Advertisement
Guest User

Untitled

a guest
Sep 3rd, 2017
180
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.25 KB | None | 0 0
  1. Group enters the new village. Guards and Innkeeper notify them after some dialogue that it´s not a good place to stay and they should leave after the night. After a lot of research they can find out that the reason is, the dead are rising at night near the old manor on the hill. After investigating they find the old manor and a near burned down factory (bakery, sawmill, whatever floats your boat).
  2.  
  3. The factory:
  4. Entering it is quiet hard and requires some sort of labor, either breaking in via strength, lockpicking or something else which keeps the group occupied. If they search it afterwards they find documents and hints that the factory belongs to the guy who previously lived in the old manor. Some rich guy who bought pretty much the whole village and kept it from drowning in debts. If the group investigates further they find the cellar which is hidden under rubble and a big trapdoor. Inside the cellar they will find a lot of bunkbeds with burned corpses of childen of various ages. These children are the sons and daughters of the villagers, who gave them as payment to the owner of the manor as child labourers.
  5.  
  6. Possible encounter:
  7. If the group sleeps near the manor like mine did, let them get attacked by [input undead of your liking here], i used simple zombies.
  8. They will realize "okay, there is actual stuff going down".
  9.  
  10. The manor:
  11. While investigating the manor they will find a staircase and 2 rooms on the lower floor. The first room is the owners study. They will find documents further suggesting that he made a contract with the villagers without a clear payment from their site. This can tip the group off that the villagers gave their children to him.
  12. The second room is the owners daughters room. I will refer to her as Marry from here on. Marry is an attic whisperer, a almagamation of the dead spirits of the daughter and the dead children. She will NOT be evil towards the group. She will haunt them whatsoever, she got the ability to steal the voice of any partymember. This is a possibility to make willchecks without telling the group what for. Their first meeting with Marry will be her rolling a ball out of the already open door to her room. If the group is rolling tbe ball back, she will repeat this until she comes out and is able to talk to her.
  13. She has a shy but cheery attitude, this will have the result that the group starts to relax again while still being in danger. The group will probably ask her about the previous owner she refers to "as her daddy", which he is. Only give up cryptic messages like "he is upstairs, with the others" or "please don´t disturb him, he will get angry". Use words that makes them ask more questions like "why would he be mad?", "who is he up with?" or "what happens when he gets mad?". Always stay crypting and childish. Answer to questions like "who is he up with?" with "The others". When the group finally decides to go upstairs use small and many rooms. They will always be on edge for "the others". In most of the rooms they will find zombies or ghosts which stare in the same direction (the actual office room where 'daddy' resides). They will now attack the group, just stare as if they could look throuh the walls. Even if the group attacks them, fuck it. Let them cut the others down, they are far too occupied with whatever waits at the end of the hall.
  14.  
  15. the office:
  16. The owner of the manor will stand before them in blood and flesh. He will look as if he is still alive but will not answer properly. If they ask questions just tell them to leave his property (i made him look out of the big office window not facing them while doing so to scare them if he turns around). If they keep questioning him, tell them how his bones start to grow and snap in places. He will transform into a monster from then on. I used a sinspawn (google it). If the group leaves the manor, make him follow them, like as far as possible, even to the village. If they attack him make it the encounter in the manor + the zombies/the others they didn´t cut down.
  17.  
  18. unanswered questions:
  19. The reason the manor and everyone around it rises again is that the owner bought some very expensive jewels on a buisness trip. This Jewels are the eyes of Marrys teddy (which you can constantly point out to). These jewels are actually necromantic ore which poisens the land.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement