by cynthialee » Monday May 23rd, 2016 2:24pm
I will now delve into the realm of woo and the highly unbelievable...
The Dice Gods have a sense of humor. They also like to see the highly improbable happen.
I believe that there is a force, entity or energy that takes an interest in the games we play and they will alter the dice rolls to make up the most wonderful and improbable stories. Sometimes they bless us, other times they curse us.
Let me tell you the story of Father Karaway Handsbane and how he gained his moniker of 'Handsbane":
Arik (NPC of ultimate male virility and awesomeness) rightful heir to the throne of the city has returned to the city his father ruled during a time of famine with the fresh carcass of a huge dragon. He gave the food to the people. Father Karaway approached Arik and they bonded. The priest appreciated the fact that Arik was concerned with the peoples welfare. He explained to the noble man that one dragon would not feed the city longer than 3 days. Arik agreed and the two were involved in plans to form hunting parties for the city. As the two were talking, the city guard approached Arik and said the Mayor and town counsel wished to reward him and confer with him.
Arik left with the guards, in spite of the warning from the priest it was a set up.
24 hours pass and there is no word from Arik and the local city hall (Arik's fathers castle) was closed to anyone not conducting city business.
Well Father Karaway conferred with his friends (the other Player Characters) and the priest informed them he would go to the Keep to pay his fine for improperly parking his horse 2 days prior. When inside the keep he would seek to gain information about Arik.
Inside the keep the priest is given the run around, he pays his fine and he has to leave.
As he was being escorted to the front gate he makes his first attack. Now keep in mind that Father Karaway is being played in a AD&D 1st edition campaign and he has a lowly 8 Strength. The priest grabs both of the guards from behind and bashes their noggins together. A natural 20 was rolled! The guards both fail Constitution checks to avoid passing out. (DM's call, worked for me...by the way I am playing Father Karaway.) Father Karaway immediately makes for the dungeon and encounters a guard who challenges the priest. The first time ever in his life Father Karaway tells a lie. He tells the guard that a man is dying further in the dungeon. He tells the guard he has received a psionic message he is needed as a healer. The guard refuses to allow the priest to pass so the priest makes an attack on the guard with his holy water sprinkler/mace. As this guard is only a working guy and not a crooked town father Karaway attempts to hit the guards sword hand. Natural 20! The guard goes to the ground in shock with a broken arm and the priest casts his curse spell at the guard. "That arm shall not heal unless you gain 'Absolution' you gainsayer of a priest on a holy mission". {My brother the DM is in shock by now.} The priest then grabbed the guards keys and goes deeper into the jails. Next he comes to a guard holding fat at the next door. Now the priest is pissed (and the players heart is racing) he immediately says to the guard, "Stand aside I am a priest on a mission and will not be impeded." The guard answers, "Nay good sir, I can not. My post must be manned." The priest immediately rolls to hit the guards hand and the roll is a 19! In my brothers game that means a +1 to damage, it is a soft crit. Next roll is the damage roll. 8+1 9 Hit points. This is just over 1/4 of the guards hit points on the called shot...his hand is also broken. The guards keys are taken and the priest pushes the guard to the side and continues. The next door is the door to the dungeons. Of course the guard is there and there is another exchange between the priest and the guard. The guard will not yield and the dice are rolled again as the priest attempts another disarming blow. Natural 20! Roll out damage X2 as per my brothers rule. The damage roll was over 50% of the guards Hit Points. In my brothers game...that is a Constitution check. The guard fails and passes out from the pain. Keys are grabbed and the priest enters the dungeon. He yells out as loud as he can "ARIK! CAN YOU HEAR ME? ARE YOU HERE?" Next the sound of chains rattle furiously. The priest follows the sounds and finds a cell holding Arik. He is beaten, chained to the walls and has a stirge on his face sucking out his life force. The priest grabs the stirge and smashes it against the wall and surveys the situation. He puts his mace to the job as a lever and attempts to break the chains. Now the DM smiles...he has the priest and they both know it, "Make a 4 Dice Check against your Strength." he says with an evil grin. The priest has an 8 Strength, it is a well known flaw of the character at the table. Father Karaway has never passed a ST check with 3 dice, much less 4!
The dice are rolled and three 1's and a 3 are rolled!!! The chains break!
The Priest casts his best healing spell on Arik and it is enough to get him away from deaths door, but he is still so roughed up he passes out when he stands up.
The priest grabs Arik in a fireman's carry and starts running.
About halfway to the front gate the priest is encountered by a pack of 3 guards. Father Karaway takes his initiative to heal Arik with his last healing spell and he slaps his spare war hammer into Ariks hands "If you will live, fight". Best thing ever...!!! Arik Pwns...he is a level 15 Warrior and this is a level 7-9 dungeon. The two of them fight the guards to the death and the exhaustion is too much for Arik and he losses consciousness again. Back with the fireman's hold and a dash to the front gate. When the priest arrives at the drawbridge it is being raised. He sees the mechanism to reverse the direction of the draw bridge and immediately grabs it an heaves. The DM smiles again "This mechanism is designed to be manned by two soldiers. Make a 5 dice check against your Strength." At this point it seems futile, but the dice are rolled again...four 1's, and a 4. This is exactly low enough to pass the test. It is pretty much a critical in the impossibility of the roll.
The priest runs out of the castle and there is a mob assembled outside the keep demanding Arik. Well as soon as the Priest gets to the mob he passes Arik off to the Druid and he turns around mace in hand and advances on the 5 guards that are running across the bridge. The priest covered in blood says to the guards "I have the will of the gods and the people on my side today. Back Off!"
Unbeknownst to the priest his party and the mob behind him were all angered and armed and looking like they would back the priest if it came to a fight.
The guards went back to the keep and this turn of events served as the back story to one of the best campaigns I ever played.
Father Karaway became known as Father Handsbane across the land as the tale of his exploits made it across the lands. He was respected by the local constabulatory as he did not kill them when he had a chance to disarm them.
There never was another string of incredible luck like that with the heroes again, but just about every time from that day forward when the priest would attempt a disarming roll the lowest roll ever made was a failing 15, most often the roll would be an 18+. Now in my game circle, the tale of Father Karaway is one of those epic unbelievable situations that make me wonder. No one rolls that many crits in a row. But the entire time the priest was doing his thing, every one at the table was rooting me on. They were not playing themselves due to the situation of the priest going solo, but when Arik was in the hands of the people, there was a rousing cheer. Even my brother the DM was astonished and congratulated me. 1 Priest had single handedly changed the entire course of events in the game.
Time and time again I have seen impossible rolls made by the person in the right.
When my spouse becomes righteously indignant at an NPC or monster, I know the crits are right around the corner. And sure enough they are.
When the players have engaged in shady activities I have seen them botch rolls that should have been pro forma easy sauce rolls.
I believe in the Dice Gods.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~