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Dungeon crawls = narrow hallway combat & door jam combats, ugh!
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<blockquote data-quote="Unwise" data-source="post: 6242552" data-attributes="member: 98008"><p>If I can make a few suggestions, I think that the following ideas might use the cramped conditions to increase fun rather than decrease it:</p><p></p><p>1) Use ghosts or any other insubstantial creature, they can happily attack through the walls and attack the guys at the back. Especially Banshsees because,</p><p>2) Fear is your friend. Include monsters that terrify the PCs and make them flee. For best results, hopefully it only affects a portion of the party, not all of it. Splitting the party in a tactical encounter is amusing. Remember, the ghost could have come in through the wall behind the party, thus sending them fleeing into the room.</p><p>3) Fall traps, secret revolving doors, fear, illusions and madness can be used to split the party. As soon as the party is split up, suddently narrow corridors become a terrifying thing, not an advantage. If fighter has to hack his way through a bunch of skeletons to save the mage, he will definitely feel that narrow passages are not all that great for him.</p><p>4) A sense of urgency can be very important. The party is doing their normal bottlenecking, when all of a sudden a horde of undead or an overly powerful monster starts making its way towards them. They need to get into the room ASAP or get their butts kicked. Alternatively, they trigger a slow trap, the corridor is filling with gas, the walls are closing in, they can hear a boulder rolling from the end of that conveniently long and tilted corridor.</p><p>5) Have other monsters come in behind them in the corridor, have them pincered.</p><p>6) The enemies do not reveal themselves until the party is in the room. They can see the sarcophagi, they just know the mummies are going to pop out and attack them, but until they get in the room and try and pick up the treasure they are locked safely away behind their stone slabs.</p><p>7) A false sense of urgency works almost as well, just ask what their disease resistances are and start counting turns. Ask them how long they want to spend looking in a room and make a note of it. Ask them what time of day they entered the place. All of this need not serve any actual purpose other than to inspire them to hurry up and inspire a sense of dread.</p><p>8) The Super-Nasty-Unkillable-Thing. The tomb/dungeon has a very slow moving but super tough guardian. It only awakens after X amount of time then slowly, methodically walks after the players. This could be a golem, a mummy, a chained ghost or a cthullian horror. The idea is it makes the PCs be constantly on the move and inspires a rush every time they discover they are in a dead end.</p><p></p><p>I hope this helps, I have used all of these myself and think that they really added to the horror of a tomb crawl.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6242552, member: 98008"] If I can make a few suggestions, I think that the following ideas might use the cramped conditions to increase fun rather than decrease it: 1) Use ghosts or any other insubstantial creature, they can happily attack through the walls and attack the guys at the back. Especially Banshsees because, 2) Fear is your friend. Include monsters that terrify the PCs and make them flee. For best results, hopefully it only affects a portion of the party, not all of it. Splitting the party in a tactical encounter is amusing. Remember, the ghost could have come in through the wall behind the party, thus sending them fleeing into the room. 3) Fall traps, secret revolving doors, fear, illusions and madness can be used to split the party. As soon as the party is split up, suddently narrow corridors become a terrifying thing, not an advantage. If fighter has to hack his way through a bunch of skeletons to save the mage, he will definitely feel that narrow passages are not all that great for him. 4) A sense of urgency can be very important. The party is doing their normal bottlenecking, when all of a sudden a horde of undead or an overly powerful monster starts making its way towards them. They need to get into the room ASAP or get their butts kicked. Alternatively, they trigger a slow trap, the corridor is filling with gas, the walls are closing in, they can hear a boulder rolling from the end of that conveniently long and tilted corridor. 5) Have other monsters come in behind them in the corridor, have them pincered. 6) The enemies do not reveal themselves until the party is in the room. They can see the sarcophagi, they just know the mummies are going to pop out and attack them, but until they get in the room and try and pick up the treasure they are locked safely away behind their stone slabs. 7) A false sense of urgency works almost as well, just ask what their disease resistances are and start counting turns. Ask them how long they want to spend looking in a room and make a note of it. Ask them what time of day they entered the place. All of this need not serve any actual purpose other than to inspire them to hurry up and inspire a sense of dread. 8) The Super-Nasty-Unkillable-Thing. The tomb/dungeon has a very slow moving but super tough guardian. It only awakens after X amount of time then slowly, methodically walks after the players. This could be a golem, a mummy, a chained ghost or a cthullian horror. The idea is it makes the PCs be constantly on the move and inspires a rush every time they discover they are in a dead end. I hope this helps, I have used all of these myself and think that they really added to the horror of a tomb crawl. [/QUOTE]
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