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Night of the Walking Dead (Incomplete Conversion of 2E Ravenloft Module)
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<blockquote data-quote="Stormonu" data-source="post: 5710842" 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_2" target="_blank">Night of the Walking Dead, Part 2, Encounter 2</a> </strong></p><p></p><p> Monday, October 26, 2009, 11:19 PM 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 2, Encounter 2 - Scene of the Crime (EL 3 - 790 XP)</strong></p><p></p><p> </p><p> <strong>Setup</strong></p><p></p><p> The characters hear a woman's scream as the exit the Full Moon Inn (area 1). Upon investigating, they find Constable Gremin locked in battle and must come to his aid against the minions of Jean Tarrascon.</p><p> The following creatures/NPCs are used for this encounter:</p><p> <strong>1 Jean Tarascon ("J", MM, p134 - use Gnome Arcanist for stats</strong>; his powers are shadow-based<strong>)</strong></p><p> </p><ul> <li data-xf-list-type="ul"><em>Scintallating Bolt</em> is <em>Chill of the Dead Lord</em>. It deals necrotic damage instead of radiant damage. </li> <li data-xf-list-type="ul"><em>Startling Glamor</em> is <em>Dread Repulse</em>; effect unchanged </li> <li data-xf-list-type="ul"><em>Illusory Terrain</em> is <em>Grasping Shadows</em>; effect unchanged </li> <li data-xf-list-type="ul"><em>Fade Away</em> is <em>Melt into Shadow</em>; power activates when bloodied; Jean uses it to escape </li> <li data-xf-list-type="ul"><em>Fey Step</em> is <em>Shadow Walk</em>; effect unchanged; Jean uses this to aid in an escape </li> </ul><p> <strong>2 Shadow Hunter Bats ("B",MM, p27)</strong></p><p> <strong>5 Zombie Rotters ("Z", MM, p274)</strong></p><p> <strong>1 Gravehound ("H", MM, P274)</strong></p><p> <strong>1 Constable Gremin ("G",MM, p162, use Human Guard stats.</strong> Gremin is at 0 hp and dying as the scene opens<strong>)</strong></p><p> <strong>1 Katha Onsbee ("K", MM, p162, use Human Rabble stats)</strong></p><p> <strong>--------------------------------------------------------</strong></p><p> Read the following to start the encounter</p><p> <em>The heavy clouds overhead cover the town of Marias d'Tarscon as if it were dusk. A chill wind blows in from the swamp behind the Inn, bringing with it the fetid smells from its dark waters. </em></p><p> <em>A moment later, a scream pierces the dark and chill air; it does not sound far off!</em></p><p> If characters investigate, read the following:</p><p> <em>Following the chilling screams, it brings you to a clump of houses outside the gate that surrounds the inn. Standing in the street is Karla, the barmaid from the Full Moon Inn. Just to her side, you see the local constable crumple to the floor, clutching his side. Towering over him is a charnel dog, the greenish flesh rotting from its haggard corpse. Behind it, hair whipping in the wind stand five figures dressed in rotting red cloaks. Karla screams once more and her screams are echoed by two monsterous bats that alight on the roof of a nearby cottage. From somewhere nearby, you hear a hoarse cackle and the sound of steel being drawn.</em></p><p></p><p> DM's Map</p><p> </p><p>[ATTACH]91342[/ATTACH]</p><p></p><p> Player's Map</p><p></p><p>[ATTACH]91343[/ATTACH]</p><p></p><p></p><p> <a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91193461" target="_blank"></a></p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91193461" target="_blank"></a></p><p> <strong>Buildings:</strong> There are four unnumbered buildings marked on the map, showing the exterior. Having heard the screams, the villagers have (wisely) locked their doors and refuse to open up unless a character makes a successful Hard Intimidation skill check. The NPCs inside will then let the PCs in, but under no circumstance will they come out to fight.</p><p> <strong>Bushes:</strong> There are rows of overgrown bushes/hedges around the block of houses and growing up the outer wall of the Full Moon Inn. The bushes are about 5 feet tall and are considered heavily obscured squares. Creatures in the bushes gain concealment.</p><p> <strong>Cottage (Mordu) #6:</strong> This is Mordu's cottage. Any character who makes a successful Hard Perception check will see the former accountant sneaking a peak at the events outside. Like the others, he will not open his doors and keeps the windows shuddered unless the characters make a successful Hard Diplomacy or Intimidation check to get in. If characters escape the encounter into Mordu's cottage, the zombies and Jean complete their work, dragging Gremin off to be made into a zombie (If you are using the Investigation skill challenge, replace the meeting with Gremin with Mordu).</p><p> <strong>Cottage (General Store) #7:</strong> This is Deruno the dwarf's general store. Like the others, he locks his cottage and closes the shudders when the attack starts. If characters make a successful Hard Diplomacy check, Deruno opens his doors and is willing to give the PCs shelter and/or a treasure pack worth of items to help save Gremin.</p><p> <strong>Cottage (Blacksmith) #8:</strong> This is home to Jordi and Nadine. Under no circumstances, either via Diplomacy or Intimidation, will Jordi open the door. If the characters attempt to force their way in, Jordi physically drives them out, using his smithing hammer (treat as warhammer, with Jordi having the stats of a Human Bandit).</p><p> <strong>Cypress</strong><strong> Trees:</strong> A clump of three cypruss trees grows between the houses in the middle 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>Wall:</strong> In the topmost section of the map is the outer wall that harbors the Full Moon Inn. It is 15 feet tall and made of mortared stones. The top of the wall is about 5 feet wide and can be easily walked or run along. Characters can safely jump down in the sections not obscured by hedges. If they jump down or fall into a hedge, they must make a saving throw or take 1d6 damage.</p><p> <strong>Mood</strong></p><p></p><p> Play up the unknown quality of the zombie rotters; if played correctly, the players should initially mistake them for some sort of cultists. Only when the first rotter falls should the players get an indication that they aren't fighting the living. The gravehound should be absolutely frightening; if possible, you might want to try and convince the players that the hound is rabid and could infect the PCs - it might make them more leery to ignore or face the beast directly.</p><p> Likewise, do your best to play up the zombies dragging off Gremin; try to play up the desperation of keeping the zombies from hauling off the still-living-but-gravely-wounded Constable to obstinately turn into the undead. </p><p> If possible, try to make the characters dread the winged attacks of the shadow hunter bats - the shriek as they swoop in should fill the characters with dread and they should quickly target any characters out in the open; make it seem likely that the bats are powerful enough to carry off a character or two if they get a good grip (play up the bat's attacks, one such attack "lifting the character off the ground" just before he can rip free). The bat's harrying attacks can be put to good use to help the zombies put some distance between the characters and create even greater tension.</p><p> Finally, do your best to play up Jean as both mysterious and deadly. He picks his attacks, waiting until the PCs are otherwise occupied before he strikes. He won't fully engage PCs, trying to use cover and concealment to his advantage Even if Jean only gets in one strike, or make a near-miss strike, use his presence for fear of what he represents (a madman dealing/controlling undead) moreso than attempting to inflict damage.</p><p> <strong>Development</strong></p><p></p><p> As soon as Karla can, she runs back to the Full Moon Inn. She only fights to defend herself.</p><p> The closest zombie to Constable Gremin ("G") grabs the falled constable and starts dragging him through the area between the houses, trying to drag the constable off the bottom of the map. The other zombies run interferance, trying to slow the characters or picking up the constable if the zombie dragging the constable is slain. </p><p> The gravehound rushes the characters, attempting to keep the party occupied and off-balance. Meanwhile, the shadow hunter bats make passing attacks, attempting to use the trees and roofs of the cottages to keep away from character's retalitory strikes.</p><p> Meanwhile, Jean keeps his distance and attempts to blast the characters with <em>Chill of the Dead Lord</em>. He uses <em>Dread Repulse </em>to keep characters from getting too close and always attempts to manuever to keep from getting boxed in, with some sort of alleyway to exit. Once he is bloodied, he curses the characters and uses <em>Shadow Walk</em> and <em>Melt into Shadow</em> to slip away, moving out of the character's sight as quickly as possible. At this time, consider if the characters ever lose line of sight to him he manages to slip away. If at any time the zombies shuffle away from the PCs with Gremin's body, Jean instantly uses his abilities to slip away and end the encounter, leaving with a hoarse chuckle of maniacal laughter.</p><p> <strong>Aftermath</strong></p><p></p><p> If the characters manage to save Constable Gremin, he is extremely grateful. Durango the dwarf finally comes out of his cottage, and if he has not yet done so, gifts the characters with a treasure packet for their efforts.</p><p> If the characters examine the zombie corpses, a casual investigation that they are dressed in simple burial robes, but the robes have been stained red with now-dried blood. A successful Moderate Perception check reveals one of the (female) zombies is wearing a cheap silver ring with a bit of Lapis Lazuli. Constable Gremin can recognize the ring as belonging to the missing Lady Grissom. The others Gremin does not know (They were actually a troupe travelling from Port d'Elhour that Marcel ambushed and turned to zombies, then donated to Jean to use).</p><p> If the characters were lucky enough to kill Jean, all is not lost. Gremin has Jean's body sent to the church for burial. While the party is either investigating other leads or retiring thinking that everything is fine now that the killer has been found, Marcel sneaks over to the church and reanimates his dead brother to continue his rampage - possibly leaving characters to think another individual is involved in the murders and disappearances. To allay suspicions, the brothers leave a mocked-up corpse behind for Shaman Brucius to bury (assume Marcel uses a supernatural power to magically alter the corpe's face to look like Jean's; a Hard Perception check will reveal the deception, and it will fade after burial).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5710842, member: 52734"] [B][URL="http://community.wizards.com/stormonu/blog/2009/10/26/night_of_the_walking_dead_part_2_encounter_2"]Night of the Walking Dead, Part 2, Encounter 2[/URL] [/B] Monday, October 26, 2009, 11:19 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 2 - Scene of the Crime (EL 3 - 790 XP)[/B] [B]Setup[/B] The characters hear a woman's scream as the exit the Full Moon Inn (area 1). Upon investigating, they find Constable Gremin locked in battle and must come to his aid against the minions of Jean Tarrascon. The following creatures/NPCs are used for this encounter: [B]1 Jean Tarascon ("J", MM, p134 - use Gnome Arcanist for stats[/B]; his powers are shadow-based[B])[/B] [LIST] [*][I]Scintallating Bolt[/I] is [I]Chill of the Dead Lord[/I]. It deals necrotic damage instead of radiant damage. [*][I]Startling Glamor[/I] is [I]Dread Repulse[/I]; effect unchanged [*][I]Illusory Terrain[/I] is [I]Grasping Shadows[/I]; effect unchanged [*][I]Fade Away[/I] is [I]Melt into Shadow[/I]; power activates when bloodied; Jean uses it to escape [*][I]Fey Step[/I] is [I]Shadow Walk[/I]; effect unchanged; Jean uses this to aid in an escape [/LIST] [B]2 Shadow Hunter Bats ("B",MM, p27)[/B] [B]5 Zombie Rotters ("Z", MM, p274)[/B] [B]1 Gravehound ("H", MM, P274)[/B] [B]1 Constable Gremin ("G",MM, p162, use Human Guard stats.[/B] Gremin is at 0 hp and dying as the scene opens[B])[/B] [B]1 Katha Onsbee ("K", MM, p162, use Human Rabble stats)[/B] [B]--------------------------------------------------------[/B] Read the following to start the encounter [I]The heavy clouds overhead cover the town of Marias d'Tarscon as if it were dusk. A chill wind blows in from the swamp behind the Inn, bringing with it the fetid smells from its dark waters. [/I] [I]A moment later, a scream pierces the dark and chill air; it does not sound far off![/I] If characters investigate, read the following: [I]Following the chilling screams, it brings you to a clump of houses outside the gate that surrounds the inn. Standing in the street is Karla, the barmaid from the Full Moon Inn. Just to her side, you see the local constable crumple to the floor, clutching his side. Towering over him is a charnel dog, the greenish flesh rotting from its haggard corpse. Behind it, hair whipping in the wind stand five figures dressed in rotting red cloaks. Karla screams once more and her screams are echoed by two monsterous bats that alight on the roof of a nearby cottage. From somewhere nearby, you hear a hoarse cackle and the sound of steel being drawn.[/I] DM's Map [ATTACH=CONFIG]91342._xfImport[/ATTACH] Player's Map [ATTACH=CONFIG]91343._xfImport[/ATTACH] [URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91193461"] [/URL] [B]Buildings:[/B] There are four unnumbered buildings marked on the map, showing the exterior. Having heard the screams, the villagers have (wisely) locked their doors and refuse to open up unless a character makes a successful Hard Intimidation skill check. The NPCs inside will then let the PCs in, but under no circumstance will they come out to fight. [B]Bushes:[/B] There are rows of overgrown bushes/hedges around the block of houses and growing up the outer wall of the Full Moon Inn. The bushes are about 5 feet tall and are considered heavily obscured squares. Creatures in the bushes gain concealment. [B]Cottage (Mordu) #6:[/B] This is Mordu's cottage. Any character who makes a successful Hard Perception check will see the former accountant sneaking a peak at the events outside. Like the others, he will not open his doors and keeps the windows shuddered unless the characters make a successful Hard Diplomacy or Intimidation check to get in. If characters escape the encounter into Mordu's cottage, the zombies and Jean complete their work, dragging Gremin off to be made into a zombie (If you are using the Investigation skill challenge, replace the meeting with Gremin with Mordu). [B]Cottage (General Store) #7:[/B] This is Deruno the dwarf's general store. Like the others, he locks his cottage and closes the shudders when the attack starts. If characters make a successful Hard Diplomacy check, Deruno opens his doors and is willing to give the PCs shelter and/or a treasure pack worth of items to help save Gremin. [B]Cottage (Blacksmith) #8:[/B] This is home to Jordi and Nadine. Under no circumstances, either via Diplomacy or Intimidation, will Jordi open the door. If the characters attempt to force their way in, Jordi physically drives them out, using his smithing hammer (treat as warhammer, with Jordi having the stats of a Human Bandit). [B]Cypress[/B][B] Trees:[/B] A clump of three cypruss trees grows between the houses in the middle 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]Wall:[/B] In the topmost section of the map is the outer wall that harbors the Full Moon Inn. It is 15 feet tall and made of mortared stones. The top of the wall is about 5 feet wide and can be easily walked or run along. Characters can safely jump down in the sections not obscured by hedges. If they jump down or fall into a hedge, they must make a saving throw or take 1d6 damage. [B]Mood[/B] Play up the unknown quality of the zombie rotters; if played correctly, the players should initially mistake them for some sort of cultists. Only when the first rotter falls should the players get an indication that they aren't fighting the living. The gravehound should be absolutely frightening; if possible, you might want to try and convince the players that the hound is rabid and could infect the PCs - it might make them more leery to ignore or face the beast directly. Likewise, do your best to play up the zombies dragging off Gremin; try to play up the desperation of keeping the zombies from hauling off the still-living-but-gravely-wounded Constable to obstinately turn into the undead. If possible, try to make the characters dread the winged attacks of the shadow hunter bats - the shriek as they swoop in should fill the characters with dread and they should quickly target any characters out in the open; make it seem likely that the bats are powerful enough to carry off a character or two if they get a good grip (play up the bat's attacks, one such attack "lifting the character off the ground" just before he can rip free). The bat's harrying attacks can be put to good use to help the zombies put some distance between the characters and create even greater tension. Finally, do your best to play up Jean as both mysterious and deadly. He picks his attacks, waiting until the PCs are otherwise occupied before he strikes. He won't fully engage PCs, trying to use cover and concealment to his advantage Even if Jean only gets in one strike, or make a near-miss strike, use his presence for fear of what he represents (a madman dealing/controlling undead) moreso than attempting to inflict damage. [B]Development[/B] As soon as Karla can, she runs back to the Full Moon Inn. She only fights to defend herself. The closest zombie to Constable Gremin ("G") grabs the falled constable and starts dragging him through the area between the houses, trying to drag the constable off the bottom of the map. The other zombies run interferance, trying to slow the characters or picking up the constable if the zombie dragging the constable is slain. The gravehound rushes the characters, attempting to keep the party occupied and off-balance. Meanwhile, the shadow hunter bats make passing attacks, attempting to use the trees and roofs of the cottages to keep away from character's retalitory strikes. Meanwhile, Jean keeps his distance and attempts to blast the characters with [I]Chill of the Dead Lord[/I]. He uses [I]Dread Repulse [/I]to keep characters from getting too close and always attempts to manuever to keep from getting boxed in, with some sort of alleyway to exit. Once he is bloodied, he curses the characters and uses [I]Shadow Walk[/I] and [I]Melt into Shadow[/I] to slip away, moving out of the character's sight as quickly as possible. At this time, consider if the characters ever lose line of sight to him he manages to slip away. If at any time the zombies shuffle away from the PCs with Gremin's body, Jean instantly uses his abilities to slip away and end the encounter, leaving with a hoarse chuckle of maniacal laughter. [B]Aftermath[/B] If the characters manage to save Constable Gremin, he is extremely grateful. Durango the dwarf finally comes out of his cottage, and if he has not yet done so, gifts the characters with a treasure packet for their efforts. If the characters examine the zombie corpses, a casual investigation that they are dressed in simple burial robes, but the robes have been stained red with now-dried blood. A successful Moderate Perception check reveals one of the (female) zombies is wearing a cheap silver ring with a bit of Lapis Lazuli. Constable Gremin can recognize the ring as belonging to the missing Lady Grissom. The others Gremin does not know (They were actually a troupe travelling from Port d'Elhour that Marcel ambushed and turned to zombies, then donated to Jean to use). If the characters were lucky enough to kill Jean, all is not lost. Gremin has Jean's body sent to the church for burial. While the party is either investigating other leads or retiring thinking that everything is fine now that the killer has been found, Marcel sneaks over to the church and reanimates his dead brother to continue his rampage - possibly leaving characters to think another individual is involved in the murders and disappearances. To allay suspicions, the brothers leave a mocked-up corpse behind for Shaman Brucius to bury (assume Marcel uses a supernatural power to magically alter the corpe's face to look like Jean's; a Hard Perception check will reveal the deception, and it will fade after burial). [/QUOTE]
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