1001 Mournland Horrors

Originally posted by zombiegleemax:

231) A living Animate Object spell, inexplicably given a radius. The PCs see what looks like a patch of water moving through the ground towards them. They can't outrun it. As the "water" draws near, each and every inanimate object animates and begins moving around in a listless, largely aimless fashion. This includes all of the PCs' gear. Clothing might struggle to get free of the PC, or might give the PC a hug. Weapons might pull free of their sheathes and flop around like fish. The "water" effect is caused by every individual particle of dirt for 5 feet down animating and squirming around. I'd treat this as being caught in a bog or swamp as far as movement goes. Once the PCs stop moving, the spell passes over them, continuing off into the distance.

232) An alternative to the above. A living Animate Object spell has gained sentience and moves from one object to another until it finds an object it likes, then stays there. Imagine the fun if it's favorite object is a PC's helmet, doubly so if it's impossible to dispel. The PC would have to reason with the spell, offering it alternative places to inhabit.

233) A salamander (or other suitable extra-planar creature) was summoned by a wizard on the Day of Mourning and was protected from the disaster by the Wizard's containment wards. The Wizard's wards broke down long ago, allowing the salamander to roam around as it pleases, but the salamander has no way to get back home. It offers a reward to the PCs if they can somehow get it out of this dead, dangerous, grim wasteland and back to its lovely firepits.
 

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Originally posted by owatkiam:

234) The party, marching along, looks back, and sees that what is behind them is a completely different scene! More over, if they all turn around to see, then when they turn back around, they see something completely different than where they were headed to! (DM decision whether this keeps happening every time they turn around, or whether its a single teleport like effect)

235) I just have to do this one... the players walk into a strange mist (even for the Mournland), when they emerge, they find the kingdom of Cyre COMPLETELY INTACT. One slight problem... Dorothy, Toto and company ain't in Kansas anymore...or Eberron for that matter. Welcome to the newest Dread Realm of RAVENLOFT!

236) Traveling along, a purple mist settles over the area, lit periodically by green lightning. Horribly, the PCs now have to make a fort save or be mutated themselves! Succeeding the fort save results in some damage, but no mutation (leaving the numbers out on purpose...size them to the party and the threat you want). Mutation won't give the PCs any bonuses, but will sure give them negatives on social interaction.
 

Originally posted by zombiegleemax:

237) A demented and evil giant is putting on a macabre puppet show using human corpses

238) At the center of a never-ending blizzard, one that glows an eerie shade of purple, a woman of pale and frail beauty dances and sings to Cyran folk song. Those that see her become entranced by the song, and when they succumb to sleep their body is disintegrated into a fine violet dust that comprises the blizzard.

239) A man tills his fields in the middle of the Mournland. When asked why, he states plainly that his children need to be fed. He invites the party in for a meal, and offers to shelter them against the Mournland horrors as best he can for a night. Upon reaching his hut, however, the party finds that the man's family, unlike the man himself is dead. What's more, they've risen as ghosts, haunting their former home and driving their father mad with grief.

240) As with 239, but instead of the man's family rising as ghosts, their corpses instead sit, propped up, at the kitchen table by the man.
 

Originally posted by zombiegleemax:

241) The PCs are going through a town.It, like most towns, appears unchanged.However, after a while the PCs hear a sound behind them.Those who turn around to see a large statue, or something similar, following them.It has a living animate object on it.Once it catches up with the PCs, it will attack until either all the PCs are dead or it's current "body" is destroyed.If that happens, the living spell jumps onto another convenient thus starting the whole process over again.The PCs either have to stop the spell from jumping to another object, destroy everything in town, kill the living spell, or simply leave as quickly as possible.It won't leave the borders of the town.
 

Originally posted by Marshall_Stone:

242(?) Okay, this is totally unoriginal but I feel it's fitting. As the day pass a fog/mist forms. A while later humanoid shapes can be seen coming in the direction of the party; Zombies. Zombies that want, "Brains!" Completely immune to Turning or control and with out an initiative penalty, Zombies, as many as the DM wants, formed from fallen soldiers roam the Mournland. They are in search of Brains to eat, the only thing that alleviates their awareness of their condition. They can respond to questioning but only say that they need to brains to no longer feel their suffering. The only way to truly put them down is to destroy the head. Otherwise if brought down to 0 hp they will heal, stand up and join their fellow zombies once more. If a Zombie is truly destroyed another New zombie soldier from some battlefield, somewhere in the Mournland, "awakens" and joins the band of zombies.
 

Originally posted by zombiegleemax:

243) As the party enters the ruined metropolis of Metrol, they notice that every gate and door has been changed into the same single image. The gates themselves are wrought iron supported on two stone pillars. A frieze above depicts a fearsome infernal being tearing a solar apart. Wrought into the gate are the following words in Draconic: "Abandon all hope, ye who enter here." On doors, there is a depiction of the Traveler handing Prince Oargev ir'Wynarn (that dude in New Cyre) and Merrix d'Cannith a sealed envelope. Infernal writing encircles the image, warning viewers to "Beware the gifts of the Traveler."

-Gaunt's Ghost
 

Originally posted by hola:

244) the Tarrasque wanders casually stepping over your camp in the night DC 5 listen check to notice.
 

Originally posted by missekat:

245)
the players come upon a school, blasted but still reasonably intact. Inside the burned and blasted corpses a la nuclear bomb of the 5 grade students and their teacher still sit at the tables. On the blackboard someone has wiped half of the calculating lectiure and written in a badly shaken hand:

"And the lesson today is HOW TO DIE!"

246) same as above with this added: a bloody piece of chalk lies on the floor in front of the blackboard and bloody footprints lead from one torn opening in the classroom across it to the blackboard and on through the room, out another blasted opening.

They could belong to the principle of the school or an surviving but maimed teacher or student who now roam the halls of the school. He is flayed but alive, and quite insane.
 

Originally posted by zombiegleemax:

I'm personally all about subtlety

247) The PC's shadows seem to be cast in different directions from one another.

248) Upon waking each PC that was sleeping (not on watch) has dreams of being attacked by a beast and wakes to find claw marks around them. The camp however, was not disturbed.

249) Dwarves find that they cannot stand the taste of ale

250) One of the PC's hair begins to slowly change color over the course of a few days. This is permanent.

251) A lone Dirgesinger (See Libris Mortis) is found walking around near the open graveyards singing laments to the corpses. As long as the PC's are within ear shot of his songs, no undead seem to rise. Any time the PC's try to communicate with the Bard, he looks at them and weeps, but continues doing his thankless task.

252) Anytime a cleric tries to use a cure spell, his hands go numb and he cannot move them for 2 rounds.

253) The PC's witness about 60 corpses rise (20 Cyre, 40 Thrane) and proceed to battle each other. The Cyran soldiers continually call out to the PC's to fall in line and assist them. If the PC's help the Cyran soldiers they lay down to rest for good once the battle is over. If they do not, the Thraneites start advancing on the party.

254) A child's corpse is fused into a wall at this torso, the child slowly scratches and claws slowly at the building and tries to attack the party, however, it can't move from it's spot.

255) As soon as one of the PC's tries to sleep (pick the biggest *******) he hears his mother's voice shriek in agony and it startles him awake. No one else hears the sound and the PC cannot sleep for the remainder of that night.
 

Originally posted by hola:

256) as the PCs travel across the Mournland they can hear a soft "scrape.....scrape...." many times over that seems to travel with them, it is in fact the disembodied limbs of many Mourners crawling along powered by the effect of the Mourning and turned invisible by it following the PCs out of some fiendish desire to rend living flesh. They catch up to the PCs when they stop to sleep for the night.
 

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