What would a critical shenanigan look like?
A few weeks back the party was going into some sewers to look for were-rats.
One of the PCs (let's call him
D) thought he could play his
pipes of haunting (or something like that) to scare them, making them reveal themselves. (No,
D's player didn't double-check how the item worked before he enacted this plan.) My ranger (who we will call
T), who has proficiency in the panpipes, pulls out his own set to play an accompaniment. Saves and rolls go out, the rest of the party is freaking out because the pipes are horrifying them, but since
T made his save and rolled a 20 on his own performance check, the GM decided it was a hauntingly beautiful melody. Which, tragically, only lasted six seconds because the now terrified warlock was trying to banish
D back to the astral plane (
D was a gith, you see). So
T throws
D over his shoulder and double-times it down a side passage to break line of sight.
Naturally, the were-rats were out of range of the whole thing.
Hence: shenanigans.