You know those times when tiny character quirks end up benefiting you greatly? Or when an insignificant detail changes the course of the entire campaign?
I have a fond memory of such a time to share.
I was playing my beloved green half-drake Elf Druid who could turn into a full drake at will. In the rest of the party was a tough Human Fighter, a female Drow Mage with an evil sword, and a Halfling Rogue as our guide.
We were traveling the countryside and ended up in a coastal town, where we were given a quest to seek out leads for a bronze dragon’s egg that had been stolen.
This story is about a player who had the worst possible luck.
When I was at university I joined the local D&D group. I was playing a sneaky Elven Ranger. We quickly got into a routine; I would sneak ahead to the next door, listen, check for traps, then motion for the rest of the party to move up while I checked the next door. After the first six rooms proved to be empty, the bad-luck player got impatient and declared that his character was just going to go right ahead and open the next door without waiting.
He triggered a lightning bolt trap and was shot by several Orcs who were waiting in ambush.
My character, a Wizard with a drinking problem and slightly suicidal ideation due to getting caught in a time warp and waking up 1000 years in the future, and a Warrior named Chrede Redhands who had a skull as a friend, were stuck.
Stuck at the top of a prison guard tower. Countless guards were climbing up to swarm us. Not imprison us, that's for sure.
The plan had really gone wrong.
A tyrant had taken over a giant ship in a dock town and was holding the town hostage. The crew of the ship had been put into a heavily guarded prison. The PLAN was to sneak in, dispatch as many guards as…
It was my first time playing D&D. I'd made Ingloriel, an acrobatic dual wielding Elf Monk, determined to be the greatest assassin in the land. Alongside a charismatic Bard, a necromantic Sorcerer and his zombie minion, and a Rogue who tried to steal everything he could get his hands on, we were the well-adjusted members of a mercenary guild.
Our first quest was to investigate a band of Goblins terrorizing a town.
Spirits were high, as expected from a band of mercenaries out to make money.
We managed to successfully track the Goblins to their lair. In the attempts to use negotiations to find out who their leader was, our…
Our group had been playing for roughly four or five months on the same campaign, a thrown together slap-dash adventure that our DM basically created chaotically (usually with dice rolls as we entered a door).
Because of this, we encountered a plethora of traps and treasure chests.
Luckily for us we had our Rogue, Jorom Stoutbread, a Halfling with a perception so high, it bordered on precognition. He would often see a trap that someone was about to step on, call a halt, and disarm it flawlessly before we continued on.
After each battle, Jorom would go through the corpses of our fallen enemies. He’d also check for hidden…