You're playing a fertility priest in a D&D game and the DM tells you that you have to daily try and get someone to procreate. You try once per day per PC, but when you get to the GM's wife's PC, he tells her that her (gnome or halfling) has a 35 year courting ritual before mating can commence (another male player is playing the same species).
He tells you you can't have Find Weakness for Martial Arts and Armor Piercing for your shooting knives because that's too powerful; only one or the other. Then you discover that his GMPC has Find Weakness
with her HKA Claws and Martial Arts because that's "character concept."
He makes a big speech to the players about how our nemesis villain will no longer be used after this plot line and whatever happens, happens. If the villain dies, he dies. If he's captured, he'll be captured and put away forever, if he escapes, he'll go elsewhere. When the battle is over, the NPC is beat and captured. And shows up two plots later with higher defenses (though lower Speed and Strength).
He goes on and on about the virtues of playing an Indian game where there's no desire for money and that the Indians were skilled shots at hitting bison behind the third rib for one-shot kills. When you agree to play the game...
- You have to roll a natural 20 to hit the bison, regardless of your THAC0.
- Your reason for adventures are based on acquiring gold
- As Indians, you're hated by all the surrounding Elves, Dark Sun beasts, and other Indian tribes.
- Every time you hunt bison, they stampede in your direction even when you're hiding behind a boulder on hill.
- Every time you hunt bison, someone gets broken ribs, and it's not the bison
- The chiefs scorn you for never bringing back a bison and always getting ribs broken in the stampedes
- Every time you hunt bison, some stranger is found that leads to "an adventure"
- The ONE time you score a 20 and kill a bison, you're chided for not bringing back more than one
Your campaign takes place in central Texas but your latest adventure requires you to travel to save a city that's being attacked in southern South America. You know this because of a wounded man who traveled from there and you found him on your bison hunt. He promises to guide you safely.
Everyone you meet on your journey to the southern South American city either attacks you or tells you "you can't win; turn back now." No one is friendly.
You have to role play traveling through every country on your journey.
After three months of travel and being told "you can't win; turn back now," you decide to turn back. Suddenly everyone you met previously tells you "you're they're only hope." The stranger/guide whom you're carrying with you begs and pleads for you to help.
When you're one day away from his city, your *guide* asks "What? You're taking me where? I don't want to go there!"
The city you're sent to protect/save is on an island in the middle of a lake. The inhabitants don't like you. To prove you're worthy, you have to go kill a beholder on a neighboring island.
The city you're sent to protect has 50 people left alive. When the night raids come (from Drow), the citizens beg for your help. The priests of the city sacrifice other priests (those who have run out of spells) of the city to cast down
flamestrikes on the boats of invading Drow.
The next day, with only a dozen or so city inhabitants left alive, the high priest demands you go attack the Drow hideout. To help you with this, he tells you where you can recruit 100-200 Amazon warriors (why they wouldn't help the city, we never were told).
The Amazon warriors are tougher than your PCs.
When investigating the Drow caverns, the Amazon women are abducted one at a time until it's just the PCs left, regardless of where the PCs are stationed amongst the Amazons and no matter what methods you use to try and prevent the abductions (which you never see happen and only "notice" when you do a body count and there are always less Amazons than before).
A
Wish spell of "I wish all the Drow would explode into flames" is enough to kill off the enemy.
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