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Halloween Creepyness....
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<blockquote data-quote="Larrin" data-source="post: 5354142" data-attributes="member: 55816"><p>Changing the ambience of the room may help. Dim the lights, light some candles. </p><p></p><p>In game, its about keeping them off balance and slightly 'scared'. If they can make a skill check and find out everything they need to know, not scary. Making it mechanical isn't scary (ie, you touch the door and it attacks your will, you move your speed away "in terror", try agian next round) If the characters should be afraid give them something real or imagined to be afraid of. And it should only get greater as time goes on, regardless of success. Suceeding should lead to more storyline, ie more scaryness.</p><p></p><p>Take a scary door. They touch it to open it,and nothing happens except you tell them a story about what sorts of curses and deaths opening this door has brought upon, have them see ghosts rising from the floor pleading with them not to enter. No forced running away, not even a -2 to attacks, just giving them something their characters have to consider. If they make skill checks, reward successes not with knowing its all a hoax or the background of the door and why it might behave this way, but with more information about the dead that are now violently insising they leave. Arcana might recognize a mighty wizard, his eyes melted from his sockets from forbidden knowledge, history might tell you how old some of these ghosts are, and insight might say that they died in states of pure terror. This will reinforce that they should be scared (they succeeded and things got worse!) without actually punishing or hurting them. Opening the door causes the ghosts to shriek and be torn apart by invisible claws as a cold, foul smelling wind blows in. Beyond it may be nothing that has to do with the door, but if a ghost they saw before (now with claw marks) appears randomly and attacks them, or comes fleeing out of a room looking as they did before death, the players imaginations should do the rest.</p></blockquote><p></p>
[QUOTE="Larrin, post: 5354142, member: 55816"] Changing the ambience of the room may help. Dim the lights, light some candles. In game, its about keeping them off balance and slightly 'scared'. If they can make a skill check and find out everything they need to know, not scary. Making it mechanical isn't scary (ie, you touch the door and it attacks your will, you move your speed away "in terror", try agian next round) If the characters should be afraid give them something real or imagined to be afraid of. And it should only get greater as time goes on, regardless of success. Suceeding should lead to more storyline, ie more scaryness. Take a scary door. They touch it to open it,and nothing happens except you tell them a story about what sorts of curses and deaths opening this door has brought upon, have them see ghosts rising from the floor pleading with them not to enter. No forced running away, not even a -2 to attacks, just giving them something their characters have to consider. If they make skill checks, reward successes not with knowing its all a hoax or the background of the door and why it might behave this way, but with more information about the dead that are now violently insising they leave. Arcana might recognize a mighty wizard, his eyes melted from his sockets from forbidden knowledge, history might tell you how old some of these ghosts are, and insight might say that they died in states of pure terror. This will reinforce that they should be scared (they succeeded and things got worse!) without actually punishing or hurting them. Opening the door causes the ghosts to shriek and be torn apart by invisible claws as a cold, foul smelling wind blows in. Beyond it may be nothing that has to do with the door, but if a ghost they saw before (now with claw marks) appears randomly and attacks them, or comes fleeing out of a room looking as they did before death, the players imaginations should do the rest. [/QUOTE]
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