DM seeking to weird out Players. Help wanted.


Advice


Hello.

In a current adventure my players have 'found' a long abandonded Derro structure.

Within are some empty map rooms myself, as a thoughtful DM, feel would make excellent lab spaces where the former Derro genius can be properly appreciated by my players.

So, just some names/ideas for seven or so rooms.

Perhaps some rooms where the Derro were seeking mysteries/secrets/knowledg of 'Why' good creatures are 'good' or even vice a versa, why some bad creatures are 'bad'?

Edit: Oh.... character level is approximately third to fourth.

Though, realy, more a 'guide line' for ideas.

Much cheers, thanks and twisted best wishes. (^_^)

Grand Lodge

1> A vivisection room, where all the tables are on the ceiling.

2> a room wherein a lone manikin is all that's in the room. It stares blankly at the investigating player before "flashing" the player revealing several goblin skeletons within.

3> a room with a chess table that holds the person down until they finish the match. if they lose, [random ability damage].

4> A room that's on a 45* angle axis- front to back.

5> A pitch black (as in deeper darkness) room with mote of lite coming from a single mirror on the floor.

6> A room with a door that says "it's a trap!" <the door is carved into the wall.>

Scarab Sages

"The Teeth Room"

"The Optics Laboratory"

"The Mollusc Menagerie"

"The Archives of Oblivion"

"The Phosphorus Bathhouse"

"The Clay Studio"

"The Miniature Golf Course"


Oooooo, the vivisection room is nice

Bravo/cheers.

Edit: Oh, the fun that shall be had on/with the "Miniaturizing golf course." ^_^


A storage room with shelves of samples preserved in jars, depending on your geoup's squeemish factor they could be embryos, eyeballs, locks of hair, left big toes, whatever.

A drafting room, one desk still contains a sketch showing a derro with its legs cut open and spacers inserted to lengthen them.

A treadmill with shackles attached and a massive weight resting on it. If examined the pulley system the weight hands from can be seen to be connected to the treadmill mechanism, running on it would keep the weight suspended over the runner.


Odd intelligent and/or aligned items. An intelligent, enchanted kiwi fruit, for example (it's magical, it never goes bad). Or, if you have someone with a constant alignment detection, a building with an alignment that is exactly anathema to their character (such as a Chaotic Evil gazebo).

Alternately, if you're not entirely against custom/third party stuff, the Erotic Spells list has some pretty fun stuff to make items out of. The tentacles as a magical trap is one of my personal favorites, because a LOT of people have an aversion to the idea.

Scarab Sages

2 people marked this as a favorite.

A room where about 3-6 minor NPCs are meeting. The PCs recognize them all (it's alright if the DM has to jog their memory in some cases), but none of them are pivotal characters, there was no reason to think any of them would know or associate with each other, and no reason to expect they'd show up here - but here they are, all together and apparently well-acquainted. What are they up to...?


Derro green house. They are always experimenting with mind altering chemicals most of it derived from spores, molds and fungus. Have PCs step into that green house then start rolling on the confusion chart. No monsters except in their own head.


All very interesting suggestions.

The 'Molusc Menagery' seems a wonderful place for the party to meet a hibernating flail Snail. :)

Ah yes, a Derro chemical 'lab'... Well.. more a place where 'New' weird cemicals are produced....

*Wanders off to look up the details of the 'Black ichor' that was described in 'Second Darkness'...*


Don't forget the mirror maze with giant white lab rats.
Plus breaking the 'mirrored walls' bad, na-ha, don't want to do that. Maybe a sign saying that ^_^.
You get to decide what happens, maybe a evil clone of the person that broke the 'mirror' or save vs a bad luck curse?

Grand Lodge

The walls are where they trapped the souls of those they captured and experimented on. Every once in awhile have everyone make a will save. Pick whoever rolled got the lowest score below 10 and hand them a slip of paper that says something like, "You see something out of the corner of your eye". Don't stop doing the checks from time to time, but don't line them up with the following (in order) slips of paper.

"As you look around, you see the shape of a humanoid on the wall, as if it was just below it's surface, but it rapidly vanishes"

"You hear what sounds like a whisper from a wall to your side"

"As you walk down the hall, your arm brushes up against it, and a whisper becomes loud enough to hear, "help us..." "

If they deliberately put their hand on the wall, follow up with, "the voices become clearer, and rise into a chorus of screams and cries. The figures in the wall slowly become clearer and seem to be reaching nfor your hands..." assuming they keep contact with the wall, continue, "as it touches you your mind is flooded with the sensations of terror and pain." Have them roll a will save vs. fear (shaken condition on fail) and take something like 3d6 damage as torture marks appear across their body and they scream in pain.


A forgetting room, roll random damages, add odd tools the characters feel are "Important for some reason", and remove some other non vital equipment.
The players and the characters have no idea what went on in there, only that it was rough, it hurt, and it was all forgotten. Also a day vanished.


1 person marked this as a favorite.

A number of tables are here. On each one, one PC's items are all carefully placed and sorted. No, the PCs are no longer carrying their things.

Each table also has a note, saying simply "Thank You."


Divvox2 wrote:

The walls are where they trapped the souls of those they captured and experimented on. Every once in awhile have everyone make a will save. Pick whoever rolled got the lowest score below 10 and hand them a slip of paper that says something like, "You see something out of the corner of your eye". Don't stop doing the checks from time to time, but don't line them up with the following (in order) slips of paper.

"As you look around, you see the shape of a humanoid on the wall, as if it was just below it's surface, but it rapidly vanishes"

"You hear what sounds like a whisper from a wall to your side"

"As you walk down the hall, your arm brushes up against it, and a whisper becomes loud enough to hear, "help us..." "

If they deliberately put their hand on the wall, follow up with, "the voices become clearer, and rise into a chorus of screams and cries. The figures in the wall slowly become clearer and seem to be reaching for your hands..." assuming they keep contact with the wall, continue, "as it touches you your mind is flooded with the sensations of terror and pain." Have them roll a will save vs. fear (shaken condition on fail) and take something like 3d6 damage as torture marks appear across their body and they scream in pain.

ooh, adding to this, it would be really cool, a shadowy form mirrors a member of the party one round delayed. Then if they make contact it surges towards them, they make a will save. The GM hands them a paper with

"You have passed the will save, but are staggered from the shock".
Then have that player trade initiative with the shadow so it moves ahead of them (and appears to want out, pointing at fellow members and whispering the word deceit). [Idea stolen from the new Dr.Who].


1 person marked this as a favorite.

Anything involving small children, from hearing laughter around the corner [Dr Who], giant animated stuffed animals [Akira], or just standing there [The Shining or Village of the Damned].

Grand Lodge

A room that locks itself, and there's a potion of "Baleful polymorph" on a table with a note saying "want out? drink."
And there's a small hole at the base of the door.

Scarab Sages

A bonsai garden with trees that grow little brains (sculpted into varying shapes) instead of foliage.

The topiary tools are neatly stored in the corner, and can be used on oneself (over a painful 6-month period) to gain Elongated Cranium as a bonus feat.


A glass jar full of eyes that follow party members as they move about the room.


John Napier 698 wrote:
A glass jar full of eyes that follow party members as they move about the room.

Another room containing a jar with ears that hear all things the party are talking about.

Another room with a jar of lungs and mouths seeking for help which can not listen the party (unless they speak to the ears in the other room).

Etc


"From beneath the stairs" wrote:
Perhaps some rooms where the Derro were seeking mysteries/secrets/knowledge of 'Why' good creatures are 'good' or even vice a versa, why some bad creatures are 'bad'?

A room with two cages, each containing a prisoner / corpse. Each contains a lever and an electrical torture device. When one prisoner pushes their lever, it switches off their torture device, and switches on the other prisoner's torture device. They have been conducting psychological experiments - eg, what happens if you put a parent and child in the two cages?


Thank you all for these gems.

The cerebral-bonsai will go along nicely with the molusc menagery.

A room with the only way out being a lever at the end of a maze that can only be completed by some one who's drunk of the baleful polymorph potion provided.

Fun times to be had by all. ^_^


Blast from the past:
Tegel Manor


From my experience as a DM, players usually get weirded out and become paranoid for stuff that doesn't mean anything. Stuff like a single chess piece on the ground, in an empty room; finding a pie on shelf in a dungeon; a small room with only a locked metal barrel at its center...

Stuff like that, things that are only part of a description or totally random... They expect blood trails, monsters and such, but they often make a big fuss out of a small item that literally meant nothing to the DM or the campaign. They will discuss about it, check if it's magical or if it's a trap, be careful with it and in the end (usually) carry it with them for the rest of the campaign...

If you want something more interesting, I've recently found that making them see different things is a great deal of fun. At night, when they take turns to guard, make one of them hear a music coming from somewhere in the dungeon; when she wakes up the others, make it so that only 1 other player hears it too (could be a racial thing, or some other reason depending on the party; you can always make a secret will save to see which one of them is affected by this "spell"). If they go investigate, bring them to a large room: those who can hear the music, can see people dancing and feasting in such room; those who can't, can only see statues and ruins of what used to be a decorated great hall.
From there, you can act in so many ways... maybe they got sick, which is why they see these things. Maybe it's a secret message from a spirit in the dungeon, or from their deity. Maybe it's a curse, or a trap...

RPG Superstar 2012 Top 32

A room with all its surfaces covered in Sovereign Glue.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / DM seeking to weird out Players. Help wanted. All Messageboards

Want to post a reply? Sign in.