They might be movies: tense gaming moments

Mephistopheles

First Post
A party of adventures pushes deeper into a series of underground caves, their faces resolute but their movements tinged with trepidation. They've been here before and things did not end well: after facing a number of perils they stumbled upon a pair of orcs, one of them a warrior and the other a necromancer, along with the necromancer's undead entourage. The adventurers, already weakened, found this conflict too much for them and fled, vowing to return.

And return they have. How will it end this time? That's what we're here to find out.


In a session last week the party were returning to a series of underground caverns for a second crack after being forced to flee from a necromancer and his undead entourage - we ran into him when we were low on resources, surges in particular. It's a bit of a sandbox campaign so there are no guarantees that we aren't going to come across things that are too tough for us. The group make up was a dragonborn warden, dwarf cleric, elf archer ranger, eladrin melee ranger, human wizard and half-orc brutal rogue.

We didn't get to see a lot of what this necromancer was capable of the first time around - it only took a round or two for us to realise that the fight was beyond us in our condition at the time - so we were going into it without knowing too much about what to expect except that it was not going to be easy. After not too many rounds we had a man down (the eladrin, to be precise), the cleric was out of heals and it seemed unlikely we would see our way to victory without losses, if we'd see our way to victory at all. We made the call to withdraw. Again.

The half-orc dragged the unconscious eladrin from behind enemy lines to the cleric at the front line for some battlefield triage - stabilisation was the best we could do as he'd already used his second wind - and then we began the retreat. We made a fighting withdrawal back down the corridor from the necromancer's room and over a bridge in the next room that had an underground river flowing through it, at which point the archer and wizard waited on the far side of the bridge to try and drop one of the enemies pursuing us, which they did, but then forgot to take the comatose eladrin with them when they moved on making for an interesting moment of realisation a round or so later as the rogue hauled the limp ranger up to them, then on to yet another room after which the warden closed the door and leaned his weight upon it to keep the pursuing undead and orcs, all of whom had been on the heels of the warden the whole way, from pushing through while the rest of the party carried their unconscious companion into the final room before we could make good our escape...by climbing a rope up a fifty foot shaft.

The dwarf cleric began his climb up the rope as the other party members quickly constructed a rope harness to fix the unconscious eladrin to the rogue for the trip up the shaft while the undead were beating down the door one room away. The warden abandoned that door as it started to break apart and took up a similar position at the door to the room with the shaft, where he was joined by the elf archer, as the wizard started up the rope after the dwarf. It was slow going for the unfit book herder and things were looking grim: with the unconscious eladrin ranger slung in a harness on the half-orc who was himself not in great shape and the warden almost out of puff it seemed only the elf was still in something resembling good spirits even as the door began to crack and splinter under the assault of the undead on the other side.

It was at this point that the tension, which had been simmering for a while, became pretty palpable. It was hard to see how we'd all make it out and the player of the warden remarked that it would have made for an exciting sequence in a movie. For a moment I stopped looking at it in terms of athletics checks and squares of movement up a rope and hit points and how long it would take the necromancer's undead to break down the door and I realised that he was right: it would have made for a tense action sequence in a movie.

Are there any moments like this that you recall from your own games?
 

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Are there any moments like this that you recall from your own games?
The PC "Mexican" standoff in the control room of the Intercontinental Magic Missile (ICMM) silo.

The screen asking the fantasy equivalent of "TK-421, why aren't you at your post?" The entire party not even knowing how to begin a Han Solo-ish attempt at, "Everything under control. Situation normal," since we'd entered the room pretty much the way they did in Star Wars. This was followed by the equivalent of, "Guys... there's a red thingy getting closer to the green thingy... I think we're the green thingy..."

Everyone left in the room was a PC of mid to high teens in level. Perhaps as many as 18 PC's in all. Most of them were good-aligned if not LG. Four were leaders of their own nations. One was the highest level cleric in the world as far as anyone knew. EVERY fighter but one wore girdle/gauntlet combinations. One paladin of course had a better-than-standard Holy Avenger. Another paladin had himself enchanted to be giant-sized so he could use a Maul of the Titans. At least two dwarf fighters had dwarven throwers, one had a "half strength" maul of the titans named Thumper. One PC, it would be discovered not long after, was actually the leader of a secret organization that specialized in assassinating world figures (which, of course, included the other PC's), keeping their possessions to expand the strength of the organization, and ransoming the corpses back for resurrection.

Every PC had enemies and could at least tick off enough potential targets to need two hands.

There was, of course, the "launch" button. It was when one PC finally stated he intended to start launching that suddenly it became VERY clear that... the PC's were in disagreement about the right thing to do. Threats of a rapid lethal nature were made. Nobody moved for a while. Tick. Tock.

Finally someone made a try for the button and blood was drawn. But it only barely was kept from spiralling out of control. Somehow though it seemed to relieve the tension in the room. IIRC, we quickly agreed to only launch at one target which was a mountain fortress known to be populated only by demons/devils and other evil things. Then we all Word of Recall'ed home.

Close movie equivalent might be Reservoir Dogs - except instead of all bad guys and one good guy pointing guns at each other, there were all good guys with one (unrevealed) bad guy pointing weapons and aiming spells at each other!
 

(I'm not very good are descriptive prose, but here is the gist) ..

In an abandoned city where only mindless automaton guardians still patrol the streets, the party breaks into the control room in order to disable the power source that is keeping the guardians active.

With several groups of guardians chasing behind them, the party (a halforc barbarian, a young human girl touched by the gods, a gnome bard, a halfling warlock, a genasi storm sorcerer) break in and hold the door shut.

A strange magical field acts like a vacuum, makes moving towards the power-source difficult while a large construct holds the power-source above its head, and a stone shield floats in front of it.

Guards are trying to come in from the door that the party used as well as in from the side doors (though the side doors are still magically held since the party only disabled the main door's magic lock to enter).

The raging half-orc's skin breaks out with fur and claws, in a hybrid sort of bear-halforc form and she holds the main door shut.

The gnome bard somersaults up the half-orcs back to hang onto the grooves in the stone above the door to try and disable the magical gravity field.

The young struggles against the gravity field but eventually makes it to the other end of the room when angelic wings sprout from her back as she flies through the air in a charge against the shield, critically damaging it.

The halfling warlock hurls fire at the now-weakened shield, causing it to crumble into dust.

The genasi struggles against the gravity to get close enough and blasts the control piece from the constructs hands, smashing it on the ground...causing all the automated guardians of the city to collapse...

All the while, the guardians at the doors were trying to burst in, and anyone that got close to the golem was getting smacked by it. It was getting tense every round as everyone was wondering at what moment the guardians would beat the barbarian in the battle to open/hold the door. At one point the guardians at the door eventually did smash the door in, and a life was lost in the process, but all that was secondary to the movie moments and tension that occurred during the prior rounds.
 
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We were hitching a ride on a pirate ship to get across the ocean, and it turned out that the captain was a slaver and was preparing to dump us on a pirate island to be sold off. We confronted the captain in his office, and his entourage of rogues popped out from behind curtain and wardrobes and such. A storm started to brew, and we were all yelling at each other while the ship started to rock back and forth harder and harder. Everyone drew weapons and prepared spells, and we were all yelling and yelling. The gnome illusionist let of a ghost sound and the rogues let loose with their crossbows. Got a hit on the paladin and crtitical'd the halfling bard. Nasty fight, ending with us all jumping off and getting picked up by an enemy airship.
 

One of the most stressful moments personally - and which would probably have translated well onto the silver screen - involves a Spycraft game. My character - Faisal al-Fay, a rather unlikely Director of the CTU (think '24') and computer geek - had been kidnapped by some terrorists who were about to send him to meet his maker, on camera of course... when the rest of the group entered the warehouse in spectacular fashion, a ram-raid no less.

We're not really into playing with miniatures, so the GM set 3 dice on the table. One was a bunch of terrorists doing something or other on computers, one was the cameraman and one was me. He then started rolling to see which if any were struck by the out-of-control car. They hit the computers as it happened. Then the terrorist with the gun lost it and started firing... but slipped.

The GM took a die in hand. "Odds or evens?" he asked me, rolling it out of sight. "Call right, he misses. Call wrong, he blows your head off."

That must rank as the scariest moment role-playing ever (in over 30 years).
 

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