Help with creepy scene


Advice


I'm in need of assistance. I have a lone character who wants to play something while the rest of the party is unavailable during events of Seven Days to the Grave, so I was thinking of a short sidetrek that involves giant maggots to play up on the death and decay gripping the city. I'd like some help creating something really creepy. I don't want just a fight; I'd like to unnerve the player. Any help would be appreciated


Ragusa Cekbar wrote:

I'm in need of assistance. I have a lone character who wants to play something while the rest of the party is unavailable during events of Seven Days to the Grave, so I was thinking of a short sidetrek that involves giant maggots to play up on the death and decay gripping the city. I'd like some help creating something really creepy. I don't want just a fight; I'd like to unnerve the player. Any help would be appreciated

I had two crypts opened up by my PC's.

The first one had a skeleton in armor, and in there was a lantern made up of a skull with a chain attached to it.

The players took the lantern and started studying it. The skeleton sat up and started chattering(as non vocal skeletons often do) and pointed to his lantern.

They asked if it he wanted his lantern back, and the skeleton nodded.

They then diplomacied that since he is dead they could put it to better use. The skeleton agreed only if they could cover his crypt again(pantemimimed).

They did so.

The other crypt had a skeleton with a peculiar headband.

as they reached for the skeleton's head band the skeleton grasped at their wrists. And didn't let go until they retracted their arms.
They were down in resources and spells, so they decided that this skeleton could be avoided.

Possibly dangerous things that can be skirted is always a suspensful thing to do.

If you have your character making his way down a hallway you can tell him what seems to be giant horned silhouette moving across through an opening. Have him roll Stealth with a relatively low Stealth DC. If he rolls pretty well, bring the suspense like "suddenly the shadow jerks! a moment of silence passes, and the shadow continues to move on."

Also, cobwebs can make him anxious of being ganked by spiders (that is what spiders do best)

pools of blood and munching of bones is always unerving. (perception checks to hear the munching.

Basically Metal Gear solid and stealthing and acting smart will be really fun, I think, for your PC.


SOUNDS!
Playing almost anything by Midnight Syndicate will set the mood. Also, the echoing sound of a small girl crying can definitely add to the creepiness.

LIGHTING!
Dim the lights. Replace the light bulbs with red ones.

ENVIRONMENT!
It's winter! Open up the doors and windows to get a cold draft in the place. If you're playing during the day, crank up the air conditioning.

There is a very creepy scene in "Escape from Meenlock Prison" (Dungeon #146) in which the party comes across a disemboweled prisoner in the hall who is still barely alive. As soon as the party sees him, the two other prisoners (hidden deeper in the cell) start to pull the bloody one back into the cell . . . by reeling him in by his entrails.


He comes across a decrepit structure. There is a sign outside that reads "[Enticing story-hook inside] - The only way through is blindly". When he enters, take his character sheet from him. He still has full control, but no longer has his character sheet. Go ahead and put in some creepy elements after this, but this will unnerve him more than anything else.


Ragusa Cekbar wrote:
I'd like to unnerve the player.

Have an NPC healer mention that those who died recently can somehow not be brought back to life...


Cuup wrote:
He comes across a decrepit structure. There is a sign outside that reads "[Enticing story-hook inside] - The only way through is blindly". When he enters, take his character sheet from him. He still has full control, but no longer has his character sheet. Go ahead and put in some creepy elements after this, but this will unnerve him more than anything else.

I like this idea. Since giant maggots aren't exactly earth-shattering deadly this might add an element of fear, or at least caution and uncertainty, to the scene


Nothing is scary. Show what the creature has done before you show the creature itself. Hint at its presence—"you catch a glimpse of the creature as you open the door". Thrilling Intent does this pretty well.

If you can, stress that this thing is positively unbeatable without good tactics or some sort of item. Perhaps have the PCs encounter something incredibly dangerous early in the adventure (like a small dragon, a rival adventuring party, or a behir). Later, have them find that something in pieces.

Also, consider not using a mat for this game.


Mykull wrote:

SOUNDS!

Playing almost anything by Midnight Syndicate will set the mood. Also, the echoing sound of a small girl crying can definitely add to the creepiness.

LIGHTING!
Dim the lights. Replace the light bulbs with red ones.

ENVIRONMENT!
It's winter! Open up the doors and windows to get a cold draft in the place. If you're playing during the day, crank up the air conditioning.

There is a very creepy scene in "Escape from Meenlock Prison" (Dungeon #146) in which the party comes across a disemboweled prisoner in the hall who is still barely alive. As soon as the party sees him, the two other prisoners (hidden deeper in the cell) start to pull the bloody one back into the cell . . . by reeling him in by his entrails.

That scene from Escape from Meenlock Prison sounds cool. Maybe I could use that. Maybe a giant maggot is sucking the prisoner back by its entrails, like so much spaghetti?


Descriptions in excruciating detail. Appeal to at least three senses. Describe how unnerving and on-edge the mood is.


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Break reality.

Its amazing what you can do with a general description of something impossible delivered like it is nothing out of the ordinary. Even something as simple as "You walk the dying city and are reminded of a similar walk just mere months ago. Bustling businesses are now abandoned old buildings, still not all has changed. The sun is warm, the the stones are cold, and the sky is green overhead."

You'll be surprised just how many players will go "Wait what was that last one?" And start questioning you more and more about the environment

If there is one thing you can use for terror, it is the subversion of the expected. The less the players can rely on the rules they are used to, the better the horror will feel. Break a few taboos, if you don't normally kill off folks get out the cleaver. If your NPCs are normally powerful, have them brought low. Its small but noticable changes that can make them second guess themselves, and everything that is happening. Throw in a zone of wild Magic, use displaced enemies...or have an enemy type slowly morph into another and then back (I like to use Wolves turning into Spiders). Give them extra perception checks where, even on a high roll, they hear absolutely nothing at all. Or just catch the glimpse of something at the edge of their eyes, but cannot find what caused it.

Fear plays with your head, it makes you hear and see things that aren't there. Especially in the dark. In an area of deeper darkness, have something your players are really afraid of appear to be sleeping. As they approach, they realize it was just a stack of pots and barrels casting strange shadows. The next time, throw them into combat.

Never use the same trick more than once, just keep messing with your players in new ways. Horror loses its touch the second it becomes predictable.


I'll second the recommendation for Meenlock Prison. Really stupendous adventure. My party actually TPKO'd on it (which, as some might know, is not a good thing to happen with meenlocks around).

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