What is the intention for visitng this location? Lovecraftian horror is about the undescribeable and the unknowable. My suggestion this by having some kind of ever present, unquestionable rule. Don't look up. Always wear red. Stay away from the sea at twilight. Then, add some horrible punishment for doing breaking the rule. Insanity, disfigurement, or being reduced to an object.
Don't bother with questions like "What is doing this?", "Why are these rules set?", or " How does it happen?" It is impossible to know, perhaps attempting to know just makes things worse- or people exploit fake answers for their own gain. That's the "horror" part. Litter the consequences of obeying and disobeying these rules through the location to show how this location is different (or not so different) from the normal.
Although, in a traditonal D&D adventure, usually the adventurers come in and fight whatever is causing all the trouble, so not having an answer means making this some unquestionable world decision as a setting for some other adventure. More modern lovecratian stuff leans into the trendy cosmically sized tentacle monsters like cthulu, but I kind of find that overused and not very scary- but it can work.
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I've been thinking about this as I write a cosmic horror D&D adventure. I know I would try to consider the following things:
What would you do?
What is the intention for visitng this location? Lovecraftian horror is about the undescribeable and the unknowable. My suggestion this by having some kind of ever present, unquestionable rule. Don't look up. Always wear red. Stay away from the sea at twilight. Then, add some horrible punishment for doing breaking the rule. Insanity, disfigurement, or being reduced to an object.
Don't bother with questions like "What is doing this?", "Why are these rules set?", or " How does it happen?" It is impossible to know, perhaps attempting to know just makes things worse- or people exploit fake answers for their own gain. That's the "horror" part. Litter the consequences of obeying and disobeying these rules through the location to show how this location is different (or not so different) from the normal.
Although, in a traditonal D&D adventure, usually the adventurers come in and fight whatever is causing all the trouble, so not having an answer means making this some unquestionable world decision as a setting for some other adventure. More modern lovecratian stuff leans into the trendy cosmically sized tentacle monsters like cthulu, but I kind of find that overused and not very scary- but it can work.