Help! My GM's trying to get me pregnant!

Choo Choo!

Sounds like a railroad attempt to me.

It could be that the DM has a plot hook to use. It could be that the DM is being a jerk. Contraceptive methods have been around for centuries with varying degrees of success. Abstinence is also very effective. No contraceptive magic? In a magical world? OK, there is nothing in the SRD, but in the D20/OGL world there is plenty. As Sejs pointed out though, research some and then make a mint with selling the benefits of the spell.

The DM should probably discuss this with you. If there is a storyline, the DM should find out if you are willing to play along. If there isn't a storyline, then the DM should not be trying to hijack control of the PC for something that amounts to no real fun playing. Vermissilitude is a good thing, but there are places where it shouldn't become a factor. This is probably one of them.
 

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Doug McCrae said:
Well, my character anyway. Due to a draw from a Deck of Many Things-type artefact, my PC is hopelessly in love with a cook named Laurence.

Retire the character, a bad draw from those items usuallys screws the character over in one way or another, at least you can retire this PC in peace and future prosperity. Plus you have him to do the cooking.

And from the way things sound don't be surprised if the DM feels "hopelessly in love" meen your character WANTS to bear his children, and would only endanger the children [inside the womb or out] to protect him.

And do i smell a faint whiff of troll?

BardStephenFox said:
Sounds like a railroad attempt to me....

The DM should probably discuss this with you. If there is a storyline, the DM should find out if you are willing to play along. If there isn't a storyline, then the DM should not be trying to hijack control of the PC for something that amounts to no real fun playing. Vermissilitude is a good thing, but there are places where it shouldn't become a factor. This is probably one of them.

The PC willingly used a "Deck of Many Things-type artefact" , the PC was lucky not to have her soul sent off to the void. Those items are Press Your Luck with the Grim Reaper as the Whammey. Unless the player is tricked into using one, whatever they get, they deserve. It is playing poker with your character in the kitty.


Deck of Many Things: A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own. Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.
.

Plaque Summary of Effect
Balance Change alignment instantly.
Comet Defeat the next monster you meet to gain one level.
Donjon You are imprisoned.
Euryale –1 penalty on all saving throws henceforth.
The Fates Avoid any situation you choose . . . once.
Flames Enmity between you and an outsider.
Fool Lose 10,000 experience points and you must draw again.
Gem [/b] Gain your choice of twenty-five pieces of jewelry or fifty gems.
Idiot [/b] Lose Intelligence (permanent drain). You may draw again.
Jester Gain 10,000 XP or two more draws from the deck.
Key Gain a major magic weapon.
Knight Gain the service of a 4th-level fighter.
Moon You are granted 1d4 wishes.
Rogue One of your friends turns against you.
Ruin Immediately lose all wealth and real property.
Skull Defeat dread wraith or be forever destroyed.
Star Immediately gain a +2 inherent bonus to one ability score.
Sun Gain beneficial medium wondrous item and 50,000 XP.
Talons All magic items you possess disappear permanently.
Throne Gain a +6 bonus on Diplomacy checks plus a small keep.
Vizier Know the answer to your next dilemma.
The Void Body functions, but soul is trapped elsewhere.


Balance: The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level.
Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level.
Donjon: This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards.
Euryale: The medusalike visage of this card brings a curse that only the fates card or a deity can remove. The –1 penalty on all saving throws is otherwise permanent.
Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days.
Fool: The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester.
Gem: This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s hand.
Knight: The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character.
Moon: This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received.
Rogue: When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after
hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.
Ruin: As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost.
Skull: A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone—if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle.
Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
Sun: Roll for a medium wondrous item until a useful item is indicated.
Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people’s eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour).
Vizier: This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any
single problem or answer fully any question upon her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely.
The Void: This black card spells instant disaster. The character’s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards.


whammy.gif
 
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This is what happens when men are allowed to play female characters. If you were an actual female player, the GM wouldn't have the nerve to be so insistent about this preposterous turn of events.

My advice: let your character get pregnant, retire her and then roll one up who has the same genitals as you.
 

Here are some choices in the real world for herbs to prevent pregnancy:

Preventing conception
Wild carrot (Daucus carota), better known as Queen Anne's lace, is such a common roadside plant that most people are amazed to learn that it is a proven anti-fertility herb. In addition to being the wild cousin of carrot, it is related to parsley, dill, caraway, anise, celery, cumin and a (now-extinct) plant whose seeds were the birth control of choice for many a classical Greek or Roman woman.


The aromatic seeds of wild carrot are collected in the fall and eaten (a heaping teaspoonful a day) to prevent the implantation of a fertilized egg. In one small study, the effectiveness rate after 13 months of use was 99%. As modern scientific medicine reports that one-third of all fertilized eggs are passed out of the body without implanting in the uterus, this method of birth control seems in complete agreement with nature.


Of the hundreds of women currently using this anti-fertility agent, I have heard virtually no reports of any side effects. Note that many books caution you to beware the danger of confusing poison hemlock and wild carrot. Poison hemlock is rather scarce in our area and, at any rate, does not smell or taste of carrot (as does Queen Anne's lace), so I believe this warning to be a red herring. In addition, wild carrot leaves have small hairs on them, while the leaves of poison hemlock are smooth.

Another anti-fertility herb that has been tested by small groups of modern women is wild yam (Dioscorea villosa). Since birth control pills were originally made from this plant, it is not at all surprising that it has the effect of blocking conception when taken daily in rather large doses, either a cup of tea or two capsules taken three times a day.



Does it have detrimental effects? Current studies are too small to show any, but there is a possibility that there could be. Interestingly enough, if wild yam is taken in small doses (a cup of tea or 10 to 20 drops of the tincture daily from onset of menses until mid-period), it increases fertility! In either case, the effect seems to be triggered by the large amount of hormone-like substances found in this root. When taken daily, these substances may be converted into progesterone, thus decreasing the possibility of conception. When taken for the two weeks preceding ovulation, these substances may be converted into LH and FSH, hormones that are needed to make the egg ready to be fertilized.

There are plenty of options , so a fantasy world should have something. If it does happen, look at the uses of the berries of the Bay Laurel plant.
 


We've been dealing with this concept in our campaign for over twenty years. A rather early issue of Dragon Magazine has some new druid spells, one of which was 'Fertilize'. Casting either that spell or the reverse of it would either cuase or prevent pregnanacy.

That became a major plot element in the story when the land's King was courting three women of three different alignments and agreed to marry the first of them to give him a male heir. The party's senior druid cut a deal with one of the women that set up an alliance that still exists today.

We have a second generation of characters, currently ranging in age from 0 to 14, as a result of in-game pregnancies. I've already started up a kid's game with these characters.

One final note, before you knock it having a pregnant character can add a whole new dimension to the game. I have a female ranger who is married to the party's leader and recently had a child. I had great fun role playing out the "it's all your fault" conversations with him.
 

It completely baffles me that druids get all the fertility spells. There are gods of Love and Fertility that would grant the spells to their run of the mill clerics.

Ishtar
Aphrodite
Gaea
Ameterasu
Hera
Baset
Isis
Mellikki
an Aztec Goddess who's name escapes me at the moment.
 


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