• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

One Thousand Ways to Freak Out Your Players

268. Place a permenant teleport effect in a doorway in a dungeon that teleports them back a couple rooms. As you repeat the room descriptions, do not deviate whatsoever from your previous description of the room. If a player points out that they already saw this room, look at them oddly and mutter something about deja vu.
 

log in or register to remove this ad

269) aftre describing the eerie sounds and dank appearance of a dungeon, lean over to one of the plaeyrs and scream, "BOOO!"

270) flicker thelights on and off during combat

271) eat cookies and spit crumbs all over their characetr sheets
 
Last edited:

272. flicker the lights on and off during npc dialogue

273. have a moat be built around your home . . . but no drawbridge

274. have creative treasure . . . "the king says that as a reward, you can have what's in vault number one, vault number two, or what's in the box!"
 

crowd: "the box, the box, the box...."

player: "I'll take the box."

and you get- absolutely nothing- you sostupid... STUPID!!
 
Last edited:

275. Choose a particular d20 from your collection. Begin referring to it as 'my precious'. Carry it around in it's own dice bag, and bring it out only when the really big nasties make an appearance. When that occassion arrises, stroke the d20 lovingly while whispering endearments to it. Hiss menacingly if any of your players try to touch it.
 

276. Instead of using miniatures to represent your player's characters, construct little voodoo dolls. Make sure to ask your players for hair samples.
 

Oh, maybe just one more!

277. As your PCs round a corner in an otherwise empty, bone-strewn dungeon, begin drawing an ENORMOUS room on your battle mat. Off-handedly mention as you are doing so that 'It never really made sense to me why great wyrms don't gather in flocks.'
 
Last edited:

Avarice said:
275. Choose a particular d20 from your collection. Begin referring to it as 'my precious'. Carry it around in it's own dice bag, and bring it out only when the really big nasties make an appearance. When that occassion arrises, stroke the d20 lovingly while whispering endearments to it. Hiss menacingly if any of your players try to touch it.

Thats just fantastic! One of my friends and I are always talking about LoTR and the Silmarillion. If I started that, I really do think he would freak!

#278: pull out the astrology charts, and once the game is halfway over, consult them. Moments later, pack everything up and declare the planets arent in line. To be really cruel, dont resolve the cliffhanger next session...
 

279: (Taken from my own game)

Just as the players are combating a room filled of enslaved orcs by a naked drow preistess have the room start rumbling. The preistess teleports out as the remaining orcs get dispatched easily.....just as the players wonder wtf is going on.........

CRASH! through the wall comes something that can only be described ass.

A Giant with the head of a drow, the body of a hairy russian, and the feet of al bundy! Have him carry a bag of everylasting shoes that allows him to throw one random shoe at a character for 1d4 damage. If any characters get within 25 feet of him they must make a Fort Save against DC 30 or take 1d6 "stink" damage. If they take 4 or more rounds of this damage, start draining CON.
 

Schroedinger's Adventurer

A little something to torment your more scientifically minded players:

280. Have the party stumble across a teleport trap. They re-appear in a 10' x 10' metal-walled room, with no apparent exits. In the center of the room is a table containing a bowl full of a softly glowing, sand-like substance, a sealed glass vial, and a book entitled 'Quantum Physics for Dumbies'.
 

Into the Woods

Remove ads

Top