worse, you could make the "kidnapper" be the princess in disguise.

You are probably the only one that got that reference.

302 should be an exceptional Weapon of Legacy, that acts as a temporary "Helm of opposite alignment" every other time it is used. (I addition to the normal stat boosts and other effects.) Either that, or it just turns a normally decent character into a lecher.

306: This is an evil trap that could be used a a cruel joke. In a high ceilinged room or hallway, there is a pressure plate. Stepping on the pressure plate activates a "Reverse Greavity" spell centered on the pressure plate. On the ceiling, directly above the Reverse Gravity Pressure Plate, there is a second Pressure Plate. The second Pressure Plate triggers a Greater Dispel Magic that dispels the Reverse Gravity effect, but does not affect either of the pressure plates.

So a character caught by this trap falls up, then falls down, then starts all over. Perhaps a reflex save should be allowed to roll off of one of the pressure plates upon impact.

307: A bard with ranks in Perform: Kazoo joins the party. And You've hired a friend to play the kazoo to inspire the players during the battle.

308: The party meets a great wyrm dragon in a random locale. When the party meets the dragon the dragon growls, snorts and roars at them. Any party member that knows Draconic can translate this posturing as:

"Have any of you seen my cup of tea?"

Wisdom or Intelligence checks reveal that the odd statue on the roadside might just have been a cup sized for a colossal dragon.

309: The party must cross a field of poppies to reach their destination. Nothing special or out of the ordinary happens. They just have to cross a field of poppies.

310: As 309, but an old lady passes by the party and asks if the party has seen a girl with a little dog.
Tyhm

03-18-06, 04:32 AM
A variant on a couple I've heard:
310: A ring of three wishes. Intelligent enough to not use itself when it doesn't feel like it and disguise itself as something else; useful enough to merit wearing (such as Also a ring of Feather Fall, or Sustenance, or Protection - whatever the party needs and can't afford yet). A keen-eared DM who photocopied their 1st level character sheets. A single cry of "I wish none of this had ever happened!"...

Some I've used:
311: The party goes to sleep (to regain spell slots, of course) in the middle of a demon's very, very trapped tower.
They all have nightmares in which they face their weaknesses:
The sorceress has to fight a Skindancer - and she only has one spell slot left for the day.
The Cleric has to fight a flying Warlock in the dark - and again, only one spell slot
The gunner has to fight a Kuo Toa Leviathan in melee. Underwater, so all his powder's wet (though taking your archer's arrows away is just as good)
The Barbarian has to find his way out of a library. The code to the exit door is clearly written in every conceivable language...if only he could read...
Best of all, the Fighter has to find his way out of an adamantine box...shared by the unfriendly ghost of a kobold. Who COULD open the box from outside, were he so inclined.
Only the Fighter lost his battle (unarmed in a battle of wits, but his roleplaying reasons were sound)...and so everyone woke up, and only the Fighter had no recollection of his nightmare. He had no recollection that he was now playing a doppleganger either, until he found his body in an adamantine box...
This one deserves it's own seperate number:
312: On waking, the next floor of the dungeon was seperated into several rooms, each accessable only from the previous room (no hallway or anything, just a maze of chambers). Each had a teleportation circle and a permanent image "Window" into the next room, Scrying a live feed. In one room was a library. In another room was a Skindancer. Another room was flooded. Another was completely dark, and so forth. Naturally, only about half of the rooms were as remembered: the Fighter jumps into the Sorceror's nightmare and finds it's actually a bone ooze that wouldn't last long against magic, but darn if that Teleportation Circle doesn't take a solid minute to recharge...and in the image, he's doing fine against the Skindancer...my favorite was the Library, nobody noticed the teleportation circle was backwards - when the sorceress hopped in, everyone ELSE teleported.

313: The party passes through a dark tunnel and finds themselves in a windowless room. Looking back the darkness is quite solidly a wall - no escape that way. In fact, the only adornments in the room are a flimsy greatclub and a carefully stitched leather ball. How do they get out? I'd allow bardic knowledge and divination to help: Pick up the ball, swing at it and miss. Pick up the ball again, swing at it and miss. Pick up the ball a third time, swing at it and miss. Three strikes...

314: The party opens a door AND A LARGE HUMANOID WRAPPED IN CLOTH LUNGES AT THEM! INITIATIVE! At Initiative Count 0 the Large Humanoid Object...dangles a little. Probably smolders too, if there's a caster. Great way to waste your party's resources on less than a gold in cloth, lumber, and wire...sure, it LOOKS like a mummy, they probably even took 20 on disguise, wrapping and re-wrapping the bandages...

315: A cursed Boomerang. Exotic Weapon, not only that it's crude enough it'll only ever do one point of nonlethal damage. Worse than that, it's inheritly Returning, even in an antimagic field - as soon as you got a hand free, there's the Boomerang in it. The rogue had to keep a rope in either hand at all times just to get out of the dungeon...

316: Fireball Kitty. Break for a moment the rule that states that feats can't be retaken (or fashion a feat that allows you to retake this one as often as you like...or make it a unique monster ability). Advance a housecat all the way to HD30 - still a CR 8 creature. But now it's taken Improve Natural Attack 10 times, and it has a hundred some hit points...low AC, but ~8d6 per claw attack, +30ish to hit...to be nice, put all it's stat points (every four hit die, right?) into dex...

(In response to the GoodLich/GoodAlhoon debate - I had a party who redeemed a Lich fair and square. He was getting on in years and couldn't take the conflict anymore anyway - they fed him a steady diet of alchemically treated gray ioun stones (25gp, worth 1 power point) and kept him in a library where he could absorb countless lifetimes of experiences the old fashioned way. In the end he paid his own way as a scholar...)
(Male Nymphs are, unfortunately, Satyrs; however, I believe it was the Fiend Folio that introduced the Bacchae, probably a much more attractive option for your lusty lady gamers...*sigh*)
(A potion of FulBomb would be indistinguishable from a bead from a Necklace of Fireballs in tournament play)
(NPCs can't change PCs attitudes...but the way I work it, after opposing diplomacy checks, they can win the argument and make the PC look dumb.
PC: "Smoking's Good!" (rolls up a total of 12)
NPC: "Smoking's bad. It causes lung disease, second hand smoke kills babies, look at all this proof - black lung, emphysema, case studies, arsenic...(ad nauseum)" (rolls up a 43, other NPCs are nodding in agreement just on the fringes)
PC: "...Shut up, Smoking's Good!")
(Full points for 182. "Without that Astral Gate-" "We know, we were there too!")
(184: BM's clearly a dwarf)
(220: OVERLORD! OVERLORD! OVERLOOOOORD!)
(231: Curse you and your fully-functional headmeats)
The_Desecrator

04-03-06, 08:40 AM
317
The party enters a hallway and sees the walls are covered in small holes. That do nothing.
rudie

04-03-06, 08:48 PM
318. I hate it when my friend DM's..anyway, he made us start out at 13th level, we only had 2 people at the time in our party. He made sure we put no points in swim and set the entire adventure in an ocean..

319. Have the players find valuable magic items, (such as a sheild and boots). Later have an angel or a god claim that the items belong to them and have them rip the arms off of the player with the sheild and the legs off of the player with the boots.
rockondon

04-04-06, 12:13 AM
320: back in 2E I remember a creature called a gas spore. It floats like a helium balloon, and looks almost exactlly like a beholder. However, when it takes 1pt of damage it explodes, doing big damage to everything within 30ft

321: door with a small window in it. Through the window you catch a glimpse of a powerful demon on a mound of treasure. The pc's may see this as a rare opportunity to completely buff up before an encounter. The window shows an illusion, however. Inside there's merely a garden snake on a small pile of copper.

322: a labyrinth with shifting hallways. following behind the party is a (insert creature here) who either washes away or destroys any attempts of tracing their path, or he has an assortment of chalk/ink and for any marks that the pc's make on the corners he puts similar marks at every intersection.

323: a room filled with incendiary gas. You fight golems wearing piecemeal armor of interlocking flint plates. The nasty thing about flint is any time something metal hits it....
ressurrector

04-04-06, 02:49 AM
268: So, you have a room. now, in this room are two teleportation circles. If you step on either one, you are teleported to another, identical room. In that room, there are two teleportation circles. One of them leads back to the original room, the other leads to a room with two TC's. Now, this would be easy but kind of time consuming if the PC's could tell that they were sent back to the original room (memorize: from origin, left left right left...), but since they can't...

:evillaugh

Mwa ha ha. It'll frustrate the PC's sooooo much.
I've seen it done, however it only took a methodical mind and 5min to get through it.
Doom_Linnorm

04-04-06, 03:28 PM
This one isn't mine but it sure was pretty danged funny.
324: Your PC's are hired to hunt down and kill a dragon living on the volcano in the tropical forest near a town.
Their NPC ranger or scout finds the cave, enters and sees a large white dragon bathing in a shallow pool of lava.
(strange....)
The scout or ranger returns to the party and informs them that it is a white dragon.
They use all their frost warding spells and items and stock up on fire based attacks.
They find the dragon, toss fireballs at it and are burned to a crisp by its fiery breath weapon, revealing that it is in fact an Albino red dragon.
(Who says dragons can't have pigmentation issues?)

The DM who did this used it as a trick to punish his party for lacking in knowledge skills and ofcourse not thinking about the obvious hints.
(pool of lava?!?! HELLO?!??)

Same DM pulled another mean trick on his party.
325: PC's enter the dragon lair, see it sleeping ontop of its hoard, go nova on it and then find out that it was a polymorphed goblin.
Then the dragon jumps down on top of them from a ledge above.
:devil: gues what happened :devil:
Quote from that DM:
"What is a dragon's greatest weapon?"
Hear simple awnsers like: Its magic, its breath weapon.
"Its int score!!"
Hariman

04-05-06, 12:22 PM
This one isn't mine but it sure was pretty danged funny.
324: Your PC's are hired to hunt down and kill a dragon living on the volcano in the tropical forest near a town.
Their NPC ranger or scout finds the cave, enters and sees a large white dragon bathing in a shallow pool of lava.
(strange....)
The scout or ranger returns to the party and informs them that it is a white dragon.
They use all their frost warding spells and items and stock up on fire based attacks.
They find the dragon, toss fireballs at it and are burned to a crisp by its fiery breath weapon, revealing that it is in fact an Albino red dragon.
(Who says dragons can't have pigmentation issues?)

The DM who did this used it as a trick to punish his party for lacking in knowledge skills and ofcourse not thinking about the obvious hints.
(pool of lava?!?! HELLO?!??)

Same DM pulled another mean trick on his party.
325: PC's enter the dragon lair, see it sleeping ontop of its hoard, go nova on it and then find out that it was a polymorphed goblin.
Then the dragon jumps down on top of them from a ledge above.
:devil: gues what happened :devil:
Quote from that DM:
"What is a dragon's greatest weapon?"
Hear simple awnsers like: Its magic, its breath weapon.
"Its int score!!"

Hallucinatory Terrain can make the Lava look like water. And the Red Dragon could have simply used a spell like Disguise Self to change its scale color. There's also the other, even more blatant clue. HELLO VOLCANO!!!!!!

The second one, I could see it being done. Although a Dragon's pride might restrict the trick to times when the dragon knows enemies are coming.

326: Keep giving the PCs bad directions to a dragon's lair. Eventually they'll investigate the people giving the directions and find that some are friends of the dragon, and a few have been the dragon.

327: PCs find a lavishly decorated, jewel encrusted set of bathroom fixtures in one room of a dragon's lair. "You wouldn't think a dragon would just go anywhere like a cow would, would you?"
Tristan

04-05-06, 01:43 PM
328

I always wanted to have fun with a certian changling who had a dream of "being with" every hero in the planes. Of course, for a while the pcs would think that all those NPCs where different people

but I wonder what they will say when the Male elven ranger finds out that his first love is also the 300lb hairy guy who slept with the female barbarian, and is also someone who slept with his sibling who, he also just found out, is a lesbian

O_O
Richmud

04-16-06, 01:37 AM
329: One prank I used was that after the party had been fighting the minions of same enemy on several portions of a quest for a set of magical weapons they come across a dragon which they manage to defeat and find within its horde a set of magic items that perfectly matched their charecters. Magic quiver for the archer, bluff bonus item for the bluffer ect. It turns out the items were added to the horde as a trap each item was actually cursed to specifically harm the char likely to use it. Arrows pulled from the quiver would reverse directions and hit user, bluff bonus item caused silence effect, ect.

An important lesson in this prank, always look a gift horse in the mouth it might be full of Greeks
rockondon

04-16-06, 07:00 AM
330: The ol' 2nd edition axe of dwarf throwing (no, not dwarven thrower) is always an amusing find.
Close inspection reveals runes carved from the finest elven smiths.
DMaster42

04-16-06, 08:12 AM
331. Put a magical in the dungeon that talks, incessantly. It is immune to acid, magic, and pretty much any physical attack they could possbly think of. Also, you can't just teleport past it (or use any spell like that). The only way to open it is to get the door to say the word ingraved above it. The word is Cuthuluhu...
Landman

04-17-06, 04:56 PM
Two puzzles that I want to incorporate into a game:

332. Early on in a dungeon have an immense stone sealed door blocking the main path, and an altar with a large receptacle. Beneath the altar is engraved a riddle:
"To continue on, you must prove your might
Seek within this dungeon that which has a golden head and golden tail,
But no body.
And place it here, dead or alive." (Hopefully no one gets it)

And of course an alternate route. The alternate route leads through very difficult fights at the end of which there is a final treasure room. Inside the treasure chest is one gold piece. (Golden head, tail and no body).
Morgwolfsong

04-17-06, 06:36 PM
#333 after i had gotten the book of vile darkness my friends pretty much went pure evil hahaha so they started sacrificning clerics to get a wish. After a few attempts they beat the dc and any wish they want and they choose "i wish for gold" so they hear a knock on the door and from the outside comes a large wraith and it starts talking. None of my friends understand much all they can hear is come..... here.......gold so one of them walks up and puts out his hand. As the creature touches it his hand feels cold then his arm the crature was sucking out his soul while turning his body to gold for abotu 10 minutes my friends tryed to stop it they smashed it over the head with chairs ..but nothing worked. hahaha he was ****** when he had to make a new charecter
GDarius

05-12-06, 09:51 PM
231: My players were chased through town by a high-level Cleric of Tyr waving a stout cudgel and bellowing 'The Chair Leg of JUSTICE!'. He was convinced that one of them; the sea-elf favored soul of Deep Sashelas; was in fact a very powerful vampire. The chair leg keep blasting out holy smiting damage. For those of you who read Transmet; the chair leg of truth also appears. That elf ran all the way through town until getting to the docks and diving for cover. *snicker*

Hahahahaha!

In the same vein

334: An NPC approaches the PCs screaming "SHOW ME YOUR F***ING THUMBS!" Then promptly runs down the street yelling "Thumbs!" at passers-by. This NPC later turns out to be a rather clever rogue who uses feigned insanity to make ridiculous gather info checks.
DaMullet

05-13-06, 10:41 PM
335: A group of overly well-equipped level 4's are asked by the mayor to remove a Kobold problem in a nearby valley.
There are only two kobolds in the valley, both of them nude and dirt poor albeit for two potions (Cat's grace and Owl's wisdom) each. They are both level 6 monks.

I'd been warning the party for weeks through various soothsayers and fortune tellers to 'Beware the blue reptile.' They see these two blue kobolds sitting there naked, and decide to fire off a Fireball at them. Monks have Evasion.

When the Rogue closed in (for some odd reason) and was nearly instantly decked by two level 6 flurries with Stun attempts attatched to each one, the fighter turned tail and ran. The party followed soon after, the cleric only barely managing to get off a CLW so that the Rogue could walk.

Funniest use of class levels ever.
DaridSarva

05-14-06, 12:22 AM
We bought some souveign glue at an alchemist shop. Then we stole a cow from a farmer outside of town. We put the glue on the door, after placing a cow in the room. we then cast darkness in the room, and laughed as he tried to find a way out.
Dampe

05-14-06, 11:26 AM
336: Let your cursed lvl 21 Sorcerer find out that the only way to save himself from the curse was to sacrifice his magic. The player in my story actually did it though he was praised as a hero later he ran off seeking power elsewhere(demons :) )

Also a good way to go from "good story" to "evil story" ;)
JakeQuistis

05-14-06, 02:52 PM
Use the soul/sole trick. This probably would work best in a very good based game, with a cleric/paladin/druid, or someone who is very religious. Then, just put them into a situation against a demon/god/other creature of mischief or trickery, and make them think they have to sell their souls, but instead they sell their shoes, or rather, the bottoms of their shoes.
Shavin_Ruaiat

05-14-06, 06:31 PM
not sure if this has been mentioned but
#338 Have a very important/powerful NPC the PC's depend on pull a Leroy Jenkins.
Lyranis

05-14-06, 10:40 PM
339: make every door in your dungeon concealed or secret.

340: Send the group on a mission to find a massively dangerous and magical weapon. In the last room put a maze with magical traps that are not dangerous. Use the Tome of Magic 2e random wild magical effects. In the center of the dungeon have a pedestal where, obviously a magical weapon was once placed and have nothing but a note there saying "I owe thee one massively dangerous and magical weapon. Signed Wizard Octavarias"

341: give the party members a magical crossbow. Every bolt that leaves the bow is covered with dancing lights and makes a loud wooshing sound.
All_Creations

05-15-06, 12:00 AM
i have a player in my campaign who tends to mix drugs and D&D, i dont mind this he definitly adds humor to the game, i threw in a drug dealer into my game and set him convieniently in front of them, he sold him the "drugs" and after countless attemps at building a smoking device he pulled it off, the strange green plant happend to turn him into an animated object, so for a bit of the campaign (after i threw in the cure) my players had a .SOR. talking plate on they're team. with deminished stats, lol i laughed quite hard at him. :D
Lyranis

05-16-06, 09:42 PM
Dunno what number we're on.

Fill a room with Tribbles!
Arcane

05-16-06, 11:49 PM
Sorry if this has been posted, but:

#?: Allow them to play a paladin.
rockondon

05-17-06, 01:58 AM
342: have the player-side of your DM screen show in large bold letters "I LOVE TPK!"
stargate525

05-17-06, 08:18 AM
345: (correct number): Bring a skull to the session, and plop it right in the middle of the table.
Tyhm

05-17-06, 12:39 PM
346- Buy a Brain shaped jello mold the day after halloween. Introduce it the same time as you do Mindflayers. (This devolved into the ranger dunking an Orc piece into the mold and insisting that since he brained an orc, he now has experience. And can play piano.)
DarthMarasmus

05-17-06, 03:26 PM
18: Anything ending with "suddenly, you wake up. Apparently, it was all a dream." :D


Yeah, that's funny until it happens to YOU after a 3 year campaign in which you find out that you never left the mansion you had been summoned to in the first place. Deus ex machina ad nauseum. I wanted to strangle the DM for that crap (and other stuff he'd pulled on us in the course of the game). Frankly, I now have a deep seated hatred for 1) half-elves 2) half-ogres 3) goblins 4) female half-giants and 5) characters with Multiple Personality Disorder (my character).
DarthMarasmus

05-17-06, 03:32 PM
347) Every time you have a major, plot related fight, start playing Sephiroth's Theme from FF7. That'll freak 'em out if they've ever played 7.

348) I always name taverns/inns weird things like "The Flatulent Donkey, The Barfing Dwarf, Helga's House of Pain, Le Ces't Poul, The Amorous Gnome, The Belching Dragon, or Madam Vega's House of Sex." Usually gets a laugh or at least some weird looks.
dragor_shadowfury

05-18-06, 11:24 AM
349) have all NPC's in a whole town being afflicted with a disease that cause them to get gray skin an make them laugh insanly evry time someone talks to them

350) when the PC's encounter someone who talks a language they don't know talk unintelligently to them like "nboerhskl meykdshort kanili oli" until the asks if he speaks [insert some language that both NPC and PC's know]

LOL
seret

05-18-06, 03:46 PM
351) when ever theres a break swith the map when the players arent looking. perhaps even have one of the players help you with the trick so when somebody questions(sp) the map he says its the right one. do this 4-5 times a session if your tired of making maps for the party :D
Gold Medal Jedi

05-18-06, 11:13 PM
Made a bag of holding a while back and these are just two of the items myself and friend came up with.

352. Einstines theory of relativity (written in German, god forbid that the user actually learns German and reads this magical tome, for upon reading this tome it will without exception destroy all magic in Faerun until this tome is destroyed in a manner decided by the DM)

353. Black cat (a small black cat will appear and will follow your every move, while it is within 30 ft of the user they receive a bad luck penalty of -5 to all saving throws, a reflex save DC 20 will lose the cat for 1d6 days, after which the cat will divine your whereabouts and again track you down, any attempts to kill or maim the cat inexplicably fails. Any attempts to contain the cat will also fail, resulting in his mysterious reappearance 1d6 days later. Any attempts to control or charm the cat will result in its return gaze of “how stupid are you”. Cat can only be dispelled or removed by a 40th level spell caster or summarily desummoned by the cat lord.)

354. A copy of the Calimshan Inquirer, with a front page article featuring the users incredible death, and includes the users obituary dated three days into the future.

355. A summons to appear before a collective judicial hearing in Waterdeep under the provincial law of Faerun, for tax evasion of the users party (Must answer summons or appear within 30 days. Not answering this summons by all members of the users party, will endow the party with the status of outlaws of Faerun and bring them to the top of Faerun’s most wanted list. Every bounty hunter and paladin with in 100 miles will be given the whereabouts of the party. And a bounty of 1,000 gold will be tendered to the person or party that brings them in alive or 500 gold dead.)

356. Lightening rod (resembles its counterpart rod of lightening, except instead of sending forth a lightening bolt, it attracts all lightening spells within a 100 ft. radius to wielder, in addition every day a 25% chance of a lightening storm will erupt in which user will absorb all lightening from said storm. Storm will last 2d20 minutes in which it will produce an average 1d6 bolts every ten minutes that deal 1d10 electrical damage.)
dragor_shadowfury

05-19-06, 04:16 AM
how about this one:
party:
1 female half-efl sorc
1 male elf figther
1 male wild elf druid

prank:
make a NPC rouge join the party. said rouge has got a personality split, resulting in 3 diffrent personalities in one body, the diffrent personalities share 3 traits: an ENORMOUS lust, CN alignment and the skills. personality one is gay and is hitting on the figther, thus having a bad relationship with the figthers girlfriend, the sorc. second personality is not gay and is hitting on the sorc, thus the figther is angry at him. the third is turned on by animals and is hitting on the druids animal companion. then imagine what happens when he comes by a wand of charm monster. the whole thing ended when the druid got the cham on the animal companion dispelled at a critical moment, and it bit off the rouges dick.
WhiteRaven810

05-19-06, 06:44 AM
358: Have the door to a great treasure be locked by one of those little locks where the curved nail goes through the hole. Set the unlock DC at 20 and laugh as your Rogueless party fails to disarm a lock most first graders could undo.

Muwhahahhaha.
sooperspook

05-19-06, 07:13 AM
You are an evil DM and deserve shot, in the face, with a hammer.

I'm guessing the players learn to never draw cards from a Deck of Many Things. They must just use Mordenkainen's Disjunction as soon as they find out what it is.

Give it to the party Artificer to suck the xp out of it and use ti to make stuff they can use :)
Neratos

05-19-06, 11:17 AM
360: I just put my players through a dungeon. Granted it was a Hypercube. The hallarity ensued when they tried to map things out, even RL they could not wrap their heads around the majority of it.

361: A trap that propels the victim into another trap

362: Trapped +5 Holly Avenger (when you swing, sword swivels and strikes you instead)

363: Any trap that involves the game red light green light
ressurrector

05-19-06, 01:24 PM
Give it to the party Artificer to suck the xp out of it and use to to make stuff they can use :)
I don't know about the rest of you, but any non-epic artificier in my game that tries sucking xp out of an artifact is in for a major headache at the least.
Possibly have them make concentration checks vs caster lvl+10 for every 50 xp they suck out, and failures result in RMEs (random magical effects).
Gold Medal Jedi

05-20-06, 02:10 AM
364. One of my players just reminded me of something i did to him in a past life. Allowed him to gain a 37 strength so long as he suffered cronic narcolepsy. Group was being besieged by a particularly nasty giant and was battling him to the bitter end, when the dwarf of 37 strength awoke for one round and hit the giant for enough damage to kill in one hit, and immeadiately went back to sleep for a week.
LostPassWordDoesNotWork

05-20-06, 03:42 AM
365. Finding out for a fact that most NPCs they met were in fact the same person. Becuse they were all played by one doppleganger!

366. Never roll on the table unless your combat, just grab the dice and roll it in your hand, PC's well never know if you had to roll.

367. Have your PC's escort a rude and annoying NPC. Bug them the entire trip.

368. Have a NPC monk with wild talent, run, up the walls, and speed of thought for feats. Let it run on walls and claim its their belief that they are in "the matrix" that gave them their power.
ressurrector

05-20-06, 04:08 AM
364. One of my players just reminded me of something i did to him in a past life. Allowed him to gain a 37 strength so long as he suffered cronic narcolepsy. Group was being besieged by a particularly nasty giant and was battling him to the bitter end, when the dwarf of 37 strength awoke for one round and hit the giant for enough damage to kill in one hit, and immeadiately went back to sleep for a week.
364a: (this actually happened to me)
Inflict a player with chronic Narcolepsy, along with 3 types of lycanthropy and demonic taint.
Sure she kicked ass while awake, shifted, and ticked off....but the rest of the time...
Shiikeras

05-20-06, 10:43 AM
This might have been said before, but...

369: Give them an 'unidentifiable potion' all tasting, testing, or anything shows it to be a potion of bull's strength. In reality it is a potion of bad gas. Every 10 minutes, they must make a DC 15 fort save or rip a loud one. All within hearing range must make a DC 20 will save to not laugh. Every 6 farts, they must make a DC 12 fort save or be sickened for 5 rounds.
TheFallenWriter

05-20-06, 12:13 PM
340.) Haha, my first session DMing I did something evil. This admantium box was on a golden pedastal with light shining down on it, the only character was a 1st level barbarian. He proceeded to bash the **** out of it for half an hour, and when he finally got it open there was a heavily flawed ruby worth about gp becuase of the bashing. The player's mouth dropped open becuase he was hoping for osmething powerful or some important item, but no, it wa sa crappy gem. :evillaugh:

~The Fallen
Snicker

05-20-06, 01:16 PM
341)

Have NPCs with arachronistic job titles.

"I'm a plumber" - he picks plums for the plum farmer down the road.

"I'm a Hollywood producer" - He treats wood with holly and sells them to woodcutters, carpenters...whatever.

And if you're in a democratic world...

"I'm an electrician" - He upholds and serves the needs of the electorate.
General_Ridley

05-20-06, 04:18 PM
342. small white rabbit with a vorpal bite attack.
stargate525

05-20-06, 08:43 PM
340.) Haha, my first session DMing I did something evil. This admantium box was on a golden pedastal with light shining down on it, the only character was a 1st level barbarian. He proceeded to bash the **** out of it for half an hour, and when he finally got it open there was a heavily flawed ruby worth about gp becuase of the bashing. The player's mouth dropped open becuase he was hoping for osmething powerful or some important item, but no, it wa sa crappy gem. :evillaugh:

~The Fallen
I've done something like that before. I had a huge (>100ft radius) circular room. In the center was a pedestal with a 20 sided box on it. On the floor were concentric rings that lit up as someone walked over them. They spent three hours trying to figure out what it was and if it could kill them. The simple truth of the matter was that it was an unfinished room, and the box in the center was a placeholder for something else.
romen

05-21-06, 08:51 AM
343: A thing a friend of mine did in his first DM.
The king has gone missing. After a huge battle. He was a good ruler. Everyone is in a state of panic. The queen is constantly crying, wisemen predict chaos to the nation. If the PCs are good, they will start looking for the king. The last place for sure, they are going to check the kings rooms. In there, under the bed, they see the king "doing it" with a roomservice girl.

344: The sonic curse! Can be gotten to a PC by any possible means. THe effect: Each time a PC even mildly raises his voice, the effects will be as of a "Greater Shout" This should **** off a fiery hearted PC.

345: The sword of light. A +10 +4d10 dmg steel longsword. Naturally the PCs will ceep it. soon they will learn its effect. Each time they hit a enemy with it, it heals it for 10d10. Cant be used to a nonevil foe.

346: A trick I got from a RPG game called "Morrowind". "The boots of blinding speed" Raises the base land speed for a 100 ft. And allowes to move hundreds of miles a day. The only downside is, when you put them on, youre successfully blinded.
Alekzandr

05-21-06, 10:24 AM
346: For the party rogue with sticky fingers I propose..

The Collar of Obediance-
This finely wrought silver collar, when clasped and worn, casts a Dominate Person spell whenever anybody asks the wearer to do anything. The wearer does not notice the collar's effects. It cannot be removed except by use of a Remove Curse, Limited Wish, Wish, or Miracle spell.

That'll teach them to stop skimming from the party.
stargate525

05-21-06, 11:37 AM
346: For the party rogue with sticky fingers I propose..

The Collar of Obediance-
This finely wrought silver collar, when clasped and worn, casts a Dominate Person spell whenever anybody asks the wearer to do anything. The wearer does not notice the collar's effects. It cannot be removed except by use of a Remove Curse, Limited Wish, Wish, or Miracle spell.

That'll teach them to stop skimming from the party.
ooh, decidedly nasty.
Alekzandr

05-21-06, 04:57 PM
ooh, decidedly nasty.

You have no idea... :evillaugh

The guy had it bad. Fully half the treasure dropped made it into his pockets. So while I was running an room of the World's Largest Dungeon where a pile of howler corpses were strewn about the floor, I had the silver collar around one of the dead and rotting corpses. Yes he actually searched the corpses for loot, took off a dog collar, and then decided to wear it without examining it at all.

GROSS! :pbbbtt:

Though a Bastard, I am not a Swarmy Bastard, The trick is that the dominate effect only lasts as long as to complete any single request (From handing over all his loot to other party members, to having him go first through doors). The party was Mostly Lawful Good, and they were isolated in the World's Largest Dungeon... Imagine if you sprung this beauty on a PC in the middle of a kender village...

:evillaugh heh.. ha-ha... BUHA-HA-HA-HA-HA-HA! :evillaugh
Misery777

05-23-06, 02:06 AM
Not to bring up a dead topic or anything but I believe in the Libris Mortis perhaps there is a template called Lich of Everlasting Glory or some such thing. It is infused with positive energy and also I remember reading about a Good Elven Lich in one of the Spellfire novels.
ressurrector

05-23-06, 02:23 AM
Not to bring up a dead topic or anything but I believe in the Libris Mortis perhaps there is a template called Lich of Everlasting Glory or some such thing. It is infused with positive energy and also I remember reading about a Good Elven Lich in one of the Spellfire novels.
Just look up the stats for deathless in the Eberron setting, and use those if you feel the need.
Popinjay

05-24-06, 03:35 AM
If somebody is roleplaying a very serious character (but also has a sense of humor) have a lychinthopic (probably spelled wrong) Kender run out of the forrest and bite him/her. She will now be a were-Kender! Make sure she has very little control over when she changes.



Popinjay
ExileInParadise

06-05-06, 05:38 PM
#370 (i think): Note a PC as "royalty" of some sort.
Then brand them with a magical birthmark tattoo... on their hind quarters.

Anytime they remove their pants/skirt/etc, the magical birthmark trumpets a royal fanfare. Loudly. As in random encounter monster attracting volumes.

It was originally done to distinguish them as a baby from all the other "commoner babies" running around the castle.The PC was eventually orphaned when their parent's kingdom was destroyed, so the PC has NO IDEA why this happens. It was supposed to be dispelled upon assuming the throne, but with the throne gone, the PC is just stuck with it. :doh:

Now, give them a high charisma that will naturally attract every tavern wench in the land or a cursed bladder... :evillaugh:
wgeddings

06-06-06, 04:24 PM
Well Mr. Keith O. McKeever, I hope you are happy with yourself. I very nearly wet my britches when I read that and my secretaries are still laughing at how tickled I got thinking of those PC's faces as they realized the elfs were child murdernig fiends. Too funny!!!

47. One of the other really REALLY messed up tricks I played on my PC's was I had them travelling through on their way to this or that quest when they end up staying the night at this wood/wild elf village. Now this village is well guarded, actual boundary walls, etc. because they are on the borders of two orc'ish lands. Well the PC's end up stuck inside this village when the entire orc lands outside decide to hold siege on the village. Of course, being the good PC's that they are they decide they have to assist the elves because orcs are bad guys right? Well, I allow a few skirmish hits here and there and then the orcs start rolling in the siege weapons, it's then the elf commander yells, "Launch the catapaults!" and the catapaults behind the elven walls begin to fling body after body of mangled and mutilated orc childen as ammunition at the orcs outside. I went so far as to describe some of the gleem in the elves eyes as they tarred the children and lit them on fire alive before launching them to plummet to their deaths amongst their kindred.

Needless to say, the PC's were ABSOLUTELY speechless and had NO clue what to do at that point. Nor would they even look at me. Oh to top matters off, they had an elven paladin in the party.
wgeddings

06-06-06, 05:29 PM
At a convention using unfamilar pre-generated characters (about 9th level), we saw a skeleton wearing a crown floating toward us and it seemed that his eyes were glowing like rubies. We, being wise experienced players, immediately had the cleric attempt to turn it. No effect. Then we put up protection from evil spells, protection from undead, etc. All to no effect and it kept coming ever closer. Then all manner of disrupt undead, etc. spells started. After we had gone through a fair number of spells and attempted solutions, finally discovered it was just a gelantinous cube with a standard undigested skeleton floating in it. Boy did we feel foolish.
Deris_Kharlan

06-07-06, 10:00 AM
373. The PCs (they were all kobolds, one sorceror, one ranger, one cleric/bard, and a dragonwrought barbarian) were in a slightly outback setting. They were trying to find a mystical animal with a horn on its head. the ranger kept getting distracted by platypuses, his favorite animal. He caught one and he wanted to bring one back but the others said "dont be stupid, we're here for the unicorn." So he let it go. They tried to scry a unicorn and found it, killed it, and brought it back to their boss. The boss took one look, and shouted "Are you complete idiots? That isn't the animal! This is!" He then holds up a picture of a platypus with a horn on its head. All the PCs looked real sheepishly at the ranger at this point. It was priceless.

Incidentally, the platypus is my favorite animal too.
Voldar_Mecorthio

06-07-06, 12:50 PM
Give them five potions, each labled:

A potion of improved invisibility
A potion of haste
A potion of Enlarge Person
A potion of Cure Serious Wounds
A vial of EXTREMELY potent ingested poisen (DC 22, dmg 3d6 Con), but lable it Potion of Fly.



On a similar note, put four ropes hanging from the celing. PCs pull the first one, a bag of gold worth 1000 gp appears on a pedistal. Pull the second, a +3 keen longsword appears. Pull the third, a wand of fireball appears. pull the fourth, the celing colapses.


I'm evil.
Hercule_Longfist

06-09-06, 05:28 PM
I just started reading this thread, so forgive me if this has appeared already.
Give the PCs a cursed Rod of Wonders, it must me used 3 times per day, or
the 3 or remaining charges for the day are cast automatically on the wielder.
This can be beneficial, though it usually isn't.
GingerbreadMan

06-09-06, 08:58 PM
376?)

I just came across this thread, but I created a great puzzle that I just had to post. Its 100% by me, and as I read some of this thread I came upon some similar ideas but here goes:

THe party was recently knocked out by a steel golem which they obviously couldnt take which was controlled by a mage. I woke up the first player, telling him he is standing in a perfectly circular room with a glowing sphere at the center (baseball sized). There is a door on the north side of the room that has a spherical indentation on it, but it is atop a 20ft vertical surface.

here the PCs all laughed and the one awake said he went to stand next to the sphere (they figured it had to be trapped) He used detect magic, and searched it, but found nothing unusual. The PC decided then to search the room. I told him he saw a small pot by the door. He wanted to go investigate, but unfortunately no matter how much he walked in any direction, he couldnt get farther than 5 feet from the sphere.

I thought the answer was obvious at this point, which was to pick it up and throw it up to the ledge, which would carry the PC upward with it. Apparantly it wasnt. The PCs all were laughing at him as he carried his sphere around the room trying to unlock its power. Finally I decided to drop a hint and made him roll a fort check, which he failed, and told him he dropped the sphere and it rolled off and hit the wall, and that he suddenly found himself standing beside the wall as well. Suddenly everyone said OOOOOOOOOhhhhhhhhhhhhhhh and he threw it to get out.

376b?) now it was PC number 2's turn to wake up. He found himself in an identical room, sphere and all. The only difference was that the door was at ground level. But in this one he couldnt get near the sphere. the answer was to knock the sphere off by throwing rocks at it and roll it near the door, which broke its power. This one was meant to be easier, just to throw off the PCs with the next one...

376c?) now PC 3 woke up. Same thing, room wise. The sphere was now lying next to its pedestal on the ground, the only difference from b. this time the sphere stuck to him, and any part of his body he touched it with became inseperable. He had both hands stuck to it, and it was stuck to his chest, and the sphere couldnt get near the door. The answer was to put it on the pedestal.

None of these were particularily hard, they just took a lot of trial and error. But the best was for last...

376d) the final PC woke up.Same setup. The PCs were sort of laughing, and all were debating over what would be next.
This time every minute or so I would switch between the previous 3 instances, which could either trap the PC, or send him flying if it were the replusive sphere.
On top of this, every switch would either A. make the door totally disapear from the wall or B.) make it reappear and make the sphere disapear, its effects still happing however. (ie at one point he had his knee, his right hand, left elbow, and chin stuck to an invisble point in the air)

The worst part was when he figured out that when the sphere was invible he couldnt actually grasp it or alter its position at any time (how he got so stuck) now he was clearly worried about how to get the thing into its spot on the door.

After a lot of laughs he finally managed to get near the door without being repulsed and set the sphere right where he remembered the resesive point on the door to be. The next minute I rolled repulshion sphere, and it shot the now invisible sphere away from him and the now visible door. The PC was frustrated as he had to sit and wait to find the sphere, his friends now getting a little anxious to move on, and in frustration he punched the door.

The door swung open.
tharivol266

06-09-06, 11:32 PM
gingerbreadman. im so going to steal that if you dont mind
Awakened_Gelatinus_Cube

06-11-06, 07:36 PM
377) Theres this big global torniment with dozons of events. One PC figures he would get experiance for each event, so he entered all of them with out reading what they were. His first day scendual:
8:00 swimsuit compitition
9:00 caligrify (in a language he didn't know)
10:00 refreshment selling
11:00 chess
11:00 flying race
11:00 bomb defusing
11:00 sword eating
12:00 fire eating
1:00 bowling (as pin)
2:00 pionic duel (he was a druid)
2:00 wood cutting
3:00 woman's sword eating
His face: :shocked: :twitch: :OMG! :headexplo :surrender
utilitarian

06-11-06, 09:24 PM
378: At random intervals, write notes on small scraps of paper and hand them to one of your PCs and nod knowingly. Each note reads "Don't let the others know this note is blank"
Korethr

06-11-06, 09:58 PM
379. At the end of the hallway/room/whatever lies a pedastal with a <shiny object> atop. Just before this, in the celing, is a large hole which goes up farther than the players can see, regardless of any magical effects or special abilities they may have at their disposal. This wouldn't be D&D if the <shiny object> was not protected by a trap, thus the <shiny object> rests atop a pressure plate which is set for the <shiny object>'s weight. If weight on the pressure plate goes above that of the <shiny object>, the trap is triggered, same if the weight goes below that of the <shiny object>. The sensitivity/accuracy of this pressure plate ideally should be a value that would make sense; placing a light object, like a copper piece would trip the plate if it held a coin, but if it holds a full scale gold statue, the parties rogue could probably be setting his lockpicking tools on the plate while he is trying to figure out how to disable the thing.

If (when) the plate is tripped, then an area of the floor of the same size and shape of the hole in the ceiling falls away, and any players standing on that area fall into the pit below. The players do not take damage from hitting the bottom of the pit, as there is no bottom. The players who did not fall into the bottomless pit can hear the screams of the unlucky players fade out of earshot after a short period of time. This is no ordinary bottomless pit however. After another short period of time, the screams of the unlucky players can be heard fading back into earshot and getting louder. After a little bit, the unlucky players fall out of the hole on the ceiling and back into the hole they just fell into. The pit is essentially a harmless, but anoying infinite loop.
ressurrector

06-11-06, 10:43 PM
379. At the end of the hallway/room/whatever lies a pedastal with a <shiny object> atop. Just before this, in the celing, is a large hole which goes up farther than the players can see, regardless of any magical effects or special abilities they may have at their disposal.
<snip>
Just watch, and hope that someone looks down the pit after one falls.
Then they get hit in the back of the head, by their own falling party member.

Another version is to have an area of gravity reversal, and have characters fall upwards out if it, and then back down into it.
Korethr

06-12-06, 02:16 AM
Just watch, and hope that someone looks down the pit after one falls.
Then they get hit in the back of the head, by their own falling party member.

Another version is to have an area of gravity reversal, and have characters fall upwards out if it, and then back down into it.

Kind of a magical gravity tampoline thing. Yeah, that'd get annoying fast.
Wisedragon

06-17-06, 10:38 PM
380) Spend $10 or more on Character Sheets, knowing they won't last
381) When you DM and have a PC, and he/she RUNS from the encounter, seeing who is smart enough to follow
382) Dream of ways to make the Paladin an ExPaladin
383) Made up traps, lots of them, with no use but to make your PCs angry :dragon:

Guilty of all of these :evillaugh
supersod

06-18-06, 01:29 PM
384. make them make a will role or dance until their feet fall off
(lv 23 bards are FUN)
the_great_mighty_nerd

06-21-06, 05:16 PM
385. this one is complex and only worked in a very specific scenario. the entire party was captured except the wizard, who got away. the party was then imprisoned in the top floor of a tower, the guards were on the bottom floor of the tower and the other floors were mostly storage. the party learned that they were going to be executed later that day, they were all unarmed, the bard and cleric only had one spell left each (0 and 3rd level respectively) and the guards were alerted about the wizard. the party came up with a plan, the bard would message the wizard to tell him about this plan, the rouge would break out of the cell and wave a flag to tell the wizard to fireball wherever the most guards are. this was not expected to endanger the players since fireballis just flame, not force. the rouge freed the party from their cell and went to plant the flag (made from his shirt) meanwhile, the rest of the party was looking for supplies. the rouge planted the flag and, on his way to get the other party members spotted a pile of powder kegs in the blast radius of the fireball, he didn't have time to get the rest of the party so he ran away. when the tower started to fall, the bard jumped out a window and used a scroll of feather fall, the cleric melded with stone in the tower, fell but wasn't killed . the fighter, druid, monk and barbarian all died.


the bard was later stabbed in the face.
Wisedragon

06-21-06, 06:06 PM
386- Party meets two antromorphic felines, (one pink, one grayish blue) and a fighter/rouge with pants on his head. The pink one is a sorceress, blue a fighter, and they are searching for their lost cleric, or as the pink one calls him, 'That damned hobo'
Grier

06-22-06, 01:56 AM
VGCats! Good one. :)
tauaru

06-22-06, 03:07 AM
I was running a 5 person party of 5th level characters. I put them against a Kobold band that had a 5th level Barbarian, 4 regular Kobolds, and 3 4th level Rogues. Not really a trick except that they all thought they'd kill the Kobolds and walk on by. Then the Barbarian went into a rage and the Rogues did their sneak attacks and the players realized they were going to have to actually play against Kobolds

Favorite Quote:
DM: "So...what have you been hitting him with?"
Player: "An Eagle."
Aloki

06-22-06, 04:44 AM
368- If you are play at one of your PC's house use one of the 55mm d20s for ALL of the d20 rolls!(though thismay be kinda mean...):devil:
369- use a d12 instead of a d20 behind the screen!!
Richmud

06-22-06, 11:39 AM
369- use a d12 instead of a d20 behind the screen!!

My PCs would love it if I did that, they hate it when I roll well
tharivol266

06-22-06, 01:03 PM
My PCs would love it if I did that, they hate it when I roll well
then you add 10 to make up for the average. lol
Keith O. McKeever, Jr.

07-30-06, 05:08 PM
New trap, a room with a sarcophagus in the middle of it surrounded by four braziers. The four braziers will not light no matter how much you attempt to light them. As soon as the lid is lifted off the sarcophagus, the wall drops over the doorway and the floor drops infinitely away from the area immediately surrounding the sarcophagus down into a pool of water with nasty fishies that would eat them. The next round the sarcophagus area drops off 5 feet and consistently drops five feet until it reaches the mid point, about 50 feet down, to which a voice tolls, "To escape a water grave, you must use the light to see the pathway out." The party then gets the brilliant idea to light the braziers, suddenly the sarcophagus starts going back up. But it doesn't stop at it's original location but continues upwards toward the celing. The party blows out the braziers but they turn out to be like the party candles that light the next round.

Eventually the party will either go splat or jump down into the watery grave below.
Terik Silverbow

07-31-06, 09:05 PM
Did this to my party a couple years back.

371. The party enters a petrified forest following directions given to them to the lair of some beast that was ravaging the townsfolk. As they move through the forest, they are attacked by trolls. The cleric, (having miraculously remembered that trolls are damaged normally by fire (this guy was a real moron)) lights off a Flamestrike.

Which set the forest on fire. A massive illusion had been put into place to hide the true nature of the forest.

Even worse, the cleric had Plant as one of his domains. His deity refused him spells until he atoned.