RealAlHazred
Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:
401. As the PC's make camp, darkness descends. They can't quite put a finger on it but this darkness seems somewhat.... off. As the watch drags on, the patrolling character starts beginning to hear faint whispers on the wind. Out of the corner of his eye, he sees a dark shape run past into the shadow. Stepping out further to inspect he almost feels as though someone were barely putting their hands on his shoulders, whispering words he can't make out. The barest feeling of a kiss on one check and a soft caress on the other and he sees, again out of the corner of his eye, a dark shape, as insubstantial as shadow, running past (towards the camp this time). He finds nothing there but his comrades, deep in sleep.
...But he hears the constant sussurus of soft and silent whispers that follow him into dreaming.
Originally posted by zombiegleemax:
402: Your party comes across a town that looks like every other town left in Mournland, except that the lights are all on in the meetinghall. If the pc's look through the windows or door they see what looks like a dance going on. On closer inspection they see that all the people are quite dead, moving more as if jerked around than mobile themselves. Entering the building reveals a crazy wrinckled little old man playing a fiddle on the stage. He cackles loudly if the pcs try and talk to him offering someone for them to dance with. Once he offers corpses from chairs on the side of the room get up to dance with the players. They must save vs. Otto's Irresistable dance or join in. They can save as often as the DM likes, vs the DC appropriate till they escape the dance. Attacking the old man causes the whole building to colapse and the corpse to drop to the floor inert.
Originally posted by serpentine:
More dancing...
403) The characters discover footprints in the sand/dust/dirt. The footprints are moving and covering over themselves almost as if there was an invisible dancer caught perpetually up in the dance. (Alternatively, there can be more than one dancer.)
The dance is a Cyran tago, which most Cyrans would know; it was the national folk dance of Cyre. The only way to free the ghost of the dancer is to enter the dance as the dancer's partner and run through the entire series of steps in proper time. (Make a successful Perform: Dance check, DC 15 or 20)
404) A failed Perform: Dance check means that the PC's steps overlapped the dancer and gets locked into the dancer's routine, and it will take another PC to free the first one.
Another Mournland explorer, who is too exhausted to talk, can be encountered locked in the routine: if so, the dance needs to be performed correctly twice; first to free the explorer and the second to free the ghost.
Originally posted by zombiegleemax:
405) The PCs encounter a cluster of puppies, all of different breeds, that greet them with wagging tails. They bark like normal puppies, play like normal puppies, and otherwise act like normal puppies, except for one thing: They all appear as if they had the pseudonatural template
Originally posted by nurgan_the_drunked:
406) The charcters come across some very wet ground. While walking, of the feels somehting hit the underside of his chin, and feels a bit of a dribble there. Another feels something hit the underside of his hand, and within a minutes the PCs find themselves in the middle of a torential rainstorm, except that the water rains upwards forming massive dark clouds in the clear sky.
Originally posted by zombiegleemax:
A Pile of something (weapons/bones/goods-doesn't really matter), and above this Pile, flies a dozen severed birds heads, constantly bleeding and making faint noises not usually attributed to birds (like cats/sheep/whales).
A giants hand turned to stone, being used as a ants nest, or something similar?
A ordinary pool, full of ordinary fish and wildlife, but floating 2 foot of the ground, with no discernable way of keeping it their!
Originally posted by zombiegleemax:
408. After a few night sin the mournland one of the elves in the party begins to have odd dreams at night. in them he relives the day that just went by but the light shed on his team is the light of diferent moons of the eberron world. Each morning the elf would awake with an odd tingle in his skin and as always shaken by the eery dream but right it off as nerves on edge form the mournland around them. The fourth night or so how ever the dream is diferent. The day is relived as always but the light is shed by a glowing orb he does not recognize. And furthermore as the day progresses in the dream something odd continues to occur. the elf begins to notice etching like markings in his own skin, blood red in apearance but only visible form time to time. Then as the dream nears its end everything the elf touches begins fading to dust, or wilting or dying if it be living.
When the elf awakes horrified by this odd occurance the markings on his/her skin are very evident in his/her waking form. they are a deep maroon tatoo across his/her whole body, and then a 13th moon joins the others in the sky over him/her and the horrific realization hits him/her about the same time a dark whispe rbegins in his/her head. He/she realizes that they have manifested the mark of death and the dark whispers in their head is the calling of the blood of vol to continue what she had started.
Upon realizing this the elf woudl scream and awaken his fellow party members. They rush to them to see what si the matter and find the elf curled into a fetl position rambling about the mark of death. but the elf has no markings and even he/she can no longer see it, or hear the eery voice. but every night they remain in the mournland the dream of the thirteenth moon and the horrid red tatoo returns and the elf awakes in the same manner. Just another horror of th mounrland? or some evil truth hidden in the elf's past? Dm's Choice
Love this thread and have survived with out nightmares myself
KAMIKAZE!
Originally posted by zombiegleemax:
409)As the party travels through the Mournlands along a deserted road, they see a bedraggled farmer staggering towards them. The man looks up and sees the characters and starts to run towards them loudly shouting “Hey people Yayyy”. As he gets close to them they can see that he is unarmed and despite his ragged clothes unharmed. He moves close to a female or least armored pc and weeping with relief hugs them and says in a hollow whispery voice “I need a new moooommmmy”. With a sickening splitting sound a wet bloody little fetus climbs out of the farmers mouth and attempts to climb across and down into the characters throat (use a stirges stats sans flying).
Originally posted by zombiegleemax:
410. In the PC's dreams, he envisions himself walking through a densely wooded forest. Mist fills the air and its white tendrils sway entrancingly in the half-light. The moon is full and a deep orange; its massive shape obscurred by dark, wispy clouds like a lover laying amid carelessly tousled sheets. Almost floating between the trees, so graceful and lithe are its movements, a darkly cloaked shape beckons with a pale, perfect finger.
The PC follows for a short while, catching glimpses of almost luminescent white from under the cloak as the mist slowly deepens. Coming to a halt in the shadow of an immense tree, the figure turns. A slender human woman stands before him, naked, her face hidden by the cowl drawn tight. So pale is she that she almost seems to glow, the tincture of night brightened by her seeming incandescence.
The mist comes from all around, flowing, ebbing, brimming and cascading over all, and yet.... And yet... In passing her it seems possessed of new life. The mist coils in new forms and contours, shapes new silhouettes and semblances as though even the frosty night air were beckoning you closer.
The barest of perfumes wafts through the night air, it's rich redolence a whisper, a promise, and an invitation all in one. The PC is drawn closer and the pale, flawless arms reach out, drawing the PC into a deep embrace.
There the dream ends.
The PC slowly stirs, dragged through ragged clouds of unconciousness as light winds silver traceries across his eyelids with one last sentence softly breathed through his ears: "Wake... It is morning."
Opening his eyes to the chill air he finds himself in the midst of his and his comrades' camp. Everything lies in its place, the fire long doused and his fellows bedded down for the night.
It would be a beautiful morning had he not woken cradling a human skeleton in his arms, its soft curves so pale as to almost glow.
411. As the PC's walk along, anyone they're not looking directly at looks rotted and decayed. So as you're going, you keep catching glimspes of befouled corpses and zombies walking beside you.
412. As a bard starts playing (at any time), dozens of hands slide up from the ground (this isn't a violent action. More like you just slowly come aware of it) and start snapping in tune to the music.
413. Also for when the bard starts playing or singing have a voice sing the accompaniment, or a choir sing the whole thing along with him.
414. Anyone who travels with a flute-playing bard notices something strange that they haven't seen yet. When he puts his pipe to his lips and evokes its magic, the airhole at the end takes on the appearance of a singing face.
(Looks something like this: Dire Destiny )
415. Ooooor the pipe writhes and twists like a snake in his hands.
Originally posted by zombiegleemax:
416) As the players travel through the Mournlands a very thick mist rolls in surounding them in moments. Vision is reduced to 5ft and the thick fog is cold, wet and slightly sticky, as the characters take in these conditions they start to make out faint outlines of people milling all around them.Then from behind one of the party members a thin breathy whisper softly pleads in their ear "please oh.....uurrrhhhh... gods please.....no more .........stop......... stop.....hurts so much......stop......arrrgggg........ breathing us".
Originally posted by zombiegleemax:
:evillaugh
417- You might want to speak to each player alone for this. As the PCs make there way through the mournland their tempers begin to grow thin. An ally may appear to be undead for an instant out of the corner of ones eye but a second glance sows nothing. They begin to notice their friends whispering conspiratorily and glancing at him/her. Sow the seeds of paranoia, maybe get them to think that Dopplegangers/Undead imposters/etc.
418-One of the Pc's sees a loved one being tortured horribly and calling to the PC to help them. The pc's comrades hear and see nothing. The pc may have to make a Will save not to rush to their loved one's aid (or may do so willingly) In his/her haste the pc won't see the ravine full of jagged rocks, pit of serpents, etc.
419-Or to really freak them out have the bait not be an illusion but the real deal. Someone kidnapped unbeknowst to them and kept invisible to ones comrades. Just think, getting home just to realize that you left them behind.
wow...I'm evil
Originally posted by zombiegleemax:
Three ideas. Not really scary, but interesting.
420) In a relatively rocky area, the Party comes across a deep pool under a cliff, which bears a carving of a young woman, her face calm, yet sad. As the party watches, tears form from her eyes and drop into the pool, keeping it refreshed. The water is perfectly drinkable, although anyone partaking is overcome with a feeling of melancholy and loss. Anyone who adds his or her own tears to the pool gains a +1 moral bonus on attack rolls and saving throws against fear effects for an hour.
421) As they're walking along, the party spots a dot in the sky, in the distance. As they near it, they realise it's an airship, hanging in the air about half a mile above the ground. No matter how strong the wind, it does not move. If the party can gain access to the ship (through flight or teleportation, for example), they find it completely deserted, objects dropped haphazardly, and half eaten meals in the galley. A DC 20 search check reveals a Fine Khyber Dragonshard wherever an object is out of place. If they make their way into the hold where the Dragonshard binding the Fire Elemental should be, they either find it cracked (as though "Freedom" Had been cast upon it), or they don't find it at all.
422) The party comes across a plain of dust, in reality extremely fine ash. As they travel through it, they find that the dust under their feet hardens to stone when their foot nears the ground. Attempting to dig with anything other than a pick is useless, as the grounds is too hard to break through normally. An optional encounter is a group of Swarm-shifting undead, formed from the ash... either Wights, or skeletons.
Edited for grammar
Originally posted by zombiegleemax:
423) The wall of Dead-Grey Mist turns into a giant freezing fog spell. Everyone and everything slowly feels their body slow down, thier speech slur, and their senses dull until they are left in a horrible state of suspended animation, aware of every waking moment but unable to move. After about a minute, they find themselves suffocating after losing control of their lungs.
424) The party sees the wall of dead grey mist miles before they actually enter the Mournland. Looking ahead, they see the wall twist into a screaming face, perhaps a loved one, yelling at the party to turn back. A whispered plea arrives on a stale smelling breeze a few moments later, a crying sobbing beg that the party turn back or lose their lives among the horrors.
Originally posted by mr._twist:
425) Right at the beginning of the “day”, pull one of the players aside (with everyone else watching). Run the encounters as planned, passing a note the player that you talked to telling him that his character is thirsty. The next morning, the PC wakes up screaming. When questioned, he remembers nothing of the previous day, just endless sessions of torture. Marks are still visible on his body, and he is severally dehydrated from loss of blood. In his pack, lying on top of the empty waterskin is a note…
“Thanks for the drink.”
426) As the group comes across the scene of a tremendous battle, one of the players (shield carrier) comes across his own shield. It is the spitting image of the shield he presently carries (down to the present signs of damage / use – nicks in the paint, loose rivets, etc…) only much older (the “new” shield shown signs of repairs not yet made on the original).
Flipping the shield over, the PC sees his own arm still caught in the wrap (including any scars / tattoos / dragonmarks). It has been burnt off at the elbow, and clenched in the dead fist is an unfinished letter in the PC’s own handwriting (although somewhat shakier then normal).
“Dearest Nathakra,
We have done all that we can, and my heart breaks to tell you that we have failed, my darling. We all followed the instruction you gave, but they didn’t work. Now all of the oil is consumed, and the hoards are closing in. It’s almost as through we walked right into a tra”
At that point, the letter stops.
427) After the party returns from the Mournlands, and has had time to heal and forget, they are involved with a minor bureaucrat in some little office. Everything is normal, until the Officials assistant introduces herself.
“Hello, my name is Nathakra.”
Originally posted by Nived:
428)A small hamlet is found in the mournland, everyone is dead, of course, however thier bodies have been defiled in an odd and disturbing way. The eyes are gone, they don't look like they were torn out or cut out... they're just gone. Also everyone's faces from the young, to the old, even an infant are twisted into demented grins.
Later the eyes are found in a low depression outside of town, they are laid out in a strange pattern that look similar to a dragonmark... if this isn't just plain pants wettingly creepy enough, the eyes are all pointed one way (pick a character) and will follow that character should they move within sight of the 'symbol.'
Originally posted by zombiegleemax:
You know folks, I find the ideas presented much more interesting if they don't involve combat (with the minor exception of Living Spells. Those guys, especially if used judiciously, are lots of fun)
I want to add one thing to one of my favorites from page 1:
428
(Adapted from #31)
In a medium sized town or small city, everywhere in town has the word "Why?" scrawled on it. The walls, tables, doors, carts outside, even the fountain in the square. Nothing else appears wrong with the town, just everyone is missing. Investigation reveals no signs of struggle.
As the characters eventually make their way out of town, and the buildings fade into the distance behind them, a soft whisper in draconic speaks to one of the PCs at random, saying:
"Because they told me to."
Show
[sblock]This is actually part of one of my three explanations for the Mournland. I use a different one in each of my Eberron campaigns, so players can play in multiple games and not have the story ruined for them by knowing the secrets ahead of time. In this case, Cyre was destroyed by the Chamber using draconic magic because House Cannith was trying to use Giant/Dragon magic in an Eldritch Machine. The voice belongs to the soul of one of the dragons who participated in the ritual. All of the dragons who participated were slain by the magic involved, something that even the Chamber didn't expect. Somehow the ritual went horribly wrong, but the Chamber ordered that it be completed regardless. In the end, a number of the now dead dragons who participated haunt the nation of Cyre as formless, powerless souls.[/sblock]
Originally posted by zombiegleemax:
429: Now for the horrifying and ludicris: The players come across a small group of what they think are halflings. That is until the group of them start gibbering in a strange language. If a fight breaks out these strange lil halflings use weapons that make a hoopack sound and keep pulling the strangest things out of their pockets. (Thats right the horror of horrors, kender have invaded Eberron)
430: If the party becomes lost in the mist, have them find a small pleasant village. Everything here is fine, the people are happy and healthy, the fields are green, the sky is blue. The only odd thing is the wall of mist around the town. Now the thing is people freak out if you wear any read, it attracts those from the mist. Anything red is destroyed and the people in the town try and make the players stay at almost any cost in fear of them angering those in the woods. (Loose the village inspiration)
Originally posted by zombiegleemax:
Here's one.
431: On a last war battlefield, the bodies of the dead lie everywhere. A small white cloaked girl walks up to the body of a soldier. After she finishes the body rises up, a look of terror on its face.
Originally posted by Nived:
432) Earlier in the game have the party meet and relate to another adventuring party (say in Sharn for instance) preferably the two parties will have friendly relations. Much later in the game while the party is in the mournland have them come across those NPCs, slaughtered in a horrible and brutal way... but not all of them are there. A little scouting around finds one survivor nearby, hugging his knees and rocking back and forth. If asked about what happened he'll start muttering.
"They were tainted, all of them, this place... it got inside them. It wants to spread you see? Eventually everywhere will be the Mournland. It's already started... everyone that comes and goes, every piece of salvage brought out carries with it the taint... and now... it's in you! Don't you see? The mist is supose to keep it IN! BUT WE TAKE IT OUT!" At this point the lone survivor flips out and attacks the party. While undeniably mad, it's up to the DM to decide if this disturbed adventurer has any merit to his words.
Originally posted by zombiegleemax:
433) The characters walk along and encounter a shantytown. Crates, canvas, and boxes form shelters of some sort. Rough utinsels and dishware litter the ground. People begin coming out of their shelters. Obvious wounds puncture their body. Some have limbs amputated, ohers carry malformed children, but one fact is undenyable. They are all undead. Dozens and dozens.
The lead one calls out to the Cleric (or Paladin, or other good-aligned character) and asks "Hey brother, can ya spare a copper? I got kids to feed..."
Originally posted by missekat:
Or how about:
434) The people isn't undead but Mongrelmen. Humans, elves and other races mutated by the blast of magic that razed the rest of Cyre. Somehow these people was spared the brunt of the blast and "merely" mutated. Now they hesitate to venture out into the surrounding lands fearing - and probably rightly so - the reaction to the "mutants" and "twisted beings".
401. As the PC's make camp, darkness descends. They can't quite put a finger on it but this darkness seems somewhat.... off. As the watch drags on, the patrolling character starts beginning to hear faint whispers on the wind. Out of the corner of his eye, he sees a dark shape run past into the shadow. Stepping out further to inspect he almost feels as though someone were barely putting their hands on his shoulders, whispering words he can't make out. The barest feeling of a kiss on one check and a soft caress on the other and he sees, again out of the corner of his eye, a dark shape, as insubstantial as shadow, running past (towards the camp this time). He finds nothing there but his comrades, deep in sleep.
...But he hears the constant sussurus of soft and silent whispers that follow him into dreaming.
Originally posted by zombiegleemax:
402: Your party comes across a town that looks like every other town left in Mournland, except that the lights are all on in the meetinghall. If the pc's look through the windows or door they see what looks like a dance going on. On closer inspection they see that all the people are quite dead, moving more as if jerked around than mobile themselves. Entering the building reveals a crazy wrinckled little old man playing a fiddle on the stage. He cackles loudly if the pcs try and talk to him offering someone for them to dance with. Once he offers corpses from chairs on the side of the room get up to dance with the players. They must save vs. Otto's Irresistable dance or join in. They can save as often as the DM likes, vs the DC appropriate till they escape the dance. Attacking the old man causes the whole building to colapse and the corpse to drop to the floor inert.
Originally posted by serpentine:
More dancing...
403) The characters discover footprints in the sand/dust/dirt. The footprints are moving and covering over themselves almost as if there was an invisible dancer caught perpetually up in the dance. (Alternatively, there can be more than one dancer.)
The dance is a Cyran tago, which most Cyrans would know; it was the national folk dance of Cyre. The only way to free the ghost of the dancer is to enter the dance as the dancer's partner and run through the entire series of steps in proper time. (Make a successful Perform: Dance check, DC 15 or 20)
404) A failed Perform: Dance check means that the PC's steps overlapped the dancer and gets locked into the dancer's routine, and it will take another PC to free the first one.
Another Mournland explorer, who is too exhausted to talk, can be encountered locked in the routine: if so, the dance needs to be performed correctly twice; first to free the explorer and the second to free the ghost.
Originally posted by zombiegleemax:
405) The PCs encounter a cluster of puppies, all of different breeds, that greet them with wagging tails. They bark like normal puppies, play like normal puppies, and otherwise act like normal puppies, except for one thing: They all appear as if they had the pseudonatural template
Originally posted by nurgan_the_drunked:
406) The charcters come across some very wet ground. While walking, of the feels somehting hit the underside of his chin, and feels a bit of a dribble there. Another feels something hit the underside of his hand, and within a minutes the PCs find themselves in the middle of a torential rainstorm, except that the water rains upwards forming massive dark clouds in the clear sky.
Originally posted by zombiegleemax:
A Pile of something (weapons/bones/goods-doesn't really matter), and above this Pile, flies a dozen severed birds heads, constantly bleeding and making faint noises not usually attributed to birds (like cats/sheep/whales).
A giants hand turned to stone, being used as a ants nest, or something similar?
A ordinary pool, full of ordinary fish and wildlife, but floating 2 foot of the ground, with no discernable way of keeping it their!
Originally posted by zombiegleemax:
408. After a few night sin the mournland one of the elves in the party begins to have odd dreams at night. in them he relives the day that just went by but the light shed on his team is the light of diferent moons of the eberron world. Each morning the elf would awake with an odd tingle in his skin and as always shaken by the eery dream but right it off as nerves on edge form the mournland around them. The fourth night or so how ever the dream is diferent. The day is relived as always but the light is shed by a glowing orb he does not recognize. And furthermore as the day progresses in the dream something odd continues to occur. the elf begins to notice etching like markings in his own skin, blood red in apearance but only visible form time to time. Then as the dream nears its end everything the elf touches begins fading to dust, or wilting or dying if it be living.
When the elf awakes horrified by this odd occurance the markings on his/her skin are very evident in his/her waking form. they are a deep maroon tatoo across his/her whole body, and then a 13th moon joins the others in the sky over him/her and the horrific realization hits him/her about the same time a dark whispe rbegins in his/her head. He/she realizes that they have manifested the mark of death and the dark whispers in their head is the calling of the blood of vol to continue what she had started.
Upon realizing this the elf woudl scream and awaken his fellow party members. They rush to them to see what si the matter and find the elf curled into a fetl position rambling about the mark of death. but the elf has no markings and even he/she can no longer see it, or hear the eery voice. but every night they remain in the mournland the dream of the thirteenth moon and the horrid red tatoo returns and the elf awakes in the same manner. Just another horror of th mounrland? or some evil truth hidden in the elf's past? Dm's Choice
Love this thread and have survived with out nightmares myself
KAMIKAZE!
Originally posted by zombiegleemax:
409)As the party travels through the Mournlands along a deserted road, they see a bedraggled farmer staggering towards them. The man looks up and sees the characters and starts to run towards them loudly shouting “Hey people Yayyy”. As he gets close to them they can see that he is unarmed and despite his ragged clothes unharmed. He moves close to a female or least armored pc and weeping with relief hugs them and says in a hollow whispery voice “I need a new moooommmmy”. With a sickening splitting sound a wet bloody little fetus climbs out of the farmers mouth and attempts to climb across and down into the characters throat (use a stirges stats sans flying).
Originally posted by zombiegleemax:
410. In the PC's dreams, he envisions himself walking through a densely wooded forest. Mist fills the air and its white tendrils sway entrancingly in the half-light. The moon is full and a deep orange; its massive shape obscurred by dark, wispy clouds like a lover laying amid carelessly tousled sheets. Almost floating between the trees, so graceful and lithe are its movements, a darkly cloaked shape beckons with a pale, perfect finger.
The PC follows for a short while, catching glimpses of almost luminescent white from under the cloak as the mist slowly deepens. Coming to a halt in the shadow of an immense tree, the figure turns. A slender human woman stands before him, naked, her face hidden by the cowl drawn tight. So pale is she that she almost seems to glow, the tincture of night brightened by her seeming incandescence.
The mist comes from all around, flowing, ebbing, brimming and cascading over all, and yet.... And yet... In passing her it seems possessed of new life. The mist coils in new forms and contours, shapes new silhouettes and semblances as though even the frosty night air were beckoning you closer.
The barest of perfumes wafts through the night air, it's rich redolence a whisper, a promise, and an invitation all in one. The PC is drawn closer and the pale, flawless arms reach out, drawing the PC into a deep embrace.
There the dream ends.
The PC slowly stirs, dragged through ragged clouds of unconciousness as light winds silver traceries across his eyelids with one last sentence softly breathed through his ears: "Wake... It is morning."
Opening his eyes to the chill air he finds himself in the midst of his and his comrades' camp. Everything lies in its place, the fire long doused and his fellows bedded down for the night.
It would be a beautiful morning had he not woken cradling a human skeleton in his arms, its soft curves so pale as to almost glow.
411. As the PC's walk along, anyone they're not looking directly at looks rotted and decayed. So as you're going, you keep catching glimspes of befouled corpses and zombies walking beside you.
412. As a bard starts playing (at any time), dozens of hands slide up from the ground (this isn't a violent action. More like you just slowly come aware of it) and start snapping in tune to the music.
413. Also for when the bard starts playing or singing have a voice sing the accompaniment, or a choir sing the whole thing along with him.
414. Anyone who travels with a flute-playing bard notices something strange that they haven't seen yet. When he puts his pipe to his lips and evokes its magic, the airhole at the end takes on the appearance of a singing face.
(Looks something like this: Dire Destiny )
415. Ooooor the pipe writhes and twists like a snake in his hands.
Originally posted by zombiegleemax:
416) As the players travel through the Mournlands a very thick mist rolls in surounding them in moments. Vision is reduced to 5ft and the thick fog is cold, wet and slightly sticky, as the characters take in these conditions they start to make out faint outlines of people milling all around them.Then from behind one of the party members a thin breathy whisper softly pleads in their ear "please oh.....uurrrhhhh... gods please.....no more .........stop......... stop.....hurts so much......stop......arrrgggg........ breathing us".
Originally posted by zombiegleemax:
:evillaugh
417- You might want to speak to each player alone for this. As the PCs make there way through the mournland their tempers begin to grow thin. An ally may appear to be undead for an instant out of the corner of ones eye but a second glance sows nothing. They begin to notice their friends whispering conspiratorily and glancing at him/her. Sow the seeds of paranoia, maybe get them to think that Dopplegangers/Undead imposters/etc.
418-One of the Pc's sees a loved one being tortured horribly and calling to the PC to help them. The pc's comrades hear and see nothing. The pc may have to make a Will save not to rush to their loved one's aid (or may do so willingly) In his/her haste the pc won't see the ravine full of jagged rocks, pit of serpents, etc.
419-Or to really freak them out have the bait not be an illusion but the real deal. Someone kidnapped unbeknowst to them and kept invisible to ones comrades. Just think, getting home just to realize that you left them behind.
wow...I'm evil
Originally posted by zombiegleemax:
Three ideas. Not really scary, but interesting.
420) In a relatively rocky area, the Party comes across a deep pool under a cliff, which bears a carving of a young woman, her face calm, yet sad. As the party watches, tears form from her eyes and drop into the pool, keeping it refreshed. The water is perfectly drinkable, although anyone partaking is overcome with a feeling of melancholy and loss. Anyone who adds his or her own tears to the pool gains a +1 moral bonus on attack rolls and saving throws against fear effects for an hour.
421) As they're walking along, the party spots a dot in the sky, in the distance. As they near it, they realise it's an airship, hanging in the air about half a mile above the ground. No matter how strong the wind, it does not move. If the party can gain access to the ship (through flight or teleportation, for example), they find it completely deserted, objects dropped haphazardly, and half eaten meals in the galley. A DC 20 search check reveals a Fine Khyber Dragonshard wherever an object is out of place. If they make their way into the hold where the Dragonshard binding the Fire Elemental should be, they either find it cracked (as though "Freedom" Had been cast upon it), or they don't find it at all.
422) The party comes across a plain of dust, in reality extremely fine ash. As they travel through it, they find that the dust under their feet hardens to stone when their foot nears the ground. Attempting to dig with anything other than a pick is useless, as the grounds is too hard to break through normally. An optional encounter is a group of Swarm-shifting undead, formed from the ash... either Wights, or skeletons.
Edited for grammar
Originally posted by zombiegleemax:
423) The wall of Dead-Grey Mist turns into a giant freezing fog spell. Everyone and everything slowly feels their body slow down, thier speech slur, and their senses dull until they are left in a horrible state of suspended animation, aware of every waking moment but unable to move. After about a minute, they find themselves suffocating after losing control of their lungs.
424) The party sees the wall of dead grey mist miles before they actually enter the Mournland. Looking ahead, they see the wall twist into a screaming face, perhaps a loved one, yelling at the party to turn back. A whispered plea arrives on a stale smelling breeze a few moments later, a crying sobbing beg that the party turn back or lose their lives among the horrors.
Originally posted by mr._twist:
425) Right at the beginning of the “day”, pull one of the players aside (with everyone else watching). Run the encounters as planned, passing a note the player that you talked to telling him that his character is thirsty. The next morning, the PC wakes up screaming. When questioned, he remembers nothing of the previous day, just endless sessions of torture. Marks are still visible on his body, and he is severally dehydrated from loss of blood. In his pack, lying on top of the empty waterskin is a note…
“Thanks for the drink.”
426) As the group comes across the scene of a tremendous battle, one of the players (shield carrier) comes across his own shield. It is the spitting image of the shield he presently carries (down to the present signs of damage / use – nicks in the paint, loose rivets, etc…) only much older (the “new” shield shown signs of repairs not yet made on the original).
Flipping the shield over, the PC sees his own arm still caught in the wrap (including any scars / tattoos / dragonmarks). It has been burnt off at the elbow, and clenched in the dead fist is an unfinished letter in the PC’s own handwriting (although somewhat shakier then normal).
“Dearest Nathakra,
We have done all that we can, and my heart breaks to tell you that we have failed, my darling. We all followed the instruction you gave, but they didn’t work. Now all of the oil is consumed, and the hoards are closing in. It’s almost as through we walked right into a tra”
At that point, the letter stops.
427) After the party returns from the Mournlands, and has had time to heal and forget, they are involved with a minor bureaucrat in some little office. Everything is normal, until the Officials assistant introduces herself.
“Hello, my name is Nathakra.”
Originally posted by Nived:
428)A small hamlet is found in the mournland, everyone is dead, of course, however thier bodies have been defiled in an odd and disturbing way. The eyes are gone, they don't look like they were torn out or cut out... they're just gone. Also everyone's faces from the young, to the old, even an infant are twisted into demented grins.
Later the eyes are found in a low depression outside of town, they are laid out in a strange pattern that look similar to a dragonmark... if this isn't just plain pants wettingly creepy enough, the eyes are all pointed one way (pick a character) and will follow that character should they move within sight of the 'symbol.'
Originally posted by zombiegleemax:
You know folks, I find the ideas presented much more interesting if they don't involve combat (with the minor exception of Living Spells. Those guys, especially if used judiciously, are lots of fun)
I want to add one thing to one of my favorites from page 1:
428
(Adapted from #31)
In a medium sized town or small city, everywhere in town has the word "Why?" scrawled on it. The walls, tables, doors, carts outside, even the fountain in the square. Nothing else appears wrong with the town, just everyone is missing. Investigation reveals no signs of struggle.
As the characters eventually make their way out of town, and the buildings fade into the distance behind them, a soft whisper in draconic speaks to one of the PCs at random, saying:
"Because they told me to."
Show
[sblock]This is actually part of one of my three explanations for the Mournland. I use a different one in each of my Eberron campaigns, so players can play in multiple games and not have the story ruined for them by knowing the secrets ahead of time. In this case, Cyre was destroyed by the Chamber using draconic magic because House Cannith was trying to use Giant/Dragon magic in an Eldritch Machine. The voice belongs to the soul of one of the dragons who participated in the ritual. All of the dragons who participated were slain by the magic involved, something that even the Chamber didn't expect. Somehow the ritual went horribly wrong, but the Chamber ordered that it be completed regardless. In the end, a number of the now dead dragons who participated haunt the nation of Cyre as formless, powerless souls.[/sblock]
Originally posted by zombiegleemax:
429: Now for the horrifying and ludicris: The players come across a small group of what they think are halflings. That is until the group of them start gibbering in a strange language. If a fight breaks out these strange lil halflings use weapons that make a hoopack sound and keep pulling the strangest things out of their pockets. (Thats right the horror of horrors, kender have invaded Eberron)
430: If the party becomes lost in the mist, have them find a small pleasant village. Everything here is fine, the people are happy and healthy, the fields are green, the sky is blue. The only odd thing is the wall of mist around the town. Now the thing is people freak out if you wear any read, it attracts those from the mist. Anything red is destroyed and the people in the town try and make the players stay at almost any cost in fear of them angering those in the woods. (Loose the village inspiration)
Originally posted by zombiegleemax:
Here's one.
431: On a last war battlefield, the bodies of the dead lie everywhere. A small white cloaked girl walks up to the body of a soldier. After she finishes the body rises up, a look of terror on its face.
Originally posted by Nived:
432) Earlier in the game have the party meet and relate to another adventuring party (say in Sharn for instance) preferably the two parties will have friendly relations. Much later in the game while the party is in the mournland have them come across those NPCs, slaughtered in a horrible and brutal way... but not all of them are there. A little scouting around finds one survivor nearby, hugging his knees and rocking back and forth. If asked about what happened he'll start muttering.
"They were tainted, all of them, this place... it got inside them. It wants to spread you see? Eventually everywhere will be the Mournland. It's already started... everyone that comes and goes, every piece of salvage brought out carries with it the taint... and now... it's in you! Don't you see? The mist is supose to keep it IN! BUT WE TAKE IT OUT!" At this point the lone survivor flips out and attacks the party. While undeniably mad, it's up to the DM to decide if this disturbed adventurer has any merit to his words.
Originally posted by zombiegleemax:
433) The characters walk along and encounter a shantytown. Crates, canvas, and boxes form shelters of some sort. Rough utinsels and dishware litter the ground. People begin coming out of their shelters. Obvious wounds puncture their body. Some have limbs amputated, ohers carry malformed children, but one fact is undenyable. They are all undead. Dozens and dozens.
The lead one calls out to the Cleric (or Paladin, or other good-aligned character) and asks "Hey brother, can ya spare a copper? I got kids to feed..."
Originally posted by missekat:
Or how about:
434) The people isn't undead but Mongrelmen. Humans, elves and other races mutated by the blast of magic that razed the rest of Cyre. Somehow these people was spared the brunt of the blast and "merely" mutated. Now they hesitate to venture out into the surrounding lands fearing - and probably rightly so - the reaction to the "mutants" and "twisted beings".