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How to I scare my group?
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<blockquote data-quote="UD" data-source="post: 52311" data-attributes="member: 316"><p>Ok here I am, post first session, it went very well... The PC's didn't actually get onto the astral plane to about halfway through the adventure, and then they got jumped by Githyanki pirates, I thought they were going to be dead after I did a ton of damage with lucky rolls on my dice. But the PC's gunner on the ship rolled 2 natural 20's (insta-kill in my campaign) and the ship exploded. </p><p></p><p>Any way when they finally get to the ship they find that there is no power and they can't scan it properly. They dedect 'probable' human life signs. </p><p></p><p>Going through the cargo bay doors they enter and see the guy without a head and a blood splattered wall. (A couple of PC's freak out here anyway without my help).</p><p></p><p>Now I turn the lights down and describe stepping out into the corridor, explaining the deadly silence and dark atmosphere. I make them roll spot checks and listen checks and basicly tell all those nearest the corridor that the could have been something down there. </p><p></p><p>Starting off down the corridor they flash there torchs around walking till they come to a lift shaft (for some reason they decided to go to the bridge to turn the power on...) They stop here and I pass out notes to a couple of players saying that they are pretty sure they heard a sound like swift moving feet. </p><p></p><p>They carry on down the passage till one of the PC's hears a sound coming from a storage cubard, as they try to open the door I get the others to make a spot check, one PC (who is really freaked out by now anyway) rolls high and I tell him he sees a thin ghostly face with stretched out skin floating in mid air 30 foot down the corridor. He responds by unloading his entire energy weapon clip into it, shortly followed by everyone else who fire wildly down the hall because he did (the face disapeared quickly). One PC who is really getting into it continues firing down the hall after everybody else has stopped. </p><p></p><p>Turning back to work on the door they spot a figure shambling towards them from the other direction. I describe that it is wearing a scientists uniform and has a huminoid figure, but the skin is tight on his features and he seems to have sharp fingers. This wight lasts about half a round under the torrent of gun fire, turning it in to a thick red paste coating the walls. Finally opening the door the PC's notice a man sobbing quietly in a corner holding his legs a head in a fetal position. The PC's try to talk to him but he dosn't respond, (a couple of PC's ready their weapons) eventually he looks up at them a stares (I do this acting out, looking nervously and twitching from one to anougther). The NPC eventually moves reaching for something on the floor that the PC's can't see. Two trigger happy PC's bless him with death.</p><p></p><p>They find out what the NPC was reaching for was a gun. A gun with only 1 bullet. Now the fun really starts as I posses a PC and take him to one side telling him hes been possessed by a insane ghost and should act accordingly, but cautiously. The PC has so far been leading the party and takes them in a different dirrection until the PC's start to complain. I let the ghost leave the PC (there was a bit of tension between PC's when they realised that they were been led the wrong way). They set of the right way and I explain that they find a body hanging from the ceiling, I tell the PC that was possessed that there might be something down a corridor. He opens fire into nothing for a round until he is distracted by laughing. Turning he sees the ghost laughing at him. The other PC's turn and they all shoot him (the ghost), while he laughs as the shoots pass through him and into the wall behind. The monk/ranger trys to attack him and passes right through.</p><p></p><p>Now the ghost uses his horrific apperance abilitry and 3 PC's loose 2 wisdom points. This is not good for the Gnome who only has 5 wisdom. He now has three and goes scuttering off down a random corridor. The PC who was possessed opens fire onto the ghost as he fades out, the monk only getting out of being hit by using evasion. A argument ensures and they then notice the gnome has gone. He found his way into a store room and dived behind a crate. I said he starts to calm down and he can't hear anything, but something smells foul in this room. He says he turns around slowly. As he says this a discribe the sceen of a wall speckled in blood, a man lieing on the floor in front pistol in hand, and 10 foot a way anougther man lies the same again, both looking to have died in a duel. The gnome screams and hides in a corgo container. </p><p></p><p>The PC's come to the conclussion that they probably want to head to the engine room rather than the bridge if they want to get power back. I tell them they hear a scream in the distance. They ignore it and open the elevator shaft, floating down (astral plane remember) they begin to cut through the door, until I tell the wizard he thought there was a movement in the shadows at teh top of the elevator. He panics and uses magic to open the door.</p><p></p><p>The gnome who is hiding in the crate is now possessed and starts walking the floor looking for his 'friends', and this is where the session ended. It went really well, the PC's really got into it and I haven't even used most of the cool encounters, really looking forward to next weeks session.</p><p></p><p>Thanks a lot guys!</p><p></p><p>[must proof read]</p></blockquote><p></p>
[QUOTE="UD, post: 52311, member: 316"] Ok here I am, post first session, it went very well... The PC's didn't actually get onto the astral plane to about halfway through the adventure, and then they got jumped by Githyanki pirates, I thought they were going to be dead after I did a ton of damage with lucky rolls on my dice. But the PC's gunner on the ship rolled 2 natural 20's (insta-kill in my campaign) and the ship exploded. Any way when they finally get to the ship they find that there is no power and they can't scan it properly. They dedect 'probable' human life signs. Going through the cargo bay doors they enter and see the guy without a head and a blood splattered wall. (A couple of PC's freak out here anyway without my help). Now I turn the lights down and describe stepping out into the corridor, explaining the deadly silence and dark atmosphere. I make them roll spot checks and listen checks and basicly tell all those nearest the corridor that the could have been something down there. Starting off down the corridor they flash there torchs around walking till they come to a lift shaft (for some reason they decided to go to the bridge to turn the power on...) They stop here and I pass out notes to a couple of players saying that they are pretty sure they heard a sound like swift moving feet. They carry on down the passage till one of the PC's hears a sound coming from a storage cubard, as they try to open the door I get the others to make a spot check, one PC (who is really freaked out by now anyway) rolls high and I tell him he sees a thin ghostly face with stretched out skin floating in mid air 30 foot down the corridor. He responds by unloading his entire energy weapon clip into it, shortly followed by everyone else who fire wildly down the hall because he did (the face disapeared quickly). One PC who is really getting into it continues firing down the hall after everybody else has stopped. Turning back to work on the door they spot a figure shambling towards them from the other direction. I describe that it is wearing a scientists uniform and has a huminoid figure, but the skin is tight on his features and he seems to have sharp fingers. This wight lasts about half a round under the torrent of gun fire, turning it in to a thick red paste coating the walls. Finally opening the door the PC's notice a man sobbing quietly in a corner holding his legs a head in a fetal position. The PC's try to talk to him but he dosn't respond, (a couple of PC's ready their weapons) eventually he looks up at them a stares (I do this acting out, looking nervously and twitching from one to anougther). The NPC eventually moves reaching for something on the floor that the PC's can't see. Two trigger happy PC's bless him with death. They find out what the NPC was reaching for was a gun. A gun with only 1 bullet. Now the fun really starts as I posses a PC and take him to one side telling him hes been possessed by a insane ghost and should act accordingly, but cautiously. The PC has so far been leading the party and takes them in a different dirrection until the PC's start to complain. I let the ghost leave the PC (there was a bit of tension between PC's when they realised that they were been led the wrong way). They set of the right way and I explain that they find a body hanging from the ceiling, I tell the PC that was possessed that there might be something down a corridor. He opens fire into nothing for a round until he is distracted by laughing. Turning he sees the ghost laughing at him. The other PC's turn and they all shoot him (the ghost), while he laughs as the shoots pass through him and into the wall behind. The monk/ranger trys to attack him and passes right through. Now the ghost uses his horrific apperance abilitry and 3 PC's loose 2 wisdom points. This is not good for the Gnome who only has 5 wisdom. He now has three and goes scuttering off down a random corridor. The PC who was possessed opens fire onto the ghost as he fades out, the monk only getting out of being hit by using evasion. A argument ensures and they then notice the gnome has gone. He found his way into a store room and dived behind a crate. I said he starts to calm down and he can't hear anything, but something smells foul in this room. He says he turns around slowly. As he says this a discribe the sceen of a wall speckled in blood, a man lieing on the floor in front pistol in hand, and 10 foot a way anougther man lies the same again, both looking to have died in a duel. The gnome screams and hides in a corgo container. The PC's come to the conclussion that they probably want to head to the engine room rather than the bridge if they want to get power back. I tell them they hear a scream in the distance. They ignore it and open the elevator shaft, floating down (astral plane remember) they begin to cut through the door, until I tell the wizard he thought there was a movement in the shadows at teh top of the elevator. He panics and uses magic to open the door. The gnome who is hiding in the crate is now possessed and starts walking the floor looking for his 'friends', and this is where the session ended. It went really well, the PC's really got into it and I haven't even used most of the cool encounters, really looking forward to next weeks session. Thanks a lot guys! [must proof read] [/QUOTE]
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