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!
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.
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.
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.
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.
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
aroundsome 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.
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:
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 making a commotion and
getting people riled up.I got enough
to deal with all those kids runnin' around."
4.Tubbs
kind of waddles off towards his squad car.
E.Look
out over the lake.A light haze has
settled with the late afternoon haze.
1.Moderate
Paying Attention rolls:if
successful, characters see something long and slender come out of the water,
towards the middle of the lake.It
is probably just a trick of light and shadow.Still,
it seems awkward. No one around the character will have seen it and will
likely dismiss any description.
B.Investigate:if
the characters investigate
1.Again
you step out into the woods.It's
a bit breezier this time, and the trees are rustling.Leaves
blow up from the ground and swirl around your feet.Suddenly,
you hear a rush of footsteps just a few meters away, but whatever is running
is obscured by the trees.It's dark—nearly
moonless—and the trees cut off the lights from the cabin.
2.Another
scream!This time hardly 50 meters
away, deeper into the trees and off to your right.You
think you hear someone shout "No!" and scream again.
3.The
woods are thicker here.
a.Jock
Skills Check:Easy if walking carefully.Moderate
if jogging/running carefully.Very
difficult if running fast.Will
trip if they fail the check.
4.You
come to a small opening in the trees and see one shadow lurch against a
tree stump.Something seems to be
hovering over it, but when you approach, the standing figure melts away
into the trees.
5.You
find a cheerleader laying prone against the tree stump.Her
clothes have been ripped and she's bloodied.It
appears as if something was eating one of her arms.
C.Players
options:
1.Hunt
down the shadowy figure.
a.Very
Difficult Paying Attention rolls.
2.Contact
the police.Sheriff Tubbs shows
up and looks worried.
a.Characters
will be questioned, but not suspected (unless they act suspicious).
b.Find
out that the girl, Cindy, was missing from the Cheerleader Camp. She another
friend, Traci, went out, probably with a couple of local boys.No
one has seen Traci yet.
D.Return
to the Cabin:after
a while, it should be clear to the characters that there's not much else
they can do for the night.They
should return to the cabin and try to get some sleep (Tubbs may say as
much).
E.Late
Night Visit:
1.Later
that night, past midnight, one or more of the characters hears some noises
again from outside.The winds have
really picked up now, but the sound of feet in the leaves can be heard.Another
scream, this one almost a screech—clearly of terror and panic.
2.A
pounding at the door and a girls voice:"Let
me in!Please, it will get me too!Please
let me in!"More pounding.
a.Can
look through a peephole to see a young teenage girl that matches Traci's
description.Her clothes are dirty,
and her hair messed up.She's looking
over her shoulder into the night as she pounds on the door and looking
over her shoulder.
3.If
the characters let her in, she rushes through the open door and into the
middle of the room just as a loud, horrible howl erupts from the forest
behind her.Something is rushing
the door! (Door has 6D Body).
a.If
the characters close the door, something big and strong strikes it hard.
b.If
the characters look outside, they see a large Doberman Pincher running
towards the door at breakneak speed.You
can see it baring its teeth, foam around its lips.It
looks strangely lean and seems to glisten in the faint light, as if soaked
in something.
i. If
the characters try to close the door after looking at the dog, it will
smash itself against the door and try to get in. (roll 5D for the dog's
Body strength.Characters can work
together, using the highest Body score and adding +1D for each character
who helps close the door.
4.Once
the door is closed, have everyone make a Paying Attention roll.Those
that succeed an Easy (10) test notice something weird about the girl.She
has crumpled to the ground and seems to be sobbing hysterically.
a.You
put out your hand to help her, when suddenly she looks up at you.She
doesn't seem human anymore at all.She
seems like...like some kind of monster!
b.Traci
snarls, her mouth in a twisted grin, her eyes glowing yellow."You
will all be damned with me.I will
feast upon your souls and bring your shells to my Master!"
c.She
attacks (and will fight until Pulped).
d.As
Traci is dying (even if Pulped), she will still be screeching and shouting."You
cannot stop the Samuset!You cannot
stop the rising of my Master.Your
souls are as good as sucked!"(then
she "dies").
F.Aftermath:
1.When
Traci has been Pulped, her body will begin to ooze, pop and crackle as
if there is some kind of strange chemical reaction occurring.It
will dissolve, leaving a horrendous stench and stain on whatever surface
she is touching.If characters are
splattered with her blood during combat, they will feel it burn like an
acid (it will burn clothes, but will not damage the characters).
2.Not
long after, a police car will arrive and Sheriff Tubbs will knock on the
door.Tubbs looks very tired,
but nervous and visibly shaken.He
is sweating profusely and has lost his friendly smile.
a."We've
received complaints of noise from over here.I'm
getting calls from all over the Lake.People
have been going missing, hearing all sorts of terrible things from the
woods.I tell you, this is the worst
summer ever."
b.Up
to the characters whether they want to tell Tubbs or not.
V.FIGURING
OUT WHAT THE HELL'S GOING ON.
The information
below is provided to cover some of the options characters may take in investigating
what's happening. It's like the characters won't think of all these options,
or, more likely, will think of more than are contained here.
A.Investigate
around town.
1.Talk
to Melvin.
a.Melvin
has locked himself in his cabin and will only open the door if convinced
the players are not deadites.If
they failed to convince him they aren't dead yet, Melvin will start shooting
with a shotgun.Melvin will miss
for at least the first few shots (don't bother rolling).After
a few rounds, in which characters may try to subdue or convince Melvin,
roll Shooting Stuff skill of 1D+2.
i. Periodically,
Melvin should make an Easy Body check to remain standing after shooting
the gun.If he fails, he'll get knocked
over and it will take him 3 rounds to get back up.He
might continue to fire while on the ground.
b.Melvin
will further explain the Samuset.
i. "50
years ago, weird stuff just started happening.People
started disappearing.Dogs were
found half-eaten.Then people started
finding bodies.The lake seemed
to bubble, as if alive—the sheriffs cordoned off the lake and tried to
evacuate the town, but no one wanted to leave the mine for fear of losing
their jobs.
One
of the locals, an old Indian whose tribe used to live in these parts, called
it the "Samuset."It was the creature
that lived below the waters.There
was some old myth about it.Every
50 years, it would come out and claim some of the tribe members.They
began to leave it sacrifices—virgins and the like.They
worshipped that thing.
Well,
we all thought old Joe was nuts.Finally,
though something started coming out of the lake—and the mine.Tentacles—big,
octopus tentacles—started creeping around.But
folks started coming out of the mine lookin' like zombies.Their
eyes were dead, I tell you.Dead.I
watched one of 'em, my friend Tom, eat his wife!I
shot him four times with this here gun, and it didn't seem to stop him.
Finally,
some of us managed to kill off all those from the mines—the ones we knew
about anyway.And we sealed up the
mine.Had the local pastor say a
prayer over it, hoping to seal up whatever was inside.By
the end of it, most the town was dead.Those
that weren't just packed up and moved away.Only
me and few others stayed, and they've all passed by now.
I've
been tellin' people for years this was gonna happen.But
they jus' called me crazy and kept me locked up in this house.Well,
they're learnin' now!
c.Melvin
doesn't really know what to do, but he thinks the seal at the mine must
have been broken. After they locked up the mine and killed all the zombified
folks, the tentacles seemed to retract and nothing else happened.Melvin
figured that the Samuset had gotten it's "sacrifice" and gone away.
i. I
understand now, this thing is just going to keep comin' back, every 50
years.We gotta do something about
it now."
ii. Melvin
knows that there are still hundreds of pounds of explosives down in the
mine.If they could be set off, they
might kill whatever is living down there.
d.Melvin
has some useful items in his house:
i. Shotgun
with at least 100 shells. (5D).
ii. Lantern
with fuel.
iii. Tool
kit.
iv. Books
on the history of Lake Okeewoehee, including newspaper clippings regarding
the last "Samuset" from 50 years ago.This
will lead the characters to find out that's when the mine was closed and
sealed up with little explanation.
v. 5
sticks of dynamite (6D damage along, or 10D if bound together) and fuses.When
handling, characters should make an Easy Blowing Stuff Up roll.
vi. First
Aid kit (and some high quality pain killers).
vii. A
canoe (out back).
viii. An
old pick-up.It hasn't been driven
in a while, but can be started with an Easy Fixing Stuff roll.There's
some gas in the tank (GM's discretion...).
ix. A
fair bit of whiskey (can be used to make Molotov cocktails).
x. A
wood axe (STR+2D damage).
2.Investigate
the Lake (see Tentacles).
a.If
the players decide to investigate the lack, they will find tentacles growing
out of it.An inordinate amount seem
to be spreading towards the two camps.Think
of all those poor kids, being turned into deadites!Something
must be done!
b.Players
can attack the Tentacles and make them retract.As
they do, more and more deadites will turn up and try to defend the Tentacles.It
should become more and more apparent that they will have to deal with the
"source" of the Tentacles.
3.The
Mine.
a.If
the players try to investigate the mine, they will find that the sealed
steal door that was once welded over the front has been removed—as if ripped
off by some great strength.
b.The
players will run into 1-5 deadites at the mine entrance.
i. Deadites:Body:
4D+2; Brains: 1D; Senses: 1D+2.
c.Oddly,
there are no Tentacles coming from the entrance of the mine.
i. Samuset
will only sprout Tentacles through the water, since most of his body is
lodged in the bottom of the lake.
d.On
the steal doors will be some Latin and some religious symbols.A
Moderate Hocus Pocus roll will reveal that the words form a "spell-glyph"
for protection, to keep Evil contained in an area.They
are useless now that the seal has been broken.But,
if the door can be re-welded, it may contain the Evil again if the proper
spell is cast.
e.If
the players venture into the mine, see section VII: The Mine, below.
B.Tentacles
growing into town.
a.The
players may notice a number of tentacles spreading throughout the town
and trying to pry their way into people's closed homes, shops and cars.They
tentacles can be traced back the lake, where they disappear under the black
water.
i. Body
= 4D+2 (strength related skills), 5D to resist damage.
ii. Deadite
Infection.If the tentacle can pierce
the skin of a target (Wound Level) it will attempt to inject deadite infection.
C.Tubb's
Turns Bad.
1.Find
Tubb's squad car covered in a bizarre slime, looks like sucker-marks all
around it.
2.Find
Tubb's nearby.It's dark and shadowy
and he seems to be stumbling.
3.Tubbs
starts shooting.
a.Timing:
i. If
during the day, there will be nothing else of note around.
ii. If
during the night, the characters will be attacked by 1-5 standard deadites.
b.Hocus-Pocus
roll of Difficult:
i. Legend
of K'naga:figure
out that the woman etched is K'naga, a legendary shamaness, revered by
local Indians centuries ago.She
was believed to control and ward off evil serpents.
ii. Once
characters know of K'naga, they can research her at the local library or
with some locals and find out more about her alleged powers.K'naga
is said to have cast a spell over the demon in the lake, creating an earthquake
that buried it with rocks and then a storm that flooded the basin and trapped
the beast under the lake's waters.
·The
spell cast by K'naga weakens once per 50 years, permitting Samuset a limited
freedom.It is then that he extends
his tentacles out into the world, drawing souls to him and feeding on them.
·One
potential solution would be to re-cast the spell, using stronger magicks
so that Samuset cannot feed even at the 50 year intervals.
-Research
with local Indians and mystics may lead to new spells.
-Such
a spell would be Very Difficult to Extremely Difficult to cast.
B.Mine
Shafts.
1.The
mind shafts are dark and littered with rock, old tools and other debris.There
are cobwebs, freaky-large spiders, and plenty of things to trip over.
a.Players
will need sources of artificial light.Might
find some old flashlights or kerosene lamps, but they will be without fuel/batteries.
2.Opportunity
to do a "Dungeon Crawl" and have the players progress forward slowly, occasionally
running into deadite creatures (skeletons, zombies, dogs, etc.).They
may find some useful tools, weapons or clues in the process.
C.Winding
down.
1.Find
explosives.
a.After
10-20 minutes of progress in the mines, the characters will find 5-10 boxes
of dynamite.The boxes are covered
in dust and cobwebs, but the dynamite has remained dry and is likely still
explosive.There are fuses for all
of the sticks and a detonator box.
2.Find
human skeleton.
a.Occasionally
the characters will run across the remains of humans, including whole skeletons.Many
of the bones will appear to have been chewed on.
3.Random
encounters.The
players will be attacked by zombie and skeletal mine-workers who have been
"slumbering with their master" for decades.
a.Deadites:Body:
4D+2, Brains: 1D, Senses: 1D.
2.The
reason why they close the mine and why so little development happened around
the lake until fairly recently.
3.Killed
everyone in the mine.Say that the
mine connects with where Samuset sleeps, under the lake.He
comes up through the lake periodically and takes victims.
4.Characters
will learn of the legend of K'naga (above) if they haven't already.
B.Samuset
lair:Mine
pit:large open area at the bottom
of the shaft.Extremely warm.Lots
of steam from the geysers.Maybe
even some lava.
1.See
the etchings on the outside of the chamber (image to right).
a.Old
Latin prayer written by a local priest 50 years ago.
b.Reinforces
K'naga's spell to keep Samuset contained within those walls.Every
round it's repeated, it will do him 8D damage.
c.Moderate
Languages: Ancient check to read it correctly.
2.Samuset's
Body:Samuset
is a massive, bulbous, bubbling mass of lumps, ooze, and tentacles.You're
not even sure which end is his head.When
you first see him, he's got a small tentacle inserted into the chest of
a victim.The victim is twitching,
and you can see Samuset almost glowing as he sucks something (the soul?)
from his victim.A line of fresh
deadites forms behind the victim, obviously waiting for the same treatment.Large
tentacles sprout from Samuset's body and reach up into the rock above him,
burrowing up into thelake
bed and then out into the world.
a.If
the players are stealthy, Samuset may not immediately notice them.He
is busy probing the outside world with his tentacles and feeding on souls.
b.At
least for the first few rounds, if the players make Easy Sneaky rolls,
they will go unnoticed.
i. If
the players attack Samuset or any nearby deadites, Samuset will immediately
notice them.
3.Samuset
attracts zombies,
so the characters will have to be battling them the whole time.
a.Samuset
both creates deadites and feeds on the souls of his victims. Any new deadite
infected by his minions will first come to the lair so that Samuset can
suck out his soul.Then the new minion
will be sent out into the world to gather new souls.
C.Defeating
Samuset:
1.Pitched
Battle:Regardless
of how the players decide to take on the demon, there is certain to be
a pitched battle.If attacked, Samuset
will start swinging his tentacles around trying to smack the players.Further,
his deadite horde will begin to converge on his location in order to protect
him.There should be plenty of carnage
for everyone.
a.The
players may try and recruit some locals to fight the deadite horde.This
may require Military Matters and Barkin' Orders checks (and perhaps Talkin'
Pretty to convince them to fight).An
odd alliance of Boy Scouts, Cheerleaders, and local yokels may form to
battle the deadites.Could be fun.
2.Spell/Prayer:the
characters are attempting to confine Samuset with magic, they will have
to cast the spell while in Samuset's lair.That
means that the caster(s) will have to be protected from the various attacks
and Samuset will have to be distracted while the spell is cast.
3.Violence
as Solution:if
the characters decide to blow Samuset up, they will have to plant the dynamite
around the lair.
a.A
Moderate Blowing Stuff Up check will tell the characters the optimal way
to place the explosives around the lair to be sure to kill Samuset.
b.Another
Moderate Blowing Stuff Up skill check will be required to successfully
detonate the explosives.Remember
that the characters only have an old fuse detonator.They
can either light a fuse and run or run the cable all a ways up the mine
shaft and hit the detonator (the successful check will tell them the right
distance).
i. Once
they detonate the explosives, however, the mine will begin to collapse
and a big ball of fire will start to spout through the shaft (blowing up
a demon is no small affair).
·The
characters will need to make Moderate Jock Skills: Running checks to escape.The
GM may have them make various Getting Out of the Way checks to avoid falling
rolls too.
·Finally,
the characters will likely run into deadites on their way out of the tunnels.More
fun with shotguns and axes...
D.Aftermath:
1.Once
Samuset is dead, the deadites will be leaderless and relatively easy to
kill.They will lose their ability
to infect others with the Evil, so they'll just be your standard, shuffling
zombie.
2.The
locals will thank the characters, but by and large they'll want to act
like it never happened.The local
Chamber of Commerce tends to think that stories about zombie hordes are
just bad for business...
3.What's
next?
a.Whether
the characters will continue to battle the Evil together is up to the GM
and the characters, obviously.The
best way to "hook" the characters into more adventures is to create some
kind of cliffhanger.
i. For
example, when Samuset gets destroyed, the explosion/spell is so powerful
that it opens a rift to some hell-dimension and a giant bat-like creature
flies through it, darkening the skies.The
creature heads towards the nearest city, where it is sure to do some damage...
ii. Or,
the characters could be sucked through the vortex to another time or dimension,
full of the Evil Dead and all sorts of other nasty problems.You
get the idea...