Campaign Ended by... Bad Dice Rolls.

Dagger75 said:
Nope all dice rollers, no droppers here. The die slows down to like a 16 then slowly rolls once more to a 4.

:lol:

I picture the scene from the Simpsons where Homer's on the island and the natives build a casino. He puts all his money on Red 3 and the roulette ball hits it. "Woo Hoo!" Then the hermit crab in the shell, er, ball climbs to Black 15. "Doh!"
 

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That ended one of my campaigns too. Low level Rogue trying to climb a mountain, slipped, and well everyone except the druid (who was a shapeshifter(kit) druid ADND 2nd ed) ended up dead.


The better ending a campaign though was when the cleric with a will save of +17 rolled a 1 to try and avoid the Fomorian Taskmaster's Dominate ability.
 

We just lost half the party to bad dice rolls. I was the barbarian/tank, and we were fighting a high-AC, high-DR critter. They were all assisting me with something like a total +8, so I could use full power attack. That evening, I rolled three 1's in a row, and two 1's in a row twice, in addition to repeated single 1's. I never rolled a 20, all night.

Since we play "critical fumbles", I spent most of the evening recovering my Greataxe, getting up off the floor, watching my buddies die, etc....

Just about the only thing that saved us was the DM rolled fairly poorly, too. Not as bad as I did, but still....

The really scary part was that a few nights before, one of the players (a survivor, actually) got into bed with his already-sleeping wife, and she murmered "beware the round blue dice". We joked about it up until I started rolling all the 1's with (you guessed it) my blue 20-sided dice.

Telas
 

Actually, my Eberron campaign just ended via bad rolls. Nobody could hit the evil warforged artificer, yet he never rolled anything under a 14.

Maybe you need to perform some dice cleansing rituals. One of my favorites, and a really simple one, is to just turn them all highest-number up. Good for morale to see a row of 20s before rolling. Also, according to a Dragon magazine letter I remember well, the guy punished his dice with a 3 second stint in a microwave, then they started rolling well.

Demiurge out.
 

demiurge1138 said:
Also, according to a Dragon magazine letter I remember well, the guy punished his dice with a 3 second stint in a microwave, then they started rolling well.

That really made me giggle at my monitor. :)

Edit: Fell foul of the filter.
 

Climb checks can be pretty deadly, and I'd say it's a safe bet that this isn't the first time a low-level party has bit it as a result of bad skill check rolls. Unlike most other skill checks, this is one where failing can be instantly fatal.

Thought climbing seems like a good way for a DM to challenge any party, I have learned not to force low level characters to try too difficult of a climbs for exactly this reason. Even a 10' fall can kill a 1st level character. Even a rather simple DC5 check has a sizeable chance (due to low str or armor penalty) of dealing 1d6 damage, putting on par with a low-level monster in terms of the damage it can cause. Meanwhile, a seemingly "simple" DC 10 climb of a 20' wall has the potential to kill an entire 1st level party. Unforatunately, the DM may not realize this until it is too late.

If the party decides to go climbing somewhere that they shouldn't, then by all means, the DM should allow them to. But if there is no choice but to climb, then the DM needs to consider these ramifications.
 

Some people just aren't cut out to be adventurers.. :p

Have you tried having a priest exorcize your dice?
 

Jdvn1 said:
Have you tried having a priest exorcize your dice?
Some clergy seem to have an aversion to D&D. It's best to put all your dice on a string and tell the priest it's a rosary. Then he'll bless it no questions asked.

Kalendraf said:
Unlike most other skill checks, this is one where failing can be instantly fatal.
We just played our first session of a new campaign (also in Eberron). There was a place where we had to climb down a narrow "chimney". The bottom of it curved sideways so that when we fell we suffered little or no damage. Now that you mention it, I'm sure the dungeon designer had exactly that point in mind.
 

rushlight said:
Yep, the save is 2 DC per 10 feet fallen. We all decided that it was fate talking - who fails a DC 2? She musta landed square on her noggin.

That reminds me too much of the old MERP Movement and Maneuver Fumble Tables: "Your fall turns into a dive, you crush your skull and die."

Fun times!
 

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