What's Your Proudest Moment in DMing?

I think last night when I was called a "genius, devious bastard" for a series of encounter traps was one of the prouder moments I've had. All the traps were designed to either a) require multiple talents or skills to overcome, and b) not require that any ONE talent or skill was critical to disarming the trap. In the end, the skill that beat the test was player creativity.

Out of context trap descriptions here:
[sblock]The Coils


Antechamber

The antechamber of The Coils has two exits: the dock and a passage leading to an unlit hallway. The passage is "guarded" by two serpent-headed maidens wielding axes, and a 10'x10'x50' pit. The pit happens to be home to two (2) carrion crawlers. The green proximity line activates the pit in the antechamber and lowers the axes violently on anyone adjacent to the doorway (DC 23 Reflex Save; 2d6 damage x2). The green proximity line also activates the shredder trap below.

The Shredder

Each red pillar has two rapidly spinning blades at about 2' and 4' high. They attack as a 6th level fighter (21/16 vs. AC), and the damage is 1d6 per blade. The pillars have a hardness of 8 and 720 hit points, however, the blades are more brittle and can be sundered. They have a hardness of 10 and 10 hit points. The worst part is that when someone crosses the blue proximity line, a greasy substance (per the grease spell) coats the floor, walls, and ceiling of the Shredder hall. The DC to stay upright is 15. Since the floor is steeply sloped, characters must make a Balance check (DC 15) if they move more than 1/4 of their normal move. If anyone falls, they will move along the incline for 10 feet/round until they reach the pit at the end of the hallway.

The Pit

The Pit is 50 ft. deep. The good news is that there are ornamental mouths that make good hand/foot holds up to the surface. The bad news is that for every 10 ft. of climbing using the mouths as handholds causes the mouth to exhale a large puff of greenish gas. A Fortitude save must be made versus an Inhaled Poison (gorgon's breath) DC 18. Initial damage is slow (as the spell) and secondary damage is 1d6 Dexterity.

The Spitting Cobras

Once the pink proximity threshold is crossed, the cobra heads (pink triangles) will start repeatedly firing arrows at the party in the hallway. Each arrow is a DC 25 save versus AC, and causes 1d8 damage. If the arrow misses cleanly (by 5 or more), the arrow sails past the target and attacks the next person in line. Each target after the first, gets a +4 cover bonus to AC.

The Disco Room

There are ten pillars in the room. Each pillar has between 2 and 4 floor-to-ceiling mithral mirrors which face another pillar. Between the magical mirrors a dazzling sheet of light dances continually. Anyone crossing through the sheet must make a Willpower save (DC 18) or be stunned for 1d4 rounds. If the save succeeds, the character is only dazzled for a round. Closing one's eyes give a +2 circumstance bonus to the save. One needs to be truly sightless to avoid the effects of this trap.[/sblock]
 

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I have two.

1) I was playing a game with some gamer veterans. These guys were acting like SWAT - sweeping into a room, checking everything, believing NOTHING, suspicious of EVERYTHING. It was very irksome, because I A) wanted a little horror in there, and these guys just weren't shakable, 2) I felt like they were unable to be surprised, as players. So I decided to mess with them, and 3) They were walking over everything they came up against.

They were moving through a demon infested, abandoned colony when I had them roll fort saves. Then a minute later, more fort saves. The two PCs that failed began to vomit uncontrollably. I described it like 'someone had just opened up a portal to the elemental plane of puke in your stomach - it just keeps COMING'. After several gallons worth of the black sludge, the stuff stood up and attacked (I was using ochre jelly stats). A gripping, difficult battle was had by all.

A player told me that was the most memorable encounter he'd ever had.

2) Same campaign, a session later. Some players encountered a membrane covering some stairs. I had people make listen checks. They did. I told them "you hear whispers upstairs, behind the membrane. And you notice your ear is bleeding." The player who was hard-as-nails, 'Burn it all to the ground' just stood up and said, "No, No no no no. We are not going in there. Not now. That thing can make me bleed from HERE." And then the character turned around and walked out of the room.

I was so elated.

A secondary was back when I was first starting out, and I managed to drop a red herring and run with it perfectly on the fly - at the time I was totally nervous about doing non-planned stuff.
 
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There are two or three moments that really make me beam, in very different ways.

First of all, there is the fabled One Sentence Adventure. I had an adventure all planned out, all very intricate and drawing on each character's ins and outs, but due to the first character refusing to believe I had passed on all the possible information to him in the opening moments of the game (and, therefore, not telling the rest of the party), I had to wing an entire session for six and a half hours based on the first sentence of my notes. When we got to the end and the whole party essentially got the same tidbit of information, the first played stood up and cried, "That's it?!? BAH! I knew that at the beginning!" At which point everyone turned to him with daggers in their eyes ... and then looked back at me with my Cheshire Cat grin... ;)

Then there was a great session of Over The Edge where, thanks to having done a good job on having the players get into character very deeply, we had a 25 minute, real-time discussion about whether or not to kill a single person. We are talking about a foul individual who they caught dead-to-rights perpetrating a heinous act, one who they knew the local police would do nothing about, yet the players knew that their characters had never actually killed anyone before ... and in the end they didn't, but the compromise they came up with made them feel as if they had. One a couple of dice were rolled in the entire session.

And then there was the end of my first Ars Magica campaign -- the epic Battle For The Bell. I have never run such a huge combat/siege in a roleplaying game and during it the players remained in character, never falling over into pure wargaming mode. And in the end, the battle was one because one character was willing to sacrifice himself for the greater good. Two players actually wept over that.

Great times... :)
 

[superbrief]

Game: Call of Cthulhu
Time: 1992
Story: After three hours of torment at the hands of cthulhoid gremlin/pixie monsters, the party (tough boxers, gangsters and hoodlums) drives to the Boston train station and purchases tickets to Chicago.

"What's in Chicago?", I ask.

"Our new lives"

Game over.
 

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