1. DnD - Get a deck of many things.
2. V:tM - Introduce yourself to the prince, with fire bomb. Bonus if you first announce your association to the party.
2. Any Contemporary game - Carry a Bandoleer or two (or three!) of grenades with you, take absolutely no skill in demolitions/acrobatics/throwing/anything that would help you use grenades. Wait till you are in an enclosed space and throw them like crazy.
(Was in a party some one had two Bandoleers... grabbed a grenade and tried to throw it... while we where in a sewer system. He botched and drooped it, used a power for 2 extra actions and dropped it again... twice.... then other people used extra actions to get to him and dive for it... hitting each other... while some one tried to grab it from beside him and fumbled it around.... I had the common sense to burn extra actions to RUN)
3. Any - Set everything on fire.....
E V E R Y T H I N G
4. WoD: any - As the Story Teller add THE Cow as an encounter, watch the party pull there hair out in frustration tiring to figure out THE Cow. Laugh your pants off when even after explaining THE Cow OOCly they still try and do everything possible to kill it and spend a good half hour or hour trying to figure it out before you end up sparing them the trouble and just make it get bored and leave.
5. WoD: any - Introduce the players to Anastagio's Olde Time Lunar Carnival and Midnight Circus.
6. DnD - As the GM, color spray trap EVERYTHING.
6a. Color spray trap your color spray traps.
6b. Put contingency spells on your traps: If color spray is cast, wait 3d4 turns, cast color spray.
6e. Make the boss a Living Twin Cast Intensified Color Spray:
quote:
Living Twin Cast Intensified Color Spray
Size/Type: Huge Ooze
Hit Dice: 9d10+90 (140 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (–2 size, –1 Dex, +9 natural),, touch 16, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Slam +8 melee (2d6+8 plus 2d6 acid)
Full Attack: Slam +8 melee (2d6+8, plus 2d6 acid, pluss spell effect)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, constrict 2d6+4 plus 2d6 acid, improved grab, engulf, Spell Effect (Su)
Special Qualities: Blindsight 60 ft., split, ooze traits, absorb magic , damage reduction +10/-, spell resistance +19
Saves: Fort +13, Ref +2, Will +2
Abilities: Str 25, Dex 9, Con 30, Int 8, Wis 9, Cha 9
Skills: Climb +12, use magic device +12, spellcraft +12
The typical huge ooze measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Spell Effect (Su): On a full attack, a creature hit by a living spell’s slam attack is subject to the normal effect of the spell or spells making up the creature. The maximum damage dice of the Living Spell is determined by class levels it has taken.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a huge ooze also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The huge ooze’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Engulf (Ex): A Living Spell can flow around creature that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the Living Spell. They are entitled to a saving throw. Those engulfed must succeed on a Reflex Save (DC 10 + spell level + the spell’s Cha modifier) or be engulfed; If they succeed, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, getting a save each turn, and are considered to be grappled and trapped within its body. Normal resistance applies.
Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical huge ooze, each with half of the original’s current hit points (round down). A huge ooze with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Absorb Magic (Su): The Living Spell is able to absorb spells they are hit with by making an opposed Spellcraft check against the caster. If they succeed, they gain 5 hp per level of the spell casted at them, though spells of a higher level than the living magic require a save against the spell as would normally be done and only gain half the health they would normally. Spells of opposing elements deal x2 damage, this is increased by x1 for every 2 levels above the creature the casted spell is.
Skills: A huge ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
7. DnD - As an artificer make nothing but weapons and wands that do nontraditional forms of damage resulting in long discussion between GM and players about what form of damage it actually dose.
Kenedic blast rod! (is it force, bludgeoning, or sonic!?!?!)
Wand of plasma shower! ( fire, force, electricity?? what is it!?!?!)
8. DnD - As a druid cast awaken on a tardigrade. Teach it to be a druid.
9. any system - Follow RAW all the time, EXSACTLY regardless of what makes sense or it is a type-o.
10. any system - Let the party wonder into a chaotic realm or another reality with totally different rules, and don't tell them. Then make the consequences of there actions make no sense what so ever.
You bought something from the vender and paid full price? HOW DARE YOU!!!!! You insult the honor of him and his whole family for not haggling him relentlessly, no sell for you!
Evil dude kills a baby, hazah he is the town hero for killing there tyrannical ruler.
Good guy offer to help take care of a sick old man..... how dare he keep an old man from suffering... suffering keeps dark evils happy and they don't kill everyone.
11. any system - Play the ultimate Illusionist!
Warrior: Hey so my friends heard you where a prity good illusionist, is that true?
Illusionist: AH, yes... but friendship is the ultimate illusion.
Warriors friends all vanish
Warrior: Hey.. what did you do bring them back right this instant, I don't have time for you little games.
Illusionist: Ah, but time is the ultimate illusion.
Everyone but the warrior and the illusionist freeze in place.
Warrior: Oh think your a smart hu?
Warrior pulls his weapon out.
Illusionist: Weapons are but simple illusions too my friend.
The warrior's weapon turns into a bunch of flowers.
Warrior: ............. YOU SON OF A gggrrr why you!!!!
Warrior pumbles the life out of the illusionist
Illusionist: You may think you have won... but death, is the ULTIMATE illusion!!!!
12. DnD - Take a party that's heavy on bonuses to rolls and tasport them to the deadlands univurse and switch to using it's rule's ..... which center around playing cards instead of dice rolls. Smile as there equipment suddenly is worthless.
13 any game - When your GM promises a crazy game, take him literaly.... make your chars completely totaly insane.... go rob some banks, kill random people for no reason, fill a snow blower with lye and run around with water guns.
u.u yes that last one happened to me.... x.x
Though I have to admit using a snow blower full of lye and a bunch of super soakers was pure brilliance. But they really didn't have to set off the fire alarm when they left, that's just overkill.
14. any game - As a GM randomly pass notes to people... many of which just say "Don't let anyone see this, but ignore it otherwise." or "Don't let anyone see this, but (smirk, act suprized, laugh... ect)". Do this every game at least once or twice, at the same time using notes to deliver secretive information to chars.
15 any game - STDs >.> enough said.
15a - Succubus / Incubus.
16 any game - Actually make players accountable for all the collateral damage they cause when they fight in a city.
City guards surrounding group "Yes we can see they were dread necromancers, but we don't take kindly to vigilantes blowing up our bridges around here..."
This message was last edited by the user at 10:18, Sun 06 July 2014.