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  • Evil Dead A Quiet Weekend at Lake Okeewoehee, Podreczniki RPG, Evil Dead

    [ Pobierz całość w formacie PDF ]
    EVIL DEAD D6: A Quiet Weekend at Lake Okeewoehoe
    1
    A Quiet Weekend at Lake Okeewoehee
    An Adventure for the Evil Dead D6 Role-Playing Game.
    INTRODUCTION
    Below is the outline for a 1-2 session Evil Dead D6 game. It can easily be shortened
    into one 3-4 hour session or extended to become a longer campaign. In writing this
    outline, I've only intended to create a sketch of how the adventure will go. As any
    Gamemaster knows, characters rarely stick to the script and you'll like have to make
    up a great deal of scenes, settings and clues to fill in the gaps.
    If you have comments or questions regarding this game outline, feel free to contact
    me at gaminggeek@earthlink.net. This game was first created in March 2002 and
    In general, bold text in the outline is intended to be read directly to the characters.
    Highlighted text represents words spoken by various Non-Player Characters. I have
    also included some pictures you may find useful for setting the scene for your players.
    Happy Gaming!
    EVIL DEAD D6: A Quiet Weekend at Lake Okeewoehoe
    2
    SPECIAL NOTES FOR THIS GAME
    Deadite Infection:
    The Evil may be spread in a number of different ways. The most common is infection
    through the bite or other attack of one of the Evil Dead. In generally, if a victim is
    Wounded or worse by a Deadite, thgough a bite or other piercing attack, the victim
    may become infected by the Evil.

    For less fatal games, GM's may have the victim make one Stubborn Jackass roll
    to resist the effects. For the victims of lowly Deadites, characters need only
    make an Easy roll. For more advanced Deadites, characters will need to make
    more difficulty Stubborn Jackass rolls.

    For a more "fatal" game, GM's should have the victim make a Moderate
    Stubborn Jackass roll to resist the infection. If the roll is failed, the affected
    body part will begin to die and the infection will spread. The victim must
    make a Moderate Stubborn Jackass roll each 10 minutes to avoid having the
    infection spread to a new part. The infection can be stopped by cutting off the
    infected body parts or being healed magically by a priest or witch.
    The Grand Finale:
    There are two major options in the game's current text for "solving" the problem of
    Samuset. Characters may learn of K'naga's binding spell and attempt to strength it,
    forever trapping Samuset below the lake. Or, characters may try to load Samuset's
    lair with dynamite and blow him up. Either is a nice little victory. The ultimate
    outcome will depend on the tenor of the game (want more rollicking adventure? Blow
    up the bastard. Want more mystery and mysticism? Have the characters cast the
    spell). Of course, it is quite likely that the characters will come up with their own
    solution!
    Extending the Game:
    If you'd like to extend this adventure to more than a couple of sessions, I have a few
    recommendations (if you're looking for them):
    1. Begin the disappearances/murders more slowly. Let the tension build over a
    few nights (in game time) and create a sense of uneasiness in the characters.
    2. Add more mystery/adventure centered around the two camps. One option I've
    considered was adding an evil witch and warlock who are each running the two
    camps. They are using the souls of their happy little campers to feed the
    demon under the lake. A series of clues may lead the characters there and
    each confrontation may make for the climax of a gaming session. After they
    characters have defeated these two, they will still need to defeat the demon
    controlling them.
    3. Add more magic/mysticism. This game currently has few opportunities for the
    castings of spells. You might add another mystical-type character and provide
    characters with opportunities to recover magical objects that may be used
    against the demon.
    EVIL DEAD D6: A Quiet Weekend at Lake Okeewoehoe
    3
    I. Geography of the Lake:
    This section intends to help you
    create the layout for the game.
    A.
    Description
    :
    1. Large lake with a
    couple of small rock
    outcroppings that
    form small islands.
    2. Up in the mountains.
    3. Heavily wooded
    around it.
    4. Extremely deep,
    supposedly formed
    by a meteor impact
    long ago.
    5. The bottom has never been completely surveyed.
    6. Small, sulfur spouts that create some small hot springs around the
    periphery and occasionally strange bubbles in the middle of the lake.
    B.
    South shore
    :
    1.
    Boy Scout Camp
    .
    a. Boy Scouts can both provide valuable allies (those guys
    know how to blow up all sorts of stuff), or as a ready-
    made zombie horde that the players must battle.
    b. They may also serve as innocents that the characters feel
    they must protect from the demon below the lake.
    C.
    North shore
    :
    1.
    Cheerleaders Camp
    :
    a. This can be played up for a more raunchy "slasher-flick" feel to the
    game is you'd like.
    D.
    East shore
    :
    1. Old gold mine (abandoned and fenced off). See Section VII: The Mine
    below. Note that until the action really starts, characters will not notice
    anything out of the ordinary at the mind (the doors will be intact, etc.)
    E.
    West shore
    :
    1.
    Lake Okeewoehee Town
    : small town with a main street, couple of
    restaurants and hotels, a sporting goods store (fishing/hunting supplies,
    etc), a hardware store, gas station, sheriff's station, small medical clinic,
    etc.
    2. Private cabins and public fishing.
    3. Places to rent boats, sit on the beach, etc.
    II. Character Set-Up.
    Below are some ideas you may use to "hook" the characters into coming to Lake
    Okeewoehee in the first place.
    A.
    Vacation for the Weekend
    : Clueless Hero, Hapless Occultist, Teenage Punk,
    Creepy Old Guy
     EVIL DEAD D6: A Quiet Weekend at Lake Okeewoehoe
    4
    1. Want to get away and a friend offers you use of his cabin near the lake for
    the weekend.
    2. Get together your fishing stuff and head up (likely alone).
    3. Kids might be attending with their families and tend to wander off.
    B.
    Attending Camp
    : Annoying Kid, Hottie, Regular Joe, Teenage Punk
    1. Bored, got poison oak, and the food stinks.
    2. Told not to go towards the mine.
    C.
    Working Locally
    : Regular Joe, Hottie, Teenage Punk
    1. Menial job at a local diner, auto shop, hotel, etc.
    2. Been there only a couple of days and are just getting settled in.
    3. Renting a cheap room in a run-down motel towards the edge of town.
    III. Night 1
    A.
    You arrive in town fairly late and begin to settle in.
    (if already there, the
    characters get home from work/play fairly late).
    B.
    Suddenly you hear screams outside your cabin. They sound like they're
    coming from a young girl.
    1.
    Paying Attention Rolls (Easy to locate, Very Difficult to detect
    that they're
    excited screams, maybe not horrific ones.)
    2. Investigate:
    a. You step into the woods. The wind has picked up and there's a
    great deal of rustling. You think you hear many footfalls, like
    multiple people are running. Suddenly, off to your right, there's
    another scream.
    b. If the characters call out, no one answers, but hears some muffled
    sounds.
    c. Start to walk back into the trees. Everything gets quiet except
    for the breeze and the occasional hoot of an owl.
    i.
    Easy Paying Attention roll
    to locate the muffled sounds and
    close in on them.
    d. [build suspense]
    Finally, the you come around some large trees
    and find a young teenage couple in a passionate embrace up
    against a tree. The girl is stifling giggles. They were obviously
    chasing each other through the trees and she was the one who
    screamed. The girl is one of the cheerleaders and the boy is one
    of the Boy Scouts
    (imagine that!).
    C.
    Return to the cabin.
    Think you hear some more footfalls during the night
    and something that sounds like some dogs, but nothing too suspicious.
    IV. Day 2
    A.
    Weather
    :
    1. Sunny, warm, a fair number of unusually large and pernicious mosquitoes.
    B.
    Activities
    : spend the day working/camping/fishing.
    1. Get familiar with the geography and the various weirdos that live in town.
    C.
    Run-in down by the Lake
    :
    EVIL DEAD D6: A Quiet Weekend at Lake Okeewoehoe
    5
    1. Characters hanging out near the lake (reason should fit why they're in
    town).
    2. An old man approaches and looks far out into the lake. He smacks his
    lips, prods the mud with his cane, looks back out
    over the lake. He seems worried and mumbles to
    himself.
    a. Finally, he looks over at the characters.
    "Hey. You're new, ain't ya? Well, you'd best
    not hang about too long. It's almost Samuset,
    you know. Nothing but trouble at Samuset.
    Nothing but trouble. I keeps telling them,
    but they don't listen to me. Nope. No one
    listens to me. Just shoot me full o' drugs and
    wheel me off to play bingo. Well, they'll
    learn. They'll learn soon. Samuset is a'comin'
    and I don't wanna be around when it does."
    b. The old man starts to waddle off, mumbling
    to himself again.
    c. If pressed, he'll repeat his warnings and make
    motions off towards the lake. "Bad hoo-doo
    there, all's I got to say. If I told ya its name,
    we'd both be dead before I could finish it. Just
    pack yer car, find your loved ones and get
    outta town, if you."
    D.
    Sheriff Tubbs:
    "Now Melvin, don't be scaring the new
    folks with your folk tales, you hear?"
    Suddenly, a
    roundish man in a sheriff's uniform is standing near the
    pier looking over at the characters and the old man
    .
    "Why don't you get along now. I'm sure they're looking for
    you over at the home."
    1.
    Tubbs approaches the characters.
    "Howdy folks, I'm
    Sheriff Tubbs. Good to meet you. Try to not to mind
    Melvin too much. I think he's almost 100 years old.
    Not all there, if you know what I mean."
    2. If questioned, Tubbs doesn't know
    anything about Samuset and attributes
    it to Melvin's imagination.
    3. Tubbs becomes cagey about any
    mysterious goings-on in the woods.
    Attributes most events to the teenagers
    or drunk vacationers. If pressed for
    information, he becomes suspicious of
    the characters.
    a. "Look, we don't want trouble in
    these parts. I want you to enjoy
    your stay, but please don't be
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