Page 1005 in Cocoyashi Village
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Average Rating: 5
Number of people who have voted: 5

By the same author as Grand Line 3.5
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22nd May 2017, 12:00 AM

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22nd May 2017, 3:16 AM

Love it when something someone says makes the DM go "Wait WHAT?"
Story-time: Times you made the DM do a double-take!

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22nd May 2017, 3:54 AM
"Are you certain you want to do that?"

A frase heard many times, more often than not after someone makes a in-character decision that is not exactly one you can turn around... although you desperately look for a way to take it back without losing character.

Often used after making a decision so stupid, you did indeed surprise the GM.

Also often has either hilarious or terrible results...

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22nd May 2017, 4:31 AM
"Actually, no."

My teammate and I have learned the hard way to always answer "no" when our GM asks that. If we stick to it, it results in a game over 95% of the time. And we're incredibly skilled at making stupid decisions too...
And some other times the GM is just amazed at the amount of naphtha we buy per session.

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27th Nov 2017, 6:01 PM

During a campaign i GMed, the players kept making some stupid decisions even if i was dropping a few (sometime heavy) int at what they should rather do. and when i asked "you're really sure you wan't to do that," or "is there anything you want to do before that?" they where simply "sure. why that?" and "no, nothing, we go ahead".

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Joe the Rat

22nd May 2017, 8:11 AM
"Holy Foreshadowing!"

We Be Goblins Too!
In our trip to Birdmunch, we decide to take a rather large and roasted boar with us. By putting it on wheels. Before we get there, we decide to light some fireworks off from in its mouth to make a big impression...

GM: The goblins all go "Ooooooohh...", wait...
Sorry, the goblins all go "AAAAAAAAAAHHHH!" and run in panic.

If you played it, you know why.

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22nd May 2017, 2:12 PM

Drawing a blank, ut assuming it has something to do with some kind of hellish boar, or a dragon?

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22nd May 2017, 5:56 PM

One of the players in the 5e game I'm DMing has developed a habit of Macgyvering together weird inventions that get this reaction from everyone. These include a bomb (a barrel full of buttery ball bearings, set on fire with alchemist's fire), frag grenades (jugs full of nails), and his current obsession, a 'deathcart', which I can't describe. On that subject, do any of you know where I could find/make stats for one of those military jeeps with a machine gun on the hood, but made of material foraged from a tropical island? Thanks!

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22nd May 2017, 7:12 PM

I'm no DM, nor have I homebrewed anything beyond giving my GM some thoughts on how a certain race (Woodwork) would work, such as being immune to most poisons, and having a natural, 5 - 10 ft Bubble of Fresh Air surrounding them (they breathe in carbon monoxide, and exhale oxygen, just like trees, but at a much faster pace, at larger quantities), though they'd also be more susceptible to Fire based attacks.

All that aside, this Deathcart would likely have an AC based on its components; like, what kind of wood/metal is used. Iron plating, for example, could give it a +12 AC over a normal cart (for an AC of 15 while parked**), as well as 10 hardness.

Otherwise, you'd have the normal hardness of wood, as well as a cart's standard AC, and you'd just have to account for the gun's stability while firing, most likely.

**A non-moving cart acts as if it has 0 Dex (-5 AC), as well as a -2 to AC due to size, so a regular cart going at the speed of a horse (60ft) would have 8 AC, while this armored one would have 20 while moving.

Of course, this is all just me nattering on about things I found on the internet, so take it with a grain of salt, yea? ;P

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The Chessmaster

The Chessmaster

22nd May 2017, 7:47 PM

Having a villain who needs to murder the heroes to achieve something works better when one of the heroes isn't actually okay with being murdered.

Suffice to say, the last encounter of the adventure was short-circuited almost instantly. I couldn't even be mad because of how beautifully the player roleplayed it. One of the examples of how being completely shoved off the rails can improve a story.

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23rd May 2017, 8:53 PM
"I'm going to need about five minutes."

So there's a miniboss demon in front of us, and I'm player 2, in the first round of combat. Player 1 hadn't done any damage, so I'm up against a completely fresh enemy. The conversation that follows is slightly paraphrased:
Me: "So, instead of spawning the magic arrows I normally use, I reach into my quiver and pull out the only actual arrow I still carry" <roll>
DM: "OK. you hit it."
Me: ", this is a chaotic outsider, correct?"
DM: "yes..."
Me: "OK, so it gets a fortitude save at DC 20"
DM: "It fails."
Me: "Really? Umm... it's dead."
DM: "huh?"
Me: "Yeah, you remember way back in the early campaign [approx 1.5 real-time years ago] when you gave me those 3 arrows of slaying? Well, I still had one left."
Player 3 (who has been patiently rolling his upcoming 5 attacks and their associated damage.): "What? But..." (There are at least 2 crits in the mix.)
DM: (freezes for several seconds): "I'm going to need about five minutes."

From the moment I saw that arrow in my inventory, I was thinking to myself, "There is no way I'm going to get away with this, but I have to try."
After 5 minutes, the DM announces that, yes, the demon does die, disappearing into thin air as our orc barbarian puts his axe through the place where it used to be standing.
Also, she now knows what to do with the rest of the session, despite the sudden loss of the main combat encounter.

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