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One Thousand Ways to Freak Out Your Players

#686 Have the Four Horsemen of the Apocalypse show up ready to duke it out with the party. Strangely, when they get closer, one is red, one is purple, one is green, and the last is yellow. They go by the names: Po, Tinky Winky, Dipsy, and LaLa. They also have strange "windows to another place" on the breastplate of their armor.
 

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#687 Never have the enemy Wizards use normal spells. . Cast bizzare spells from any source you can find them in make them effective but odd choices

#688 Make false Prophecys. Have the players "Chosen Saviors etc etc" and have it turn out to be bunk.

#689 Have all of your goblins talk in Doctor Suess or Legend style rhymes. Write these up first though its hard to rhyme on the spot sometimes. Say stuff like "look a party for to slay, kill them all before break of day"

#690 Get cheesy. Have hasted improved invisible caster with metamagic rods range extending doing summon spells and never attack directly. For examle evil spell caster summons findish dire bison it attacks from a barn . Bats from the air. Try not to let on there is a spell caster about

#691 Alter the FX on spells. Black light globes instead of dancing light. Yellow fire for a lightning bolt. Evil healing spells that summon little mouths and hands to gibber and scream blasphemy as they sew wounds shut. The sort of thing

#692 Use Bizzare but effective class combos.

#693 Use false annihaltion spells. Have one mage cast a hybrid spell thats cast Blindness Deafness and Mute as well as Invisibilty and Hold Person on a target. Then use illusions of some awful fate. Rinse Repeat...

#694 Give the attacking monsters a lot of one shot quickened items. Give them PC levels of items but all of them are disposable. Use up as many as you can in the fight, basically a spell or two every round. Have any the items captured all have some wierd sigil on them.
Let the players wonder who the maker is
 

#695 Another thing that just occured to me. Use subdual attacks only in combat. Players freak out when they wonder what you are going to do with them when you capture them.
If you really want to mess with them when the players capture a "bad guy" make him good aligned or explain "We just don't like to kill if we can avoid it"
 

# 696: Party of less than 10th level, they're helping out a deity of some sort. Before the climactic scene the god says, "I'm going to need some help." She invests several of the PCs with divine ranks -- rattling off the long list of new abilities will produce the following effect:

Elation and Excitement as they hear about heir new AC, Save and other bonuses and resistances.
Terror and Dread as they realise the deity thinks they're going to NEED these abilities...

EDIT: Number
 
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697) Bring a CD player, and says its for the funeral music you brought.......ok, thats sick, im sorry

698) Everytime they walk through a doorway or the like, roll a d20.

699) Have NCP townspeople keep mistaking tehm for someone else, good or bad.

699 1/2) Evil undead NPC clones, especially in Ravenloft. Just for the fun of it, to see which person would come out victorious.
 
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700: have the party be ambushed by trollocs(or other typical baddie for non-WoT worlds), have one of said trollocs be carrying an odd amulet(pentagram with a sytilzed human skull in the center for example) have none of the party regonize it as far as what the symbol may be specifically for, and have it pretty much seem to be nothing more then a peice of metal, save for the fact that the mirror worlder druid's animal companion 'dislikes' it. . . also have the animal companion feel 'uneasy' but have the druid be unable to determine the source of the uneasy feeling. . . *chuckles and waves to any from his game that might happen upon this*
 
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701. Always begin a description with "It appears..." This will infuriate players to no end.

702. Start a session by reminding players of that whenever they take more then 50 damage, they have to save vs. death.
 

703. Answer two or three questions per session with "Yes--WAIT! No!"

704. Answer two or three questions per session with "No--WAIT! Yes!"

705. Answer "You don't know" to every question you can get away with.

[Edit for 705. I've been using this one for so long, it takes a serious act of will to avoid answering normal, non-game-related questions with "You don't know." Makes working a customer-service job a royal pain, I tell you.]
 
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706. Instead of "You don't know", answer with "I don't know".

I've used this one too and it really annoys players (and sometimes freaks them out somewhat).
 

That wasn't a bump, was it gamecat?

703: Every 5 minutes roll 1d20 for each player in the group. Try to make this exactly 5 minutes. Wear a watch. Check constantly. Never have anything happen. Just keep checking and rolling.
 

Into the Woods

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