• 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

227 - use odd number sided die . . .

228 - invent odd number sided die

229 - include rituals for more than just magic, and holy events. like ritual farming, or ritual food ordering. have the pc's be punished by town elders for not following the rituals correctly when they stumble into town, and ask for rooms

230 - have a new technological breakthrough occur by the twisted experiments between gnomish alchemists and halfling tailors -- the invention of velcro

231 - make coin money worthless, and have everything be worth a song . . . so the pc's have to sing for everything, and have the quality of their singing determine the quality of the equipment / service they recieve

232 - get really tired of trying hard, all the npc's are based on the real life players of the game. get back at them by putting them in compromising situations. tired of a guy named ted who always whines about stuff when it doesn't favor his PC? enter the npc teddus who also whines . . .

233 - weave in the storyline of an organized crime ring, make it blantantly obvious that you're stealing ideas, mannerisms, codes, characters and even accents from the steriotypical view of the mafia we have in the media (movies like goodfellas, godfather and so on). the catch is to do it very poorly to the point that it takes away from the game

234 - try to invovle that sketch from monty python where you have to return a dead parrot to a petstore, only to be confused as to the actual location of the store, and who sold it to you. use lots of portals, enchantment spells and no good, lying petstore owners.

235 - planet of the apes D20 (and not the crappy new one either!)

236 - mind flayers who liberate slaves . . . what are their motives

237 - replace die rolls with the spinner from twister. try to DM with the results you get from it

238 - sock puppet golem . . . but what's the thing that's animating it?

239 - doppleanger slumber party . . . for those PC's who like to score with tavern wenches, only to wake up in the morning while they are getting murdered

240 - have a npc villian have the expert tactician feat (choose which un-erratted version suits you best), also create a new feat called improved expert tactician, and give that npc that feat as well. freak out your players when he gets two turns in a row.

241 - have a point during a tense political moment between the pc's and the main badguy mastermind center around a seemingly friendly game of chess in a public place, a noble's party or something like that. notice how he cheats -- in your favor.

242 - have the pc's escape from near certain death into the waiting, hungry maw of certain death

243 - force one of the pc's to get married to a rich, overbearing dwarf's daughter in some grand mistake, something about your stealing of her virtues, and some other ever so delightful misunderstandings.

244 - have one of the pc's captured by orcs. have him take it orc style as a prisoner, let that be a lesson to the pc's not to take the orcs seriously.

245 - re-read to them things you've already read to them. make these tiny, minor detail descriptions. make a point to describe the settings of some places. "you once again find yourselves summoned to the red velvet halls of the manor. inside you are quickly moved passed the rouge room to the richly crimson tones of red velvet hall . . . "

246 - before announcing you've rolled a critical hit, having the villians do massive dammage to the pc's, quietly get out of your chair, gather/compose yourself quietly for a moment, and then burst into your critical hit interpretive dance routine. (which is a mix of the running man, stirring the pot, and something you like to call "the penetrada")

247 - during the dance, if it comes at a life or death situation for the pc's you may decide to use the 3rd person chant "Go DM! Go Dm! Go DM!" while stirring the pot.

248 - work all week on a flash animation of what a really creepy dungeon looks like . . . then proceede to tell the players that the campaign is taking a new turn, away from dungeon crawling, and into loan management, and land equity taxes.

249 - end each session with that cheesy narration ending from the adam west campy batman show from the 60's. "same bat channel . . . same bat time . . ."

250 - figure out a way to bring visual aids to the table. "after investigating the farm, you only see some signs of a struggle, and this decapatated cow carcass . . ." lift sheet over cow carcass and show players . . .

251 - use your sisters barbie dolls instead of hand painted models. have the players catch you spending more time combing the "giantess' " hair, and less time actually paying attention to the game.
 
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1/4 of the way done!

Party time!

252. Have disco music run throughout the session. The next time, make it show-toons.
 

Hey, we are 1/4 of the way there! Awesome! I just wish the thread hadn't been hijacked by people arguing over half-celestial/half-dragon trolls. Oh well.

253. In an adventure, have a character pick up a sword with an alter self enchantment that turns the player into a large, upright-walking rabbit. This is a curse that requires somthing special to fix, so the players can't get rid of it easily. Soon after, have the next evil humanoids your players encounter start singing "Kill the rabbit, kill the rabbit...," a la Elmer Fudd in the old Bugs Bunny cartoon. Have them make references to their "spear and magic helmet." Act completely normal otherwise.
 

253 works best if you memorize that whole episode of Looney Tunes.

254: Have a white rabbit run in front of them, stop breifly to say "I'm late I'm late I'm late!" then run off. All attempts to track it lead nowhere.
 


#256 - added to #255 Wizard with lighting bolts/shocking grasp/anything else that deals with electricity = electric magnets

#257 there is probably a lightning elemental in some supplement...bind it to the magnet for a perpetual charging electric magnet.

#258 place it as a trap used by the eveil wizard and have fun watching the plate wearing fighters try to remove themselves from the wall
 

#259 after defeating a wizard they players find a spell book, but all the spells are empty. have fun watching as they try to discover the method of how the spells were hidden - when they return his dead body have the constable thank them for the capture of the sorcerer. *This is damn funny esp. if he uses pre-casts already and it really looks like he only had the proper # of spells aas a wizard of some level. *
 

#260 An Iron golem with a compartment inside it for a pissed off Fire Elemental (which targets the golem every round).

#261 6th level Half Dragon sorcerer (red, brass, or gold) and his half dragon sibling cronies (tanks, rogues, etc). Mirror Image and a small room to fight in (putting the sorcerer completely out of reach is just nasty). Fireball dropped 3 or 4 times in the dead center of the fray where it does nothing to the enemies (and shouldnt pop the Mirror Images, by my reading, if they mirror someone immune to it).
 

32) Every time one of the characters drinks something, look mildly surprised, and roll a die. Sometimes mutter something like "Again?" or "Won't they ever learn?"

Not sure who posted that, but it's good... :D And it's so true for my players now... espeically since I've been using Monte Cook's potion identifying rules, and ESPECIALLY since last session our cleric tried to identify sovereign glue with the tasting method... MWAAAAAAAAAHAHAHAHAA! :D
 

261) if they buy meat without specifying salted meat, have them eat it and make a will save every minute, or else they get the runs.. i believe it is called Cthulu's revenge... :D

262) work really fast through the history of the earth as a dungeon crawl- room 1) ocre jelly, room 2) gelatinous cube, room 3) gaint fish, 4) amphibians 5) lizard folk 6) dinosaurs 7) giant birds 8) small mammals 9) larger mammals 10)dire animals 11)lesser humanoids (bugbear/gnolls) 12) human NPCs 13) alien life forms...

263) work backwards through time a la 262

264) hav them role play eating- if they forgte to mention they are chewing food- make them make a fort save or they choke.

265) punish them for not following the conventions of a town- something you never mentioned before in your life- make it trivial like not burping after a meal

266) play inside out town- where people farm inside the barn and sleep under a mattress outside of th house.

267) have a high powered wizard trap his spell book- he knows never to turn to page 666. When the PCs flip through the book after killing the wiz- KABOOOOMMMMMMM!!!
 

Into the Woods

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