
I was setting up some random rumours I wanted to use and was thinking how they would be used in the game. And it made me think... could I create a 'creepy rumour' to help give a sense of unease to the players, say they are in he tavern drinking, I press the macro and out spits some flavour rumour text. "there is something happening at the old mill" "you hear that Kyrn is after Lyse again?" "fish prices rising again... why i do not know how Dreven sleeps at night!" "DIE DIE DIE you suddenly hear whispered across the room" "so anyways I roll a dice and got a 2 and a 4" "Yes I'll have another round for the table" wait what was that... DM: nothing (the text has already changed to the below) "there is something happening at the old mill" "you hear that Kyrn is after Lyse again?" "fish prices rising again... why i do not know how Dreven sleeps at night!" "I can't believe that Geryld is getting married again, for the fourth time." "so anyways I roll a dice and got a 2 and a 4" "Yes I'll have another round for the table" I'm sure I read something different then! DM, of course not.; it's all there. (20 seconds later it flips back for anotehr 2 seconds before reverting and staying 'normal'. That is one way to do it... but also for potential animation say putting script on a tomb which reads Speak Friend and Enter except after a few seconds it acually says Speak Fiend and Enter ... and it's actually a trap.