1001 Mournland Horrors

Originally posted by yossarius:

187) The PCs witness a battle between undead warriors (corporeal only, zombies & skeletons and such). They attack each other relentlessly, never pausing to even notice the PC's (unless they try to interfere, of course). When any of the combatants is too damaged to continue fighting, they slowly reassemble themselves from spare parts lying on the ground (not necessarily their own parts, or even the right parts for the location they're being placed). Any attempt to interfere in the battle will cause the undead to suddenly notice the offending PC; they will delightfully honor the PC's desire to participate. Treat the undead as having fast healing 5, and destroying them or turning them only causes them to ignore you for ten rounds.

188) The PCs find some kind of reflective surface (mirror, pool of water, etc.) where images constantly appear. Apparently these images replay the last 60 seconds of life of every person who died in the Mourning (assuming that was a million and a half people, it would take two years and ten months to play them all). These images are neither illusory or divinatory in nature. It is entirely possible for the PCs to see images of people they knew. Whether or not the images are true is anyone's guess.

189) One random non-magical object that a random PC is carrying becomes magical (and intelligent). Its attributes and abilities may be determined randomly, or the DM may drop in any item he likes. It's a good bet that the item's desires and goals will be counter to the party's.

190) At some random point during a battle, all participants are healed of all hit point & ability damage (but not raised). Not just the PCs; everybody.

191) During a 24-hour period, all missile weapons halt in mid-air as soon as they leave the PC's hands (not including rays or other results from spells, such as magic missile). The next day, the PCs are all right again (or as all right as you can be in the Mournland).

192) During the next hour, a random PC knows the name and the name of the next of kin of every corpse he sees. The ability ends after the hour, but the affected PC's remembers all the information.
 

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Originally posted by zombiegleemax:

193) The PCs rest the night away. When they wake up one of them sees Death standing nearby. Every now and then he checks the time as if waiting for something. Only one PC can see and interact with him. Once a PC that cannot see him reaches a set amount of Hp he instantly kills them. Once the PC that sees him is alone he will bargain with him/her for the lives of his/her friends. Something horrible, like bring me the souls of the children. Once that is completed the PC wakes up screaming the morning that they first saw Death watching. Making the entire thing seem like a dream. For added creep factor you could have Death standing on a hill in the distance.
 

Originally posted by Jimmifett:

194) The PCs come across a plot of land with many trees surrounding a house. The in several areas, trees have been semi uprooted and twisted around each other on the ground in a spiral starburst pattern. The tops of the trees are mostly devoid of leaves. Around the house lies pieces of roof and contents of the house as if sucked or exploded out. The front door lies in the middle of the common room. In the kitchen, food is strewn everywhere and the very large oven appears to have been dragged 5 ft away from the wall and spun around backwards. The stove is heavy enough that 4 PCs would have difficulty moving it. On the opposite side of the wall the stove originally was located, is a den area. The roof looks to have been ripped off. Against the wall on the opposite side of where the stove was, stands an ornate cabinet holding 3 dozen glasses on 3 shelves. The cabinet doesn't have a single scratch on it. The glass doors are not cracked or damaged in any way. On the second shelf, one glass is half full of dirty looking water. The actual contents are up to you.

(This scene is actually my house from after Hurricane Andrew, only the stove was a fridge that got pulled off the wall and spun around (the cord was wrapped around the bottom). Still can't figure out how water got int the glass....)
 

Originally posted by zombiegleemax:

195.) As long as the players remain in the Mournland, whenever the players think they're heading in one direction, the DM should secretly roll 1d8 (1=North 2=NE, etc) to determine the direction they are actually heading. If a character succeeds by 10 or more on a Survival check to keep from getting lost, the party can move in the correct direction that day.

196.) Mounts and beasts of burden are terrified in the Mournland, requiring characters to "push" them once each day. A successful check means the mount will behave normally for that day. If a character fails on his Handle Animal check, the animal bolts as fast as possible towards the nearest possible exit from the Mournland.

This one is a variation on #153
197.) The PC's come across what appears in the distance to be a statue of two people embracing in a final, loving kiss. As they get a little closer, they realize that it is actually a statue of a Warforged and a female human. Finally, if they approach the statue, they see that it is in fact an real, living Warforged. He remains perfectly still holding the woman tightly, his "lips" pressed to hers in an eternal kiss. The woman was his love and was petrified in this final embrace as the cataclysm that befell the Mournland swept over them both. For some reason the Warforged was unaffected.
He has not moved a single inch since the tragedy occurred those many years ago, preferring to stay locked in the embrace of the woman who once loved him. He will not speak to anyone and will not willingly be separated from his true love. He is quite insane and cannot be reasoned with. If he is forced away from her or if she is disturbed, destroyed or attacked in any way, he will fly into a rage and attack the party mercilessly and to the death.
 

Originally posted by zombiegleemax:

198. As the PCs make their way through the maddening terrain of the Mournland, those with large amounts of sheet metal being to notice an oddity. Every time they stop to stare at an unrotting corpse, the face of the departed begins to form in a place in their gear. Be it a shield, sword, piece of armor plate, or what have you.
No item is so horribly warped that it becomes unusable, but the more bodies they investigate, the more faces form upon their equipment.

Can you imagine the looks they'd get going anywhere? And what of a relative of one dead on the Day of Mourning who recognizes the face locked in an eternal scream in the center of the fighter's shield?

[EDIT] And if you have an intelligent item that can speak, imagine it now talking using the face imprinted upon its surface.
 

Originally posted by nurgan_the_drunked:

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.

Variant on 133:

199: Amongst a set of soldiers, the party find one writing a letter. The letter is to a loved one, saying how relieved he is to have finally got out of the dump he'd been in over the last few months, and has finally been moved to Cyre. The letter is unfinished

200: The PCs find a traveling fair. Brightly colored cover the grounds, and happy music and the sound of laughter can be heard somewhat distantly, but there are no people or bodies anywhere. There are a hall of mirrors, rides (be imaginative on what carnival rides can be done in Eberron), some illusions on display, freak shows, houses of horrors, and unmanned food stalls whose food has since turned foul.

201: A shape roams the land, causing incredibly rapid plant growth in the area. Forests and bushes spring out of the ground almost like fountains. However, as soon as the shape moves on, these plants wither and crumble as quickly as they appeared.
 

Originally posted by zombiegleemax:

202
Have anyone here read a certain Stephen King novel?
After all, what works better than finding *GASP* survivors, huddled in a house...moments after the PCs enter, a fog rolls in. It's thick enough to give them mere meters of sight at best. In the darkness beyond, beings like Living black tentacle spells, horrid monstrous spiders, pseudonatural mephits, horrid giant eagles and worse prowl... the fog refuses to lift, and these beings all navigate via smell...instead of hearing or vision.
A warforged can get away easily, if he washes and doesn't touch his teammates. but what about the humanoids?

Edit: indexed
 

Originally posted by oorlof:

(203) On an otherwise empty plain, the party stumbles across a vast field of totally invisible bones. Only by touch can they identify the invisible items they keep bumping into as skeletons and bones. The DM ought to include oddly malformed bones and bones from nonhumanoid origin. Of course, a nasty DM will attach vengeful, vengeful ghosts to the bodies the PCs have disturbed and demand they reposition the corpses in the proper burial position. Could turn into a farce, so watch out for that. Use the ghosts to ensure the PCs don't leave Cyre with invisible bonecrafted weaponry.

edit: removed index-nag
 

Originally posted by zombiegleemax:

204) The Glowing Chasm that dominates northern Cyre swallowed many towns when it erupted on the day of Mourning. Sometimes the towns reappear, beckoning to adventurers to explore or seek respite in them, unfortunately, the towns' reappearance is strictly illusory, a fact that becomes "strikingly" clear once an unwary adventurer, fooled by the mirage arcana, steps off an unseen cliff and into eternity.
205) All who touch the purple light of the chasm are driven insane with its arcane power, but this power manifests in different ways. Of late, animals and vermin that would otherwise never possess the strength of personality have developed warlock powers and have begun preying on travelers.
 

Originally posted by euangelion:

206 The party comes across a thorp entirely intact. The buildings are in great shape, the people are alive and glad for it. If any members of the party are from Cyre, it might remind them strongly of their hometown (or maybe it is!) When the party enters the thorp, they discover that healing works just fine. Then they learn that every resident who has tried to leave the thorp since the Day of Mourning died just past the last building of the thorp, that they are the first outsiders to make it to the thorp, and that for some reason all of the other denizens of the Mournland avoid the thorp altogether. The residents are happy to welcome the adventurers in, but they are very reluctant to let them try to leave, fearing for their safety (and hoping that they might serve to replenish their dwindled population.) When the party does leave, the Day of Mourning finally comes to the thorp: all the residents drop dead and their buildings instantly crumble (a fate that might be avoided if the party meets certain conditions set by the GM).
 

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