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One Thousand Ways to Freak Out Your Players

866) TPK

867) Have them walk through pools of acid that are odorless and colorless that destroy any magical boots they are wearing.

868) Have the party walk under a very small waterfall that is actually made up of acid that consumes all their magical clothing and perhaps even jewlery :D

869) Have NPCs start doing sub-dual damage
 

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870. Have NPC rogues flanking using Saps

871. Have all potions neatly labled, except have cursed ones labled as what they are intended. For example, all Cure Light Wounds are lable as such, even those that act as Inflict Light Wounds.

872. Introduce a halfling Paladin (or black gaurd) with mounted combat. As his special mount, have an elven ranger.
 



Draxus the Tainted said:
46. When one of your players spends almost all of their money on a powerful magic item, have it stolen from them before they can use it.


Pfft, did this one. I would let them find it later only to steal it from them again. The party wizard got so annoyed he destroyed the item.
 

Oracular Vision said:
87. Wall of Force is always a nasty surprise if the bad guy had time to put it up before the party arrives...no arrows, no spells through it...no running through it.... [/B]
Actually got to use this one. Or at least a strange twist on it.

The Head Villain was running down a bridge and "slide under the closing porticuls and there was a small 10 foot gap to jump over. The party Monk decided to jump the gap and "SMACK" right into the wall. Needless to say the gators feed well that night.
 

875: Have a kender head the conclave
876: Inform the PCs that to do something incredibly important to them,(Save the world, bring back the gods, conquer the world, it depends on the party.) they must spend a month in Kendermore, and role-play out each day.
 

875. Introduce a kender who never lies, is always helpful and never steals anything. The players will either be on their gardfor a long time, or attack it, thinking it is possessed or something
 

Brun: All kender are like that. Some exaggerate a lot, and over time the tales have no truth, but they don't tell them as lies, as they believe them true, kender are always helpful though they may wander off or find something more interesting then helping out, and no kender steals, they just borrow.

And that should be #877
 

878) Have the low-level, small, humanoid grunts (kobolds, goblins, kender and so on) attack chanting. "We're gonna cut 'cher TONKERS off! We're gonna cut 'cher TONKERS off!" Describe how they swing their weapons towards the PC's groins.

879) After defeating the grunts and other assorted monsters, they reach the lair of the BBEG, who intones dramatically. "Now I'm gonna cut your TONKERS off!"

880) He is sitting on a giant rotting mound of... How can I put this so as to not get Eric's Grandma riled up? Oh yeah, that's it...
TONKERS!!!

881) Give this bad guy or any other the Power Word: Castration spell.

882) Regeneration does not work on area affected by Power Word: Castration, you need an expensive Wish or Miracle.

883) They reach town, and find all the children playing a game like a combination between marbles and hop-scotch, but with the chant "We're gonna cut 'cher TONKERS off!"
 

Into the Woods

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