D&D 2E Night of the Walking Dead (Incomplete Conversion of 2E Ravenloft Module)

Stormonu

Legend
Night of the Walking Dead, Part 3, Encounter 1

Sunday, November 1, 2009, 01:19 AM CST [Dungeons & Dragons]

You can download the original module at www.wizards.com/default.asp?x=dnd/dnd/do... You will need the module for the story, background and plot. I will only be presenting the updated/revised encounters here.
Night of the Walking Dead, Part 3, Encounter 1 - The Flight from the Inn (EL 3 - 750 XP)

After the encounter with Jean Tarascon, allow the PCs the rest of the night to rest and retire. The storm outside breaks as the characters return to the Inn, leaving the night soggy and wet.
Setup

In the middle of the night, after the characters have some time to rest (assume they restore all powers, magic item daily uses and healing surges), they are awakened by the innskeeper. Luc has come from the nearby church to warn the characters that the dead walk and they are fast approaching the inn.
Read the following
You are awakened from deep sleep by a powerful pounding on your door. Rain drenches the roof of the Full Moon Inn and between the howling wind that batters against the Inn, the sound of thunder shakes the walls. Through the windows of the inn you can see snaking tendrils of lightning flash across the sky, illuminating the thick drops of rain that crash into soaked ground outside. The storm that has threatened for days is clearly in full effect.
If the characters investigate the knocking, it turns out to be the innkeeper, Jerald Bascolm. Behind him stands Luc, who is clearly drenched from the rain. The youth has a terrified look on his face, and keeps murmuring "The shining sky lights the dead, all shall fail and gutter red." The innskeeper quickly tells the party that Luc appears to have run here, from the church, through the storm outside and said he needed to see the PCs. Further the innkeeper tells the PCs he's seen something distrubing outside from the second story, and tells the characters they need to look for themselves. When the characters take a look, read the following.
From the vantage of the second floor of the inn, you can see what has so bothered the innkeeper. The streets of Marias d'Tarascon are cluttered with the shambling remains of individuals who clearly have no business of being upright and walking about. With each flash of lightning, you can make out the rotting forms of the dead walking the streets of Marias d'Tarsacon. Not far from the Inn, you witness a group of the individuals crash into Mordu's cottage, pulling out its owner from within and dismembering him in the street even as he howls for help.
The walking dead are not far from the Inn, but already a mob of the deceased make their way toward the stone wall that surrounds the Inn. Luc pulls you (the PC he has attached himself to) from the scene. "Shaman Brucius needs you. He waits at the church."
(Resource:[ame]http://www.youtube.com/watch?v=GTLjpSCMxhQ[/ame])
Sound of thunderstorm, a good background sound to play in conjunctions with "Night on Bald Mountain" for an eerie effect.
Mood

This, along with the next section (To the Graveyard) are meant to be the two most terrifying sections of the adventure. Play up the drenching rain and howling wind that makes keeping any source of light difficult, if not impossible. Even magical lighting seems a bad idea, as the undead are drawn to it like moths. Flashes of lightning momentarily illuminate the dead hidden in the darkness or can reveal a character's momentary hiding spot. Characters slip and fall in the mud as undead prowl through the streets, looking for anyone and anything to hunt down. The undead move like feral animals, their unholy eyes glowing in the dark as their nostrils flare when they briefly catch the scent of the nearby PCs. Characters have to backtrack, hide or flat-out run to avoid the undead that nip at their heels and seem to always be in the way.
Don't forget the distant (or nearby) screams of the other villagers as the undead attempt to tear into the houses and pull them out to devour them in the streets. When the characters slip aside to hide from the undead, they witness some other poor soul running down the street, undead hot on his/her heels. Somewhere in the distance, a child cries for his parents to stop hurting him, while not far off the sounds of a snarling dog suddenly change to dreadful yelps of pain.
Strive to keep the characters on the edge of their seat throughout the skill challenge, and off-balance in the final flight into the church. Strive to make it feel like the characters make it by the skin of their teeth, but that it was worth it.
Running the Escape

It should be clear to the characters there are simply too many undead for the PCs to hope surviving fighting them off and that inn will simply be swarmed like Mordu's cottage. Encourage the characters to depart the Inn and make their way to the Church. Luc vanishes into the zombie crowd in the second section, though he will be seen again when the characters arrive at the church.
Setup: Characters need to get from the Full Moon Inn to the Church while avoiding being mauled by the undead.
Complexity: 5 (requires 12 successess before 6 failures)
Primary Skills: Acrobatics, Athletics, Attack, Perception, Religion, Stealth, Streetwise
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Section 1: The characters need to find a safe way out of the Inn and into the area surrounding the Inn. As they prepare to leave, zombies fan out around the grounds of the inn. Each character needs to make at least one check (5 total).
Acrobatics: (Moderate) The character climbs out of the building down to an area devoid of undead. Failure indicates the character looses a health surge as they slip and fall to the ground.
Athletics: (Moderate) The character runs past the undead before they can catch them. Failure indicates the character loses a health surge from attacks as he runs by.
Attack: (Moderate) The character uses an at-will, encounter or daily power to fight their way past the undead. Failure indicates the character loses a health surge as he is swarmed by undead (but manages to fight them off).
Perception: (Moderate) The character spots an area clear of undead. This does not count as a success, but adds a +2 bonus to the next character's check.
Religion: Cannot be used at this time
Stealth: (Moderate) The character exits the building in an area covered in shadow, letting the undead slip by without being seen. Failure indicates the loss of a health surge as the undead spot and attack the PC (but the character manages to scramble to safety).
Streetwise: (Hard) The character remembers and uses a back door out of the Inn, where the undead are unlikely to yet have reached. Failure indicates the loss of a health surge as the character is ambushed by waiting undead (but manages to get free of the ambush).
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Section 2: Now in the area around the Inn, characters must get out into the streets of Marias d'Tarascon while still evading undead. Each character needs to make at least check one check (5 checks total). At this point, Luc seems to vanish into the zombie horde, seperated from the characters as they make their escape.
Acrobatics: (Moderate) The character scrambles up to the high wall surrounding the Inn and carefully moves along its length to a safe area before dropping down to street level.
Athletics: (Moderate) The character runs through the main gate, evading undead. Failure indicates the character loses a health surge from attacks as he runs by.
Attack:(Hard) The character uses an at-will, encounter or daily attack to fight his way through the zombie horde. Failure indicates the character loses a health surge from the swarming undead (but manages to fight free).
Bluff:(Moderate) The character calls out to the undead, attempting to get them to follow him and ignore the others. This does not count as a success, but grants the next character a +2 bonus to their check.
Perception: (Hard) the character spots a shortcut through which the undead will have difficulty following. This does not grant a success, but gives the next character's check a +2 bonus.
Religion/Arcana:(Hard) The character recites a protective charm that causes the undead to momentarily fall back, allowing the PC to pass through. Failure indicates the loss of a healing surge as the undead ignore the charm and slash at the characters.
Stealth: (Moderate) Keeping to the shadows, the character slips past the undead and over the wall without being seen. Failure indicates the character loses a healing surge, as the undead see and swarm the character (but he gets away).
Streetwise: (Hard) The character locates the back gate to the Inn and uses it to slip out and avoid the undead. Failure indicates the character loses a healing surge as he finds the undead waiting for him (but gets away).
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Section 3: The characters must wind their way through the streets to the church without being intercepted by the undead. Each character needs to make at least one check (5 checks total)
Acrobatics: (Moderate) The character slips through alleys and narrow gaps, deftly avoiding the undead's clutches. Failure indicates the character loses a health surge to the attacks of an undead he inavertly gets too close to.
Athletics: (Moderate) The character runs through the streets, keeping one step ahead of the shambling undead. Failure indicates the character loses a health surge from attacks as he runs by.
Attack:(Moderate) If the same character attempts to perform this for a second time, it automatically fails. The character uses an at-will, encounter or daily attack to fight his way through the zombie horde to the church. Failure indicates the character loses a health surge from the swarming undead (but manages to fight free).
Bluff:(Moderate) The character calls out to the undead, attempting to get them to follow him and ignore the others. This does not count as a success, but grants the next character a +2 bonus to their check.
Perception: (Hard) the character spots a shortcut through which the undead will have difficulty following. This does not grant a success, but gives the next character's check a +2 bonus.
Religion/Arcana:(Moderate) If the same character attempts to perform this for a second time, it automatically fails. The character recites a protective charm that causes the undead to momentarily fall back, allowing the PC to pass through. Failure indicates the loss of a healing surge as the undead ignore the charm and slash at the characters.
Stealth: (Moderate) Keeping to the shadows, the character slips past the undead through the rain-slicked streets without being seen. Failure indicates the character loses a healing surge, as the undead see and swarm the character (but he gets away).
Streetwise: (Hard) The character takes a circuitous route to the church and avoid the undead. Failure indicates the character loses a healing surge as he finds the undead waiting for him (but gets away).
Getting Into the Church (EL 5+ - 1080+ XP)

Once the skill challenge has been completed, the characters have arrived at the Church. However, mobs of zombies mull around it, trying to find a way in. Characters must get into the church before the undead find them and swarm over them.
The following monsters are needed for the encounter
2 Rotwing Zombies ("R", MM, p274)
10 Zombie Rotters ("Z", MM, p274)*
unending waves of 4 Zombie Rotters (MM, p274, starting areas marked on map)
(1 Zombie Hulk ["H", MM, p275]) arrives on round 3
(unending waves of 1 Zombie [MM, p274] every 4 rounds, place with Rotters)
*If the characters failed the skill challenge, replace two of the Zombie rotters with zombies, closest towards the doors of the church.
Read the following
It seems every window within the church burns with brilliant light. The great bell tolls loudly between the peels of thunder, the steeple that houses it circled by two screeching bats that above like vultures. As you approach, a flash of lightning illuminates the church grounds, revealing them to be swarming with the undead, who seem to be gathering around the building.
DM's Map (The characters can enter from any point along the left or top side of the map).


P3E1Placement.jpg

Player's Map



P3E1Play.jpg

Player's Map - Church 2nd Floor

P3E2Play2ndStory.jpg


Brucius's Cottage: The door to this cottage is wide open and no lights are on inside. The simple cottage contains a front room/kitchen area, two spare rooms (the one on the right is empty) and a master bathroom and attached walk-in closet. If the undead spot the characters enter the cottage, they will chase after the PCs. The door can be shut and locked, requiring 30 hp of damage to be broken in. The windows can be shuttered, but can only resist 10 damage before they are destroyed.
Bushes: Two rows of semi-trimmed bushes half encircle the well on the bottom left side of the map. The bushes are about 5 feet tall and are considered heavily obscured squares. Creatures in the bushes gain concealment.
Church: This three-story building (the bell tower is 5 stories) is made of stout stone, with thick wooden doors. It takes 120 hp of damage to break a door in. They cannot be opened via a Thievery check as the doors have been barred from the inside. The glass in the stained glass windows can be broken out with 1 point of damage, but the metal in the frames takes 30 hp of damage to remove.
Cypress Trees: A clump of three cypruss trees grow at the bottommost section of the map. These cypress trees are about 20 feet tall. They can be climbed with an Easy Athletics check. They provide cover from melee and ranged attacks, and the upper branches (at least 15 feet up) are considered lighty obscured squares and grant concealment to those in the branches.
Trellises: Two trellis flank each other some 10 feet from the church at the top of the map. The trellises are considered to provide heavy obscurement, but only from the side they face.
Well: The well is about 3 feet high, with a bucket and rope resting beside it. Attempts to push or slide a creature or character into the well allow the victim to make a saving throw at a +2 bonus to keep from falling in. Failure indicates a 30-foot-drop for 3d10 damage.
Development

The zombies that are already present mull about aimlessly (move them in slow, erratic looping circles) until they spot the characters. Likewise, the rotwings circle two stories above, and glide down to join the fray as soon as the characters make their move.
Every round that passes, another group of 4 Zombie Rotters joins the fray, entering at one of the three indicated starting points on the map. Do not reuse the same a starting spot until you have cycled through all the spots at least once. The zombies take a move action each round until they spot the characters, moving around the church in a counterclockwise motion. Once they see the characters, they then they move to attack taking their full actions.
On the third round, the Zombie Hulk enters the fray with the Zombie Rotters, moving down from the graveyard, and bursting out of the brush. The zombie hulk immediately moves towards the church door at the bottom of the map and attempts to begin battering it in. If it spots the characters, it leaves its task just long enough to pound the PC(s) into hamburger.
Every 4th round, another Zombie enters along with the Zombie Rotters. It acts just like the rotters, taking single move actions counterclockwise around the church until it spots the PCs, then moves to attack.
To get into the church, at least one character must get to the door and knock on it. The first time characters knock, it takes Brucius 3 rounds to get to the door and check to see who is there. Brucius immediately opens the door if no undead are within one movement action of the door and holds it open until his initiative in the next round. Any characters still remaining outside must repeat the process. It takes Brucius at least 3 rounds to go from one door to the other, and another round to unbar the door. The scene ends once all the characters are inside.
 
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Stormonu

Legend
Sadly, this was as far as I got. If you wish to finish out this adventure, this was the overall skeleton of the plot:

- The undead begin pouring out of the walled graveyard atop the hill and to the east of the church, slowly making their way down into the town. The next encounter would be the characters defending the church against an onslaught of undead from the outside (several rotters plus a hulk assault the ground level, while a few fast zombies/ghouls break in on the 2nd floor) while Shaman Brucius attempts to complete a ritual that will render the church safe against intrusion. If Brucius completes the ritual, those who have fled to the church will be safe - for the moment. However, information is revealed (between Luc's ramblings and Shaman Brucius's confession) that Marcel is likely behind the undead flowing into the city, and the party needs to go to the graveyard to stop him.

- The next encounter involves the characters fighting or sneaking their way into the graveyard atop the hill and making their way into the Mausoleum where Marcel resides.

- The characters then face Marcel, a Ghoul Lord solo with several zombie minions, in the middle of a bizarre and ghoulish ritual. At the climax of the fight (when Marcel hits 0 hp), the roof of the Mausoleum breaks open, allowing a bloody moon to shine in. The red light heals the characters back to full with it power and causes Marcel to wither. As he dies, he yells "Fools, the ritual is complete - but I no longer am the master of Death!"

- With that, a great withered hand erupts from the ground, crushing Marcel like a dry leaf. The ground splinters and cracks as Death begins to haul himself from the ground. The PCs must maneuver to avoid Death's cloying grasp and reach the now-revealed artefact Marcel was using to summon him.

- Reaching the artifact, the party must engage the coalescing power of Death as someone must engage in a Skill Challenge to engage with the artifact (a glass coffin holding Death's black, beating, human-sized heart) and solve the puzzle-locks protecting the heart. In the end, to defeat Death, the heart must be stabbed. Upon doing so, the undead across Tarascon fall inert, and Death is cast back into the deep grave from which he came.

And there so ended the (modified) version of Night of the Walking Dead...
 


"Xeno"

First Post
Stormonu,
Just found this...years later. It is great and I will be using most of it for a 3.5 campaign I am running. Wish you had finished the maps since I am using maptools, but am absolutely horid at making maps. Thanks for putting the effort into it.
~X
 

"Xeno"

First Post
Swamp Lord.pngOk here is my attempt at making the Swamp Lord's lair. Took me a month and I still have to do the interior of his tomb. Thought I would add it to your excellent post.
 





Stormonu

Legend
Coming back to this years later - the pictures had been tied to the old WotC forums and I've now reposted them here. Much obliged to Xeno for the graveyard and tomb map - this is about as complete as it's going to get :).
 

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