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03/13/10(Sat)21:55 No.8572157>>8572133 -The party turn the corner into a fairly long, nearly empty corridor, with occasional bits of furniture. As they walk down it they see spectral figures approaching from the other end. If they stop, the spectres stop as well. The closer they get to the centre, the more clear the figures become: they are the parties own reflection, in a sheet of glass, placed innocuously, near invisibly at the centre of the corridor. when a player get close enough to examine this, the reflection glares at the player, grabs a nearby chair and hurls it through the glass, causing it to shatter completely.
- The party is traveling in the open wilderness. They are miserably slogging through a colossal rainstorm, and they are hoping for some shelter, but there is no sign of civilization or even a cave for miles around. As night falls, they stop and make camp on a small hill. The hill has no unusual features. The moment the sun sets, call a Spot check. Those that succeed, inexplicably discover that they made camp no more than thirty feet from the front door of a handsome inn, firelight radiating from the windows. Those that fail, cannot and will not see anything, and assume its a sinister enchantment, or that the other PCs are making some kind of joke, . Those that see the inn may stay inside if they chose, and get a nice meal and warm bed. The rain stops, and at dawn, all PCs awake on the ground, with no inn in sight. A Spot check may reveal that some of the PCs, and/or a large area of ground, are, inexplicably, totally dry.
-Tell the party that they come across a small clearing in the forest when they're about ready to set up camp. In the morning have them realize that the clearing is a perfect circle with their campfire in the middle. If they decide to investigate the campfire they find bones mixed in with their firewood, and maybe either one of the character's possessions or a small likeness of one of the characters. |