Asmor
First Post
Okay, I'm wondering how you all go about setting the mood in your games and keep it from being a simple string of encounters. For example, in one session the players were walking through a dark swamp that hasn't seen the light of the sun for generations, where the only light source is patches of phophorescent green moss, knowing full well that a red dragon was looking for them, and all I could think to say (beyond basic description of surrounding) is "Ok, you walk through the swamp for a little while and hear a loud roar behind you... You trudge through the swamp some more. Make spot checks. [Fighter], you feel something wrap around your ankle and pull you under the muck." Quick fight with an assassin vine, followed by... "You hear another roar behind you. You're walking through the swamp some more... make spot checks. Everyone make reflex saves. You see three blue lizards with lightning arcing across them combine their currents and form a huge electrical blast."
Now considering the atmosphere; they'd just gotten out of a dungeon they'd fallen into and were in pretty bad shape. In fact, one of the characters had died (but that was his fault... A wizard they'd defeated had 3 Abyssal Eviscerators chained up in the dungeon and the player, not heeding the other players' warnings, thought it would be a smart idea to trust the Eviscerator's promise of rewards if he freed them. The other players made sure to emphasize that their characters were out of that dungeon before he even approached the fiends). They're stranded in a dark, dank, fetid swamp lit in an eerie green, and they know that a red dragon is after them, and all I can think of is "And you're walking... And you're walking... And make a spot check!"
So my question is, how would you all have described this situation, and what ideas can you give me for the future for setting the mood? I know music is always good, but I can't bloody well just sit there and let some eerie music play for a 5 minutes and then spring spot checks on them. That's not much of a step forward, maybe even a step back!
Now considering the atmosphere; they'd just gotten out of a dungeon they'd fallen into and were in pretty bad shape. In fact, one of the characters had died (but that was his fault... A wizard they'd defeated had 3 Abyssal Eviscerators chained up in the dungeon and the player, not heeding the other players' warnings, thought it would be a smart idea to trust the Eviscerator's promise of rewards if he freed them. The other players made sure to emphasize that their characters were out of that dungeon before he even approached the fiends). They're stranded in a dark, dank, fetid swamp lit in an eerie green, and they know that a red dragon is after them, and all I can think of is "And you're walking... And you're walking... And make a spot check!"
So my question is, how would you all have described this situation, and what ideas can you give me for the future for setting the mood? I know music is always good, but I can't bloody well just sit there and let some eerie music play for a 5 minutes and then spring spot checks on them. That's not much of a step forward, maybe even a step back!