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<blockquote data-quote="Stormonu" data-source="post: 5710836" data-attributes="member: 52734"><p><strong><a href="http://community.wizards.com/stormonu/blog/2009/10/19/night_of_the_walking_dead_part_1_encounter_3" target="_blank">Night of the Walking Dead, Part 1 Encounter 3</a> </strong></p><p></p><p> Monday, October 19, 2009, 01:40 AM CST [<a href="http://community.wizards.com/stormonu/blog/cat/dungeons_and_dragons" target="_blank">Dungeons & Dragons</a>] </p><p> </p><p> You can download the original module at <a href="http://www.wizards.com/default.asp?x=dnd/dnd/downloads.%C2%A0" target="_blank">www.wizards.com/default.asp?x=dnd/dnd/do...</a> You will need the module for the story, background and plot. I will only be presenting the updated/revised encounters here.</p><p> <strong>Night of the Walking Dead, Part 1, Encounter 3 (EL 2 - 625 XP)</strong></p><p></p><p> <strong>Setup</strong></p><p></p><p> This area introduces the characters to Luc Tarascon, a Lost One, who has secret information that might help the characters in their endeavors. The characters encounter Luc in a creepy stilt house in the middle of the swamp.</p><p> The NPCs for this encounter are</p><p> <strong>Luc Tarascon:</strong> He has 7 hp, AC 10, Fort 10, Reflex 12, Will 10. Luc is in his late teens, but recent events have not been kind to him. He barely eats nowadays and is growing thin. His hair has prematurely turned pure white. His features are likewise pale, and his eyes have slightly yellowed, as if jaundiced. He is rather unkempt, having not bothered to take care of himself, and his cloak bears several ragged tears in it from his encounter with the ghouls back in Marias d'Tarascon. His voice is hoarse and little more than a whisper, though he still sputters a few incomprihensable phrases from time to time. He is absolutely terrified of being alone, and doubly terrified of the dark.</p><p> <strong>2 Zombies ("Z", MM, p274)</strong></p><p> <strong>5 Drowned Ones ("D", Open Grave, p196)</strong></p><p> <strong>1 Skulk Zombie ("S", Open Grave, p 196)</strong></p><p> Player's Map (Characters enter from the left; rope ladder is on the westmost side of the house, near where the lilypads touch the house).</p><p> </p><p></p><p>DM's Map</p><p></p><p>[ATTACH]91337[/ATTACH]</p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=90505111" target="_blank"></a></p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=90505111" target="_blank"></a>Player's Map</p><p> </p><p>[ATTACH]91338[/ATTACH]</p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=90505101" target="_blank"></a></p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=90505101" target="_blank"></a></p><p> <strong>Barrels:</strong> The barrels are filled with water. If rolled at zombies, it has a range increment of 3, is an Dexterity vs. Reflex attack and deals 1d8 + Str modifier to a single target in its path (or dropped on, if rolled into a hole), also knocking the target prone on a hit. The barrel is destroyed in the attack.</p><p> <strong>Crates:</strong> The crates are filled with preserved foods. Each crate weighs about 35 lbs. They can be thrown with a Range increment of 3 as a Dexterity vs. Reflex attack and deals 1d6 + Str modifier damage and pushes the target 1 square. The crate is destroyed after being thrown.</p><p> <strong>Door:</strong> The single door is too warped to close completely. Characters who wish to hold the door closed against the undead must make opposed Strength checks. Up to 3 people can attempt to close or open the door at one time.</p><p> <strong>Overgrowth:</strong> Characters passing within 1 square of an area of overgrowth or through an area of overgrowth must make a medium Athletics check or take 1 point of damage. The overgrowth is treated as difficult terrain.</p><p> <strong>Posts:</strong> The posts at each corner of the house are 8 feet tall and require a medium climb to scale.</p><p> <strong>Porch:</strong> The porch is covered with warped wood that imposes a -2 penalty to stealth checks to those walking on it. The porch is 8 feet up in the air, allowing the zombies or characters to pass under it easily. Falling off the porch into the water deals no damage.</p><p> <strong>Table:</strong> The table can be overturned to provide cover against attacks made from an opponent on the other side. It can be used to block the door, a single window or cover a hole in the floor. When used to block entry, characters make opposed Strength checks against the undead to keep them at bay. Up to 3 people can attack or hold the table at the same time.</p><p> <strong>Trees:</strong> The trees grow to about 20 feet height and can be climbed with a successful easy Athletics check.</p><p> <strong>Weakened Floor:</strong> The three areas of light-colored floor in the house can be broken through as a single standard action by any undead. No check is needed. Anyone standing on an area of weakened floor when it is broken must make a DC 20 Athletic check to keep from falling into the water below. Falling into the water deals no damage. Once the floor is broken open, a zombie can take a move action to climb up into the room.</p><p> <strong>Window:</strong> The windows have flimsy shutters that can be destroyed with 4 or more points of damage. It takes a move action to pass through the window.</p><p> <strong>Water:</strong> The water around the house is 4 feet deep. Characters can walk through it as if it were difficult terrain or swim through it with an easy Athletics check. The zombie's movement is unaffected by the water.</p><p> <strong>---------------------------------</strong></p><p> Read the following to start the encounter:</p><p> <em>The sun has once again set, filling the swamp with an eeiry and chaotic chorus that pines to the waxing moon above</em>. <em>The trees ahead seem to draw in tighter as clouds likewise move to conceal the face of the moon from you this night. A thick tangle of branches and exposed roots slows your progress even as you toil to forge ahead. Sharp, broken limbs scratch your arms and legs as you push the raft forward though the thickening foilage. As you break through a clump of foilage, you can make out a light that seems to beckon in the distance. It is brighter than a single lantern, and seems to hang with a constant and inviting brightness not too far off.</em></p><p> If characters investigate, read the following as they near the source:</p><p> <em>As you near the source of the light, the swamp seems to open up around you, as if its attempts to hold you back are no longer worthy of continuing. Soon, before you lies the source of the light - a small, wooden house that is hardly larger than a shack. Bright light spills from it two front windows and a wide open doorway. The whole of the little house</em> <em>is surrounded by a flimsy porche and sits some eight feet in the air, suspended by a heavy, shadowed post at each corner that rises out of the murky water.</em></p><p> <em>--------------------------------------------------------------------------</em></p><p> <strong>Mood</strong></p><p></p><p> Attempt to convey with this scene a scene of foreboding and mystery. Everything about the scene should seem strange, bizarre and unsettling. Luc should come across as harmless, but pitiable. If the characters are foolish enough to move the central lamp or otherwise douse it, things should move quickly and terrifyingly. The zombie attack should be swift and ferocious, with Luc screaming in terror during the entire ordeal. During the zombie attack, play up the lack of light, with the horrid creatures lumbering out of the dark to attack the PCs. The zombies should attack Luc as a last resort, though if the party is intent on saving Luc, you might want to send a drowned one after the youth to give the PCs a scare and a chance to make a heroic defense of the youth.</p><p> <strong>Development</strong></p><p></p><p> Characters who make an Easy Perception check notice that there is a rope ladder coiled up on the front porch of the shack. Characters who make a Medium Perception check notice shadows of movement from within the little house. Those who make a Hard Perception check notice something in the water just out of the edge of light spilling from the house, but whatever it is submerges before anyone can get a good look at it (it's the zombies).</p><p> Luc makes no move to answer the character's calls or help them get up into the house. Likewise, while the light still shines from within, the zombies dare not move into the light eminating from the house.</p><p> Once the characters manage to get up to the porch or otherwise manage to get a view of the house's interior, read the following:</p><p> <em>The little wooden house has only one room. All told, more than two dozen lanterns hang from pegs on the wall</em>,<em> with an unusual and ornate lantern seated on a warped wooden table in the middle of the room. The edges of the room have been stacked with crates and barrels, and in the center of the room, seated behind the crooked table, is a young man. The young man is unusually thin and pale, and has long locks of stark white hair that hangs limply about his shoulders. His clothes are unkempt, and with one hand he clutches around him a somewhat ragged cloak. In his other hand dangles an open book of poety. The young man's gaze remains unfocused as he hoarsely states "The descent of evil on night lands. Near is the sign of the hexad at hand."</em></p><p> <strong>House Contents</strong></p><p></p><p> The unopened boxes contain fresh food, stamped with the name "Cann Bakery, Marais d'Tarascon". The barrels contain fresh drinking water, apples, or other preserved foods.</p><p> Luc is unrespondant to the party members, except should they attempt to harm him or extinguish the lights. If the party attacks him, he cowers and whimpers, but does not fight back. If any of the lights are extinguished, he cries out in terror, screaming "The darkness is nigh! It is nigh!"</p><p> If anyone examines Luc's book, he does not resist. The book is a diary belonging to Pierre Tarascon and seems incredibly ordinary. However, on the margin of one page (in Marcel Tarascon's handwriting) is the note "This is it!!" next to an entry describing a mysterious Visanti visitor name Hykosa. The entry is breif, merely mentioning the Visanti's annual arrival, they remained a few days and the "obsessed Visanti seer, Hykosa", who after failing to convince Pierre that a terrible dark time was coming, left with the promise that Pierre's descendants would better understand his mad ramblings.</p><p> The lamp in the center of the table is a magic artifact brought here by Shaman Brucian to protect Luc (its protection will not end until the PCs move the lantern). As long as it is not moved, it continues to eminate its <em>Protection From Undead</em> ritual. If it is moved or "turned off", it ends the ritual, allowing the zombies waiting outside to attack.</p><p> <strong>Lantern of Holy Light (Level 5, value: 1000 gp)</strong></p><p> <strong>Property:</strong> This item counts as a +1 implement for Divine characters.</p><p> <strong>Power (Daily):</strong> The lantern must be set in an immobile square. Make a Religion skill check, subtracting 10 from the total. Undead whose level is lower or equal to 1/4 your result cannot come within 10 squares of the lantern. It does not stop ranged attacks from undead. If the lantern is moved or doused, the power ends. The protection lasts for up to 8 hours. You can extend the duration of the protection by 1 hour with the use of 25 gp of residiuum or incense. This additional cost must be paid during the activation of this power.</p><p> <strong>Luc's Response</strong></p><p></p><p> Luc is generally unresponsive at first. If any of the characters question him or take pity on him, he slowly begins to respond, though his responses are generally incoherant and child-like. After a short time, his tortured mind comes to see one of the characters as his "brother", and begins to follow that character, occasionally apologizing for no apparent reason. If the characters move to leave shack, Luc will follow, taking the <em>Lantern of Holy Light</em> with him. However, as soon as the lantern is moved, its magical light goes out taking all other light with it, and the zombies outside attack. Even if the other lights in the shack remain lit, Luc becomes terrified and delusional should the <em>Lantern of Holy Light</em> goes out.</p><p> <strong>The Attack</strong></p><p></p><p> If the characters douse the <em>Lantern of Holy Light</em>, the zombies that have been waiting outside in the swamp instantly swarm the house as the whole is plunged into darkness. The zombies crawl up the posts and march into the house from the front, while the drowned ones burst into the shack by breaking in through the weakened areas of the floor. Meanwhile, the skulk zombie circles around to enter by the back window and scuttling up onto the roof. It then hopes to drop down unseen onto PCs in the room. The zombies do not retreat or relent until slain.</p><p> <strong>After the Attack</strong></p><p></p><p> If Luc still lives, he is jarred enough to fear for his life. He sees the PCs as his only hope of escape, and latches onto one of the PCs, believing him to be his dead brother Marcel (though he does not openly explain this, simply refering to the PC at best as "brother"). If the PCs seem on the verge of leaving him, he begs them "Marais! Marais! Take me home!" If the characters seize on this, he can lead the characters through the remainder of the swamp to Marais d'Tarascon.</p><p> </p><p> <strong>If the PCs Stay</strong></p><p></p><p> If the PCs stay and do not disturb the lamp, after 2 days Shaman Brucian shows up at the shack. Though surprised to see the PCs, he offers to lead them back to Marias d'Tarscon. He will take Luc and the lantern with him, triggering the zombie attack. During the fight, Shaman Brucian defends Luc, though he will aid any PC in trouble.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5710836, member: 52734"] [B][URL="http://community.wizards.com/stormonu/blog/2009/10/19/night_of_the_walking_dead_part_1_encounter_3"]Night of the Walking Dead, Part 1 Encounter 3[/URL] [/B] Monday, October 19, 2009, 01:40 AM CST [[URL="http://community.wizards.com/stormonu/blog/cat/dungeons_and_dragons"]Dungeons & Dragons[/URL]] You can download the original module at [URL="http://www.wizards.com/default.asp?x=dnd/dnd/downloads.%C2%A0"]www.wizards.com/default.asp?x=dnd/dnd/do...[/URL] You will need the module for the story, background and plot. I will only be presenting the updated/revised encounters here. [B]Night of the Walking Dead, Part 1, Encounter 3 (EL 2 - 625 XP)[/B] [B]Setup[/B] This area introduces the characters to Luc Tarascon, a Lost One, who has secret information that might help the characters in their endeavors. The characters encounter Luc in a creepy stilt house in the middle of the swamp. The NPCs for this encounter are [B]Luc Tarascon:[/B] He has 7 hp, AC 10, Fort 10, Reflex 12, Will 10. Luc is in his late teens, but recent events have not been kind to him. He barely eats nowadays and is growing thin. His hair has prematurely turned pure white. His features are likewise pale, and his eyes have slightly yellowed, as if jaundiced. He is rather unkempt, having not bothered to take care of himself, and his cloak bears several ragged tears in it from his encounter with the ghouls back in Marias d'Tarascon. His voice is hoarse and little more than a whisper, though he still sputters a few incomprihensable phrases from time to time. He is absolutely terrified of being alone, and doubly terrified of the dark. [B]2 Zombies ("Z", MM, p274)[/B] [B]5 Drowned Ones ("D", Open Grave, p196)[/B] [B]1 Skulk Zombie ("S", Open Grave, p 196)[/B] Player's Map (Characters enter from the left; rope ladder is on the westmost side of the house, near where the lilypads touch the house). DM's Map [ATTACH=CONFIG]91337._xfImport[/ATTACH] [URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=90505111"] [/URL]Player's Map [ATTACH=CONFIG]91338._xfImport[/ATTACH] [URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=90505101"] [/URL] [B]Barrels:[/B] The barrels are filled with water. If rolled at zombies, it has a range increment of 3, is an Dexterity vs. Reflex attack and deals 1d8 + Str modifier to a single target in its path (or dropped on, if rolled into a hole), also knocking the target prone on a hit. The barrel is destroyed in the attack. [B]Crates:[/B] The crates are filled with preserved foods. Each crate weighs about 35 lbs. They can be thrown with a Range increment of 3 as a Dexterity vs. Reflex attack and deals 1d6 + Str modifier damage and pushes the target 1 square. The crate is destroyed after being thrown. [B]Door:[/B] The single door is too warped to close completely. Characters who wish to hold the door closed against the undead must make opposed Strength checks. Up to 3 people can attempt to close or open the door at one time. [B]Overgrowth:[/B] Characters passing within 1 square of an area of overgrowth or through an area of overgrowth must make a medium Athletics check or take 1 point of damage. The overgrowth is treated as difficult terrain. [B]Posts:[/B] The posts at each corner of the house are 8 feet tall and require a medium climb to scale. [B]Porch:[/B] The porch is covered with warped wood that imposes a -2 penalty to stealth checks to those walking on it. The porch is 8 feet up in the air, allowing the zombies or characters to pass under it easily. Falling off the porch into the water deals no damage. [B]Table:[/B] The table can be overturned to provide cover against attacks made from an opponent on the other side. It can be used to block the door, a single window or cover a hole in the floor. When used to block entry, characters make opposed Strength checks against the undead to keep them at bay. Up to 3 people can attack or hold the table at the same time. [B]Trees:[/B] The trees grow to about 20 feet height and can be climbed with a successful easy Athletics check. [B]Weakened Floor:[/B] The three areas of light-colored floor in the house can be broken through as a single standard action by any undead. No check is needed. Anyone standing on an area of weakened floor when it is broken must make a DC 20 Athletic check to keep from falling into the water below. Falling into the water deals no damage. Once the floor is broken open, a zombie can take a move action to climb up into the room. [B]Window:[/B] The windows have flimsy shutters that can be destroyed with 4 or more points of damage. It takes a move action to pass through the window. [B]Water:[/B] The water around the house is 4 feet deep. Characters can walk through it as if it were difficult terrain or swim through it with an easy Athletics check. The zombie's movement is unaffected by the water. [B]---------------------------------[/B] Read the following to start the encounter: [I]The sun has once again set, filling the swamp with an eeiry and chaotic chorus that pines to the waxing moon above[/I]. [I]The trees ahead seem to draw in tighter as clouds likewise move to conceal the face of the moon from you this night. A thick tangle of branches and exposed roots slows your progress even as you toil to forge ahead. Sharp, broken limbs scratch your arms and legs as you push the raft forward though the thickening foilage. As you break through a clump of foilage, you can make out a light that seems to beckon in the distance. It is brighter than a single lantern, and seems to hang with a constant and inviting brightness not too far off.[/I] If characters investigate, read the following as they near the source: [I]As you near the source of the light, the swamp seems to open up around you, as if its attempts to hold you back are no longer worthy of continuing. Soon, before you lies the source of the light - a small, wooden house that is hardly larger than a shack. Bright light spills from it two front windows and a wide open doorway. The whole of the little house[/I] [I]is surrounded by a flimsy porche and sits some eight feet in the air, suspended by a heavy, shadowed post at each corner that rises out of the murky water.[/I] [I]--------------------------------------------------------------------------[/I] [B]Mood[/B] Attempt to convey with this scene a scene of foreboding and mystery. Everything about the scene should seem strange, bizarre and unsettling. Luc should come across as harmless, but pitiable. If the characters are foolish enough to move the central lamp or otherwise douse it, things should move quickly and terrifyingly. The zombie attack should be swift and ferocious, with Luc screaming in terror during the entire ordeal. During the zombie attack, play up the lack of light, with the horrid creatures lumbering out of the dark to attack the PCs. The zombies should attack Luc as a last resort, though if the party is intent on saving Luc, you might want to send a drowned one after the youth to give the PCs a scare and a chance to make a heroic defense of the youth. [B]Development[/B] Characters who make an Easy Perception check notice that there is a rope ladder coiled up on the front porch of the shack. Characters who make a Medium Perception check notice shadows of movement from within the little house. Those who make a Hard Perception check notice something in the water just out of the edge of light spilling from the house, but whatever it is submerges before anyone can get a good look at it (it's the zombies). Luc makes no move to answer the character's calls or help them get up into the house. Likewise, while the light still shines from within, the zombies dare not move into the light eminating from the house. Once the characters manage to get up to the porch or otherwise manage to get a view of the house's interior, read the following: [I]The little wooden house has only one room. All told, more than two dozen lanterns hang from pegs on the wall[/I],[I] with an unusual and ornate lantern seated on a warped wooden table in the middle of the room. The edges of the room have been stacked with crates and barrels, and in the center of the room, seated behind the crooked table, is a young man. The young man is unusually thin and pale, and has long locks of stark white hair that hangs limply about his shoulders. His clothes are unkempt, and with one hand he clutches around him a somewhat ragged cloak. In his other hand dangles an open book of poety. The young man's gaze remains unfocused as he hoarsely states "The descent of evil on night lands. Near is the sign of the hexad at hand."[/I] [B]House Contents[/B] The unopened boxes contain fresh food, stamped with the name "Cann Bakery, Marais d'Tarascon". The barrels contain fresh drinking water, apples, or other preserved foods. Luc is unrespondant to the party members, except should they attempt to harm him or extinguish the lights. If the party attacks him, he cowers and whimpers, but does not fight back. If any of the lights are extinguished, he cries out in terror, screaming "The darkness is nigh! It is nigh!" If anyone examines Luc's book, he does not resist. The book is a diary belonging to Pierre Tarascon and seems incredibly ordinary. However, on the margin of one page (in Marcel Tarascon's handwriting) is the note "This is it!!" next to an entry describing a mysterious Visanti visitor name Hykosa. The entry is breif, merely mentioning the Visanti's annual arrival, they remained a few days and the "obsessed Visanti seer, Hykosa", who after failing to convince Pierre that a terrible dark time was coming, left with the promise that Pierre's descendants would better understand his mad ramblings. The lamp in the center of the table is a magic artifact brought here by Shaman Brucian to protect Luc (its protection will not end until the PCs move the lantern). As long as it is not moved, it continues to eminate its [I]Protection From Undead[/I] ritual. If it is moved or "turned off", it ends the ritual, allowing the zombies waiting outside to attack. [B]Lantern of Holy Light (Level 5, value: 1000 gp)[/B] [B]Property:[/B] This item counts as a +1 implement for Divine characters. [B]Power (Daily):[/B] The lantern must be set in an immobile square. Make a Religion skill check, subtracting 10 from the total. Undead whose level is lower or equal to 1/4 your result cannot come within 10 squares of the lantern. It does not stop ranged attacks from undead. If the lantern is moved or doused, the power ends. The protection lasts for up to 8 hours. You can extend the duration of the protection by 1 hour with the use of 25 gp of residiuum or incense. This additional cost must be paid during the activation of this power. [B]Luc's Response[/B] Luc is generally unresponsive at first. If any of the characters question him or take pity on him, he slowly begins to respond, though his responses are generally incoherant and child-like. After a short time, his tortured mind comes to see one of the characters as his "brother", and begins to follow that character, occasionally apologizing for no apparent reason. If the characters move to leave shack, Luc will follow, taking the [I]Lantern of Holy Light[/I] with him. However, as soon as the lantern is moved, its magical light goes out taking all other light with it, and the zombies outside attack. Even if the other lights in the shack remain lit, Luc becomes terrified and delusional should the [I]Lantern of Holy Light[/I] goes out. [B]The Attack[/B] If the characters douse the [I]Lantern of Holy Light[/I], the zombies that have been waiting outside in the swamp instantly swarm the house as the whole is plunged into darkness. The zombies crawl up the posts and march into the house from the front, while the drowned ones burst into the shack by breaking in through the weakened areas of the floor. Meanwhile, the skulk zombie circles around to enter by the back window and scuttling up onto the roof. It then hopes to drop down unseen onto PCs in the room. The zombies do not retreat or relent until slain. [B]After the Attack[/B] If Luc still lives, he is jarred enough to fear for his life. He sees the PCs as his only hope of escape, and latches onto one of the PCs, believing him to be his dead brother Marcel (though he does not openly explain this, simply refering to the PC at best as "brother"). If the PCs seem on the verge of leaving him, he begs them "Marais! Marais! Take me home!" If the characters seize on this, he can lead the characters through the remainder of the swamp to Marais d'Tarascon. [B]If the PCs Stay[/B] If the PCs stay and do not disturb the lamp, after 2 days Shaman Brucian shows up at the shack. Though surprised to see the PCs, he offers to lead them back to Marias d'Tarscon. He will take Luc and the lantern with him, triggering the zombie attack. During the fight, Shaman Brucian defends Luc, though he will aid any PC in trouble. [/QUOTE]
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Night of the Walking Dead (Incomplete Conversion of 2E Ravenloft Module)
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