1001 ways to torment players [Archive] - Wizards Community

Post/Author/DateTimePost
Belgarath

09-30-05, 01:29 PM
You know the drill ;)


I'll kick start the cogs in your devious minds with the first entry:

1. They rage through a deep dungeon for hours upon hours full of some of the most powerful and dangerous creatures in the world, in search for the king's almighty staff that has been stolen by malevolent bandits. After reaching the chest where it is supposedly situated, in a highly guarded chamber, they find a note within that reads: "I paid alot of gold to hire all of these manifestations! Very realistic don't you think? Oh well it was worth the laugh! (signed the king)". Then say to the players that it was only a joke and all of the treasures/equipment and experience points they gained on the way do not count.
Despana

09-30-05, 01:40 PM
2. Have the great red wyrm the party is getting their butts kicked by suddenly look over their heads, turn a pale shade of pink and run away screaming like a schoolgirl. The trick here is that the dragon has random hallucinations and there isn't really anything there. Really messes with metagamers who know of a dragon's blindsight ability. :D

Edit: grammar :rolleyes:
NinjaE

09-30-05, 01:44 PM
#3: Roll the dice every now and then. Grin evilly.
elven warriorXX

09-30-05, 01:44 PM
2) give them a powerful magic item and then have it blow up in their face :P
3)punch them
4)all ways say your creatures roll a 20
Illion the Red

09-30-05, 01:46 PM
7. "You wake up to find it was all a dream."
Gabriel Dian

09-30-05, 01:55 PM
8. Grapple them. Just having to open the PHB and trying to understand the grapple rules will have them on their knees. :D
9. Throw any and every form of birocracy at them. This always makes them bash their heads against the nearest wall...
OctoberRaven

09-30-05, 01:58 PM
Roll. Often, and for no reason. When they ask why, don't answer. Just hum.

And not just the d20, the d100 too.
Illion the Red

09-30-05, 02:04 PM
11. Throw every PrC/Class/Template combination they want to use against them...let's see how YOU like dealing with the frenzied beserker...
Gabriel Dian

09-30-05, 02:20 PM
12. Give them a really BBEG, loaded with treasure and magic items, have them follow him for several sessions, make them fight him almost to the death (preferably theirs), and then make him jump off a cliff, just so they won't get full XP and any treasure from killing them.
And then hide under the table... :D
imperialjunkie

09-30-05, 02:30 PM
13. Create a very big dungeon with lots of rooms that all look the same. Put in one of those rooms a very difficult encounter. The rest are empty.

14.Encourage Search checks in every room.
Belgarath

09-30-05, 03:11 PM
15. Say if they can't defeat a great wyrm prismatic dragon in under 10 seconds, they will be booted from the group
LugWrench

09-30-05, 03:27 PM
16. In the Random Dungeon of the Week, have the characters come across a door. This door radiates magic, and has warnings of Dire Death along with markings indicating Fantastic Treasure. Rig the door, floor in front of it, and walls around it with whatever traps you like. The traps should seriously maim several characters, and possibly kill one. Finally, the door is opened to reveal........a blank wall.
theif lord

09-30-05, 03:32 PM
when ever they deal damage, no matter how much just say "oh... thats it? this is gunna take alot longer than i thought"
Mephisto13

09-30-05, 03:50 PM
Have the players in ur game get a lot of magical items, and then, they get captured and all of their items can no longer be found. Then, once they get free and actually start to get some magical items, have them get changed into animals (leaving everything they own on the ground) and have them live off their lives as animals for a few months. When they shift back to normal form, they have to get their stuff back again.

Repeat ad nauseam...

(this acutally happened a few times in our games, over a three year period)
jokem

09-30-05, 04:04 PM
Roll. Often, and for no reason. When they ask why, don't answer. Just hum.

And not just the d20, the d100 too.

Don't hum... Say 'You will find out', then smirk.
Acheron

09-30-05, 05:09 PM
We are never gonna get anywhere if people don't number things :rolleyes:
By my count, we're on 18

18. Have the onlt magic shop IN THE WORLD (that part is importent for high level characters) in the far north. The only way to get their is to go through a portel. This portel is gaurded by an insane great wyrm silver dragon that's invisble. When they manage to get through the portal, all the magicians in the tower are insane with all their different ways. Have one call rinbgs cloaks, and another call cloaks rings. Another does this : "May I pretty please buy this shield?"
"no"
"but, why?"
"oh, I dunno, You just can't"
This hinges on the fact that this happens late at night and they have had alot of caffine because it will make their head hurt ALOT.
You can't forget the twin Wizards named Galstaff Sorcerer of Light, each one denying that they are related to each other. The both shine like a daylight spell. Really,really annoying


I had this whole encounter happen to me once ;) .
JD

09-30-05, 05:22 PM
19. Make them roll listen checks every so often. If they get high enough, have the result be something that could herald their doom - like a faint rumbling in an underground setting.
Andrewinator

09-30-05, 11:03 PM
20) Have the players start off the campaign as commoners, and don't let them take characters class levels until they recieve proper traingin... and then they'll be cross-classed with commoners the rest of the campaign.

((I actually did this once. Boy, have I gotten nicer.))
Starlight Knight

10-01-05, 12:58 AM
21) Start them off with nothing. They have to get money, supplies, weapons...
22) The reach the end of a labyrinth filled with undead, beholders, and maybe even dragons. Then they fight the wizard who was only second level, who had a map to the labyrinth. The rogue is looking it over and says, "Hay guys, remember that pit trap I disarmed at the beginning of the game? Turn out there was a secret passage at the bottom of it that led here. Looks like a 2 minute walk.
23) Same as above but in the end, right before they reach the wizard, they are teleported back to the beginning and all the hall ways change directions.
Jancarius

10-01-05, 03:00 AM
23 is just sadistic.
Coren

10-01-05, 03:30 AM
24. After a huge battle the PC's find a wooden treasure chest. In the treasure chest there is a paper note "IOU one treasure horde.-DM"
Radijs

10-01-05, 07:20 AM
24 is cool.

I dunno if its sadistic but I got my players in a haunted mansion. Its full of rooms that don't follow the normal laws of space and as soon as they start looking for the exist I roll a D20 + a D10 to see in which room they end up.

Only when they finish the quest in the house then they can leave.
Lady_Firehawk

10-01-05, 08:49 AM
26) Three words: Electrified quartz golems! :D (Yes, I said quartz. The dungeon was basically a giant, spider-and-golem-filled geode.)
tharivol266

10-01-05, 10:12 AM
27) have the world be 6 flat areas of landand everytime a character walks off a side roll 1d6 and 1d4 to see which side they end up on and which direction they comefrom. they could quite literally and probably will at someoint walk off the edge and find that they are walking right back on to the same spot. but why this is really mean is that you have every creature that they chase have the eventual goal of going over an edge(at least the intelligent ones do)
Light of Day

10-01-05, 02:48 PM
28: Start enforcing saving throws for harmless spell effects. Party cleric casts cure light wounds on the fighter? Ask for a saving throw. Wizard downs a potion of Fox's Cunning? Saving throw. This'll annoy them at first, but remind them that they can voluntarily fail a saving thwor if they wish. Just don't let them say "I always fail my save when such-and-such is casting a spell at me". Ask for the save EVERY time. Once they're used to it, the next time they're after a spell cast by an NPC, have the NPC replaced by an evil wizard or cleric in disguise who has it in for the PCs. Watch the look on their faces when they realise you have legitimately and perfectly within the rules tricked them into voluntarily failing their save against a destruction spell, and there's nothing they can do about it beacuse you asked them if they wanted to save and they said no. :evillaugh
Tiran

10-01-05, 03:36 PM
^ thats pretty evil right there.

29. Always have an annoying gnome, halfling or kender NPC in the group. Have this guy be annoying as you possibly can, and make him a sorcerer or wizard so its hard to get rid of him. He uses spells to screw with the party as well.

30. Have the guy show up at the worst time to screw up your plans. Sneaking into the orc camp? He shows up right then, talking loudly to ask what's up. When asked why he's here, he just wanted to say hi.

31. Have him be the BBEG. If he dies as the BBEG, its a legtitmage death, otherwise, see 32.

32. If they manage to kill him before he's revealed as the BBEG, he secretly has a twin. If they kill the twin, he's a triplet, etc.
General_Ridley

10-01-05, 03:46 PM
28: Start enforcing saving throws for harmless spell effects. Party cleric casts cure light wounds on the fighter? Ask for a saving throw. Wizard downs a potion of Fox's Cunning? Saving throw. This'll annoy them at first, but remind them that they can voluntarily fail a saving thwor if they wish. Just don't let them say "I always fail my save when such-and-such is casting a spell at me". Ask for the save EVERY time. Once they're used to it, the next time they're after a spell cast by an NPC, have the NPC replaced by an evil wizard or cleric in disguise who has it in for the PCs. Watch the look on their faces when they realise you have legitimately and perfectly within the rules tricked them into voluntarily failing their save against a destruction spell, and there's nothing they can do about it beacuse you asked them if they wanted to save and they said no. :evillaugh

That...That's just :devil: :rofl: :heehee :clap: the greatest thing ever.
Lonestar

10-01-05, 03:58 PM
29. The door of doom. My players once beat the advanced epic red dragon :dragon: I prepped, but could not get past this door. It was made of over a foot thick reincfoced obsidian, was perfectly smooth(so it can't be pried open), had a wall of force on it (all of the buidlings walls were doubled up with walls of force), Had a epic aversion spell on, and had epic spell turning on it :schemes: . After spending over half an hour of trying to open this door with no luck :banghead: (and after they nearly killed themselves casting destructive spells at it only to have them bounce back) they had to freaking use Mordenkinens Disjunction :nonono: to get past it. They had to disjoin a DOOR. I dont think I'd ever laughed so hard. :rofl:

Me: Congratulations, you've slain the mighty dragon :dragon: only to get stopped by a DOOR. :rofl:
the_fools_wildhunt

10-01-05, 04:03 PM
30. Don't give them experience. At the end of every session say its late and you will email it during the week. Next Week: "Didn't have time, I'll just add it to this weeks, its not like it was enough to level". End of session: "Its late, I will send it during the week".

I think I'm up to three sessions without giving the PCs a single XP. But it's fine, I'll send it to them during the week.
Light of Day

10-01-05, 04:05 PM
29. The door of doom. My players once beat the advanced epic red dragon :dragon: I prepped, but could not get past this door. It was made of over a foot thick reincfoced obsidian, was perfectly smooth(so it can't be pried open), had a wall of force on it (all of the buidlings walls were doubled up with walls of force), Had a epic aversion spell on, and had epic spell turning on it :schemes: . After spending over half an hour of trying to open this door with no luck :banghead: (and after they nearly killed themselves casting destructive spells at it only to have them bounce back) they had to freaking use Mordenkinens Disjunction :nonono: to get past it. They had to disjoin a DOOR. I dont think I'd ever laughed so hard. :rofl:

Me: Congratulations, you've slain the mighty dragon :dragon: only to get stopped by a DOOR. :rofl:
What, they never thought of just dimension dooring to the other side?
Lonestar

10-01-05, 04:33 PM
What, they never thought of just dimension dooring to the other side?

They couldn't. The entire building was warded against that kind of entrance.
Tiran

10-01-05, 04:39 PM
Next one should be 35 not 31 cause I did 29-32.
multimildogbreth

10-01-05, 06:39 PM
35. Stick Black Lotus Poison on 50% of every treasure they find.
OneRingShort

10-01-05, 07:31 PM
36. "You have fought through many powerful foes and have reached the end of the dungeon. Ahead of you is the door that is where the boss clearly lies. You open the door to reveal...Great session guys, see you in two weeks?"
platinum_mongoose

10-01-05, 08:56 PM
hey, that last one sounds kinda like the season 1 Lost finale.
Karreck

10-01-05, 10:34 PM
37. Whenever a PC casts a spell at an NPC, ask for the DC. When he/she tells you, simply say "O, so basicly I shouldnt roll a 1"

38. Every caster the party fights has Time Stop and many Delayed Blast Fireballs waiting. O and he always rolls a 4 on Time Stop.
Diplominator

10-01-05, 11:02 PM
Mutually Assured Disjunction (for Epic Games)

(yes, I came up with that)

Contrary to popular belief, MKD is not overpowered in epic games. Sure, you can reliably obliterate the defenses of enemies. Sure, you can nerf a BBEG to the point where he cannot possibly hit you. However, with this...

Basically, every enemy should have multiple instances of MKD prepared, or for non-casters, in a magic item. Should the players begin Disjoining everything that might move, Disjoin them back. I guarantee there will be no more talk of MDk after the barbarian loses his 2 million GP greataxe.
elven warriorXX

10-02-05, 10:39 AM
hey, that last one sounds kinda like the season 1 Lost finale.
lol a lot :P i hate it when they do that for TV shows as you have to wait a LONG time to see the end :headexplo

39. Kill them with magicly infused ants that stand on 2 legs and act like ninjas

40. Give them magical items that are weird and that suck badly like a "belt of master Diarrhea" or the "helm of crazy hair" and last but not lest the "THE ARMOR OF PIZZA POWER!" which can throw pizza at your enemies and polymorph them into pizza so you can eat them :devil:
ercpkr

10-02-05, 12:04 PM
41. Have them switch genders.


42. Make their characters switch genders too, if you want.
Light of Day

10-02-05, 01:55 PM
37. Whenever a PC casts a spell at an NPC, ask for the DC. When he/she tells you, simply say "O, so basicly I shouldnt roll a 1"
Sounds just like my DM. Which reminds me:

43: Whenever a PC casts a spell at an NPC as if it is effected by spell resistance. If they answer yes, tell them not to bother. I swear, if my DM makes ONE MORE NPC with +20 to all saves and SR in the low 40s, he's gonna be wearing his DM notes home a suppository. :banghead:
AlphaSquirell

10-02-05, 02:12 PM
44.

DM:"You enter the room."
Party: "What do we see?"
DM:"You see a large red creature at the opposite end of the room. Do to the lighting, you can't see it very well, but it looks vaguely like a large dragon."
Party: "..." (a group of level 2's and 3's, a total of 7 or 8 players, but still not experienced enough to take on a Dragon of any size, I mean, we couldn't kill a trapped displacer beast, that had nowhere to run, and couldn't do enough damage to kill us)
DM:"Oops, sorry, wrong room. You haven't gotten there yet."
Party:"..." (we were using a map with #'ed rooms, and we had like, 2 rooms left after the one we went into)

Funny thing is, the DM was serious... (he was DMing for us because we wanted to play, and he had the most experience with the game as a player)

45. Very weak, minor cursed items. But weird curses. (for example, a ring that lets you use any type of "Light" spell at will, but randomly fires in your face and blinds you, or a belt that will randomly constrict a little, doing only a point or 2 of damage, or a healing potion that makes the PC sneeze, lowering his accuracy and spot checks, etc, etc, etc)
Morlachmir

10-05-05, 05:44 AM
46) For higher level/Epic games.. Whenever the mage starts MKD'ing things, randomly stick artifacts in the enemies' possession. 33% chance nothing happens, 33% chance they lose all spellcasting abilities, 33% chance they die with no saving throw (last one could just be someone important [epic-er level NPC or diety] becomes angry with them.. It's in one of the core books.)

47) Have the last door in a dungeon only open when a character bull rushes it. Supply them with a riddle or something. Then, as the door swings open as they are rushing it, they run right through the door and into a very large pit of sorts. Hope they brought a Potion of Levitate/Flying or similar item!
Valgaav

10-05-05, 07:48 AM
48. Trap a door. not put traps around or on the door, but have the door be the trap, like so:

Player: I search for traps.

DM: The door has one nonmagical trap on it.

Player: Okay, I step back and use my 10-foot pole to open the door. that should save me from any spears, darts, nd pits.

DM: okay, now make a reflex save VS. giant metal door.

:evillaugh

also, see http://boards.wizards.com/showthread.php?t=174433
O'mega

10-05-05, 09:24 AM
49. Use Tucker's Kobolds
Salaman

10-05-05, 09:41 AM
As a DM I am very very fond of riddles!
I like it to have a riddle here and a riddle there, and the Players have only one try to give the correct answer. If they fail the magical trap will do it's bloody work the golem will try to embrace them, or the door to the treasure will never open.

50. Invent a magic item that can only be used when the answer of a riddle is being spoken aloud in the middle of battle. And the riddle changes with every use! :thinks:
Mock26

10-05-05, 02:01 PM
Have a player roll a d20, then ask them what there (insert ability) is.


Describe a fly or a mosquito flying around a player's head.
OctoberRaven

10-05-05, 04:42 PM
Lure the nonspellcaster into one of two permanenced teleportation circles

Let's call them circle A and circle B, shall we?

When someone steps on circle A, they teleport to three inches above circle B.

When someone steps on Circle B, they teleport to three inches above circle A.

I can just see a fighter trapped in this.

"(Wizard's name)" (teleport) "Stop" (teleport) "This" (teleport) "Crazy" (teleport) "Thing" (teleport) "I'm" (teleport) "Going" (teleport) "To" (teleport) "Puke!"

It'd be even more evil if the Wizard was out of spells for the day, so the fighter has to wait for the Wizard to rest. :D
Necro King

10-05-05, 05:49 PM
53) Make all the treasure in part/all of the dungeon cursed.
Necro King

10-05-05, 05:56 PM
54) Party of Dwarves....no ale available in the towns
SwitchUK

10-05-05, 05:56 PM
Lure the nonspellcaster into one of two permanenced teleportation circles

Let's call them circle A and circle B, shall we?

When someone steps on circle A, they teleport to three inches above circle B.

When someone steps on Circle B, they teleport to three inches above circle A.

I can just see a fighter trapped in this.

"(Wizard's name)" (teleport) "Stop" (teleport) "This" (teleport) "Crazy" (teleport) "Thing" (teleport) "I'm" (teleport) "Going" (teleport) "To" (teleport) "Puke!"

It'd be even more evil if the Wizard was out of spells for the day, so the fighter has to wait for the Wizard to rest. :D


Would spell resistance work against that?
OctoberRaven

10-05-05, 06:21 PM
Would spell resistance work against that?

Unfortunately yes. Minimum CL would be 17 (18 if it's a sorceror) because it's a level-9 spell.

But if Circle A beats the first SR check and for some reason Circle B doesn't, that means someone's going to have to through Circle A to find out where the fighter went...
Conshey

10-05-05, 06:26 PM
55) Have the party make spot and listen checks, if they fail, which most likely they will, promptly tell them that they don't see the Beholder sneaking up on them.
spoogemonkey

10-07-05, 04:05 PM
56) After the party fights their way through the dungeon to acquire the "Dragon Ring".... they finally find their prize is SIZED for the finger of a Dragon.
Aeolus91

10-07-05, 04:30 PM
We are never gonna get anywhere if people don't number things :rolleyes:
By my count, we're on 18

18. Have the onlt magic shop IN THE WORLD (that part is importent for high level characters) in the far north. The only way to get their is to go through a portel. This portel is gaurded by an insane great wyrm silver dragon that's invisble. When they manage to get through the portal, all the magicians in the tower are insane with all their different ways. Have one call rinbgs cloaks, and another call cloaks rings. Another does this : "May I pretty please buy this shield?"
"no"
"but, why?"
"oh, I dunno, You just can't"
This hinges on the fact that this happens late at night and they have had alot of caffine because it will make their head hurt ALOT.
You can't forget the twin Wizards named Galstaff Sorcerer of Light, each one denying that they are related to each other. The both shine like a daylight spell. Really,really annoying


I had this whole encounter happen to me once ;) .


All that, and I'm the DM who pulled this on him :devil:

It was the Tower of the Frost Mages, and every Frost Mage had a different type of insanity. One ran a magic cloak shop but insisted that they were all actually rings, and another ran a ring shop but said all his wares were cloaks. The weaponsmith would randomly refuse to sell his wares to people, and there were two seperate Frost Mages with Permanent Daylight cast on them who were both named Galstaff, Sorcerer of Light, but were completely unrelated to eachother.
Gilain Hammerhand

10-07-05, 05:31 PM
Teleportation Circle to treasure chamber that only works when the character walks backwards into it.
OctoberRaven

10-07-05, 05:39 PM
20 treasure chests. One has treasure, ten have magic missile traps, and the rest are empty. Also, all 20 chests have resistance against divination.

And they shuffle themselves around every time one of them is opened, so it's down to blind luck
jokem

10-07-05, 05:43 PM
Teleportation Circle to treasure chamber that only works when the character walks backwards into it.

------------------

Teleportation to the treasure chamber that works almost everywhere there is an exit. Think about it...
Gilain Hammerhand

10-07-05, 05:51 PM
Remember ye ole "potion of elf charming"? Had NPC use it and effectively and turned three of the party members on the other two.

If you have a Bard that playes a stringed instrument. Have the NPC wizard cast grease on the strings.
OctoberRaven

10-07-05, 06:04 PM
I still say my twin teleportation circles are more fun than the ones Gilain and Jokem thought of.

Which leads to a vital question:

If someone (person A) teleports into a space occupied by someone else (person B), does Person B die or is Person A trapped in limbo until Person B moves?
TheChilliGod

10-07-05, 06:50 PM
61- (I think we're on this now) Roll your dice on a wooden table or other hard surface. Don't bother to roll it on something that will dull out the sound it makes when it hits the table. Roll the dice all the time, don't stop. The sound eventually drives your players mad. Then complain when they don't muffle the sound of their dice.
Pellanor

10-07-05, 06:55 PM
62) Have one of the treasures the PCs find be the focus for a Magic Jar spell which is currently in effect. Have it so that the effect is permanent (for whatever reason) and the spellcaster within it has lost his/her body.

Whenever the PCs carring this gem around encounter a notable lower HD creature (so the the soul can tell the difference) have that creature (say a random 1st level commoner) be possesed and hit the PCs with a high level spell (or 3). then when the PCs kill this evil spell slinging commoner, award them the exp for the 1st level commoner.

DM: "You get 100 exp".
Player: "But he hit us with meteor shower! Twice!"
SoulLord

10-07-05, 06:59 PM
63) have them find scrolls the spellbook and wand of the wizard they just defeated covered extensively by explosive Runes BAM! BAM! BAM!.
D&D_Madness 5000

10-07-05, 07:05 PM
64) Have the PC's find a hoard of treasure guarded by a dragon. Have the dragon give up his hoard on a diplomacy check of 1 or more. Have the biggest of all the chests in the hoard be directly in front of the PC's.

As soon as they open the chest, large ghouls fly out and cast an unknown spell on the PC's. The PC's will sleep, and when they wake up, they will be +3 sausages. :uh-huh: and 5 hours later, they will return to normal. Then, have the players turn into +3 sausages every full-moon. :D

65) Got this from my DM. have a Supposedly Lawful Good Female NPC save the party throughout the module. Then, at the end, have it polymorph into a male succubus (true form) and become the BBEG. Also, have it kill the players ;)
Commander of Chaos

10-07-05, 07:30 PM
66) limit your players to minor items
Really happened, when we were going into castle maure
twad

10-07-05, 11:18 PM
Teleportation Circle to treasure chamber that only works when the character walks backwards into it.

One of our DM managed to get us wondering how to get out of a *heavilly* trapped dungeon, and one of his tricks was a huge number of "mirrors of teleportation" that if you walk through them forward you get to place X, if you go back into the mirror you came from forward again you go to point Y. It took us awhile to understand that we had to walk backward to get back to the previous rooms.
twad

10-07-05, 11:18 PM
I still say my twin teleportation circles are more fun than the ones Gilain and Jokem thought of.

Which leads to a vital question:

If someone (person A) teleports into a space occupied by someone else (person B), does Person B die or is Person A trapped in limbo until Person B moves?

telefrag!!
D&D_Madness 5000

10-08-05, 11:44 PM
Have freddy krouger kill all of them in a dream. :D

Have a wing of 5 wishes out on a table. As soon as a PC touches it, have them get disintegrated. :) No will save :D Period. :evillaugh:
Kohdok

10-09-05, 01:18 AM
(70)"Okay, you're very dead. Again. Now you get to pick a new character out of the Character Hat! Pick away !" :D(It's a hat filled with pictures of minis)

(71)The classic "Barney the purple Tarrasque" ("Huh hey, kids! Who likes likes to play "Full Attack?" :shocked: )

(72)If someone gives you too much video-game grief, make a Metal Sonic BBEG... wielding Miniguns... Yes, even in a medieval setting, give Metal Sonic a pair of Miniguns. (:plotting:Okay, even with as little as 20 rounds a second, that's 120 attacks per round...and... :evillaugh )

(73)Mage-With-Create-Construct: At last! My new Clay Golem is done! :dancin:

Clay Golem: Grargh!!! :headexplo (Goes berserk)

DM: ...And now it's off running wild in the woods... :devil:

MWCC: Bob yammit! :tantrum:
OctoberRaven

10-09-05, 11:15 PM
74. Find every evil shapechanging monster with tounges in a game where a PC is a paladin and give them a Ring of Undectable Alignment. Have he/she/it befreind the paladin and then turn on it. The VERY first time a Paladin stabs first and asks questions later...it was a real, good person. Time to atone. :D
Acegikmo

10-10-05, 01:36 AM
41. Have them switch genders.


42. Make their characters switch genders too, if you want.
*explosive laughter*

75. Give them maps etc. that are correct in all but the most minor but important details.
"Hmm..there shouldn't be a turn in this passage way...*open door* Theres a WHAT?"
Max Overload

10-10-05, 01:45 AM
Attack them with zombies. Lots of zombies. No more than that. Think of the escape scene in new Dawn of the Dead. Not super-enhanced zombies either, just standard zombies.

Don't let up.

Never let them sleep more than 2 hours. Never let them relax. Break their equipment slowly. Play it up straight though give them partial healing from rest and spell regains, give them a glimmer of hope before you crush them with Paragon Zombies.
REZNA

10-10-05, 04:41 AM
76. have your monsters or opponents the pc encounter sunder
(Ex.nightwalker)their favorite weapons, or precious amulets etc.
that will give em a kick in the balls!
homey188

10-10-05, 08:26 AM
77. It was a first level adventure,we were fighting zombies.Not just 10-15 zombies but, like helms deep , us being the humans.Oh and it was 2nd ed
TalonofTiamat

10-10-05, 04:05 PM
Take a Great Wyrm Prismatic Dragon and apply every template you can find to it, even ones that contradict other ones like Lich and Ghost. Also, give it a Divine Rank of 30 :schemes:
homey188

10-10-05, 04:56 PM
79: use this thread for a checklist (http://boards.wizards.com/showthread.php?t=271292)
Malachi_III

10-10-05, 04:59 PM
80. Before starting, put on a burned CD with normal fantasy roleplaying music on it, and then have some loud, heavy metal song hidden in it. And make sure its in the middle of the night, so it'll really mess them up and break their concentration.

81. Have a BBEG that has like 20 different forms, make them increasingly harder until about halfway, then make them weaker until the second to last one is a commoner, then when he dies it just becomes some massive epic level monster.

edit--numbering
Malachi_III

10-11-05, 06:18 PM
82. Bring in near impossible NPCs, like 6' dwarves and halflings. Have them act very different than they normally would, everything oppisite. Until the PCs start to understand and learn how to deal with it then either kill them off or change their personalities drasticly.

83. Make a dungeon full of weak goblins, no matter what level they are. The higher level the PCs are the better, this will get annoying very fast.
Belgarath

10-16-05, 10:07 AM
84: After battling their way through an almost impossible labrynth, the pc's come to what they think is the last room. It is incredibly dark, so one of the pc's lights a lantern. Then, after shining the light around, sitting in the middle of the room on rocking chairs are none other than the pc's mothers! The pc's must then clean the entire prison with nothing more than feather dusters and elbow grease before they are shown the exit from the labrynth.
Simetrical

10-16-05, 01:08 PM
28: Start enforcing saving throws for harmless spell effects. Party cleric casts cure light wounds on the fighter? Ask for a saving throw. Wizard downs a potion of Fox's Cunning? Saving throw. This'll annoy them at first, but remind them that they can voluntarily fail a saving thwor if they wish. Just don't let them say "I always fail my save when such-and-such is casting a spell at me". Ask for the save EVERY time. Once they're used to it, the next time they're after a spell cast by an NPC, have the NPC replaced by an evil wizard or cleric in disguise who has it in for the PCs. Watch the look on their faces when they realise you have legitimately and perfectly within the rules tricked them into voluntarily failing their save against a destruction spell, and there's nothing they can do about it beacuse you asked them if they wanted to save and they said no. :evillaughLight of Day wins. I mean, that is unbelievably awesomely evil. *shudders in delight*
Lord Doombringer

10-16-05, 03:12 PM
85. Have a generic kobold that the PCs fought at first level come back...with a horde of lawyers filing a lawsuit for the PCs' "damages."

86. Have a bunch of Epic PCs wandering in Union looking around for the cause of a strange smell that has been flowing around. The trick is that it turns out that the smell is just a single troglodyte lying in a crate somewhere in the city.

87. When the PCs get to the end of a dungeon that they've been questing through for ages, they find the following carved on a wall: "Heroes, brave and true, you have succeeded in plundering this dungeon, and you've reached the end. May you take all of the many piles and piles of treasure that are in the next room and Explosive Runes.
Thynass

10-16-05, 05:04 PM
88) Dunno whether anyone's thought of this yet, but just have the PCs captured. No player wants their character to get captured. They lose their stuff, and they have to find a way out.

89) Scare them with being captured by dealing subdual damage.
Shmatt

10-16-05, 06:09 PM
Lure the nonspellcaster into one of two permanenced teleportation circles

Let's call them circle A and circle B, shall we?

When someone steps on circle A, they teleport to three inches above circle B.

When someone steps on Circle B, they teleport to three inches above circle A.

I can just see a fighter trapped in this.

"(Wizard's name)" (teleport) "Stop" (teleport) "This" (teleport) "Crazy" (teleport) "Thing" (teleport) "I'm" (teleport) "Going" (teleport) "To" (teleport) "Puke!"

It'd be even more evil if the Wizard was out of spells for the day, so the fighter has to wait for the Wizard to rest. :D


ok, almost the same... but
teleporter sends you3 miles ABOVE the teleporter
and it activates every time someone casts an arcane spell/uses a magic item.
"i will cast 'Knock' on that door... aayeee"

:crazy: ...then have some heavy lever which the players know will deactivate it... (so it will take say, a "take 20" from the fighter)

"i will use ressurection on our fallen wizard..."
DM_lineazy

10-16-05, 06:18 PM
90.

Have a cathedral fall on them. It is possably the most humiliating way to die, especialy after they help a priest remove the demon that lives in the basement...
Belgarath

10-17-05, 02:31 PM
91. Suddenly stop the campaign and move to a different country when they are just getting into it.
Spike_Fightwicky

10-17-05, 02:40 PM
92) Right before you're about to roll the dice for a monster's full attack, say "Hold on a sec..... He's got power attack!". Then have him PA for maximum against the weakest character.

93) Use nothing but "Swallow WHole" monsters :D

94) Use the PC's classes against them. The paladin sees a damsel in distress about to be killed by a minotaur. As he charges forward to stop the minotaur, the scene disapears (Illusion spell), revealing a regular hallway (full of traps, that he just activated by charging selflessly to save an innocent life :D)

95) Have every encounter end with the enemy casting Mage's Dysjunction on the party :D
OctoberRaven

10-17-05, 05:11 PM
96. "Hallo! Meesa your new enpeecee sideakick!"

That's right, give them Jar-Jar Binks.

97. Have the sound of three clanking ale bottles and someone saying "Warriors...come out to plaaay-yaaay" heard throughout the dungeon.
Dungeons & Donuts

10-17-05, 06:21 PM
98. Have the lvl 1 Barbarian find a +999 sword of ultimate power. 1 day later, tell him it's cursed, and it reduces all it's ability scores to -999. Except Intelligence, which is +999. :looloo:
20goingon1232

10-17-05, 07:05 PM
98. Have the lvl 1 Barbarian find a +999 sword of ultimate power. 1 day later, tell him it's cursed, and it reduces all it's ability scores to -999. Except Intelligence, which is +999. :looloo:
Unfortunately, you end up with a dead player since in all cases, when Con drops to 0, you are dead and most of the others have very dire consequences.
rkr1970

10-17-05, 07:45 PM
99. Just before begining play, break out both Traps & Treachery books as well as several Grimtooth books. (Or even just the new Wurst of Grimtooth). Then let them know that they are going through a dungeon of your creation. The fact that there are few, if any, traps in the dungeon needn't be mentioned...
Sovolos

10-17-05, 07:45 PM
99. Give your groups party awsome stats and equipment. Then send them into a dungeon with goblins in it. They kill them easily. then ppl start getting greedy for exp so they decide to split up and go solo. Then send monsters scaled to their overpowerness :devil:
NiQil

10-17-05, 07:58 PM
Give your party a cursed Rod of Wonder....cursed so that it always spews out the most inappropriate thing it can at any given time...with or without player use....but then also give it the Regeneration special ability so that if it is broken it fixes itself and the Returning weapon enhancement modified slightly so that the PC's can't get rid of it without MKD, Wish or Miracle.
Crimson Innocence

10-17-05, 11:45 PM
101. Illisionist, enough said...

have a large group of kids disappear in the middle of the night, just before PC's arrive, then held hostage by a evil illisionist asking for far too much money to even be considered payable.

fill the place, literally fill, with crazy ways to move about, such as walls that are magically able to allow you to have spider climb and the cieling is just an illisionary ceiling, closets that go up multiple floors, but unknown to the players, you won't come back down from the first three jumps you make in the closet before falling all the way down again, and my favorite the Hallway of Doom!

alright guys, you just saw the Gnome turn the corner of the hallway, but you lost sight of him as he ran into what appears to be magical darkness.

I chase after him at full speed!

alright, after about three rounds of chasing, you hear snickering appear from behind you.

I turn around and chase the laughter..

alright, again, in about three rounds, you hear him again.

you two go this way, I'll go this way!

you run smack into each other

what's really going on? T intersection of the hallways, with a Magical Darkness in the center. Three teleportation circles, all just on the edges of the magical darkness. they ran into [A] and teleported between B and C, facing B. when they run through B, they appear near C but facing B, they continue to run into B again and Again, while the Illisionist hides in a hidden passage until he snickers.

they constantly teeter around and finally manage to find the children, but what's this? they are illisions filled with candy? Oh NO where are the children. they are teleported back to the villiage to find out the adventurers were being watched by the town as a show (think of it as reality T.V. with crystal balls) and you proudly say, Happy Halloween!
blackknight5k

10-18-05, 01:38 PM
102. going off a trap idea i saw in a different thread (or this one). The pc's walk through a door that appears to go into another room, which actually teleports them into a spherical room with holes all around it. The sphere is in an elemental plane of air with subjective directional gravity, the room actually takes the pc's with it, so all of a sudden they walk into a room with whirling winds from below, and they fly to the top and take damage for smashing into the wall, and every 5 turns the room changes directions until the pc's get to the other side of the room.
Belgarath

10-18-05, 03:10 PM
103. Squeeze lemon juice into their eyes.
104. Give them pencils with no lead and refuse to give them a sharpener
Belgarath

10-22-05, 09:59 AM
Thank you to everyone who posted here. What a turn out! Time to enjoy myself now *hehe*