100 Scary Forest Encounters

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The document describes several strange and creepy encounters a party could experience while camping in the forest, including mysterious footprints, watching cats, a self-lighting campfire, and a lost child who is actually a curse in disguise.

While camping, the party discovered footprints around their camp, their backpacks had been rummaged through but nothing stolen, and this happened several nights in a row. They also saw dozens of cats watching them from the trees that would run away if approached.

In the forest the party encountered a lost child asking for help that would curse them, a dog leading them to a girl's body, a gibbering mouther, and children's laughter coming from the shadows around their dying campfire.

INTRODUCTION 6 Deep in the forest, approaching dusk, the

party finds a logging camp. Several small


One hundred horrifying forest encounters that will cabins and a mill. Smoke curls lazily up
strike fear into your players! This list was created by from one or two of the chimneys. There
the community over at www.reddit.com/r/d100. is nobody in the camp. There are plates
of food on tables, still warm. Clothes on
100 Scary Forest Encounters a washing line are still damp. Only the
doors into the mill are locked. As night
falls, a fierce storm begins to build, and
from the mill the saws can be heard
1 When your players awake in the rasping back and forth, though they don’t
morning after a restless night of camping, sound quite right…
they discover footprints all around them
in the dirt. Their backpacks have been
looked through, but nothing has been 7 A lone child that refuses to talk but will
stolen. This happens a few more nights in hold one of the adventures hands, and
a row. theirs alone (normally while sucking her
thumb). If the child feels threatened, she
will run away from the party and they
2 Cats appear to be watching the party won’t be able to find her again. There are
from the trees. Dozens upon dozens of no tracks. (Optional: If they look after her
them. Whenever a member of the party for a night, she will leave them a gift.)
approaches them they run away and can’t
be found (may serve as lookouts for a
darker force). 8 As the party sets down for camp they
hear a muttering in the shrubs and
then creeping out from it they behold
3 While camped for the night, the party’s a Gibbering Mouther, each eye and
extinguished campfire relights to a full mouth seemingly drawn from a different
blaze. The second the party member on creature, without repetition. Just before
watch looks at the fire, it extinguishes their skin and brains begin to itch,
completely. The only sign that the each party member realizes they do not
mysterious fire ever existed is a faint smell recognize any of their kind yet among its
of burning twigs. monstrous morphology…

4 The party finds a scraggly, disheveled 9 As the night lengthens, from the shadows
child apparently lost in the forest. It asks surrounding the campfire, come the light
the party for help, should the party agree, chiming sounds of children’s laughter.
they come under the effects of a curse The laughter gets louder as the flames fall
until they defeat the child (Actually a to coals.
restless Evil) who flees, attempting to lead
them into a hazard deeper in the forest.
10 The wood you gathered for the night is
not enough to keep the flames high all
5 A dog with a fancy collar appears to night and the sounds are deeper from the
lead the party to an area of disturbed dark woods.
dirt and begins to dig it up. Upon
closer inspection the party finds the
11 You come across an alter, freshly used
body of a small girl holding a leash and dripping with blood. Meat has been
that looks quiet similar to the dogs portioned and set out for something.
collar. When they turn to examine the
dog, he is nowhere to be found.
12 An open clearing shows the remains 17 A hooded figure sits on a stump. He does
of several bodies arranged in a glyph not respond to anything. If you attack
like patter. Due to dismemberment and or touch the figure they collapse into a
missing pieces you are not sure how swarm of spiders.
many bodies were used. As you review
the scene, the trail behind you vanishes
18 A parrot is found on a branch repeating
and leaves naught but deep and ancient
the words ‘Gods what is that?!’
thorn bushes, redolent with the faint reek
of decaying flesh.
19 The party finds a wanted poster tacked
to a tree with a group shot of the party
13 The party find a clearing with an odd
with a red X marked through two of the
nature alter in the center. While they are
party members faces. The party does not
distracted, the trees around them move
remember posing for this picture nor
closer. If they are distracted for long
know why they would be wanted.
enough, the trees form a complete wall.
The trees do not attack; they only defend
themselves if attacked. 20 Two children play fight with sticks,
laughing and taunting each other. When
they notice the party watching, they’ll
14 There is a tree with deep scratches in it,
happily put on a show. That’s when the
as if it has been attacked by a dagger.
other children emerge from the trees,
Upon inspection, the player discovers old,
only they aren’t playing and they’ve got
dried blood embedded in the bark and
more than just sticks and stones.
writing in a deep red color that says ‘Find
me, help me’ (illusory script). As the party
continues they see more trees of a similar 21 It has been at least 24 hours since sunset
nature, and eventually find a crazed and it has yet to come back up. What’s
gnome who is determined to eat party worse is that all the forest chatter from
members in order to restore his youth. insects and wildlife has trickled nearly to a
standstill save for one slow but consistent
crunching that has been following at a
15 The path opens into a clearing. Near the
distance for hours now. Are the stars even
center is a unicorn lying down on its side.
moving anymore?
It looks serene and peaceful. The clearing
is bright and quiet. Almost silent but for
distant birdsong. If the party approach 22 Early in the day the party passes
they realize it is dying. Its throat is torn underneath a suit of armor suspended in
open by some powerful beast and the the trees, branches occupying the inside
wound looks infected or poisoned. The of the suit as if they had squeezed out the
edges of the clearing are creeping in, body that occupied it before. Branches
going brown or fungus laden and choked sprout from the facemask wildly, limbs
with weeds and branches, which seem to protrude from the leg and armholes, and
close in whenever no one is looking in the entire chest piece is nearly bursting
that direction. The unicorn is probably (?) from the volume of foliage it contains.
past any help the party can give but may
last an hour. Left to its own devices, the
23 A corpse sways in the branches of a
clearing will close in maybe 20 minutes.
lonely willow by a stream, dangling from
a noose. The corpse is grinning, and
16 A medium sized hut made of gingerbread dancing a slow, merry jig.
and various pieces of candy. A kindly old
woman asks you in for dinner.
24 From deep within the forest loud clicking 29 Glowing eyes stare out of a knothole in
and chattering noises of various pitches an old and gnarled tree. When the players
and tempo can be heard. Upon inspection notice it watching, the thing scampers
a small city raiding party dressed in armor deeper into the tree. If they investigate
have been brutally mutilated with heads the knothole they’ll find it goes deep,
twisted round and limbs ripped off. The deeper than the tree itself. At the bottom
same clicking noise starts again and gets of the hole something glitters. Gold?
closer and louder. When it seems like the Many more glowing eyes stare up around
creature is on top of them it suddenly it.
stops and does not reappear.
30 A pond in a clearing, clean and still. No
25 Just when its time to make camp for animal drinks from it, no insects buzz
the night yet again within the damp above it. No monsters will approach here
cold forest, the party comes across an beyond the tree line. Is it safe for you to
old house sitting unoccupied in a small stay here?
clearing. They seek comfort in the house,
building a fire in the hearth and drinking
31 The forest path is narrow and overgrown.
some old booze left by previous tenants.
Looking down the tunnel-like trail gives
Keeping good watch, they peer out the
you vertigo and puts you off balance.
windows frequently. Maybe it’s just the
Shadows appear to move and you feel like
old wine but are the trees…. getting
you’re just going in circles.
closer?

32 The forest itself seems to be against your


26 A few chickens are pecking at the dirt in
presence. Roots seem to spring up to
the middle of the trail. When you come
trip you and branches swat at you when
upon them, you spook them, and they
moved out of the way. The canopy closes
trot off into the forest a few meters. They
around you shutting out the sunlight.
resume pecking; but little does anyone
know that they’ve begun to peck seeds
that have the effect of the enlarge spell. 33 The players hear footsteps echoing theirs,
Treat an enlarged chicken as an allosaurus slightly behind, but the path is empty.
and let the fun begin. Anything they call out is repeated back
with missing syllables, as if the voice is in
pain.
27 You suddenly realize that all the noise
in the forest is gone. As if silence had
been cast but you can still talk and make 34 One member of the party hears the
noise as normal. Suddenly the forest is creaking of the trees and sounds of the
filled with howls, screeches, and buzzing forest suddenly stop, then a voice right
so loud it deafens the party. When the behind them whispers their name on a
party can hear again the forest is back to hoarse voice, but there is no one there.
normal. None of the others notice anything
different.
28 A fire shines through the trunks a
little ways from you. Around it are 35 A child’s laughter is heard off of the
adventurers, like you, camping for the path, along with a flicker of light, which
night. None of them speak the same keeps appearing further away if the party
languages as you. The forest has them follows. It leads them to the body of an
spooked, paranoid. They’ll welcome elven boy with an arrow in his back.
familiar company at first, but any number
of things you do could set them off.
36 The players hear the sounds of cries and 42 The ground on both sides of the trail
screams from soldiers and the guttural seems odd; upon closer examination, it
cries of a nightmarish creature echo is absolutely swarming with termites,
through the forest. The last one goes covering the whole ground like a wave.
quiet before they reach them. If they If the party steps off the trail, the insects
choose to search, they find scattered scatter from the party’s feet, leaving
around the ground the weather-worn strange, momentary footprints in the
skeletal remains of 16 soldiers from a ground.
long-dead empire known for it’s brutal
methods, some of which are found ripped
43 Prayers cannot be uttered aloud in the
apart apparently trying to flee.
forest; spells can be cast as normal, but
any verbal component comes out as a
37 A dead character from one of the rattling hiss.
character’s past stands amongst the trees,
with the appearance and wounds they
44 A thick fog hovers over the ground,
had when they died. Only one person can
reaching up about two feet (to the chests
see them. The character doesn’t move,
of any halflings in the party, to the
but silently watches the player. Any
knees of humans). Anyone putting their
attacks go through them without causing
heads in the fog (bending down to pick
damage. They dissolve into a smoke-like
something up, etc.) hears muffled screams
darkness after 1d6 minutes.
and far-off voices begging for their lives.

38 The sound of whispering is heard


45 The trees in this part of the forest are all
behind a bush. When it is pulled back or
wrong. They’re growing in neat rows;
someone moves behind it, the whispering
they sway though there is no wind.
stops abruptly and a darkened feather falls
Strange fruits swell in their boughs.
slowly to the ground.
You’ve stumbled into an orchard. Were
those stones you stepped over a ways
39 A group of little girls are tied to the trees back someone’s fence?
just off of the path, crying quietly. If the
party goes to rescue them, they fight
46 Every time anyone lights a fire in the
being rescued and attempt to escape and
forest, there is a sudden hissing and
retie themselves to the trees, warning that
smoking from the ground for twenty feet
‘the Grogleman’ will come for them and
around the sparks. Little red lines appear
their families too if they return home.
like veins in the earth before fading to
blackness.
40 A group of giants sit motionless around
a giant chessboard, eyes intent on the
47 A monkey in a Jester’s costume comes
pieces. Closer examination reveals the
swinging through the trees, hooting and
three are corpses; fungi grow from their
screeching. If the adventurers catch the
eyelids and out of their hair, and the
monkey, they find a bloody knife stuck
bodies slump and collapse if touched.
in its belt. The monkey stares at them all
with a baleful expression.
41 Cloying mist drifts into the region.
You can barely see five paces ahead of
48 Crows are screaming at each other as the
you. Vague, bulbous forms can be seen
party enters the woods. Increasingly, the
protruding from the trees as you pass.
screams sound like words, demanding
Fungus. This isn’t mist, it’s spores.
blood.
49 In the periphery of the party’s vision, the 56 You find a massive circle of felled trees, in
trees that they pass seem to take on the the center of which is a malnourished and
image of a grim army, marching next to wild-eyed greataxe wielding orc, yelling
the party. When faced directly, the trees about fending off an endless hoard of
seem rather normal. The whole forest regrowing enemies.
smells like a battlefield.
57 A deep fog rolls in faster and thicker
50 The trees appear to be leaning closer than one would think is natural. All rolls
together and are a different shade of related to navigation or investigation
green to normal trees. As a breeze blows based on the terrain have disadvantage.
they seem to be whispering to each other.
Wisha… wisha… wisha...
58 The party is set upon by a group of
bandits, ferociously attacking them with
51 The undergrowth is thick confining you abandon. Suspiciously, they do not yell or
to a narrow path. It switched sharply left even speak. DC 10 to notice their mouths
then right…. to a dead end. Turning have been sewn shut and their eyes look
back it is a dead end that way. The only wild with panic, as if their actions are not
way forward is to hack through the lower their own.
branches and scrub. As the players do, the
cut stems ooze blood. If burned instead
59 You find a corpse with it’s eyes and
the wet plants hiss and whistle as they
mouth filled with dirt, still grasping the
burn sounding like tortured screams.
axe that’s embedded in the nearest tree.

52 A sweet glade, dappled with sunlight


60 As the party walks into the forest, they
and shadows provide a relief from the
are greeted by an adventuring group
previous heat and humidity. A gentle
coming the opposite direction. They chat
brook flows along one edge and gurgled
for a little bit, explaining they found the
merrily. Several fruit trees sit in the center
woods too dangerous and are making
and lay heavily with ripe fruits. Flowers
their way back to whatever town the
fragrant the air and a gentle breeze
party has just come from. A little farther
cool the glen, sweetening the air and
into the woods, the party finds the
cooling the weary traveler. An old body
corpses of the same adventuring group,
hangs from a limb of the tree, but upon
gathered around the sputtering embers of
inspection it appears obvious they could
a fire…
have stood and not strangled.

61 A bucket has been nailed to a tree, with


53 After spending more and more time in
a crude sign saying ‘Donations’ hanging
the forest, the players start to notice the
under it. The bucket is half-filled with
trees have grown faces. It’s unknown if
fingers and toes in varying levels of
this is just them going crazy, or if it’s real.
freshness.

54 You begin to notice that everything


62 A small, neat signboard reads, ‘Please
looks familiar. Slowly it dawns on you
remain on the path.’ The neatness is
that the trees are all identical, right down
somewhat marred by the corpses strewn
to that twig that snapped off when it
below the sign.
caught on you backpack.

63 Someone has sharpened the branches


55 A pile of dung with human clothes, hair
around the trail in the forest, so that the
and bones in.
trail is surrounded by sharp points.
64 Someone notices eyes glittering in the 70 A hanged man rests on a lone tree. His
dark at them. Anyone with darkvision pockets lined with petty change and a
can make out an unidentifiable shape. note that appears to be an apology letter
When light is shone towards them there to his family.
is nothing there.
71 A section of the forest has been frosted
65 The players slowly realize that they are over in what appears to be a permanent
on a loop in the forest. Every night they winter. The center appears to have an
make camp, then wake up with supplies unnatural cave of rocks that don’t match
returned and make the exact same anything of the surrounding geological
journey again. The players must find the features. Inside features a drop that
source of this curse and free themselves. appears to be without end.

66 While the party makes camp, someone 72 A large head-sized knot in a tree
notices that there is an additional person resembles a human face. Wait! The eyes
around the fire. How did no one notice? are real: wide, staring, terrified eyes! They
Why does it smell like rotten meat? And look at you as you approach, flicking to
why is it looking at the barbarian like each person that talks. But they cannot
that? blink (so cannot communicate in that
way), but constantly weep a watery sap.
67 In a less dense part of the forest, where
moonlight pours through, the party 73 A large open area. The dirt seems fresher
witnesses a strange hulking creature than the rest, no grass growing on the
(Mothman) perched on a tall tree. Its surface. The trees around the edge of
giant red eyes watch the party for a the grove are burnt. In the middle sits
moment, before the creature flies away. (1d4) huge skulls, each at least 5 times the
The party sees the creature a few more height of an average human. These skulls
times before coming to a large bridge have gashes and claw marks in them, as
built over a dangerous river. The creature well as huge spiraling or pointed horns.
appears one more time over head, just as Scratched into the largest one is ‘entrance’
the bridge collapses. in infernal. If the player puts their ear to
the ground and listens, they can faintly
hear a low rumble that unnerves them to
68 The trees suddenly grow until the sun
their very core and they don’t know why.
is blocked out and a magical darkness
Digging downwards could potentially
is cast from somewhere, and whenever
reveal a connection between the material
the players talk, they hear their words
plain and one of the evil-aligned outer
repeated to them in their voice, but
plains.
can’t tell where it’s coming from.After
camping in the woods the party awakens
to find the trees around them whipping 74 A small portal opens up about 15 ft. above
and lashing as if buffeted by strong the party, expelling a blood lusted demon
winds, though the party feels not even a to the ground below. It bounces, stunned
faint breeze. Upon closer inspection, the momentarily before it acquires a new
party notices in mounting horror that target.
the shadows cast by the trees are in the
shape of human beings writhing in silent
75 Moaning can be heard from a bush.
agony.
Within is a hunter, near-death, near
incoherent from fear. No mere animal
69 For an hour of travel there’s no sound could have inflicted the wounds he bears.
other than the party. They’re too precise, suggestive of strange
symbols.
76 A cold mist creeps into the surrounding 81 Something howls in the distance.
area, players who breathe it will be asked Another something responds. Not
to make a roll (perception, nature, etc.) wolves. The howls are too ragged, sound
but they’re making a constitution save too much like words.
with whatever modifier from the false
roll. Anyone who rolls above a set DC
82 A little twig-and-twine doll is pinned to
inhales the mist and is subject to strange
a branch up ahead. Another just like it
illusions.
can be seen just off the path, and another
beyond that one. Even in the depths of
77 The first character to awaken sees a the woods you’ll be protected so long as
grotesquely exaggerated face hovering you follow them. Your safety once you
inches from their own, glowing weakly arrive where they’re leading you is less
with an internal light. An ear-to-ear guaranteed. A polite invitation has been
grin splits the face, revealing a maw with extended. It won’t come again.
three rows of serrated teeth. When the
character blinks, the face disappears. It
83 The players feel as though something is
never appears again.
watching them, but can’t see anything
in the darkness. If they move more than
78 The party comes across perfectly circle 30ft in any direction they hear rustling
clearing. It’s barren waste, nothing ever following, but no matter how much they
grows there. Any flora the party might search cannot find anything.
bring with them instantly wilts as it
crosses the border. No animal, even as
84 Each person awakes to find a large meat
faithful as ranger’s companions, can be
hook carefully placed along on their
forced to cross into that circle. If the party
bedrolls over their stomachs.
decides to spend a night there, they will
wake up outside the circle, with all their
things scattered across the outer rim of 85 A fox with a bloodied and broken leg
the clearing. If they do it on the night comes limping up the path to the party
of winter solstice, they will wake up in and will pass by it if it can. If anyone
Avernus instead. speaks to it, the fox changes form into an
old druidic woman, who mumbles about
the forest being unsalvageable.
79 The party comes across a 50ft circle of
pitch-black darkness, with no logical
reason as to its existence. Any players 86 The party finds themselves staring at a
that cannot see when in such conditions strange tableaux- the corpse of a squirrel
hear whispers and chattering while in this is placed next to an acorn, followed by (in
area, and take 1d6 slashing damage for order) the corpse of a cat, a dog, a wolf,
every round spent there. Any players that and a bear. Behind the bear are strange
can see in such conditions (ex. darkvision) scuffmarks in the dirt, like there was
will not suffer any of these effects, another corpse behind it, this one in the
and will see that nothing is attacking shape of something human…
the others, but rather the wounds are
manifesting onto them.
87 You come across a cottage in the woods
belonging to a friendly woodsman and
80 A boar bursts out of the undergrowth; his wife. They provide food and shelter
foaming spittle flecks its tusks. It charges, for the night. When the party awakes
eyes bloodshot, but makes no move to they are in the burned down ruins of a
defend itself. All its attacks seem half- cottage with the skeletal remains of the
hearted. What drove this beast to seek farmer and his wife reaching desperately
death so? for the party.
88 The party stumbles upon a clearing, 90 The party makes camp, and partway
with a post stamped into the ground. through the night, someone on watch
A message scrawled in Primordial starts to get an off feeling. Depending on
reads about a treasure found in the perception rolls, they may or may not see
hidden home of squirrels. With a few the eyes watching from up in the trees,
investigation checks, the party finds an though they disappear just after being
odd tree. Around the back of the tree is noticed. Additionally, they may hear the
a poorly hidden, though hidden, door. sound of leathery wings gliding through
The door has no lock on it, but is not the air above them. Finally, after their
open; it has a feeling as though it is stuck. defenses being lightly probed/tested, a
It can be forced open, or pried open, or creature attacks. (IIRC)I used a giant
cut open with fairly decent resistance. flying chupacabra from PF, but whatever
Inside is a staircase leading downward, works for you. The creature goes down
lit by candles embedded in the tree that relatively easily, but as it is struck down,
don’t seem like they’re burning the tree, it lets out a piercing scream. As quiet
though they are quite bright. After a settles, the party hears answering cries
5-minute descent, the staircase ends from deeper in the woods.
in what appears to be a basement. The
ceilings drip, and the room is damp and
91 You see corpses pinned to the sharpened
warm. (You can also narrate that the stairs
boughs and branches of the tress around
are slippery, and have your players roll
you, wood puncturing through their
athletics not to slip). A decent perception
throats and sternums. The mottled
roll can see that the floor and ceiling
moonlight filtering through the slowly
leak the warm water, without much of
swaying leaves gives them an eerie sense
a source, while a really good perception
of motion. A sudden scampering and
check will notice that the color of the
swish of branches punches through the
environment has become darker, and
soft rustling of the trees. Wherever you
has a reddish tinge. Otherwise, there
turn, the sound seems to be coming from
appears to be a library or study. There
behind you, getting closer and closer till
are no loose papers or pens and all of the
you feel a hot, wet breath on the back
books appear to be locked up, so that
of your neck. You swing around to
they cannot be taken out. A chest in
confront the horror and see nothing but
the back can be found. Upon opening
the corpses in the canopy, leering down
it, there is nothing inside but a pit, that
at you like demonic piñatas.
smells of vomit and acid. With that, the
room begins to shrink, slowly. The party
should discover that they’re in the mouth 92 The hedge on the side of the trail has
of a giant mimic, who is swallowing strange burn marks in it, almost exactly in
them. Upon escaping, the entire tree the shape of men.
uproots itself, spits and snarls at the
players, and runs away.
93 A strangely inviting cave comes in to
view. Surely it’s some kind of den and we
89 As the party walks through the forest, a shouldn’t go in but I just… cant…. help
strange figure suddenly drops from the it.
trees in front of them- upon inspection, it
is an effigy in the rough shape of a man,
94 You find humanoid skeletons tied
made of wooden boughs and leaves. This
together to form the rough shape of a
happens twice more as they walk. The
horse. If you use speak with dead on it, it
fourth time, the figure drops down again,
only screams.
but anyone going to clear it away finds
that it is actually the corpse of a man this
time, with branches lashed to his limbs
and a grisly smile on his face…
95
You come upon a dry riverbed. From the trees lining the banks dangle a hundred mutilated
corpses.

96 In the distance you see a light. When you get closer you see a lamp hanging from a tree swinging
in the wind. It is full of oil but there are no signs of whoever put the lamp there.

97 Disembodied screams echo around you. Ghosts of the past? Or maybe it’s Jim the halfling rogue,
trying to scare off tourists so he can start a coalmine?

98 You begin to notice that everything looks familiar. Slowly it dawns on you that the trees are all
identical, right down to that twig that snapped off when it caught on you backpack.

99 A family of forest giants has caught the scent of the party while hunting. They’re catching up.

100 Small dolls sit in a tree the players pass by. They are wearing crude clothes, and don sticks of
specific lengths. Poor perception rolls feel anonymous sets of eyes gazing at you, while good
perception rolls can discover them. These dolls, if ignored, will appear again in a different tree a
few feet up, requiring lower rolls as they subtly make themselves more obvious. Upon the first
investigation, you find that the dolls are poorly stitched together, with leaves still poking out of
the burlap fabric, and expressionless faces with small stones as eyes. However, with each successive
perception roll as the party walks away, the dolls become slightly more realistic. On additional
rolls their rock-eyes appear to follow you (Mona Lisa style), their skin becomes taut and leathery,
and their clothes become more realistic. Repeat as necessary, with the players unable to leave a
small section of the forest (due to magical barriers, or because walking straight forward keeps
leading them back to the same spots.) Eventually, all of the dolls should clearly resemble everyone
in the party. It is important that the dolls never appear to move on their own, and in every way
act as though an inanimate object would. They can be destroyed, ripped, held, carried, etc. There
should also be at least 4 separate perception checks on the dolls IMO. It really draws the frustration
out, and that is an expression of fear. The final perception check on the dolls will have the dolls
be very hard to find, except by one person, who you can choose beforehand. No matter how well
other party members roll, the person you choose will feel a tingling on the back of their neck,
and turn around to find the dolls in a high branch. They are nearly perfect mimics of the party,
and are standing around the doll that looks like the person who discovered them, whose doll has
a thick piece of string around their neck. The person feels paralyzed as the can only just watch
due to fear, as time slows around them. The doll-party gazes directly into the player characters
real eyes, and gently… pushes. For extra effect, have a pencil ready to snap upon this moment.
Sometimes the cheesy sound effect speaks volumes more than words. The party will usually react
at this point, let them destroy the dolls. It’s cathartic. If you want to continue the fear though,
every one in a while later on, let them see a flicker of movement out of the corner of their eyes.
Bonus points if you pick a grunge or mistake to build this off of. Like if a cleric forgets to heal
a fighter and the fighter calls, have one of them be the one that pushes the other off, as though
the cleric purposely didn’t heal, or the fighter was trying to get revenge. If the party has a rogue,
have their doll slip a stick in the back of the hanged on. There’s a ton of customization you can
do, and if done well, you can seed a lot of discord between two player characters and build their
relationship to be really dynamic. Happy Creepy Crawlies.
CREDITS

This list was created by the community over at www.reddit.com/r/d100. Put together by Casey Willis.
See more at www.dndspeak.com.

Special thanks to reddit users:


u/dndspeak, u/RetepWorm, u/Jacknerik, u/OwlbearWithMe, u/Jackalman1408, u/ASzinhaz, u/AlephBaker, u/
Flutterwander, u/NoirGarde, u/Raspberry_Milkshake, u/tril_the_yridian, u/Kiyohara, u/the_swedish_ref, u/
VictaFunk, u/StingerAE, u/MisterCore, u/NotMyBestUsername, u/Alc4n4tor, u/FadoraNinja, u/Destriant_
of_Perish, u/Cynical_Jingle, u/semiurge, u/ShadowsAssass1n, u/NorthLogic, u/Courtholomew, u/no4u, u/
jabney12, u/IshtarJack, u/MildlyConcernedGhost, u/Kono_Diogenes_da, u/Anysnackwilldo, u/Violet_
Rainclouds, u/Calavan-Deck, u/clivedauthi, u/OCDscavenger, u/ArtyNinja, u/FullplateHero

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park,
Uxbridge, Middlesex, UB11 1ET, UK.

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