Amrynn Moonshadow
First Post
227 - use odd number sided die . . .
228 - invent odd number sided die
229 - include rituals for more than just magic, and holy events. like ritual farming, or ritual food ordering. have the pc's be punished by town elders for not following the rituals correctly when they stumble into town, and ask for rooms
230 - have a new technological breakthrough occur by the twisted experiments between gnomish alchemists and halfling tailors -- the invention of velcro
231 - make coin money worthless, and have everything be worth a song . . . so the pc's have to sing for everything, and have the quality of their singing determine the quality of the equipment / service they recieve
232 - get really tired of trying hard, all the npc's are based on the real life players of the game. get back at them by putting them in compromising situations. tired of a guy named ted who always whines about stuff when it doesn't favor his PC? enter the npc teddus who also whines . . .
233 - weave in the storyline of an organized crime ring, make it blantantly obvious that you're stealing ideas, mannerisms, codes, characters and even accents from the steriotypical view of the mafia we have in the media (movies like goodfellas, godfather and so on). the catch is to do it very poorly to the point that it takes away from the game
234 - try to invovle that sketch from monty python where you have to return a dead parrot to a petstore, only to be confused as to the actual location of the store, and who sold it to you. use lots of portals, enchantment spells and no good, lying petstore owners.
235 - planet of the apes D20 (and not the crappy new one either!)
236 - mind flayers who liberate slaves . . . what are their motives
237 - replace die rolls with the spinner from twister. try to DM with the results you get from it
238 - sock puppet golem . . . but what's the thing that's animating it?
239 - doppleanger slumber party . . . for those PC's who like to score with tavern wenches, only to wake up in the morning while they are getting murdered
240 - have a npc villian have the expert tactician feat (choose which un-erratted version suits you best), also create a new feat called improved expert tactician, and give that npc that feat as well. freak out your players when he gets two turns in a row.
241 - have a point during a tense political moment between the pc's and the main badguy mastermind center around a seemingly friendly game of chess in a public place, a noble's party or something like that. notice how he cheats -- in your favor.
242 - have the pc's escape from near certain death into the waiting, hungry maw of certain death
243 - force one of the pc's to get married to a rich, overbearing dwarf's daughter in some grand mistake, something about your stealing of her virtues, and some other ever so delightful misunderstandings.
244 - have one of the pc's captured by orcs. have him take it orc style as a prisoner, let that be a lesson to the pc's not to take the orcs seriously.
245 - re-read to them things you've already read to them. make these tiny, minor detail descriptions. make a point to describe the settings of some places. "you once again find yourselves summoned to the red velvet halls of the manor. inside you are quickly moved passed the rouge room to the richly crimson tones of red velvet hall . . . "
246 - before announcing you've rolled a critical hit, having the villians do massive dammage to the pc's, quietly get out of your chair, gather/compose yourself quietly for a moment, and then burst into your critical hit interpretive dance routine. (which is a mix of the running man, stirring the pot, and something you like to call "the penetrada")
247 - during the dance, if it comes at a life or death situation for the pc's you may decide to use the 3rd person chant "Go DM! Go Dm! Go DM!" while stirring the pot.
248 - work all week on a flash animation of what a really creepy dungeon looks like . . . then proceede to tell the players that the campaign is taking a new turn, away from dungeon crawling, and into loan management, and land equity taxes.
249 - end each session with that cheesy narration ending from the adam west campy batman show from the 60's. "same bat channel . . . same bat time . . ."
250 - figure out a way to bring visual aids to the table. "after investigating the farm, you only see some signs of a struggle, and this decapatated cow carcass . . ." lift sheet over cow carcass and show players . . .
251 - use your sisters barbie dolls instead of hand painted models. have the players catch you spending more time combing the "giantess' " hair, and less time actually paying attention to the game.
228 - invent odd number sided die
229 - include rituals for more than just magic, and holy events. like ritual farming, or ritual food ordering. have the pc's be punished by town elders for not following the rituals correctly when they stumble into town, and ask for rooms
230 - have a new technological breakthrough occur by the twisted experiments between gnomish alchemists and halfling tailors -- the invention of velcro
231 - make coin money worthless, and have everything be worth a song . . . so the pc's have to sing for everything, and have the quality of their singing determine the quality of the equipment / service they recieve
232 - get really tired of trying hard, all the npc's are based on the real life players of the game. get back at them by putting them in compromising situations. tired of a guy named ted who always whines about stuff when it doesn't favor his PC? enter the npc teddus who also whines . . .
233 - weave in the storyline of an organized crime ring, make it blantantly obvious that you're stealing ideas, mannerisms, codes, characters and even accents from the steriotypical view of the mafia we have in the media (movies like goodfellas, godfather and so on). the catch is to do it very poorly to the point that it takes away from the game
234 - try to invovle that sketch from monty python where you have to return a dead parrot to a petstore, only to be confused as to the actual location of the store, and who sold it to you. use lots of portals, enchantment spells and no good, lying petstore owners.
235 - planet of the apes D20 (and not the crappy new one either!)
236 - mind flayers who liberate slaves . . . what are their motives
237 - replace die rolls with the spinner from twister. try to DM with the results you get from it
238 - sock puppet golem . . . but what's the thing that's animating it?
239 - doppleanger slumber party . . . for those PC's who like to score with tavern wenches, only to wake up in the morning while they are getting murdered
240 - have a npc villian have the expert tactician feat (choose which un-erratted version suits you best), also create a new feat called improved expert tactician, and give that npc that feat as well. freak out your players when he gets two turns in a row.
241 - have a point during a tense political moment between the pc's and the main badguy mastermind center around a seemingly friendly game of chess in a public place, a noble's party or something like that. notice how he cheats -- in your favor.
242 - have the pc's escape from near certain death into the waiting, hungry maw of certain death
243 - force one of the pc's to get married to a rich, overbearing dwarf's daughter in some grand mistake, something about your stealing of her virtues, and some other ever so delightful misunderstandings.
244 - have one of the pc's captured by orcs. have him take it orc style as a prisoner, let that be a lesson to the pc's not to take the orcs seriously.
245 - re-read to them things you've already read to them. make these tiny, minor detail descriptions. make a point to describe the settings of some places. "you once again find yourselves summoned to the red velvet halls of the manor. inside you are quickly moved passed the rouge room to the richly crimson tones of red velvet hall . . . "
246 - before announcing you've rolled a critical hit, having the villians do massive dammage to the pc's, quietly get out of your chair, gather/compose yourself quietly for a moment, and then burst into your critical hit interpretive dance routine. (which is a mix of the running man, stirring the pot, and something you like to call "the penetrada")
247 - during the dance, if it comes at a life or death situation for the pc's you may decide to use the 3rd person chant "Go DM! Go Dm! Go DM!" while stirring the pot.
248 - work all week on a flash animation of what a really creepy dungeon looks like . . . then proceede to tell the players that the campaign is taking a new turn, away from dungeon crawling, and into loan management, and land equity taxes.
249 - end each session with that cheesy narration ending from the adam west campy batman show from the 60's. "same bat channel . . . same bat time . . ."
250 - figure out a way to bring visual aids to the table. "after investigating the farm, you only see some signs of a struggle, and this decapatated cow carcass . . ." lift sheet over cow carcass and show players . . .
251 - use your sisters barbie dolls instead of hand painted models. have the players catch you spending more time combing the "giantess' " hair, and less time actually paying attention to the game.
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