100 Scary Forest Encounters
100 Scary Forest Encounters
100 Scary Forest Encounters
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?
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.
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