Before I get into this point, make sure your players are
comfortable with grotesque details. Your players should be scared, but comfortable.
That sounds like an oxymoron, but just stay with me. First things first, when
your characters are heading the direction of danger, describe what they might
hear or smell just out of view. Make sure you’re using language that paints a dark
picture in their head, like: As you creep through the crypt, you hear a
distant crunching. After each wet snap, you hear a greedy slurp. As you approach,
you realize that the ground is covered with bones, each snapped in half and
sucked dry of marrow.