1001 Gloaming Terrors [Archive] - Wizards Community

Post/Author/DateTimePost
Dawn_of_an_Age

01-04-07, 03:34 PM
1. The ground in some of the deepest parts of the Gloaming is charged with negative energy. Simply walking upon it causes the lifeforce within you to slowly ebb away.

On the outskirts of the deep parts of the Gloaming:
1d2 Con every 2 hours.

In the deepest portions of the Gloaming:
1d3 Con every 30 min.

2. Manifestations of living Darkness seek out the fabricated light sources of the PC's. i.e. Torches, Everbright Lanterns, Everbright Torches, Light Spells and such.

Only Divinely called light is not able to be snuffed in this manner.

3. An animal has been twisted by the Gloaming, and it is bleeding out of all of its orphaces. It can be healed and carried out of the area, but anyone touching the animal immediatley losses 1d2 points of Con, and takes one point of Con drain for every 10 min the animal is touched. However if they dont heal the animal, it will die before they can get out of the Gloaming.
BoneLord_of_Skullthrone

01-04-07, 04:26 PM
4. A lich with an eldritch machine that will spread the gloaming's effects all over the region, or farther.

5. Blackwater (http://boards1.wizards.com/showthread.php?t=759683)

6. A Horrid Great Render (16HD Huge-sized Grey Render with unqualified Horrid template)
Dawn_of_an_Age

01-05-07, 10:31 AM
7. The fey has been twisted in this place. A Satyr lures unwary adventures to his grove with the alluring sounds of a dark song (a dirge, or song of lament) from his pipes.

Once the PC's are lured to his grove he toys with them before feasting upon their flesh.
Endless_Helix

01-05-07, 04:29 PM
8. Deaf, blind, and dumb, undead dryads seemingly appear and disappear at random, dancing a terrifying, insane dance. Their footprints form a letter in the language of Madness.

9. Raucous laughter that becomes louder and more maniacal as dawn approaches echoes all night, keeping the PC's up, unless they can make a suitable fortitude save (DC15 or DC20). In the morning, if they did not sleep they are exhausted and cannot refresh their spell slots.

10. A hanging tree is full of fey corpses, which dolgrims, dolgaunts, and dolghasts perform some fell ritual to Xoriat.

11. Small items go invisible, but it leaves the shadow behind. The shadow is usable as the item and contains all the properties the original item had. It has just been replaced by a solid shadow version. In strong light, it takes a fortitude check DC 20, failure means dissipation. Once the item dissipates, the original returns the next morning, with no evidence to the culprit. The returned item no longer casts a shadow.
Dawn_of_an_Age

01-08-07, 01:11 PM
8. Deaf, blind, and dumb, undead dryads seemingly appear and disappear at random, dancing a terrifying, insane dance. Their footprints form a letter in the language of Madness.

9. Raucous laughter that becomes louder and more maniacal as dawn approaches echoes all night, keeping the PC's up, unless they can make a suitable fortitude save (DC15 or DC20). In the morning, if they did not sleep they are exhausted and cannot refresh their spell slots.

10. A hanging tree is full of fey corpses, which dolgrims, dolgaunts, and dolghasts perform some fell ritual to Xoriat.

11. Small items go invisible, but it leaves the shadow behind. The shadow is usable as the item and contains all the properties the original item had. It has just been replaced by a solid shadow version. In strong light, it takes a fortitude check DC 20, failure means dissipation. Once the item dissipates, the original returns the next morning, with no evidence to the culprit. The returned item no longer casts a shadow.

Number 11. is very nice. I really like that one. Very cool.:)

Keep um comin!:D
Endless_Helix

01-08-07, 06:29 PM
12. A glade full of edible plants that deals damage to the imbiber as an inflict light wounds spell. The area has been so corrupted with Negative Energy that it has contaminated the food (and possibly the water). This is particularly mean if you combine it with #11 and have it happen to the trail rations; odds are that the PC's will drop them and rely on foraging... They don't know that eating the shadows will actually make the food last twice as long. :)

13. Around the edge of the Gloaming, the ambient positive energy actually reacts violently with the negative energy that permeates the land. If someone casts a spell that channels positive energy, those a sixty-foot circle around the caster most make a fort save (DC of the spell) or be blinded for 1d4+1 rounds. If they save successfull the effect is as the Daylight spell.