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<blockquote data-quote="Stormonu" data-source="post: 5710848" data-attributes="member: 52734"><p><strong><a href="http://community.wizards.com/stormonu/blog/2009/10/31/night_of_the_living_dead_part_2_encounter_5" target="_blank">Night of the Living Dead, Part 2, Encounter 5</a> </strong></p><p></p><p> Saturday, October 31, 2009, 01:16 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 Living Dead, Part 2, Encounter 5 - Facing the Madman</strong></p><p></p><p> Jean Tarascon grows tired of the character's interferance. Leading them on a deadly chase, Jean attempts to destroy the characters in a final confrontation.</p><p> <strong>Setup (EL 5 - 1,000 XP)</strong></p><p></p><p> For this encounter you need the following NPCs</p><p> <strong>1 Jean Tarascon ("J", </strong>see below<strong>)</strong></p><p> </p><p></p><p>[ATTACH]91350[/ATTACH]</p><p></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575781" target="_blank"></a></strong></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575781" target="_blank"></a></strong></p><p> <strong>1 Human Rabble ("H",</strong> <strong>MM, p162, </strong>to represent Jean's hostage<strong>)</strong></p><p> <strong>Mood</strong></p><p></p><p> This encounter takes place at night; remember how difficult it is for the characters to see, much less keep track of Jean in the dark. Also take into account the nightly weather - the sky is thick with clouds, though no rain falls yet. Occasionally, the full moon sneaks a glance out from behind a cloud giving the PCs a brief moment to see Jean as he leads them on the mad chase through town. (Be sure to mention the moon - it becomes important in the next chapter). After Jean's first attack in the interlude, play to the characters fear that he will strike again; focus on those characters who have become isolated in the chase - every whisper on the wind, every shadow should loom with danger. </p><p> When the characters finally face Jean, play up his madness. He talks aloud, discussing things with "his brother", occasionally looking up to glance off toward the cemetary in the distance (perhaps characters think they see the outline of someone watching from the far hill...).</p><p> <strong>Part 1 - Opening Salvo</strong></p><p></p><p> Read the following to start the encounter</p><p> <em>Tonight's activities have come to an end; now that the Tarascon mansion has been cleared, you make your way back to the Full Moon Inn for a night of rest and contemplate your next action. You do not delay returning to the inn for the thick, black clouds above you look thick with rain and a steady wind portents of the coming storm. </em></p><p> <em>As you near the gate to the Inn</em>,<em> the near-full moon slips from behind a pack of dark clouds, lighting the area in a eeiry white glow. Suddenly, from out of the darkness behind you, a solid bolt of blackness streaks towards you!</em></p><p> This is a <em>Chill of the Dead Lord</em> aimed at one of the characters. Jean is considered to have combat advantage against the PC he targets. As soon as you resolve the attack, begin the skill challenge.</p><p> <strong>Part 2 - The Chase</strong></p><p></p><p> This uses a modified chase skill challenge for the characters to track down and corner Jean Tarascon.</p><p> <strong>Primary Skills:</strong> Acrobatics, Athletics, Perception, Streetwise.</p><p> <strong>1st check:</strong> Jean slips back through a narrow gap between a thorny hedge and a building. Characters wishing to follow him must make a Moderate Athletics to follow him, a Hard Athletics or Streetwise to run the long way around the hedge after Jean without losing him. A failed check results in a lost healing surge. Characters who do not wish to make a check fall 1 round behind on the chase.</p><p> <strong>2nd check:</strong> Jean overturns a cart full of firewood, hoping to slow the characters down. Characters must make a Hard Athletics check to jump the cart or a Moderate Athletics to run around it and after Jean. A failed Acrobatics check results in a lost healing surge. A failed Athletics check puts the character 1 round behind. Characters who do not wish to make a check automatically fall 1 round behind on the chase.</p><p> <strong>3rd check:</strong> Jean slips into a narrow alley between two buildings and quickly scrabbles up to the roof. Characters must make a Moderate Perception check to realize where he has gone. A Moderate Athletics or Acrobatics check allows the character to follow Jean up. A successful Hard Streetwise check allows characters to follow Jean's progress along on the ground. Characters who fail the Perception check fall 1 round behind. Characters who fail the other check, or who take no check fall another round behind.</p><p> <strong>Interlude One - The first attack:</strong> Jean uses his position to determine how spread out the characters are. He backtracks to a lone character or waits for a single foe to catch up to him (remaining on the rooftops at this point). His target must make a Perception check DC 18 or Jean gets to make a <em>Chill of the Dead Lord</em> attack with combat advantage (+2d6 damage) against the target. If the PC makes the check, Jean still makes his attack, but without combat advantage and the PC gets to make a return ranged attack. If any character has not failed any of the checks yet and also makes a successful Perception check DC 18, they may make a single melee or ranged attack against Jean before the chase continues.</p><p> <strong>4th check:</strong> After making his attack, Jean takes off again, sprinting across the rooftops and leaping to another building. Characters following him can make a Moderate Athletics check to make the leap to the next building, or a Hard Athletics check to skillfully tumble across. Failure of either check costs a healing surge. Characters who have been following on the ground can make a Moderate Athletics check or Hard Streetwise check to keep pace with Jean. Failure puts the character 1 round behind on the chase. As always, a character who chooses not to make a check falls another round behind.</p><p> <strong>5th check:</strong> As Jean scrambles across the roofs, a few shingles slip away from where he passes. A moment later, he hops down back to street level. Characters following him must make a Moderate Acrobatics check to keep from slipping on the loose shingles or can make a Hard Athletics check to keep up while avoiding the loose patch. In both cases, a failed check costs PCs a healing surge. Characters on the ground can make a Hard Streetwise to keep up with Jean's movements and arrive where Jean slips down to the ground. Failure indicates the character falls one round behind. As before, characters who choose to not make a check fall another round behind.</p><p> <strong>6th check:</strong> Jean has slipped down to the streets. He darts down the street and into a nearby alley. Characters following him must make a Moderate Athletics check to catch up to him. A character who makes a Hard Streetwise check can guess where Jean will come out and manuever around to the far side of the street to block him off or intercept him in time. If the character fails the check or makes no check, they fall a round behind.</p><p> <strong>Final Confrontation: </strong>Fortunately for Jean, as he makes his way down the alley, he happens upon a young lady (perhaps Katha from the Inn, Nadine the blacksmith's wife or Teresa, if the characters saved her) and grabs her as a hostage. If characters are right on Jean's heels, his first action for the round is to grab the young lady. If the characters are 1-2 rounds behind, Jean has time to grab the young lady already. If characters are at least 3 rounds behind or more, Jean kills the lady and prepares a trap for the PCs.</p><p> <strong>Part 3 - The Final Battle</strong></p><p></p><p> Characters arrive on the scene according to how far back they may have fallen in the race. Assume Jean goes in the round before his hostage. His hostage makes no attempt to move or attack while Jean holds her.</p><p> <p style="text-align: center"><p style="text-align: center"><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91576371" target="_blank"></a></p> <p style="text-align: center"><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91576371" target="_blank"></a></p> </p><p> Read the following:</p><p> <em>You round the corner to come upon your foe standing in the alley, his red hood still pulled over his face. Backing away from him is a young woman, terror written on her face. With a flourish, the man pulls back the hood to reveal a man in his thirties, a look of sheer madness in his eyes. "Jean!" the lady screams, too shocked to move.</em></p><p> <em>Jean turns to face you, his knife drawn. "You should not have come to Marias d' Tarascon," he hisses. "She will pay for you interferance, and then I will feast on </em>your<em> blood!"</em></p><p></p><p> <strong>DM's Map</strong></p><p></p><p>[ATTACH]91352[/ATTACH]</p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91193471" target="_blank"></a></p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91193471" target="_blank"></a></p><p> <strong>Player's Map</strong></p><p> </p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575391" target="_blank">[ATTACH]91353[/ATTACH]</a></p><p><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575391" target="_blank"></a></p><p> <em>Dashed start is for PCs who made the Streetwise check at check #6.</em></p><p> If the first character is at least 3 rounds behind Jean, use the Ambush map for the encounter setup.</p><p> Read the following:</p><p> <em>As you try to make your way through the darkness after your attacker, you hear a shrill scream. Unfortunately, you arrive at its source too late, for you are left with nothing but a pool of fresh blood on the ground between a pair of cottages. However, a fading trail of bloody footprints and visible drag marks lead into the grove of trees between the buildings.</em></p><p> If the characters investigate, read the following:</p><p> <em>For a moment, the moon slides back from behind the clouds, illuminating the small grove of trees between houses. In the center of the grove stands a plain gazebo and the moonlight illuminates a fresh handprint of blood on one of its columns. Further, you can make out a lone figure slumped on the bench in the gazebo.</em></p><p> As soon as the characters approach the Gazebo, Jean attacks from his hiding spot in the trees above, leaping down at the characters. This attack is by surprise - with the combination of darkness and cover in the trees, the PCs have no chance of seeing Jean.</p><p></p><p></p><p> <strong>Player's Map - </strong>Same as Player's Map above</p><p></p><p></p><p> <strong>DM's Map</strong></p><p> </p><p>[ATTACH]91351[/ATTACH]</p><p></p><p></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575381" target="_blank"></a></strong></p><p><strong><a href="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575381" target="_blank"></a></strong></p><p> <strong>Buildings:</strong> There are four unnumbered buildings marked on the map, showing the exterior. The doors are locked and the villagers are alseep. They 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. However, Jean will simply burst into the house through one of the windows and attempt to kill everyone inside (treat the villagers as Human Rabble).</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. He is sleeping when the encounter starts, but the activity wakens him, and decides to watch events unfold. 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, Jean lights the building on fire, intending to burn it down.</p><p> <strong>Cottage (General Store) #7:</strong> This is Deruno the dwarf's general store. Like the others, his cottage is locked and he is asleep. If characters make a successful Hard Diplomacy check, Deruno wakens and opens his doors after 2 rounds and is willing to give the PCs shelter and/or gear to help fight Jean. If characters hide in the cottage, Jean lights it on fire and waits for the PCs to be forced out.</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. Both are currently asleep at the time of the attack. 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). If the characters attempt to hide inside the house, Jean bursts in through a window, and attempts to kill everyone inside.</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>Gazebo:</strong> In the center of the block of buildings is this open-faced structure. Those inside the gazebo gain cover. It is immune to damage.</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>Development</strong></p><p></p><p> Jean attempts to keep his hostage as long as he can. While he holds the hostage, if he is attacked, as an immediate interrupt he makes an attack against the attacker: +7 vs. Reflex; the triggering attack targets his hostage instead.</p><p> Jean continues to blast the PCs while he maintains his hold on his hostage. If possible, he makes his way in between the trees between the buildings, attempting to keep his distance from the characters as he blasts them. </p><p> Five rounds into the combat, it begins to drizzle. At this time, the rain has no effect other than chilling all involved and making it slightly more difficult to see. Open flames begins to flicker, casting only half their normal light.</p><p> Once he is bloodied, he moves to the gazebo to make his last stand, attempting to keep the characters at bay as he blasts them.</p><p> When Jean dies, his death he falls to the floor writhing and screaming. Blood begins to ooze from every pore in his body as it congeals into a cloud of red gore. With the scream of all his victims, the spirits of those he has slain seems to materialize in the cloud of blood, moments before they scatter to the four winds in a necrotic blast and into the night, rising towards the moon that slips behind the clouds as it seems to accept their souls.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5710848, member: 52734"] [B][URL="http://community.wizards.com/stormonu/blog/2009/10/31/night_of_the_living_dead_part_2_encounter_5"]Night of the Living Dead, Part 2, Encounter 5[/URL] [/B] Saturday, October 31, 2009, 01:16 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 Living Dead, Part 2, Encounter 5 - Facing the Madman[/B] Jean Tarascon grows tired of the character's interferance. Leading them on a deadly chase, Jean attempts to destroy the characters in a final confrontation. [B]Setup (EL 5 - 1,000 XP)[/B] For this encounter you need the following NPCs [B]1 Jean Tarascon ("J", [/B]see below[B])[/B] [ATTACH=CONFIG]91350._xfImport[/ATTACH] [B][URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575781"] [/URL][/B] [B]1 Human Rabble ("H",[/B] [B]MM, p162, [/B]to represent Jean's hostage[B])[/B] [B]Mood[/B] This encounter takes place at night; remember how difficult it is for the characters to see, much less keep track of Jean in the dark. Also take into account the nightly weather - the sky is thick with clouds, though no rain falls yet. Occasionally, the full moon sneaks a glance out from behind a cloud giving the PCs a brief moment to see Jean as he leads them on the mad chase through town. (Be sure to mention the moon - it becomes important in the next chapter). After Jean's first attack in the interlude, play to the characters fear that he will strike again; focus on those characters who have become isolated in the chase - every whisper on the wind, every shadow should loom with danger. When the characters finally face Jean, play up his madness. He talks aloud, discussing things with "his brother", occasionally looking up to glance off toward the cemetary in the distance (perhaps characters think they see the outline of someone watching from the far hill...). [B]Part 1 - Opening Salvo[/B] Read the following to start the encounter [I]Tonight's activities have come to an end; now that the Tarascon mansion has been cleared, you make your way back to the Full Moon Inn for a night of rest and contemplate your next action. You do not delay returning to the inn for the thick, black clouds above you look thick with rain and a steady wind portents of the coming storm. [/I] [I]As you near the gate to the Inn[/I],[I] the near-full moon slips from behind a pack of dark clouds, lighting the area in a eeiry white glow. Suddenly, from out of the darkness behind you, a solid bolt of blackness streaks towards you![/I] This is a [I]Chill of the Dead Lord[/I] aimed at one of the characters. Jean is considered to have combat advantage against the PC he targets. As soon as you resolve the attack, begin the skill challenge. [B]Part 2 - The Chase[/B] This uses a modified chase skill challenge for the characters to track down and corner Jean Tarascon. [B]Primary Skills:[/B] Acrobatics, Athletics, Perception, Streetwise. [B]1st check:[/B] Jean slips back through a narrow gap between a thorny hedge and a building. Characters wishing to follow him must make a Moderate Athletics to follow him, a Hard Athletics or Streetwise to run the long way around the hedge after Jean without losing him. A failed check results in a lost healing surge. Characters who do not wish to make a check fall 1 round behind on the chase. [B]2nd check:[/B] Jean overturns a cart full of firewood, hoping to slow the characters down. Characters must make a Hard Athletics check to jump the cart or a Moderate Athletics to run around it and after Jean. A failed Acrobatics check results in a lost healing surge. A failed Athletics check puts the character 1 round behind. Characters who do not wish to make a check automatically fall 1 round behind on the chase. [B]3rd check:[/B] Jean slips into a narrow alley between two buildings and quickly scrabbles up to the roof. Characters must make a Moderate Perception check to realize where he has gone. A Moderate Athletics or Acrobatics check allows the character to follow Jean up. A successful Hard Streetwise check allows characters to follow Jean's progress along on the ground. Characters who fail the Perception check fall 1 round behind. Characters who fail the other check, or who take no check fall another round behind. [B]Interlude One - The first attack:[/B] Jean uses his position to determine how spread out the characters are. He backtracks to a lone character or waits for a single foe to catch up to him (remaining on the rooftops at this point). His target must make a Perception check DC 18 or Jean gets to make a [I]Chill of the Dead Lord[/I] attack with combat advantage (+2d6 damage) against the target. If the PC makes the check, Jean still makes his attack, but without combat advantage and the PC gets to make a return ranged attack. If any character has not failed any of the checks yet and also makes a successful Perception check DC 18, they may make a single melee or ranged attack against Jean before the chase continues. [B]4th check:[/B] After making his attack, Jean takes off again, sprinting across the rooftops and leaping to another building. Characters following him can make a Moderate Athletics check to make the leap to the next building, or a Hard Athletics check to skillfully tumble across. Failure of either check costs a healing surge. Characters who have been following on the ground can make a Moderate Athletics check or Hard Streetwise check to keep pace with Jean. Failure puts the character 1 round behind on the chase. As always, a character who chooses not to make a check falls another round behind. [B]5th check:[/B] As Jean scrambles across the roofs, a few shingles slip away from where he passes. A moment later, he hops down back to street level. Characters following him must make a Moderate Acrobatics check to keep from slipping on the loose shingles or can make a Hard Athletics check to keep up while avoiding the loose patch. In both cases, a failed check costs PCs a healing surge. Characters on the ground can make a Hard Streetwise to keep up with Jean's movements and arrive where Jean slips down to the ground. Failure indicates the character falls one round behind. As before, characters who choose to not make a check fall another round behind. [B]6th check:[/B] Jean has slipped down to the streets. He darts down the street and into a nearby alley. Characters following him must make a Moderate Athletics check to catch up to him. A character who makes a Hard Streetwise check can guess where Jean will come out and manuever around to the far side of the street to block him off or intercept him in time. If the character fails the check or makes no check, they fall a round behind. [B]Final Confrontation: [/B]Fortunately for Jean, as he makes his way down the alley, he happens upon a young lady (perhaps Katha from the Inn, Nadine the blacksmith's wife or Teresa, if the characters saved her) and grabs her as a hostage. If characters are right on Jean's heels, his first action for the round is to grab the young lady. If the characters are 1-2 rounds behind, Jean has time to grab the young lady already. If characters are at least 3 rounds behind or more, Jean kills the lady and prepares a trap for the PCs. [B]Part 3 - The Final Battle[/B] Characters arrive on the scene according to how far back they may have fallen in the race. Assume Jean goes in the round before his hostage. His hostage makes no attempt to move or attack while Jean holds her. [CENTER][CENTER][URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91576371"] [/URL][/CENTER] [/CENTER] Read the following: [I]You round the corner to come upon your foe standing in the alley, his red hood still pulled over his face. Backing away from him is a young woman, terror written on her face. With a flourish, the man pulls back the hood to reveal a man in his thirties, a look of sheer madness in his eyes. "Jean!" the lady screams, too shocked to move.[/I] [I]Jean turns to face you, his knife drawn. "You should not have come to Marias d' Tarascon," he hisses. "She will pay for you interferance, and then I will feast on [/I]your[I] blood!"[/I] [B]DM's Map[/B] [ATTACH=CONFIG]91352._xfImport[/ATTACH] [URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91193471"] [/URL] [B]Player's Map[/B] [URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575391"][ATTACH=CONFIG]91353._xfImport[/ATTACH] [/URL] [I]Dashed start is for PCs who made the Streetwise check at check #6.[/I] If the first character is at least 3 rounds behind Jean, use the Ambush map for the encounter setup. Read the following: [I]As you try to make your way through the darkness after your attacker, you hear a shrill scream. Unfortunately, you arrive at its source too late, for you are left with nothing but a pool of fresh blood on the ground between a pair of cottages. However, a fading trail of bloody footprints and visible drag marks lead into the grove of trees between the buildings.[/I] If the characters investigate, read the following: [I]For a moment, the moon slides back from behind the clouds, illuminating the small grove of trees between houses. In the center of the grove stands a plain gazebo and the moonlight illuminates a fresh handprint of blood on one of its columns. Further, you can make out a lone figure slumped on the bench in the gazebo.[/I] As soon as the characters approach the Gazebo, Jean attacks from his hiding spot in the trees above, leaping down at the characters. This attack is by surprise - with the combination of darkness and cover in the trees, the PCs have no chance of seeing Jean. [B]Player's Map - [/B]Same as Player's Map above [B]DM's Map[/B] [ATTACH=CONFIG]91351._xfImport[/ATTACH] [B][URL="http://community.wizards.com/stormonu/gallery/view_gallery.one?pid=91575381"] [/URL][/B] [B]Buildings:[/B] There are four unnumbered buildings marked on the map, showing the exterior. The doors are locked and the villagers are alseep. They 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. However, Jean will simply burst into the house through one of the windows and attempt to kill everyone inside (treat the villagers as Human Rabble). [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. He is sleeping when the encounter starts, but the activity wakens him, and decides to watch events unfold. 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, Jean lights the building on fire, intending to burn it down. [B]Cottage (General Store) #7:[/B] This is Deruno the dwarf's general store. Like the others, his cottage is locked and he is asleep. If characters make a successful Hard Diplomacy check, Deruno wakens and opens his doors after 2 rounds and is willing to give the PCs shelter and/or gear to help fight Jean. If characters hide in the cottage, Jean lights it on fire and waits for the PCs to be forced out. [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. Both are currently asleep at the time of the attack. 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). If the characters attempt to hide inside the house, Jean bursts in through a window, and attempts to kill everyone inside. [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]Gazebo:[/B] In the center of the block of buildings is this open-faced structure. Those inside the gazebo gain cover. It is immune to damage. [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]Development[/B] Jean attempts to keep his hostage as long as he can. While he holds the hostage, if he is attacked, as an immediate interrupt he makes an attack against the attacker: +7 vs. Reflex; the triggering attack targets his hostage instead. Jean continues to blast the PCs while he maintains his hold on his hostage. If possible, he makes his way in between the trees between the buildings, attempting to keep his distance from the characters as he blasts them. Five rounds into the combat, it begins to drizzle. At this time, the rain has no effect other than chilling all involved and making it slightly more difficult to see. Open flames begins to flicker, casting only half their normal light. Once he is bloodied, he moves to the gazebo to make his last stand, attempting to keep the characters at bay as he blasts them. When Jean dies, his death he falls to the floor writhing and screaming. Blood begins to ooze from every pore in his body as it congeals into a cloud of red gore. With the scream of all his victims, the spirits of those he has slain seems to materialize in the cloud of blood, moments before they scatter to the four winds in a necrotic blast and into the night, rising towards the moon that slips behind the clouds as it seems to accept their souls. [/QUOTE]
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