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scenario_e_country_horror_story

Country Horror Story

Level 3 Exploration Scenario

Travelers passing through a village have been disappearing in unusual rates, and even some of the local villagers have gone missing. The culprits are a couple that own a farm in the village countryside. They have fallen into worship of demons of pestilence and mostly abduct travelers for sacrificial purpose, nabbing the occasional villager that learns too much. Inside the PCs find hellish iconography and bloodstains. Eventually they will reach the sacrificial altar where they can save the latest would-be victim.

Consider why a pair of farmers would turn to worshipping pestilence demons. Did it start with efforts to protect their crops? Or was it sinister from the start, with the goal of inflicting pain on neighboring farmers, perhaps as some kind of payback for perceived wrongs? In keeping with the horror theme, avoid the temptation to provide answers to everything in the game. Every answer you give should lead to two more questions, each with further disturbing implications.

Map

Setting Civilization
Type Normal
Lighting A, B, & C are lit; remaining regions are dark
    (1F)        (B1)
   B    <     E - F ~ G
   |              | (goal)
   A - C    <     D
(start)

Regions

(Region A) Before the Farmstead
You have tracked the source of the vanishings to a farmstead at the edge of the village. It's eerily quiet.
Note
PCs may choose to treat the setting as Wilderness at will.
Exit To Obstacle
North B Reinforced Locked Door
East C -
Hazards
Poisoned Surface
(Region B) Farmhouse
The interior of this house looks nothing like what you'd expect from country farmers. It's filled with candles, small altars, and horrific iconography. Blood stains the wooden walls and floor in several places.
Exit To Obstacle
South A Reinforced Locked Door
Down E Hidden: 1d8
Hazards
Unsettling Ambiance
Poisoned Surface
(Region C) Empty Barn
Old straw and discarded junk is scattered about this barn. It doesn't seem as though any animals have been raised here in quite some time. Suddenly, a huge section of straw gives way as the rotted floor beneath collapses!
Exit To Obstacle
West A -
Down D Rocky Wall (Height 2)
Hazards
Deep Pit Height 2 Fall to D
Secrets
Fortune Hidden: 1d8
(Region D) Corpse Pile
Bones and bodies are piled about in this hastily-dug tunnel. The bodies are mutilated and largely drained of blood.
Note
PCs may treat the setting as dungeon at will.
Exit To Obstacle
Up C Rocky Wall (Height 2)
North F -
Hazards
Plague Rats Respawn: 2 Will chase to F and E only
Secrets
Fortune Hidden: 1d8
(Region E) Cellar
This cellar is stockpiled with food as though the owners are expecting a shortage. There are also a scattering of strange devices - sharp metal things, vials of questionable contents, bloodstained restraints, and shelves of old tomes.
Exit To Obstacle
East F -
Up B -
Hazards
Plague Rats Respawn: 2 Will chase to E and D only
Secrets
Fortune Hidden: 1d8
(Region F) Expansion Tunnels
These tunnels are freshly-dug, an expansion to the cellar that can't be more than a few months old. Demonic banners and displays of bone are everywhere, and the dirt ground is covered in blood.
Note
PCs may treat the setting as dungeon at will.
Exit To Obstacle
South D -
West E -
East G Hidden: 1d8
Hazards
Macabre Display
Poisoned Surface
(Region G) Demonic Shrine
Hidden behind one of the larger banners is a shrine clearly devoted to demons of pestilence and decay. The moment you enter, clay serpents come to life, slithering angrily toward you.
Note
PCs may treat the setting as dungeon at will.
Exit To Obstacle
West F -
South Goal Hidden: 2d6
Hazards
Knot of Serpents

Tweaks

This scenario assumes the PCs intend to directly investigate the farmstead. You can easily expand the scenario, adding more regions to the 1F area for PCs to explore. For instance, you could add a maze of crops (wilderness setting) that features Whispers of Madness and becomes suddenly blocked by an Overgrown Path upon entering, though it holds an additional Fortune secreted away for brave PCs to discover.

With five players, lower the Respawn timers for the Rats to 1. Consider adding some more Obstacles, such as Daunting Corridors or Haunted Passages at some of the B1 unblocked exits. You could also add a Jump Scare or two.

If you want to switch the theme from pestilence to some other form of evil, swap the Poisoned Surfaces for Jump Scares and the Knot of Serpents for Wandering Spirits (changing the description of region G appropriately). You might also swap the Plague Rats for more Wandering Spirits or some Mud Hands or Cave Bats, particularly at lower player counts.

Add an impish agent of the pestilence demons by including a respawning Saboteur that stalks the PCs throughout the scenario.

Turn the scenario into stealth by swapping a country couple for an entire cult (or a large cult-family). Use Guard Dogs outside and Torch Bearers underground. Be sure to add several Jump Scares, and include a Magic Mouth that utters terrifying things. Include Bell Tripwires somewhere key, such as B, F, or G. Triggering the Deep Pits Trap should cost the PCs a Stealth Token (and any Torch Bearers should head that way to investigate the collapse regardless), and bashing down doors shouldn't be an option without automatically failing (nor should illuminating underground passages except with sources like a Wax Candle).

More level 3 exploration scenarios

scenario_e_country_horror_story.txt · Last modified: 2019/01/03 13:34 by triptycho