Troberg
Sinister eater
- Joined
- 27 Jun 2001
- Messages
- 17,659
Jag fick lite inspiration (OK, jag snodde konceptet från en film (Nomads, en OK film med potential som de tyvärr slarvar bort lite) och micklade om det lite...) och gjorde ett nytt scenario till Razor Ridge. Jag är attans nöjd med det och framför allt med Nomads som monster. Spelarna kommer inte att kunna möta en ensam person i ödemarken igen utan att behöva byta brallor (och inte av den bra anledningen).
Ni hittar det här: http://rpglab.net/wiki/pmwiki.php/RazorRidge/2-08Nomadsland
Eller så kan ni läsa det direkt här:
It's just a few days before Christmas. The players are contacted by the police (Not: Spelarna har en detektivbyrå.). There has been a brutal murder in a cabin in the woods, just at the end of a logging road. The police think there may be one or more serial killers on the loose and wants help to track them down.
The players are taken to the crime scene to inspect it. Apparently, the victims were a family who was about to celebrate Christmans in the cabin. The dinner table is set for five. The father and daughter are stabbed to death at the table and obviously didn't even have time to stand up. The son almost made it to the door and the mother is lying dead on the floor, probably trying to stop the attacker. All stabbed. The police don't know who the fifth dinner guest was. Asking around will show that the cabin only have four beds and that the family had no one with them when they picked up the keys to the cabin (it's a rented cabin). There has been snow falling, so there are no tracks. The murder was discovered when the owner of the cabin visited to help them with a heating problem.
As soon as the players are alone, they will be discreetely contacted by the "Indian" demon tribe (Not: dessa är en stam av snälla demonsläktingar som är vad indianer sedan modellerat sina seder och utseende efter. Spelarna har mött dem tidigare och är på god fot med dem.). They will tell the players that they spotted a Nomad moving through the woods. A Nomad is the long lost soul of someone who has committed a serious crime out in the wild and then died. Eventually, that soul will become tainted by evil spirits of nature who are drawn to its darkness, and given form. They wander the wilderness and outskirts of civilization, always alone, strangely apart from the surroundings but still very much a part of it in some ways. They walk with a strange, calm determinations, but can sometimes stop and sway to voices in the wind which only they can hear. They are completely without compassion, and if angered will kill without mercy. If someone offends them, they will stalk them relentlessly, yet flight is still the best tactic to used if one encounters a Nomad. People who strike a Nomad down in anger and later perspires far from other people will eventually (and given Razor Ridge's position, eventually is a short time) become Nomads themselves. Since Nomads are not really alive, they cannot be killed and will reappear again. The Nomad can only be destroyed by summoning good spirits to drive out the evil spirits, at which point the soul is finally released. Since the Nomad is unlikely to approve of such an action and is a formidable enemy, he will have to be restrained. The Nomad is also, through its connection to the spirits, able to play tricks on the mind, causing people to see and hear things that are not there.
The tribe will point the players in the general direction, which will be at least a three day trek on foot through the snow (the terrain does not allow snow mobiles or aircraft landings). There are two cabins in that direction. The tribe can not assist in the capture, as their demon heritage will just feed the Nomad, but they will assist with the ritual to summon the good spirits once the nomad is captured. Just light a red smoke flare (which can be bought in the hardware store) and they will come. Until then, however, they will stay away so as not to provoke the Nomad.
If the players check who are in those cabins, they'll find out that the closest cabin is a pair of visiting honeymooners and and in the other cabin is a writer who want's some solitude for inspiration.
The players will be going out in the forest in the middle of the winter, so they should be taking the trek very seriously and equip themself accordingly.
Throughout the trek, play mind tricks on them. Sometimes it will be so cold that it's almost impossible to sit outside a tent and guard. The forest, especially in the night, is full of strange noises and movements. After they have visited the first cabin, even stranger things will happen. There will be tracks in the snow around the camp in the morning, but the tracks both start and end out of nowhere. Branches break in the night. A group of scared moose stampedes by.
The first cabin, the honeymooners, is a bloody slaughter scene. The door is ripped open from the inside, the man is sitting in a large pool of blood running from his neck, holding a fire poker in his hand. The woman has locked herself in the back room, but is still alive. She hid there and has not come out since (it's been over 6 hours). She was taking a shower when someone entered, she heard fighting and hid. She never saw the assailant. Not much to do here but trek on, but the woman will slow them down. Tracks leads towards the second cabin.
Before they reach the second cabin, a man in a heavy anorak approaches them from the distance. He walks slowly, but with determination against them. He is using an axe as a walking stick. When he is a hundred meters or so from them, another man steps out from behind a tree, wearing an older style of clothing and promply wacks the first man over the knee with a branch. The first man falls down, while the other steps back behind the tree. When the players reach the scene, there is no one behind the tree. The first man is the writer, and the cabin is just a few kilometers away.
The writer tells about how he was out chopping firewood when the other man approached. The other man was an older man, who spoke about being lost, and the writer invited him into the cabin. The writer picked up the firewood while the old man went into the cabin. They sat down and the writer asked how the old man got lost. Suddenly, the old man's eyes looked dead and he rose with a roar, tipping the table over the writer and grabbed a chair to strike him. The writer managed to get the axe, and blocked the blow. There was a short fight, until the writer managed to get a clean strike with the axe that killed the assailant. He put the body in the shed and planned to go to get the police the next morning, but during the night the old man came to life again and tried to enter the cabin, without success, his lifeless eyes peering into the cabin while he growled incoherently. In the morning, he was gone, so the writer decided to go for help.
The players should recognize the severity of the situation and what will happen if the writer should die out here. If not, give them a discreet hint.
About this time, the Nomad will strike again, at the players this time. Make it into a cat and mouse game without any real conclusion. The best place to go, given the smashed knee and the situation is the writer's cabin. Do an "night under siege" with the writer and the woman in a panicked hysteria. When they have a decent plan, allow them to capture the Nomad.
After they set off the flare, it will be a day before the tribe arrives, more if the players didn't get the police to stay out of this area as they'll have to move slower to avoid detection. When they arrive, they will perform a ritual where the Nomad is tied to a totem pole and they chant and dance around him. Eventually the cold look on his face is replaced with relief and he vanishes in a gust of wind. The tribe thanks them and tells them to get the writer back to civilization alive. They also makes sure the players understand that the writer must not die in the wilderness, not now, not ever, and that they must impress that on the writer.
As the players eventually reach civilization, they find that the police has given up and assumes it was some out of towner who has since left. The honeymooners' car has been stolen, so the players will have to drive the woman and the writer to the hospital. As they wait at an intersection, the honeymooners's car drives by in the other direction. They clearly see the boyfriend driving it, but the players' car is locked behind other cars and can't persue. The boyfriend looks straight at them, then drives on. He leaves Razor Ridge and is not found again (for now...).
Varför pladdrar jag nu om det här? Jo, jag har tre problem.
1. Jag gillar inte sättet man tar kål på en Nomad. Bättre förslag?
2. Slutet är ju ett upplägg för framtida scenarios, och är en standardgrej i filmer. Problemet är att hur får man spelarna att droppa det för tillfället och inte dra ut på ett fruktlöst korståg för att till varje pris fånga honom NU?
3. Den är lite väl rälsad. Det är iofs ingen katastrof, det är ett kort scenario i en lång kampanj som överlag är ganska öppen, men det hade inte varit dumt om det var lite friare. Hur öppnar man upp storyn lite mer?
Ni hittar det här: http://rpglab.net/wiki/pmwiki.php/RazorRidge/2-08Nomadsland
Eller så kan ni läsa det direkt här:
It's just a few days before Christmas. The players are contacted by the police (Not: Spelarna har en detektivbyrå.). There has been a brutal murder in a cabin in the woods, just at the end of a logging road. The police think there may be one or more serial killers on the loose and wants help to track them down.
The players are taken to the crime scene to inspect it. Apparently, the victims were a family who was about to celebrate Christmans in the cabin. The dinner table is set for five. The father and daughter are stabbed to death at the table and obviously didn't even have time to stand up. The son almost made it to the door and the mother is lying dead on the floor, probably trying to stop the attacker. All stabbed. The police don't know who the fifth dinner guest was. Asking around will show that the cabin only have four beds and that the family had no one with them when they picked up the keys to the cabin (it's a rented cabin). There has been snow falling, so there are no tracks. The murder was discovered when the owner of the cabin visited to help them with a heating problem.
As soon as the players are alone, they will be discreetely contacted by the "Indian" demon tribe (Not: dessa är en stam av snälla demonsläktingar som är vad indianer sedan modellerat sina seder och utseende efter. Spelarna har mött dem tidigare och är på god fot med dem.). They will tell the players that they spotted a Nomad moving through the woods. A Nomad is the long lost soul of someone who has committed a serious crime out in the wild and then died. Eventually, that soul will become tainted by evil spirits of nature who are drawn to its darkness, and given form. They wander the wilderness and outskirts of civilization, always alone, strangely apart from the surroundings but still very much a part of it in some ways. They walk with a strange, calm determinations, but can sometimes stop and sway to voices in the wind which only they can hear. They are completely without compassion, and if angered will kill without mercy. If someone offends them, they will stalk them relentlessly, yet flight is still the best tactic to used if one encounters a Nomad. People who strike a Nomad down in anger and later perspires far from other people will eventually (and given Razor Ridge's position, eventually is a short time) become Nomads themselves. Since Nomads are not really alive, they cannot be killed and will reappear again. The Nomad can only be destroyed by summoning good spirits to drive out the evil spirits, at which point the soul is finally released. Since the Nomad is unlikely to approve of such an action and is a formidable enemy, he will have to be restrained. The Nomad is also, through its connection to the spirits, able to play tricks on the mind, causing people to see and hear things that are not there.
The tribe will point the players in the general direction, which will be at least a three day trek on foot through the snow (the terrain does not allow snow mobiles or aircraft landings). There are two cabins in that direction. The tribe can not assist in the capture, as their demon heritage will just feed the Nomad, but they will assist with the ritual to summon the good spirits once the nomad is captured. Just light a red smoke flare (which can be bought in the hardware store) and they will come. Until then, however, they will stay away so as not to provoke the Nomad.
If the players check who are in those cabins, they'll find out that the closest cabin is a pair of visiting honeymooners and and in the other cabin is a writer who want's some solitude for inspiration.
The players will be going out in the forest in the middle of the winter, so they should be taking the trek very seriously and equip themself accordingly.
Throughout the trek, play mind tricks on them. Sometimes it will be so cold that it's almost impossible to sit outside a tent and guard. The forest, especially in the night, is full of strange noises and movements. After they have visited the first cabin, even stranger things will happen. There will be tracks in the snow around the camp in the morning, but the tracks both start and end out of nowhere. Branches break in the night. A group of scared moose stampedes by.
The first cabin, the honeymooners, is a bloody slaughter scene. The door is ripped open from the inside, the man is sitting in a large pool of blood running from his neck, holding a fire poker in his hand. The woman has locked herself in the back room, but is still alive. She hid there and has not come out since (it's been over 6 hours). She was taking a shower when someone entered, she heard fighting and hid. She never saw the assailant. Not much to do here but trek on, but the woman will slow them down. Tracks leads towards the second cabin.
Before they reach the second cabin, a man in a heavy anorak approaches them from the distance. He walks slowly, but with determination against them. He is using an axe as a walking stick. When he is a hundred meters or so from them, another man steps out from behind a tree, wearing an older style of clothing and promply wacks the first man over the knee with a branch. The first man falls down, while the other steps back behind the tree. When the players reach the scene, there is no one behind the tree. The first man is the writer, and the cabin is just a few kilometers away.
The writer tells about how he was out chopping firewood when the other man approached. The other man was an older man, who spoke about being lost, and the writer invited him into the cabin. The writer picked up the firewood while the old man went into the cabin. They sat down and the writer asked how the old man got lost. Suddenly, the old man's eyes looked dead and he rose with a roar, tipping the table over the writer and grabbed a chair to strike him. The writer managed to get the axe, and blocked the blow. There was a short fight, until the writer managed to get a clean strike with the axe that killed the assailant. He put the body in the shed and planned to go to get the police the next morning, but during the night the old man came to life again and tried to enter the cabin, without success, his lifeless eyes peering into the cabin while he growled incoherently. In the morning, he was gone, so the writer decided to go for help.
The players should recognize the severity of the situation and what will happen if the writer should die out here. If not, give them a discreet hint.
About this time, the Nomad will strike again, at the players this time. Make it into a cat and mouse game without any real conclusion. The best place to go, given the smashed knee and the situation is the writer's cabin. Do an "night under siege" with the writer and the woman in a panicked hysteria. When they have a decent plan, allow them to capture the Nomad.
After they set off the flare, it will be a day before the tribe arrives, more if the players didn't get the police to stay out of this area as they'll have to move slower to avoid detection. When they arrive, they will perform a ritual where the Nomad is tied to a totem pole and they chant and dance around him. Eventually the cold look on his face is replaced with relief and he vanishes in a gust of wind. The tribe thanks them and tells them to get the writer back to civilization alive. They also makes sure the players understand that the writer must not die in the wilderness, not now, not ever, and that they must impress that on the writer.
As the players eventually reach civilization, they find that the police has given up and assumes it was some out of towner who has since left. The honeymooners' car has been stolen, so the players will have to drive the woman and the writer to the hospital. As they wait at an intersection, the honeymooners's car drives by in the other direction. They clearly see the boyfriend driving it, but the players' car is locked behind other cars and can't persue. The boyfriend looks straight at them, then drives on. He leaves Razor Ridge and is not found again (for now...).
Varför pladdrar jag nu om det här? Jo, jag har tre problem.
1. Jag gillar inte sättet man tar kål på en Nomad. Bättre förslag?
2. Slutet är ju ett upplägg för framtida scenarios, och är en standardgrej i filmer. Problemet är att hur får man spelarna att droppa det för tillfället och inte dra ut på ett fruktlöst korståg för att till varje pris fånga honom NU?
3. Den är lite väl rälsad. Det är iofs ingen katastrof, det är ett kort scenario i en lång kampanj som överlag är ganska öppen, men det hade inte varit dumt om det var lite friare. Hur öppnar man upp storyn lite mer?