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<blockquote data-quote="Sir ThornCrest" data-source="post: 1992855" data-attributes="member: 27532"><p><strong>just the threat of something under the water is enough to send a party packing!</strong></p><p></p><p>I DM'd a low level campaign where the players had to go to a old dead druids area - a small lake and retreive the blooms of a plant on a very tiny island in the middle of the lake. The isle is only about 30' by 30' and about 100' too 200' feet from the shore. On this island is an old treant, over grown with the blooming bush. The treant isnt moving (sleeping) so just tell the party its a tree, no need to bring any attention to a tree, right? Getting to the island is no problem, the water is chrystal clear the spring is beautiful, but once they get there the tree will pick them up and fling them back into the water. After 2 melee rounds of someone being on the island, a large illusion of a crocodile is seen coming from under some shrubbery and entering the now mirky stirred up water-stirred up because of the players being thrown around by the Treant. So they cant tell where it is......</p><p></p><p>When the players saw that crocodile there jaws hit the table. Half the party went to the island and half stayed on the shore. The ones on the island didnt want to get back in the water but couldnt stay on the island because the treant kept tossing them.....they didnt have a torch to threaten the treant with.....ha ha ha ...(evil mean DM laugh)</p><p></p><p>the fear of monsters under water will drive any party insane....If your playing with kids or unrealistic players they will jump in the water with a sword.....yah thats gonna work vs a 15' crocodile! </p><p></p><p>So just the hint of a under water monster is good enough.....as for real ones look in all the mosnter books......but remember its no the monster thats important its the situation you get the players in when they encounter the monster.</p></blockquote><p></p>
[QUOTE="Sir ThornCrest, post: 1992855, member: 27532"] [b]just the threat of something under the water is enough to send a party packing![/b] I DM'd a low level campaign where the players had to go to a old dead druids area - a small lake and retreive the blooms of a plant on a very tiny island in the middle of the lake. The isle is only about 30' by 30' and about 100' too 200' feet from the shore. On this island is an old treant, over grown with the blooming bush. The treant isnt moving (sleeping) so just tell the party its a tree, no need to bring any attention to a tree, right? Getting to the island is no problem, the water is chrystal clear the spring is beautiful, but once they get there the tree will pick them up and fling them back into the water. After 2 melee rounds of someone being on the island, a large illusion of a crocodile is seen coming from under some shrubbery and entering the now mirky stirred up water-stirred up because of the players being thrown around by the Treant. So they cant tell where it is...... When the players saw that crocodile there jaws hit the table. Half the party went to the island and half stayed on the shore. The ones on the island didnt want to get back in the water but couldnt stay on the island because the treant kept tossing them.....they didnt have a torch to threaten the treant with.....ha ha ha ...(evil mean DM laugh) the fear of monsters under water will drive any party insane....If your playing with kids or unrealistic players they will jump in the water with a sword.....yah thats gonna work vs a 15' crocodile! So just the hint of a under water monster is good enough.....as for real ones look in all the mosnter books......but remember its no the monster thats important its the situation you get the players in when they encounter the monster. [/QUOTE]
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