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<blockquote data-quote="Mr. Kaze" data-source="post: 1496895" data-attributes="member: 8848"><p>Every group has these...</p><p></p><p>--</p><p></p><p>Assassin, in evil party, regarding Bebelith: "C'mon guys, we can take it!" (1 fatality, 2 near-fatal poisonings, Bebelith got away)</p><p></p><p>Same Assassin, next session, regarding a Stone Golem: "C'mon guys, we can take it!" (party didn't go for it)</p><p></p><p>--</p><p></p><p>My evil group has a troll in it which has saved them more time and money on healing than 5 characters' worth of treasure. It's also gotten them both into and out of trouble, such as this...</p><p></p><p>Troll was carrying a PC's cultist through a noxious smoke filled room and falls into a deep pit trap. Some mephits fly over to see what's going on. The cultist explains that he's fighting with this very dangerous rampaging troll and hits the troll a couple of times with his mace. Mephits don't buy it because they're bastards -- but after a while of Punch & Judy, they get bored and wander off, allowing the troll and the cultist time to figure out how to crawl out of the pit. Well, they do and they head just a few feet south out of the smokey room into a guard post -- cultist, followed by the troll. Guards see cultist -- okay. Guards see troll -- rampaging troll, very dangerous. So the guards all attack the troll, except for one who, with a valient cry of "I'll save you sir!" bull rushes the cultist out of the fight on the first round while he's still flat-footed.</p><p></p><p>--</p><p></p><p>There was an evil druid called Dearth Voodooer and his dire boar companion, Animalkin Skywalker. They'd been serving an evil cult, but fell out of favor after challenging and losing to the mighty Oni Con Wasabi. </p><p></p><p>My players still haven't forgiven me for that one.</p><p></p><p>--</p><p></p><p>The party is going to go try to infiltrate a pack of bad guys who are assisted by a high-level bard. This is the party that has the baby troll as their lead fighter. The baby troll with a will save of something like +2. They're stuck at a guard post trying to get in and in strolls the bard, all smiles and friendliness. One of the cultists wants to give the rogue a diversion so she can backstab the bard. "Punt," he says to the troll, "talk to the bard." </p><p></p><p>"Okay," says the troll. "So you're a famous singer? Could you sing me a song?"</p><p></p><p>"Sure, roll Will" says the DM, stunned and amazed at this particular strategy.</p><p></p><p>The troll and the rogue both fail, of course.</p><p></p><p>--</p><p></p><p>The assassin has a clever plan to isolate the bad guys in their island fortress (as teleport is generally not allowed in my game to avoid the scry/teleport/TPK combo) -- "We'll just smash all of the bridges!"</p><p></p><p>"But then we can't get in there to kill them," observes a cultist.</p><p></p><p>"So we'll leave one bridge intact," replies the assassin.</p><p></p><p>"But then they'll only have to fortify one point of entry," observes the troll.</p><p></p><p>"Well can we at least sink the boats then?" begs the assassin.</p><p></p><p>"What good would that do?" asks the sorceror.</p><p></p><p>"If we sink the boats, then they can't use them," the assassin says smugly.</p><p></p><p>"But the boats are on our side of the water -- that's why we can get to them to sink them in the first place," boggles the cultist.</p><p></p><p>"So we'll row the boats over to the island and then sink them! That'll show 'em!" triumphs the assassin.</p><p></p><p>"A plan so crazy, it just might work," replies everybody at the table in chorus...</p><p></p><p></p><p>::Kaze (loves having the assassin in the game; he's just a delightful font of bad advice.)</p></blockquote><p></p>
[QUOTE="Mr. Kaze, post: 1496895, member: 8848"] Every group has these... -- Assassin, in evil party, regarding Bebelith: "C'mon guys, we can take it!" (1 fatality, 2 near-fatal poisonings, Bebelith got away) Same Assassin, next session, regarding a Stone Golem: "C'mon guys, we can take it!" (party didn't go for it) -- My evil group has a troll in it which has saved them more time and money on healing than 5 characters' worth of treasure. It's also gotten them both into and out of trouble, such as this... Troll was carrying a PC's cultist through a noxious smoke filled room and falls into a deep pit trap. Some mephits fly over to see what's going on. The cultist explains that he's fighting with this very dangerous rampaging troll and hits the troll a couple of times with his mace. Mephits don't buy it because they're bastards -- but after a while of Punch & Judy, they get bored and wander off, allowing the troll and the cultist time to figure out how to crawl out of the pit. Well, they do and they head just a few feet south out of the smokey room into a guard post -- cultist, followed by the troll. Guards see cultist -- okay. Guards see troll -- rampaging troll, very dangerous. So the guards all attack the troll, except for one who, with a valient cry of "I'll save you sir!" bull rushes the cultist out of the fight on the first round while he's still flat-footed. -- There was an evil druid called Dearth Voodooer and his dire boar companion, Animalkin Skywalker. They'd been serving an evil cult, but fell out of favor after challenging and losing to the mighty Oni Con Wasabi. My players still haven't forgiven me for that one. -- The party is going to go try to infiltrate a pack of bad guys who are assisted by a high-level bard. This is the party that has the baby troll as their lead fighter. The baby troll with a will save of something like +2. They're stuck at a guard post trying to get in and in strolls the bard, all smiles and friendliness. One of the cultists wants to give the rogue a diversion so she can backstab the bard. "Punt," he says to the troll, "talk to the bard." "Okay," says the troll. "So you're a famous singer? Could you sing me a song?" "Sure, roll Will" says the DM, stunned and amazed at this particular strategy. The troll and the rogue both fail, of course. -- The assassin has a clever plan to isolate the bad guys in their island fortress (as teleport is generally not allowed in my game to avoid the scry/teleport/TPK combo) -- "We'll just smash all of the bridges!" "But then we can't get in there to kill them," observes a cultist. "So we'll leave one bridge intact," replies the assassin. "But then they'll only have to fortify one point of entry," observes the troll. "Well can we at least sink the boats then?" begs the assassin. "What good would that do?" asks the sorceror. "If we sink the boats, then they can't use them," the assassin says smugly. "But the boats are on our side of the water -- that's why we can get to them to sink them in the first place," boggles the cultist. "So we'll row the boats over to the island and then sink them! That'll show 'em!" triumphs the assassin. "A plan so crazy, it just might work," replies everybody at the table in chorus... ::Kaze (loves having the assassin in the game; he's just a delightful font of bad advice.) [/QUOTE]
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