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<blockquote data-quote="Stormonu" data-source="post: 5710840" data-attributes="member: 52734"><p><strong><a href="http://community.wizards.com/stormonu/blog/2009/10/26/night_of_the_walking_dead_part_2_encounter_1" target="_blank">Night of the Walking Dead, Part 2, Encounter 1</a> </strong></p><p></p><p> Monday, October 26, 2009, 08:10 PM CST [<a href="http://community.wizards.com/stormonu/blog/cat/dungeons_and_dragons" target="_blank">Dungeons & Dragons</a>] </p><p> </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 2, Encounter 1 - The Funeral (EL 2 - 639 XP)</strong></p><p></p><p> This encounter is designed to introduce characters to the troubles in Marias d'Tarascon. Opening with a dream-like sequence, characters witness a surreal funeral that erupts into an attack of undead.</p><p> The monsters for this encounter are:</p><p> <strong>1 Zombie (MM, p274)</strong></p><p> <strong>3 Zombie Rotters (MM, p274)</strong></p><p> <strong>2 Ghouls (MM, p118)</strong></p><p> </p><p><strong>DM's Map</strong></p><p></p><p>[ATTACH]91340[/ATTACH]<strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91171641" target="_blank"></a></strong></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91171641" target="_blank"></a></strong></p><p> <strong>Player's Map</strong></p><p> </p><p></p><p>[ATTACH]91341[/ATTACH]</p><p></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91171631" target="_blank"></a></strong></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91171631" target="_blank"></a></strong></p><p> <strong>Bushes:</strong> Two rows of semi-trimmed bushes line the path towards the right and a clumb of bushes half encircle the well on the left side of the map. The bushes are about 5 feet tall and are considered heavily obscured squares. Creatures in the bushes gain concealment.</p><p> <strong>Church:</strong> The stone building at the top of the map is the local church, a three-story tall stone structure with an iron-bound double wooden door. The doors start closed, and will be locked after one round by Shaman Brucius. It requires a Hard Thievery check to open the lock, or 120 hit points of damage to break the door in. Shaman Brucius will unlock the door to allow PCs adjacent to the door in with a successful Moderate Diplomacy skill check or a Difficult Intimidate skill check. He only holds the door open until his next action, then closes it. The undead can attempt to batter the door in if the PCs attempt to escape by this means.</p><p> <strong>Cypress</strong><strong> Trees:</strong> A clump of three cypruss trees grow at the bottommost section of the map. These cypress trees are about 20 feet tall. They can be climbed with an Easy Athletics check. They provide cover from melee and ranged attacks, and the upper branches (at least 15 feet up) are considered lighty obscured squares and grant concealment to those in the branches.</p><p> <strong>Trellises:</strong> Two trellis flank each other some 10 feet from the church at the top of the map. The trellises are considered to provide heavy obscurement, but only from the side they face.</p><p> <strong>Well:</strong> The well is about 3 feet high, with a bucket and rope resting beside it. Attempts to push or slide a creature or character into the well allow the victim to make a saving throw at a +2 bonus to keep from falling in. Failure indicates a 30-foot-drop for 3d10 damage.</p><p> -------------------------------------------------</p><p> Read the following to start the encounter (select one PC as the focus; it works best if presented somewhat dreamily and you allow the PC to take a few minor actions to break up the monologue. If possible, do not set up the encounter until after reading the entire text, but keep map & figures handy to quickly place and not detract from any mood you've set):</p><p> <em>"The terror and dread that the swamp generates is eventually overcome by sleep. The gray mists that seem like the very breath of the swamp itself surround and enfold you this night, turning the raft's light sources into floating globes that seem to simply suspend themselves in the gloom. The sounds around you slowly fade into the background, until the become a lulluby of sleep. Even the moon slips behind dark, boiling clouds that occasionally rumble with faint echo of distant thunder. It seems the entire swamp conspires to dull your senses and lull you into a dead sleep.</em></p><p> <em>You've barely let your chin slip into your lap when you awake with a start. The mist has cleared somewhat, and the raft lies empty around, bereft of your companions. A single lamp hangs from the rudder, and it takes a second jolt for you to turn and notice the raft has struck dry land.</em></p><p> <em>It is then that mist seems to part, like a curtain drawn back, revealing to you not some sand barge, but dry, solid land, cluttered with dark grass, waving willow trees and wilting cypress trees whose dry roots stick upward like curled toes. Beyond the shore of lightly waving trees, you espie a town - its building made of aged and gray stone, with the barest hint of lights and smoke filtering up from some of the quaint cottages. It is then you hear the tolling of a great, solemn bell, and a voice raised in solemn chorus. Like a siren, it draws you from the raft and into the town beyond.</em></p><p> <em>You find yourself moving quickly through town. Shops are closed, shudders are drawn and doors are locked. No one answers your cries or knock at the door, but as you pass along the main road, the tolling and chanting clearly grow louder and louder.</em></p><p> <em>And then, you see it. A weathered church, its tall steeple the source of the solemn tolling bell lies at the foot of a hill, atop which stands what might almost be declared a fortress. By the protruding monoliths you see climbing over the wall atop the hill, you guess it to be some sort of cemetary.</em></p><p> <em>It is then you also see the solemn prominade exiting the church, carrying an unadorned coffin in its midst. A throng of people line the path that leads from the church to a crossroad and up the hedge-lined path to the cemetary at the top of the hill.</em></p><p> <em>You are relieved to catch sight of your fellows, already among the throng, solemn as the rest of the villagers as the coffin is brought past them. You hurry up to them, and it is then you realize something is terribly, horribly wrong.</em></p><p> <em>As you watch, from the side of your friends, the coffin pass you, you notice that it is wrapped in an anchor chain which has been padlocked shut. Before you can utter a word, the coffin suddenly rattles as something inside clearly shifts. The priest, following at the foot of the procession, reaches out and places a calming hand on the coffin "Peace, brother Jeremiah - don't make this any harder than it already is."</em></p><p> <em>Almost as if in defiance, the coffin shifts violently, as lid rattles from something violently pounding against it. The mourners ahead attempt to ignore the heavy thudding, their cries becoming slightly more hysterical. Even the palbearers nerverously eye the coffin, their pace increasing.</em></p><p> <em>However, the procession cannot last. As the procession turns onto the lane that leads up to the cemetary, a clenched fist bursts through the top of the coffin. The palbearers will stand no more, dropping the coffin to the ground. The mourners scatter, screaming. At least three of the gathered crowd swoons and fall to the ground as the odor of death falls full on the congregation. Even the priest pulls up his robes and hastily runs back towards the church in abject fear.</em></p><p> <em>By the time the throng has cleared, the coffin is demolished, and its chains shattered. From the ruined remains, the coffin's occupant rises. Though well-dressed in funeral finery, his white-shrouded eyes and lolling head clearly mark him as undead. Even as he rises to his full height, the three villagers who swooned uncurl themselves and rise, their eyes likewise glazed over and vacant."</em></p><p> <strong>Mood</strong></p><p></p><p> The DM should present the opening scene in as creepy and whisper-like voice he can muster. Up until the violent break-out from the coffin, attempt to create an air as if the character is experiencing a dream sequence. Don't allow the other PCs to tune out; you don't want to have to repeat it for them.</p><p> Once the zombie breaks out, try to instill an aura of panic and confusion. Keep the characters on a short leash; give them 10-15 seconds to decide what to do or threaten to skip to the next PC (As the fight moves along, you can quietly give them more time and relax a bit). The characters may initially attempt to bolt, but the undead should pursue them (especially if Luc is with the group).</p><p> None of the villagers are depicted on the map, it is assumed they have cleared far enough away that the PCs can focus on fighting the undead. However, if you can set it up without drawing away from the tension, you might want to place some villagers on the map to give credence to their attempts to escape. If the PCs are scoffing at the encounter, you can throw in some villagers who need saving to complicate matters.</p><p> <strong>Development</strong></p><p></p><p> The Zombie (Jeremiah d'Gris) and the 3 zombie rotters move to attack immediately and mindlessly, following characters and attempting to beat the stuffing out of them. They attack the closest thing and keep attacking until put down or the target drops (even if just faking).</p><p> The ghouls in the bushes wait a round to observe and manuever (moving at 1/2 rate), then spring out at PCs. Because of the dense bushes they are hiding in, characters who are more than one square away from a ghoul can't see it at all, as if it were invisible. If the characters run, the ghouls follow in tangent, attempt to use cover and shortcuts to get ahead and intercept the PCs. (This would be a great place for a Chase Skill Challenge).</p><p> <strong>Aftermath</strong></p><p></p><p> If the characters are overcome, Shaman Brucius overcomes his fear and comes out from the church. If the players are carrying the Holy Latern, he recoginizes it and activates it, pushing the undead away. Unable to get at their prey, the ghouls flee back up toward the cemetary and the zombies shamble after.</p><p> If the characters are victorous, or Shaman Brucius manages to save the PCs, Constable Gremin shows up a few rounds later. Brucius can help patch the PCs up, while Gremin examines any remains and asks the characters to explain what happened. He is very terse, though Brucius is somewhat protective, considering the heroism he has just witnessed.</p><p> If Shaman Brucius sees that Luc Tarascon is with the party, he offers to take the youth and watch over him at the local church (You should encourage the PCs to cooperate). He will show up again in the third part of the adventure.</p><p> If the characters question either Gremin or Brucius, they have the following information to offer at this time.</p><p> <strong>Constable Gremin:</strong></p><p> (Easy Diplomacy) - "There's been talk of the dead rising in town, but this is the first solid evidence I've seen of any such happenings."</p><p> (Moderate Diplomacy) - "Poor Jeremiah. His son found him in his bed yesterday morning, dead as a doornail. Not a mark on him. We figured he'd worked himself to death in the fields and it'd just got to him that night."</p><p> (Hard Diplomacy) - "Poor soul's not the first to 'ave died here in town, an' I suppose he won't be the last. The winds have changed so ta' speak, and I sense more than a storm coming this way."</p><p> (Automatic) - "It might be best if you retire to the Full Moon Inn. They've got food, drink and lodgings - it is perhaps the best place to be in these times; until you're ready to move on, of course."</p><p> <strong>Shaman Brucius:</strong></p><p> (Easy Diplomacy) - "Forgive an old cleric for running on you, I'd not come face to face with the undead before. I promise I won't let it happen again."</p><p> (Moderate Diplomacy) - "I feared this might happen. Other villagers have spoken of seeing the dead rise of late in town, but we've not seen any proof until now."</p><p> (Hard Diplomacy) - "I have been of late reading texts on the nature of the undead, considering the growing tales of the dead walking. From what I know, only two things will bring such unlife to the deceased - either an unfinished task in life or the foul ritual of some mad necromancer. I hope it to be a case of the former, not the latter - though now we may never know now."</p><p> -----------------------------------------------</p><p> From here the characters are free to explore the town of Marias d'Tarascon.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5710840, member: 52734"] [B][URL="http://community.wizards.com/stormonu/blog/2009/10/26/night_of_the_walking_dead_part_2_encounter_1"]Night of the Walking Dead, Part 2, Encounter 1[/URL] [/B] Monday, October 26, 2009, 08:10 PM 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 2, Encounter 1 - The Funeral (EL 2 - 639 XP)[/B] This encounter is designed to introduce characters to the troubles in Marias d'Tarascon. Opening with a dream-like sequence, characters witness a surreal funeral that erupts into an attack of undead. The monsters for this encounter are: [B]1 Zombie (MM, p274)[/B] [B]3 Zombie Rotters (MM, p274)[/B] [B]2 Ghouls (MM, p118)[/B] [B]DM's Map[/B] [ATTACH=CONFIG]91340._xfImport[/ATTACH][B][URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91171641"] [/URL][/B] [B]Player's Map[/B] [ATTACH=CONFIG]91341._xfImport[/ATTACH] [B][URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91171631"] [/URL][/B] [B]Bushes:[/B] Two rows of semi-trimmed bushes line the path towards the right and a clumb of bushes half encircle the well on the left side of the map. The bushes are about 5 feet tall and are considered heavily obscured squares. Creatures in the bushes gain concealment. [B]Church:[/B] The stone building at the top of the map is the local church, a three-story tall stone structure with an iron-bound double wooden door. The doors start closed, and will be locked after one round by Shaman Brucius. It requires a Hard Thievery check to open the lock, or 120 hit points of damage to break the door in. Shaman Brucius will unlock the door to allow PCs adjacent to the door in with a successful Moderate Diplomacy skill check or a Difficult Intimidate skill check. He only holds the door open until his next action, then closes it. The undead can attempt to batter the door in if the PCs attempt to escape by this means. [B]Cypress[/B][B] Trees:[/B] A clump of three cypruss trees grow at the bottommost section of the map. These cypress trees are about 20 feet tall. They can be climbed with an Easy Athletics check. They provide cover from melee and ranged attacks, and the upper branches (at least 15 feet up) are considered lighty obscured squares and grant concealment to those in the branches. [B]Trellises:[/B] Two trellis flank each other some 10 feet from the church at the top of the map. The trellises are considered to provide heavy obscurement, but only from the side they face. [B]Well:[/B] The well is about 3 feet high, with a bucket and rope resting beside it. Attempts to push or slide a creature or character into the well allow the victim to make a saving throw at a +2 bonus to keep from falling in. Failure indicates a 30-foot-drop for 3d10 damage. ------------------------------------------------- Read the following to start the encounter (select one PC as the focus; it works best if presented somewhat dreamily and you allow the PC to take a few minor actions to break up the monologue. If possible, do not set up the encounter until after reading the entire text, but keep map & figures handy to quickly place and not detract from any mood you've set): [I]"The terror and dread that the swamp generates is eventually overcome by sleep. The gray mists that seem like the very breath of the swamp itself surround and enfold you this night, turning the raft's light sources into floating globes that seem to simply suspend themselves in the gloom. The sounds around you slowly fade into the background, until the become a lulluby of sleep. Even the moon slips behind dark, boiling clouds that occasionally rumble with faint echo of distant thunder. It seems the entire swamp conspires to dull your senses and lull you into a dead sleep.[/I] [I]You've barely let your chin slip into your lap when you awake with a start. The mist has cleared somewhat, and the raft lies empty around, bereft of your companions. A single lamp hangs from the rudder, and it takes a second jolt for you to turn and notice the raft has struck dry land.[/I] [I]It is then that mist seems to part, like a curtain drawn back, revealing to you not some sand barge, but dry, solid land, cluttered with dark grass, waving willow trees and wilting cypress trees whose dry roots stick upward like curled toes. Beyond the shore of lightly waving trees, you espie a town - its building made of aged and gray stone, with the barest hint of lights and smoke filtering up from some of the quaint cottages. It is then you hear the tolling of a great, solemn bell, and a voice raised in solemn chorus. Like a siren, it draws you from the raft and into the town beyond.[/I] [I]You find yourself moving quickly through town. Shops are closed, shudders are drawn and doors are locked. No one answers your cries or knock at the door, but as you pass along the main road, the tolling and chanting clearly grow louder and louder.[/I] [I]And then, you see it. A weathered church, its tall steeple the source of the solemn tolling bell lies at the foot of a hill, atop which stands what might almost be declared a fortress. By the protruding monoliths you see climbing over the wall atop the hill, you guess it to be some sort of cemetary.[/I] [I]It is then you also see the solemn prominade exiting the church, carrying an unadorned coffin in its midst. A throng of people line the path that leads from the church to a crossroad and up the hedge-lined path to the cemetary at the top of the hill.[/I] [I]You are relieved to catch sight of your fellows, already among the throng, solemn as the rest of the villagers as the coffin is brought past them. You hurry up to them, and it is then you realize something is terribly, horribly wrong.[/I] [I]As you watch, from the side of your friends, the coffin pass you, you notice that it is wrapped in an anchor chain which has been padlocked shut. Before you can utter a word, the coffin suddenly rattles as something inside clearly shifts. The priest, following at the foot of the procession, reaches out and places a calming hand on the coffin "Peace, brother Jeremiah - don't make this any harder than it already is."[/I] [I]Almost as if in defiance, the coffin shifts violently, as lid rattles from something violently pounding against it. The mourners ahead attempt to ignore the heavy thudding, their cries becoming slightly more hysterical. Even the palbearers nerverously eye the coffin, their pace increasing.[/I] [I]However, the procession cannot last. As the procession turns onto the lane that leads up to the cemetary, a clenched fist bursts through the top of the coffin. The palbearers will stand no more, dropping the coffin to the ground. The mourners scatter, screaming. At least three of the gathered crowd swoons and fall to the ground as the odor of death falls full on the congregation. Even the priest pulls up his robes and hastily runs back towards the church in abject fear.[/I] [I]By the time the throng has cleared, the coffin is demolished, and its chains shattered. From the ruined remains, the coffin's occupant rises. Though well-dressed in funeral finery, his white-shrouded eyes and lolling head clearly mark him as undead. Even as he rises to his full height, the three villagers who swooned uncurl themselves and rise, their eyes likewise glazed over and vacant."[/I] [B]Mood[/B] The DM should present the opening scene in as creepy and whisper-like voice he can muster. Up until the violent break-out from the coffin, attempt to create an air as if the character is experiencing a dream sequence. Don't allow the other PCs to tune out; you don't want to have to repeat it for them. Once the zombie breaks out, try to instill an aura of panic and confusion. Keep the characters on a short leash; give them 10-15 seconds to decide what to do or threaten to skip to the next PC (As the fight moves along, you can quietly give them more time and relax a bit). The characters may initially attempt to bolt, but the undead should pursue them (especially if Luc is with the group). None of the villagers are depicted on the map, it is assumed they have cleared far enough away that the PCs can focus on fighting the undead. However, if you can set it up without drawing away from the tension, you might want to place some villagers on the map to give credence to their attempts to escape. If the PCs are scoffing at the encounter, you can throw in some villagers who need saving to complicate matters. [B]Development[/B] The Zombie (Jeremiah d'Gris) and the 3 zombie rotters move to attack immediately and mindlessly, following characters and attempting to beat the stuffing out of them. They attack the closest thing and keep attacking until put down or the target drops (even if just faking). The ghouls in the bushes wait a round to observe and manuever (moving at 1/2 rate), then spring out at PCs. Because of the dense bushes they are hiding in, characters who are more than one square away from a ghoul can't see it at all, as if it were invisible. If the characters run, the ghouls follow in tangent, attempt to use cover and shortcuts to get ahead and intercept the PCs. (This would be a great place for a Chase Skill Challenge). [B]Aftermath[/B] If the characters are overcome, Shaman Brucius overcomes his fear and comes out from the church. If the players are carrying the Holy Latern, he recoginizes it and activates it, pushing the undead away. Unable to get at their prey, the ghouls flee back up toward the cemetary and the zombies shamble after. If the characters are victorous, or Shaman Brucius manages to save the PCs, Constable Gremin shows up a few rounds later. Brucius can help patch the PCs up, while Gremin examines any remains and asks the characters to explain what happened. He is very terse, though Brucius is somewhat protective, considering the heroism he has just witnessed. If Shaman Brucius sees that Luc Tarascon is with the party, he offers to take the youth and watch over him at the local church (You should encourage the PCs to cooperate). He will show up again in the third part of the adventure. If the characters question either Gremin or Brucius, they have the following information to offer at this time. [B]Constable Gremin:[/B] (Easy Diplomacy) - "There's been talk of the dead rising in town, but this is the first solid evidence I've seen of any such happenings." (Moderate Diplomacy) - "Poor Jeremiah. His son found him in his bed yesterday morning, dead as a doornail. Not a mark on him. We figured he'd worked himself to death in the fields and it'd just got to him that night." (Hard Diplomacy) - "Poor soul's not the first to 'ave died here in town, an' I suppose he won't be the last. The winds have changed so ta' speak, and I sense more than a storm coming this way." (Automatic) - "It might be best if you retire to the Full Moon Inn. They've got food, drink and lodgings - it is perhaps the best place to be in these times; until you're ready to move on, of course." [B]Shaman Brucius:[/B] (Easy Diplomacy) - "Forgive an old cleric for running on you, I'd not come face to face with the undead before. I promise I won't let it happen again." (Moderate Diplomacy) - "I feared this might happen. Other villagers have spoken of seeing the dead rise of late in town, but we've not seen any proof until now." (Hard Diplomacy) - "I have been of late reading texts on the nature of the undead, considering the growing tales of the dead walking. From what I know, only two things will bring such unlife to the deceased - either an unfinished task in life or the foul ritual of some mad necromancer. I hope it to be a case of the former, not the latter - though now we may never know now." ----------------------------------------------- From here the characters are free to explore the town of Marias d'Tarascon. [/QUOTE]
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