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Horror in Shackled City?
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<blockquote data-quote="Saterus" data-source="post: 2779410" data-attributes="member: 35760"><p><strong>More Ideas...</strong></p><p></p><p></p><p></p><p>Thanks, that gave me several more ideas. I'll probably use the story of Jzadirune as a legend just like you. I also have the advantage of having players who haven't spent hours scouring the monster manuals, so if they actually figure out the name for the monsters, I'll be suprised.</p><p></p><p>Here are some more ideas I had since yesterday: <ul> <li data-xf-list-type="ul"> the accustics of Jzadirune aren't what they should be. Noises die quickly and there are no echoes. The stone seems to absorb the sounds, making it hard to even hear regular speaking voices across a room. Makes the erie ghost sounds and permenant illusions even creepier.<br /> </li> <li data-xf-list-type="ul"> the PCs trip an unavoidable trap as they enter Jzadirune, blocking their exit to Cauldron. they are forced to make camp inside the ruins, hoping to avoid the creatures living within. After they decend into the Malachite Fortress and free the slaves (children and dwarven prisoners alike), they are shown the way through the Underdark to reach the surface, halfway down the slope of the mountain.<br /> </li> <li data-xf-list-type="ul"> the illusions left by the gnomes have been twisted slightly by [the dark things that have grown to live in the ruins of Jzadirune]. instead of being whimsical or funny, they have become darkly humorous. think the Joker from Batman. there's probably a better excuse than the line in the brackets, but it works for the purposes of brainstorming.<br /> </li> <li data-xf-list-type="ul"> the entire city is more of a rotting wound on the area than the book describes. It's the place where the dark things come out. I'm going to downplay the suprise of the kidnappings, and replace it with more of a <em>what is it this time, and how do we stop it?</em>. The Church of St. Cuthbert will be described much more run down, dirtier, and Jenya will put off a frustrated vibe. The whole city will have a <em>seen better days</em> sort of feel.</li> </ul><p>I've also gotten ahold of a copy of the Sword and Sorcery 3rd Edition Ravenloft Player's Handbook. I've been leafing through it for ideas. Someone with experience, how do the Fear, Horror, and Madness checks work out in your game? I'll probably use the book more as inspiration than an actual setting or even a supplement. I've already got a good idea of the dark, evil, things-that-go-bump-in-the-night-EAT-YOU feel, and I'm going to try to add a little bit of that to the game.</p><p></p><p>Again, these are just ideas. And I'm still looking for more. If anyone would like to message me on aim or msn, please do. I've got stuff to be doing on the computer and would love to discuss this stuff with someone. Most of my friends who play D&D are either in my game, or too busy to talk with me about D&D anymore.</p></blockquote><p></p>
[QUOTE="Saterus, post: 2779410, member: 35760"] [b]More Ideas...[/b] Thanks, that gave me several more ideas. I'll probably use the story of Jzadirune as a legend just like you. I also have the advantage of having players who haven't spent hours scouring the monster manuals, so if they actually figure out the name for the monsters, I'll be suprised. Here are some more ideas I had since yesterday: [list] [*] the accustics of Jzadirune aren't what they should be. Noises die quickly and there are no echoes. The stone seems to absorb the sounds, making it hard to even hear regular speaking voices across a room. Makes the erie ghost sounds and permenant illusions even creepier. [*] the PCs trip an unavoidable trap as they enter Jzadirune, blocking their exit to Cauldron. they are forced to make camp inside the ruins, hoping to avoid the creatures living within. After they decend into the Malachite Fortress and free the slaves (children and dwarven prisoners alike), they are shown the way through the Underdark to reach the surface, halfway down the slope of the mountain. [*] the illusions left by the gnomes have been twisted slightly by [the dark things that have grown to live in the ruins of Jzadirune]. instead of being whimsical or funny, they have become darkly humorous. think the Joker from Batman. there's probably a better excuse than the line in the brackets, but it works for the purposes of brainstorming. [*] the entire city is more of a rotting wound on the area than the book describes. It's the place where the dark things come out. I'm going to downplay the suprise of the kidnappings, and replace it with more of a [i]what is it this time, and how do we stop it?[/i]. The Church of St. Cuthbert will be described much more run down, dirtier, and Jenya will put off a frustrated vibe. The whole city will have a [i]seen better days[/i] sort of feel. [/list] I've also gotten ahold of a copy of the Sword and Sorcery 3rd Edition Ravenloft Player's Handbook. I've been leafing through it for ideas. Someone with experience, how do the Fear, Horror, and Madness checks work out in your game? I'll probably use the book more as inspiration than an actual setting or even a supplement. I've already got a good idea of the dark, evil, things-that-go-bump-in-the-night-EAT-YOU feel, and I'm going to try to add a little bit of that to the game. Again, these are just ideas. And I'm still looking for more. If anyone would like to message me on aim or msn, please do. I've got stuff to be doing on the computer and would love to discuss this stuff with someone. Most of my friends who play D&D are either in my game, or too busy to talk with me about D&D anymore. [/QUOTE]
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