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1001 Mournland Horrors

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

308. The characters have survived their harrowing trip to the Mournland and have returned home. Then one evening the fog starts to rise from the manholes and creeping towards the characters. Is it just their imagination, or has the Mournland followed them home? (Insert glimpses of familiar horrors inside that fog for effect)
 

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RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

309) The party smells something terrible from miles away. Should they approach it, they find a band of filthy cannibals surrounded by a squalid camp full of half-eaten human corpses that are still disturbingly fresh. At the center of it all, a crystal statue lies. It's a Kalashtar who crystallized himself on the day of mourning, and now any who look upon him can't bear to leave...
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

310) one of the male characters has drawn the attention of a female ghost who is in love with him and will rush up and hug and kiss said victim.
If the character does not leave the Mournland soon he will soon be loved to death.
311) a wagon with undead oxen walks past the party on a path the back of the wagon has a mound of moldy hay with the sounds of a man and a woman talking about what they are going to do when they get to Vathirond.
312) the players notice a field of white snow? In reality it is a field of finger bones crawling toward then like inchworms.
313) the players see moonlight filtering through the brown mists illuminates an orchard of apple trees the apples have screaming faces on them.
314) the players come across a little wall made of skulls surrounding a little house made of bones.
315) a paper floats down from the mists on the paper is scrawled please leave this cursed land for it watches you as you stand on hollowed bones of those once dead, it waits and eats on those it finds, with in its meadow you do stand.
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

316) In the ruined city of Metrol the party finds a Warforged standing in the ruined town square. He is fused from the waste down with the podium that great announcements were made from. Approaching him the party can hear the presentation, strange alternate pronunciations in which Cyre has won the war.

317) House Sivis has just received a missive from the city of Metrol, timed and Dated minutes before the Mourning. Its from House Cannith, and in the background of the sending the cries of terror can be heard as the mist rises...

318) The party finds the royal gardens in the middle of Metrol miraculously normal.In them stands a man seemingly unharmed and rigid as a statue. He turns slowly and as he does the last traces of normal life in Cyre vanish as the Blighter lets loose his destructive power.
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by raven_dark_02_dup:

319) When the PCs find themselves in a child's playroom in one of the Mournland's ghost towns, all of the doors and windows slam shut trapping them inside (locking as an arcane lock spell) and several of the toys come to life (as per animated objects) to ambush them.

When the toys spring to life, a milky white substance begins to pour from their eye sockets.

Also, you can throw this little puppy into one of the adventurer's packs when they aren't looking. Have it haunt them long after they leave the Mournland.
THE UGLY DOLL

Bards tell tales of an ancient witch who manufactured evil dolls to go out and spread her vile form of evil throughout the lands. This tale is usually dismissed as the beginnings of a child’s horror story, but little do most know that the story does have some truth to it.

Ugly Doll (Minor Artifact): The ugly doll appears to be little more than a crude doll made of buttons, cloth, and straw. However, when held up prominently (usually in the direction of a chosen target or targets) and the proper command word uttered, the doll allows the wielder to create a Cause Fear effect (DC 11) up to five times per day, a Fear effect (DC 16) up to three times per day, a Phantasmal Killer effect (DC 16) once per day, or a Weird effect (DC 21) once per week. If used in this manner, the doll appears to transform into that which the target most fears. The Ugly Doll does not radiate a magical aura of any kind nor does it radiate an evil aura. In addition, this doll is also an intelligent item and shares the statistics of the following ugly doll example:

Betty, the Nightmare Weaver: Ugly Doll; AL CE; Int 19, Wis 10, Cha 19; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego score 29.
Lesser Powers: Item has deathwatch continually active, darkness 3/day, major image 1/day (DC 14), item has 10 ranks in Bluff (+14 modifier), Diplomacy (+16 modifier), & Intimidate (+16 modifier).

Greater Powers: Detect good or detect law at will, detect thoughts (DC 13) at will, magic circle of protection against good or magic circle of protection against law at will

Special Purpose: Spread fear and panic throughout the minds of all sentient beings.

Dedicated Powers: Animate Objects & Dominate person (DC 17).

Personality: Betty, the Ugly Doll, was created by a powerful necromancer long ago who wished to instill the fear of her great powers into the minds and hearts of all those around her. Unfortunately, Betty turned on her creator and eventually destroyed the necromancer. Betty has since traveled the world by being passed down through family lines, given to children as a hand-me-down, sold and bought, or simply thrown away to be found by another. Betty rarely speaks to anyone and will usually lie dormant for long periods of time until her wielder is completely alone. When such a time comes, Betty usually corners her would be owner and reveals herself in the form of a young girl or other suitable imaginary playmate via her major image spell. Betty (or rather her illusion) acts kindly and works to gain the love and trust of her owner. In this respect, Betty generally targets young children, as they are more easily tricked and are not normally suspected of being an instrument of spreading terror by the populace at large. Such a victim will inevitably become the target of Betty’s dominate person ability. Betty can read and speak Abyssal, Common, Draconic, Infernal, & Undercommon as well as read magic at will.

Strong enchantment, illusion, necromancy, and transmutation; CL 20th; Weight: 1 lb.
Wouldn't it be neat if Betty ended up in the hands of a noble's daughter? Trying to destroy the artifact would certainly upset the young girl...and throw her father into an outrage ("Trying to steal from my little girl!? Take them away!").
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

320. In the middle of the Mournland the characters find a large hole in the ground that appears to be a whirlpool formed from earth. Although it is a very slow process, it is still sucking the ground inside it. Where it goes, nobody knows.

321. The characters come across a Cyran prison camp. Originally housing prisoners of war, it is now filled with undead. Some of the undead are still wearing the uniforms of the characters unit...
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by jpwyrm:

322) The party enters a ruined village. Everything is burned and corpses litters the ground. In a square, burned children lie everywhere with marks of slashing weapons living gaping wounds in their small bodies. If a worshiper of the Silver Flame or the Sovereign host is in the party, the children rise and begin to weep. They advance slowly towards the character and hugs him/her in despair, calling their mom and asking the "Nice woman" or "Benevolent man" to help them.

323) Something looking like a cloud of mist approach the party. On closer inspection, the mist is in fact a distortion in reality in which they can see soldiers form Thrane and Aundair in deadly battle. As the mist move, so does the image and combatants shifts. If the players thread to close to the phenomenon, it jumps on them, sucking them into the middle of a battlefield from the Last War. (Idea on a Major Image Living Spell)
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

324) While taking a hike through the ashes, the party hears crying coming from within a farmhouse. If they inspect, they find a small girl huddled in the rafters of the barn. She begs the party to help her escape the Mournland, and introduces herself as Maslin ir'Wynarn. if the party does help her, than upon exiting the Mournland, she turns to ashes and is blown away on a breeze (DC 10 listen or so and the PC's just might hear a whispered "Thank you" trailing of into the wind) Her brooch, which bears the symbol of the ir'Wynarns, could be used as a plot hook (trying to inform relatives of hers, and possibly finding out that she was Queen Aurala's little sister or something)
 


RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by zombiegleemax:

326. The party stumbles across a lake that has turned into a perfect mirror. Apart from being a very slick and dangerous surface it doesn't show the players reflection, just their gear.

327. on the banks of aforementioned lake a petrified fisherman stands, a mirror-sided trout hooked on his frozen line.

328. There's a glassified shark fin poking out of the mirror lake...
 

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