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1d100 - Unsettling House Events
- Someone is using your house. They've been using it for years.
- A large number of items have been replaced with mimics.
- A small construct is found. It has been reporting your movements to its owner.
- Dead bodies have been dressed in your clothes and left scattered about.
- Your neighbors, landlord, and nearby friends have all vanished. Only those who knew you personally.
- A thick layer of dust has appeared on every surface, and everything perishable has gone bad.
- Spiders clog every possible nook and cranny.
- It turns out that the safehouse was built on a burial ground. Something has finally clawed its way back to the surface.
- A zone of antigravity has been established inside of the house.
- A pool of water has formed from a leak in the ceiling. It is a scrying pool, and shows something disturbing.
- A murder has taken place in your house. Restless spirits relive it every midnight.
- Straw effigies in the shape of bodies have appeared in every bed.
- Something has exploded - scorch marks on every surface, and a charred scent in the air
- A trio of witches have moved in. They are friendly, but strange.
- Strangers in masks stand outside every night. If there are windows, they will peer through.
- Books and scraps of paper begin to rip themselves apart and flutter to the ground. They spell something out.
- Water fills every square inch of the house.
- A local restaurant begins to deliver excessive amounts of food. Someone ordered it, and they demand payment.
- A devil knocks on the door. He offers something precious in exchange for cheap rent.
- One of the neighbors is beginning to grow nosy. Disturbingly nosy.
- Time stops for everything outside the house, except for a group of strangers in white robes.
- The house is alive. It begins to speak.
- Strange mushrooms have begun to sprout from every crack and crevice. Spores fill the air.
- Black ooze begins to flow out of drains, pipes and refuse buckets.
- Someone wants to purchase the safehouse. And they are willing to go to insane lengths to secure the deal.
- Strange meat has appeared in the larder.
- All of the shadows in the house come to life. They are mostly friendly.
- A sobbing woman pounds on the door. She mistakenly believes that her son is inside, and wants him back.
- A letter arrived, from the previous tenant. They left something very important behind, and desire it returned.
- The safehouse has moved locations with everyone inside.
- One of the walls begins to crumble. A corpse was sealed within.
- A corpse is found curled up somewhere strange.
- Something is in the house. It only exists in direct sunlight.
- There's a sudden scorpion infestation. They are exceptionally venomous.
- All of the furniture is now made of slime.
- All of the furniture has disappeared.
- All of the furniture is invisible.
- A stranger knocks on the front door. He has no face, or distinguishing features.
- Water fills every available container, and tiny fish swim about inside.
- There was a mass suicide outside your door.
- Each resident comes down with a minor illness.
- Loud noises can be heard outside, when inside the house. They come from inside, when standing outside of it.
- A building crew arrives in the morning. They've been contracted by a mysterious benefactor to improve the safehouse.
- A portal opens up inside of a cabinet or drawer. It leads to a pocket dimension.
- An old woman knocks on the door. She was a royal chef and needs a place to stay after being exiled for regicide.
- The cellar is full of strange, tunneling creatures. They have arrived from far under the ground.
- Prostitutes, noble scions and rich bastards all begin to arrive. They were invited to a party at the safehouse.
- Furniture begins to rearrange itself when nobody is looking.
- The clocks all stop, and refuse to move again.
- Someone has locked all of the doors, drawers, windows and hatches. The keys are sealed inside of a puzzle box.
- The temperature in the house begins to swing between unbearably hot and freezing cold.
- The dimensions of the house are growing smaller. The contents are not.
- Things inside the house are growing smaller, including the inhabitants.
- Did you keep pets in your safehouse? Now you do.
- Someone came in during the night, had supper, and then left. They left a polite note and everything.
- Divine creatures fleeing something unspeakable want to take up residence in the safehouse.
- The floor is now lava.
- Time for a bodyswap episode. Everybody who slept in the house switches bodies for 23 and 1/2 hours.
- Something is stalking the inhabitants of the house. It is slow, but nearly invisible and almost perfectly silent.
- There's a loud argument going on upstairs. Even if there is no upstairs.
- Rain begins to fall from the ceiling. The sound of thunder can be heard in the distance.
- Every candle, lamp, torch is suddenly illuminated. It is in the residents best interest to prevent them from going out.
- Meal moth larva have taken up residence. They are 2-5x larger than their real life counterparts.
- Something is coming. It is trying every latch, doorknob and lock.
- A strange package arrives on the doorstep, delivered to the wrong address. Inside is a carefully-packaged green lotus.
- Something is living inside every reflective surface in your safehouse.
- Tentacles erupt from every dimly-lit part of the house.
- Sobbing can be heard coming from somewhere nearby; in a locked room that didn't use to exist.
- Shadows are being cast by creatures that don't exist.
- There's a knock at the door every hour during the night. Nobody is ever there.
- The local magistrate has sent a letter demanding a higher property tax.
- A new set of stairs have appeared, leading to a floor of the house that previously did not exist.
- A string of unnaturally bad luck commences, though only for people inside the house.
- Sand fills the house, and the air is unnaturally dry.
- Dogs and cats refuse to approach the house.
- A wizard teleports into the house, wearing nothing but a thick coating of blood.
- Strange foreign coins can now be found in places where people might lose their pocket change.
- Bloody warnings appear on the walls. They are genuinely helpful.
- A howling wind kicks up, and figures can be seen outside the house in the gale.
- Unnatural darkness fills the house, choking out all sound.
- Heavy breathing can be heard whenever anyone puts their ear up to a door.
- Things start to break every so often, for seemingly no reason.
- Local authorities drop by, investigating reports of an escaped convict, last seen entering this house.
- A charred bundle appears in the hearth.
- Various objects around the house begin to animate, and attempt to talk to the residents.
- Someone broke in last night. Someone else murdered them.
- Mischievous spirits begin to play harmless pranks. They can be appeased with baked goods.
- A starmap appears on the ceiling. It reveals a constellation that doesn't currently exist in the night sky.
- A strange pair of boots can be found near the entrance, mud-splattered and excessively large.
- A fog begins to roll in through the windows and doors. Despite the clear weather outside.
- A group of strange cultists appear in the house. They needed a new meeting place.
- Serpents begin to swarm inside of the house, called be an eerie pipe that plays itself.
- A quiet ghost flits about the house. It will not interact with anyone, but watches curiously.
- Everyone in the house wakes up at the same time, having shared the same nightmare.
- Something is living underneath the beds. It doesn't want to leave.
- Every reflective surface has either shattered or grown cloudy.
- One of the doors doesn't lead where it should.
- The floor begins to fall away, revealing a murky black lake that seems to go on forever.
- Something feels very wrong inside of the safehouse, but nobody is able to pin down precisely what.
- Time begins to flow backwards inside the house.
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