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101 Truly awful DM tricks
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<blockquote data-quote="merelycompetent" data-source="post: 2972239" data-attributes="member: 33830"><p>Digging into my Purple Book of Dastardly Dirty Deeds:</p><p></p><p>I think we're at...</p><p></p><p>15. Traps/locks - Failed Disable Device skill check results in broken tools. How often do the rogues carry spares?</p><p></p><p>16. Arm the bad guy archers with Arrows of Monster Summoning (I-whatever), and the Precise Shot feat. They shoot at meleers/casters, generate a bunch of AOO/threatening monsters that assist the main fighters.</p><p></p><p>17. Trap: The door they're trying to open is a killer mimic.</p><p></p><p>18. Trap: Opening the door turns the wall it's on into an advanced black pudding.</p><p></p><p>19. BBEG has several clerics all equipped with wands of cure wounds and a ring that allows 2 teleports/day. He then hires/summons/employs any outsider that can teleport at will and uses them to delay the heroes, teleporting back to the cleric squad for quick cures, then cycling back in to harrass. This buys the BBEG + allies time to buff up really nice while draining the PC's resources. Then the BBEG can make his grand, violent entrance, knock some heads together, and get rescued as needed by his cleric squad (using their rings).</p><p></p><p>20. Add a new weapon/item descriptor or magical effect/power: [Dedicated - (deity name)]. User of the item must be a follower of said evil deity to activate the item's powers - otherwise it's just a masterwork item that radiates magic. (Truly dastardly. Use this sparingly, or your players may revolt and beat you violently with your own DMG.)</p><p></p><p>21. The wizards guilds and priests temples all uniquely enchant their permanent items so that they can scry on, locate, retrieve, or send bad guy assassins (who tend to pay well for the service) straight to the PCs... in the middle of a fight. Hey, it's just business! <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>22. Miscast spell, magical trap, wrong combination of ancient magical items brought into close proximity causes affected PCs to randomly switch bodies. Requires DM prep: Get current copies of character sheets, split the info up into physical stats, mental stats, skills, feats, items carried, spells memorized. DM must also be *very* familiar with the PCs' stats, AC, saves, hp, etc. Put each on its own sheet of paper (folded and numbered on the outside) in an envelope with the original's name on it. When the trap is triggered, gather up all character sheets and hand out the swapped body's envelope to the new player with instructions not to open until told to. Player now has to spend role-playing time to figure out each part of his new character sheet. (When he/she does, tell them to open the envelope and select the appropriately numbered sheet.) A good time for the trap to spring is in the middle of combat with otherwise non-dangerous foes. Give out the character sheets as rewards for good role-playing, along with a healthy xp bonus when they finally get unstuck.</p><p></p><p>23. High Level/Epic: Some darn fool accidentally opened a permanent gate to the Abyss inside a Dragon Turtle... and it just surfaced under the PCs' boat/in the docks of the city. Replace the cloud of steam breath weapon with a cloud of demons.</p><p></p><p>DM: "It breathes a cloud of demons at you."</p><p>Players: "MAHAHAHAHAHAHA...!!!!!"</p><p>Player4: "Uh, guys, he's... not... laughing..."</p><p>DM: "Roll for initiative."</p><p>Wish I had a camera. The looks on their faces... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>24. A purple worm bursts into the dungeon/castle/city they're in and suddenly, messily, explodes - spreading rot grubs all over. Replace rot grubs with appropriate magical parasitic worms from the Far Realm, _Lords of Madness_ critters, or other as appropriate for increased fun.</p><p></p><p>25. Mid-level: PCs arrive at the castle/dungeon and discover that it has already been looted by another group of adventurers. Their rivals even left a message: "Sorry you took so long to get here. We've already killed the opposition and taken all their stuff. Back at town getting drunk. Much love and affection, Your Rivals. P.S. SUCKERS!!!!" (Their rivals followed them around with scrying/divination magics and let the PCs do all the hard work of information gathering, then set out ahead of them, ransacked the place, and returned to town.)</p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 2972239, member: 33830"] Digging into my Purple Book of Dastardly Dirty Deeds: I think we're at... 15. Traps/locks - Failed Disable Device skill check results in broken tools. How often do the rogues carry spares? 16. Arm the bad guy archers with Arrows of Monster Summoning (I-whatever), and the Precise Shot feat. They shoot at meleers/casters, generate a bunch of AOO/threatening monsters that assist the main fighters. 17. Trap: The door they're trying to open is a killer mimic. 18. Trap: Opening the door turns the wall it's on into an advanced black pudding. 19. BBEG has several clerics all equipped with wands of cure wounds and a ring that allows 2 teleports/day. He then hires/summons/employs any outsider that can teleport at will and uses them to delay the heroes, teleporting back to the cleric squad for quick cures, then cycling back in to harrass. This buys the BBEG + allies time to buff up really nice while draining the PC's resources. Then the BBEG can make his grand, violent entrance, knock some heads together, and get rescued as needed by his cleric squad (using their rings). 20. Add a new weapon/item descriptor or magical effect/power: [Dedicated - (deity name)]. User of the item must be a follower of said evil deity to activate the item's powers - otherwise it's just a masterwork item that radiates magic. (Truly dastardly. Use this sparingly, or your players may revolt and beat you violently with your own DMG.) 21. The wizards guilds and priests temples all uniquely enchant their permanent items so that they can scry on, locate, retrieve, or send bad guy assassins (who tend to pay well for the service) straight to the PCs... in the middle of a fight. Hey, it's just business! :] 22. Miscast spell, magical trap, wrong combination of ancient magical items brought into close proximity causes affected PCs to randomly switch bodies. Requires DM prep: Get current copies of character sheets, split the info up into physical stats, mental stats, skills, feats, items carried, spells memorized. DM must also be *very* familiar with the PCs' stats, AC, saves, hp, etc. Put each on its own sheet of paper (folded and numbered on the outside) in an envelope with the original's name on it. When the trap is triggered, gather up all character sheets and hand out the swapped body's envelope to the new player with instructions not to open until told to. Player now has to spend role-playing time to figure out each part of his new character sheet. (When he/she does, tell them to open the envelope and select the appropriately numbered sheet.) A good time for the trap to spring is in the middle of combat with otherwise non-dangerous foes. Give out the character sheets as rewards for good role-playing, along with a healthy xp bonus when they finally get unstuck. 23. High Level/Epic: Some darn fool accidentally opened a permanent gate to the Abyss inside a Dragon Turtle... and it just surfaced under the PCs' boat/in the docks of the city. Replace the cloud of steam breath weapon with a cloud of demons. DM: "It breathes a cloud of demons at you." Players: "MAHAHAHAHAHAHA...!!!!!" Player4: "Uh, guys, he's... not... laughing..." DM: "Roll for initiative." Wish I had a camera. The looks on their faces... :D 24. A purple worm bursts into the dungeon/castle/city they're in and suddenly, messily, explodes - spreading rot grubs all over. Replace rot grubs with appropriate magical parasitic worms from the Far Realm, _Lords of Madness_ critters, or other as appropriate for increased fun. 25. Mid-level: PCs arrive at the castle/dungeon and discover that it has already been looted by another group of adventurers. Their rivals even left a message: "Sorry you took so long to get here. We've already killed the opposition and taken all their stuff. Back at town getting drunk. Much love and affection, Your Rivals. P.S. SUCKERS!!!!" (Their rivals followed them around with scrying/divination magics and let the PCs do all the hard work of information gathering, then set out ahead of them, ransacked the place, and returned to town.) Hope this helps! [/QUOTE]
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