Halloween One-Shot Maps

So a long while back i created this simple cemetary map as a backup - in case my players throw me for a loop i usually have a map or two prepared for "random" quests, etc. I've posted it on some forums for fellow gamers to enjoy printing out and playing on recently and I got a lot of thank yous with responses of ideas for cemetery encounters. So, with Halloween coming up I was thinking of doing a One-Shot with my group and using the cemetary map - but i thought, well, how boring. Just a cemetary??? My Rogue is most certainly going to loot the place if he can, so i thought i'd create another "extension" map to go along with it. I made this one up Sunday evening after i completed my current installment of my WK maps.

So my players will be sent to this cemetery to retrieve a family heirloom for a client. Turns out the client has sent them there to "feed" souls to his dearly departed family. As the players enter the cemetery, the dead rise and attack. They will continually respawn until the players discover in one of the crypts a secret room that leads to the caverns below where a list of names carved into the base of a strange statue. Some names will be crossed off, others will not. The dead will rest when their names are crossed off the statue....

Comments

  • here is the original cemetery map i created in the spring....finally a reason to use it!!!! I've been trying to "steer" my players towards it...but they weren't biting and i didn't want to push the matter - you know, that would make me a crappy DM, imho ;)
  • LoopysueLoopysue ProFantasy 🖼️ 40 images Cartographer
    Wow! LOL

    Excellent map, Lorelei :)
  • Nice! I hope the players appreciate these!
  • Posted By: Loreleihere is the original cemetery map i created in the spring....finally a reason to use it!!!! I've been trying to "steer" my players towards it...but they weren't biting and i didn't want to push the matter - you know, that would make me a crappy DM, imho ;)
    I've found that the way to point the players is by the treasure. If they think there is a big payoff in the offing; they won't walk, they will run to your graveyard. Now so that you're not Monte Hall about the whole thing give them a decent (your choice) payoff for doing this adventure and then let them understand that the more they volunteer for these missions, the greater the rewards will be (perfectly true, but still not Monte Hall).

    Hope that helps!

    LLAP

    Nacon4
  • DogtagDogtag Moderator, Betatester Traveler
    edited October 2016
    My players are not especially motivated by treasure, even though (or perhaps because) I run a fairly low-treasure and low-magic campaign. That's not to say there's no treasure or magic but, as an example, in my AD&D campaign, the three PCs are about 10th-11th level +/-. Only two have a +3 weapon. One is simply +3, the other has an additional power.

    My players are, oddly-yet-satisfyingly, motivated by progress in the main plot of the campaign and in, again strangely-but-gratifyingly, helping NPCs, particularly their friends. The players get visibly agitated when the politics of the game world shift in the 'wrong" direction and when the machinations of the villains bear fruit. It's awesome. I could, seriously, motivate them to go to that cemetery just by having an NPC say he (or better, his daughter!) is afraid to go to the cemetery to pay respects to his dead wife because of the undead activity. Or, heck, even something as vague as she's afraid because "something spooky" is going on there. That's literally all it would take. Heck, the NPC could just be someone they overheard in a tavern, who wasn't even talking to them.

    I'm so proud of them.

    On the other hand, they did follow a lead into the "City of the Dead" in one of the biggest, most-important cities in my campaign (Falstaffe, settled on an oceanside cliff) and then, during a desperate melee under the city Founders crypt, a drow priestess unleashed an Earthquake spell (from a talisman) that dropped half the cemetery into the ocean... So, there's that.

    On the other, other hand, I never pass up a chance to bring it up to the players.
  • DogtagDogtag Moderator, Betatester Traveler
    edited October 2016
    Lorelei philosophized:I've been trying to "steer" my players towards it...but they weren't biting and i didn't want to push the matter - you know, that would make me a crappy DM, imho ;)
    Agreed. It takes skill and diplomacy to get them there. And, as one of the signs hanging by my desk states:

    Diplomacy is the art of letting others have your way.
  • MonsenMonsen Administrator 🖼️ 81 images Cartographer
    Sounds like you approach your world much like I do mine. So far, my (AD&D 2nd Ed) PC's are a few levels lower than yours, but they only have one magic weapon, which is currently +2, but with some extra fire damage and quickness. I had them play dragons [much to their surprise] (AD&D 2nd Ed Council of Wyrms) in an age long past to hunt for the materials and assemble the sword themselves, then let their normal PC's find it in their current timeline. Their choices and successes during the dragon adventure affected how the sword ended up.
    I tend to keep magic and treasure on a very low level, but what they find is really special. (I can't stand mass-produced items).
  • DogtagDogtag Moderator, Betatester Traveler
    edited October 2016
    That's cool, having them play the dragons from an earlier time and having their actions affect their normal PCs. Very nice.
    Monsen wrote:I tend to keep magic and treasure on a very low level, but what they find is really special. (I can't stand mass-produced items).
    Agreed. There are no — or at least very, very few — "magic shops" in my campaign. One way I dealt with that was to make magic feared and to have the Church play up the whole "demonic" aspect of it.

    Each PC has one or two unique or special items but mostly they have some fairly "standard", but neat, magic items. And they really make the best use of them. They can get pretty creative.
  • edited October 2016
    Well, as you recall, over the summer, my players really threw me for a loop and were able to transport themselves to Am-Tarsha the land of the elves on Forynth. Where Lithera's Cabin is ;) The elves do not have cemeteries, so it was difficult to get them to one while they remained in that land. Finally a few weeks ago they started heading back to Vane - by horseback this time as they were not fortunate enough to gain access to another teleportation circle. I had some NPCs in various villages spread some rumors, i even had a family member of a PC imply that an ancestor may reside there, no one was biting as they were suddenly off to pursue a PCs vow of vengeance, and my hopes for the cemetery were quickly derailed. lol. But as they are now travelling and they are in lands where a cemetery would actually make sense in the world i've created, a ghoulish halloween for them for making me wait so long to get them there!!
  • DogtagDogtag Moderator, Betatester Traveler
    edited October 2016
    *mumbles* Stupid PC vows of vengeance...

    That's awesome. Good luck! In 20 years I've been able to host a game that coincided with a "matching" holiday once! (a "comedy" game session on April Fool's Day)
  • Well, y'all have got me beat! You're doing a heck of a lot better than I am.

    LLAP

    Nacon4
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