Three
April Fools Tricks for DM's
By "The Role Player"
and "Harlequin"
April
Fool's idea #1 From The Role Player:
This
is an interesting little side adventure that I used for a weekend
break in an extensive campaign that I was running a few years back.
The players loved the idea and laughed their heads off, so I thought
it would be a nice comic relief way to start the messages flowing.
SET UP: Characters are sitting in a small tavern in a very tiny village.
There are no official guards or even priests. The villiage consists
of mainly a general store, an inn, and a set of stables. Supplies
which can be purchased in the town are minimal at best.
LEVEL: This is a side adventure for newer, lower level characters.
If you're running for super-gods, then you might want to wait for
a different idea.
Difficulty Rating: 1 (on a scale of 1-10)
BEGINNING: An injured stranger stumbles into town late one night.
He is bleeding and crying and looks as if he is nearly ready to flop
over dead. He has some parchment in his hands, and it is very blood
covered. The writing on the paper seems to be blood itself -- probably
the strangers.
The note reads, 'Please help me. My only friend in the world has been
stolen. Orcs attacked. I can not save her. Her name is Lady B(bloodsmear
here)........ has blue eyes........ (bloodsmear here)... blond...(page
ripped beyond recognition).
Players upon investigating can find out that there is a small group
of 'pig-men' who live to the north.(INSERT STANDARD CHASE THE CAVE
SECTION HERE)
After finally making it past the orcs and into the deeper regions
of the orc tunnels, the players come across the kitchens. One orc
with a cleaver is chasing a stragily mutt around the room. The dog
is barking and yipping and growling and running wildly. When the players
kill the orc, the dog comes running wildly over to them and
begins furiously licking over one of the characters and wagging its
tail.
The doggie follows the characters as they explore the rest of the
orc cave. There is a dark alter deeper into the small cave, and it
does have blood stains on it. A woman's ripped and bloody dress lies
half burnt in a small fire near the alter. There is human bones, and
charred locks of blond hair in the fire.
GASP!!! THE PLAYERS WERE TOO LATE! BLOND FRIEND WAS KILLED!!!
FINISHING UP THE ADVENTURE: The players get back into town with a
heavy heart. They failed to save the man's companion.
As they get ready to break the news to the man (who has now recovered),
the dog runs up to him and begins to slobber all over him.
He calls her, 'Lady Blueeyes!' and begins to cry in gratitude. The
players have completed their quest!! (Which is nothing at all like
they thought it should be.)
NOTE: I did have a few players who's characters were not the most
happiest people in the world -- they had killed a small orcish hunting
outpost, risked their lives, been gravely injured, and all for a...
for a.. for a dernable dog!
WHERE TO GO WITH IT:
The alter is a nice lead into another side adventure.
The charred hair and dress is also a nice mystery that the game master
can delve deeper into if the players want to go that way.
The orcs may want to retailiate for the loss of their breathern.
April
Fool's Idea #
2 From The Role Player:
Keeping
in honor with the April Fools idea, here's a magic item that we've
used in our games before. :)
Figurine of Power -- The Fool
Description:
Unlike most figurines, The Fool is not a figurine carved from solid
stone. Instead, it is a carving of a king's jester made of stone,
wood, bone, and steel all Mended (like the 1st level mage spell Mend)
together and then draped with a multicolored set of fool's (jester's)
clothing.
Activation:
The command word to operate this figurine is the phrase, "HA! The
laughs on you!", and the directional pointing of a finger at a target.
Upon issuing the command words and pointing, the figuring comes to
life and becomes a full sized fool which will fight for the party.
(Whether or not the fighting is always beneficial is still undecided...)
Once activated, the fool remains for 5d4 rounds and then returns to
its normal state. The fool can only be activated once per day (except
on April 1st when it can be used at will.)
Figurine Stats:
The Fool is a 7HD (50 hp), AC0 (or 20 in 3ed -- equal to full plate
and shield) human. The fool can only perform one action per round,
with the results determined by random roll from the chart below.
Actions:
The fool generally bounces, twirls, sings, dances, falls, yells, and
acts in a completely crazy manner. All creatures (including the party)
who watch the fool in action must make a save vs. spells each round
or suffer cumulate penalties as shown below.
Save Failure -- Result
1st -- begin to chuckle. All concentration checks are at a -2 (including
spell concentration checks.)
2nd -- begin to laugh hard. Constitution & Dexterity are reduced by
1d4 (loss of breath from the degree of laughter), ALL spell casting
requires a concentration check with -5 penalties, and all physical
actions are at -2 (including fighting skills).
3rd -- Complete loss of bodily function. All the afflected can do
is fall on the ground, hold their sides, and laugh uncontrollably.
Note: Missing a save adds to the 3 levels of penalties, but making
one allows the afflicted to regain self control 1 level. (example:
John missed 2 saves vs spells, so he is laughing hard. His 3rd roll
is a success, so he gains some control and is now only chuckling.
Another failure and he'd be laughing hard again, another success and
he'd be under control.)
In addition to the fool's laughter effect, the figurine also casts
spells from the chart below -- but the figurine has no particular
target for the spell! Add up the number of all the people in the fool's
sight, and randomly roll to see whom it targets with the spell (see
below).
Roll(1d20) --
Result
1 -- Casts Command (LAUGH) as LV1 mage spell on the target.
2 -- Casts Uncomprendable Language as LV1 mage spell on target, making
it spout only gibberish.
3 -- Casts Forced Jump spell on the target. Must make save vs spell
or Jump (as mage spell) forward to the limit of the spell. Consider
contact to be the same as with falling damage if the target hits a
wall.
4 -- Casts Wailing Noise at the target. All within 30' must make save
vs spell or be deafened by clangs, whoops, alarms, and whistles blareing
in the air.
5 -- Casts Fear on the target. Save or run.
6 -- Casts Mirror Image on the target, but all the images are sarcastically
mocking the targets actions. All saves vs. Fools effects are at -4
for anyone who sees the images inane actions.
7 -- Stinking Cloud cast centered on the target.
8 -- Shatter cast on the targets armor, robe sash, belt, or pant fastener.
Lose all DX bonuses as pants become entangled around ankles. 1 round
action to remove pants.
9 -- Haste cast on the target.
10 -- Slow cast on the target.
11 -- Hold Person cast on the target.
12 -- Confusion cast on the target.
13 -- Fumble cast on the target
14 -- Polymorph Other cast on the target, making them a red skined,
blue haired, big breasted, long tailed, 3 fingered, 2 horned, hairy
beast of a female humanoid nature.
15 -- Feeblemind cast on the target
16 -- Color Burst cast on the target. All within sight must make save
or go blind. All things in 90' of target are permanently color changed
a rainbow swirl of color. (Stain will come off skin/flesh in 1d4 weeks,
but clothes, armor, and items never fade or lose the swirl)
17 -- Greese appears under the targets feet and covers a 30' radius.
All within range must make a DX check each round to remain standing
or fall.
18 -- Summon Slimy Beasts spell is cast on the target, drawing snakes,
slugs, snails, flies, wasps, bugs which swarm the target for 3d4 rounds.
Spell casting is impossible, and all physical actions are at -4.
19 -- Forced Foolishness is cast on the target. If save vs spell is
failed, the target must perform ALL actions in a loud, exagerrated,
overacted manner. If the target knows any bad jokes, they tell them
-- if anyone responds with praise for the bad puns, the target MUST
stop all actions and perform a stand up comedy routine until the praise
ends!
20 -- The target is hit with a Death by Dung spell! Dung (or poo-pee
as my little girl calls it), drops from above the target and buries
it under a 20' deep pile of crap! The target cannot breath, and will
suffocate (as per drowning rules) if someone can not dig it out before
it dies. The target trapped can NOT dig itself out, due to the overwhelming
weight of 20' of raw material covering it.
Hope someone likes this little trouble maker as much as I did.
-- Steve
April
Fool's Idea #
3 From The Role Player:
As
April Fool's Day looms closer and closer, I thought I'd pass along
another humorous encounter we once used for our group. :)
The setup: The characters get approached by the locals, and are told
'The Legend of The Damned-One' -- a story about a local family slain
by unnatural beasts & foul magics. According to the story, one of
the members of the family was cursed and doomed to eternal unrest
-- and they are buried, entrapped, in the local crypt above the town!
None of the locals are brave enough to go check out the crypt, but
they are afraid the the fiend may have found a way to escape. Strange
things are occuring all around the town now -- livestock dying or
vanishing, strange fogs & noises at night, shadows move as if they
are alive -- and the people all think the Damned-One is behind it
all. They will give the players a small reward to go check it out...
The Adventure: Make this part a lot like you would any other unholy
crypt adventure. The party can enounter skeletons, zombies, ghouls
-- whatever nasty undead you'd like for them to meet. Be certain to
stress the sights and sounds of the crypt. Doors are rusty and 'creeeeeeek',
floors settle and groan, and cobwebs and dust form a layer over everything.
Try to build up a mood of suspense and tension for the players.
The Main Encounter: After fighting their way into the deeper recesses
of the crypt, the players finally come to The Tomb of The Damned.
Make sure everything here is described in massive gothic detail, and
the lid to the stone coffin where the damned one was buried creaks
and cracks horrifficly.
As if finally bursts open and the dust settles, describe a dark-clad
skeletal figure lying in the coffin. Make sure it sounds moldy, boney,
frightning -- and then have it sit up in the coffin!
EEEEK!! IT'S ALIVE!!!
Then...
A very high-pitched young girl's voice comes from the skeleton and
it claps its hands together. "Goodie! Someone to finally play with!
Wanna play dollie with me?" The skeleton almost bounces with excitement...
NOTE: I thought my players were going to faint from the shock of such
a light-hearted little thing, and we did have to stop play for quite
a while until the laughter all died down...
Wrapping it all up: It's obvious that the little girl didn't cause
the problems, so it's up to the players to find out what did. They
also now have to figure out how to break the curse and free the little
girl's spirit, and they might have to pay atonement with a temple
for destroying her guardians (the skeletons & zombies) on their way
down to meet her.
April
Fool's idea # 4 From Harleqin:
Long
ago, before such greats as Bigby, Leomund, Melf, and Otiluke, there
was a not so great wizard named Larry. Well, he called himself “Lawrence
the Great and Powerful Keeper of Mighty Magicks,” but everyone just
called him Larry. Larry, it seems, had a slight difficulty that prevented
him from joining the aforementioned masters. It seems that Larry’s
handwriting was atrocious. In fact it was beyond atrocious. It was
so bad that at times, Larry himself could not read it. Many people,
upon viewing his script, would say, “who let their child scribble
on this page? Don’t they know that pen, ink, and paper are hard to
come by? ‘Tis a shame.”
But this never stopped Larry from trying to become a famous mage.
That is until he was summoned before Saures Gesicht, the ill-tempered
mage-king of Freches. Gesicht commanded Larry to research some new
spells that the king had heard about. Larry, very nervous, wrote the
names down, but his sweaty palms had left his notebook slightly damp.
After a few months work, Larry proudly presented the spells to the
king.
His execution was ordered immediately.
In a strange and ironic twist of fate, the executioner made an error
when reading the death sentence. Larry was pelted with scones until
dead. It was very messy. It took a VERY long time.
Animate Mead - When cast on a mug of fine mead, this spell causes
said mead to swirl about for a short while. After that, the mead will
form into a small ambiguously shaped humanoid and dance upon the surface
of the drink. It will carry on witty conversations with anyone around,
and is quite knowledgeable about mead and beverages in general. Should
someone attempt to drink the mead, the figure will beg for mercy,
pleading for its life. If the mead is partially drunk or spilled,
the figure will act out a melodramatic death scene (sometimes lasting
up to an hour) and then dissipate.
Burning Hams - This spell can only be cast on a live pig or hog. It
surrounds the animal in a small aura of green, blue, or reddish-orange
flames for up to 1 hour. The flames do no damage to the pig, but anyone
touching the animal will take 1 point of damage. The flames can ignite
flammable or combustible items if they touch the creature. The aura
tends to unnerve or even panic the pig, as well as any other animals
in the immediate region.
Manic Missile - Once this spell is cast, a glowing greenish-blue (or
bluish-green) arrow will appear floating above the casters head. This
arrow will then frantically dart about the area for several rounds.
It will approach several completely random targets, seemingly to strike
them, but stop just short of hitting them. Those nearby the missile
may hear low mutterings coming from it. At the end of the spell, the
arrow collapses to the floor, sighs despondently, and winks out of
existence.
Shaking Grasp - This spell causes the hands of the target to shake
uncontrollably for up to 1 hour. The victim cannot use any skills
that require manual dexterity (such as picking locks, casting spells,
going to the bathroom) until the spell ends. Some skills, however,
actually benefit from this spell (such as sanding, scrubbing, and
massaging). This spell affects the caster only.