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Night Of The Walking Dead suggestions?

Posted: Sat Jul 22, 2006 8:51 am
by Dmmaster42
Hi guys,

I'm running the adventure Night of the Walking Dead right now in my campaign, and I was wondering if any of you had any suggestions for me on running this adventure. So far, they've gotten through the swamp, Luc is following them (one of the PCs wants to kill him), they tried to stop the funeral of Jeremiah d'Gris, fought the zombie, and they suspect Shaman Brucian of "tampering with the body." They have gone to question him. They strongly suspect him. So, any suggestions?

Thanks

Posted: Sat Jul 22, 2006 9:59 am
by Joël of the FoS
Well this adventure happens in Souragne. Have you read our Souragne Report? This netbook is full of adventure hooks that should help you plan sidetreks for the players, and add layers of intrigue to your adventure.

Oner of them being Chicken Bone :)

Joël

Posted: Sat Jul 22, 2006 2:34 pm
by vipera aspis
if you've read dance of the dead, this will make more sense but; during the thunderstorm i had the players role spot and listen checks to hear hoof-beats and see a shadowed rider galloping in the distance in a flash of lighting.

also i used fort saves for various diseases spread by insects for each day they were there.

Posted: Tue Jul 25, 2006 9:18 am
by Kessler
In my game PCs captured Jean alive on the road, suspecting him to be just a pawn of true evil. However, Jean conviced them to be just an innocent victim (remeber, he was very convincing actor) who was possessed by greater evil residing in the Old Cemetry. He said that now he feels free and may battle the evil if they let him to stand in the middle of cemetry. So PCs began to trust him and gave back his dagger and ring and sent to cemetry, while watching him from the cemetry wall. And then Marcel's zombies came and Jean killed Luc before fleeing into the shadows of Old Cemetry.

Later he was beside Marcel and killed one of the PCs (ironically the one who did not trust him).

Cemetry itself was situated a bit more far away than on the map, which gave it more isolated atmosphere.

I found it boring that Marcel simply stares at the red moon, so I added some cosmetic effects, like corpses who started digging out from the graves, Marcel began shaking, humming and bleeding, and other zombies ran amok, killing each other and attacking PCs.

Posted: Wed Aug 02, 2006 12:29 am
by valhallan
When I ran that adventure oh so long ago I remember I bought a bag of red licorice pieces ("red nibs" here in the states) and would give them out as the players questioned the various townsfolk. Then they would be terrified of eating the licorice pieces and would let them pile up in front of them, constantly worrying that I had some dire reason for actually using them as props. Of course none of them ate them as I happily munched on them the whole game, fearing they were in-game "poison."

It really added to the mystery of the murders and made a great "red" herring.

Posted: Sat Aug 05, 2006 7:29 pm
by TwinStorms
Awesome, I'm doing this adventure right now too, with my players. They are on the final night, and are just about to see the dead walk.

RE

Posted: Sun Aug 06, 2006 9:47 am
by Dark Whisper
Well, if you haven't the moduel yet and the PC have not yet been to the Tarrascon Manor, that's a very good place to expand; the (almost) empty manor is a very good place to spring some hit-and-run encounters with a heavily robed and hooded enemy (Jean) and some undead.

(If "Ghoul Dinner (where the PC find a human head on a serving platter)" was an integrated encounter, just after the Horror Checks is a good moment for an attack...)