Showing posts with label session. Show all posts
Showing posts with label session. Show all posts

2016/10/16

SUD: Session 3 - Three Wizard Time


Three Wizards Walk (and are Carried) About

Dramatis personae:

  • The Astrolomancer, a quarterling astrolomancer with a tarot deck, some crappy illusion spells and the summoning spell from lotfp
  • The Psychotropic Neomarxist Healer, a priest of empowerment with a lot of psychotropic herbs and a few crappy healing spells
  • The Pretty Pot, a magic pot with an unseen servant, charm spells and the ability to brew potions inside itself.

... after becoming friends with the slothrog and releasing it. They wander into the Reaver Camp. After putting on a harmonica duel with one of the pirates, sharing some long pig, charming another pirate and singing an epic poem in praise of Fooloo, first mate, they are acclaimed as true friends. The pirates pay them for the entertainment and the charmed pirate, 'Chunky', joins as a henchman carrying The Pot.

They arrive at the Golden Barge and spot the skeletons on it. After denting the barge, a skeleton comes to fix it. With mending, they help fixing it. They engage the skeleton in conversation and soon prove that they too abhor "the flesh demons" and point to the pot, the mending and some illusion magics as proof. After demonstrating their "non-fleshiness" to some more skeletons they are allowed in.

The skeletons take them to see the "Great Machine Mind", while equipping them with some sentient snacks to deliver. At the foot of the great staircase they run into the great ape dropping barrels on them. After very little thought the Astrolomancer summons an arachnid demon from the great icy seas of chaos that is 'immune to all physical attacks'. It promptly breaks free of his control.

Making themselves scarce (crappy illusions, darkness, phantasmal barrier and some other stuff) the summoned demon goes after the ape. Bypassing the whole battle they enter the "Control Chamber" where they find the odd-headed supercilious and sniffy creature with a vibro axe trying to activate the "mind-machine-interface-helmet". Eventually they lure the demon inside and close the door behind them, while they rest.

Returning an hour later, the room is a mess, the demon has evaporated back into the seas of great icy chaos and they discover that they don't know the odd language to control the machine. Disappointed they proceed to poke around further in the barge, picking up some books, discovering great hamster wheels, and deciding to discover another of these "odd-heads" to use them to control the "great machine mind".

Then they politely leave, thanking the skeletons for their help.

Weirdness: 4/5
Bypassing Combat: 5/5

(Golden Goats Session 58)

2016/09/16

Improved Information Presentation for Dungeon Masters and the Slumbering Ursine Dunes

The Golden Goats (our D&D party) has chosen (on the basis of insufficient information and DM nudging) decided to (of their own free will) hit the Slumbering Ursine Dunes. This is not a review of that adventure, but I will use it for illustration.

Like many dungeon masters (referees, game masters, whateverees), I have stacks of adventures at my disposal. Infinite modules and adventures, games galore. From the OSR classics like Death Frost Doom to Zak Sabbath strangenesses like Red & Pleasant Land to the gargantuosity of Blue Medusa to short things like Gus L's Tower of the Hated Pretender and the subsequent Dread Machine and Patrick Stuart's Deep Carbon Observatory. Seriously, google those and check them out. They are good.

I've come to really appreciate pre-made adventures, because they provide me with

  1. the skeleton of an adventure to run, useful when short on time, 
  2. and encounters that I didn't make up myself, which is great because they challenge me when running them, expand my experience, and leave me completely indifferent to outcomes.
But one thing I have run into in every one of these adventures is the challenge of information presentation.

The information I need from an adventure as a DM is different from the information players need, furthermore I function as a medium for this information, filtering it for the players. So, the information flows a bit like this: Author (Adventure) ---> DM ---> Players. Every one of those steps is open to entropy, distortion and information loss.

But the big difference is in how information is (or should be!) presented to different audiences.

How Players Receive Information During a Game

A player receives information in a linear fashion from the DM. For example:
DM: There is a great stork in front of you. About 60 feet high. It grabs a merchant and swallows him whole.
PC: Is it blue?
DM: No.
PC: Damnit, my Arrow of Blue Slaying won't work. Can I jump on it?
DM: If you climb a nearby building or tree, it could work, but it'll be dangerous.
In this way, a player's experience is a bit like reading / playing a piece of interactive fiction with a real-live fictomancer (aka. storyteller) and dice to provide random events.

How DMs Receive Information From an Adventure

The same way. In a linear fashion.

Most adventures are laid out and written as though I, the DM, am an invisible, floating, incorporeal, somewhat mind-reading eye or spirit exploring the adventure step-by-step.

  1. The sands here have been compacted by generations of ritual blood-letting by the troglocactus people. A golden cow is buried under the semi-animate dragon statue. A smelly path leads south. A sweet path leads east.
  2. 1d3 orco-agave slaves are here working. Great clay bowls pock the canyon here, where the troglocactus people deposit their sappy discharges to make the delectable nectar known as peopltle. Peopltle causes a buzz and gives advantage to speaking to animals or plants and a 20% chance of seeing a vision familiar (see p. 59). A paved path leads to the adobe hut of the ogro-saguaro chief red-knocker to the west and a dirt track leads to the orco-agave slave village further south.
  3. 40% chance Red-Knocker is here. The adobe hut is fine and decorated. There is always a spiny ant-eater-umber-hulk crossbreed here. She is named Mary-Louise and likes checkers. Can find rumours. Red-Knocker has blown all his gold at the Gamblehouse of Sweet Nectar Slim in Migarro, so there is no loot.
And this is kind of fun. It's like a make-my-own adventure game in some ways. I end up rooting for the Clan of Poo werebear circus performers. I chuckle at puns.

What PCs and DMs Do With Information

The player immerses herself in her own story in a linear fashion, knocking down one door after another, until she discovers the prince is in another castle. And yes, I've done that. She doesn't need to know what is (or could be) behind the window, under the hidden trapdoor, in the background or in the mind of the extra-corporeal corner-demon Pelutho who is tossing bread crumbs into this reality to fish for the souls of men (but not women, for Pelutho is not that kind of tosser).

The DM mediates the adventure to the PCs. The DM is like the adventure's Search and Map and Random Seed and Dice Rolling system mashed together with some bad voice acting and terrible theme music for fight scenes. Oh, also, while generally conducting the party like a master of ceremonies (because a good game of D&D is a party).

And therein is the problem.

As a DM during play I need a synchronous overview of the adventure at multiple levels. I need both higher and lower-level overviews, and I need more information density than a player ever experiences. Adventures try to deal with this, and many recent OSR adventures are taking steps, but they're not there yet. The essence is still linear, even in the Blue Medusa.

Information Presentation (the Example of the Slumbering Ursine Dunes)

I'm going to break-down the SUD based on the information being presented.
  • p. 1 - Welcome to the Dunes - an introduction and some guidelines (not using it during play)
  • p. 2 - Dunes History - dropped it, as I slotted it into Rainbowlands
  • p. 3–p. 8 - Faction Behavior - this is important, but at 4 pages, I don't have the time to review it as I play. In practice, this means my rendition of the SUD diverges at the first NPC encountered.
  • p. 8–9 - Rumor Table - yay! But let's hope I spot it more often. (R&PL has an interesting approach, where all the tables are (repeated?) at the back, which I like. Another cool option would be a bonus .pdf of just the tables to keep them available).
  • p.9–10 - Wandering Critter Table - important. See above.
  • p. 10 - Using the Map - honestly, ignored this in play.
  • p. 11 - the Map - I refer to this constantly. It now has a flap, marking it in the book. This is one of the most important references in the adventure, unfortunately, like on many maps, the locations are simply numbered, not named. Maps are an area of information presentation for DMs that I think present one of the best chances for improvement in future products.
  • p. 12–20 - 25 Point-crawl locations - all the "level 1 locations". A key problem is that there are two key adventure/dungeon locations, which are not marked as such on the map and require "redirection" from p. 16 to pages 20 and 30. Also, several of the small locations do also conceivable break down into smaller sub locations. Linear!
  • p. 20–40 - Actually, three large dungeons, containing 3 of the factions. Together they add an additional 25, 14 and 18 locations, respectively. Each comes with specific local environment settings and encounter tables, but their maps are only at the end of the adventure. And, again, numbered. Linear!
  • p. 41–43 - Chaos Index - a fun tracker-based mechanism to modify the environment based on party activities. However, notice it's location: slotted in the middle.
  • p. 44–55 - Bestiary - ok, reference. It can be here, I probably won't manage to check during play, though!
  • p. 55–56 - Spells - as above.
  • p. 56–59 - Bonus Classes - as above.
  • p.60–61 - NPC hireling pre-gens.
  • p. 64–65 - maps for p. 20–40
At its core, the SUD is a location-based adventure with 4 factions, 4 location areas each with its own encounter tables, a total of c. 85 location objects + additional character and treasure objects, and several global tables and trackers (chaos index). This is an approximate information architecture of the whole adventure:

SUD information architecture: I want stuff like this when I run an adventure.
SUD does its job pretty well, but it's quite classic in that the only non-linear tool is a map, the rest of the adventure presentation is linear.

Ideas on Adventure Information Presentation for Running a Game

That quick information architecture? That's a top-level overview for a DM. Slightly below that, is a diagram breakdown of the different moving parts (objects: locations, characters, treasures, traps, tricks, etc.) and how they pertain to each other. I generally make one for every game I run (here's the DFD example. It has pictures, too.) — assuming I have at least a bit of time.

If I have time, I may try to hammer something like this out for SUD, because it's fun and I'm in the process of running it. When I run a game, I want to have the information presented to me in a dense yet visual format, that I can use to grasp what is going on and stay on the ball ... sort of like a good infographic.

This is how I envision it:
  1. top-level adventure track = adventure info architecture + factions track + chaox index + key tables (this is basically a table of contents cross-pollinated with DM screen, I guess!)
  2. adventure diagrams = crossbreed of map + key facts about each location (NPCs, treasures, challenges) - these should correspond to the individual adventure levels, so SUD would have four - but the level 1 (pointcrawl) should mark the entrances to sub-levels.
  3. location details = this is basically an index-style presentation of the individual locations. What we already have.
I suspect every DM does some level of self-architecting before running an adventure, but my hunch is that several handout style one-pagers would make running most adventures much, much easier. If I'm write (I'll find out soon enough), a 60 page adventure like SUD really just requires 5 stand-alone .pdfs to make it ridiculously easy to run.

And now, a picture.

See the Red Dunes? Just south-west of Sfera?


2016/07/24

How Death Frost Doom Was Won

I ran Death Frost Doom for my party (approx. sessions 49 to 53). Death Frost Doom is for many the original negadungeon. I ran a printout of the .pdf version 2, the one revised in 2014 by Zak S of Playing D&D With Pornstars (great blog, go read it).

It has reviews like,
"It's very atmospheric and mysterious, but the mystery doesn't give the players any clues to solve it. In the end, if they do the right thing it will by chance ..."
And:
"the "winning" scenario is damn near impossible."
I am sad to say these reviews were wrong. I was quite unable to execute a TPK. Not only that, all the PCs survived mostly unharmed and with their macguffin in hand!

Spoilers follow.

...

The Set Up
Because I'm lazy sometimes, I followed the instructions on the set up:
If this adventure is a part of a campaign (LR: well, if you can call my improvisations a campaign, sure): feed the players stories of inconceivable wealth hidden in the mountain, inside the shrine of an ancient death cult. If the players are in search of a special book, sword or other storied trinket it is rumored to be there (and is—probably in Area 22—but don't tell them that yet).
Ok, so ... the PCs have killed the pepper pot defense units (daleks), taken over Facility Zero, activated the Cryogi®™, and found out that to fully activate it they need to refuel the Facility Main Core. After successfully merging personalities with the mummified remains of Jane Smith, the Facility Administrator, in the Modified Ur-Reality Development Expansion Recreator™, Adobe Suttle accessed the lower level Builder Subroutine, which identified a location where an intact radiothermal barrel had been stored.

In the Mouths of the Meat Mountain of Madness™.

I believe the name of the location successfully alerted the PCs to the ridiculous potential lethality of this location.

I also outlined the whole adventure for myself to help run it in my notebook:

The Approach & The Cabin

The Shrine. Notice the Thumbworm of Doom.


...

The Play Through
DFD has a rather simple structure: Approach / Cabin / Shrine.

The Approach, which can be run as pretty much atmospheric. I added some random encounter tables, including a snow demon in the snow because Longwinter 2. The PCs ran from all encounters (saving those precious, rare hps), treated the rustic PC very kindly and generally did fine here.

The Cabin is a creepy, haunty cabin. The PCs mucked around with everything, and got useful information from much that was there. They were generally careful and nobody died terribly. The purple lotus powder was very popular. But again, nobody died. Hint: the painting shows the altar, which is where the holy radiothermal barrel was also displayed! With a pictomancer who can pass through paintings / walk into paintings, this was really harvested for information. The mad wizards also took samples of all the liquids and strange things they found for "later study".

The Shrine is the biggest part of the adventure and home of the death cult. It thematically splits into three interconnected sections: the cathedral and priest quarters (but the priests are long dead), the tombs of the greater dead (with lots of role-play opportunities here), and the crypts of the thousands of cult sacrifices.

First comes the cathedral and quarters. All the skulls and creepiness do give the game away, but the organ is a great toy and temptation a great mistress. Quinn and Todd played with it a lot, and ended up ageing 20 years each. Salami stole the offerings and was cursed with a disadvantage on all attack rolls. They explored the quarters thoroughly and found the connecting shaft to the tombs.

In the tombs they discovered the interrogator, and dispatched it, then next opened the tomb of the architect. There they had long discussions with the architect and learned about the praetor-pontifex. This was enough for them and they decided to first clear out the cathedral, while temporarily blocking the shaft.

After carefully going through everything that was left, they entered the crypts. There they found the the countless mummies. They methodically burned the priest and warrior mummies, collecting the melted jewellery afterwards. Going forward, they came to the parasite and became very, very careful. Quinn matched the parasite's song and Doc Odd gingerly removed the radiothermal barrel from the altar using the floating cheshire cat. They also tested one of the globes, and found it awakened a commoner mummy.

At this point, they sealed the commoner crypts and walked away.

And that was that! One interrogator killed and a couple of thousand sleeping mummies burned. One radiothermal barrel recovered.

...

The Summary
DFD is one large, scary, set bear trap. Everything else in the adventure is predicated on the PCs poking stuff.

A careful group that doesn't treat each adventure as a slaughter-yard / monster-hunting expedition should do fine. There are no "trick" gotchas - right from the get-go, the adventure makes clear how lethally dangerous things _can_ be. If a PC ignores the skulls, the curses, the warnings, and still picks up protected items, well, a PC suffers the effects.

OK, there is one "trick" in the dungeon that isn't explained well for players: the big skull countdown timer. It's not actually linked to something coming alive and hurting them, but to how much time they will have to escape once / if they awaken the dead horde.

When running the adventure, I was clear in the descriptive warnings and up front about risks, e.g., "the skull altar looks menacing," "the black water is dank and has an evil smell," "curses and warnings are depicted on the walls", "walking over the sleeping parasites looks like it will be very hard and there are so many spheres you might crush some of them," "the ice around the mummies of the warriors, in this second crypt, has already melted a bit more than the ice around the priest mummies."

Overall, I had a lot of fun running DFD. I think the players did, too.

One thing to keep in mind: if you have a game system that makes it hard to create new characters, neither the referee nor the players will want to see characters die! This is bad! Make character generation faster, and the games will be more fun!

...

Poking At Details

  1. the map should have page numbers on it for faster reference.
  2. white text on dark background doesn't leave space for notes.
  3. I lost the printed out handout maps at some point.
  4. I'll think of some more, but those are it for the moment.

...

The System
I run a 5E D&D game - more or less. You can find more about it here. I don't use backgrounds, bonds, inspiration, feats (mostly), and limit the maximum power range of characters to about levels 5–6. Individual spells, items, abilities, can exceed this by a lot, but hit points are generally low. I generally use morale (2d6), re-roll initiative each round, more lethal death rules (on 0 save or die, option for healer to rush in and use heal check instead of failed save), longer rests.

I had no problems converting the module on the fly.

...

Dramatis Personae (characters in italics present for most sessions).
Doc "Odd" Todd the Dentist Wizard / Mad Scientist, his Stage Coach, his Cheshire Cat Demon Familiar,
Salami Rocquefort the Gunslinger / Rogue, his henchman "Hi" John the Weed Cultist,
Adobe Suttle the Pictomancer AND Jane Smith, Facility Administrator Purple Class
Quinn Medicine Warrior the Warrior, her Goat Crystal Stardust, her Cat-Xenomorph Splice Jones
The Finisher, Saloon Brawler and Martial Artist,
Lem Goh, the Dwarf Technomancer who believes himself a golem,
Rod the Speed Freak / Fighter,
a few others that I forget right now ...

2016/06/16

Session 50: Paranoia and Pyromania

A mad scientist dentist, a barroom brawler known only as "Finisher", a bearded pistolero, a bearded golem, a charlatan alchemist and a skinchanger gentleman explorer walk into Death Frost Doom. "On the walls are depictions of Duvan'ku priests leading the innocent to unholy sacrifice. The priests all wear balloon pants, fashionable vests and statement tall hats." Gentleman Explorer, "Can't touch this." "Yes, the Duvan'ku are all indeed wearing hammer pants." ... "The crypts of the priests are full of mummies, liquid time ice sublimating away." "How many are there?" "You estimate more than a thousand." "We should burn them." ... Smoke rises from the top of the mountain, as the party systematically torches the mummies. Bless the PCs' dark, paranoid little hearts.

https://en.wikipedia.org/wiki/Mummy_paper#Other_industrial_uses_for_mummies

2016/02/26

Session 40: Longwinter: End of the Underbaroness

We played our 40th session yesterday night and I learned a few things. I posted about it on Google+ and the post got long and then folks suggested I blog it so ... ok. Fine. Expanded repost.

The background to this session is basically this whole blog. Valleys, rivers, winter, artifacts.

A few days ago I was reviewing my point crawl and felt it had too many points. This was that point crawl, in node form:

Point crawl, node version.
The consensus was that I was being silly and didn't have a problem, that there weren't too many and that if I thought some were boring, I could just use them to have bad stuff happen there.

I ruminated and then spent about 10 minutes redrawing the point-crawl on A3 for my players to scribble on, spill food and drinks on.

This was that version 3:

Point crawl, version 3.
Anybody else notice that blogger html composer editing is really poor at layout?

OK, so that map started off the whole thread.


I guess it wasn't too many points. I trimmed a few of the more egregiously boring ones and made a few more loops. Full lines for cart-accessible routes, dashed lines for feet only, dotted for perilous terrain where you want a mule and don't bring along Grampappy MacDwarf, 'cos he's got a gimpy leg.

Each node is approximately 4 hours travel from another one, so a day's travel is two steps. In bad weather or terrain, a survival check determines if the travel is successful (so, potentially, a journey that should take 4 hours could end up really long if the PCs roll really badly). Getting lost is assumed to be included in that wasted time. Getting "really" lost is when you head off the node map.

Interestingly, I've found my games get better the less effort I put into my maps because I'm less invested in the artifact and materiality of the place - the unfolding adventure and gaming with friends becomes the heart of the product, not the map itself.

Here's a quick rundown of what happened at the table this week:

  • Todd Odd, Royale and Salami purchased ice lice infested mine, 
  • Hi John the Cultist stayed with Salami as his follower
  • Belhak assassinated underbaroness Izolda of Gomilsk, 
  • Todd Odd accepted a quest from Mongo Muti of the Cult of Indigogo to stop the Heresiarch of the Ultramarine cult in Vrelez, 
  • Quinn got a lead on the whereabouts of her missing cat Sparklebutts, taken north by a filthy wildling,
  • Quinn and Royale robbed a hospital, 
  • lied to the militia (badly), 
  • helped the militia, 
  • achieved a 400 golden goat reward posted on the head of somebody who looks suspiciously like Belhak the Backstabber
  • Belhak the Backstabber shaved
  • Todd Odd the Doc did some dental work at the hospital, 
  • The whole group went to the Funky Badger Karaoke, 
  • They accepted the Count Mostar's grudging suggestion that he would accept a wishing orb for his curse-marked son,
  • Royale got a letter of introduction to Count Rudolf of Rudvik,
  • they met some filthy wildlings, 
  • Lots of the PCs had a chit chat bribe session with the underbaronesses' butler, Herr Snoor,
  • They went to Bunker Hill, 
  • They drank Oscar's Spinal Chord, 
  • They played with cats and goats,
  • They learned that the difference between tsarists and wildlings was some very difficult to measure differences in average nose angle and face width-to-height ratios and about two bars of soap, hedge shears and less childhood malnutrition,

I don't really fully comprehend my players anymore, but oh well.

Crew: Belhak the Backstabber, Todd Odd "the Doc", Quinn Medicine Woman, Royale wit Cheese (bounty hunter), Salami et Rocquefort (bounty hunter).

Missing: Blanche de Namur, a warrior, the Necromancer Lawyer (forgot the name), another Warrior, another Thief

And here's a blow-by-blow account of how a hospital robbed, to give an impression of play style.

Me: after an (roll d6, comes up 5 not 1) uneventful voyage up the valley from Mostova you approach the little city of Gomilsk ... perched like a crown with it's white ring wall on top of an ancient Barrow from long long ago. Jutting up you see the temple of ... (point to players) ... what's it a temple of?
Royale w.C.: Kickstarter
Me: Seriously ... That's the best you can do?
Royale w.C.: Well, the other guy is the Cultist of Indigogo.
Me: Does anyone have something better?
Odd Todd the Doc: umm ... uhh ... wait ...
Belhak (the Backstabber): it looks like it's going to be Kickstarter
Me: Seriously?!
Salami w.R.: Shumashamashu
Me: What does that even mean?
Salami w.R.: I don't know! It's just not Kickstarter!
Belhak (the Backstabber): uh ... uhm ...
Me: Fine. Have it your way. The Temple of the Saint Kick Starter, who could start any chariot of the long long ago, even the Speed Demon V8, with a single kick. Anyway it's spires jut up and also the peak of the ... (point to player) where does Baron Boris III Borisov live?
Royale w.C. (excited): in a bunker!
Me: O_O ... ok, and the high chimney of the Bunker of Boris. It's said that it tunnels down into the belly of the Barrow, where the long dead of the long, long ago are buried. The Baron's father and grandfather led expeditions into the Belly, clearing out many of the filthy undead and automata that had been there, but the Mythic Underworld still occasionally belches forth, so the Baron lets adventurers go in for a small nominal fee of 1 golden goat per entry (at a silver standard of 20sp to 1gg, it's quite a fee).
Salami w.R.: ... wait, so they charge you to go in?
Me: yup.
Salami w.R.: They don't tax what you bring out?
Me: Nope, they don't care about that. They want the certain money.
Royale w.C.: So if we don't make it out, the baron still gets paid.
Me: Exactly.
Odd Todd the Doc: Are there any other services nearby?
Me: Sure, a graveyard, a hospice for the dying, a hospital for the living run by the Bloodletting Sisters of Mercy who also run a government sponsored health insurance system for adventurers, whereby they offer to take a 30% cut of the take (with a minimum franchise of 10 golden goats) for full healing.
Odd Todd the Doc: I go there to see if they have need of a dentist - i.e. Me!
Me: (roll dice) ... you come to the hospice and find two nurses in blood red wimples and seven patients (roll more dice) three of them had their teeth smashed in by a mace to the face. Ha! Mace to the face.
Quinn Medicine Woman: I ask them what happened.
Me: (mumbling like I had missing teeth) it just came out of the dark! Bump! It went bump in the dark and I was on my rear wiv my teef all flown! (back to normal voice) the others corroborate there was some big undead warrior with a mace and a big, totally dark shield that knocked their teeth out and left them for dead.
Belhak (the Backstabber): I offer my services for 10% of their take!
Me: 5%
Belhak (the Backstabber): 7%!
Me: Ok, they take your deal. (we roll dice and the final take is around 3 golden goats for a day's dentistry. Pretty decent) Right, guys, he's spending the day doing dentistry. What do you do?
Quinn Medicine Woman: So ... this is a hospital?
Me: Yes.
Quinn Medicine Woman: Do they have medicines and drugs?
Me: Of course, locked in the nurses' office in a few cupboards.
Royale w.C.: I can pick the locks! Um ... probably.
Quinn Medicine Woman: Ok, let's do it.
Me: Hang on, there are nurses all around, they'll see you. You need a distraction or something.
Quinn Medicine Woman: I have my cute cats and goats, I make them do tricks for the nurses.
Me:@_@... fine, roll Charisma or Animal Handling.
Quinn Medicine Woman: (rolls 12)
Me: Ok, they'll be distracted long enough for Royale w.C. to have one try, but if he mucks up too much, they'll notice.
Royale w.C.: I go for it. (rolls 17)
Me: Yeah, the ancient and much loved four-number combination lock would fool an illiterate yokel, but you're a heroic adventurer bounty hunter ... robbing a hospital. It doesn't stop you, the door falls open. The nurses are still enjoying Glitterdust and the Golden Goat playing with each other.
Royale w.C.: I quickly grab what I can.
Me: You toss what you can quickly into a bag ... we'll roll for what it was later, ok?
Royale w.C.: Ok.

... and that's pretty much how the hospital was robbed.

Usually bad puns or good plays also get accompanied by cheesy music.