Effects of each hour. You may determine which hour is coming by simple 1d12 roll.
- Dogs within 2d6 miles start to howl.
- Plants within 2d20 meters start to wither rapidly.
- All locks within 2d10 meters jam.
- All water within 2d10 meters turns to grey, bitter dust.
- Jewelry within 2d4 meters start to corrode, gems shatter.
- Six very loud bells, one each hour. Minor demon pops into existence during each bell.
- All fire within 2d12 meters is quenched. It can't be lit again for one hour.
- Every metal objects within 2d10 meters become covered with thick and very cold hoarfrost.
- Air is filled with sounds of distorted voices, maniacal laugh and babbling. -3 to all spell effects for one hour.
- Ten bells. Sounds of someone coming (footsteps etc.). After the tenth bell, Death Knight appears (AC2, HP 66, 1d8+2 damage).
- Every sound wthin 2d10x5 meters is almost muted. Faint out-of-tune harpischord music can be heared. For one hour monsters have +1 HD and +1 to hit and damage.
- Red Death appears. It's too late to escape.
I really like this idea. I wish I had had it a couple of years ago as it would have added a great level of intensity to masque of the black death adventure I ran.
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