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Average Rating: 5
Number of people who have voted: 2


By the same author as Grand Line 3.5
Comments:

Jake




14th Aug 2017, 12:54 AM
"There's no way that happened... Right?"

In a game full of lucky and unlucky rolls, it can be a bit hard to believe that anybody managed to beat the odds in the literal sense. How believable is it that one person gets natural twenties every second roll of the dice in their campaign?

But sometimes, though the luck of the devil or just through some really good dice, these players are able to beat the odds. Not only are they lucky in the sense of getting high rolls, but SUPER lucky in the sense that they are able to have the hottest hands at the table. Tell a story of a time where a player just had lady luck on their side during a game.

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Steeeve




14th Aug 2017, 2:08 AM

had a mix of this with a Crit Combo setup.
kind of like what happened in Friendship is Dragons when Angel was used in combat.

IF ability A crits, enemy falls under negative affect X
IF Ability B critical hits a foe currently under effect X, deal extra damage and apply affect Y (negative effect on foe, boost to player)
If abily C crits for under effect Y..
its head assplode.

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Trinity




14th Aug 2017, 2:38 AM
"The song that broke NYC"

During a session of the werewolf: the apocalypse game that I run, our pack was visiting central park. While our glasswalker was on a romantic stroll through the gardens with her boyfriend, our kitsune (who was a j-pop star) decided to serenade them. On a whim I told them to roll performance to see just how romantic the song was. I have never seen so many 10's in my life.

After the explorers finally stopped we tallied the results. 32 successes on 8 dice. For context anything above 10 successes is considered a legendary feat. On that day one epic song dominated the airwaves. Countless new loves bloomed and old loves rekindled. A war between creatures of the night was temporarily suspended. A potential victim was saved as an active serial killer was too enthralled to leave his lair. An eldergod's arrival was delayed as it's hold on the city's subconscious began to break.

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Xenopersona




14th Aug 2017, 7:48 AM
"Luck goes the other way too"

During a module in Barovia, our party was fighting a bunch of guards. My monk, who gets 3 (4 with FoB) attacks a turn, proceeded to have the worst luck ever with his attack rolls which, are in order: 1, 2, 3, 4, 5, 16, 6. I was using a different d20 for each roll too.

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Joe the Rat




14th Aug 2017, 9:47 AM

When I DM, my dice seem to love the players. An encounter which should have left them drained and possibly fighting against bleeding out (Bearded Devils are fun) resulted in the most lopsided fight ever. The only Devil that hit was against an ally (stupid Crown of Madness), and the only damage dealt was self-inflicted when the gnome decided he ought to tackle a spined devil.

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Super_Big_Mac

Super_Big_Mac




16th Aug 2017, 3:07 AM

A Witch with the Sleep Hex and a Rogue who can coup de grace can royally screw over a group of enemies, including imps and demons.

Then you get the Witch Nat-20ing a "search for alchemical ingredients" on the big ol' demon, thus pulling his heart out (through his chest), and giggling as she skips towards the next room, looking for more interesting things. That was a fun adventure when we were down to just us two, and I KNOW I've talked about it before.

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JBcristal




14th Aug 2017, 10:47 PM
"And again, and again, and..."

Pokemon Tabletop United.
My players' luck has been so awful sometimes, that I've had to house-rule a free re-roll for every third 1, 2 or 3 they roll in an encounter... and goddammit, but that has actually been put into play several times already.

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Valandar




14th Aug 2017, 10:16 AM
"Luckiest Slayer"

I think I told this story before... but it took place in Warhammer Fantasy Roleplay.

One of the players was a Dwarven Slayer - basically, he dishonored himself somehow, and now must seek death in battle, and must give it his all. Slayers usually tackle trolls, then move up to giants, but this one decided his oaths would include a clause that he would be free of them if he slew a creature larger than anything ever slain by a Slayer before.

We had just started the mission, and were sent to get information from one of the dragons left behind by the High Elves when they left the Old World. And this sucker was HUGE. Warhammer dragons are very serpentine, kinda like asian dragons with wings and western dragon heads. Its neck was ten FEET thick, and its total length was over 300 feet long, and it weighed more than 220 tons (the GM based it on the measurements of an Anaconda).

And our dwarf decided he didn't like the dragon.

Every time it began to speak, and try to answer our questions, he would interrupt it, insult it, and the like. The dragon started getting angry himself, so we tried to shush the dwarf.

Then the player said, "I hit it with my two-handed axe."

In WHFRP, you roll percentage to hit, then a D6 for damage. You add your Strength, plus any bonus from weapons, and subtract the opponant's Toughness, and any Armor Points. The remainder is the damage dealt. The average starting player has 6-7 Wounds, the "average" dragon has about 70. Now, if you roll a 6 on the damage D6, you roll "to hit" again. If this succeeds, your damage D6 is now exploding - all 6's mean reroll and add on that attack.

Over the next several minutes, the dwarf proceded to roll something like 36 - 40 sixes in a row. Used other peoples' dice, used a dice cup, etcetera. Despite the massive size of the dragon, he had reduced it to 0 Wounds, meaning he could roll a critical hit. Random location? Head. Critical result?

"Opponant's head flies 2d6 feet in a random direction."

He somehow beheaded a dragon with a ten foot thick neck, using an axe with a two foot blade.

The GM decided that the dragon had also lost its temper, and was about to breathe on the dwarf. The axe happened to whack at the right time, and blocked off its fire pathways. Its neck swelled, then FWOOMP! Head flies off, dragon is dead.

The very next adventure, the same character had fulfilled his Slayer oaths, and was now a Mercenary.

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XicoFelipe

XicoFelipe




14th Aug 2017, 3:24 PM
"Our first boss fight"

(3D&T) Noob GM + noob players = ridiculously unbalanced game. Our first boss was a giant stone minotaur, which we fought in a cage (yeah, it was just when that Spiderman movie was released). After around two hours everyone was getting tired, as we were causing only 1-2 damage per turn. My character got hit pretty hard and was left with a single HP. Lucky for me I had a special attack that can only be used when I'm about to die and adds 2 to my strength. If you are not familiar with the system, it uses d6 for everything and if you roll a 6 it's a critical (which means you can roll an extra die). So my character rolled 5d6... and got four 6's. Rerolled, got another three 6's. In the end, I took over half of the boss' max HP in a single blow and since he was already pretty beaten up, the GM had me literally break him in half.

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tendigitnumber




15th Aug 2017, 12:32 AM
"It can and it did."

I get this so hard, though. Hell, I have an even more ridiculous story, one where we should have been TPK'd but just... Weren't.

So in a homebrew campaign, our level 3 party encounters a giant 60 foot crab attacking a town. We REALLY should not have been fighting this thing until like level 13 or so, it has almost 200 hp, AC 27...

Not only do we manage to kill the thing (a party of THREE level 3 players), but it doesn't hit us even ONCE. We beat a giant 60 foot crab without taking a single point of damage.

Our DM was so pissed and when she revealed this to us we just couldn't stop laughing at the stupid luck we had, especially since we nearly died to giant ants, toads, and Steven the Assassin Rat (who was just a normal rat that had ridiculous crit luck).

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Zyroes




17th Aug 2017, 5:12 PM
"Velly, the Dinosaur Goddess"

In the first Pathfinder campaign that I was ever a part of, the GM included a houserule that rolling a natural 20 on a critical hit confirmation roll meant that you would roll to confirm again, and if that was a natural 20 you would just keep rolling until you no longer got one. These confirmation rolls would stack, and every extra confirmation increased the damage multiplier by one step.

Enter, Velly, the Druid's velociraptor. In our first fight against a group of werewolves, she managed to confirm a critical hit four times, and was described as clawing a hole into one of their backs and through their chest. As a result, my Samurai declared her as his new goddess. This was entirely meant to be a joke as my character really wasn't religious.

In the very next fight we had, I also managed to quadruple confirm a critical hit, and cleanly split my opponent down the middle. Thus, I took up the mantle of Velly's chosen champion, and even went as far as to add her to the deity section of my character sheet.

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Ruthac




14th Aug 2017, 10:58 AM
"Useless exploding 20s"

Last time I played D&D, I was rolling a Fighter, in a pretty challenging module (kobolds in their tunnels, with a GM versed in practical skirmish tactics). Managed to roll four 20s in a row on a to-hit roll, while wielding a greatsword. Too bad the target was a 4HP kobold. That luck would have been handy against the module's boss, an eldritch horror with DR, 'cause the party had few magics.

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DeadpanSal




14th Aug 2017, 4:59 PM

My friend once used the DM's lucky named dice on a stabilization check to keep his favorite character alive. It was a hard roll, but he - of course - got the natural 20 he expected from it.

He took a picture of it to keep forever. A year later we built him a cake shaped and colored like the 20 sider for his welcome home party.

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filkinraous




14th Aug 2017, 5:38 PM
""Channeling Scorpion""

I was DM for a seafaring campaign and the party was just getting back to sea, naturally by stealing a pirate ship out from under said pirates. The fight was rather back-and-forth when I decided to pull out the captain, a hulking fellow with a blunderbuss mounted on the stump of his arm and a heavy boarding axe in the good hand. The fighter proceeded to pull loose a +1 spiked chain he had received as loot not ten minutes prior and declared he was going to "pull him close, just like Scorpion in Mortal Kombat."

What he actually did was just like Scorpion. He triple nat' 20'd the guy. First time I as a DM had ever seen something like that. I described him as wrapping the chain about the captain's neck and giving a hard tug, separating head from body.

Fatality.

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Tokoz




14th Aug 2017, 9:36 PM
""Hawkeye" Hana"

We had, for a while, a three person game. Warforged Barbarian, Human Warlock, and Tiefling Bard. Then, we got an Elven Fighter, named Hana. This fighter was oriented around bows. Specifically, apparently, a truly ridiculous amount of criticals with them.

She generally rolls pretty well, but ridiculous numbers of times a session, she rolls crits, almost always with attacks. The first attack she made was a crit. She has multiple times crit on both advantage rolls, or twice in a row. It's an online diceroller, Roll20, so it's not sketchy dice. She just has the kind of luck that leads to stupid amounts of crits, and good rolls besides.

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Ggg




15th Aug 2017, 11:42 AM
"The story about a lich"

Ok so in my old party we were being forced to do the bidding of this lich right. And we weren't fighting him cuz we were like 4th level. So we had just met back up with him and our rogue (who is incredibly insane) started a fight because he was utterly batshit crazy. We roll initiative and two members of our party, the monk and the rogue both critter on it... And the lich rolls a 1. So we did like 70 in the first turn because the monk critted AGAIN. And then finally it was the lich's turn and we were all prepared to die because that's what you do when you fight a lich at 4th level. The lich is about to use power word kill (which in our game was a giant ball of death that you throw at someone) and for the sake of dramatics our DM had him raise it above his head. The lich rolls two 1s in a roll and drops power word kill on his own head. Our DM had to end the session there so he could think of something else for us to do.

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Diplomacy




15th Aug 2017, 6:27 PM

I don't know, but I still remember the 'special dice' for Diplomacy, Dice that are only 1.

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HighNoon




15th Aug 2017, 6:45 PM
"Dragon Slaying"

My friends and I just started a Pathfinder group last week, and the end of the beginning dungeon we ran ended with some of the best luck ever following some of the worst luck ever.

Most of the dungeon we had been getting TERRIBLE rolls, failing saves and attack rolls left and right. Plus our primary healer wasn't able to make it, so our Warpriest had to fill in with what limited heal spells he could manage. Our DM actually took pity on us and had the final boss (a black dragon) be asleep just so we wouldn't get totally screwed on the first round.

This ended up being a mistake.

Using a Potion of Invisibility, my Gunslinger snuck around behind the dragon and took first shot to try to get its attention (hit). Once proper combat started the Warpriest and Brawler went first, both getting very successful rolls on attack and damage, and my Gunslinger got another shot off (thank you Touch AC). The dragon tried using its acid breath, but the Brawler and our Ranger (who found a +1 longsword of Dragon's Bane) both made their saving throws. The Ranger then missed with her new sword, but our Sorcerer stunned it for a round with a well-placed Color Spray.

The next round we got less lucky, with the Warpriest and Brawler whiffing both their attacks, but my Gunslinger still hit with his pistol. Enter the Ranger, who finished the dragon off with the longsword.

We later found out from our DM that the dragon was supposed to have run away at the end of the second round if it suffered enough damage/got hit with the dragon bane sword, but we killed it before that happened. And that's the story of how we killed a dragon in roughly twelve seconds.

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Greencap




5th Sep 2017, 11:57 AM
"a running gag"

This is sort of the exact opposite, but i feel it was unlikely enough to be appropriate. so we start a new campaign as slaves in the underdark. the party recently told me that my builds are too weird, so i'm playing a swordsman as this 'ultra-serious' caveman type guy. a while down the road, after we escape of course, we come across this crevasse and briefly explore it. Aside from some flaming spiders, nothing usefull, so we come back up. now as luck would have it, likely because the DM wanted to move forward, we find a rope bridge a while down across the edge of the crevasse. Great! except for the drow crossing the crevasse.... while they're coming across, we take a few shots but one of the drow makes it over. just one though, and since everyone's handling it i figure i might like a closer look at the rope, so i go over to the edge of the cliff. Since theirs a battle going on, the dm makes me roll for balance and i get a 1. so the big serisou warrior waits until first combat and immediatly walks off a cliff. we spent ages arguing over wether there was a way to save me (several, but none we could use at the time) i even try to stick my word into the wall as a handhold, which doesn't work. we skip damage, 80ft at least of impact to a level one character is kind of open and shut. but then it gets worse. i don't remember the details, but later, after having hallucinogenic beer with some kobolds, they give us directions and a guide and send us off. the party kills the guide (i protested) but we keep going and wind up at THAT CREVASSE AGAIN. however, THIS time, we get a small rock bridge due to being further down. so the party lines up and rolls to cross one by one. the DM tells us that, since it's an old bridge, if we don't pass by at least 5 we knock pieces loose, making it harder for the next guy. the first two pass, no problem, the third Barely passes, crumbling the bridge, and i go last. Everybody knew where this was going. i rolled a 4. and that's how i died by falling of the same cliff twice. the worst thing? it was in 2 sessions.

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