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“” Guild Special: Shaehan Referee: Edd Insley / Will Hudson Date: 06/09/2015 Length: Double Level: 750 Background; OkThree parts to this. 1. Cursed / Diseased villagers. They become inflicted with a disease which progresses slowly; When they die, an undead spirit posseses their corpse. Players can help the villagers in various ways perhaps. Set up a triage area, tend to their afflictions, that kind of thing. 2. Disease being caused by a ritual nearby. Rite was performed by a restless undead creature. 3. Optional, soldiers from a local barracks are looting the village. A woman named Jenny is cast out for being a witch (this is set in the Baronies. And those that do it aren't 100% wrong, she does have some spiritual power). She has nowhere to go, and no one to turn to. For fear of capture, she tries to survive in the wilderness. Eventually she seeks refuge at grave site of some past plague. Eventually dies of exposure. But, towards the time of her death, she becomes ever more resentful of the villagers, heaping curse after curse upon their name. Her hatred and the tragedies that have befallen make the grave site a place of power; And even though she is of minor talent she creates a powerful ritual. When she dies, she is so tied to the place, and to the ritual that she cannot pass on, and becomes some kind of wraith/mummy thing. The ritual causes a disease in the village. No one is sure why, but everyone is stricken with it. Was it airborne, in the water, or some 'orrible curse (spoilers; Its the curse)? No one knows. But, they do know that its very long, and drawn out, taking several weeks of to finally kill you. And people do pass on, the villagers find their graves disturbed, and they coulda sworn they “saw old Tom walking his fields at night” etc. All spooky. With the village pre-occupied, scavengers have taken it upon themselves to nick their stuff. Looting is becoming a problem. It’s the soldiers from a nearby garrisson, doing it. One or two people remember the exiled woman, and swear that they've seen her haunting a nearby funeral mound. No doubt the party will comm anyway. And hopefully they will realise that the sick can't be fully healed without removing the rite of the bane god, and the ritual focus (I guess depending on party, the ritual site can be cleansed, or the creature can be slain, both have the same effect as they are so closely tied). ***Queue undead section in the graveyard*** But, its less like a evil priests lair, and more like, this shit happened by accident; So its a little bit of a grey area for the final fight. Ghouls are kind of a problem round these parts anyway. Whether the party end the ritual or kill the creature, they should still have the option of finding the womans remains so that she can be laid to rest. Would make a nice end to the day just before time out.

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“” Guild Special: Shaehan

Referee: Edd Insley / Will Hudson Date: 06/09/2015 Length: Double

Level: 750 Background; Ok… Three parts to this. 1. Cursed / Diseased villagers. They become inflicted with a disease which progresses slowly; When they die, an undead spirit posseses their corpse. Players can help the villagers in various ways perhaps. Set up a triage area, tend to their afflictions, that kind of thing. 2. Disease being caused by a ritual nearby. Rite was performed by a restless undead creature. 3. Optional, soldiers from a local barracks are looting the village. A woman named Jenny is cast out for being a witch (this is set in the Baronies. And those that do it aren't 100% wrong, she does have some spiritual power). She has nowhere to go, and no one to turn to. For fear of capture, she tries to survive in the wilderness. Eventually she seeks refuge at grave site of some past plague. Eventually dies of exposure. But, towards the time of her death, she becomes ever more resentful of the villagers, heaping curse after curse upon their name. Her hatred and the tragedies that have befallen make the grave site a place of power; And even though she is of minor talent she creates a powerful ritual. When she dies, she is so tied to the place, and to the ritual that she cannot pass on, and becomes some kind of wraith/mummy thing. The ritual causes a disease in the village. No one is sure why, but everyone is stricken with it. Was it airborne, in the water, or some 'orrible curse (spoilers; Its the curse)? No one knows. But, they do know that its very long, and drawn out, taking several weeks of to finally kill you. And people do pass on, the villagers find their graves disturbed, and they coulda sworn they “saw old Tom walking his fields at night” etc. All spooky. With the village pre-occupied, scavengers have taken it upon themselves to nick their stuff. Looting is becoming a problem. It’s the soldiers from a nearby garrisson, doing it. One or two people remember the exiled woman, and swear that they've seen her haunting a nearby funeral mound. No doubt the party will comm anyway. And hopefully they will realise that the sick can't be fully healed without removing the rite of the bane god, and the ritual focus (I guess depending on party, the ritual site can be cleansed, or the creature can be slain, both have the same effect as they are so closely tied). ***Queue undead section in the graveyard*** But, its less like a evil priests lair, and more like, this shit happened by accident; So its a little bit of a grey area for the final fight. Ghouls are kind of a problem round these parts anyway. Whether the party end the ritual or kill the creature, they should still have the option of finding the womans remains so that she can be laid to rest. Would make a nice end to the day just before time out.

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Map ~ Area A 8 9 23 22 24 25 10 11 7 6 12 13 5 4 3 2 1 18 14 20 19 17 16 15 26 21

Map ~ Area C

5 14 16 2.1 6 13 15 1 4 17 3 18 22 20 19 7 8 2 9 21 10 11 12

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Act 1 – The Village

1.1 ~ (Ghoul Scavengers) Notes: Ghouls!

1.2 ~ (Foetid Miasma) Roleplay: “A horrible stench rises up.” Notes: Sweeps through the area every so often, causing -2 DAC for 5 mins.. Will occur occasionally throughout the day. Immunity to olfactory attacks, and full immunity to F&B apply.

1.3 ~ (Guards) Location: Costume: Heraldic tabards. Roleplay: These guys are stopping people getting in or out of the village, in order to contain the disease. They are petrified of being diseased themselves, maybe one thinks they already have it. HTK: 12/4 Dam: BWT Notes: One may be diseased (therefore, bound zombie spirit)

1.4 ~ (NPC – Vlad Wedderburn) Location: Costume: Peasant Roleplay: The brother of Jenny, and somewhat of a village patriarch. Knows the plight of Jenny, although he wont talk about it freely, he might answer some questions depending how helpful the party are being. He isn’t around too much over the course of the next few encounters, as he is off doing villager elder business. The party are free to return and press him for info whenever they wish. HTK: 18/6 Dam: BWT + 1 Strength Notes: Diseased, Bound Zombie Spirit

1.5 ~ (Shrine to the gods.) Location: Goodly temple Set dressing: Should look as though its

fallen into disrepair. Roleplay: The presence of Shaehan can be keenly felt here. Vlad suggests the part might like to use it as a base of operations, perhaps even set up a triage station. The shrine has fallen into disrepair, and will need to be tidied up, have candles lit, and so on. Notes: +1 med rate whilst in the shrine. Properly dedicating the shrine to Shaehan’s name grants a CP effect. The party can be visited by villagers here, and attempt to solve their problems.

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There is a puzzle here (or puzzle box) which, when solved awards an item. This puzzle should be sufficiently difficult and take a while to solve – Trinket; Turn basic miracle to 5th mantic 1/day (costs power as normal).

1.6 ~ (Lars the Merchant) Location: Costume:

Roleplay: Local merchant. He managed to secure supplies for the villagers, but soldiers from the barracks looted them. Has a few scraps for sale.

HTK: 12/4 Dam: BWT Notes: Diseased, Bound Zombie Spirit. Has 5 x 6 points for sale, at 100G a dose.

1.7 ~ (Guido the Beggar) Location: Costume: Roleplay: Beggar, by lifestyle choice. He is one of the few that recognises the faces of the walking dead as those of his old friends. Its driven him to the brink of madness, but he swears the undead haunting the town are dead villagers. He’d like the party to make sure that he doesn’t return as undead when he dies. HTK: 12/4 Dam: BWT +1 backstab Notes: Diseased, Bound Haunt Spirit

1.8 ~ (Diseased villagers) Location: Costume: Roleplay: On the brink of death, these poor souls are the epitome of despair. They seek refuge in the sanctified temple. They believe it was Jenny of the Mound, causing all of the trouble. They are really scared. HTK: 12/4 Dam: BWT Notes:

1.9 ~ (Patrick “Patches” Zollar) Location: Costume: Roleplay: Imperial Wolfshead, he is dying or when they find him, near to his stash of loot which he has hidden in an abandoned house. He attempts to repent his deeds but ultimately dies,and returns moments later as a wraith. HTK: Dam: Notes: Diseased, Bound Wraith Spirit

1.10 ~ (Patches’ Loot) Location: Props: Box within warding. Notes: Trapped box, inside wardings. Contains first item of the day. Box itself is trapped with a disruption. A forcewall surrounds the box. Patches has the password on his body somewhere, as a riddle. The note on Patches body reads; Lest I forget; What always murmurs but never talks, Always runs but never walks, Has a bed but never sleeps?

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Box contains a talisman which permits the user to disarm traps, as per scout – 5 ISP

1.11 ~ (Looters) Location: Costume: Heraldic tabards, face coverings Roleplay: Soldiers from the barracks arrive to loot the villager. They try and shake down the party. May be possible to convince the diseased amongst them that they can be saved. HTK: 12/4 Dam: BWT, +1 WM in O Class Notes:

1.12 ~ (Night begins to fall and the villagers return!) Notes: Waves of handbook undead.

Act 2 – The Barracks

2.1 ~ (Another ghoul pack.) Notes: Ghouls!

2.2 ~ (Soldiers on the road) Location: Costume:

Roleplay: Honest soldiers doing their best to keep the roads ghoul free. They don’t know nuffin about any thievin’ and they resent the implication. Interestingly, one of them contracted the pox, but it cleared up when he spent time away from the village.

HTK: 12/4 Dam: BWT, +1 in O class Notes: x1 Warcry

2.3 ~ (Beleaguered merchant) Location: Costume:

Roleplay: He is fighting off ghouls, or at least, he is trying too. He’ll be appreciative of hep!

HTK: Dam: Notes: Has a few grulls as thanks.

2.4 ~ (Guards to the barracks) Location: Costume:

Roleplay: These guys are pretty corrupt. Can be bought fairly easily. But tricky to be reasoned with, especially if the party reveal that they are essentially there to lodge a complaint.

HTK: 12/4 Dam: BWT, +1 in O class HTK: Dam: Notes: x1 Warcry Notes:

2.5 ~ (The barracks)

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Location: Costume: Roleplay: A few soldiers malinger about. There is a smith here mending horseshoes. He likes a bit of poaching in his spare time, and has been up to the mound, and heard the stories about Jenny.

HTK: 12/4 Dam: BWT, +1 in O class HTK: Dam: Notes: x1 Warcry Notes:

2.6 ~ (Thugs) Location: Costume:

Roleplay: They are not happy with the parties presence, especially having seen them hanging around the village. Perhaps some of them are the same soldiers from earlier. They will likely attempt to see the party off.

HTK: 12/4 Dam: BWT, +1 in O class, +1 backstab HTK: Dam: Notes: x1 Jump Notes:

2.7 ~ (The captain and guards) Location: Costume:

Roleplay: The captain is well guarded, but is sympathetic to the party’s plight. And will express his disappointment in his soldiers.

HTK: 15/5 Dam: BWT +1 Strength Notes: Has a couple of guards, stats above, but you won’t need ‘em.

Act 3 – The Mound

3.1 ~ (The now traditional pack of ghouls) Notes: Ghouls!

3.2 ~ (Animal snares) Location: Notes: Trapped section. Traps look like snares used to catch animals. They inflict 9pts of damage, thru pac.

3.3 ~ (Vagabonds) Location: Costume: Roleplay: Out poaching. They’ve been spooked by the “ghost” that haunts the funeral mound. Might try and rob the party, depending on how vulnerable they seem. HTK: 15/5 Innates: x1 Warcry, x1 Jump

Dam: BWT, +1 Mastery in O, +1 Backstab

Notes:

3.4 ~ (The Edge of the Cemetery) Location: Costume: Roleplay: Spooky, less of a warding, more of a spooky veil of darkness. HTK: Dam:

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Notes: Causes a curse, and a cause fear when stepped over. A bless will remove the curse, and a Remove Fear and Paralysis will remove the fear effect.

3.5 ~ (Carrion Fiend) Location: Costume: Rags. Roleplay: Looks like a large, hulking ghoul. HTK: 24/8 Innates: x3 Paralysis, x1 spit CV Blindness

Dam: Single + 6 point foul touch

Notes: Level 5 type unknown, dismiss name Carrion Fiend.

3.6 ~ (Worshipful hermit and friends) Location: Costume: Black robes. Roleplay: Has a wardpact with undead, and is totally nuts. Lives in the cemetery and reveres Jenny. Think Cult of the eternal vampire. Has a few handbook undead with him. HTK: 12/4 Power: 18 evil spirits Innates: x1 Deny Power – “This place denies your power!”

Dam: Always single.

Notes: Accompanied by handbook undead.

3.7 ~ (Jenny’s Wardings) Location: Probs: Wardings Roleplay: Wardings of blood, and sticks, and unholy symbols amateurishly scrawled on the ground. Notes: Prot living. Can be crossed by touching a nearby skull, which binds a zombie spirit to you. Used by the priest to cross Jenny’s wardings. Can also be destroyed via appropriate roleplay.

3.8 ~ (Ritual of Hateful Corruption) Location: Props: Obvious ritual stuff Roleplay: The source of the plague. The party feel nauseous just being near it. Notes: Can be destroyed with appropriate roleplay. I imagine this will be a defender section, with Jenny popping in to attack the party whilst they perform a Shaehanic rite.

3.9 ~ (Rite of the Bane God) Location: Roleplay: There is a feeling of foreboding throughout the area, the party feel a strong evil presence.

Costume: A ritual focus

Notes: Removed by the casting of a bless, then moving the focus out of range, or by slaying Jenny.

3.10 ~ (Jenny of the Mound) Location: Costume and props: Wearing rags, and a

pile of bones lays nearby, her remains.

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Roleplay: She is a creature of pure malice and hate. She will absolutely be trying to harm the party. Too far gone for forgiveness. HTK: 25 supernatural only Innates: 1 x flood of putrescence, Walk through walls @ will.

Dam: Pure spirit bastard double

Notes: Level 6 type unknown. Dismiss name Jenny Wedderburn. The party don’t have to kill her. She can also be stopped by cleansing her ritual. Her remains should also be set somewhere in the area, once the undead spirit is dealt with the party will have a chance to lay her to rest. If they don’t do this, she will return. Once cleansed, Jenny’s bones are an item of Wardpact Undead – 20 ISP