Horror Campaign Addendum
Specific Guidance for Running Librus Nocturnum
Creating Horror Atmosphere
Environmental Storytelling
- Foreshadowing: Dead animals, wilted plants, fleeing wildlife
- Wrong Details: Too many doors, stairs that go nowhere, windows showing wrong views
- Sensory Unease: Metallic taste in air, feeling of being watched, shadows moving wrong
- Temperature: Sudden cold spots, breath visible indoors, frost in summer
Pacing Horror
The Horror Curve
Normal → Unease → Dread → Reveal → Panic → Resolution
- Normal (5-10 min): Establish baseline comfort
- Unease (10-15 min): Something's off but unclear
- Dread (15-20 min): Clear danger, unknown source
- Reveal (5 min): Monster/threat exposed
- Panic (10-20 min): Fight/flight/freeze
- Resolution (5-10 min): Escape or victory
Using Game Mechanics for Horror
Exhaustion as Fear
When PCs experience terror: - Witnessing horrific death: 1 level exhaustion (CON save DC 10) - Supernatural horror: 2 levels (WIS save DC 15) - Cosmic horror: 3 levels (INT save DC 20)
Remember: Exhaustion in 2024 = -2 per level to all d20 rolls
Limited Resources
- Count torches/lantern oil
- Track rations
- Spell slots don't refresh easily
- Long rests might be interrupted
Modified Death Saves
For horror tone: - Fail on 9 or less (instead of 10) - Natural 1 = 2 failures + lingering injury - Describe each failed save (cold creeping in, vision fading)
Curses & Contagions (DMG 2024)
Quick Curse Generator
Trigger (d6): 1. Defiling sacred ground 2. Breaking a promise 3. Stealing from the dead 4. Reading forbidden text 5. Spilling innocent blood 6. Denying hospitality
Effect (d6): 1. Can't benefit from healing magic 2. Vulnerability to one damage type 3. Disadvantage on saves vs fear 4. Must pass WIS save to long rest 5. Max HP reduced by 1d4 per day 6. Haunted by spirits only they see
Removal: - Make amends for the transgression - Find and destroy curse's source - Complete a ritual at specific location - Remove Curse suppresses for 24 hours only
Demonic Possession (DMG Rule)
- Target: CHA save DC 15 or possessed
- Trigger: Rolling a 1 on any d20
- Effect: Demon controls character
- Recovery: CHA save DC 15 at turn end
- Long-term: Save after long rest to end
Librus Nocturnum Specific Tips
Session Structure
- Start Normal: 10 minutes of regular D&D
- First Sign: Something minor but wrong
- Investigation: Let them explore the threat
- Escalation: Things get worse if ignored
- Confrontation: Face the horror directly
- Aftermath: Consequences and scars
Making Monsters Scary
The Unknown
- Don't name it immediately ("the thing", "the creature")
- Describe effects, not appearance ("something tears the door off")
- Use partial glimpses (claws, eyes, shadows)
- Different each time they see it
The Unstoppable
- First encounter: They can't hurt it
- Must find weakness through investigation
- Environmental solutions (trap, banish, seal)
- Running is valid option
The Personal
- Uses PC backstories against them
- Mimics loved ones' voices
- Knows their secrets
- Attacks what they value
Horror Safety Tools
The X-Card System
- Place card with X in center of table
- Anyone can tap it to stop current content
- No questions asked, scene changes
- Discuss privately after session if needed
Lines and Veils
Lines (never cross): - Harm to children/animals - Sexual violence - Specific phobias (player-defined)
Veils (fade to black): - Torture details - Body horror - Psychological trauma
Check-Ins
Between scenes ask: - "Everyone good to continue?" - "Too intense or just right?" - "Need a break?"
Running Horror Combat
Make It Desperate
- Monsters regenerate
- Reinforcements arrive
- Environment becomes hostile
- Escape routes close
Describe Injuries
Instead of: "You take 8 damage" Try: "Its claws rake across your chest, tearing through armor. Blood soaks your shirt."
Use Lingering Injuries (Optional)
When dropped to 0 HP: 1. Scarred: Disadvantage on CHA checks for 1 week 2. Shaken: Frightened of similar creatures for 24 hrs 3. Wounded: Speed -10 ft for 3 days 4. Traumatized: Nightmare prevents long rest (WIS save DC 10)
Quick Horror Encounters
The Thing That Follows
- Always 60-120 ft behind
- Matches party speed exactly
- Doesn't respond to attacks
- Gets closer each night
- Resolution: Must be faced alone
The Wrong Room
- Door leads somewhere impossible
- Geography doesn't match
- Exit disappears
- Must solve puzzle to escape
- Time passes differently inside
The Perfect Copy
- NPC is replaced by doppelganger
- Knows everything original knew
- One tiny detail is wrong
- Party must identify impostor
- Real person found dead later
Your Horror Toolkit
Phrases That Build Dread
- "You notice..." (then pause)
- "Everything goes quiet"
- "Make a Perception check" (for nothing)
- "That's... interesting" (after any roll)
- "Are you sure?"
- "You can certainly try"
Environmental Effects
Roll d6 when tension needed: 1. Temperature drops 20 degrees 2. All flames dim to candles 3. Echoes stop working 4. Shadows point wrong direction 5. Animals go silent 6. Metallic taste in mouth
NPC Reactions
How locals act around horror: - Won't discuss after dark - Cross themselves/ward signs - Board windows at sunset - Children kept indoors - Strangers blamed for troubles - Old-timers know but won't tell
Session Zero Reminders
You already established: - Permadeath is real - Horror themes expected - Player buy-in achieved
Now reinforce: - Safety tools available - Horror is collaborative - Running is sometimes smart - Fear makes heroes heroic
Managing Horror Fatigue
Signs Players Need Break
- Jokes during tense moments
- Checking phones more
- Less engaged with descriptions
- "Let's just fight it"
Solutions
- Comic relief NPC
- Safe haven location
- Victory against minor threat
- Treasure/reward interlude
- Switch to investigation/social
Your First Horror Session
Checklist
- Dim lights/candles if possible
- Quiet background music/ambient sound
- Water for dry throat (you'll talk more)
- Safety tools explained
- Bathroom break before intense scenes
Opening Lines
Pick one: - "The inn is warm, comfortable, and completely normal... for now." - "You've been traveling for three days. Tonight feels different." - "The letter said urgent. It didn't say dangerous." - "Everyone in town seems friendly. Too friendly."
First Horror Beat
Wait 20 minutes, then: - Animal reacts fearfully to nothing - NPC mentions "it happened again" - Something everyday is slightly wrong - PC notices they're being watched - Sound that shouldn't exist here
Remember
Horror works because players care about their characters. You've built that connection in Session 0. Now:
- Threaten what they value
- Isolate them from help
- Escalate gradually
- Release tension occasionally
- Reward bravery
Your players want to be scared in a safe space. You're providing that experience.
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." - H.P. Lovecraft
Quick Reference Cards: Print these for your screen: - Horror phrases list - Environmental effects table - X-card reminder - Exhaustion levels (-2 per level in 2024) - Curse effects table