Quicken
First Post
One thing I find myself pushing to do is introduce more reasons for players to rush. This is partly due to it being 4th edition DnD but I'm not interested in a game/edition debate. I am interested in your ideas. What have you done to introduce a sense of urgency to a combat or dungeon crawl? So far I've used:
* A ritual the players need to try and interrupt
* A McGuffin the villain is trying to escape with
* Constant waves of adds (didn't really like this one)
* A lava flow they needed to divert in time
* Constant waves of adds with a switch to stop them
* A 2nd group of adventurers they are trying to beat (on a second path)
* A friend being sacrificed in a ritual
Any more ideas?
* A ritual the players need to try and interrupt
* A McGuffin the villain is trying to escape with
* Constant waves of adds (didn't really like this one)
* A lava flow they needed to divert in time
* Constant waves of adds with a switch to stop them
* A 2nd group of adventurers they are trying to beat (on a second path)
* A friend being sacrificed in a ritual
Any more ideas?