DREAD ENCOUNTERS
CHAPTER 1
all his foes to the same gender, knowing from his other deeds that the answer can’t be good. Trapped: Another horror standard traps or imprisons the heroes somewhere (or in something) from which they must fi nd a way out. Scenarios of this sort create a mood of intense claustrophobia, and dealing with it can be simultaneously one of the most exhilarating and disturbing of roleplaying experiences. The DM knows this approach has been successful when the players start acting like they have cabin fever. Overwhelmed: One of the most effective ways of raising the fear factor is to pile on the troubles. Consider, for example, any one of the above scenarios—but with a ravenous monster thrown in for good measure. The PCs have to prevail against both their situation and a powerful enemy. A good DM can make even stone-cold veterans chew their fingernails with this setup. The only thing worse than being trapped in a strange temple is being trapped in a strange temple during a countdown to doomsday with something big, mean, hungry, and seemingly unstoppable.
VILLAINOUS TRAITS The following traits can help make major villains into memorable characters. They can be assigned to run-of-themill minions as easily as to nonhostile NPC villagers and potential allies. Such traits should not penalize the character unduly, but rather be a visible sign of some trauma he or she has experienced in the past. If the DM is using the new taint mechanic described in Chapter 4, these characteristics can serve as alternative manifestations of corruption (see page 63) or depravity (see page 65).
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Always whispers, leaning forward conspiratorially as though concerned that those nearby might hear. Makes no sound whatsoever when she walks. Never blinks. Always looks just past the person he’s speaking to, never making eye contact. Chuckles darkly at random intervals. Wears a choker of vines blood streaks her neck from the thorns. Covered in occult tattoos or brands that seem to subtly change from time to time. Eyes are dark and soulless pupils never contract when exposed to bright light. Fingers constantly twitch, as though eager to grab and throttle. Facial features slightly deformed or off-kilter. Face never shows emotion and has slightly shiny look, as if made of wax. Constantly looks over his shoulder as though expecting someone. Recoils at the sight of a mirror, refusing to look within keeps any reflective surface nearby covered with cloth. Carries a ghastly trophy, such as an eye gouged from the last enemy she killed (replaced each time she defeats a new foe), the leftmost finger of the left hand of each of her minions, a collection of scalps, and so forth. Smells strongly of rot, although appears healthy. Hideously scarred, either from injury or disease. Lips are bruised and split he bites them from time to time so that blood trickles down the sides of his mouth. Teeth are unnaturally pointed from time to time he stops to file them while interacting with the PCs.
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Eats only raw meat from the internal organs of creatures he personally kills. Crawling with flies, fleas, lices, or other vermin. Face always marked by minor scratches, slashes, and cuts. These heal over the course of a few minutes and then suddenly reappear, as if inflicted by some tiny implacable invisible foe. Wears a corroded bronze mask that covers his face except for the mouth hole it could only fit so snuggly on a face without a nose. Although there are no eye holes, he moves and reacts as if he could still see perfectly. One hand is a badly stitched-on monkey paw. Won’t stop grinning. Practices strange religious rites and observances that match no faith known to others, such as adding “holy salt” to anything he eats or drinks (including potions he administers to others). Mutters the same prayer, scripture, or quotation over and over. Worms constantly slither from one pocket to another. Speaks with and makes gestures toward empty space. Asks to wear a PC’s shoes, “just for a minute.” Completely hairless, even lacking eyelashes. Fascinated by watching others sleep. Fascinated by watching others eat. Appears to be listening to some unheard sound or voice. Fingers have multiple extra joints that bring tentacles to mind. Wears a necklace of small, withered hands that slowly clench and unclench. Flinches from or shows revulsion toward holy icons. Constantly fawns over those around her. Grunts or moans frequently with no apparent cause. Constantly refers to, speaks to, and interacts with an imaginary friend, possibly someone long dead. Refers to other people as “it,” never “him,” “her,” or “you,” even when speaking to them. Stares a little too intently at the PCs as they talk, never looking away. Has a glass eye which he keep pulling out and putting back in every other round when lost in thought occasionally pops it into his mouth instead. Speaks enviously of the dead and the irretrievably insane. Asks for a small sample of hair and skin (or blood) from each PC, “just in case.” Eyes have slitted irises like a snake’s, or no pupils whatsoever. Has a lazy eye that always seems to leer at female party members. Face crusted with pustules and boils that occasionally break open and seep pus. Bottom lip droops and sags, as though she has no control over it. Teeth are jagged and mangled, as though he has been chewing steel. Although centuries old, she still has the body of a child. Although still in adolescence, her hair is turning white and her face taking on the crow’s-feet and wrinkles of old age. Forehead marred by small bony knobs that look a bit too much like horns. What looks like hair are actually meticulously executed tattoos, or perhaps naturally occurring skin patterns. Gabbles so fast that he can only gasp for breath. Head is large and misshapen, with tufts of uneven hair growth and bald patches. Skin is peeling off in great, curling sheets. An adult has the height of a small child but possesses a deep and resonant voice and full beard.