Supernatural
This adventure is for 4-6 players although with some adjustments you can play with just 2. Because of the nature of the demon causing the problem the threat level is not that dangerous early on. However the final confrontation can be quite deadly.
General plot.
The hunters are drawn to the small town of Summerberry, Ohio where a recent rash of ghostly sightings have been seen. Strange whispering voices are heard in the graveyard and a ghostly carriage has been seen slowly making its way along the path drawn by a pair of jet black horses. The old hunting cabin on the edge of town deep in the woods has long had a history of the ghost of the hunter who died there who likes to wander the clearing where the cabin burned down. The local fishing hole has always had a legend of the woman who drowned in the pond as a vengeful spirit looking for the man who killed her. There is a mysterious large black hound that wanders around the pond as well. Many say the hound is spirit of the husband who drowned the woman unable to rest.
Legends, superstitions and folklore is all the local Sheriff thinks is going on. Its not until a teenager actually dies at the pond that he decides there is something very real going on. Deputy Sheriff Trevor Burke grew up in town and remembers a old friend that is still heavy into the whole ghost hunting thing. He convinces the Sheriff to call in some friends to poke around.
A teenager named Jon Baker has stolen a grimoire, the Lemegeton Clavicula Salomonis(The lesser key of Solomonis) from the local church. His parents forced him to attend church every week hoping that it would dissuade him from his goth phase. One weekend his parents volunteered him to help Rev Sears move some things. That sat Jon met the Rev and they drove to the old Sears farm house where the old garage was falling apart. After they took a few loads to the church, Jon was allowed a break. Curios, and out of site of the Rev down in the basement, he opened a old footlocker. Inside he discovered a old army uniform, some medals, and a very old book. Grabbing the book he hid it before the Rev came back with drinks and sandwichs. Later on he smuggled the old book out in his backpack.
After studying the book with his friends Barry and Jack they managed to translate a ritual from Hebrew to summon and bind a demon named Oze. Thanks to a mis-transaltion they did not follow the ritual correctly. The demon didn’t actually appear so they think nothing happened. Now the demon is loose and using the town as its personal hunting grounds. It uses its powers of madness and hallucinations to cause fear that it feeds on. The key to banishing the demon is by summoning it again using the ritual into a proper devils trap then performing a exorocism. Barry is the first victum of the demon. They need to find Jon or Jack to track down the book.
There are three reported hauntings so far. The demon wakes up the weak death echos and gives them limited power. They are so weak that they are easily destroyed.
A word about the setting
Summerberry is a fictional town. It could be dropped anywhere there is a small town. It is described vaguely so you can add your own special touch to make it come alive.
The Graveyard.
Strange lights have been spotted here lately. People have reported hearing whispering voices. At night a anomous phone tip reported seeing a ghostly carriage slowly following the path. So far the Sheriff has dismissed it all as nonsense.
Clues: There is a old empty tomb near the bridge that goes over the river. Inside is whats left of the ritual. Black candles, matches, empty beer cans, ciggeret butts, and a improperly made devils’ trap.
Encounter: The demon decides to create a few minor effects to cause fear and madness. Have players make will+disipline saves or they hear whispering voices on the wind and they have -1 step to will saves until they leave the area. Another saving throw or see a hanging man in a nearby tree. In the tomb are cold spots and electronics don’t work.
Read the following out loud:
Not far from the center of town near the river lays the graveyard. There is no fence and only a single dirt road allowing vehicle access. Towards the tree line in the back lays a old wooden shed with a padlock.
If they enter have them roll a alertness or alertness+perception average roll. As they pass they can hear the whispering voices from the graves. When they reach the tool shed read the following.
The padlock is broken. The whispering voices grow harsher as you approach.
Have them make another alertness+perception average roll. There is a path leading down towards the river. A success lets them notice old tomb. Next call for a will+discipline hard test. The lowest sees a hanging figure in the trees.
Swaying back and forth in the breeze you see a figure hanging by a rope in a nearby oak tree. When you look closer you realize its you! Suddenly the other you opens its eyes and stares at you!
Have the player make a fear check using will+discipline hard. If they arrive at night use the ghostly carriage encounter instead.
You hear the clip clop sound of horses from the entrance to the graveyard. When you turn around there is a wagon driven by a black clocked figure. In the flatbed wagon are bodies stacked high. Boney white hands crack the whip and the wagon charges towards you!
First have them make a will+discipline/reistance or will+disipline hard roll. Any who fail have a -1 step to will saves. They can make a agility+atheletics average check to roll out of the way. The carriage fades away and does no real damage either way. After using one of these encounters they will most likely approach the unknown tomb.
The small tomb seems very out of place here. You had to follow a well worn path halfway down to a old rusty metal bridge. The opening faces the river and is wide open with no sign of the door. There is no family name carved on the small building. Only darkness and a musty smell greets you.
When they decide to shine a light inside read the following.
Except for crushed beer cans, fast food wrappers, and cigarette butts the inside is mostly empty. You can see a lot of foot traffic in here. There is a lot of graffiti on the walls but one in particular catches your eye. On the back wall in dark red is a familiar sign.
Intelligence+Lore average roll will identify the symbol as a devils trap. A alertness+perception hard roll will notice the that something is not right about the trap. A second Int+Lore roll will tell them that the trap is done incorrectly. There are also several black candles (no roll necessary). With a successful alertness+perception hard roll or if they search int+perception/investigation average roll they will find a church flyer for their yearly carnival. On the back are several crude drawings of the devils trap as if someone were trying to practice it correctly before painting it on the wall.
The Church
Pg 170. Father Francis Sears here most of the day. If they arrive during the day he will be found working in his small vegitable garden. If at night he is inside and can be found replacing candles.
Some of the more likely questions asked are:
Do you believe in any of the hauntings?
All things are possible. However, in the past I have always dismissed these stories as just that-stories.
Do you know anything about the unmarked tomb?
It was built by a family who was going to use it back in the 1800’s. Unfotuntely, the town had a flood and the land by the river was changed. Now its low and other graves were washed away. I wish I knew more but a lot of records were lost that year as well.
Do you know what is going on there now?
Sadly, a lot of misguided teens use it to smoke and drink. I talk and talk but they just come back when I’m not around.
Did you know about the boy who drowned?
I know everyone in town. Barry Rogers was one of my more…troubled charges. He was best friends with Jon Decker and Jack Monroe. They were always together until Jon’s parents grounded him for drinking.
Where can we reach the two boys?
Well, I can give phone numbers and addresses for both.
Rankins Pond
There has been a long history surrounding the pond about a woman who drowned here. Its been said that she was actually murdered by her husband for the money that was left to her. Its been said that he had a large black hound he kept as a pet. The dog is sometimes heard but seldom seen. The ghost of the woman is spotted and tries to lure men to the pond to come join her.
Clues: The fact that there is no body in the pond is in itself a clue. The story is completely false.
Encounters: The ghost appears as a drowned woman calling out for her lost love. Choose one character with the best charisma they see her as she was in life-beautiful. If the one she chooses fails a will save he is compelled to head to the water. The black dog will howl in the distance first announcing its arrival.
Read the following when the approach the pond.
To get to the pond you have to follow the trail along the tracks. It sits behind the old lumber mill. As you approach you can hear the hum of insects and somewhere a splash from fish jumping.
Have players make a will+perception Easy roll. Highest hears woman’s voice calling them to the water’s edge. Have target player roll a Will+Discipline/reistance Formidable roll. Now the player is compelled to walk into the water and will drown if not stopped. The effect ends if they take him away from the area. If they go at night they will also encounter the large black hound. If they do read the following.
The woods surrounding the pond are strangely quiet. The clouds part as you approach the waters edge revealing a full moon. Mist dances across the waters surface and strange shadows keep you on edge. Out of the dark comes a howl! Across the pond a huge black hound charges across the surface of the water its eyes glowing yellow.
Roll inititive. This is not an illusion but a transformed Jack. Pg 155 use the wolf stats.
If they search around the pond they may find the tracks of Jack that turn into large dog tracks. Alertness+survival Average roll. This may lead to them to a fight with the dog during the day in the woods.
The cabin in the woods
The old hunting cabin caught fire years ago during a thunder storm when lighting struck it. Legend has it that a hunter died in the fire and haunts the clearing where the burned out cabin is. The building is still there but the roof is gone and the walls are falling apart. There are dead plants surrounding the cabin. Poking around they find empty beer cans and other recent garbage.
Clues: If the person who died here was burned in the fire there should not be a ghost. There is a record of a man dying in the fire. His few remains were cremated at the towns expense and they can visit his grave.
Encounters: A supernatural force will attack a random person when they enter the burned out wreck of the cabin. That person is whisked away into the air and thrown out of the clearing. Then the ghost of the angry hunter appears, shotgun in hand. They can get there by parking and then walking for a mile on the foot path. Day or night they have the same encounter.
A storm seems to be moving as you feel the first drop of rain. Ahead there is a large clearing and in the center is a burned out cabin with little left but the frame. The air grows still as you approach and the birds stop singing.
Aletness+perception Average roll.
Something odd catches your eye. All plants and grass has all died in a circle around the cabin.
Entering the cabin triggers the ghost appearing with the shotgun. The demon uses its tk ability to attack anyone standing in the clearing.
A man in hunting camoflauge appears and raises his shotgun taking aim at you.
“This is my hunting grounds! I’ll kill you all!” he screams.
Have them roll initive. Then have the demon attack using tk power to cause trouble. After they fight the ghost the demon leaves. All that’s here is recent garbage and empty beer cans.
Jack Monroe’s home
If they go to visit Jack they find the sheriff there already. It seems that Jack went fishing last night. The pond is not far from his home and she trusts him to come home on his own. When she woke up this morning Jack was not in his bed. If they think to go later in the day and the Deputy character is being played everyone is searching the area for the missing Jack. If no one is playing the deputy he will call them and inform them of the disappearance. Either way, someone claimed to have seen the large black hound last and a bit of a drunk. Will+Influence/Persuasion or Will+Persuasion/Intimidation or Will+Perception/Empathy Hard roll needed to get answers from her.
Jon’s home
On the outskirts of town down some very bad roads is Jon’s home. When they approach they see its seen better days. The grass is uncut, the gutters are full, the screen door to the porch is hanging by a thread.
Jon’s parents are dead. Their bodies are in the living room. It looks like a murder suicide. A Int+Perception/Investigation Average roll to determine that the husband shot first the wife then himself. Int+Guns/Shotgun easy roll will tell the gun was a 12 gauge.
Jon is in his bedroom in the back of the house. He has been driven quite mad by the demon when he saw the ghost in the pond lure Barry to his death and transformed Jack into the wolf like dog. He ran for his life that night. When he got home his parents were not home. When they did come home they found Jon crying in his room. They couldn’t talk to him so they were going to call the doctor thinking he was hurt but the demon showed up, posossed the father, shot the the mother, then shot the father. The demon has been enjoying mocking poor Jon ever since then whenever it wasn’t out finding other victums to scare.
A Will+Influence/Intimidation or Will+Influence/Persuasion formidable or Will+Perception/Empathy. This to convince Jon to put down the gun. The players can use a team effort to calm him.
Jon’s story- He stole the book from the Church. Barry being Jewish managed to help translate enough of the Grimare to summon a demon named Oze. They failed to make the devils trap properly and (unknowingly) set it free. At first nothing all that strange happened. They thought they failed, not that any of them took the whole thing that serious anyway. At first there was the little things happening at the graveyard and they began to wonder. They heard the stories but still laughed it off. On the second day they all went to Rankings pond to smoke and hang out. When the spirit called to Barry he drowned and then the demon changed Jack into the dog when he tried to save Barry. Jon ran in fear and has been missing school since. Jon has the book needed to summon the demon and the proper ward to contain it. After that, they have to perform a excersism.
First they need to make a proper devils trap Int+Lore or int+lore/demons or int+lore/superstitutions average roll. Then they need to translate the text to summon the demon int+know/linguistics average roll. To perform ritual roll will+lore or will+lore/superstitutions average roll.To send the demon back have them roll will+lore/demons a hard extended test of 55.
Even after they summon it they still have to contend with its powers that will play on their fears. Oze will use its mind control on Jon to try to get him to either attack the players or break the circle so he can posses him.
Oze, demon of hallucinations, madness and shapechanging.
Agi d8 Str d12 Vit d10 Ale d8 Int d12 + 12 Will d12
Init d8 + d8 LP 22
Attacks: Oze prefers to use its mind control power to cause madness and turn people against each other.
Mind control d6, limted to causing hallucintions only. Will + Influence/Persusion + Mind control trait vs the hunter’s Willpower + Discipline/Resistance.
Telekinesis d8 you can use this power on two targets at the same time. Range 50ft, roll Attribute+Skill+Telekinesis Trait die. Characters use only mental Attributes to resist.
Conclusion
If they manage to win and send Oze back to hell they need a good cover story for the strange events. The Sheriff will be grateful but will hint that they need to leave town soon. Poor Jon will spend the rest of his days in a mental institute if he lives. Now they must decide what to do with a dangerous book.
Thursday, December 24, 2009
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