1001 Unnerving Omens [Archive] - Wizards Community

Post/Author/DateTimePost
AnonymousInternets

02-18-08, 09:08 PM
I've never done a 1001 threads topic, but I was thinking about strange signs I could give the players to freak them out, and I thought it'd make a good topic. :P

They don't have to be bluntly frightening--I don't want signs of the apocalypse here. Just any creepy or alienating thing that could be interpreted as a bad sign is fine. Feel free to be as random as you want. I'll give a few examples.


1. Initials of a party member written on a lone tombstone on the side of a road.

2. Every time the party starts to eat something, regardless of what it is, it bleeds.

3. Nobody recognizes the party at all or remembers anything about them, including friends and family. Any in-game records of the characters' accomplishments don't identify the party, or are simply lost.

4. In contrast to 3, everyone recognizes the party members and acts like any actions they take are things the people have seen before. All party transactions are apparently anticipated, and all people act like when the party leaves, they will never be seen again.

5. The faces of all portraits in a building look like the children from The Wall video (http://www.mtv.com/shared/media/news/images/p/Pink_Floyd/sq-scary-mask-kids-wall.jpg).

6. Every time the party talks to someone in town, the townsman says "is that someone standing behind you?" And when the party looks to see no one there and asks about it, the townsman replies, "Nevermind, I guess it was just my imagination." It can be more subtly done by having the party size over-counted by 1 whenever the group is seated/roomed.

7. Every evening, late into the night, the party is awakened (or simply hears, if they are awake) a loud shriek. There is no source of the shrieks to be found.

8. The fountain in the town square flows with blood.

9. Children have trouble breathing around the party.

10. A bleeding black cat always seems to be ahead of the party on the trail.
Seeker95

02-18-08, 09:40 PM
I am never in favor of reinventing the wheel.

To speed you along your list, check out This site on superstitions (http://www.oldsuperstitions.com/) and steal ideas right and left.
AnonymousInternets

02-18-08, 10:16 PM
I didn't mean general supersitions. I mean more... actual plot quirks that would creep out a party. In fact, I'd rather it not be based on a traditional superstition, as such are both uninteresting and only work if the players know about them.

Which wheel is being reinvented here?
Bleeding_Eyes

02-18-08, 10:53 PM
11) when a PC looks in a mirror they see someone standing behind them with a knife poised for a strike but when they turn around theres nothing there
Moose_Fisher

02-18-08, 11:32 PM
12) One of the PCs feels as if long, spindly fingers are wrapping around thier neck.

13) A PC's vision blurs blood red and is over come with rage, only to have the feeling subside as soon as it arrived.

14) Whispering voices are heard within the wind... neither benevolent or malevolent.

15) Candles flicker out when the party enters a room.

16) People seem to keep their distance from the party; even beggars and pickpockets avoid them.

17) When the party is preparing to set up camp, their equipment becomes difficult to take off. It's like removing a layer of skin.

18) The sun refuses to shine on the PCs, despite the surrounding daylight.

19) People act out-of-character when around the PCs, followed by an embarrased apology.

20) Important documents and books are blank to the PCs eyes. The letters snake themselves back onto the paper moments later.

21) A PC becomes obsessively attached to a random object.

22) You know those paintings by H.R. Giger or Salvador Dalí? Imagine everything you see looking like those...
Sinfire Titan

02-19-08, 12:24 AM
23: The PCs find a copy of this thread, and every one of the listed Omens is coming true as they read it.
Eldritch_Id

02-19-08, 02:04 AM
24.) The PC's are hired to preform two tasks: Find the missing ranger hired prior to the PC's to clear a wilderness area and finish the job if it's not done. This works best if the beastie is some type of sentinent beastie known for a sick sense of humor. Have the PC's find the ranger, obvious tortured nearly to death, then hanged or crucified the rest of the way. Around his neck is a sign that reads: "Visitors welcome." Kind of cliche, but I used it for a good reaction.

25.) The trees in the area begin to turn and loose their leaves in the middle of summer or late spring.

26.) The sudden, violent, obviously supernatural death of a person in a public place. The thought that springs to my mind is the death of the fictional author in the hoax Necronomicon wrote back in the 50's or 60's (correct me if you're a fact wizard). In full view of everyone present, the guy was picked up in the middle of a market, torn apart, and devoured by some huge invisible thing.
Shadowshimmer

02-19-08, 07:27 AM
27. When the party is alone, they hear footsteps but when they investigate, they find nothing.
28. One party member is certain they hear whistling but nobody else ever seems to hear it. The whistling gets louder at night.
29. Each party member has their fortune read by a Gypsy and each one is told that they will suffer a horrible, tragic death.
nowiwantmydmg

02-19-08, 10:59 AM
29. Each party member has their fortune read by a Gypsy and each one is told that they will suffer a horrible, tragic death.

The Simpsons inspiring D&D, good times.

30. Where ever the PC's trod vegetation blackens & withers.
Sudnji_cas

02-19-08, 03:53 PM
31. The skin and meat on a hand of an NPC starts melting reveling a black bone under it.
NPC doesn't seem to notice, and then it catches his attention and he quickly hides it into his pocket.
anshar

02-19-08, 05:49 PM
32. Cows give soured milk in the villiage/town/farm where the PCs are.
33. Horses sweat constantly in the presence of the PCs.
34. A black bird follows the PCs everywhere they go, showing up at random intervals.
Moose_Fisher

02-19-08, 06:05 PM
33) While crossing a desert, vultures fly in circles above the PCs.

34) A countdown is whispered into one of the PCs ear. 10... 9...

35) Everything moves backwards as the PCs walk down an abondoned trail.
Kiioro

02-19-08, 06:22 PM
36. One PC suddenly can't say a word (which would be later of importance to describe a DM-already-planned situation).

37. A BBEG stops fighting and actually kneels in uttermost respect in the middle of combat after a PC makes one of his/her trademark moves and from there and onward addresses him/her as "Master" or "Awaited one".

38. After the PCs fight, as they are leaving the place where the trade took place, one of the PCs looks back and finds that all of the blood stains and corpses make one huge painting of a future event.
Silverthumb

02-20-08, 02:53 PM
39. The Half-Orc spits at the PCs "A'hm gunna kick yer asses!"