• 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

372) Take the D&D character test (it's been posted a few times) and then act like your character. For example, if you test as a NE Thief Assassin, steal other people's dice and then try to assassinate them by stabbing them with forks.

373) Spike the chips and drinks with Tabasco Sauce.

374) Take one of the players aside (but still in hearing range of everybody) and say that their playing the game quite well, and that you'll introduct them to the Coven tomorrow.

375) Start playing with the CoC magic rules. Don't tell them until all their spellcasters are insane and unconcious.

376) Each time a character dies, hold a funeral for them. Change into black clothing, and make a long speach, then bury the character sheet in the backyard and make the player lay chips on the grave on the anniversary of its death.
 

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379: Have a non-player friend call one of the players in the middle of a session, pretend to be the main bad guy, threaten the player and say he/she knows all about what the party is planning, laugh and hang up.
 

380

380: pay some one to break into your house dressed as a druid and get him to sacerfice you on the game table but he doesnt realy stab you o ya fake blood too
 


382. Get a clock that ticks, and record the ticking for as long as makes sense on a tape recorder. Play the ticking during your next session very loudly. Offer no explanation.
 

383) Repeatedly lament that your d12 doesn't get enough use.

384) Use the "Pop-a-dice" from Trouble for all your rolls.

385) When organizing the session ask your player's wives/girlfriends to join in on the play. (Works best if wife/girlfriend thinks that player is doing something like going to the bar.)

386) Bring someone just to "observe".

387) Never, but NEVER let them see you cry.

388) "YOU! I didn't say you could leave that corner! And you're going to stay there until you can come out and role-play properly. And the rest of you... DON'T LOOK AT HIM! He Brought this on himself!"
 

Helspar said:


388) "YOU! I didn't say you could leave that corner! And you're going to stay there until you can come out and role-play properly. And the rest of you... DON'T LOOK AT HIM! He Brought this on himself!"

LOL!!! That will definatally freak them out.

389) Leave weapons (arrows, swords, daggers) laying around your house when the the players show up. Make it look as if you tried to hide them but didn't have enough time. Have, at least, one of them be covered in fake blood. Act suspicious if they ask you about them.

[Edit: I screwed the numbers up. The next one should be 390, not 400. Sorry.]
 
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390) Whenever a PC listens at a door and fumbles, tell your players that he overhears 50 fire giants conversing with 3 ancient red dragons.

(I have no idea why my players believed me when they were only 4th level and listening at a potato cellar door :))

~Marimmar

[Edit: corrected the running number]
 
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391. Have the PCs wander into a village with a cemetary. They make it to the Red Dragon Inn (every town has one) and when they do they find a poster with an ad saying the citizens need help dispersing of the evil in the town. Obviously the PCs will got to the cemetary where they will encounter several Zombies and Skeletons and one bad asss Mummy (if you have a paladin in your party this will turn out really good.) After they've killed off the Zombies and Skeletons have the Mummy inform them that the people of the twon are the evil ones and the dwellers of the cemetary are actually the ones who need help!

392.Create a dwarf with an intelligence of 2. He's a good soul but loves to eat and if any of the party members ever have an injury, have the dwarf get that "hungry" look in his eyes. But remember to play him as kind hearted. Also to inflict how much of an idiot he is, let his finger get lopped off and let him eat it since he's always hungry.
 

Into the Woods

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