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In this thread we post fun little tricks to catch your players unaware.

>Send a bunch of skeletons at them. One of them is a bone golem.
>The water in the sprinkler system? Elemental.
>Mimics. Just mimics.
>>
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>roll die without telling anyone why
>laugh to yourself and continue without explaining the roll
Every once in a while I do this just to mess with them
>>
>give them a riddle that they know the answer to
>have the riddle-giver tell them that getting the wrong answer will be seriously bad
>have the riddle-giver proclaim that their answer is wrong and spout some bullshit setting specific answer that they had no hope of getting
>watch the players get pissy at you rather than role-play their characters getting pissy at the riddle-giver
>ask them what their characters do
>impose consequences unless the characters actually stick up for themselves like real people would
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>>27948846
I feel like this thread is gonna be great "That DM" bait.
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>>27948859
Hey loser, why don't you go save some kittens or something?
>>
Give them what they think they want.
Make them realize it wasn't what they wanted at all.
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>>27948825
Wow, this is so fresh and new, haven't heard it about hundred times already.
>>
>>27948846
That's just shit. These are actually fun: >>27948825
>>27948809
>>
>>27948870
This is the best.
>>
I never ever deal in absolutes.

For example:
>Player rolls to check for magic
>"You don't sense any magic" instead of "There's no magic"
>>
>>27948930
>I never ever deal in absolutes.
>>
I'm a big fan of having the players fight a dungeon boss use all their resources on him then having a golem in the treasure room
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>>27948945
As a DM.

I just realised how retarded that sounds.
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>>27948945
>only a Sith deals in absolutes
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>>27948946
>I'm a dick
neat
>>
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Pic related.
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>>27948930
That is not a trick, that is just being a good GM. 'You do not detect any traps'.
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>>27948870
This is surprisingly easy way to shaft PCs. Few players realize how much trouble getting what you want can cause. I always like giving them more rope to hang themselves with, and in the end they have no one else but themselves to blame, everybody wins.
>>
I don't use the standard stat blocks.
I 'fixed' the economy, now it makes sense.
>>
>>27948980
It's doubly fun if the roll was very low.

>There's a chest
>Detect traps
>Roll 2
>"You don't find anything"
>Detect magic
>Roll 5
>"You do not detect anything"
>Lots of humming and hawing, people are convinced this thing is dangerous
>Finally the fighter just smashes it, hoping to survive whatever's coming.
>The chest was just some random background item filled with childrens toys
>>
I often don't outright say information that only one character has but instead give them a paper with it written on or go out of the room to tell them.

This leaves lots of room for misinterpretation when the player retells the information and it also allows the player to hold onto some information.

For example I once wrote:
"... It's know to kill people after asking their names."

The idea being that if you lied about your name it would attack, the player didn't roll a very high number so I didn't outright say that. When he told the players he said:

"... It's known to kill people after they've told it their names."

Needless to say they handled it wrong.
>>
>>27949025
It is know to kill people after asking their names?

Did you drop a letter? Also the first sentance in no way implies it kills the dishonest, just that it kills those who name themselves.
>>
I once trapped one door in a hallway that had 14 doors in it the trapped door was the second to last one after four doors they quit even rolling perceptions checks after the ninth the fighter stopped opening the doors just in case it ended with a dead cleric
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>>27949043
All he knew was about an old legend and he rolled pretty low. The sentence doesn't imply anything about why it kills someone.
>>
>>27949025
That is the exact interpretation I would go with, too.
This was never the player's fault. No matter how many hear it.


I had just typed up a little wall of text that somehow disappeared...

Anyway, I find it useful to limit player vision by natural means to generate threat. The less people can gather about their surroundings, the more threatened they will feel.
>>
This is what I did in one session.

>players get onto an elevator that goes up and down using a rope
>players check the mechanism to be sure it won't break
>they get onto the elevator
>the elevator starts going down
>players didn't take the age of the rope into account
>the rope snaps
"You have IRL seconds to save your characters or they're going to die."

They made it.
>>
>>27949159
Eh, you'd expect that the rope is included in the mechanism part, that's kinda dickish. But I agree on counting down real life seconds when in situations requiring snap judgments. Someone tosses a grenade into the room, I rise my fingers and count down from five. You better believe that if you don't say anything before that your character will stand there dumbfounded.
>>
>>27949172
>being vulnerable to grenades
>2013
What kind of chickenshit characters are you rolling, /tg/?
>>
>>27949159
Next session

>they come to a cliff wall in search of an evil sorcerer's lair.
>nothing to see at all so they just go along the wall instead of perception checking.
>They find an 8 feet tall statue that stands up against the wall with an inscription at the bottom.
>they read the inscription hoping it will do something.
>it has a lot of spelling mistakes so after a while they figure out what they are supposed to do.
>the smarter party member puts the extra letters together until it spells "emeth"
>he says emeth
>the statue homes to life as a golem
>they prepare for a fight
>the golem casually walks to the side and reveals the entrance to a cave
>the players don't let their guard down, but continues into the cave
>the golem takes it original place and traps them inside a labyrinth.
>>
>>27949200
No, what kind of pussy ass grenades are you using, anon?
>>
>>27949172
Yeah, it was kinda dickish, but then again the world they were in was an unforgiving one.
>>
I like to give them things they forget about. Like heres the last one

>PC's take on a contract to retrieve specific magic items in a dungeon they are heading to
>NPC refuses to tell them what but hands them a magically sealed letter that will only open outside of town

The second they left town they forgot about it, they wrote down they had it but still forgot. They ended up selling the 2 items for 100GP each when in fact they were worth 500,000GP to the NPC.

Another one I like is "The black box" or really anything that is only there to tease the players. All it is is a black box, only thing casters can glean from it is that the box somehow rebuffs magical attempts to open or see inside. Rouges always sense a trap on it if they make a DC10 to find out what exactly the trap is requires a DC 20 and its a maximized fireball, to find out how it triggers and to disable is a DC50, it activates ONLY when someone trys to disable the trap. It is seamless except for one hole with 75 hardness and a DC 75 STR to force openand they found it in the middle of nowhere.

They players derailed the campaign to figure out what was in the box. They gave up their mission and traveled across the world to figure out how to open it. The best part is that it was empty and easy to open, you just had to stick your finger in the hole.
>>
>>27949248
>75 hardness and a DC 75 STR
That's fucking absurd, m8
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>>27949248
I am SO doing the black box some time, but I am putting a headcrab inside it.
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>>27949248
>not DC80 contortion artist check
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>>27949257
In my games I let everyone who can touch it roll and add them together.

So if 4 people can touch it then its possible to make a 80.

I don't like that someone actively helping and pushing only adds their bonus and cant roll.
>>
>>27949263
Or even better one of those flood thingies from halo.

Have the players unleash a deadly undead parasite. That should make for an interesting quest.
>>
>Start of campaign
>Players sent to explore the abandoned tower of a long-dead evil mage
>Filled with traps, illusions, labyrinths, and a gelatinous cube or two
>Make it to the top
>Discover a bard, buried in notes and research
>Member of a previous adventuring party that had killed the evil mage
>Trying to study what the evil mage learned, to understand what secrets he had unlocked
>Imply heavily that she's going off the deep end
>Conversation is interrupted as one of her ex-colleagues, a paladin, enters
>They reminisce, but the conversation goes sour
>Paladin straight-up murders the mage, enters the picture as the campaign's ACTUAL villain
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>>27949272
Well, there's a point after any additional people are just in the way and not helping at all.
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>>27949043
>that it kills those who name themselves.
It doesn't even imply that.

>What's your name? *STAB*
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>>27949281
I absolutely ADORE adding other parties in the game, for the players to interact with.

Sometimes its even nice imagining how your own created party would handle things differently...well, if the players hadn't murdered them all, that is.
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>>27949222
It's more then dickish it's like having a Lion sitting there but not telling them until it eats them the rotten rope should be clearly visible.
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>>27949309
I aspire to be this DM.
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I like giving the party joke magical items, before they get the proper meaty stuff.

I gave the party mage a nice staff once (that counted as a quarterstaff because he liked them), that could cast burning hands once per day...the catch was, you hand to run the staff between both your palms every day (taking 1 non-lethal damage), to give it charges.

He absolutely adored it. Every morning, he'd wake up first, and sure enough, there he'd be. Rubbing one out.

He loved that staff.
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>>27949309
Oh, they're NPCs, not another party. I'm throwing a few homages in the campaign to previous PCs though, but this isn't one of them.
>>
>>27949325
My players are in the employ of a senile old wizard.

Before he sends them off on any task, he gives them a sack full of magic goods as payment. Some are good, like better equipment, and some are things like an Orb of Slope Detection.

Or the always classic truly-immovable rod. I periodically roll 1d100 at random times. If I roll 100, the rod flies by again, comically smacking over someone or something.
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>>27949353
CLANG
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>>27949336
I don't mean REAL parties that you've stolen from other players, just like...ones you've made up. Given feelings and names...and stuff.

And then you watch your party murder them for their loot.
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>>27949353
I have a plan to give the fighter an exquisite looking two handed sword. The blade is incredibly well forged, the hilt glitters with precious gems, and it almost feels lightless in his hands.

Only thing is, its cursed, and the longer he holds it, the more he becomes a sassy gay man.
>>
>>27949358
Ah yes, each one has their own backstory and motivations and all that good stuff.

The driving force of this campaign is actually the PCs trying to track down the remaining party members and figure out what happened. The players are actually trying to PROTECT these characters.

The paladin keeps showing up and dramatically murdering them though.
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>>27949368
All I can see is Sir Lancelot running into the scene, and stabbing the NPC party members with a cry of "AHA!"
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>>27948946
The treasure pile is a gold golem
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>>27949375
Don't tempt me. I want to use these big dramatic villainous monologues I've written. They're custom-tailored to thematically fit each NPC too!

I want to sustain myself off the players' tears, as I attach them to each of these NPCs and watch helplessly as they're murdered before their eyes.

One of the players is the son of one of them.
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>>27949353
So basically he's the fantasy equivalent of the Alpha Complex R&D techs?
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>>27949406
You're a twisted fucker, aren't you?
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>>27949463
I believe what makes a good villain is PRESENCE.

The villain should be present throughout the entire story, fucking shit up for the players, the source of most of their obstacles, pissing them off.

The players should LOOK FORWARD to kicking the villain's ass. They should be desperate for that satisfying final battle.

Beyond the familial relationship, the NPCs each have their own unique themes and motives, and with 6 of them total, there should be at least one for each of the players to be able to draw parallels between themselves and one of the NPCs they get to watch die.

So yeah, I'm a pretty twisted fucker who wants to make this shit personal for my players.
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>>27949638
Oooh, I like this. I'm having trouble writing up a real villain right now and this is inspiring.
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>>27949677
Step 1. THEMES

Write down the major themes of your villain, of the plot, of the NPCs, of the important locations, each plot-critical element of your campaign. Make a column for each and try to come up with about 3 single-word themes that sum up these elements.

This is page 1 in your design bible for your campaign. It will make writing EVERYTHING a billion times easier.

For example, in my document, these are the major themes of the ex-party member NPCs:

Paladin/Villain
>Revenge
>Grandiosity
>Nihilism

Wizard
>Knowledge
>Hope
>Passivity

Bard
>Nostalgia
>Dissatisfaction
>Yearning

Monk
>Rebirth
>Change
>Revival

Cleric
>Humility
>Sacrifice
>Service

Rogue
>Redemption
>Guilt
>Compassion

And then there's The Void, a destructive force of nature that has parallels to the villain, and a secondary driving force to the plot.
>Emptiness
>Trauma
>Spread
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>>27949272
>So if 4 people can touch it then its possible to make a 80.

Only if they have average strength of 50.
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>>27949718
Why don't they murder the paladin there and then?
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>>27949904
Because she's high-level and will just smack down anyone who attempts, obviously?
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My villain is a necromancer, who lost is souls to a demon and gained a sort of pseudo lichdom.

His goal is mortality so that he might finally die. This has only been hinted at so far.

When I finally reveal his real motives and his story I hope that the party will shed some tears over this pathetic misguided old man.
>>
Inception.

Have agile zombie monks that explode when reduced to 0 hp, after the flesh explodes outward there are still strong animated skeleton monks left.

This works with a lot of things, they kill the monster, it's digestive track takes a long time and out comes some of it's old prey.
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>>27949206
>emeth
could you tell me what phrase you used ? i'm curious and may use it.

Not a big threat, but seem good to put the atmosphere
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>>27951370
I don't remember at all. Sorry.
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>>27949367
>lightless
I think you mean weightless
>>
http://suptg.thisisnotatrueending.com/archive/27948809/

ok archived carry on
>>
While not particularly clever, in a homebrewed, fallout-esque setting, after the PCs had cleaned out some raiders, found one of their victims still alive and curled up, crying.

Being a dumb shit, I had the victim scream at them to stay away, and didn't really think through all the reasoning behind it.

Cue having the party do a quick roll.

"You spot what appears to be a sewed up wound on the victim's stomach and chest, as well as a faint beeping sound..."

And thus the race to extract and disarm a bomb from a still-living patient began!

They almost succeeded, but at the last second, both the character disarming the bomb, and the player trying to fix the victim fucked up. Victim bled out, bomb disarmer barely managed to not get turned to red mist.
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Puns on villains. I've only had one REAL session as GM but I liked it.

>Mutants and Masterminds
>Heroes are storming old radio station to aprehend a sound themed super villain
>"Its a pretty big radio station, there are about four floors. So there's a staircase and an elevator."
>Smart players go for the stairs while my resident Mary-Sue goes for the elevator
>Elevator stop between floors
>Hero pries his way out and leaps onto the floor
>Elevator falls so that its roof is level with the floor
>Top is PACKED with C4
>"Hope you don't mind the drop! This may be a bit louder than your used to!" Over the intercom.

Still working on my puns..
>>
>>27948809

Send a dragon at them that has been magically or psionically enlarged. Size is power and your players will make their meta check. By association, their characters will be terrified.

Note, this may just end in them squalling like spoiled manchildren about how you're a bad DM for giving the dragon access to a 500 gp item.
>>
Hey guys, one of my friends has been part of tabletop groups for years now, but I just started playing with them for a couple months. I still feel like a total noob at everything.

Just wanted to say this thread really makes me want to learn the rules for a system to DM.
>>
>>27951917

Just keep in mind that duplicity can be problematic with a group that isn't mature enough to handle it. Everything deserves moderation, this especially. Best of luck on your first campaign.
>>
>>27951968
Yeah, my friend has been feeding me with information about the players in our group, and it matches with my observations too.

>one loves to play the mary sue who can do no wrong and crits with big numbers
>one loves gore and death and edge and death and gore and edge
>one purposefully makes things as strange and interesting as possible
>>
>>27951754
>Hope you don't mind the drop!
WUBWUBWUBWUB
>>
Gem. Of. Wish.
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>>27952194
Oh, now I get it. That's pretty hilarious if I imagine wubstep suddenly starting to play.
>>
Wanna fuck with your players pretty hardcore?

Play a session where you roll all their Perception checks behind the DM screen. Don't let them know how well they did, just tell them what they see.

That way they don't get to all say "Aw man, I rolled a 2. Obviously there's stuff to find so someone else roll too.", and when you say "You don't see anything", they won't know if it's because there's nothing to see or if they just rolled badly.

Amp up the tension by rolling all major skill checks that way. Not ones that involve their character physically doing things like climbing, fighting, jumping, saving, etc. Just knowledge and awareness checks.
>>
>>27952269
>not rolling all perception checks behind the screen by default

Best way to do it.
>>
>>27952269
I thought that's how everyone did it.
>>
>>27952383
A lot of people do not trust their GM not to 'cheat'. I think all perception and awareness type stuff should be rolled in secret.
>>
>>27952383
>>27952365
>>27952269
>>27952401
I think a good rule of thumb is that the player gets to roll it if he's ACTIVELY looking for something.

If you want to see if he notices something, you roll it.

If he says something like "I search the wall carefully" or "Is there anything off about this ____?" or anything else indicating that he wants to observe more detail, let him actively make the roll himself.
>>
>>27952547
>"I search the wall carefully"

Might as well be saying "I look in the room for clues."

What, where, and how. Lots of things require more than just "searching". Just "searching" doesn't imply you're pounding the stones to see if there's a hollow space, or checking every inch for a switch.
>>
>>27949159
>Check the mechanism to see if its sturdy
>DM has the rope snap anyway
>Next time you want to use anything you start listing off every component you can think of that might have worn out with age
>Takes forever do do anything
>Pacing turns to shit
>Boredom sets in

It's a good DM trick if you want to stop DMing. Forever DMs take note.
>>
>>27952547
Good point, that makes more sense. Always best to do the generic 'does anybody notice the drop bears' rolls yourself.

I also think its best to do enemy combat rolls behind the screen as well.
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>>27952618
How thorough you require descriptions is a matter of the DM's discretion, I'm speaking in generalities here.
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>>27949248
>fingerboxes
Fucking nostalgiafags. The 90's are over, no matter what Buzzfeed says.
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>>27949353
http://www.youtube.com/watch?v=N4ni2FxH7v8
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>>27950636
Chrysalid zombies. You kill the slow moving zombie humans, and out pops a brand new Chrysalid that can make more zombies that can make more Chrysalids etc.
>>
>>27948975
Whenever they go "tryhard SWAT" or overthink an ambush, I just press play on the world.

This could mean their ambush fails.

I only do this if they're being tacticool for more than 10 minutes, and their tactics suck.

Here's a basic DM trick.
You have the stats for a wild boar, but the players attack a NPC knight.
You can use the wild boar's stats and just say that the knight is actually a primal boarman or whatever, bullshit it out. Quicker than retrieving the Knight's stats.

You could also know almost all stats for a huge range of creatures, so you can bullshit stats on the spot. If it turns for the worse, just use a players character sheet, add or take a few numbers and you've got yourself an encounter.

Trick #2 is writing down your players combat stats. Saves, HP and maybe attack bonus. A quickie monster is this;
Normal: Same HP as character, same attack bonus, gets hit on a roll of 12 (12 + average attack modifier of all characters), similar saves to average characters or choose saves.

Weak foes should have half HP, same attack bonus and damage, but they get hit on average bonus, roll of 8.

This trick also allows you to see if your players are cheating, track their HP if you need to fudge, or make monster stats on the fly.

Sometimes, a monster is just a HP number, saves on rolls of 14+ weak saves, 6+ strong saves, and attacks (avg player AC - 10), and you can bullshit abilities or spells.
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>>27952639
If you'll allow me to explain why I did it:

I wanted to keep the pace up as the game was coming to a natural halt and the players had started fighting about... Something, they always fight.
Normally I would allow it to pass, but the way they worded what thu wanted to check combined with the shitty roll made it unresistible to me.

I realize it was dickish, but it got the game going again and it got fun again.
I DM for a hopeless group of people.
One is a genuine That Guy, another just wants to kill things, the third is actually a pretty swell guy, and the fourth... Well she can't into role playing, but they are my childhood friends and I love them too much to call them out on their bullshit, so instead I just throw traps and environmental hazards at them at weird times to get them to quit fighting. (That's also a pretty neat trick actually)

I might need to find a new play-group now that I think about it.
>>
>>27955088
Every GM can complain about their party. Hell, I had a campaign where my party went out of their way to not learn anything about the plot, and at the end of it they killed the BBEG because it looked evil.
>>
>>27955924
That's hilarious.
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>>27951754
Why would anyone use an elevator. Stairs are always faster if you run. Not even talking about games here it baffles me that people use elevators
>>
>>27949353
>Orb of Slope Detection
I'm sending a party of adventurers on a quest to find my sides
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>>27956282
I have bad knees and a maimed foot.
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>>27948870
elaborate
>>
I like to make enemies that have to be solved rather than killed. Guys who are indestructible but no stronger than an average human, or guys who copy all of their enemies abilities. I ran a game where the party entered a castle of mirrors and their reflections attacked them. it was great for taking the mary sues down a notch and forced them to rely on each other.

>>27956405
I guess that's a more than good reason
>>
>>27956518
>Players want gritty, realistic game.
>They all get dysentery.

>Players want dungeon crawl
>It's a mighty 5-layer tesseract

You are a genie, and genies fuck shit up on purpose.
>>
>>27949206
Could they kill him by giving him meth?
>>
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>>27956636
>5 layer tesseract

Oh god
I know what I'm using for my eldritch dungeon
At wich point in your life did you decide that you would be the most cruel being on earth ?
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>>27956636
>5-layer tesseract

10/10 would play
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>>27954520
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>>27956774
>>27956776
>>
>>27956774
It wasn't a choice.

How do you plan to implement the 5th layer? I favour a series of Tesseracts where each time you move to a new room a random number is generated, and you move to the same room but in a different tesseract.
d100 is a nice, round number.

>>27956825
Yes, but with more than 7 tesseracts.
>>
>>27956850
The 5-dimensional hypercube contains 10 tesseracts.
>>
>>27956878
Late, counted dumb.
You're right, 10 tesseracts.

The thing about tesseracts is they play hell with mappers, random tesseracts take that up to 11 because unless the players start marking the rooms so they know where they are, it is literally unmappable.
>>
>>27956658
When you make a golem you place a piece of paper inside its mouth with the word "emeth" on it to make it come to life.
>>
>>27948997
Explain.
>>
>>27956636
Does anyone have maps to simulate this?
>>
>>27956965
I know, and you kill them by taking away the aleph, thus changing "emeth", or life, into "meth", which is death.
>>
Does anyone have a good way of handling creatures regardless of system? Whether it's 3.5 or 4e I always feel like I don't know how to set up combat encounters without my players getting the shit kicked out of them or feeling like they can just blow hard enough to kill everything in the room
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>>27956984
You can't properly map a 5 dimensional hypercube, not using just our shitty 3 dimensions.
The best way to do it is a flowchart.
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>>27956518
You... you actually know that gif is not about a guy doubting something, do you?
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>>27956965
>>27957008
Emet, met. No H.
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>>27957026
I apologize for my ignorance. I did not know the legend I read was flawed.
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>>27956984
Only up to 4D, after that it's just more 4D maps stitched together.

So if you want a simple 5D version, you take 10 4D and assign how they connect, much like you build a 4D by taking ordinary 3D rooms and connecting the doors.
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>>27957054

To be fair, if you put Meth in something it will die as well.
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>>27949322
That is pretty applaudable.
>>
>>27957026
Tav can be represented by t, s, and theta, so sometimes people think it is pronounced th.
>>27957008
Also, emet means truth not life.
>>
>>27957094
Just use Hypergraphs. They are designed for this stuff.
>>
>>27956282
Stairs are not faster in any building with more than 5 floors. Also not everyone is in such a rush they run everywhere.
>>
>>27957127
Yeah, but they can be a leap for some people.

Another thing you can do if you're straying into the 4th dimension is change the shape of the rooms.
Tetrahedron tesseract anyone? I guess that would be a tetrahedract.
Tetrahedract: tesseract lite.
>>
>>27948946
One time my GM made us fight the treasure as the dungeon boss. It was a treasure golem animated by the angry ghost of a pirate.
>>
>>27951370
It was hebrew for "truth". You wrote it on a golem's forehead to bring it to life. To destroy one you had to remove the first letter (well, rightmost in hebrew), then it says "blood".
There was also adam/dam (human/blood) version.
>>
>>27957607
Correction: "met" means "death" not blood.
"Dam" is blood.
>>
>>27952646
A thing for such rolls was actually added in 4e.
Passive perception and insight, always active, which equate to rolling a 10 for the skill.
>>
>>27957649
>>27957607
Can we just agree that there are different stories and you kill a golem by removing a letter? (or by chopping it into tiny pieces)
>>
>>27957699

These two is the same person:
>>27957607
>>27957649
I'm just too tired to think straight.
>>
>>27957993
Me too... Almost three in the morning and I'm sick...
Lets call it a night.
>>
>>27949322
One of my favorite copypastas. Necromancers don't get enough love or stories.
>>
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My party just stopped at a farming village over night, on their way to a capital city, towing a wagon full of very expensive goods to sell. The village had no Inn and they were told in the tavern that the locals didn't really care for travelers.
When they first went into the tavern the bitter, old farmers eyed them scornfully. The bard and rogue asked if they could play some music because they'd recently been composing a song together. The barkeep shrugged and said that he didn't care but it might upset the locals.
They didn't roll or play brilliantly but the patrons seemed to really enjoy it and got talking to them, buying them drinks and telling them how sick they are of traders coming trying to sell them stuff.
They bluffed that the cavalier was a lord (he isn't too far off) and a drunken farmer offered his home for night to the "Lord," going so far as to say he'd sleep in the barn with his farm hands. Another old farmer challenges the barbarian to an arm wrestle and promptly loses but the farmer laughs that he wasn't ready and asks for a rematch that he wins.
They decide on a tie breaker and suggest that people place bets. The farmers and party alike start putting gold on the match (mostly betting for the barbarian.)
The cavalier eventually accepted the offer to stay at the drunken farmers home along with the rogue and barbarian but they all seemed to be getting a little suspicious of the towns hospitality and how rich the farmers appeared to be. The rest of the party decide to sleep in the wagon. When they finally settle down to bed for the night - roll perception. The party seems to panic - only the cavalier gets a good roll. He saw a mouse shoot past the bed. The rest of the night was uneventful and they all had a good nights sleep. In the morning the farmer and his daughters bid them farewell and safe journey. Nothing at all happened but it was surprisingly enjoyable.
>>
> The creepy little girl is just a little girl who looks sad and is too shy to talk to strangers.
> The ring that all the villagers say houses a terrible curse is just a ring that happened to be owned by some unlucky people.
> "Trained warhorse? Yeah, I'll sell you one of those." Trader sells player a run-of-the-mill horse. Player will never know any different anyway.
> The hairy guy with pointy teeth isn't actually the werewolf.
You get the idea....
>>
>>27958826
>Necromancers don't get enough love or stories.

But they get both of those. You literally can't make a Necromancer thread on /tg/ without some bearded fucks going maximum MUH SKELLINGTON REVOLUTION all over the thread
>>
I'm running a campaign where 15 little kids are actually masterminding drastic changes in the world causing many different problems in the world including serious warps in the timeline. They have yet to meet him, but a lich is trying to stop the kids from doing anymore damage. The kids just want someone to care for them after the lich left them long ago to find people who would be able to care for all of them.

So far, the party is just trying to figure out why the hell history changed and a bandit camp they were hunting down no longer exists.
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>>27948961
You made no mistake, the context made it clear what you meant.
>>
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>>27960033

>The twist is that there is no twist

Well, that's.. something.
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>>27953420
Tongue-twisters aren't nearly a common-enough part of modern humor.
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>>27950168
Will they possibly be drawn to his... torment?
>>
>it begins raining
>>
I have a MASTER THIEF running about my campaign. However, he doesn't steal anything. Rather, he's just draws dicks.

>dicks being drawn on your armor and weapons
>dicks being drawn on your spellbooks and scrolls
>dicks being drawn on your pets and tools
>dicks being drawn on your face while you're asleep
>dicks being drawn on your face while you're awake

He is the only antagonist my party has not been capable of dealing with.
>>
>>27948809
Interupt the PCs in their monologue.


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