1001 Mournland Horrors

Originally posted by zombiegleemax:

66) A band of ghostly children march through a battle field (with the usual preserved corpses) searching for the bodies of their relatives. When a relative is found, one (or maybe a few) ghostly child (children) break from the parade with a soul wrenching wail and sinks into the earth next to the corpse. Where the child disappears, a black rose, with gaping holes in the leaves and petals, appears.
This one made me vaguely sick . . .

"Mother," wailed a transparent child, breaking away from the lost souls to a small female body, and her voice now a whimper, "Mother, why did you leave me here. Mother . . ."
A man wearing the priestly robes of the Church of the Silver Flame, stepped up to her and said, "Your journey is done, young child, be with your mother."
His holy symbol glowed brightly for a second and the spectral child vanished screaming. A small black rose appeared in her place, with a broken stem and only a few petals.




I can't read the rest. I got to 109 but I feel horrible after just reading some of these things, even if it is just musings on some imaginary game . . .
 

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Originally posted by zombiegleemax:

129) In the middle of an abandoned building a powerful demon lies bound to a conjurer's circle. As an immortal creature, he was not affected by the Mourning, and in fact he may know its secret. But is the party willing to free him, a duke of hell, to get the answer? Would the Demon be truthful?
 
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Originally posted by lichlord89:

130) The body of a young child stumbles about, screaming. Its flesh is charred and peeling of the bone. The air around it crackles as if the corpse is on fire, but no fire can be seen and no heat can be felt.

131) A cadaver collector wanders by, on it are the bodies of the PC's family members, all crying out for help and reaching for the PC.
 
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Originally posted by zombiegleemax:

132) the players come across the wreckage of a Lyrandar Airship. The hull is burned in several places were the fire ring broke free and rested against the hull before breaking and releasing the bound fire elemental but other than that there is not much damage on the outside.
Investigating the ship the characters find the remains of a Morgrave University expedition that was investigating the Mournland. Things inside the Ship can only be called messy Items that were not tied down or secured are smashed all over the place embedded into walls, floors the only thing of interest is found the Expedition leaders desk. Inside a small 4 inch cube Cage made with Riedran Crysteel is a tiny Living spell of Faerie Fire and a paper note on the capture of 4 larger specimens in the hold. When they get to the hold they find the remains of the crew and 4 broken cages and a shimmering portal hanging the air with a view of the Towers of Sharn.
 
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Originally posted by Save-vs-DM:

From the mundanely creepy department of my brain... (and feel free to use anything I post on these boards! That's why I post them!)

133. In an abandoned house, an open journal sits on the table, the date the day of the Mourning. The entry speaks of a young woman's joy at going to visit her uncle in Sharn, who promises her an end to her wartime worries.

134. An old man/woman sitting upon a hill, overlooking a ruined town, silent tears running down his face. If pressed into conversation he will explain that he wanted to return to his home one last time before he died, even if his home doesn't really stand anymore.

135. An old home with a painting of several young men, obviously Cyran soldiers. All men look happy and are smiling. The house is filled with common things, and shows no signs of the mourning. It looks like someone could come in at any minute, but of course, no one lives there now...

136. A house filled with a folded wedding dress, looking ready to be worn. Around the room are scattered various accouterments that a woman would use to prepare for a wedding. A small painting of a handsome man sits on the table, and a dozen red roses still sit in a vase, untouched and still fresh.

137. A child's music box sits inside a house, still playing a merry tune that many young girls would love to see. It never seems to need winding and keeps playing for all time.

138. Upon the wind come the sounds of a funeral chant, voices filled with emotion and praise for a fallen Son of Cyre. It seems to be coming from an old village, barely fifteen houses and a small smithy. An open grave still lies in the small graveyard, along with a casket. No bodies can be seen anywhere.

I do so love this thread. It's given me a lot of good ideas.
Cheers,
Save vs DM
 
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Originally posted by zombiegleemax:

139) A girl about 7 years old is playing in the road when the party approaches. She is horribly disfigured, emits a foul stench of brimstone, and sports a pair of cloven hooves for feet and a scorpion tail. She is excited to see the PC's and asks the PC with the highest CHA to come play with her. If they say they need to go, she offers to go with them. If they refuse, she looks depressed and asks if it's because she's ugly. She will follow the PC's if they leave. Any attempt to injure or attack the girl makes her wail "Why does everybody hate me? I just want to be friends!". The child begins to cry thick, black tears, which turn to black puddings upon hitting the ground and attack the party.
 
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Originally posted by solarious:

140) There is a vault, independent of any building. Engraved in every possible space is the word 'MINE'. And when I say every possible space, I mean every possible space: you might need a magnifying glass to see some of them. Inside, once you get past the nasty trap(s) and the cunning lock, there is a single treasure (to be determined by DM, but a small one is good. If you wish to be evil, make it worthless, but sentimental to someone) placed on a pedestal. The walls, floors, and ceilings, are in the same condition as the exterior. But wait, the worst is yet to come! If the treasure is ever removed, all the words immediately turn into working lips that scream incoherently MINE!!! (treat as a demoralization attempt with a +13 Intimidate modifier, 5 attempts against each character. Stack the effects of fear). It doesn't matter if the object it taken from the vault, or even away from the Mournland, the lips won't tire and will continue screaming MINE!!! forevermore.
 
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Originally posted by zombiegleemax:

141.) The PC's shadows have been replaced with living images of the characters. However, as the characters walk, the shadow-images become filthy, as if they were being dragged through the muck or dirt that the characters are walking in/on. When a shadow's head goes down a hole, it begins to thrash and shake. When it does underwater, it begins to drown. Eventually the shadows figure out that the characters are responsible for their suffering and will silently beg the characters to stop moving. If the characters don't halt or don't notice, eventually they will notice as the shadows begin to hate them for their torment. And it gets worse. As the daylight changes, the shadows will lengthen or compress, depending on the light, but not without consequence: long shadows stretch as if they are being torn apart on the rack and compressed shadows are a bag of pulped bones and organs (their bodies were crushed in order to fit into that space). Eventually, the characters will be bound to an image of their savagely broken corpse. Maybe the next day the shadows will return to normal. Or maybe during the night the shadows will rise and take their revenge for the brutal deaths they suffered.

142.) (similar idea) The characters come across a group of corpses - their own.

143.) The characters run across a group of mixed warforged who seem confused yet delighted to meet the characters. At least one of the warforged will declare that this is an impossible trick - another will declare that this is a great opportunity. The rest of the warforged are curious about the characters' homes, lives, daily activities, etc ... but will not approach or speak to a warforged PC, and will react with fear and shame if a warforged PC tries to interact with them. When the warforged and the PC's part ways, the PC's will overhear "I told you this plain was haunted." "Yeah, there hasn't been a fleshling alive on Eberron for over a thousand years."
 
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Originally posted by zombiegleemax:

144) In a certain Mournland vale, light is darkness. Literally. The sun is a black ball that obscures all its light touches. A light spell spreads darkness rather than light. A cave of absolute darkness is so bright that one cannot see unless they have torch, which by the logic of the area would spew darkness, to dim the intense light.
 
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Originally posted by hufish:

145.) The characters stumble upon a dilapidated, broken-down looking village that shows the signs of war. Buildings have no roofs, there are burned-out hulks of buildings, etc. The townspeople have all apparently become ghosts, showing various ghastly wounds. However, things are reversed here; the ghosts are the solid beings, and the party is incorporeal. The ghosts also do not realize they are dead, and think the party is a group of roaming ghosts. And to top it off, there was a cleric passing through the town heading for the front lines on the Day of Mourning; his ability to turn undead works against the PCs.
 
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