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What's the most rat bastard thing you've ever done as a DM?
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<blockquote data-quote="coyote6" data-source="post: 910918" data-attributes="member: 1225"><p>A PC was raised in a monastery, then left there (before play began) to explore the world; she basically ran away. Suddenly, mysterious men are looking for her. They give names of members of the monastery, and look vaguely similar (right race, height, eye color, shaved heads), but aren't the guys they claim to be. They are, however, monks. PCs flee.</p><p></p><p>Eventually, the PCs learn that they are Scarlet Brotherhood monks, and they're looking for the McGuffin (your standard great and powerful artifact), and think the PC has it. Group goes to her monastery, finds it destroyed, monks dead (and animated as skeletons), etc. Whole place was thouroughly searched. </p><p></p><p>Eventually, after kidnappings and assassinations, the wizard PC manages to figure out that what the monk PC has is a map to the artifact's location. Said map is magically tattooed, as a kind of permanent <em>secret page</em>, with a localized permanent <em>nondetection</em> effect, on her scalp.</p><p></p><p>The funniest part is that the PCs don't want to go find the artifact, 'cause it's obviously well hidden, so now they're trying to figure out how to get a higher level conjurer off their backs.</p><p></p><p>********</p><p></p><p>In that same campaign, I sent the PCs stumbling around the world via a millennia-old decaying network of <em>teleportation circles</em> that no one knew how to operate properly. Awakening ancient yuan-ti scouts, getting stuck in dank jungles, shipwrecks, pirates, bullywugs, dead dragons (and the stone golem guarding one's lair), an arrogant living young dragon, plane-switching citadel of a long-lost witch, having to ally with enemies, and assorted other hijinks followed.</p></blockquote><p></p>
[QUOTE="coyote6, post: 910918, member: 1225"] A PC was raised in a monastery, then left there (before play began) to explore the world; she basically ran away. Suddenly, mysterious men are looking for her. They give names of members of the monastery, and look vaguely similar (right race, height, eye color, shaved heads), but aren't the guys they claim to be. They are, however, monks. PCs flee. Eventually, the PCs learn that they are Scarlet Brotherhood monks, and they're looking for the McGuffin (your standard great and powerful artifact), and think the PC has it. Group goes to her monastery, finds it destroyed, monks dead (and animated as skeletons), etc. Whole place was thouroughly searched. Eventually, after kidnappings and assassinations, the wizard PC manages to figure out that what the monk PC has is a map to the artifact's location. Said map is magically tattooed, as a kind of permanent [i]secret page[/i], with a localized permanent [i]nondetection[/i] effect, on her scalp. The funniest part is that the PCs don't want to go find the artifact, 'cause it's obviously well hidden, so now they're trying to figure out how to get a higher level conjurer off their backs. ******** In that same campaign, I sent the PCs stumbling around the world via a millennia-old decaying network of [i]teleportation circles[/i] that no one knew how to operate properly. Awakening ancient yuan-ti scouts, getting stuck in dank jungles, shipwrecks, pirates, bullywugs, dead dragons (and the stone golem guarding one's lair), an arrogant living young dragon, plane-switching citadel of a long-lost witch, having to ally with enemies, and assorted other hijinks followed. [/QUOTE]
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What's the most rat bastard thing you've ever done as a DM?
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