ACT 2 “Way Out West and Not a Drop o’ Tea”
PC’s will find themselves transported to what appears to be a cemetery. The area will be totally unfamiliar to all of them. To the North (if at night) can be seen some faint light (the town of Eureka, CA). Nearby is a dirt road that goes north and south. Investigation will lead to the info that the PC’s are in the Humboldt region of Northern California.
Their presence will be a item of curiosity, and the locals will be suspicious of them, especially that “weird lookin’ one called Loshes”. Most folks have not seen a Goblin as they are not native to America. While there are similar creatures in North America (cousins, so to speak) they are not as common. (Potential conflicts could arise, but must not detract from main goal.) Eventually enough info can be gathered to reveal the following:
PC’s arrived in the “common” graveyard in the Bucksport area. There has been some “skullduggery” going on in the graveyard. The locals are convinced that it is the work of some of the natives and “their dark practices” (Which it is not. The majority of the towns folk are prejudiced against the natives, who for the most part just want to live a peaceful life.) Fort Humboldt, which is located nearby, has been abandoned for the last 30 years and has fallen into decay and ruin. The local folk, including the natives, steer clear of the old Fort as there is an eerie presence about the place.
Nagmor has set-up “camp” at the old Fort because it is un-occupied, has a chapel and is near the graveyard. The F.S.R.T. is working on infiltrating the PC’s hometown, but it was too risky doing the rituals to create a zombie army there as the Legionnaires and other opposing factions could detect such a powerful concentration. So the decision was made to create such an army “off-site” and then gate them in, small groups at a time. After that, then it was just a matter of logistics and timing . . .
Scene Aspects: Fort Humboldt
Bits-n-pieces of horse tack, shovels (recently used!), rubble. Footprints (recent).
Old barn nearby (closed-up) has zombies “in storage”. Chapel has been desecrated by Nagmor with evil symbols. This is were his acolytes are continuing the on-going ritual leading up to the summoning of the Gothorog. The old fort hospital has been used by Nagmor for the “building” of his zombies (Gurneys, chains, ropes . . . cadavers . . .)
Nagmor has placed sets of runes at different locations on the site of the old fort.
The ones at the old hospital will set off a “silent alarm” and alert Nagmor to the presence of intruders. Another set near the old barn will do the same as well as release several zombies (5? 10? More!?!?!) The sets of runes near the hospital and barn are fairly easy to detect by anyone with “The Sight” or skill in Lore (DC to detect is Average). DC to dispel is Good (2). DC to Dispel is Epic (+7). Failure to dispel the runes or just blundering into them will cause them to explode, doing weapon:3 damage.
Finally, inside the old chapel, Nagmor has set-up a set of runes thathe can activate. They act as a magical barrier and cover the entire zone as a Great (+4) level block. Duration is 4 rounds (Barrier is fed/maintained by the runes).
While his acolytes continue the ritual (will complete in _____ # of rounds), Nagmor will summon his zombies to attack the PC’s.
Zombies: Minions = Fair(1) damage, increasing this by 1) chance for each round that the PC will be infected with zombie rot disease. Zombies have poor resistance to fire. Any damage to the zombie’s head (DC to target = 3) greater than average is an instant kill.
Acolytes are “Focused Practitioners” Thaumaturgists with a Adjusted Refresh of 1.
Nagmor (Thaumaturgist Necromancer)
Great (3) Discipline, Lore
Fair (1) Guns
Phys: 00 Mental: 0000 Presence: 00
Adjusted Refresh = 3
(-3) Evocation; +1 Conviction Force(Spirit)
(-3) Thaumaturgy; +1 Discipline Necromancy
(-3) refinements: +1 Conv. Veils, +1 Conv. Wards
Staff( Focused Item) +2 Conv. Evocation Force, +1 Disc. Evocation Force
Staff does damage at weapon:1