1001 Easter Eggs to give flavor to your games.


Homebrew and House Rules

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187. Tabard with 1/day protection from arrows, but it stops just above the knee.

188. A blown-out power gauge of some kind. The readout seems to have shorted out at just above 9,000.


189. A Bard (or merchant/salesman) that is very enthusiastic that their music box goes to "11".

"Why not just make 10 louder?"

"You're clearly not understanding me... THIS ONE goes to ELEVEN!"


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189. A teenaged Human male is in attendance at a carnival stage where an alchemist has put on display several spiders they've learned to affect with their mutagens. Just as the carnival staff realize one of the spiders is missing, the teenager, standing near the PCs, cries out in pain, grabbing his hand as if bitten

190. A massive, green-skinned male ogre wearing torn, purple trousers is rampaging through the city. He may be some kind of barbarian because the more angry he appears, the stronger he gets. And for some reason he just wants to "SMASH!"

191. The PCs are investigating a house suspected of being haunted. As they arrive they spot several tracks leading into the house; 4 sets of Medium sized bipedal humanoids and a Large sized canine. In the main foyer lies the corpse of an old humanoid, dressed in some kind of faintly glowing costume that makes the old humanoid appear to be a ghost except for their exposed head. Lying next to the corpse is a faintly glowing, ghost-like mask

192. The PCs find a magic item, a Rod composed of solid light. When gripped in both hands and willed by the wielder, the rod transforms its light into a vehicle of some kind, with two wheels and no obvious means of locomotion. While in this vehicular form, the PC has the effect of a Cheetah Sprint spell for 3 rounds. While moving the 2 wheeled vehicle leaves a trail of light behind it and the character can only move in straight lines or at right angles; the character is completely enclosed inside the light vehicle during this time and cannot make any sort of attacks or cast spells. Note: anything at all that slows or obstructs the movement of the vehicle ends the effect with the vehicle shattering

193. Traveling through a snowy woodland, you find a beautiful, Masterwork sleigh. On the seat you spy a tray of Turkish Delights

194. A path the characters follow diverges in a wood; one fork of the path appears to be less traveled

195. The PCs are greeted by a group of Sprites; they are all dressed in green and fairly effervescent. Their leader, a female, introduces the group as the Dews. Her name is Honey; she is accompanied by Mountain, the strongest of their number, Scooby, who speaks oddly and has an insatiable appetite, Scrappy, Scooby's annoying younger cousin, and the heartthrob Love Me, a bard with a curious mop top of hair

And now, for some more horror games

196. You find the corpse of a male human laid out on a slab, surrounded by gore. The middle abdomen of the corpse appears to have burst open, from the inside

197. The only features of note in this chamber are an ornate antique mirror, roughly as tall as a Medium humanoid, standing in the corner. Suspended from the ceiling above it is an anvil on a hinged pole, held to the ceiling by a rope in block and tackle. The lever to release tension on the rope and thus swing the anvil into the mirror is affixed to the far wall

198. Traveling through the Glassworks, beside one of the industrial furnaces, you spot a terrifying leather glove with razor-sharp knives affixed at the ends of the fingers

199. In the basement of the inn you find the mummified corpse of a Human woman. She is propped in a chair with a wig, a fine dress and other accessories that make her appear to simply be seated, as if waiting for someone. A disembodied voice calls out, in an elderly, female tone "Norman? Who's there?"

200. The people of the town of Inshawk speak of a strange girl that lived there briefly. Legend has it the child was very plain, with shorn hair, but must have been some kind of very powerful Kineticist or Sorceress because she apparently had the ability to move large objects with her mind. Per the stories, such use of her powers would give the young woman nose bleeds


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201. A castle with a large wooden badger outside the front door. Off in the distance is a destroyed wooden rabbit. There is an insult comedian with a thick french accent manning the wall.


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If he starts to call his friends to bring "la bosh" you had better run.
Comprehend language reveals he is calling for a cow.


202.You smell something horrible. If you follow it to it's source you find a hidden hard boiled egg. It is gaily painted but it became lost months ago. If you can get it away from the family of racoons, you should probably throw it in the nearest ocean.


203: Several corpses have gone missing from a local graveyard, but not in the sense that they just got up and walked away. Investigation finds that the cleric assigned to guard access to the mortuary was murdered, their body embalmed with some bizarre, viscous orange fluid while there is a perfect, spherical hole bored through their head, front to back

204: A man's corpse has been found on a moorland meadow, his head encaged in some kind of wicker-mesh helmet with an aperture at the top. His face inside the mesh is covered in welts consistent with a swarm of some kind of stinging insect being deposited through the aperture into the helmet and attacking the victim

205: Some sort of two legged, flightless bird with plumage in garish shades of blue is stopped on the side of the road. It suddenly regards the characters, makes a "meep meep" type call while also using some kind of human-like tongue to mimic the sound of air passing through the neck of a bottle, then explodes into blur of running away so fast it leaves a dust cloud in its wake. Seconds later, a coyote comes loping after the bird

206: You find a very strange +3 Greatclub with a hinged compartment at the top. Inside the compartment, at various times, are a number of primitive, mundane tools or Diminutive sized animals that appear to have a very minor beneficial function like a flint and tinder that activates itself and creates a candle-sized flame that persists in any conditions, even underwater, for three rounds or a bird who chirps and flaps its wings but somehow doesn't leave the compartment, however the bird's actions grant 3 rounds of Levitation. This item is only found in a cave

207: PCs enter a cell in a dungeon, only to find a soapstone chess set on a shelf and one wall obscured by a tapestry depicting a scantily clad woman looking away, wistfully. Under close observation the tapestry appears to flutter (Perception DC 15). Behind the tapestry is a Small sized hole leading through the wall into an interior tunnel system, inside the walls of the dungeon, which conducts waste out of this level of the dungeon over a mile to a nearby lake. The chess set is non-magical, appearing to be carved by hand.

208: The book of vile, evil 9th level spells has the word "Darkhold" on the cover

209: You find a gold ring with a rectangular head embossed with a "U". Perception (DC 15) reveals a secret compartment inside the head, containing a single red pill also marked with a "U". Consuming the pill does nothing for the consumer unless they are a Small sized canine-humanoid, at which point it grants Speed of Lightning, Sound of Thunder (Fly, +4 Enhancement bonus to Str, +2 Enhancement bonus to Natural Armor all for 1 hour), but the consumer is compelled to speak in rhymed verses such as "Never Fear! (Insert character name here) is HERE!" as they enter a room

210: Inside this chamber are glass display cases, each featuring some kind of prosthetic hand or similar device such as a hand-like object ending in five bent nails or a single dagger blade. It appears that once, long ago there was some kind of struggle here. To one side a secret panel hangs open on the wall revealing an interior chamber full of numerous mirrors, some of which are broken. The skeletal remains of a Medium humanoid in rotted black robes hang from where a spear impaled it against one of the mirrors; affixed to it's left wrist is one of the prosthetic appendages, this one being all metal and ending in three knives


211. You find glass sphere that looks like a giant eyeball.

212. You come across a Cyclops on its hands and knees fumbling through the underbrush as if trying to find something by touch alone.


213. Inside this spiked and fortified temple of Gorum, you find a forge set up to mass produce greatswords. Behind an imposingly large statue of the Lord in Iron is mural covering the far wall. This mural has a Zentragt wearing shaded glasses standing atop a pile of Rust Monsters with what appears to be a mushroom-shaped cloud in the background. Above, in Orcish script, it says:
"Prepare yourself for total meltdown"


214. The PCs hear a cry of "Great Scott!" somewhere ahead. Upon arriving, they see a twin trail of fire blazing off, possibly appearing to run right into a wall, over a cliff, or into another solid object.

215. A bird of some kind lands near a druid or ranger PC. A nearby NPC points dramatically and screams out, "There's something on the wing!"

216. This particular revolver has a red scorpion inlaid on it.

217. A handsome man sits trapped in a dangling cage at a crossroads where criminals are left for punishment. He claims to be a great swordsman. He has a tendency to refer to one PC as 'Peck' and, if asked, he says his name is "Mel Tormé", but after observing the man sing, it should be clear that he is not Mel Tormé.
He is secretly an Iceman who seems to enjoy huckleberries (but that's Top Secret).


Mark Hoover 330 wrote:

207: PCs enter a cell in a dungeon, only to find a soapstone chess set on a shelf and one wall obscured by a tapestry depicting a scantily clad woman looking away, wistfully. Under close observation the tapestry appears to flutter (Perception DC 15). Behind the tapestry is a Small sized hole leading through the wall into an interior tunnel system, inside the walls of the dungeon, which conducts waste out of this level of the dungeon over a mile to a nearby lake. The chess set is non-magical, appearing to be carved by hand.

Shouldn't this be five hundred yards? Or 5 football fields?

Perhaps just under half a mile?
(Although in reality it's just under 1/3rd of a mile)


Pizza Lord wrote:


217. A handsome man sits trapped in a dangling cage at a crossroads where criminals are left for punishment. He claims to be a great swordsman. He has a tendency to refer to one PC as 'Peck' and, if asked, he says his name is "Mel Tormé", but after observing the man sing, it should be clear that he is not Mel Tormé.
He is secretly an Iceman who seems to enjoy huckleberries (but that's Top Secret).

If you free him does he become a Saint?


*Thelith wrote:
Pizza Lord wrote:


217. A handsome man sits trapped in a dangling cage at a crossroads where criminals are left for punishment. He claims to be a great swordsman. He has a tendency to refer to one PC as 'Peck' and, if asked, he says his name is "Mel Tormé", but after observing the man sing, it should be clear that he is not Mel Tormé.
He is secretly an Iceman who seems to enjoy huckleberries (but that's Top Secret).

If you free him does he become a Saint?

Either that or he immediately dons a mask shaped like a bat, revealing he is in fact a Vigilante. Regardless, extended time in his company shows him to be a Real Genius


Mark Hoover 330 wrote:
*Thelith wrote:
Pizza Lord wrote:


217. A handsome man sits trapped in a dangling cage at a crossroads where criminals are left for punishment. He claims to be a great swordsman. He has a tendency to refer to one PC as 'Peck' and, if asked, he says his name is "Mel Tormé", but after observing the man sing, it should be clear that he is not Mel Tormé.
He is secretly an Iceman who seems to enjoy huckleberries (but that's Top Secret).

If you free him does he become a Saint?
Either that or he immediately dons a mask shaped like a bat, revealing he is in fact a Vigilante. Regardless, extended time in his company shows him to be a Real Genius

I'm glad I don't have to bring the popcorn!


*Thelith wrote:
Mark Hoover 330 wrote:
*Thelith wrote:
Pizza Lord wrote:


217. A handsome man sits trapped in a dangling cage at a crossroads where criminals are left for punishment. He claims to be a great swordsman. He has a tendency to refer to one PC as 'Peck' and, if asked, he says his name is "Mel Tormé", but after observing the man sing, it should be clear that he is not Mel Tormé.
He is secretly an Iceman who seems to enjoy huckleberries (but that's Top Secret).

If you free him does he become a Saint?
Either that or he immediately dons a mask shaped like a bat, revealing he is in fact a Vigilante. Regardless, extended time in his company shows him to be a Real Genius
I'm glad I don't have to bring the popcorn!

218.

A Tombstone in a field.
Marked simply "Val"


219. Another tombstone, in the same field, decorated with two figurines of dinosaurs, simply marked "Wash"

(Val, made me think Mal, and then I had to re-experience the trauma all over again)

220. As three squires, one with flaming red hair, stand grooming a horse, their knight slumps under a nearby tree. Close inspection reveals the knight is dead. His armor is fairly old, like an heirloom.


Mark Hoover 330 wrote:


220. As three squires, one with flaming red hair, stand grooming a horse, their knight slumps under a nearby tree. Close inspection reveals the knight is dead. His armor is fairly old, like an heirloom.

221. You'll likely find a naked wanderer shortly after this one, probably a skilled writer.


222. When one of those squires falls in love, after meeting his lady fair, they'll seem to develop a strange fixation upon the moon :p


223. Three knuckleheads are trying to paint a fence, fix a hole in a wall, or save an orphanage from foreclosure by doing odd jobs. The bald heavy-set one always seems to aggravate the mop-haired one and the one with the curly fringe of hair seems to catch the brunt of their arguments as they constantly seem to bash each other unintentionally with swung ladders, dropped buckets, hammers on thumbs, and other hijinx which are then followed by intentional attempts at injury. They all seem to be impervious to any actual permanent harm, however.

224. The sound of a baby crying might be heard by the PCs as they pass by a nice-looking house in town. It continues if the PCs listen. The house is unlocked and in one room, which seems to be a simple dance studio, the PCs find the bodies of a young couple.

• Knowledge (Local) (DC 15) reveals that they are two well-known dancers and young lovers.

• Heal (DC 15) shows that the female has a broken neck and the male has a broken skull which further investigation might be from striking the corner of a table nearby.

• Perform (Dance) (DC 15) or Intelligence (DC 20) check allows the examiner to deduce that they were dancing a very complicated form of mambo and from their positions had been in the process of the final 'lift', which seems to have resulted in the female's head striking the ceiling and then her collapsing onto the man, knocking him into a table.

Ironically, the crying baby is in the corner, where it was placed while the couple practiced their dance.


225. A lost silver mine. Inside you find a bullet mold with traces of silver on it, a southern ranger uniform with a bullet hole and dried blood stains, A bow, a quiver of arrows, and several pistols(some with blood stains on them).


226. A titans bootprint makes a good place for a vernal pond.


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227. A cart or wagon rolls past the PCs, ridden by a young man and blushing woman, clearly back from a romantic evening ride in the woods. As it passes, sharp-eyed PCs notice some fresh scratch marks along the side of the wagon and stuck in the wood near the back or caught in the wheel spokes... is a hook!
Like the kind an escaped madman or rumored local killer would wear.


228. The site of a terrible battle. Scorch marks, burnt terrain and structures. Searching the area uncovers a singed pouch containing a note reading, 'Contents: 100 balloons, red'
Only a single unused red balloon remains inside.


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229. The PC's come across a door, or <insert anything>, that has a keypad or combination lock. The passcode is 12345. When the PC's figure it out, whatever NPC is with them shouts "12345!? That's the number an idiot would have on his luggage!"


230. A settlement named Greendale; pennants feature a pink circle on a cerulean background with 6 arrows crossed in the center of the circle

231. Amid the absolutely devastated ruins of a structure, the PCs find a large pair of purple trousers with several rips and tears, seemingly from when the occupant received an Enlarge Person effect but the pants did not.

232. In the treasure room of some ancient or inscrutable evil the PCs happen upon a strange wooden box carved with ornate geometric designs. The box has been sealed and protected separately from the treasure. Beside the container is a scroll with 3 very odd instructions for the care of a living creature. Just as the scroll is found, a sweet and brilliant voice begins to sing from within the box.

233. The puzzle of this room is that there are no exits leading out save for the way in, but there is an enormous organ with keys made of different bones and a faded, yellowed piece of half-rotten parchment that may contain musical notes

234. An enormous couch which indeed appears very comfy. Below this exists a pair of Dust Mephits that actually take a form resembling a slightly anthropomorphized bunny rabbit

235. The overgrown ruins of a manor house; the remains of a placard amid the rubble only features a large letter "X" in common tongue. Rumors abound of a dungeon full of rooms with constructs and traps below the ruins

236. Naming a Griffon in your campaign Merv


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237. The scene of a battle. A nearby body seems inordinately filled with arrows, bullet holes, and blast marks. A tattered nametag on its breast indicates his name was 'Will'.

238. An evil wizard on a coast pulls out a black lotus as a material component right before casting a spell that drains all the PCs' life or summons hordes of Relentless Rats.
Wait... did I say 'evil'. I meant... 'the best'. Yeah... the best wizard on the coast....

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