Troper Tales are no longer accepted on TV Tropes.
Any examples for this must be taken from published Dungeons & Dragons material like the TV series, not your personal experiences in a game.
The Night of No Tomorrow The Eye Of The Beholder The Hall Of Bones Valley Of The Unicorns In Search Of The Dungeon Master Beauty And The Bogbeast Prison Without Walls Servant Of EvilQuest Of The Skeleton Warrior The Garden Of Zinn The Box The Lost Children P-R-E-S-T-O Spells Disaster The Girl Who Dreamed Tomorrow The Treasure Of Tardos City At The Edge Of Midnight The Traitor Day Of The Dungeon Master The Last Illusion The Dragon's Graveyard Child Of The Stargazer The Dungeon At The Heart Of Dawn The Time Lost Odyssey Of The Twelfth Talisman Citadel Of Shadow Cave Of The Fairie Dragons The Winds Of Darkness
- "Eye of the Beholder": Hank and Eric get a brief one after the latter abandons the portal home to save Sir John and his son from Venger. This results in one of the few times anyone ever thanks Eric for (or even acknowledges) one of his acts of bravery.Hank: (his hand on his shoulder) Nice work, pal!Eric: (smiles) Thanks...
- "Valley of the Unicorns": It's nice to see Dungeon Master give Eric credit after he saves the team from a rockslide.Bobby: Don't worry, Uni, we're okay. And would you believe who saved us? Eric!Dungeon Master: Why do you find that difficult to believe, Barbarian?Bobby: Oh, you know, Eric doesn't do anything but complain and...Sheila: Yeah, who'd have thought he could be brave?Dungeon Master: People can be many things.
- In "Beauty and the Bogbeast", Eric is forced to return to The Realm to cure himself of Baleful Polymorph status, with the full realization that there wouldn't be enough time for him to return to his homeworld if he went back. The others decide that it wouldn't be right to leave Eric in The Realm alone, and go back for him, knowing they, too, will be trapped there again.
- "Quest of the Skeleton Warrior": When the kids are facing their worst fears, Hank manages to get into a position where he can speak to the rest of the group and is able to reassure them all enough that they're able to break out on their own. Bonus for Shelia's (who's terrified of being alone) response.Sheila: Then I'm not alone?Hank: No!Sheila: (reassured) Then I'm not afraid!
- In "The Garden of Zinn", Sheila's Single Tear of gratitude for Solarz breaks the curse on him and returns him to his proper form.
- "City on the Edge of Midnight" gives us Ramoud. He welcomes the children as if they were his own, charges headfirst into danger with them, and is one of the few characters to avert the Adults Are Useless trope that seems to be highly present for the series. This leads to the most memorable line of the episode and probably the most quoted line in the series:Diana: [Ramoud's] the next best thing to having a real dad.Eric: Are you kidding? He's better than my dad ever was...
- Despite its nonsensical plot, "The Traitor" still manages to deliver two of these: First, Sheila spends the whole episode needing the others to hold her back from throttling Hank, convinced he's done something horrible to her brother. When she finds out what he's been forced to do to try to save her brother, she bursts into tears and breaks down sobbing into his chest, while Hank holds her in his arms and assures her it's okay.
- The only other one seen apologizing to Hank is Eric at the end of the episode. It's one of the few moments outside of when he was disinhibited in "Day of the Dungeon Master" that the cavalier lets himself show any emotion before the team besides hostility, and the strain in his voice and the way he can't even bare to look at his friend really shows how hard it is for him.
- "Child of the Stargazer" not only gives us a genuinely sweet romance between Diana and Kosar from beginning to end but this rather bittersweet moment, as well:Sheila: Where is Kosar anyway?Eric: (annoyed) Back there. With Diana. In love...Bobby: And where's Uni?(Later, as Bobby and Eric are the only ones watching the trio who lagged behind)Bobby: (after Uni, for once, won't come when he called her) Where is she?Eric: Too bad, old buddy. Better get used to it — she's run off with another guy.Bobby: She has not!Eric: Sorry, short stuff, it... it happens to the best of us...
- An unusual one for Dungeon Master in "Dungeon at the Heart of Dawn": Eric states that their impending doom is all his fault for opening the box, and Dungeon Master actually takes the time to calm him and tell him that, no, he asked for permission, and then looks meaningfully at Hank, saying that Hank all but gave Eric that permission. Hank, properly chastened, apologizes, and Dungeon Master tells him not to abandon his leadership or his hope.
- At the end of "Cave of the Fairie Dragons," when Bobby's depressed about their latest failure to go home, Eric, who usually complains more than anyone when this happens, is the one who cheers him up.Bobby: But we lost another chance to go home...Eric: Sorry, short stuff — we all want to go home, but...Hank: Like Dungeon Master said, a giant sacrifice was required to save our tiny friend.Eric: And if we never saved tiny friends, where would you be?Bobby: (smiling) Gimme a break, Eric!Eric: Relax. Look at this way — at least we're not any further from home, right?
- The way Eric reacts when Hank's taken prisoner by the Darkling in "The Winds of Darkness" really says a lot. For a minute, he's completely outraged by how Dungeon Master insists (as usual) that there's nothing he can do, but he quickly gets over it and calmly but determinedly sets out to find his friend, the others following him without questioning his impromptu leadership once over the next two days.
- The story of Noh. At least the good end. Warning, link contains NSFW material.
- The story's also related on the Off the Rails page. Apparently, the Game Master tried to give a party some kind of moral test by leaving two very powerful objects guarded by a tiny little girl (who wasn't real, and could only say "No" and "Please do not take these items".) Instead of doing anything simple, the party assumed the girl had been traumatized and spent ages trying to get her to snap out of it, sweet in itself. Eventually, the party's bard played a song for her to try and help, and because he rolled well, the GM let her Cry Cute very, very slightly. The party's response? They decided she was the cutest, most Moe thing ever and decided to take her with them. Eventually the GM gave into the cute and let her develop a mind. She became the group's mascot, Noh. Say it with me: awwwwww!
- The Book of Exalted Deeds, a work which sets up its basecamp on the far Idealism end of the Sliding Scale of Idealism vs. Cynicism, and actually makes it work. The main cause: it stated no-one is beyond redemption, not even members of Always Chaotic Evil races (well, except demons and devils, but since they're made from evil, that really isn't too much of a surprise). They demonstrated this by having a sample character who was a reformed mind flayer. The idea of a creature that pretty much defines Lawful Evil, can only survive on brains, and comes from a culture based on telepathic slavery, learning that there is a better way and ending up on the side of light...
- Even more so the idea of redeeming evil items. The fact that someone somewhere made an armor made solely to allow only the most evil bastards to resemble a demon, and even that armor can be taught the ways of good...it's just...wow!
- The Apostle of Peace. The entire point of the class is that, in a gameline where Violence Really Is the Answer more often than not, they exist to say "There are other ways to do this". And prove it.
- Rudolph van Richten, Ravenloft's greatest monster-hunter/expert, lost his only child when a tribe of Vistani gypsies sold his kidnapped boy Erasmus to a vampire. In grief-maddened vengeance, he destroyed the entire tribe, save one survivor who'd been away from camp. Decades later, Van Richten and the survivor meet face to face, and manage to set mutual recriminations aside, swearing forgiveness and friendship in a CMOH for the ages.
- On the matter of D&D CMOHs, there is about one for every two items in the book Weapons Of Legacy.
- Bright Evening Star, a ring made out of The Power of Love.
- Bullybasher's Gauntlets. "... [the hero] used much of his own wealth to finance a hospital for the poor, so poverty would never again make the difference between one of them living or dying." Priceless.
- Celdoriath's Clarion. Celdoriath was an Elven ranger who won the right to wed his king's daughter by sheer awesome.
- Coral Bite, a trident wielded by Ildashurn, a doppelganger who stole the form of an aquatic elf, Sajolveun, that he killed by mistake : "Feeling guilty, the doppelganger studied the elf's life from his underwater home, adopted Sajolveun's identity, and returned to the aquatic elves. Ildashurn did everything in his power to amend the mistake he had made. In so doing, however, he fell in love with the aquatic elves and became their hero. Even his legendary weapon had embraced him completely. When Ildashurn could no longer politely avoid the topic of marriage, he announced that he would be leaving to fulfill a personal quest, promising to take a wife upon his return. Privately, Ildashurn had no intention of returning. When he reached the surface and tried changing back into an air-breathing creature, the doppelganger discovered that he could not. He was no longer a shapechanger. Somehow, he had become an aquatic elf. Perhaps it was some strange effect of his trident's power, or perhaps it was the act of some benevolent deity. Ildashurn didn't care. He just smiled and dove back into the water."
- Divine Spark, a Holy Symbol used to unite all the religions against the enemies of life.
- ... and more. The paladin's ghost that lingers to finish the training of his apprentice, who turns and just smiles at him; at that, the spirit passes on. The other paladin soul, captured in an über-evil blade, that ends up redeeming it. The messenger who seeks the god of travel to give his successor abilities to match his own, so that he not be mocked for not living up to an impossible legacy. And so on and so forth.
- One from the Wizards website rather than any core rulebook, but Eludecia, the succubus Paladin, is quite possibly the single biggest example of Love Redeems in D&D.
- 5e supplemental material created the Oath of Redemption. While a lot of Paladins are already heartwarming incarnate thanks to the fact they believe so strongly in justice and good as to fight for it and protect people with it, the Oath of Redemption takes it a step further; they truly believe that with patience, dedication, and wisdom, they can save anyone that isn't Undead or a Fiend (and in most cases, they even feel bad that they can't turn those creatures to the path of good) from being truly evil. Their level of dedication is staggering; they toss aside armor and martial weaponry to be more open with those they try to redeem, risking life and limb to give people a chance, because, in their mind, everyone deserves a second chance. And thanks to their Oath Spells and abilities, they can honestly succeed. They are so set in their goals and ideals that, when forced to fight, they can still make any blow a non-lethal one.