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One Thousand Ways to Freak Out Your Players


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833. Have a low-level party approach a band of kobolds. This will only work if the players are not yet sure of the campaign setting, Are familiar with Lodoss War, and have little knowledge what gaming world they are in. Make sure you describe them as ordinary kobolds, not some group of kobold uber-mages. When hostilities ensue, keep every roll secret. Describe as the PC's fall easily to the group of Kobolds. After the TPK, or fleeing of the survivors, make sure they come across a well-known area of Lodoss, like the Holy Kingdom of Valis.
 

834: Have an insane, fearful, inferior-feeling goblin with freakishly high strength and constitution. He follows the characters around and whenever they pursue him, he runs away. When they catch him, he throughs the knight in shining armor around.

835: Said Goblin has a pair of magical boots. These boots multiply his running speeds several times over. They also make the goblin run in the opposite direction from where he intends to go. But he never notices. (As we know, the goblin a) follows PCs, and b) runs away from danger, so he will always be at the player's destination in a panic whenever they arrive).

836: Have your player's come up with a list of 1000 things that would scare or freak their party out. Take this list, and tell them you will have it entered into DM's Familiar, RPM, or whatever by the next session. It will take some careful manipulation to get them to do this, and then for them to turn it over, as it is suspicious.

837: The players hear a titanic battle around the bend. Cat shrieks and titanous roars. The stink of sulfur and brimstone fills the air. The PC's round the corner to see a small green cat licking its paws as the body of a demon appears to vanish into the air.

838: Have your game exposition be a talking green cat that always turns up when he is least expected, insists on being treated royally, and gets indignant if there is no milk.

839: Get into the habbit of appearing intensely bored with regular encounters for a couple sessions. In the last one, yawn at all the encounters, including the one with the big, bad, final boss. As the players approach the corpse of the great enemy, have a whispery, yet somehow deep voice call out: "who has harmed my trusty butler?"

840: Every time the character's use anachronisms, have a dandelion grow out of their left ear in a 2 minute interval. Just for one session though, that would get tiresome after one session.
 

835: Turn up to the session with a large bottle with a vodka sticker on the front. Have it filled with water. Swig from it every now and again. Pretend to get drunk. Very drunk. If anyone says anything, just mumble "Ish fine. She'll come back to me shoon..."
 


837: Give the party wizard a spellbook (preferrably from a highly reputable/trustworthy source). The pages of the book are skinned and tanned human faces with a rune tattooed on the foreheads. Speaking the rune causes the face to animate and speak the formula of the spell so the wizard can listen to the book and memorize spells that way. Include really useful spells that can save the party's bacon, and some spells that are questionable in terms of morality. Encourage a slow slide to the dark side.

838: as above, but the contents will be things like Protection from Evil, Undeath to Death, Power Word: kill demons and the like.

839: Fun with reincarnation. Have someone brought back as something almost like his previous form, but with a few disturbing differences. Don't tell him what race he is now. For example, pureblood yuan-ti can pass for human...
 

846: The whole party has been Mind Blasted by an illithid, except one member who is being grappled and is about to have his brain eaten. Between his turn and the turn when the Illithid would kill him, a Balor appears in cloud of smoke and stench of sulphur, lops the mind flayer's head off with his vorpal blade, and then vanishes into thin air.
 

847. Be unlucky. Be very unlucky...
bonus points if you actually manage to do it
more bonus points if you do it between 2 shots of number 836
 

848. As the characters are about to enter a dark cave, one or more kenders get out of it screaming like hell with a terrorized expression and running as fast as they can.

849. As the characters are about to enter a dark cave, one or more Pit Fiends get out of it screaming like hell with a terrorized expression and flying as fast as they can.

850. As the characters are about to enter a dark cave, the campaign's main villain gets out of it screaming like hell with a terrorized expression and moving as fast as (s)he can.
 

851. When you sit down to begin play, bust out a Rifts book and tell the players you're anxious to see if they can bring down your converted Glitter Boy.

852. Bring a BIG knife to the gaming table (sword if you can) and halfway through a dramatic combat, whip it out and plunge it into the table amongst the miniatures. Look at it for a moment, then say, "no, the scale's all wrong; it would be much bigger than that..."

853. Ask anyone if they have a gerbil you can use as a miniature.

854. Ask anyone if they have a cat you can use as a miniature.

855. Ask everyone, "can we play outside, I'm going to need to use my car as a miniature tonight?"
 

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