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.