Interesting Terrain/Doodads in a Cemetery

ender_wiggin

First Post
1. A dead, twisted tree, with branches threatening to fall and crash onto those below.

2. A magically eternal flame, a potential source of light -- or fire damage.

3. Fog up to the knees. Prone creatures are concealed. What could be hidden underfoot?

What else?
 

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A purple flame that must be extinguished to prevent undead from rising. Used this in 4E game for my sons where there was an infinite supply of undead minions (any damage kills them for the non-4E-ers) who kept coming until the flame was found and extinguished.

A ghost trapped in her crypt who must drain the life of some number of sentient creatures before gaining the strength to become corporeal, mortal, able to leave her tomb, etc.

A thief's guild or other such entity that uses fake ghosts and such to deter folks from its lair in the cemetery.

A vault opened by solving a puzzle written across multiple tomb stones. A simple such puzzle could be a combination lock whose combination is the day of the month for the all people who died in the same month and year. There could be other puzzles involving names (the middle initial of everyone with same first letters of the first and last names, first names of everyone with a last name that is the name of a tree, etc.)

A noble undead who, while forced to exist as a loathsome ghoul, wight, etc., seeks to protect the local area from some harm in the cemetery. This is always fun because most players have a hard time thinking of ghouls or the like as anything but absolute evil worthy only of destruction. (They destroy the undead and the thing he was protecting is released. Or they release him from his horrible burden and now have the obligation of taking his place, etc.)

The cemetery is the entry point into a place where the dead live again. Maybe it's a true, heavenly afterlife, maybe its a place that seems at first glance a pleasant afterlife but instead is some horrible, hellish, half-existence where one of the dead holds the others in thrall.
 
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Just saw a documentary about Manilla. You know what is unusual about their norh cemetery? There are about 10,000 people living in it. The cemetery is also a slum.

Even without living habitation in that level, a few people living among the dead could lead to some oddball encounters.
 

There's an odd ball of light that bobs over a single grave.

There are headstones that are completely blank.

Symbols appear on the ground around a particular grave, but only on the solstice.

At the center of the cemetery is a circle of ancient menhirs with great slabs of stone forming a pavilion at their center.

A large hill in the cemetary is bare but for grass, scrub brush, and several large stones that, when looked at from a distance, form the face of a grinning skull.
 



On a more serious note...

The cemetary consists of different types of graves / burial practices:
- a field where ash is strewn out
- tombstones / 'regular graves'
- small mausoleums for richter dead
- mass-mausoleum where urns are kept of multiple people
- mass grave where murderers and the peniless are thrown in


Other 'features':
- the great tree where criminals are hung (close to the mass grave)
- wards and warnings in the form of amulets, sigils, wind chimes, engraved skulls etc. which fucntion to hold the undead inside their graves / keep them at rest. Disturb these wards, and the dead begin to rise
- a small chapel to the god(dess) of death where folks can pray for their departed
- a dais surrounded by a small amphitheathre like setup where the dead can be burned and those who are left behind can gather and pay tribute
 

Open graves (especially when combined with the knee-deep fog)

Statues of honored dead. . .that come to life as golems if the cemetery is threatened.

A group of thieves using a cemetery as a base of operations, with perhaps a permanent illusion of a wall blocking off a part of a mausoleum, and spreading rumors of undead to spook away the locals. . .right up until adventurers show up to deal with the undead.

Living Wall. (did they ever update that from 2e to any later edition?)
 

Mud (difficult terrain, hard to see with the knee-high mists).

Obelisk grave markers that are waiting to be pushed over on a monster (or pc!).

A protective divine energy field that gives +2 to damage with radiant powers.

An evil field of undead-building energy that gives +2 to damage with necrotic powers and causes those within to lose vulnerability to radiant.
 


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