Wednesday, December 25, 2013

The Terror of harmless objects



They found themselves on a small Island surrounded by black water, that was choppy caused by an unseen wind or power. In the center of the island was a stone shack, not unlike the homes Ajara once live in. A great presents of Evil surround them. Dragon Rekka let go of Ram Isaac holding the rope. She turned herself back into her normal self.
  Cortanna, Ajara and Rekka all at once began arguing about what they should do. The strong evil present and the simple harmless looking stone shack caused them to pause. Cortanna threaten anyone that even dare to step towards the shack, will meet with her blade. Raaein told them that if indeed a deity was here and wanted them dead, they would have done so as soon as they landed. And if they wanted to keep them here, then there was nothing he could do about. Almost as if to prove him right, Gideon and Jessica (the only real adults in the group) walked to the door of the shack and knocked. It open and they walked in.
Then through Rekka’s amulet Jessica’s voice said, “Hill.”
“What?!” Rekka said, and raced towards the shack dragging Ram Isaac with her. The others followed, upon reaching the door it open revealing the blacksmith, Barrok Hill.
“You Final made it.”

Note to reader: For some reason in the Gaming of Dungeons and dragons, when a large dramatic  build up ends with a simple object or building, like a doorway, a door, or in this case a shack, causes players to become unbelievably scared.  There is a long running joke about "The Dread Gazebo."  (see link The Tale of Eric and the Dread Gazebo), in which harmless things are indeed harmless. But it comes to the players that since they are surrounded by evil that what lies within has to be evil as well. So three of the players were debating back and forth about retreating, or how to approach it. Two players decided just to walk up to the darn thing and find out. The last person being a Ram could do nothing, but eat grass.
I don't know why this happens, I've played in a short lived campaign in which it took the players fourth five minutes to decided to go through an opened door. although to tell the truth the door was a portal that could lead to anywhere. But it seemed to be a theme for the rest of the campaign. It was more due to the fact it was the order which everyone would go through the door that cause most of the hang ups.
In my experience the most harmless looking thing seems to be the most scary thing a DM could throw at the group. don't forget MPFC Holy Grail and the white rabbit scene (see link Killer Rabbit warning there is mild language and violence.)

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