One Thousand Ways to Freak Out Your Players

right on. It's just in planescape Celestials and fiends aren't the ultimative embodiment of good and evil. Very close but not perfect.
 
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As a side note, I also think a lot of outsiders (Celestials, Fiends) should be spirits, in a sense. Only should be on the material plane for a good chunk of time unless they've taken possession of a body (And thus it becomes their own, allowing them to change the body to their form), or require soul sacrifices.

Of course, summoned monsters aren't here long enough, this is for stays on the material realm more then, say, a month.

Sorry to Hijack the thread. :)
 
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191: 3/4 of the way through the adventure, start theorizing how to make the most badass troll you can.

192:Give the PCs a 'pet' puppy that follows them everywhere, getting into trouble. If they mistreat the puppy, make it a hound archon in disguise that proceeds to beat the living $#!+ outta them.

193:Give NPCs strange addictions, like pudding or waffles.

194:Use a cool idea and or villain, for every other adventure.

195:If you're bilingual, change languages half way through the game, look surprised when the other players can't tell what the hell you're talking about. Get frustrated, kick over the table, and go into the next room to wail- still in the other language. If they start to leave, say in clear english; Oh, you're leaving now? Too bad, we had oh so much fun didn't we? Goodbye!

196: To one session, wear flannal, and make every NPC and PC somehow related to one another. Give your adventure titles like; D&D, Episode 12, THe Troll Get's Pissed, start humming the star wars theme.

197: Incorporate cheese into your campaign whenever the opportunity arises. If it doesn't, then randomly just scream out "Cheese" at the tops of your lungs.

198:Parody popular products, have the kings children play with "Senor Potato Brains"

199: say you've sworn off dice and sense, and from now on, you only play LARPs.

200: Have wandering bards play heavy metal and rap music.

201: At jousting tournaments, have people in the stands singing "We will we will rock you"
 

Lela said:
184. Send a Half-Celestial/ Half Dragon (Red) Troll after the party. He's immune to both Fire and Acid. And, most importantly, it's possible strictly according to the rules. Essentialy, the troll can't die. He should be a long-term fixture in the campaign.

Why should he be?

All it takes is two or three inches of water. Beat him unconscious, drag him to the nearest mud puddle, and drown the thing. Regeneration can't help you if you drown.

Sure, it's ignominious. But it WORKS.

Sorry for the hijack.
 

202) Have the players run into obvious D&D representations of themeselves (wearing the same clothing, same mannerisms etc.).

203) Make the characters fight the players avatars in the game world.

204) When the players ask about how they got statted, give them really bad stats. ("Bob, I was feeling generous so you're a Male Gnome Com2 with 5 Str, 7 Dex, 11 Con, 4 Int, 3 Wis and 1 Cha.")

205) Have a smelly mumbling bum show up and follow the players around until they give him money. He'll follow them anywhere, even through teleports and plane shifts, and won't leave until he has cash. Even if killed he returns.
 


Moe Ronalds said:


That's just not nice...

I'm sure that if we knew Bob, we would understand.

206. When you use the obvious player avatar, switch gender. Still make it obvious who each character is though.
 

Her'e a fun one:

207: Have PC's who are compulsive mappers? Put them in a roughly square dungeon with large rooms at each corner. Each of these rooms should be identical. Make the door look like it has a strange lock on the inside (a la a submarine hatch). If the door is closed, the PC's hear a whirring noise and experience a feeling of vertical movement. Then when it stops, the door automatically unlocks. They'll think its an elevator. However the sound and movement feelings are actually illusion. The PC's never went anywhere, but when they get out, they'll most likely start mapping a different level. This works best if you:

208: Make the walls of the dungeon have a permanant ward that erases any marks made on them within a minute or two of being made.

209: If you wanna be even more twisted, make the room a teleporter chamber that tleports them to one of the other rooms. Have two hatch doors in each room. One will be false and won't open. However once they've been telported, the door that wouldn't open is the real door in this room.
 
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208: Eat their pets. If thst doesn't freak the players out nothing will. Of course, it'll probably cost you some jail time, and definitely cost you somefriends.
 

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