D&D 5E Scary/Creepy encounters

Many others have already mentioned the tropes of horror that can be used. Horror is very much achieved through mood, limited information and using the player's imagination against them.

Here is an example of one horrific scene that worked splendidly when I used it with my players a few months back.

The group had met a caravan of some forty or fifty individuals. Carts and chariots pulled by horses and donkeys. Soldiers atop steeds. Folks walking with bags over their shoulders. Anyway, the group joins the caravan and spend about two sessions travelling with them, getting to know them.

Location

Then the road leads them into a large valley between two mountain range. They can see the road making its run through a gargantuan forest that runs until the mountains break the horizon. They see a tower next to the road maybe halfway into the valley. The caravan stops and everyone sets camp.

Setup

Later in the evening, most folks are either sleeping, eating, playing dice or other activities. I took a good moment to describe how fog came down from the mountain and enveloped the caravan. How the cold light from the moon and the warm one from the fires of the caravan clashed and densed through the fog and how they could hear folks yelling, snoring and singing around them in the fog.

Then I changed the music (I use spotify for mood) and described how they feel a very slight gust of wind that makes their campfire swirl for a moment. Then they hear a flapping sound, but can't tell where it's coming from. And a moment later, another slight gust of wind and the flapping sound. At that point, my players were quite curious and tried to look around and pay attention but didn't want to go into the fog.

I then described how they spot a shadow move quickly through the fog and they hear a terrible shriek coming from the head of the caravan where the horses were tied up. My group decided to move cloak first into the fog towards the sound only to find one of the horse fall right before them, its flesh teared apart and disembowelled. In the background they hear the yelling of soldiers that gather their sword and set up around the caravan to try and find out what's lurking.

Payoff

I could have had the creature attack them right now and have a cool encounter in the fog, but at that point I mostly had described things to them and they didn't have much agency. So I decided to take another path. They heard a shriek again and then the sound of flapping than slowly faded away in the night.

Not willing to chase the creature through the fog, my players spent the rest of the night very restless. The following day, when the fog had mostly gone away, they decided to make their way to the tower (only apparent location of interest) to find more. By the time they reach it, it is dusk. The moody setup I had done earlier communicated to them how fast the creature was, how strong and dangerous it was and that it was potentially flying. At that moment, they imagination was running wild and they imagined much scarier creatures than anything I could throw at them. The tower was not especially big, but they slowly made their way through it, finding bones of varying size, hardened feces and other clues. They really did not want to make noise and spent many moments waiting in silence.

The tower scene itself was in itself quite mundane, but it benefited immensely from the setup of the previous scene.

In the same way, most dungeons are really not that scary. But if do a good setup before hand and are not too explicit about what they'll find inside, their imagination will do the rest.
 

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There's a great encounter in Tomb of Annihilation at the wreck of the Star Goddess in the jungle trees, undead girallons and zombies on the ground. I think I added a t-rex too just for laughs.
 

Straight from our game.
Satyr villain charms party members with his pipes. Approaches female PC.
Spiming his finger around in the air. Female PC turns dancing in a daze so the satyr is behind her.
Female PC 'I don't like where this is going DM.'
Satyr points down.
Female PC 'I don't like where this is going DM!'
Satyr 'Baaaaaaa!!!'
 


If you're willing to spend a little money, I found these items with a quick search on the DM's Guild (disclaimer: I have not actually read any of them):




 

Many others have already mentioned the tropes of horror that can be used. Horror is very much achieved through mood, limited information and using the player's imagination against them.

Here is an example of one horrific scene that worked splendidly when I used it with my players a few months back.

The group had met a caravan of some forty or fifty individuals. Carts and chariots pulled by horses and donkeys. Soldiers atop steeds. Folks walking with bags over their shoulders. Anyway, the group joins the caravan and spend about two sessions travelling with them, getting to know them.

Location

Then the road leads them into a large valley between two mountain range. They can see the road making its run through a gargantuan forest that runs until the mountains break the horizon. They see a tower next to the road maybe halfway into the valley. The caravan stops and everyone sets camp.

Setup

Later in the evening, most folks are either sleeping, eating, playing dice or other activities. I took a good moment to describe how fog came down from the mountain and enveloped the caravan. How the cold light from the moon and the warm one from the fires of the caravan clashed and densed through the fog and how they could hear folks yelling, snoring and singing around them in the fog.

Then I changed the music (I use spotify for mood) and described how they feel a very slight gust of wind that makes their campfire swirl for a moment. Then they hear a flapping sound, but can't tell where it's coming from. And a moment later, another slight gust of wind and the flapping sound. At that point, my players were quite curious and tried to look around and pay attention but didn't want to go into the fog.

I then described how they spot a shadow move quickly through the fog and they hear a terrible shriek coming from the head of the caravan where the horses were tied up. My group decided to move cloak first into the fog towards the sound only to find one of the horse fall right before them, its flesh teared apart and disembowelled. In the background they hear the yelling of soldiers that gather their sword and set up around the caravan to try and find out what's lurking.

Payoff

I could have had the creature attack them right now and have a cool encounter in the fog, but at that point I mostly had described things to them and they didn't have much agency. So I decided to take another path. They heard a shriek again and then the sound of flapping than slowly faded away in the night.

Not willing to chase the creature through the fog, my players spent the rest of the night very restless. The following day, when the fog had mostly gone away, they decided to make their way to the tower (only apparent location of interest) to find more. By the time they reach it, it is dusk. The moody setup I had done earlier communicated to them how fast the creature was, how strong and dangerous it was and that it was potentially flying. At that moment, they imagination was running wild and they imagined much scarier creatures than anything I could throw at them. The tower was not especially big, but they slowly made their way through it, finding bones of varying size, hardened feces and other clues. They really did not want to make noise and spent many moments waiting in silence.

The tower scene itself was in itself quite mundane, but it benefited immensely from the setup of the previous scene.

In the same way, most dungeons are really not that scary. But if do a good setup before hand and are not too explicit about what they'll find inside, their imagination will do the rest.
Wow, just reading i get the tension of the situation, thanks for the advice
 


I heard of the spell but didn't know what it did
"This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take Actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a Message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal Monstrocity spawn a Nightmare that lasts the Duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. "
 

"As you walk through the jungle, you smell the familiar odor of something dead and rotting. "
But even if they search, there is no carcass, no bodies.
The stench is being produced by an orchid that is pollinated by ordinary flies. In heavy warm damp air, this takes a while to figure out.

For variety, the odor is similar to troglodyte stench.
 

A few suggestions from one of my favorite Dragon articles: 101 Little Mysteries... (Issue 240 if you're interested)

Stopping to drink at a river, a PC sees something dark and ominous appear behind his reflection, raising a sword as if to strike the PC. When the PC turns, he sees nothing there. This event can recur several times before the source of the mystery is revealed.

A game animal brought in by a character hunting has an old wound with an elaborately carved elven arrowhead still embedded in the animal’s flesh. Any sage or elf the PCs consult knows that such arrowheads have supposedly not been used in over five centuries.

In the gullet of some creature slain by the PCs is a locket that holds a miniature painting of one PC’s lost love or distant relative.

The PCs find a mummified hand clenched into a tight fist. Divination reveals that it holds something magical, but normal and arcane means to open the grip are ineffective. The only clue is a faded tattoo of a well on the mummy’s wrist.

Just outside some ruins is discovered a massive pair of manacles, fit for wrists twice the size of a man’s and forged from rune-etched iron. The chains that link them have been broken, the metal notched as if gnawed and bitten through.

Roasting fresh game on the campfire spit, one of the PCs’ companions (preferably a local guide) mentions how the smell of cooked food attracts spirits. While eating his portion, the character feels a presence but sees nothing. A bone is tossed into the dying fire, and in the sparks and smoke that result, the PC thinks he sees two burning eyes starting down upon him.

A rosebush, its blossoms the color of blood, is an odd site in the barren wilderness. Nestled in the roots is something pale and round. Perhaps the skull of someone foolish enough to pluck a rose? Or the curve of an ivory bowl?

The pet or animal companion (but not familiar) of one of the PCs returns after running off for several days. The creature now wimpers and cowers by its master whenever night falls.
 

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