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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 [ Pobierz całość w formacie PDF ] |
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