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What's the wildest D&D story you've ever heard?

At a doctor who convention in the late 80s I struck up a conversation with a guy who had to tell me about his character. He had time travelled with him to the future figured out how to make guns and then went back in time to the fantasy realm. Now his character had a cloak of (infinite) holding and he could walk around looking unarmed just before pulling out mithril sub machine guns, one for each hand naturally, and shooting with mithril bullets as well.


Edg
I thought I had another example but it left me. If I think f it I will come back and post it.
 

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I think everyone has their way to have fun with escapism. I mean...you're roleplaying guys who cast and create things out of the fabric nothing!

People running around with swords, and Robbers who steal things but are actually the good guys!

It's all fantasy...and if they get a kick out of feeling powerful, good for them.

As for that worst group there...that actually sounds kind of fun if you had the character power to actually pull it off.

That may be, but for god's sake, DON'T TELL ME ABOUT YOUR CHARACTER! The last thing I need in my life is to be followed at a con by somebody breathlessly trying to tell me about their elf wizard who captured Tiamat and keeps her shrunken in a bottle and who fires bullets out of a mithril tube using a wand of fireballs as her ballistic charge.
 

That's got some commonality with mine... I showed up at an acquaintance's house to play D&D and one of the pcs had a magic sword that, among other things, let him summon "a Demogorgon" twice per day.

TWICE. PER. DAY.


AND the user didn't need to eat, sleep or breathe!

(Inside joke in referrence to those properties being tacked on to tons of items from the 2nd ed Forgotten Realms, almost as an afterthought.)


This thread reminded me of another one. Some guy at a con playing 1st ed AD&D knew just enough about the rules to be... well stupid anyway. When faced with a no-win stuation, here is his reply:

"I pray for divine intervention, get it, and teleport away."

(Nevermind that the chance of ever getting divine intervention was only 1%, 2% tops, for the most devout worshipers and then only once in a lifetime...)
 


Damn, some of these stories make the tale I heard about a thief using a helm of teleportation to get behind Orcus and backstab him, killing him in one shot look mild in comparison.

That was the "biggest" whopper I can remember from back in the late 70s/early 80s.
 

Damn, some of these stories make the tale I heard about a thief using a helm of teleportation to get behind Orcus and backstab him, killing him in one shot look mild in comparison.

That was the "biggest" whopper I can remember from back in the late 70s/early 80s.

Heh...

We tried to teleport behind a lich to put a Helm of Opposite Alignment on it. It ALMOST worked, too- we rolled just a tad low. The helm simply failed to work, so we had to fight the bony bastard. It was worth the try, however.
 

The person who first introduced me to D&D played a magic user (we called them that then). Gods Demigods and Heroes had just come out, on the heels of Eldritch Wizardry (which introduced psionics). All the gods were statted up, and of course they all had psionic ratings, which made them vulnerable to psionic attack. So this person's psionic magic user cast Gate, summoned Odin, psionically dominated him, and told him to cut down that tree over there.... yeah, Yggdrassil, the tree that holds the universe. End of reality, end of campaign.
 

We tried to teleport behind a lich to put a Helm of Opposite Alignment on it. It ALMOST worked, too- we rolled just a tad low. The helm simply failed to work, so we had to fight the bony bastard. It was worth the try, however.
That must have been agonizing! I would have used my Wand of Rewind (found in a 1974 copy of Eldritch Wizardry never published in our timeline) to save the event in the wand. After fighting the lich, I'd load the game from my last save and try again to put helm on. I can't do that kind of thing anymore, though. My DM got frustrated when I reloaded the game 150 times trying to beat the Abyss so my wand malfunctioned and I got stuck in a parallel universe where my DM didn't recognize me anymore.
 

"If we are in Canada, I get a +4"
overheard at a gaming shop.

IF you are in CANADA?

What friggen game are you playing that you don't know where you are, but that it might be Canada?
It implies some sort of random teleport effect, or at the leastjust climbing out of the trunk of a car and removing your blindfolds.
d20 modern? Spycraft? Rifts? Teen Age Muntant Ninja Turtles?


+4????

this is a big modifier for a d20 game. What rule system are you using?
I don't know any games that hand out situational modifiers that high.


It is going to bug me forever. I really should have gone into the back room, but I was already at my car before the full import of the words hit me.
 
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"If we are in Canada, I get a +4"
overheard at a gaming shop.

I don't know, that kind of makes sense if it's a skill roll, the player might have some Canada-related knowledge skill or a roll for NPC interaction. And if they're playing an espionage-based game, they might not know exactly where they are. I remember several games I played with an old group where we were dropped off for a mission with some pretty strict need-to-know obstacles.
 

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