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1000 Creepy Adventure Ideas!
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<blockquote data-quote="Savage Wombat" data-source="post: 404821" data-attributes="member: 1932"><p>An idea I had long ago, when I was considering adding Lovecraftian elements to my Al-Qadim campaign ...</p><p></p><p>Stage 1 - The PCs go into the hills looking for whatever has been killing the plants / sheep / peasants / whatever. Tell them "you search for several hours, but don't find anything interesting." When they complain at this obvious glossing-over, insist they don't remember anything out of the ordinary.</p><p></p><p>Reason - the monsters generate a weird psionic field that suppresses long-term memory storage - much like anesthesia. So they get into the hills, find the mysterious shaft into the hill, go back to town for a key supply, and immediately forget everything they learned. </p><p></p><p>Keep this up until you finally decide to start allowing Will saves. </p><p></p><p>Stage 2 - the PCs are in the dungeon, looking for the mysterious monster. They round a corner ...</p><p></p><p>... and click. Everyone is bloody and bruised. Start telling the PCs how much damage they've taken, how many spells and charges they've used, etc.</p><p></p><p>They've just been in a pitched battle with ... something ... and they don't remember ANYTHING about it.</p><p></p><p>This one might have gone well in the Freak Out Players thread, too.</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 404821, member: 1932"] An idea I had long ago, when I was considering adding Lovecraftian elements to my Al-Qadim campaign ... Stage 1 - The PCs go into the hills looking for whatever has been killing the plants / sheep / peasants / whatever. Tell them "you search for several hours, but don't find anything interesting." When they complain at this obvious glossing-over, insist they don't remember anything out of the ordinary. Reason - the monsters generate a weird psionic field that suppresses long-term memory storage - much like anesthesia. So they get into the hills, find the mysterious shaft into the hill, go back to town for a key supply, and immediately forget everything they learned. Keep this up until you finally decide to start allowing Will saves. Stage 2 - the PCs are in the dungeon, looking for the mysterious monster. They round a corner ... ... and click. Everyone is bloody and bruised. Start telling the PCs how much damage they've taken, how many spells and charges they've used, etc. They've just been in a pitched battle with ... something ... and they don't remember ANYTHING about it. This one might have gone well in the Freak Out Players thread, too. [/QUOTE]
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