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1001 Mournland Horrors
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<blockquote data-quote="RealAlHazred" data-source="post: 6708540" data-attributes="member: 25818"><p><strong>Originally posted by Territan:</strong></p><p></p><p></p><p>That's because it's simpler, and yet more personal: strange otherworldly horrors in the Mournland are, as we've already seen, a dime a dozen. Now, <em>familiar</em> horrors of war, that's classic.</p><p></p><p>So in that vein, here are a few things I'm sticking in my own campaign...</p><p></p><p>89) An old manor house, which contains two or three perfectly preserved but well-looted and -abused corpses of household staff lie approximately where they fell on the Day of Mourning. A large clock in one corner s stuck at 11:58 and ticks incessantly, its gears jammed by something but still trying to move. The portraits in the house radiate protective magic, and prevent further damage to the house or its contents. (It's the former home of a PC. Effects of unjamming that clock are left to the creative DM.)</p><p></p><p>90) A lightning rail station. The skeleton of a ticket vendor sits behind the barred booth, offering a ticket. The ticket can't be pulled loose, but tugging on it will unlock the gate, allowing entry. Inside, there is no dust, no trash, no corpses, no decay. The vendors' booths and stalls are perfectly clean and could be used tomorrow. But by the same token, no train would dare stop there...</p><p></p><p>91) A fine ink pen. It's intact, looks fancy, and writes smoothly but if the writer doesn't pay attention, he'll start auto-writing pleas for help, messages from beyond the grave, random <strong>usable</strong> spells... The pen inflicts no ill effects other than the auto-writing, but the spells are obscure and hard to identify so blithely casting them would be dangerous.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6708540, member: 25818"] [b]Originally posted by Territan:[/b] That's because it's simpler, and yet more personal: strange otherworldly horrors in the Mournland are, as we've already seen, a dime a dozen. Now, [i]familiar[/i] horrors of war, that's classic. So in that vein, here are a few things I'm sticking in my own campaign... 89) An old manor house, which contains two or three perfectly preserved but well-looted and -abused corpses of household staff lie approximately where they fell on the Day of Mourning. A large clock in one corner s stuck at 11:58 and ticks incessantly, its gears jammed by something but still trying to move. The portraits in the house radiate protective magic, and prevent further damage to the house or its contents. (It's the former home of a PC. Effects of unjamming that clock are left to the creative DM.) 90) A lightning rail station. The skeleton of a ticket vendor sits behind the barred booth, offering a ticket. The ticket can't be pulled loose, but tugging on it will unlock the gate, allowing entry. Inside, there is no dust, no trash, no corpses, no decay. The vendors' booths and stalls are perfectly clean and could be used tomorrow. But by the same token, no train would dare stop there... 91) A fine ink pen. It's intact, looks fancy, and writes smoothly but if the writer doesn't pay attention, he'll start auto-writing pleas for help, messages from beyond the grave, random [b]usable[/b] spells... The pen inflicts no ill effects other than the auto-writing, but the spells are obscure and hard to identify so blithely casting them would be dangerous. [/QUOTE]
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