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Panic Room style adventure
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<blockquote data-quote="ruemere" data-source="post: 5107799" data-attributes="member: 5515"><p>I have run similar scenarios several times. Here is a short list of things you may want to be aware of.</p><p></p><p>1. [safety] Whoever your baddies are, make them slower than the party. Should the characters get accidentally stuck (dead end, for example), you, as a GM, would be in danger of TPK. </p><p></p><p>2. [atmosphere] Make the baddies come and go in tides. For example, daylight makes them disappear. Strange sounds in the distance causes change of scenery (known as Silent Hill solution). Introduce some foreshadowing for their reappearance (Silent Hill solution, part two).</p><p></p><p>3. [resource consumption] Equip baddies with resource spoiling abilities. For example, food rots within 10' of a baddie. Unearthly howl breaks glass containers. Whispering in shadows causes scrolls go blank. Spell slots disappear. You need to be careful here - you don't want the players to complain they lost everything. All you want to do, is to inflict cosmetic damage to create sense of urgency.</p><p></p><p>4. [limits] Introduce a plausible explanation why the party cannot simply leave the locale. Maybe they are searching for kidnapped friend. Or there is a group of nasty opponents waiting outside of the city, who want to make sure that characters do not leave.</p><p></p><p>5. [bad guy] There should be a root cause of the problem. And that cause should have a face, nasty disposition and ability to mock or threaten players. It's not really needed to have such villain, but it increases the sense of accomplishment for characters, when they finally get to rub the nasty person's face in dirt.</p><p></p><p></p><p>Examples:</p><p>- poor village located at the end of a fiord. The fishermen request help because they are on the edge of starvation, however there are <em>things</em> calling at night, and promising sleep under waves. The characters venture into partially submerged underground complex only to find themselves besieged by these <em>things</em>, cut off from surface and running deeper into caves, discovering forgotten city. Meanwhile, the <em>things</em> due to ability to summon darkness (and see in darkness), follow the part trying to drive the characters insane.</p><p>- Silent Hill. Shadow Plane. Swarms of shadow roaches. The roaches cannot approach to anyone wielding light... but their presence causes each light to grow dimmer over time.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 5107799, member: 5515"] I have run similar scenarios several times. Here is a short list of things you may want to be aware of. 1. [safety] Whoever your baddies are, make them slower than the party. Should the characters get accidentally stuck (dead end, for example), you, as a GM, would be in danger of TPK. 2. [atmosphere] Make the baddies come and go in tides. For example, daylight makes them disappear. Strange sounds in the distance causes change of scenery (known as Silent Hill solution). Introduce some foreshadowing for their reappearance (Silent Hill solution, part two). 3. [resource consumption] Equip baddies with resource spoiling abilities. For example, food rots within 10' of a baddie. Unearthly howl breaks glass containers. Whispering in shadows causes scrolls go blank. Spell slots disappear. You need to be careful here - you don't want the players to complain they lost everything. All you want to do, is to inflict cosmetic damage to create sense of urgency. 4. [limits] Introduce a plausible explanation why the party cannot simply leave the locale. Maybe they are searching for kidnapped friend. Or there is a group of nasty opponents waiting outside of the city, who want to make sure that characters do not leave. 5. [bad guy] There should be a root cause of the problem. And that cause should have a face, nasty disposition and ability to mock or threaten players. It's not really needed to have such villain, but it increases the sense of accomplishment for characters, when they finally get to rub the nasty person's face in dirt. Examples: - poor village located at the end of a fiord. The fishermen request help because they are on the edge of starvation, however there are [i]things[/i] calling at night, and promising sleep under waves. The characters venture into partially submerged underground complex only to find themselves besieged by these [i]things[/i], cut off from surface and running deeper into caves, discovering forgotten city. Meanwhile, the [i]things[/i] due to ability to summon darkness (and see in darkness), follow the part trying to drive the characters insane. - Silent Hill. Shadow Plane. Swarms of shadow roaches. The roaches cannot approach to anyone wielding light... but their presence causes each light to grow dimmer over time. Regards, Ruemere [/QUOTE]
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