D&D 5E Scary/Creepy encounters

The key for any [creepy/horror] game is tone and pacing - the players must buy in to the tone of the game and be consistent in a more-serious approach than a Monty-Python inspired game. You can set the atmosphere and music and descriptions as much as you want, but if the players crack jokes out of character constantly it will not work and diffuse what you are trying to set up (there is nothing wrong with that in a different game, but not in horror game).

Mechanical suggestions:

-Long term effects that cannot be healed or ended by a short or long rest will cause players to fear certain effects.

-Lingering diseases or conditions (poisoned, exhaustion), curses, loss of Hit Dice, loss of equipment, ability score damage can all increase the terror of the player as they look at their sheet and see their resources dwindle down.

-Have encounters that deal high amounts of single-target damage - in the jungle this may be a hidden crocodile who attacks a single player. If it succeeds, it grapples the player into a river and they must escape as the party decides what to do on shore.
But AS SOON AS THE PLAYER escapes - the croc runs off to find easier play. Treat ambushes as traps rather than full scale encounters - don't roll for initiative and lose tension or the pace of the game.

-Have rests be unavailable, unsafe, or earned. One common thing I see on the boards here is the amount of rests DMs give to their players, then complain about 5e being on easy mode. Running 4-6 encounters, adjusting the difficulty for your specific table, should tax the party's resources and make them crave a respite at the end of an adventuring "day".
 

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A few suggestions from one of my favorite Dragon articles: 101 Little Mysteries... (Issue 240 if you're interested)

Stopping to drink at a river, a PC sees something dark and ominous appear behind his reflection, raising a sword as if to strike the PC. When the PC turns, he sees nothing there. This event can recur several times before the source of the mystery is revealed.

A game animal brought in by a character hunting has an old wound with an elaborately carved elven arrowhead still embedded in the animal’s flesh. Any sage or elf the PCs consult knows that such arrowheads have supposedly not been used in over five centuries.

In the gullet of some creature slain by the PCs is a locket that holds a miniature painting of one PC’s lost love or distant relative.

The PCs find a mummified hand clenched into a tight fist. Divination reveals that it holds something magical, but normal and arcane means to open the grip are ineffective. The only clue is a faded tattoo of a well on the mummy’s wrist.

Just outside some ruins is discovered a massive pair of manacles, fit for wrists twice the size of a man’s and forged from rune-etched iron. The chains that link them have been broken, the metal notched as if gnawed and bitten through.

Roasting fresh game on the campfire spit, one of the PCs’ companions (preferably a local guide) mentions how the smell of cooked food attracts spirits. While eating his portion, the character feels a presence but sees nothing. A bone is tossed into the dying fire, and in the sparks and smoke that result, the PC thinks he sees two burning eyes starting down upon him.

A rosebush, its blossoms the color of blood, is an odd site in the barren wilderness. Nestled in the roots is something pale and round. Perhaps the skull of someone foolish enough to pluck a rose? Or the curve of an ivory bowl?

The pet or animal companion (but not familiar) of one of the PCs returns after running off for several days. The creature now wimpers and cowers by its master whenever night falls.
These are all pretty great ideas, thanks for telling me about the Dragon articles i will take a look.
 

The key for any [creepy/horror] game is tone and pacing - the players must buy in to the tone of the game and be consistent in a more-serious approach than a Monty-Python inspired game. You can set the atmosphere and music and descriptions as much as you want, but if the players crack jokes out of character constantly it will not work and diffuse what you are trying to set up (there is nothing wrong with that in a different game, but not in horror game).

Mechanical suggestions:

-Long term effects that cannot be healed or ended by a short or long rest will cause players to fear certain effects.

-Lingering diseases or conditions (poisoned, exhaustion), curses, loss of Hit Dice, loss of equipment, ability score damage can all increase the terror of the player as they look at their sheet and see their resources dwindle down.

-Have encounters that deal high amounts of single-target damage - in the jungle this may be a hidden crocodile who attacks a single player. If it succeeds, it grapples the player into a river and they must escape as the party decides what to do on shore.
But AS SOON AS THE PLAYER escapes - the croc runs off to find easier play. Treat ambushes as traps rather than full scale encounters - don't roll for initiative and lose tension or the pace of the game.

-Have rests be unavailable, unsafe, or earned. One common thing I see on the boards here is the amount of rests DMs give to their players, then complain about 5e being on easy mode. Running 4-6 encounters, adjusting the difficulty for your specific table, should tax the party's resources and make them crave a respite at the end of an adventuring "day".
Yeah the party is not going to gain the benefits of long rest unless they are in a very safe spot, i think this way i can make the party panic a little as they realise they are getting weaker and weaker and a safe spot is nowhere in sight.
 

Im running a dark fantasy campaing and i need scary/creepy encounters for a haunted jungle, i have a couple ideas but not enough, the party is level 4 and im more interested in non combat encounters although i would like combat encounters that have something special about it different from you fight this thing and thats it.
Illusions!

Make the jungle so naturally creepy that even if they're aware they made a save, they don't know if the beady eyes looking at them or the twisted faces on the trees are real or illusions.


Monsters that are so obviously stronger than them. Dracoliches wandering around are scary because this Dragon overcame death (or however you imagine they came to be) and they're actively hunting the players. Make sure the players have plenty of opportunity to escape but be prepared for a TPK or Deus-Ex Machina if they foolishly stand their ground. Although, a DEM would kinda cheapen the feeling so maybe have the Dracolich (or any scary monster) kill off characters one-by-one to not just end the entire adventure on one misstep.

Make sure they know they're endangering themselves by being passive but also make them jump when they try getting too handsy.


It's really all about keeping tension and atmosphere. Don't be upset if they're cracking jokes or you stutter or something. It isn't about being a professional haunted house, it's just making them understand their characters are constantly in danger.
 

I think the meazel is a great scary monster. I presented one as an old lady in hut in the forest, which sets up the encounter to be creepy--the players expect it. She was tending to the adventurers serving them soup next to the fire when she in an off-hand way said, "now you dears just sit tight while I get my strangling cords." And away she went as the players were left wondering what she meant. She reappeared from the shadows soon after, snatching one of the party with her strangling cords, and teleporting off with her quarry into the forest. Now the party is split, the snatched member has to deal with her alone, and the rest of the party have to find the pair by the sounds of their combat.

I got at least two rounds of pure terror out of that encounter. And the meazel escaped into the shadows to haunt the party in their fears.
 

I think the meazel is a great scary monster. I presented one as an old lady in hut in the forest, which sets up the encounter to be creepy--the players expect it. She was tending to the adventurers serving them soup next to the fire when she in an off-hand way said, "now you dears just sit tight while I get my strangling cords." And away she went as the players were left wondering what she meant. She reappeared from the shadows soon after, snatching one of the party with her strangling cords, and teleporting off with her quarry into the forest. Now the party is split, the snatched member has to deal with her alone, and the rest of the party have to find the pair by the sounds of their combat.

I got at least two rounds of pure terror out of that encounter. And the meazel escaped into the shadows to haunt the party in their fears.
I like the idea but the meazel is a bit weak for the level their at maybe i could use a hag or some other monster and just give them the ability to teleport.
 


On another note: Liberal use of the Spell "Guards & Wards" is totally amazing for a haunted forest. Ignore the area limit of the spell and assume the whole jungle is affected by it. The 'thick fog' and '50% chance to accidentally go the opposite direction you want to go" is amazing for splitting up the party.

All light should be dim light because of the heavy cover of the forest. Meazel (immune to the effects of the forest)jumps in and teleports away from the group. Now the players have to try to follow the screams to go help. Meanwhile random noises and Magic Mouths are making it difficult and the fog makes them lose sight of each other and then they are isolated and take the wrong turn and now are lost and isolated.

Web spells in various areas will hinder players and make them think of that scene from the hobbit - there doesn't even need to be spiders.
 

On another note: Liberal use of the Spell "Guards & Wards" is totally amazing for a haunted forest. Ignore the area limit of the spell and assume the whole jungle is affected by it. The 'thick fog' and '50% chance to accidentally go the opposite direction you want to go" is amazing for splitting up the party.

All light should be dim light because of the heavy cover of the forest. Meazel (immune to the effects of the forest)jumps in and teleports away from the group. Now the players have to try to follow the screams to go help. Meanwhile random noises and Magic Mouths are making it difficult and the fog makes them lose sight of each other and then they are isolated and take the wrong turn and now are lost and isolated.

Web spells in various areas will hinder players and make them think of that scene from the hobbit - there doesn't even need to be spiders.
I think its better to have a fog that has the effect of the Guards & Wards spell instead of the entire jungle, this way i can make the party get lost in specific moments and not during the entire jungle crawl, because i think that would get annoying
 

I think its better to have a fog that has the effect of the Guards & Wards spell instead of the entire jungle, this way i can make the party get lost in specific moments and not during the entire jungle crawl, because i think that would get annoying
Well, the spell states that Guards and wards only has fog in the hallways(and jungles don't really have those.) It would be better to have the fog just move in and out at dramatic times. I just meant that the spell 'Guards & Wards' affect the whole jungle, not just 2500 square feet. So it'd have webs in some places and fog in others and magic mouths in other places etc...
 
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