how to tell your dm has had military exp
Posted: 2005-02-22 02:46pm
the orc hordes you meet have sergeants and meics
the winged horse wont fly until you do a full safety insepction
the dungeons are patrolled by MPs that keep asking, 'who started this fight?'
you learn to retreat upon seeing any monster with a marine corps tattoo
the curses attached to soem treasures include KP duty and full kit inspection
you cant stop for a night without submittin a complete watchbill for the characters' camp
new players joining after the adventure starts show up with transfer orders
the kingdom has a number of troll,s minotaurs and gians caged in silos on the border. the thread of MAD (monster assured destruction) seems to keep the peace.
no matter what sort of area you adventure in, every single town, keep, village, city or fishing camp you enter has a bar, brothel, 3 pawn shops, and a barber shop.
the healing cleric always makes you wait for 2 hrs before trying to send you away with 2 toadstools and lots of fluids.
after the goblins pass by, all the dungeons have a fresh coat of paint.
every door in the udngeon seems to have an incomprehensible number sysem (12-114-2-3-S) that works fine for the monsters and tunnel oracles("go down 4 levels from here, that'd be 12, then foward 18 viens to 137, then the second door on the right, thatd be 3, aft to the little..")
a mysterious figure, the gunny, appears every time you make a mistake. dont make mistakes. justdont.
saying you'll "tie him up" starts a 20 minute discussion of knots, with 4 skill rols.
guard dogs are not just hit points that bark. . . they are chainsaws with fur.
the winged horse wont fly until you do a full safety insepction
the dungeons are patrolled by MPs that keep asking, 'who started this fight?'
you learn to retreat upon seeing any monster with a marine corps tattoo
the curses attached to soem treasures include KP duty and full kit inspection
you cant stop for a night without submittin a complete watchbill for the characters' camp
new players joining after the adventure starts show up with transfer orders
the kingdom has a number of troll,s minotaurs and gians caged in silos on the border. the thread of MAD (monster assured destruction) seems to keep the peace.
no matter what sort of area you adventure in, every single town, keep, village, city or fishing camp you enter has a bar, brothel, 3 pawn shops, and a barber shop.
the healing cleric always makes you wait for 2 hrs before trying to send you away with 2 toadstools and lots of fluids.
after the goblins pass by, all the dungeons have a fresh coat of paint.
every door in the udngeon seems to have an incomprehensible number sysem (12-114-2-3-S) that works fine for the monsters and tunnel oracles("go down 4 levels from here, that'd be 12, then foward 18 viens to 137, then the second door on the right, thatd be 3, aft to the little..")
a mysterious figure, the gunny, appears every time you make a mistake. dont make mistakes. justdont.
saying you'll "tie him up" starts a 20 minute discussion of knots, with 4 skill rols.
guard dogs are not just hit points that bark. . . they are chainsaws with fur.