All-Time Classic Roleplaying Game Moments

Oooo, I’ve got a few:
The first one was from D&D, or Ravenloft, or something. Anyway, we were after a 12th-level Vampire, and we’d found his coffin. A Halfling Thief in our group, whose motto was “If it’s moving, kill it. If it’s not moving, break it. If it’s already broken, laugh at it.” decides he’s going to make it impossible for the vampire to return to his coffin by desecrating it. How’s he going to do that? Why, by pissing on it, of course.
Lightning shot out of the walls, straight at his privates. He rolled a FANTASTIC defensive roll, which is the only reason he kept his parts. They didn’t work very well for a LONG time, though.

The next two are from a sci-fi RPG called “Travelers”. We had 5 people in our group: I played a human-telepath, we had a superstrong humanoid, a teleporter, a Vargar (6-foot-tall wolf, basically), and a “regular” human, whose only special ability seemed to be an excessive tolerance for alcohol.
Anyway, once Chris (the regular human) found out that he was surrounded by humans with “super-abilities”, he turned to the Vargar (the dog, remember) in disgust and said, “a telepath, a teleporter, and superstrength…YOU’RE the only NORMAL one in the group besides me!”
We all looked at him and finally the GM said, “Chris…he’s a DOG. A six-foot-tall dog.” Oh yeah.

A while later, we’re in a hoverjet, flying over the desert approximately 2 meters above the sand, at 100 kilometers per hour. I say, “Hey, maybe we should stop and take our bearings.” Chris says, “Oh, we’re stopped? I’m going to hop out of the hoverjet.” And proceeds to do so.
The rest of our group has a small argument as to whether or not we should go back for him. We finally do, and my character, being a doctor, hops out of the now-landed vehicle to check on him. He’s moving his arms and legs and saying, “Look! SAND Angels.” I immediately pronounce him “too stupid to die” and our group then gets the name of The Sand Angels.

DogDad has one, too, from his D&D days: He was with a group that was just starting up, and the guy playing their cleric hadn’t decided on a name for his character yet, because he wanted one that was “Really Cool.” When DogDad heard that, he said, “A generic cleric?” And unfortunately for the guy, the name stuck and they played the entire campaign with Generic the Cleric.

Recent fun Ravenloft moment:
5 PCs in the depths of the cavern of an undead priestess. She’s got a ludicrous giant bone motif decorating the place. At one point there are two giant femurs stretched between 3 ledges to form a v-shaped bridge over a chasm of mist. On the far side of the bridges is a trapped room with a collapsing ceiling that (apparently) houses the object of their quest, a magic crown.

The PCs know there’s a trap of some sort, but can’t disable it, so they decide to set it off and run. The Ranger and Rogue back up to before the bridge, the wizard are is on the far side of the bridge using Mage Hand to hook a rope on the crown. The bard has used Alter Self to give herself faerie wings and is standing by to assist. And the undead hunter is in the trapped room, ready to yank the rope, grab the crown and run.

The trap is sprung, the ceiling collapses and the undead hunter is blocked off from the rest. The bard and wizard run across the bridge, but the wizard slips and falls.
And then the fun part:

The bard flies down to catch the wizard, but her wings can’t lift both of them. He gives her one end of his rope and she flies back up while he continues to fall. Meanwhile the Ranger tosses the Rogue one end of his rope and braces himself. The Rogue leaps across the first bridge and into the mist, colliding with the wizard halfway down and grabbing onto him. The faerie-bard flies up and over the second bridge and drops down on the other side as a counterweight. The dust settles, and they are hanging like this:



Ranger--------
             O\             /O\
               \           /  | 
             MISTMISTMISTMISTMISTMIST
                 \       /    |
               RogueWizard  Bard


At this point, the hanging 3 see that they’re below the level of the mist and only about 10 feet from the bottom of the pit. And the Undead Hunter pops out of a chute at the bottom of the pit as well, after finding a secret passage in the crown room.

I don’t know if I’m more amazed that they actually tried this, or that they made all the right rolls to succeed. We all laughed a good long while after that.

We were fairly low-level characters entering a familiar dungeon in D&D, which had a long, steep, narrow flight of stairs leading down from the entrance. For some reason, the gamer running the PC at the end of line decided that his character was going to bring our packhorse along on this adventure. The inevitable happened - the horse slipped and fell down the stairs, pretty much wiping out the party en route since there was no room to evade the tumbling hooves of equine death. (This gamer was normally very cautious and level-headed, but on rare occassions could suddenly do something quite chaotic.)

In a diiferent adventure, my character was a half-orc cleric-assassin who always carried a small cage of trained mice with him, on the valid premise that it was better to trigger a possible trap by throwing in a mouse rather than using up player characters. The DM allowed this to work often enough to make it worthwhile. On one occassion, I threw a mouse into a room we were suspicious of, had no apparent reaction from the mouse, and stepped in only to find that a spell turned any creature entering the room into a vampire. The possibilities this opened up for a dedicated assassin were very attractive, but it was the fun I could envision having with trained vampire mice was the kicker which made me refuse to allow the rest of the party to “cure” me. It was disconcerting to have mice regularly appearing and disappearing from the cage, though.

Dammit, I was gonna link to Head of Vecna! Wonderful story, that.

Once long ago I was running a Vampire/Werewolf/Wizard (Mage hadn’t come out yet) one-shot LARP on UNC’s campus with some friends. The central plot was that a group of neopagans infiltrated by a bad mofo had managed to summon a demon, and the demon was trying to take over a nearby werewolf sacred site, and the vampires were just trying to keep everything from blowing up around them.

There were tons of little side-plots – the Romeo & Juliet story between a vampire and a werewolf teenager, the amnesiac high wizard who had all kinds of powers if he faced the cause of his amnesia, the insane Revolutionary War Hero vampire who was still fighting the war, etc. But by the end of the evening, the various groups all realized that the demon presented an overwhelming danger to them all, and between them they’d figured out what they needed to do to banish the demon.

Practically all 60 players went outside to the small park-area we’d designated as the sacred site and told us they were beginning the banishing ritual. “Do something,” we said, “to show us you’re banishing the demon.”

So it was that around midnight on a cold wintry North Carolina night, fifty goths swayed back and forth singing, “Kum Ba Ya, my Lord, Kum Ba Ya…”

Daniel

Well, there are many entertaining tales of Miraden the Mad and Sharn Longfist, two unlikely cohorts in early 2E Forgotton Realms.

Miraden was an elf fighter/mage, played by my friend Brian, who is very much like the Brian of KODT fame. And I played your humble Sharn “Longfist” Stoneshoulder, a dwarven fighter/thief – ahem, that’s bounty hunter to you.

There are SO MANY tales, I don’t know where to start. Miraden and Sharn adventured together from 1st level, in Daggerford, up and down the Sword Coast and across the Northern Frontier to Ascore, where they foiled a conspiracy between the Zhentarim and the Cult of Dragons to loose a Dracolich upon the Heartlands. Before retiring in Waterdeep, Sharn and Miraden had gained at least 40 levels between them. Sometimes they were accompanied by other PCs, other times just the two of them walked alone.

There was one scene, in the dead of winter, Sharn and Miraden find a cave in which to camp for the evening. They had not only themselves, but a dozen horses to shelter, so the cave seemed ideal. It was warmed by geothermal activity, and was unoccupied. It stank a little, but the horses weren’t nervous, so they reasoned it must be a safe campsite.

Sharn had first watch. Miraden needed his beauty sleep, and in Sharn’s opinion could never get enough if he slept a lifetime. The watch went uneventfully until Sharn re-entered the cave to awaken Miraden. But the elf wizard would not wake up. And all of the horses were unconscious, too. At least Miraden was still breathing. Barely.

Realizing that the air in the cave must have been bad, Sharn dragged his companion into the cold air, and began forcing the air out of his chest to clear the vile vapors from his lungs. Eventually, with much coaxing Miraden awoke. But the horses were all dead.

And without the horses, so were the heroes. In the cold, relentless winter of the Northern Frontier, their survival depended on the animals. Sharn digs out his two remaining vials of healing potion, and tries feeding one to his mount.

Nothing happens. The potion dribbles out of the other side of the steed’s mouth and into the snow.

Miraden unpacks his jar of magical healing unguent, a preparation that while only mildly effective, has saved both heroes’ lives in the past when they were rendered unconscious and a kobold’s whisker from death. Uncertain of where to put it, Miraden applies it to the chest of the same horse.

Nothing happens. Sharn and Miraden look at each other hopelessly.

Just then, a twinkle appears in Sharn’s eyes. Sharn had seen another mage bring a companion to life, one felled by system shock with no apparent injury, by applying shocking hands to either side of the victim’s stilled heart.

So, Sharn asks, “Miraden, do you know how to cast shocking hands?”

And Miraden, possessed of near superelven intelligence, understands the reference immediately, having been around the stacks himself a few times at the mage college. “No, that spell is not in my repertoire. But I can hurl a lightning bolt,” says the warrior mage.

“Yes, I know.” Sharn is intimately familiar with Miraden’s lightning bolts, having shield rushed many a foe only to have his “Artillery Wizard” companion let loose with a stream of plasma, striking both friend and foe. Not to mention the fireball incidents. In fact, if it were not for his superdwarven constitution and capacity to absorb unusual amounts of damage, Sharn would not have survived his first adventure with Miraden. And indeed, he did not survive them all. But those are stories for another time.

“Help me line up the horses. And quickly!” Miraden and Sharn drag the lifeless horses out of the cave and onto the snow, lining them up so that their ribcages are all in a row. “Stand back,” warns Miraden, as he surveys the line of horses and sidesteps in the snow once to his left. And once again. “With Mystra’s grace…” Miraden whispers.

Oh, now I get a warning, Sharn thinks. At this point in their career together, the eerie, resonant chant of Miraden’s spellcasting is all the crusty dwarf needs. In fact, Sharn is beginning to learn the difference in the sounds and the cadence between the nearly silent firey death and–

Flash! CRACK! Rumbbbble… An indigo beam 10 feet wide leaps from Miraden’s outstretched hand and leaves a persistent yellow streak across Sharn’s vision. In the cold, dry air, the stroke of thunder sounds like a giant bullwhip. And as if whipped, all twelve horses convulse once. Violently. In the distance, the sound of the spell echoes, but the horses do not respond to it.

The smell of burnt horsehair and seared horsemeat makes Sharn’s stomach turn, and then growl. Eleven of the horses are badly scorched, clearly dead and fit only for the scavenging wolverines. One horse, however, convulses again, and then again, and then leaps to its feet and runs towards the trees… only to falter and stumble halfway. Panting, it collapses on the ground, huge gouts of vapor gushing from its nostrils with each labored breath.

One mount. One horse, against all odds, revived by a lightning bolt instead of slain by one. Singed heavily, and wild eyed with fear, the horse is clearly not rideable. Yet.

Miraden is elated with his miracle, and lets out an uncharacteristic unelflike whoop. Sharn grumbles and wades through the snow to the poor beast, pulling the last healing vial from his belt…

Not actually a role-playing story, just something funny I saw at a role-playing con.

You all know Cheapass Games? Well, this one smallish convention I was at, as a promotional thing, they paid to set up water coolers around the con. Each cooler had a Xerox sign, saying who had paid for the water, hence the promotion. Except whoever ran off the signs wasn’t paying attention to his typesetting, because they all said:
Water provided
by Cheap
Ass Games

Two.

First, a pal of mine, Ray, was playing a high level magic user in original D&D (I’m old…I know). He cast a lightning bolt at a demon…it resisted. He cast a fireball at the demon…it resisted. He cast a cold ball at the demon…it resisted.

After the third GM check Ray sings out with ‘RESIST THIS!’ and swing on it with his staff. Brilliant moment of frustration.

Then my all time FAVORITE role playing moment.

We’re in college and playing in the basement of a friends place off campus. Six of us, three guys and three girls. We have some wine (Mad Dog, God help me) and continue playing. More wine. Then there’s a moment where we’re all swimming across some body of water. I say ‘we should really be naked for this. Di, you go first.’

And she did. Then all of us. Brilliant.

The ROLE playing pretty much stopped then. But not the playing.

Though I did get a four-sided die stuck to my ass.

I wanna be in Jonathan Chance’s gaming group.

Yeah, I wanna be in Johnathan Chance’s group too, or at least have a nice hidden webcam… er… cough

I can’t believe I forgot to mention this next anecdote right off the bat… I guess I just haven’t thought about the character in a while.

He was a Grey Elf wizard that I was running, in 2nd Ed. AD&D. His schtick was that he was a cataloguer of monsters, and a borderline psychotic. (You know what they say… speak softly and carry a big schtick)

The world he lived in was overrun with Orcs… the ‘civilized’ humans and demihumans were living in caves, while the Orcs plundered the cities.

Well, one day he and a Dwarven NPC were raiding one of the formerly human, now Orc-held, cities, when they were cornered by a small patrol of Orcs.

They would have been a small problem for us at the level we were at, so I had to think of something clever. I looked over my character sheet for inspiration… and saw the copper bracelets. Now, these weren’t just folk-arthritis-remedies, these were a bonafide magic item back in the old days, with the impressive power to glow a pale green on command.

The Orcs burst into the building we had hidden in.

“FOOLS! How dare you interject your foul presence into the awareness of Garion the Mighty? Get thee from my sight, foul creatures, before I smite you with my Bracelets of POWER!” And I made them glow.

The GM chuckles and rolls a Morale check for the Orcs. They fail. Horribly. They run, giving us enough time to escape the city with the supplies.

Moral of the story : NO Magical item is useless.

I have a drow character who does the same thing all the time with his faerie fire ability.

“Burn, mortal!”

Then, when they turn to run away, I stab 'em inna back.

Here’s on other one I found amusing.

The half-ogre fighter and his buddies were merrily tomb-raiding their way through Persia, as I previously noted. In one tomb, they were desperately seeking an artifact. Failing that, a boatload of cash.

Room after room of undead guardians and traps… nada. Nothing. They stole some cheap silver trinkets and glass beads from the bodies of the dead themselves, but that’s it. They didn’t have a rogue and had neglected to search a few rooms in the commotion, so they hadn’t found anything particularly useful.

They break the seal on another tomb and enter. Completely expecting a member of the living dead to spring forth from the single stone coffin, the half-ogre declares:

“I’m picking up the lid of the coffin and hurling it against the wall! And if anything moves inside that thing, I’m beating it with my spiked chain!”

I glance down at my notes and ask “What direction do you throw the coffin’s lid?”

Clearly not the response they were looking for. The player looked at me, while the others meta-gamingly whisper to each other about an invisible creature lurking, or some manner of horrible DM torment coming their way. The player considers, but having no idea what’s going on, picked randomly, “directly to my right?”.

The coffin’s lid flew across the room in just the right angle to slam into the stone wall and break through the secet door – right onto the heaping piles of coins of the treasure room. Dumb luck!

Ye Gods. That reminds me…

I’ve had many, many laugh out loud for a few minutes moments in my roleplaying experience, but this one…

Vampire LARP. With demons, no less (actually, for the people who know the rules too well, vampires and ghouls were getting possessed by Wyrm-spirits for no clearly discernable reason). The Tremere (magicky vamps) were of no use and were untrustworthy anyway. Someone we knew had gotten possessed and was…I don’t remember, vomiting slugs or something. I pulled out my trusty Occult Library (2 point Merit!) and researched a ritual to exorcise the demons!

So the person running the scene says “All right. This is LARP. You’re going to have to do this for ten minutes.”

We made him regret that. :smiley:

The little redhead next to me and I began to sing:

“At first I was afraid, I was petrified…”

It prompted the quote: “All right. You banished the demons…through DISCO.”

:smiley: :smiley: :smiley: :smiley: :smiley:

In the Return to the Temple of Elemental Evil, 3rd ed. DnD, our party were fighting a group of humans, among them a priest and a wizard. After the battle had moved around a corner, our paralyzed party member A is left standing in the middle of a hallway. A horrible monster, probably attracted by the commotion, comes into the hallway from a different direction…

A’s player: “I call out for help!”
B’s player: “Aren’t you paralysed?”
A’s player: “I call out very, very quietly.”

In a Warhammer game I recently joined, I made a noble who had pretty much average stats except for Weapon Skill. I planned to play him as a foppish kind of guy who thinks he’s hot shit, and expected him to die quite thoroughly quite early. The party gets in trouble with a number of chaos mutants, and I have my character (Ned) go at them with his rapier as if they’re sparring partners in the castle courtyard, shouting “have at thee!” … and he proceeds to inexplicably trounce every one of them, and remain the only party member uninjured.

grumble grumble Search grumble Subscribed Threads not visible grumble

Looking throuh some old campaign notes of mine, I am reminded of the tale of Bart Kerkon, a Bard of great repute.

Back in my younger days, though I had a regular gaming group, I also ran a game in which my best friend took on the role of multiple characters. Oh, he had an entire party of characters in my campaign world, and though certain characters were his favorites, we’d see most of them now and again.

And then there was Bart. Bart was a bard, and to be summed up in two words, eternally optimistic. No matter what happened to poor old Bart, he’d always stagger back to his feet with a pronouncement of ‘Coulda been worse!’

Bart didn’t get to see a lot of playtime, though, and at some point slipped our minds entirely.

One day, after the core members of the friend’s party of characters had been resurrected, seventy years after their epic deaths, my friend wondered aloud where Bart had gotten off to. This got me thinking… he explicitly hadn’t been at the colossal battle that had slain the others… and I’d jumped the campaign ahead seventy years.

In keeping with the oft-humorous tone of my game, I decided Bart (and another secondary character of the group) would have to be reintroduced.

While my friend’s main character was exploring his old castle, that he’d ruled so many years before, he unsealed a warded room in the attack to discover Bart and the secondary wizard-fellow in there.

Friend, as his character -“You’ve been locked in here for seventy years?”

Me, as Bart - “Coulda Been Worse!”

Heh.

Everyone knows the kender right? From the Dragonlance campaigns and novels. Kenders know no fear and are unable to pass anything by without picking it up. The character I was playing never shut up, and firmly believed that anything not nailed down was fair game and everything that was nailed down could be pried loose. So the other characters in the group were used to having their stuff end up in his pockets. His nonstop talking OTOH, was driving them crazy.

So the group is flying to one of the moons of Krynn, on some kind of quest to find something when they are attacked. I am turned to stone before the attackers are beaten off and everyone is very happy. It is the first time I have shut up all night. :stuck_out_tongue: So they just leave me like that. But I was not the least bit upset, I just smiled at them and waited.

So we land on the moon, they get ready to go, leaving me standing there stoned, when one of them looks at the others and says, “So, which way does the map say to go?” “I don’t have the map, I thought you did?!”, I do a little finger wave and :smiley: “OH GOD!! WE HAVE TO TURN HIM BACK!!” I didn’t shut up the rest of the night.

Hmmm. Which haven’t I shared? Let’s see… there was my Vampire : The Dark Ages character, a mild-mannered Tremere by the name of Jonathan … who established a small colony in on the American continent in the late 1400s. The memorable thing about him was that he managed to befriend the local Garou population. The Wendigo. ( :eek: ) The character never once killed a human during the entire time I ran him, and I remember him fondly.

And then there was my crime-investigating priest, an archetype I intend to revisit the next time I have a chance… he was in a campaign with a warrior who once punched a Nightmare in the side of the head… and K.O.'ed it.

Once, at a convention game, I was playing a doddering old wizard PC … the party and I encountered a nasty red dragon in a dungeon… everybody scurries out of the line of fire for its breath weapon, except me, the poor wizard… who is then engulfed by flame… and emerges unscathed. I’d cast the cold version of fire shield, which meant that with my successful save, I took no damage at all … Ah! That reminds me of a better story.

During the early adventure where I was playing Victor, AKA ‘The Crimson Mask’, who I have previously mentioned … he had yet to reveal to his travelling companions that he was, in fact, a wizard. They thought him a simple foppish swordsman. Since he enjoys people underestimating his intelligence, he was careful not to disabuse them of that notion.

Well, we came up against another swordsman-wizard… he a master of water and air magic. Our party consisted of Victor, a bounty hunter swordsman, and a faerie-mage. The faerie-mage put up an anti-magic barrier around herself and the bounty hunter, as the foe invoked an ice storm on that general area. The battle had been rough, but the foe was nearly defeated… I invoked my fire-shield spell … which my fellow adventurers could not see for the ice storm. I nearly killed the opponent, and he spent the last of his energy to cast a spell to push me back into the ice shards, hoping to kill me even though the effort would knock him unconscious. He casts, falls unconscious, and I go flying back … my fire-shield exactly negating all damage from the ice storm as I pass through it… and into the antimagic area, where my fire shield is, of course, snuffed. So my fellow adventurers see me tumble back through the blizzard, completely unscathed, landing on my feet and dusting off my shirt, reporting the defeat of the enemy.

They did figure out about my spellcasting shortly thereafter, though. :smiley:

And that reminds me of one. Not my character, but one of my friends. Our oldest characters all started in original D&D together, and progressed through several years and a couple of different editions. This happened using 1st ed. AD&D with psionics.

On one adventure at moderately high level, about 8th I think, we were investigating some problems with a mine owned by the local king. The problems were being caused by some goblins that had broken into one of the lower levels. We were pretty cocky since we were so powerful, until we got into the cramped tunnels filled with traps and hundreds of goblins. They were wearing us down quickly when the wizard yelled at us to gather around her, she had an idea. Then she cast a fireball spell.

At the time, a fireball filled a specific area, and if the place it went off was too small, it would expand though things like small tunnels until it reached its cubic area limits. So it went and filled the entire goblin warren, pretty much wiping all of them out. Of course, we were in the same area. But our wizard’s idea was not just to immolate all of us along with the goblin. She had a psionic ability that allowed her to manipulate energy within 10 feet of her. So she absorbed the fire in that area, thus protecting us from the blast. :smiley:

Our DM was … surprised at the outcome. He figured it would take us days to clear that section out. But he made up for it when we ran into the beholder farther down. :eek: :frowning:

Lok

Let’s see, let’s see.

One of our favorite stories (in our gaming group) to recall is Eric’s (see above, or in my Memorables Quotes thread) first adventure.

We were all fairly new to the game at the time, but Eric newer than most. While crawling through an underground city in my campaign, Eric begins: ‘I recall something. My … grandfather… he told me of a sword he had left here, once. A magical sword.’

The separation of GM role from that of a player perhaps hadn’t been emphasized. We all burst into laughter.

He still denies that story every time we remind him of it.

Around that same time, another friend of mine was being introduced to gaming. He was running a paladin, and I had a thief. The game was 2nd Edition AD&D. The rest of the party consisted of a Dwarf and a Bard - both of whom are mentioned with the “Ditto” anecdote in the Memorables Quotes section.

The party was crawling through a fairly standard dungeon, and we uncovered a magical belt. The Paladin lay claim to the belt, and immediately donned it, only to find it was a Girdle of Masculinity/Femininity. So now, ‘he’s’ a female paladin. And VERY upset.

During the rest of the session, he was sullen, depressed, dejected… not even bothering to draw his sword when the rest of us battled an Otyugh. This led to some annoyance at the time, but now the incident is amusing, in a nostalgic way. It was as if that Girdle had killed him.

During a Cyberpunk campaign, the party group had completed a small mission, only to realize they had been poisoned by their employer (eliminating all traces of the mission, I suppose). The poison was affecting those of us with cyber the most and giving us weird hallucinations.

My character and another had been out talking to some contacts and just ducked into an alley to avoid a conflict when the GM handed me a private note:

You have a tail.

So, my tough Solo character starts to walk around kinda funny, then begins to walk in circles. After a few minutes, when the other player looks at me quizzically, my character asks, “Dude, do you see that?” and points to her tush.

I thought the GM meant tail, you know, like cats and dogs have. Not the kind following us around secretively and possibly carrying a firearm…

In my campaigns that would have been a tail. One that wags. And is possibly forked. Item drawbacks are the best.

D&D 3.0/3.5. We have a player in our group (Matt) who pretty much only plays maxed out human fighters. (gotta have that extra feat!). The DM starts a new campaign and has every player draw a slip of paper out of a hat, each having a letter on it that corresponds to a curse or an ability drawn up ahead of time. After everyone has drawn, we get our info. Matt’s was a curse… whenever this player dies, he is immediately reincarnated as per the spell in 3.0. Roll a percentage, come back as a black bear or an elf or a rhinocerous… you get the idea. He came back something like 20 times that campaign. Certainly saved us a lot of money on resurrections.

Same campaign… I’m playing a female monk (hand to hand combat mostly). Ardred is also playing a female monk. We come up in the drawing as having telepathic capabilities, but only with each other. We’re going along and a creature who’s name escapes me (it lives under the sand and sucks the unwary into it’s stomach where they are slowly digested.) This large tentacle thing with row upon row of teeth surprises my telepathic buddy and sucks her into its stomach. My character panics and throws a punch. I roll a 20 (automatic hit). Then I roll another 20 (critical hit). Then I roll another 20. (critical kill). I killed, as a third level monk, some giant CR 10 creature with one punch. It died by sucking all its own teeth down it’s gullet. Quite satisfying.

Critical kills: Ardred was playing a druid with two wolf animal companions. We ran into a bunch of zombies shambling at us and causing general havoc. Ardred swings at the first zombie… critical kill. But wait… zombies can’t be criticaled! The DM decides he’s not going to let a 20/20 roll go by unfulfilled, so A. knocks the poor zombie’s head off. Wolf one goes chasing after it like it’s a tennis ball. Zombie two comes up, moaning at A. with his quarterstaff of death. 20/20 again. Zombie two’s head goes rolling and wolf two now has a toy too. Those heads were with us for awhile… they make fun toys, it seems.