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Non Conventional Ways to Get your Players into the Mood...
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<blockquote data-quote="weem" data-source="post: 4628794" data-attributes="member: 9470"><p>I have one I will be using this weekend.</p><p></p><p>I wanted to create a sense of urgency in the dungeon (actually deep in a lost fortress). I wanted them to feel an anticipation that something was coming that they should be running from.</p><p></p><p>I thought of the usual... an echoing sound... booming footsteps, etc, but I wasn't really into that.</p><p></p><p>So, I got this idea and created a new monster (he's still being fleshed out though he must be done by this Saturday).</p><p></p><p>The way it works is this... there are a few indicators that the creature is getting close... these indicators increase in intensity as it gets closer.</p><p></p><p>Indicator 1 - The first thing they will notice is that water begins flowing into the room they are in. It's very shallow - just an inch or two. At this point, they will need to consider leaving soon.</p><p></p><p>Indicator 2 - After a few rounds of water running into a room, they will begin to hear the padding of many footsteps and scratching of claws. At this point, they should be ready to go soon!</p><p></p><p>Indicator 3 - The room then fills with low level minion creatures... lots of them... they are easy to cut down, but there are a lot of them... those that hit PC's latch on to hinder movement. They are relatively slow because they are a bit heavy, but each one that latches on reduces movement by 1. Getting them off is as simple as killing them but again, there's many. Their purpose is to latch onto prey for their master (who is coming soon!)</p><p></p><p>Finally, the creature arrives... It is a large creature with a giant gaping mouth. It's long (30') and pulls itself through the halls with it's 6 small arms near it's mouth. It's wide enough (and flabby enough) that it's body blocks the passages it travels down (at a slow 3 speed). As it goes, it spews water (saliva) from it's mouth which it's body tends to push in front of it as it moves (hence the 'water' moving into rooms before it gets there).</p><p></p><p></p><p>So, that's how I intend to build some tension during my next game.</p><p></p><p>Again, he's being fleshed out, but you get the idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="weem, post: 4628794, member: 9470"] I have one I will be using this weekend. I wanted to create a sense of urgency in the dungeon (actually deep in a lost fortress). I wanted them to feel an anticipation that something was coming that they should be running from. I thought of the usual... an echoing sound... booming footsteps, etc, but I wasn't really into that. So, I got this idea and created a new monster (he's still being fleshed out though he must be done by this Saturday). The way it works is this... there are a few indicators that the creature is getting close... these indicators increase in intensity as it gets closer. Indicator 1 - The first thing they will notice is that water begins flowing into the room they are in. It's very shallow - just an inch or two. At this point, they will need to consider leaving soon. Indicator 2 - After a few rounds of water running into a room, they will begin to hear the padding of many footsteps and scratching of claws. At this point, they should be ready to go soon! Indicator 3 - The room then fills with low level minion creatures... lots of them... they are easy to cut down, but there are a lot of them... those that hit PC's latch on to hinder movement. They are relatively slow because they are a bit heavy, but each one that latches on reduces movement by 1. Getting them off is as simple as killing them but again, there's many. Their purpose is to latch onto prey for their master (who is coming soon!) Finally, the creature arrives... It is a large creature with a giant gaping mouth. It's long (30') and pulls itself through the halls with it's 6 small arms near it's mouth. It's wide enough (and flabby enough) that it's body blocks the passages it travels down (at a slow 3 speed). As it goes, it spews water (saliva) from it's mouth which it's body tends to push in front of it as it moves (hence the 'water' moving into rooms before it gets there). So, that's how I intend to build some tension during my next game. Again, he's being fleshed out, but you get the idea ;) [/QUOTE]
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