Haunted Castle Effects
Tags:
Roll | Result | |
---|---|---|
1 | A wolf howls in the distance. | |
2 | The torches/fi re/lanterns fl icker and almost die, despite the lack of any breeze. | |
3 | A PC awakens to chewing noises beside her bed or bedroll, with no sign of what might have made them. | |
4 | A PC fi nds blood on his clothes or blankets, with no obvious source. | |
5 | A PC finds an old ivory pipe; whether she keeps it or throws it away, she keeps finding it again and again in new places. | |
6 | The PCs wake up one day without shadows; their shadows return without explanation 24 hours later. | |
7 | All background animal noises, such as insects churring or birds chirping, abruptly cease. | |
8 | Random patterns—frost forming on a window, ripples in the water, dark clouds in the sky, spilled ale—form the symbol of an evil entity, the face of a dead loved one, or the like. | |
9 | Every mirror a specifi c PC looks at suddenly cracks, always in the same pattern. | |
10 | A storm brews up swiftly out of an empty, open sky. | |
11 | Animals suddenly grow hostile at the PCs’ approach. Flocks of crows or other birds start to attack them; horses kick, cats scratch, and dogs bite. Small creatures perch on nearby trees or ledges or in rat holes, glowering at the PCs. | |
12 | vermin are attracted to a particular PC; they act like overfond pets who nestle into his clothing, attempt to share his bed, bring him tiny gifts of food (web-wrapped living flies), and the like. | |
13 | The PCs discover that perfectly preserved and fresh rations have rotted overnight. | |
14 | A PC’s reflection in a mirror is out of sync with her actions, delayed by a split second as if it had to wait to see what she did before mimicking her. | |
15 | A PC discovers a piece of the last monster or person he killed mixed in with his rations. | |
16 | A portrait, statue, or mosaic seems to have changed slightly each time the PCs pass by it. Footsteps echo through a house or hallway, with no apparent source. | |
17 | A PC has a sudden premonition of doom for the peaceful village her group is currently passing through. | |
18 | Somewhere in the distance, a baby cries. In a matter of minutes, the sound changes to a young child shrieking, then a young woman screaming, then an old woman choking, then silence. | |
19 | A PC hears a voice scream in the distance; it sounds like her own. | |
20 | A character eating a piece of fruit discovers that the seeds he spits out are in fact human teeth. | |
21 | A PC heavy armor feels the touch of something that feels like cold, wet, blind mice squirming between his armor and skin; removing the armor reveals nothing amiss. | |
22 | Curtains or furnishings move as though something brushed against them, yet nobody is in position to have done so and no breeze blows. | |
23 | No nonmagical attempt at creating fi re—be it with flint and steel, tindertwigs, or even rubbing sticks together—will ignite even the driest piece of wood or scrap of parchment. | |
24 | A PC awakens and looks around; everything around him seems two-dimensional and artificial for half a second before the world reverts to normal. | |
25 | For a single long moment, a PC cannot remember her own name nor what she looks like. She is fi lled with a conviction that her real name, whatever it is, is quite different. | |
26 | A character hears the soft giggling of a little girl, or distant music; nobody else can hear it. | |
27 | A PC’s holy symbol begins to weep blood or to bleed from nonexistent wounds. | |
28 | The PCs awaken after camping or resting for a night; one PC has bite wounds on her neck, arms, and legs, while another feels far too full to eat breakfast. | |
29 | The smoke of a torch or campfi re coils around a specifi c individual as though embracing or entrapping him. Screams, calls for help, or moans of ecstasy come from beneath the ground of a cemetery. | |
30 | An item—perhaps a well-loved toy, or a parent’s favorite necklace—turns up in the bottom of a character’s backpack; the character hasn’t seen this item since she was a child. | |
31 | A PC feels suddenly nauseous and vomits; mixed in with the half-digested food are recognizable humanoid parts. | |
32 | The PCs awaken after camping one night to fi nd an extra horse, saddled and ready to go, tied with theirs; it travels with the PCs if not prevented but is gone after they camp the next night. | |
33 | A character begins to dream of his companions each dying horribly; as the dreams progress night after night he realizes that he’s the one slaying them. | |
34 | A character begins to hear a whispering voice that none of her companions can hear. Sometimes it repeats everything she says in mocking tones; sometimes it warns her against treachery from other party members. | |
35 | A PC’s horse abruptly turns carnivorous. Its personality has not changed; it simply will no longer eat anything but meat, preferably raw. | |
36 | A PC coming home, or returning to a safe refuge such as an ally’s home or a concealed cave, finds footprints leading into her room or area. Investigation reveals nobody present, but the footprints only go in, not out. | |
37 | A character opens his canteen and finds it brimming with blood. | |
38 | The sound of a whetstone sharpening a blade can be clearly heard not far off, yet neither the direction nor location can be determined. | |
39 | A strange moss grows somewhere it shouldn’t, such as along the blade of a PC’s favorite weapon or on her tongue. | |
40 | Something scuttles across the floor just behind the last PC in line; when he turns, it’s gone. | |
41 | Rats are either being driven away from a certain place or fleeing on their own; no one knows why. | |
42 | The PCs see a vast sailing ship, shrouded in mist, crossing a landlocked meadow as it sails toward them, passes through them, and dissipates. | |
43 | Each time a PC glances into a mirror, her peripheral vision picks up someone else’s refl ection; when she turns for a second glance, she sees only herself. | |
44 | Characters who make Knowledge (history) or (nature) checks realize that the wood of the floorboards in one particular room is ancient, far older than the rest of the house. | |
45 | The PCs keep hearing what sounds like muffled sobbing, but there’s nobody around. | |
46 | The PCs hear a door with a squeaky hinge; when they reach it, it swings silently. | |
47 | The PCs seem to age at an accelerated rate (about one year per day) while they stay in a certain area; they revert to their normal age after leaving the area. | |
48 | A small, elaborate, highly decorated door has been built into the corner of a closet pantry. | |
49 | The eyes of a portrait on the wall track a specific PC. | |
50 | A doorknocker, when touched, triggers a magic mouth full of bloody shark teeth. | |
51 | A single window of a fine house has been boarded up for no discernible reason. | |
52 | A successful Search or Spot check reveals that all the furniture in a particular room was recently moved around, then meticulously put back in place. | |
53 | All the clothes in the closet are stained with blood, but there’s no blood anywhere else. | |
54 | While a PC is looking at herself in a small round mirror,her image is suddenly attacked from behind. She sees her reflection die in agony only inches away on the other side of the mirror, leaving behind only a blood-splattered surface | |
55 | A PC’s touch suddenly withers and blackens living plants, then the effect ceases as suddenly as it began. | |
56 | A cleric awakens to find he’s gripped his holy symbol so tightly that his hands are cut. | |
57 | A rogue awakens to fi nd that her fi ngers have been stained an inky black while she slept and her forehand branded with an odd mark that quickly fades. | |
58 | A fighter awakens to find himself panting and sweating, his blade covered in gore, although he’s fought no enemies. | |
59 | A wizard opens her spellbook to fi nd pages covered in ramblings in a foreign language, all written in blood in her own handwriting; after a minute the strange writing fades and the pages resume their normal appearance | |
60 | A PC wakes gasping for breath and fi nds he is throttling himself with his left hand while his right hand lies numb and inert; it takes a round or two for his numb right hand to pry the left hand off, whereupon both return to normal. | |
61 | The PCs enter a valley where it never gets brighter than dusk, even at midday. | |
62 | One (or more) of the PCs hears the soft but insistent buzzing of flies over carrion. | |
63 | After a night of troubled sleep, one of the PCs wakes to find himself in a strange place—an alleyway, swimming in the middle of a lake, embracing a long-dead corpse on a slab in a masoleum. | |
64 | One part of a house or town has an unpleasant, not-quiteidentifiable smell. | |
65 | The PCs hear whispered conversation coming from around a corner but turn it to fi nd nobody there. | |
66 | The local church appears gray and decayed, although the townspeople seem cheery. | |
67 | Smoke trickles from a chimney, but when the PCs enter the fireplace is cold and dead. | |
68 | The PCs glimpse a cheerful roadside hamlet not far down the road, but when they arrive they find it a long-abandoned decaying ruin. | |
69 | One word: Fog. |