1001 Mournland Horrors

Originally posted by zombiegleemax:

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.
A variation on this one:

289. The PCs hear shouting from over a hill. "Sound off! One, two, three..." It sounds like a drill sergeant for an army. When they walk over the hill, they see a field covered in army boots. The boots are laid out as if their owners were standing in their ranks, at attention for the drill sergeant. The officer's ghostly voice whips across the still field. . .
 

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Originally posted by zombiegleemax:

A variation on this one:

289. The PCs hear shouting from over a hill. "Sound off! One, two, three..." It sounds like a drill sergeant for an army. When they walk over the hill, they see a field covered in army boots. The boots are laid out as if their owners were standing in their ranks, at attention for the drill sergeant. The officer's ghostly voice whips across the still field. . .
290) As above, both the boots are marching in place.
 

Originally posted by zombiegleemax:

291) A seemingly unaffected village is filled with people... Except only their eyes and clothes are visible.
 

Originally posted by manyfist:

292.) As the PCs enter the Mournland each PC hears a Small female or Male child depending on gender, "Mother (or Father), you came home!" yet only each other is present.

293.) Upon staying in the Mournland for two days, the PCs come upon a group containing two Karrnathi Skeletons and Two Karrnathi Zombies. Should the PCs go any closer the undead will not attack instead they will ask for the PCs help, should the PCs help the Undead they will crumble into dust. Should the PCs attack the Karrnathi Undead will let off a Scream before disappearing, 1d4 rounds later a Soldiers Journal should tell you how they died, upon opening the journal, it will disappear as well.

294.) On the Darkest Night and when a full moon shines in the sky, Mournland will 'Rewind' it self before the event known as "The Mourning" this includes ghostly images of those who died. Should the PCs see such event they all must make a will save (DC 15) or go Mad, if they succeed they will see first hand what happen. Yet, that night they will lose all memory of such event, until next time.

295.) 1d4 days after traveling inside The Mournland you'll see a Pair of Halfling children and a Pair of Ghouls Playing and singing ring around the rosies. Should the PCs approch or attack, the group will disappear yet you can still hear "Ring around the rosies, pocket full of posies, Ashes to Ashes, we all fall Down" as long they stay in that area. Should they let the song go on the group will fall down, and 1d4 Skeletons will rise from the Middle, then attack the PCs.
 

Originally posted by zombiegleemax:

296: a PC finds a near perfect replica of a town that they grew up in, however, the childhood friends appear to be puppets, with button eyes and skin sewn together like cloth. they try to get the PCs to play with them as if they were peers. If they stay long enough pair of puppet parents come to him the PCs "home for dinner now" were they try to keep them in the twisted version of the house, in which the PCs can never escape - the house twists and morphs into a never ending collection of more hallways. The mother and father puppets appear around each and every hallway trying to get the PCs to come eat with them so they can have there presents after dinner. The present is in the basement, were they force the PCs onto a table with unearthly strength and starts "sewing" them into puppets.

I got this creepy thing from a very creepy book called Coraline, and I'm afraid I just didn't do it justice.
You should read the book:
Coraline by Neil Gaiman.

297: The PCs find an abandoned house totally empty. If they spend more than 3 minutes there they start hearing a argument upstairs. When they reach the room upstairs, they find all the pictures and portraits have there faces cut out. on one wall, all of the faces are stuck to it with bloody pins, surrounded by flies. in the closet there are corpses of the people with there faces removed.
This one is too gruesome to use in my campaign, but I figured some of you could use it :D
 

Originally posted by zombiegleemax:

298) The players find a sort of swamp giant. It has several humanoids that are obviously long dead and have parts of their bodies slit and sticks jammed into them. The giant puts on a "puppet show" with his gruesome makeshift puppets. If he is attacked the puppets will come alive and attack the PCs (spellstitched zombies with +10 against turning, they can be of any medium or smaller species and there are about 11 of them) if they are all killed the giant will begin fleeing or attacking (depending on the Level of the PCs)
 

Originally posted by raziel_brokodar:

299) After I night of nightmares the PC's wake up with blood-soaked bedrolls, clothing and whatever else you see is fair, maybe their waterskins are filled with blood.

SWEET! #300 is next! :D :D :D ...and it better be good! :P
 

Originally posted by zombiegleemax:

Hey everyone, thanks for the huzzah, Missekat, this is the only thing I ever put on the boards that was remotely popular, so I'm happy too. In addition, I hope nobody minds if I take number 300...

300) Driven to find shelter by a supernaturally cold night, the party is drawn toward a small manor with a smoking chimney. Those that explore the basement find a still-burning furnace raging with a sinister green flame. The trapdoor of the furnace lies open, and sparks fly onto the fine Aundairan rug, threatening to set the rug on fire and burn down the house. Approaching the rug, the last thing an unwary explorer sees is a charred skeletal hand poking out of the furnace before the carpet rolls them up and tosses them inside. Even if they get out of the fire, the green flame burns their very soul and cannot be put out by mortal means...
 

Originally posted by zombiegleemax:

#301. A free standing ladder that disappears out of sight into the sky. DM decides where or if it goes anywhere.

#302. A field of nooses growing from the ground. Something appears to fill the center part of the loop, but otherwise appears to be drawn tight as possible. If the PCs put something through the loop to see what's holding it open the loop tightens, the other nooses spring to life and try to entangle the PCs, and gravity reverses pulling anyone caught in the noose skyward. Otherwise loops are normal rope, and they can be broken/destroyed like any other rope. Once the loops entangling a person or items they're holding/using gravity goes back to normal.

#303. A stack/inverted pyramid of coins disappears out of sight into the sky. All a PC needs to do to get a coin is remove it from the stack. The coins are normal, stay in PCs possession after removal from the stack, and the PCs can take as many as they want. However, DM or dice roll may decide that removing a coin destabilizes the stack and causes it to collapse on PCs. If PCs try to climb the coins DM decides where if anywhere they go.

#304. A freestanding closed/open door is found. PCs may open/close it easily. DM decides affects of changing the doors positions. Perhaps a great unending wind/wall of water comes out of it, the PCs find themselves immediately locked behind the door in some room, the weirdness of the Mournland drains into the now opened door leaving normal barren land behind, or whatever the DM wishes. If PCs go through the door DM decides what if anything happens.

#305. PCs see a long line of humanoid figures dancing. If they get close they see a Warforged Piper at the head of the line, notice that the dancers are various undead as well as other living adventurers (always near the line's end), and hear music at which point they must make a check to see if they're drawn into the line of dancers. If drawn in they can be knocked out by other PCs but cannot leave of their own will. All others in the line may also be knocked out of it. Undead attack without question. Other living adventures may or may not attack. All non-undead aside from the the Piper must continue to make checks until getting far enough away not to hear to the music. If the Piper is disturbed he may or may not be friendly at DM's discretion. If unfriendly treat him as a high or Epic level Bard and the undead attack party as well. If friendly perhaps he promises dancing and joy for all after death or during life for Warforged since the dancers only die form starvation. Maybe he wants to be guided out of the Mournland to bring his message to the world at large and if done could grant spells to followers.

#306. A giant sphere of objects (weapons, clothes, food, chairs, etc) is seen traveling at varying speeds. It can make 90 degree turns instantly without losing speed and perform other bizarre maneuvers. Objects are cast off the sphere at random and other objects lying unattended fly to it at random. Any objects in the PCs possession that touch it are stuck, and the PC as well if they don't let go/take it off. Living and undead do not stick to the sphere, but it can crush them. If the PCs attempt to talk to it the sphere stops and talks with them, but it says nothing useful. Indeed it seems generally unaware of most everything. However, it is willing to talk for as long as they are, and it will ask for guidance outside of the Mournland. It mentions that it may be more aware/knowledgeable outside of the Mournland. In any event PCs cannot remove items from the sphere, and it cannot willing relinquish any item though it claims it would if it could. If led outside the Mournland it begins to make increasingly bizarre claims such as saying it is a god, is come to create a new afterlife, is come to heal the world, it come to end the world, etc. Where it has rolled the land becomes like the Mournland.
 

Originally posted by zombiegleemax:

#307: Every night, one of the PCs hears a sinister voice, cackling evilly. The voice is unidentifiable at first, but it eventually becomes apparent it is the player's own voice. From that night forward, the character must make a wisdom check (DC 10+ number of checks succeeded) or take one point of temporary Wisdom drain. this drain lasts until the PC leave the Mournland. Should the PC's Wisdom reach 0, the PC takes one step towards evil, and their wisdom returns to normal. When the character's alignment changes, the process starts over. Should the character reach evil before leaving the Mournland, it becomes permanent, and nothing short of a Wish spell, or a cursed item can change it back. The PC then becomes obsessed with slaughtering their old comrades, and, when successful, release the evil cackle that started it all.
 

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