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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: 5710835" data-attributes="member: 52734"><p><strong><a href="http://community.wizards.com/stormonu/blog/2009/10/05/night_of_the_walking_dead_part_1_encounter_2" target="_blank">Night of the Walking Dead, Part 1 Encounter 2</a> </strong></p><p></p><p> Monday, October 5, 2009, 01:26 AM CST [<a href="http://community.wizards.com/stormonu/blog/cat/dungeons_and_dragons" target="_blank">Dungeons & Dragons</a>] </p><p> </p><p> </p><p> <strong>***DMs only</strong>***</p><p> As I stated in my previous blog, here begins my attempt to convert the 2E Ravenloft module "Night of the Walking Dead" by Bill Slavicsek to 4E. 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> For this adventure writeup, I am assuming a party of 5 players of 2nd level. Because the DCs for so many skill checks have changed since 4E has been out, I am referring to difficulties as "Easy", "Medium" or "Hard" instead of giving exact numbers. Consult p. 42 or whatever skill system you are using for the exact DCs.</p><p> <strong>Night of the Walking Dead </strong></p><p></p><p> <strong>Part 1, Encounter 2 (EL 2 - 625 XP)</strong></p><p></p><p> <strong>Setup</strong></p><p></p><p> This area is a safe haven for the characters to get their bearings and a bit of information. The characters encounter a band of Vistani travelling in the swamp, and have their fortunes read.</p><p> The NPCs for this encounter are</p><p> Old Sarengi, Ryana, Carloni, Valana and three children (Essus, Venya, Boris).</p><p> <strong>Old Sarengi:</strong> Old Sarengi is somewhat short and rotund, much like a dwarf that has been stretched on a rack. He is clearly in his fifties and the sun and hard work has made his skin ruddy and wrinkled. His white hair hangs wildly like a laurel around his head. His left eye is milky white and a old knife wound runs from the bottom of the eye down to the left edge of his mouth. His face is covered with bristly stubble, and the collar of his shirt is turned up against his thick neck. He is dressed in flared pants and wears a checkered red-and-white shirt. He keeps a similar checkered handkercheif in his back pocket, which he often takes out to dab his forehead when nervous or after a hearty laugh.</p><p> <strong>Carloni:</strong> Carloni looks very much the younger version of his father. Thin, tall and yet quite strong, he dresses in tan breeches and wears a faded yellow shirt. Atop his head is a wide-brimmed felt hat and under his hooked nose is long, well-groomed mustache. His eyes do not dart about but tend to rest long and hard on those around him, as if scrutinizing others. When moving about the camp, he carries a long handled wood axe, which he keeps close for protection and to stir the logs in the fire.</p><p> <strong>Ryana:</strong> Ryana has a rotundness to her much like Old Sarengi, and she is shorter as well. She is visibly within her forties, and like Old Sarengi, her skin is ruddy and wrinkled, though unlike Sarengi, her wrinkles seem to have come from too much smiling. Her blue eyes seem to dance at the chance to meet and greet strangers, and she is never idle for long, always acting as the harried host, making sure her guest want for nothing and displaying great pride in what meager offering she has to share with others.</p><p> <strong>Valana:</strong> The eldest daughter of Carloni at age 18, is a beauty to behold. Her slightly curling brown locks of hair augment her shapely features, and she dresses to augment her ample features. Unlike the others in her family, her skin is much lighter than the others, making it almost appear lily-white when she stands next to her kin. She wears heavy, golden eyeshadow and has long, black eyelashes. Her lips are cherry red and the dresses she wears are bedecked with jewels and silver weights that glimmer in the campfire. Her every move is smooth and angelic, and her golden voice drips with honey at every word she speaks.</p><p> -------</p><p> <strong>Essus:</strong> The oldest of Carloni's sons at 8, this young boy is clearly in charge of his siblings and out to impress his father. He is slow to let down his guard, but once he opens up he is affable and talkative, always wanting to impress on others how great and talented his father is.</p><p> <strong>Venya:</strong> The middle child at age 6, Venya tends to easily latch onto other female figures as if they were her mother. She is shy and timid around male characters, but will do her best to assist her Grammie, Ryana, with seeing that their guests needs are met and their cups always full.</p><p> <strong>Boris:</strong> The youngest of the three at about 5, has no desire other than to roam the encampment and play freely. He will avoid the strangers as best he can, though he does not dare to stray beyond the half-light at the edge of the wagon, and will stay away from the water. He can only be engaged by someone willing to play games with him, and has little interest in the antics around the campfire. When called to bed, he will be the last to respond and be the most vocal about remain up.</p><p> ----------------------------------------------------------------------------------</p><p> Read the following to start the encounter:</p><p> <em>The mist that has obscured most of the swamp seems to clear up ahead, revealing a tiny island that rises out of the stagnant waters. The light of a warm, inviting campfire blazes in the center of the patch of dry land. In the flickering light, you can see a colorful gypsy wagon resting comfortably on the isle. Mulling near the wagon are a pair of well-cared mares, tied to a tether attached at one end to the wagon. Not far from them, an elderly lady seems to be feeding the horses while three children play with sticks nearby. </em></p><p> <em>A moment later, two men step into view. One is old and thin, while the other is young and strong. They seem to notice your approach, and the thinner man pokes at the fire, stoking the flames as you watch hot embers lift into the sky. The older man stands behind the fire, the flames illuminating his features. He watches you with one good eye, his hands folded across his chest and the other eye gleaming milky white in the dazzling flames of the fire.</em></p><p> ------------------------------------------------------------------------------------</p><p> <strong>Development</strong></p><p></p><p> As the characters approach closer, Ryana, the old lady by the mares, calls out to the PCs, attempting to hail the PCs. Old Scarengi watches passively from near the fire, while his younger son pretends to be watching the flames, while he in fact, carefully observes the PCs actions. The three children stop playing immediately; if the PCs seem open and friendly, they rush to greet the, with Old Scarengi warning them to not crowd the PCs. If the PCs act hostile or aggressively, the children are scooted into the wagon or hide behind Old Scarengi or Ryana.</p><p> If the PCs approach in a friendly manner, Ryana tells the PCs that, according to Vistanti customs, they are willing to share their fire and dinner with the PCs. The characters have the chance to ask some questions, and get the chance to relax a bit before having their fortunes read.</p><p> <strong>Information</strong></p><p></p><p> The NPCs know the following information, and will reveal it if the party proves to be friendly. Successful Persuasion checks will reveal the following.</p><p> <strong>Old Scarengi (Easy DC):</strong> "There's a village - Marias d'Tarscon - half a day's journey with the current, and marks the edge of this swamp. It is not a place to visit on a night such as this."</p><p> <strong>Old Scarengi (Moderate DC):</strong> "We have just left Marias d'Tarscon ourselves - and that is for perhaps the best. Our kind does not linger long in any one area. That is simply our way."</p><p> <strong>Old Scarengi (Hard DC):</strong> "Marias d'Tarscon is strange village, to be sure. It is centuries old, at least and they pay great respects to their dead, though perhaps not enough."</p><p> ----------------------------</p><p> <strong>Carloni (Easy DC):</strong> "Better to wander the swamp than travel to Marias d'Tarscon."</p><p> <strong>Carloni (Moderate DC):</strong> "The people of Marias d'Tarscon are cursed. But it is best not to speak of such things on a night such as this."</p><p> <strong>Carloni (Hard DC):</strong> "Marias d'Tarscon has been abandoned by the gods. I do not know the reason why, but I sense that even their priest knows they have lost favor. But I will not speak no more of, lest those that protect us abandon us as well."</p><p> -----------------------------</p><p> <strong>Ryana (Easy DC):</strong> (In response to Carloni's statements) "To speak of evil is to invite it to dinner. Come, talk of other things - we have enough guests as it is."</p><p> <strong>Ryana (Moderate DC):</strong> "If you travel to Marias d'Tarson, be careful to ward yourself against evil eye. Its evil glare has surely fallen upon the village."</p><p> <strong>Ryana (Hard DC):</strong> "If you are bold enough to travel to Marias d'Tarscon, seek out the help of Brother Brucian. He is perhaps the only one who can protect you from the evil eye that has befallen the village."</p><p> ------------------------------</p><p> <strong>Children (Easy DC):</strong> "You must be very brave to be out in this swamp by yourselves. The people of Marias d'Tarscon won't set foot into the swamp."</p><p> <strong>Children (Moderate DC):</strong> "Bad things started to happen in Marias d'Tarscon. Pappa said we should leave before things got worse."</p><p> <strong>Children (Hard DC):</strong> "I'm glad we're leaving that village. (low whisper) People are disappearing from the town, and the adults wouldn't even let their kids out to play. After we heard screams one night, Mami and Pappa wouldn't let us leave the wagon either."</p><p> *Note: After getting any information from the children, the adults warn the children to talk no more to the strangers, especially about the village of Marias d'Tarscon.</p><p> -------------------------------</p><p> <strong>Song and A Dance</strong></p><p></p><p> As Ryana prepares dinner, young Carloni pulls out a fiddle and begins to play. Old Scarengi attempts to prod the characters into joining in. He sings an old Visanti balad as young Valana comes forth from the vardo to dance. He then encourages the characters to perform a song or dance themselves.</p><p> Appropriate Music: Brahm's Hungarian Dance #5 ([ame="http://www.youtube.com/watch?v=NPNN-Gl3aXw&feature=related"]www.youtube.com/watch?v=NPNN-Gl3aXw&feat...[/ame])</p><p> <strong>SKILL CHALLENGE:</strong> Impress the Visanti</p><p> <strong>Complexity:</strong> 2 (6 Successes before 3 Failures)</p><p> <strong>Primary Skills:</strong> Acrobatics (Dancing), Persuasion (Singing)</p><p> <strong>Special Skill Checks:</strong></p><p> Bluff*: Tell an amusing joke, riddle or anecdote</p><p> History*: Relate a well-known heroic tale</p><p> Religion*: Relate a inspiring story</p><p> Streetwise*: Relate a rags-to-riches story</p><p> * Only allow one such story to be told for the entire group, regardless of the skill used.</p><p> Insight (x1): Gain a +2 bonus to the next Acrobatics or Persuasion check</p><p> -----------------------</p><p> <strong>RESULTS</strong></p><p> <strong>3 Successes, 0 Failures:</strong> The Visanti are impressed with the party. Not only do they not charge the PCs for reading their fortunes, they give the party several trinkets to help them on their journey (a treasure packet).</p><p> <strong>3 Successes, 1 Failure:</strong> The Visanti are impressed, and decide to give the characters a break. They offer to read the PCs fortune for no charge.</p><p> <strong>3 Successes, 2 Failures:</strong> The characters perform adequately, and the Visanti offer to read the PCs fortune for a small fee (10 gp).</p><p> <strong>3-5 Failures:</strong> The characters perform somewhat poorly. The Visanti are willing to overlook the PCs shortcomings and read the PCs fortune for a small fee (25 gp).</p><p> <strong>6 Failures: </strong>The PCs have managed to offend the Visanti with their poor conduct. Old Scarengi insists the PCs apologize for their poor efforts. If the PCs comply with a hefty apology (of 100 gp or more), the Visanti accept the apology and offer to read the PCs fortunes, so that they might not ere so egragiously in future matters with others.</p><p> ---------------------------------</p><p> <strong>Fortunes and Portents</strong></p><p></p><p> After dinner and the entertainment passes, Ryana calls the children to bed, and sends them inside the wagon. While she tends to the children, Valana asks the PCs to sit by the fire, with Carloni and Old Scarengi flanking them, and the PCs sitting across the flames.</p><p> -----------------------------------------</p><p> <em>Valana takes a seat on the old log across from your group, her supple features seeming to ripple in the firelight that dances over her dress. The younger Visanti, Carloni, takes a seat to her right as the old man Scarengi settles down with a grunt on her left.</em></p><p> <em>When all are seated, she states slowly and casually. "I must warn you, not all fortunes are good; the last fortune I cast brought pain and misery to the soul who requested it. Are you sure you wish me to cast your own?"</em></p><p> Valana waits for the PCs to respond, and Old Scarengi mocks any who attempt to back out <em>"You fortune has already been set and paid for; is it not wiser to know and profit than to flounder and be poorer for it?"</em></p><p> <em>With a fluid motion, Valana draws up a cloth bag from her belt. The crimson bag is held shut by a drawstring of thick, golden cord. She carefully opens the bag and casts its sand-like contents into the fire. The orange flames flare, twisting into cold blue fire as they shoot high into the air. Moments later, the flames quickly die down until they seem to be but embers, revealing an open spot in the center of the blaze where an iron pan seems to have been cleverly concealed.</em></p><p> <em>Valana smiles and you see that she has already drawn up a handful of what seem to be five ivory dice. The dice are marked with colorful symbols that are unfamiliar to you. Before you can question her, she casts the dice into the pan, where they clatter and clink before coming to a rest.</em></p><p> <em>As Valana leans over to read the dice, the men beside her take her arm, steadying her so she does not collapse into the flame. As her eyes furtively glance over the results in the pan, her skin seems to turn a shade paler that it was before. She lets out a gasp as she reads the results.</em></p><p> <em>"The lost one calls to you!" She shivers, as the others suddenly and momentarily hide their face, making protective gestures with their free hands as they do. Suddenly, Valana becomes rigid as horror spreads across her face. "The storm comes, bringing the dead with it." Her eyes snap to you and she warns, "You must find a way to put the dead to rest. If you cannot, the skies shall open and blood will rain upon you - and the city of Marais d'Tarascon." As Carloni and Old Scarengi pull Valana back to the log, she adds "Your fate and the village's fate are intertwined. If one falls, so will you both."</em></p><p> <em>With that announcement, Valana seems to crumple and the last embers of the fire die out, leaving all of you in the sudden darkness and surrounded with the growing sounds of the swamp. In the dark, you hear Carloni curse, and a few moments later the fire returns to dim life, apparently with the aid of Old Scarengi's tinderbox.</em></p><p> <em>"You have had your fortune," Old Scarengi states dryly, as Carloni now holds the limp body of Valana in his arms. The old man looks up to the twisting, dark clouds in the sky that obscure the waxing moon above. "It is time to rest after the adventures of the day. If you wish, you may remain here by the fire for the night, but come morning, you must move on - toward Marias d'Tarascon. I fear the storm that is coming - you have much to do before it breaks."</em></p><p> <em>--------------------------------------------------------------------------</em></p><p> <strong>Development</strong></p><p></p><p> After the reading, the Visanti are fearful to associate with the characters. Old Scarengi is happy to give characters verbal directions through the swamp to Marias d'Tarascon, but dares not aid the characters further. The Visanti are unwilling to part with further information.</p><p> Luckily, for the remainder of the night, there are no events. However, before the characters retire, Valana reappears, and utters a final warning: "<em>Beware the mad man and his blood. He will seek to thwart your every move." </em>If asked what she means, she states she can tell no more; this was simply the last bit of the fortune the dice revealed and even she does not know what it means.</p><p> In the morning, Old Scarengi and Corlani awake with the dawn and hitch the horses up to the wagon. The sky is pregnant with black clouds, and there is a fetid breeze in the air. They work loudly to ensure they wake the PCs, and urge them to prepare to cast off. If the characters ask how the Visanti are going to leave, Old Scarengi shrugs, <em>"We will find a way."</em> is all he states. The Visanti load up, but wait for the PCs to depart before they will leave. Should the characters return later, they will find the wagon gone, with no trace of how it left. All the remains to mark the Visanti were there is the remains of last night's fire.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5710835, member: 52734"] [B][URL="http://community.wizards.com/stormonu/blog/2009/10/05/night_of_the_walking_dead_part_1_encounter_2"]Night of the Walking Dead, Part 1 Encounter 2[/URL] [/B] Monday, October 5, 2009, 01:26 AM CST [[URL="http://community.wizards.com/stormonu/blog/cat/dungeons_and_dragons"]Dungeons & Dragons[/URL]] [B]***DMs only[/B]*** As I stated in my previous blog, here begins my attempt to convert the 2E Ravenloft module "Night of the Walking Dead" by Bill Slavicsek to 4E. 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. For this adventure writeup, I am assuming a party of 5 players of 2nd level. Because the DCs for so many skill checks have changed since 4E has been out, I am referring to difficulties as "Easy", "Medium" or "Hard" instead of giving exact numbers. Consult p. 42 or whatever skill system you are using for the exact DCs. [B]Night of the Walking Dead [/B] [B]Part 1, Encounter 2 (EL 2 - 625 XP)[/B] [B]Setup[/B] This area is a safe haven for the characters to get their bearings and a bit of information. The characters encounter a band of Vistani travelling in the swamp, and have their fortunes read. The NPCs for this encounter are Old Sarengi, Ryana, Carloni, Valana and three children (Essus, Venya, Boris). [B]Old Sarengi:[/B] Old Sarengi is somewhat short and rotund, much like a dwarf that has been stretched on a rack. He is clearly in his fifties and the sun and hard work has made his skin ruddy and wrinkled. His white hair hangs wildly like a laurel around his head. His left eye is milky white and a old knife wound runs from the bottom of the eye down to the left edge of his mouth. His face is covered with bristly stubble, and the collar of his shirt is turned up against his thick neck. He is dressed in flared pants and wears a checkered red-and-white shirt. He keeps a similar checkered handkercheif in his back pocket, which he often takes out to dab his forehead when nervous or after a hearty laugh. [B]Carloni:[/B] Carloni looks very much the younger version of his father. Thin, tall and yet quite strong, he dresses in tan breeches and wears a faded yellow shirt. Atop his head is a wide-brimmed felt hat and under his hooked nose is long, well-groomed mustache. His eyes do not dart about but tend to rest long and hard on those around him, as if scrutinizing others. When moving about the camp, he carries a long handled wood axe, which he keeps close for protection and to stir the logs in the fire. [B]Ryana:[/B] Ryana has a rotundness to her much like Old Sarengi, and she is shorter as well. She is visibly within her forties, and like Old Sarengi, her skin is ruddy and wrinkled, though unlike Sarengi, her wrinkles seem to have come from too much smiling. Her blue eyes seem to dance at the chance to meet and greet strangers, and she is never idle for long, always acting as the harried host, making sure her guest want for nothing and displaying great pride in what meager offering she has to share with others. [B]Valana:[/B] The eldest daughter of Carloni at age 18, is a beauty to behold. Her slightly curling brown locks of hair augment her shapely features, and she dresses to augment her ample features. Unlike the others in her family, her skin is much lighter than the others, making it almost appear lily-white when she stands next to her kin. She wears heavy, golden eyeshadow and has long, black eyelashes. Her lips are cherry red and the dresses she wears are bedecked with jewels and silver weights that glimmer in the campfire. Her every move is smooth and angelic, and her golden voice drips with honey at every word she speaks. ------- [B]Essus:[/B] The oldest of Carloni's sons at 8, this young boy is clearly in charge of his siblings and out to impress his father. He is slow to let down his guard, but once he opens up he is affable and talkative, always wanting to impress on others how great and talented his father is. [B]Venya:[/B] The middle child at age 6, Venya tends to easily latch onto other female figures as if they were her mother. She is shy and timid around male characters, but will do her best to assist her Grammie, Ryana, with seeing that their guests needs are met and their cups always full. [B]Boris:[/B] The youngest of the three at about 5, has no desire other than to roam the encampment and play freely. He will avoid the strangers as best he can, though he does not dare to stray beyond the half-light at the edge of the wagon, and will stay away from the water. He can only be engaged by someone willing to play games with him, and has little interest in the antics around the campfire. When called to bed, he will be the last to respond and be the most vocal about remain up. ---------------------------------------------------------------------------------- Read the following to start the encounter: [I]The mist that has obscured most of the swamp seems to clear up ahead, revealing a tiny island that rises out of the stagnant waters. The light of a warm, inviting campfire blazes in the center of the patch of dry land. In the flickering light, you can see a colorful gypsy wagon resting comfortably on the isle. Mulling near the wagon are a pair of well-cared mares, tied to a tether attached at one end to the wagon. Not far from them, an elderly lady seems to be feeding the horses while three children play with sticks nearby. [/I] [I]A moment later, two men step into view. One is old and thin, while the other is young and strong. They seem to notice your approach, and the thinner man pokes at the fire, stoking the flames as you watch hot embers lift into the sky. The older man stands behind the fire, the flames illuminating his features. He watches you with one good eye, his hands folded across his chest and the other eye gleaming milky white in the dazzling flames of the fire.[/I] ------------------------------------------------------------------------------------ [B]Development[/B] As the characters approach closer, Ryana, the old lady by the mares, calls out to the PCs, attempting to hail the PCs. Old Scarengi watches passively from near the fire, while his younger son pretends to be watching the flames, while he in fact, carefully observes the PCs actions. The three children stop playing immediately; if the PCs seem open and friendly, they rush to greet the, with Old Scarengi warning them to not crowd the PCs. If the PCs act hostile or aggressively, the children are scooted into the wagon or hide behind Old Scarengi or Ryana. If the PCs approach in a friendly manner, Ryana tells the PCs that, according to Vistanti customs, they are willing to share their fire and dinner with the PCs. The characters have the chance to ask some questions, and get the chance to relax a bit before having their fortunes read. [B]Information[/B] The NPCs know the following information, and will reveal it if the party proves to be friendly. Successful Persuasion checks will reveal the following. [B]Old Scarengi (Easy DC):[/B] "There's a village - Marias d'Tarscon - half a day's journey with the current, and marks the edge of this swamp. It is not a place to visit on a night such as this." [B]Old Scarengi (Moderate DC):[/B] "We have just left Marias d'Tarscon ourselves - and that is for perhaps the best. Our kind does not linger long in any one area. That is simply our way." [B]Old Scarengi (Hard DC):[/B] "Marias d'Tarscon is strange village, to be sure. It is centuries old, at least and they pay great respects to their dead, though perhaps not enough." ---------------------------- [B]Carloni (Easy DC):[/B] "Better to wander the swamp than travel to Marias d'Tarscon." [B]Carloni (Moderate DC):[/B] "The people of Marias d'Tarscon are cursed. But it is best not to speak of such things on a night such as this." [B]Carloni (Hard DC):[/B] "Marias d'Tarscon has been abandoned by the gods. I do not know the reason why, but I sense that even their priest knows they have lost favor. But I will not speak no more of, lest those that protect us abandon us as well." ----------------------------- [B]Ryana (Easy DC):[/B] (In response to Carloni's statements) "To speak of evil is to invite it to dinner. Come, talk of other things - we have enough guests as it is." [B]Ryana (Moderate DC):[/B] "If you travel to Marias d'Tarson, be careful to ward yourself against evil eye. Its evil glare has surely fallen upon the village." [B]Ryana (Hard DC):[/B] "If you are bold enough to travel to Marias d'Tarscon, seek out the help of Brother Brucian. He is perhaps the only one who can protect you from the evil eye that has befallen the village." ------------------------------ [B]Children (Easy DC):[/B] "You must be very brave to be out in this swamp by yourselves. The people of Marias d'Tarscon won't set foot into the swamp." [B]Children (Moderate DC):[/B] "Bad things started to happen in Marias d'Tarscon. Pappa said we should leave before things got worse." [B]Children (Hard DC):[/B] "I'm glad we're leaving that village. (low whisper) People are disappearing from the town, and the adults wouldn't even let their kids out to play. After we heard screams one night, Mami and Pappa wouldn't let us leave the wagon either." *Note: After getting any information from the children, the adults warn the children to talk no more to the strangers, especially about the village of Marias d'Tarscon. ------------------------------- [B]Song and A Dance[/B] As Ryana prepares dinner, young Carloni pulls out a fiddle and begins to play. Old Scarengi attempts to prod the characters into joining in. He sings an old Visanti balad as young Valana comes forth from the vardo to dance. He then encourages the characters to perform a song or dance themselves. Appropriate Music: Brahm's Hungarian Dance #5 ([ame="http://www.youtube.com/watch?v=NPNN-Gl3aXw&feature=related"]www.youtube.com/watch?v=NPNN-Gl3aXw&feat...[/ame]) [B]SKILL CHALLENGE:[/B] Impress the Visanti [B]Complexity:[/B] 2 (6 Successes before 3 Failures) [B]Primary Skills:[/B] Acrobatics (Dancing), Persuasion (Singing) [B]Special Skill Checks:[/B] Bluff*: Tell an amusing joke, riddle or anecdote History*: Relate a well-known heroic tale Religion*: Relate a inspiring story Streetwise*: Relate a rags-to-riches story * Only allow one such story to be told for the entire group, regardless of the skill used. Insight (x1): Gain a +2 bonus to the next Acrobatics or Persuasion check ----------------------- [B]RESULTS[/B] [B]3 Successes, 0 Failures:[/B] The Visanti are impressed with the party. Not only do they not charge the PCs for reading their fortunes, they give the party several trinkets to help them on their journey (a treasure packet). [B]3 Successes, 1 Failure:[/B] The Visanti are impressed, and decide to give the characters a break. They offer to read the PCs fortune for no charge. [B]3 Successes, 2 Failures:[/B] The characters perform adequately, and the Visanti offer to read the PCs fortune for a small fee (10 gp). [B]3-5 Failures:[/B] The characters perform somewhat poorly. The Visanti are willing to overlook the PCs shortcomings and read the PCs fortune for a small fee (25 gp). [B]6 Failures: [/B]The PCs have managed to offend the Visanti with their poor conduct. Old Scarengi insists the PCs apologize for their poor efforts. If the PCs comply with a hefty apology (of 100 gp or more), the Visanti accept the apology and offer to read the PCs fortunes, so that they might not ere so egragiously in future matters with others. --------------------------------- [B]Fortunes and Portents[/B] After dinner and the entertainment passes, Ryana calls the children to bed, and sends them inside the wagon. While she tends to the children, Valana asks the PCs to sit by the fire, with Carloni and Old Scarengi flanking them, and the PCs sitting across the flames. ----------------------------------------- [I]Valana takes a seat on the old log across from your group, her supple features seeming to ripple in the firelight that dances over her dress. The younger Visanti, Carloni, takes a seat to her right as the old man Scarengi settles down with a grunt on her left.[/I] [I]When all are seated, she states slowly and casually. "I must warn you, not all fortunes are good; the last fortune I cast brought pain and misery to the soul who requested it. Are you sure you wish me to cast your own?"[/I] Valana waits for the PCs to respond, and Old Scarengi mocks any who attempt to back out [I]"You fortune has already been set and paid for; is it not wiser to know and profit than to flounder and be poorer for it?"[/I] [I]With a fluid motion, Valana draws up a cloth bag from her belt. The crimson bag is held shut by a drawstring of thick, golden cord. She carefully opens the bag and casts its sand-like contents into the fire. The orange flames flare, twisting into cold blue fire as they shoot high into the air. Moments later, the flames quickly die down until they seem to be but embers, revealing an open spot in the center of the blaze where an iron pan seems to have been cleverly concealed.[/I] [I]Valana smiles and you see that she has already drawn up a handful of what seem to be five ivory dice. The dice are marked with colorful symbols that are unfamiliar to you. Before you can question her, she casts the dice into the pan, where they clatter and clink before coming to a rest.[/I] [I]As Valana leans over to read the dice, the men beside her take her arm, steadying her so she does not collapse into the flame. As her eyes furtively glance over the results in the pan, her skin seems to turn a shade paler that it was before. She lets out a gasp as she reads the results.[/I] [I]"The lost one calls to you!" She shivers, as the others suddenly and momentarily hide their face, making protective gestures with their free hands as they do. Suddenly, Valana becomes rigid as horror spreads across her face. "The storm comes, bringing the dead with it." Her eyes snap to you and she warns, "You must find a way to put the dead to rest. If you cannot, the skies shall open and blood will rain upon you - and the city of Marais d'Tarascon." As Carloni and Old Scarengi pull Valana back to the log, she adds "Your fate and the village's fate are intertwined. If one falls, so will you both."[/I] [I]With that announcement, Valana seems to crumple and the last embers of the fire die out, leaving all of you in the sudden darkness and surrounded with the growing sounds of the swamp. In the dark, you hear Carloni curse, and a few moments later the fire returns to dim life, apparently with the aid of Old Scarengi's tinderbox.[/I] [I]"You have had your fortune," Old Scarengi states dryly, as Carloni now holds the limp body of Valana in his arms. The old man looks up to the twisting, dark clouds in the sky that obscure the waxing moon above. "It is time to rest after the adventures of the day. If you wish, you may remain here by the fire for the night, but come morning, you must move on - toward Marias d'Tarascon. I fear the storm that is coming - you have much to do before it breaks."[/I] [I]--------------------------------------------------------------------------[/I] [B]Development[/B] After the reading, the Visanti are fearful to associate with the characters. Old Scarengi is happy to give characters verbal directions through the swamp to Marias d'Tarascon, but dares not aid the characters further. The Visanti are unwilling to part with further information. Luckily, for the remainder of the night, there are no events. However, before the characters retire, Valana reappears, and utters a final warning: "[I]Beware the mad man and his blood. He will seek to thwart your every move." [/I]If asked what she means, she states she can tell no more; this was simply the last bit of the fortune the dice revealed and even she does not know what it means. In the morning, Old Scarengi and Corlani awake with the dawn and hitch the horses up to the wagon. The sky is pregnant with black clouds, and there is a fetid breeze in the air. They work loudly to ensure they wake the PCs, and urge them to prepare to cast off. If the characters ask how the Visanti are going to leave, Old Scarengi shrugs, [I]"We will find a way."[/I] is all he states. The Visanti load up, but wait for the PCs to depart before they will leave. Should the characters return later, they will find the wagon gone, with no trace of how it left. All the remains to mark the Visanti were there is the remains of last night's fire. [/QUOTE]
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