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Help me build and introductory Zombie adventure
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<blockquote data-quote="Stormborn" data-source="post: 3478762" data-attributes="member: 14041"><p>First, upon arrival have one of the PC's notice an ancient "No Trespassing Sign" hung on a fence post mostly covered in vines. If any of them should go back they can discover that the post is covered in strange carvings (runes). Let that just be what it is without explination. Have one of the Proffs mention that his family has owned this land for years but as far as he knows no one has come out to this old camp in a while. Play up that aspect in the introduction. </p><p></p><p>After the inital attack by the zombies have them steered toward the house you mentioned, but slowly. Along the way through in a few encounters:</p><p>- The PCs come across a pickup truck that has been the sceen of a massacre (zombies from town got the hunters) but there are a couple of shotguns and some other supplies that they can use. However, near the truck is a large undead 12 point buck that they have to stop or avoid.</p><p>- In the woods they come across a small abandoned family plot and the ruins of a burned and ruined farm house. Depending on which you think will be creepier have the graves already empty (and let them figure out that something came out of them) and the zombies wandering around the farm house area or let the graves burst open as the PCs pass.</p><p>- Other small undead animals rising out of the undergrowth periodically, not to mention wandering zombies keep chasing them up hill. A swarm of undead zombie squirrels could be fun, but if you are going for really scary could ruin the mood. </p><p>-From a break in the trees the PCs see the town a blaze. Be sure to hint at this periodically by mentioning that they smell smoke and that a bright light seems to be coming from the direction of town. </p><p></p><p>Let them go to town if they like, or anywhere else, just throw up zombie road blocks that force them back to the wood time and again.</p><p></p><p>Finally they arrive at the large house just ahead of the zombies, who seem to be drawn there. Inside the house they discover the corpse of a necromancer whose ancient curse has caused the dead of the area to come to life "When one of my no good kin should dare try to claim my property!" The posts were wards that activated when the proffesor went brought the students in to clean up the old camp. Somewhere in the house is a magical device that is generating the zombies. Through an old diary, books, etc the PCs should discover this information. They will likely come upone the conclusion that destruction of the object will destroy the zombies. How they do that is up to them. They can spend time looking for it, all the while the zombies are trying to get in; they can burn the house down (with some convinient kerosene they find) but risk not completly destroying the curse; or they can try and escape by making it on foot to the next town over. Provide sufficient resources for them to do any of this, but keep the pressure on them. If they do make it to the next town the sherriff and deputies are already aware that something has gone wrong and are willing to be directed to the old house where they can deal with the problem. But no one will belive its really zombies, they will think its some kind of strange cult or a plague or similar. The terrible truth that the PCs learn is simply that magic is real and once they know that there are people who will want to recruit or silence them as needed. </p><p></p><p>Or you could try <a href="http://www.wizards.com/default.asp?x=d20modern/oa/20030114a" target="_blank">Trouble at Blackrock </a> from the d20 Modern website. Its a deserted town with ghouls roaming around and a clear way for a group of PCs to deal with it.</p><p></p><p>Also, I would caution against modifying the d20 M classes for the sake of "balance" - they are balanced, but your scenario might not highlight the abilities of each class. Instead I would multiclass any that you didnt feel were viable for this scenario.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3478762, member: 14041"] First, upon arrival have one of the PC's notice an ancient "No Trespassing Sign" hung on a fence post mostly covered in vines. If any of them should go back they can discover that the post is covered in strange carvings (runes). Let that just be what it is without explination. Have one of the Proffs mention that his family has owned this land for years but as far as he knows no one has come out to this old camp in a while. Play up that aspect in the introduction. After the inital attack by the zombies have them steered toward the house you mentioned, but slowly. Along the way through in a few encounters: - The PCs come across a pickup truck that has been the sceen of a massacre (zombies from town got the hunters) but there are a couple of shotguns and some other supplies that they can use. However, near the truck is a large undead 12 point buck that they have to stop or avoid. - In the woods they come across a small abandoned family plot and the ruins of a burned and ruined farm house. Depending on which you think will be creepier have the graves already empty (and let them figure out that something came out of them) and the zombies wandering around the farm house area or let the graves burst open as the PCs pass. - Other small undead animals rising out of the undergrowth periodically, not to mention wandering zombies keep chasing them up hill. A swarm of undead zombie squirrels could be fun, but if you are going for really scary could ruin the mood. -From a break in the trees the PCs see the town a blaze. Be sure to hint at this periodically by mentioning that they smell smoke and that a bright light seems to be coming from the direction of town. Let them go to town if they like, or anywhere else, just throw up zombie road blocks that force them back to the wood time and again. Finally they arrive at the large house just ahead of the zombies, who seem to be drawn there. Inside the house they discover the corpse of a necromancer whose ancient curse has caused the dead of the area to come to life "When one of my no good kin should dare try to claim my property!" The posts were wards that activated when the proffesor went brought the students in to clean up the old camp. Somewhere in the house is a magical device that is generating the zombies. Through an old diary, books, etc the PCs should discover this information. They will likely come upone the conclusion that destruction of the object will destroy the zombies. How they do that is up to them. They can spend time looking for it, all the while the zombies are trying to get in; they can burn the house down (with some convinient kerosene they find) but risk not completly destroying the curse; or they can try and escape by making it on foot to the next town over. Provide sufficient resources for them to do any of this, but keep the pressure on them. If they do make it to the next town the sherriff and deputies are already aware that something has gone wrong and are willing to be directed to the old house where they can deal with the problem. But no one will belive its really zombies, they will think its some kind of strange cult or a plague or similar. The terrible truth that the PCs learn is simply that magic is real and once they know that there are people who will want to recruit or silence them as needed. Or you could try [URL=http://www.wizards.com/default.asp?x=d20modern/oa/20030114a]Trouble at Blackrock [/URL] from the d20 Modern website. Its a deserted town with ghouls roaming around and a clear way for a group of PCs to deal with it. Also, I would caution against modifying the d20 M classes for the sake of "balance" - they are balanced, but your scenario might not highlight the abilities of each class. Instead I would multiclass any that you didnt feel were viable for this scenario. [/QUOTE]
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