TheConductor
First Post
Hey guys, I'm about to run a one-shot adventure for my group, which is loosely based on Left 4 Dead but in a more standard D&D setting. The ruleset is Pathfinder, though this isn't really relevant. I'm somewhat of a newbie DM, and I want to make sure the plot is good.
Basically, the plan I have so far is as follows:
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One of the PCs is approached by a merchant, and is asked to escort a caravan of supplies to a man named Galad (who is a paladin), in the village of Riverstone. They'll be asked also by a monk, to take him with them.
When the PCs inspect the merchandise, they'll notice that there's a lot of carpentry tools, food supplies, and several large barrels of oil, and kegs of water. Also some herbs and medical supplies.
As they head towards Riverstone, they'll notice that the forest is getting less and less healthy, dead trees, rotten stumps, lack of wildlife.
Once they near Riverstone, they'll be ambushed by a gang of ghouls, along with a zombie (CHARGER-type) that will render the caravan useless, and the horses will run away, panicked, leaving the heroes with a lot of supplies to take, on foot. A little while later, late afternoon, when the village is just coming into view, the silence will be broken by the sounds of combat just up ahead, and they'll see a man with a holy symbol in full-plate fighting desperately against another group of ghouls while protecting a group of bedraggled-looking peasants.
When they help the man fight off the undead, he'll introduce himself as Galad, and he will warn the party to hurry and return to Riverstone, or be set upon by "the endless hordes". This will be exacerbated by the fact that they'll be able to hear unworldly groans coming from the distance.
Once they get back to Riverstone, Galad will introduce the other notable NPCs:
Lord Yvan Rutelage - A nobleman, the mayor of the town, who bravely stayed behind in Riverstone to assist his people in escaping.
Kara Rutelage - A cleric of Pelor, also a member of the Order - she has currently been rendered unconscious with a mysterious magical disease that Galad has thus far been powerless to cure.
Captain Orland - Captain of the Militia. An experienced ex-soldier, stepped up to prepare the militia when the undead first started to plague the settlement. A good man.
There will also be various groups of dirty-looking
They explain that the attacks have been intensifying within the past few weeks, to the point where they've been trying to evacuate the civilians, with only limited success.
The undead used to only come at night, and they were slower, weaker, and easier to sneak past previously, but have been slowly changing, becoming stronger, faster, and smarter.
He sent off a message to the Order a week ago, but has no way of knowing if the message actually got there, or if they're acting on it. Luckily, the monk that is with them brings a message from the Order - they are rallying a purge-team to come and assist, and should be here within 48 hours, so if they can hold out for that long, help should arrive.
With the supplies the party brought (what they were able to carry), the food is for the peasants, the oil is to be scattered strategically around the map, and the water is holy water.
After they rest for the night in the reasonably well fortified stone templehall, (which the undead have, until the recent few nights, been unable to enter) they'll go outside, and find claw marks on the wall. When touched, the stone wall will crumble, having been significantly weakened during the night. (This is to tell the players that the temple is no longer a good place to hide)
They'll have all day to build the fortifications, and with the oil from the cart and some "flameroot" they'll be able to make incendiary explosives, if they think of that, and using the holy water and certain combinations of herbs they'll also be able to concoct "musk" which will draw all ghouls and zombies to a particular location for 4 rounds.
The PCs will be forced to defend the village for the night, until rescue comes. Along with many smaller zombies and one ghoul/player, there will be one of each Special Infected. Smoker (Mutated Mohrg with 20ft range Tongue attack), Spitter/Boomer (Undead Digester that explodes when killed), Hunter/Jockey (Bhuta with racial bonus to Jump and Improved Grab) including finally a Tank (flesh golem with Feral template).
If they can defeat all the Special Zombies, the rescue party from the Order will arrive to assist the PCs, and quickly destroy any remaining undead.
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Thoughts? I like to dodge any obvious "But why didn't they just do THIS durrrr" questions that may pop up.
If you have any questions, input, praise, criticism, or flaming poop to throw, I'd love to accept any or all of it.
I want this game to be good
Basically, the plan I have so far is as follows:
-------------------------------------------------------------
One of the PCs is approached by a merchant, and is asked to escort a caravan of supplies to a man named Galad (who is a paladin), in the village of Riverstone. They'll be asked also by a monk, to take him with them.
When the PCs inspect the merchandise, they'll notice that there's a lot of carpentry tools, food supplies, and several large barrels of oil, and kegs of water. Also some herbs and medical supplies.
As they head towards Riverstone, they'll notice that the forest is getting less and less healthy, dead trees, rotten stumps, lack of wildlife.
Once they near Riverstone, they'll be ambushed by a gang of ghouls, along with a zombie (CHARGER-type) that will render the caravan useless, and the horses will run away, panicked, leaving the heroes with a lot of supplies to take, on foot. A little while later, late afternoon, when the village is just coming into view, the silence will be broken by the sounds of combat just up ahead, and they'll see a man with a holy symbol in full-plate fighting desperately against another group of ghouls while protecting a group of bedraggled-looking peasants.
When they help the man fight off the undead, he'll introduce himself as Galad, and he will warn the party to hurry and return to Riverstone, or be set upon by "the endless hordes". This will be exacerbated by the fact that they'll be able to hear unworldly groans coming from the distance.
Once they get back to Riverstone, Galad will introduce the other notable NPCs:
Lord Yvan Rutelage - A nobleman, the mayor of the town, who bravely stayed behind in Riverstone to assist his people in escaping.
Kara Rutelage - A cleric of Pelor, also a member of the Order - she has currently been rendered unconscious with a mysterious magical disease that Galad has thus far been powerless to cure.
Captain Orland - Captain of the Militia. An experienced ex-soldier, stepped up to prepare the militia when the undead first started to plague the settlement. A good man.
There will also be various groups of dirty-looking
They explain that the attacks have been intensifying within the past few weeks, to the point where they've been trying to evacuate the civilians, with only limited success.
The undead used to only come at night, and they were slower, weaker, and easier to sneak past previously, but have been slowly changing, becoming stronger, faster, and smarter.
He sent off a message to the Order a week ago, but has no way of knowing if the message actually got there, or if they're acting on it. Luckily, the monk that is with them brings a message from the Order - they are rallying a purge-team to come and assist, and should be here within 48 hours, so if they can hold out for that long, help should arrive.
With the supplies the party brought (what they were able to carry), the food is for the peasants, the oil is to be scattered strategically around the map, and the water is holy water.
After they rest for the night in the reasonably well fortified stone templehall, (which the undead have, until the recent few nights, been unable to enter) they'll go outside, and find claw marks on the wall. When touched, the stone wall will crumble, having been significantly weakened during the night. (This is to tell the players that the temple is no longer a good place to hide)
They'll have all day to build the fortifications, and with the oil from the cart and some "flameroot" they'll be able to make incendiary explosives, if they think of that, and using the holy water and certain combinations of herbs they'll also be able to concoct "musk" which will draw all ghouls and zombies to a particular location for 4 rounds.
The PCs will be forced to defend the village for the night, until rescue comes. Along with many smaller zombies and one ghoul/player, there will be one of each Special Infected. Smoker (Mutated Mohrg with 20ft range Tongue attack), Spitter/Boomer (Undead Digester that explodes when killed), Hunter/Jockey (Bhuta with racial bonus to Jump and Improved Grab) including finally a Tank (flesh golem with Feral template).
If they can defeat all the Special Zombies, the rescue party from the Order will arrive to assist the PCs, and quickly destroy any remaining undead.
----------------------------------
Thoughts? I like to dodge any obvious "But why didn't they just do THIS durrrr" questions that may pop up.
If you have any questions, input, praise, criticism, or flaming poop to throw, I'd love to accept any or all of it.
I want this game to be good
