1001 Mournland Horrors

Originally posted by capfalcon:

270.

While the party is traveling through the Mournland, they come across a man who is building a large house. He notices them and begs them to help him finish the house because he has been working since the day of mourning. Every morning the house returns to its original state as if the man had done no work on it. if the party decides to help he is ecstatic and offers them food and shelter so they will be ready to start the next day. After they finish the next day, he grabs a parchment and runs into the house, telling the party to stay out. Moments later the building explodes and the Enlarged fireball cast from the scroll engulfs the house and the party. After the fireball passes, the party sees the house exactly as they found it the previous day with the corpse of the man man burning in the window.
 

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Originally posted by zombiegleemax:

271: The PC's see a man (or woman in the distance) as they approach describe one of the players (not the characters) as well as you can saying that he/she is shackled to a stone wall connected to ruins. If they try to draw his/her attention he/she will look up at the PC's and say "I've been waiting for you now help me get out of here!" he/she will then draw a dagger from his/her side and begin cutting his/her leg. Whether the PC's help or not he/she will disappear when they cut off his/her leg or leave him/her (metagamers may be more shocked as roleplayers but both will probably be disturbed)

272: The PC's find a ruined keep with no one inside but it is obvious that a battle took place there...
 

Originally posted by missekat:

273. Any kind of evidence that earlier parties of adventurers has been here and failed to escape alive, such as an abandoned camp with scattered bodies. Make the faces of the dead terrified and the hair white. Or make the bodies mangled beyond recognition, though the terror works better for me ;)

Footprints from a large group of people with horses, leading beyond the next hill and then suddenly disappearing.

An airship flying overhead and then crashing when it gets beyond sight, (they WILL hear it and see the smoke), and when they get there all passengers are dead or just gone.

A great thing could be to make several of these events all with a common theme in the deaths of the people, so that your players will be terrified of meeting the "creature" that does this.. and pretty sure they will too. The dangers of this is that it might create an anticlimax if they never meet the thing. This may be somewhat avoided by a lot of mysterious rolling of the dice when ever they camp, walk, or just look over their shoulder. They would then feel they just narrowly avoided the Thing.
 

Originally posted by zombiegleemax:

I think the airship thing once it crashes you cant find the body or the ship but you can find the site of the crash (IE: scarred land and rubble) O and the story is called "Around the world in 80 days" :D
 

Originally posted by nurgan_the_drunked:

Biped zombie babies.
gave me this terrifying image:
274: The party come across a dead woman, who has a giant bulging glob of flesh coming from her stomach. A patch of this seems to sink inwards, repeatedly, until eventually it is released, appearing as a hole into her bloody flesh. Two pudgy fleshy hands rip the hole of skin apart, and an grotesquely obese infant, grown since the womb and surviving by eating his dead mother's flesh, begins to emerge towards the party.
 

Originally posted by zombiegleemax:

274) The ruins of a House Jorasco enclave lie on top of a hill. One room is filled with dead pregnant women, who were obviously going to give birth before the Mourning occurred. If they are inspected, one notices that small thumping noises are coming from inside the pregnant belly. . . is this the children, saved by their mothers' wombs from the Mourning, or have they, too, been mutated by the Dead-Gray Mists?
 

Originally posted by zombiegleemax:

275: The party finds group of another group of adventurers that ask to accompany them because "There's safety in numbers" the other group will talk about the beauty of the land before the Mourning and how their families died during it. After several days (or hours whichever you prefer) the PCs will find a graveyard and the other group will tell them to wait there as they do something. The other group will go into the graveyard and won't comeback. If the PCs go in to search for them they will find several graves marked with the other groups names.
 

Originally posted by zombiegleemax:

276. When camping for the night in Mournland, the characters wake up to find out their clothing and armor bearing rips, tears and bloodstains like those made with weapons.

277. The characters find a desolate and obviously ruined farmhouse. Upon further investigation they find the bodies of the family huddled in the cellar, preserved for eternity.

278. A gruesome scene of a man pierced by an arrow from behind. Preserved inside a clear block of glass. The man's eyes turn to follow the characters around. His mouth is open in an eternal cry of pain and small droplets of blood still hang "in air" inside the glass.

279. A Woman crucified to a dead tree. When approached, the woman begs the character to help her down. If they do, she attacks like a ghoul. (the paralyzation effect on touch replaced by intense pain felt when hit by her)
 

Originally posted by zombiegleemax:

280. Thick black sludge covers the ground. It is of very thick and oily consistency and it smells quite bad. If the characters sift trough the substance they find a pile of weapons and armor. All the non-metallic parts seem to have been dissolved, leaving only metal and minerals. The black substance is crude oil, resulting from the soldiers' bodies and the organic parts of their equipment.

281. A field of helmets. A field of military helmets from all countries covers the ground. Most of the helmets are cracked or pierced, bearing obvious marks of battle. The helmets are placed in neat rows and lines and the field covers quite a lot of ground.
 

Originally posted by zombiegleemax:

282. The Party enters a destroyed house in a ruined village. Among the rubble are the bodies of the family, along with several valuable possessions. However, anything the PC's pick up melts into blood

283. While in Metrol the party sees the ashes of a parent huddling over two small children burned into the wall

284. Upon entering the Mournland, the PC's see a corpse just a foot away from the border, hand extended in a futile attempt to escape.

285. If one of the PC's is from Cyre, they enter their home town to find their mother's perfectly preserved corpse sprawled over a letter asking why the PC hasn't written her recently, and expressing worry that something has happened to him.

286. A variant of the previous one, the PC finds the corpse of the boy/girl next door slouched over a letter which tells how they are finally ready to tell the character they love him/her

287. They find corpses of Cyran, Brelish, and Darguun warriors all kneeling in a circle, heads bowed in silent prayer.

288. A Carcass Crab has the corpse of someone the PC's know attached to it
 

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