What's the most rat bastard thing you've ever done as a DM?

The other one appears as a tall, well built, charismatic man in archaic black clothing, with little more than the lower half of his face visible.

Batman?


In my Exalted game two weeks ago, in order to get the information they needed, Erembour (third circle demon) made a deal with one of the PCs to call it's name and break a trinket during the next Calibration.

I love Erembour. She's easily my favourite demon, heh. That whole "Gee, I can make an entire city unable to bear the touch of daylight." thing she's got just makes me chuckle. Evily, mind you.

Games of Divinity is a good book for messing with folks who think they've got it all figured out, as far as Big Extraplanar Mysteries goes. Well worth the purchase cost.
 

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Mike one of my first Dms did this years ago.
We encounter an evil wizard sitting in front of crystal ball floating about a table. We take the guards out quick. Dwayne laughs and one of his character charges and yell he going to destroy the ball. Wizard drops the illusion and Dwayne's fighter runs straight into black ball... sphere of annihalition.
We escape.
Later in the dungeon Dwayne thief opens a pit trap which is deep and has spears in it. We move pass it on the two foot ledge. Dwayne is bragging about being a super thief because he finds and disarming all the traps for the next three rooms. Then the holey room.
I forget the size of it but on the opposite side is a wall with lots and lots of one foot holes in it.
Dwayne goes to check it out.
Wizard's voice calmly... Shall we play ball?
Out floats a black ball and moves toward Dwayne.
Dwayne- I turn and flee the dungeon.
DM- Are you sure? You have close the doors and stuff ...
Dwayne- I turn on my boots of speed and crash thru. I;m gone!
...
...
Dwayne forgot about the pit trap. Ouch.
...
...
The magic user detects magic on the floating ball...
No magic...
The magic user pulls a dagger and pokes the ball...
....
POP!. It was a black balloon!
dwayne stills remembers when he ran away from a balloon after twenty years...
 

I try to be a rat bastard every session, but not in everything, although I'm sure it sometimes feels that way. This Monday was so RB, I had tears of laughter from the the antics of the players and their questions of, "why do you hate us?"

Background: The campaign is a cell of the Thieves' Guild of Northport; the characters are all 5th level. Recently, their sole reliable contact with the main organization of the Guild had offered them an assassination contract against a hill giant for 10,000 gold. The price was high, but so were the risks.

Their contact was notorious for underbidding and taking risky assignments, then shafting the party on their split. He's really only supposed to get about ten percent of the cut of a contract, but he usually under-reported the value and skimmed a higher rate. The party confronts him, turns the contract down and goes off to do other things.

Soooooo, our tough contact slips in, aces the hill giant solo (I diced it out with another player to keep things above board.) The contact used Black Lotus poison. :D

The players are concerned over some vague vampire sightings within the city and have begun to notice the contact only shows up after dark, avoids bright lights, holy symbols, claims to have garlic allergies. Some other prominent and powerful NPCs seem to be also carrying lots of garlic, holy symbols and silver. One of the dealers in rare antiquities (i.e., Ye Olde Magic Shoppe) has a minor water elemental bound under his storefront and it constantly circulates running water under his domicile. The other major mages they know suddenly stop doing business after dark. Period. No explanations.

Meanwhile, they find out through some other sources the contact's half-brother (a half-drow, the contact is a half-elf), and the contact have some sort of vicous rivalry ranging for the last few hundred years, each one trying to get ahead in the Guild while the other one hires hit men to wipe out their respective cells.

That explains the squad of rangers who almost TPK'd the party a few weeks before. They'd been hired to capture the PC's. It was a glorious fight. The party was down to one man on more than one part of the fight, and a series of amazing saves and miraculous hits finally had the PC monk down. When he was revived with most of the rest of the party, he managed to make an unarmed attack and put the last injured ranger down. Before they could escape with all the loot from the ranger group, the cabin they're in got fireballed. A couple of times. Via a wand. They barely made it out with the gear they started with. :D

Consequently, the players are elated to get a contract from a bard-slash-lawyer-slash-guildmember escorting a "mage and his students" to a safe tower. The mage wants to get out of the city because of all the violence lately. He wants to toughen the students up by doing an on-foot five-day hike. No problems.

On the way to the meeting, the party is being followed by some mysterious pale stranger, even though the sun is up. They turn and accost the pale stranger, who sprouts a wolf's muzzle, then becomes hairier and hairier as the fight progresses, seems to be shrugging off their damage.

The party wizard is alarmed to discover the party melee experts have neither silver nor magical weapons. The fight goes poorly, and probably the only thing that saves the PC's is a tanglefoot bag and good movement abilities. They flee, the critter escapes but is nigh unwounded.

After they spend themselves almost completely out of cash to procure innoculations from the temple against any lycanthropism, they get a little bit of minimal gear.

Next day, they're off with the mage. He's loud, obnoxious, and doesn't seem terribly bright. Frain is covered in Continual Flames (he's a fire-themed sorcerer). He explains he has a few plans to protect the group and has given some Magic Missile wands to the 20 apprentices. One big sigh of relief later at not being solely responsible for the safety of the pack of magelets, they're off.

Two days into the hike, they run into a six-pack of hellhounds and then they figure out this is about where the hill giant lair had been. Sure enough, there's a hill giant backing up the hellhounds. Frain offers to send in fireballs, they tell him to wait.

Finally the hellhounds are down, the PCs are mostly invisible or well-hidden and they use the apprentices as a lure for the hill giant. Like a well-oiled machine, they pounce on the giant and then call for the apprentices to fire off the wands.

Nothing happens. Frain had tried to save money, got a good deal, but all of the wands were fake. They had a magic aura on them, but weren't magical. Now the PCs are suddenly targets and the giant was whaling away madly, so they call for Frain to Fireball.

"Are you sure?" he says.

"YES," three-fourths reply (1 who was in melee didn't have evasion).

BOOM!

Frain wasn't "optimized" or balanced to handle a slew of different encounters, but did have Spell-casting Prodigy, a Cloak of Charisma, Spell Focus and Greater Spell Focus. 6d6 later, with a save DC of low-20's, half the party is almost dead. The hill giant looks mostly unphased. (I made sure and tell them TWICE how the giant seemed uninjured by the fire, and to reiterate he looked like the handler for the hellhounds).

The hill giant is wearing a ring of Elemental Resistance (minor). He took 5-7 points of damage while the rest of the party was badly scorched.

Meanwhile, the story progresses next week, as they skipped past the abandoned hill giant fort, had a run-in with 20 orc marauders (Barbarian 2) and are on their way to the Black Tower Academy. I think the wizard will want to join; he has the prerequisites for entry.... but it's a complete RB scenario as well.

Greg
 

I'm not even in the same league as you people, but here goes:

Over four years in high school, I was running two campaigns set in the same world: one was good (led by a wizard and a paladin), and the other focused on two evil half orc assassins (run by the same players). Although it was difficult, I managed to work it out so that the two parties were working on opposite sides in a rather complicated political conspiracy.

The characters had encountered each other before, and each time the half orcs had managed to escape--and grow in level. The players saw this as simply a "neat" extra, since the half orcs had never been a key plot point earlier.

Finally, as the good group closes in on the BBEG, they find their way blocked by the two half orcs. I give the players a choice of which character they want to play. The good characters manage to kill the half orcs.

I had one player in tears--he had been forced to kill his own character.
 

A double!

OK this one was in a campaign where I took over my roomates low level heroic greek campaign and brought them to Ravenloft.

A new PC made up a thief fence type of character and for his starting equipment he wanted something valuable to sell so I gave him a scroll of cure disease and told him he acquired it cheap and could expect to sell it for a high price in one of the cities that he had contacts in if he got the chance in game. It was his only magic item.

The party does a mad doctor scene where a damsel is captured and medical things are done to her in an attempt to revive the doctor's long maintained comatose wife.

After a cool combat with the doctor (I particularly remember the thief picking up a jar with a pickled brain and hurling it at the doctor) they defeat him and go to rescue the damsel.

The cleric is only 4th level and only has normal cure spells, but from examining her the biological manipulations that have been done to her are disease like and will require more than that.

The thief starts cursing and then volunteers his only valuable item to the party cleric to use on her.

I remind the good Hephaestus cleric who has a high spellcraft and religion knowledge that divine magic items from other gods taps into the other gods power and can be used but is considered a minor sin depending upon how antithetical the different gods are. This can result in loss of spell access, require atonement, and he even remembers a story of Ares smiting dead a follower who dared use an Athenian scroll. I also remind him that nobody they have met so far has even heard of Hephaestus, let alone know where a temple or high level cleric of him are.

Being a true hero, he says OK and takes the scroll and casts the spell.

So I give him the following text of the spell to read:

"Oh mighty Hastur, I invoke your name of power to banish the evil humors that plague this body, Hastur, Hastur, Hastur!."

The cleric's PC had never played or read Cthulhu, the thief's had. He stared at me and the cleric and just said "Oh my god"

I rolled a bunch of percentile dice each time he read the name but they never came out low enough.

As the cleric cast it, he felt a dread power course through him and a touch of pure evil upon his soul and everyone present felt a chill, intense uneasiness, and a little nausea.

The spell worked, but the cleric could not cast any cleric spells above second level after that until he quested and met and trained under a minion his god had sent to help him.

So the thief voluntarily gave up his only magic item, the cleric voluntarily transgressed against his god, and they invoked a dark power in ravenloft.

But they did save the girl!

You could say I was not such a RB because I didn't have Hastur show up himself. But I did let the dice decide and played it so that the casting established a connection for him. They never did investigate where the thief got the scroll, which was too bad.
 

Chroma said:
Back in my old 2nd Edition campaign:

The PCs were occasionally fighting against these cultists who worshipped a vile, undead god. After defeating one bunch, they found a wonderful ring of regeneration and decided to give it to the party cleric, a staunch warrior against the undead, with the thought that "As long as the cleric is alive, the rest of us are okay."

Many other adventures occur, many horrible manglings that the ring dutifully repaired, many foes defeated, many times the ring saves the party, many times death thwarted. The ring was a prized possession.

Then, near the climax of the campaign, the party is finally confronting the leader of these cultists in his fortress on the Plane of Shadows. A massive stand-off occurs, and the enemy leader tells the party to join in the worship of his god, to revel in his power, or be destroyed. The noble cleric shouts out that he denies the power of this evil god and wants nothing to do with it.

"But my Master's power has saved you so many times," the evil cleric intoned. "Be then as you would if not for my Master's blessings..."

And the ring broke... and every mortal wound it had sealed (that I had kept a record of) split open...

Quite a shock for the poor players... a simple golden ring causing so much trouble...

OH MAN!!! That is awesome! Well not for the players, but that is definitely a good one. My hats off to you.
 

Addendum:

Forgot to mention: The PC's come home to their shanty after they turned down the hill-giant assassination mission. They find the lights out and the servants not responding, so they buff up and break the door down.

Inside they find the bodies of the two servants (with clear puncture marks on their necks, but they didn't die from blood loss) and the head of their hill giant target.

The contact had apparently gone and killed the hill giant and left the trophy proving he could do it.

Closer inspection revealed a bag in the giant's mouth. The PC monk retrieves it, looks inside, finds about six thousand gold. Sadly, the gold is still covered in Black Lotus Extract, the same poison used to kill the hill giant.

The monk isn't too mad, since there's enough cash for a True Resurrection (or in this case, a Restoration, since he didn't die), but the rest of the party is very angry. They contact the Nighthawks and resell the poisoned gold at a loss to the Assassin's Guild. The Assassins are happy. They sold the poison to the contact, then bought the remnants back from the PC's. Everybody makes money. :)

For some reason the rest of the party is angrier than the monk is.
 

I think the worst thing I have ever seen a DM do to a group is the following.

A certain DM we all know and love decided to kill a god just he could keep the good guys guessing and off balance.

Now I think that has got to be the worst thing a DM has ever done. He did nothing to the PC's at all, but he completely tuned their entire world upside down, just at about the point when they were finally figuring things out.

That is just wrong!!!

God how I loves this man (cheese).
 

Re: A double!

After a cool combat with the doctor (I particularly remember the thief picking up a jar with a pickled brain and hurling it at the doctor) they defeat him and go to rescue the damsel.

Heh. There's a marvellous book called Ghastly Beyond Belief, edited by Neil Gaiman and Kim Newman.

They've taken the blurbs from books, the slogans from movies, passages, quotes, publicity text, etc, etc from SF and horror films - text that they find particularly amusing, often accompanied by little Editorial comments.

The one that I've never been able to forget is the blurb from a book:

Firm and Earth are on a time-track to destruction, and Denning and Lister must face The Beast, armed only with their brains!
(Ed: Well, Lister, my brain missed. Throw yours.)

(Less topical, but my other particular favourite, comes from the blurb of a Conan novel:

Conan the Cimmerian battles monsters and demons as he cuts his bloody swath across the Hyborean Age!
(Ed: "Crom!" swore Conan. "I've cut my bloody swath!")

-Hyp.
 
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Well, I had an accidental near-TPK with only the rogue/sorcerer surviving. I was ready for a new campaign anyway so I decided to throw her in a situation she couldn't escape. She was running around in maze-like mines trying to avoid a squad of hobgoblin commandos when she encountered this handsome man standing beside a beautiful door. He instantly hit her with charm person and she failed the save. He said that if she went through the door, she could escape the hobgoblins. So, she did.

The door was a portal to the Nine Hells and there were four Pit Fiends awaiting her on the other side. They toyed with her a little bit then killed her.

Everyone else applauded (the rog/sor was very annoying).
 

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