RealAlHazred
Frumious Flumph (Your Grace/Your Eminence)
Originally posted by sorcerer:
163) A school house with a floor covered in writhing maggots. (they will not leave the room). Wading thru the maggots deals damage (not much, say two points a round). Fire spells can burn them away but they drop from the ceiling like rain a few moments later...
164) A looted sorcerer's tower. The treasure is not the sorcerer or his tower, but whatever the looters bear (the last group did not get out). A living spell calls this place home (it should be nasty enough to threaten the PC's).
The last group of adventurers wear the magic items/treasure for the encounter, and will groan as the items are pulled off--making looting the dead a rather gruesome affair. One may verbalize..."No that's mine!" or "I wanted to give that ring to my son." Or an accusation, "Thief!" One dead body near the exit calls after the party, "Thieving Ba*****'s!"
165) One of the bodies (from 164) is rather attached to his possessions. And the body keeps turning up wherever the party travels to in the Mournland.
If this is not played out right, it could be comical, so you may not choose to do this.
BUT, the PC with the looted item sees the same body lying amidst the dead at least once a day. Perhaps he is the only one to see it, and the other PCs may begin to question him. If he opens a book, he will see the word, "Thief" on every page (no one else will). Paintings will look at him disapprovingly and mouth the words, 'thieving Bas****!"
Little things like that happen as long as the PC is in Cyre. Nothing bad will happen, but played right the PC should get a growing feeling of menace. Like when the party wakes up and EVERYONE sees the corpse lying just outside the party campsite!
The haunting stops when the party leaves the Mournland. But the PC just might willingly give up the item. Placing it back on the corpse ends the haunting--for that PC. Now a new PC starts getting visitations...
163) A school house with a floor covered in writhing maggots. (they will not leave the room). Wading thru the maggots deals damage (not much, say two points a round). Fire spells can burn them away but they drop from the ceiling like rain a few moments later...
164) A looted sorcerer's tower. The treasure is not the sorcerer or his tower, but whatever the looters bear (the last group did not get out). A living spell calls this place home (it should be nasty enough to threaten the PC's).
The last group of adventurers wear the magic items/treasure for the encounter, and will groan as the items are pulled off--making looting the dead a rather gruesome affair. One may verbalize..."No that's mine!" or "I wanted to give that ring to my son." Or an accusation, "Thief!" One dead body near the exit calls after the party, "Thieving Ba*****'s!"
165) One of the bodies (from 164) is rather attached to his possessions. And the body keeps turning up wherever the party travels to in the Mournland.
If this is not played out right, it could be comical, so you may not choose to do this.
BUT, the PC with the looted item sees the same body lying amidst the dead at least once a day. Perhaps he is the only one to see it, and the other PCs may begin to question him. If he opens a book, he will see the word, "Thief" on every page (no one else will). Paintings will look at him disapprovingly and mouth the words, 'thieving Bas****!"
Little things like that happen as long as the PC is in Cyre. Nothing bad will happen, but played right the PC should get a growing feeling of menace. Like when the party wakes up and EVERYONE sees the corpse lying just outside the party campsite!
The haunting stops when the party leaves the Mournland. But the PC just might willingly give up the item. Placing it back on the corpse ends the haunting--for that PC. Now a new PC starts getting visitations...