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One Thousand Ways to Freak Out Your Players

732: Mirage Arcana Is Quite Powerful

This depends on the DM, but I'd suggest allowing Mirage Arcana to do the following: Sun fades away, grass withers, dark towers erupt from the soil. Suddenly it's night in a blighted wasteland. Of course, it cannot affect visibility in this manner (that would make the spell too powerful), but if an evil sorcerer casts a quick spell and the sun goes out, most players should freak.
 

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733. Just before you start the game, roll a d20 (any d20) several times and note how many naturals you get (or not, that part's optional). When the players ask what you're doing, tell them you're estimating how lethal the game will be based on how you're rolling.

I have a DM who does this, and she certainly seems to be right most of the time!

TWK
 

734. Start a new campaign with 'I've decided to make this a true D20 system. Use a d20 to determine your stats. For weapon damage you will use a d20, divided by 2 or 3 depending on the weapon.'

735. After the PC's have a tuff time beating a monster/npc, say 'Man, I knew using that d30 might give that monster/npc an unfair edge over your party.'

736. After the PC's trounce a monster/npc, say 'Next time I'm using my D30.'

737. (This one really freaked out my players) As the PCs approach a baddy they have been hunting down for a short while (or a seemingly random encounter), introduce Improved Sunder from S&F. Be sure to use a weapon that will slice through their weapons in one hit (most of the time). The Druid droped his +2 Scimitar, and ended up being the only one who died from that encounter. Just shows some PC's are more willing to die than give up magic items.

738. As the PC's are walking in a seemingly random duengon, have the ink on the map they are trying to draw slowly evaporate, have any markings on walls disapear, and any items left on the ground disapear after a few minutes. Have many doors which will 'transport' the PCs to the begining of the maze (or if you want to be crazy/mean, to a random place on the map).

739. Have an NPC run by the PC's as they walk down a trail screaming 'Run for your life! Theirs a herd of Tarasques!!!'
 


Male DM's - Turn up to the game in a brides outfit, full make-up, complete with flowers.

Female DM's - Just turn up there are so few of you its a shock to see one anyway.


More seriously...

Kill a PC via poison or some evil sorcery then for some strange reason "Raise Dead" does not work on them. Then take the player outside "to explain how you are going to work their new character in the campaign". Outside explain to the player that the reason raise dead doesn't work is because they arn't dead just in some suspended animation 'death-like' state, they can't tell anyone else at the table and must pretend to roll up a new character while the game unfolds.

When you go back in ask what the other players want to do with the PC's body, items, etc. Smirk to yourself as they suggest a viking funeral, and watch the other player sweat.

If you are feeling nice, have the heat of the fire bring the character round. If you in a bad mood they might be buried alive in which case have the player come round after they are 6 feet under.
 

744) Let a major plot event (one that involves the death of aPC) accidently slip to a player when talking with him/her alone. Tell them not to tell the rest of the players. When playing keep making it seem like that event is drawing near and watch the player sweat.
 

745) Create a villain that's a flying boy who is extremely skilled with a rapier. Have him actually be very old, and having been driven insane from watching all his friends and family whither and die of old age, he's taken to kidnapping children from their bedrooms, and leading them to great ledges, then telling them they can fly if they "think happy thoughts", he then laughs insanely as they fall to their doom. Give him a bright green, pointy outfit, an evil Grig cohort, and several young boys in animal outifts as followers.
 

s/LaSH said:
732: Mirage Arcana Is Quite Powerful

This depends on the DM, but I'd suggest allowing Mirage Arcana to do the following: Sun fades away, grass withers, dark towers erupt from the soil. Suddenly it's night in a blighted wasteland. Of course, it cannot affect visibility in this manner (that would make the spell too powerful), but if an evil sorcerer casts a quick spell and the sun goes out, most players should freak.

732b. Do this while the players are fighting a vampire, or going to his lair in the day time.
 


747. Introduce an enemy named 'Cats.' Have him talk in bad english. Do not forget to include 'You have no chance to survive make your time' when the PCs have their final showdown with Cats.

748. Introduce a magic item named 'Zigs.' When your PC's have some Zigs, be sure to tell them to 'Launch all Zigs' durring a battle.
 

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