Making the Mournland more fun... for the DM [Archive] - Wizards Community

Post/Author/DateTimePost
The Fireballed Mage

01-30-05, 04:06 PM
And by 'more fun' I mean 'even more deadly while giving the PCs the illusion of a chance.'

Spending my time thinking about nothing, I thought that the horrible wrongness that is the Mournlands should not be totally against the use of healing magic... just mostly against it.

How about this for an idea: in the Mournlands, whenever a person casts a spell that restores hit points, roll a d20 and consult the following chart:

1-2: The target is healed a number of hit points as per the spell used, but those hit points are taken from the caster of the spell, in a manner similar to vampiric touch.

3-4: The target is not healed, but is in fact inflicted with a rotting disease: The Mourning Blight. DC 18, 1d8 Con/ 1d8 Con, onset: 1 hour. The disease continues to afflict the victim until they make two consecutive saves. If the disease drops the person's Con to 0, they die and rise as a ghast within 1 minute.

5-6: The spell cast is reversed into an inflict or harm of the appropriate level.

7-8: The spell fails. Instead, the attempt at using the energies of life draws the attention of the souls who perished on the Day of Mourning and who are trapped in some hellish non-existance. They rise up within the mind of the spell's target and wail their loss and grief. The target of the spell must make a Will Save with the DC of the spell cast or be driven insane as per a confusion spell for 1 round per level of the caster.

9-11: The horrific nature of the Mournland sucks up the energy of the healing spell. No hit points are gained.

12-13: No hit points are gained. The Mournland twists the nature of the conjuration into a mental call that alerts all Mournland creatures within a 1 mile radius per spell level to the caster's location. This mental call lasts for 1 minute per caster level and overrides all forms of blocking, up to an including mind blank.

13-15: The healing spell is cast as normal. However, the target must attempt a save against the spell as if resisting it (usually a Will 1/2 for most cure spells).

16-17: Instead of healing damage, the spell is perverted and twisted into a ghoul touch spell, heightened to the level of the spell used.

18-19: The spell heals no damage. However, the energies used are mutated by the arcane abomination that exists within the very land and air itself. A Living Spell of the same level as the spell used is spontaneously generated on the caster's location. So a cleric attempting a cure light wounds becomes the target of something like a Living Color Spray. Casting a mass heal means dealing with that Living Meteor Swarm.

20: By good luck and good forturne, this healing spell works as normal. No other effects.

Sort of like a Wild Mage for healing magic... except that in nearly all cases, you're going to make things worse. But occationally you've just got to risk it...
Lasrifriir

01-30-05, 05:25 PM
Wonderfully sadistic...

I congratulate you as one RBDM to another :devil: .
Megatron

01-30-05, 05:48 PM
pfft, every time a character enters my Mournland there's a 10% chance of ending up in a nasty version of Ravenloft, a 10% chance of catching the Slimy Doom disease from the DMG, a 10% chance of a random encounter (wraith, shadow, ghost, etc) while IN the mist, and a 5% chance of the characters just flat out turning to a puddle of goo.

(that last one was the retaliation to a smartass comment :P )