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A Scenario Created by MOONSYLVER
For 1 to 6 playersTHE STORY
I don't know how long we've been following him now. Sometimes it feels like forever. He's gone by many names…the Dark Man, the Tall One, others…but we know him for who he really is, for WHAT he really is…the Lord of the Dead. Where there were once healthy thriving communities, now exist graveyards, vast dead shells teaming with the Living Dead, left in his wake. And Hell follows with him.
We're close now, I can feel it. Soon we'll catch up to him. Soon it will all end. Here, in this town of Shadyville, will be the final confrontation. Then it'll all be over. For him or for us.
THE SCENARIO
In "The Lord of the Dead" the players will take the part of a band of zombie hunters who are tracking down the Lord of the Dead, a powerful & mysterious entity of pure evil, who has been spreading the zombie plague & creating an ever growing army of the undead where ever he passes. All of the players except one. One player will take the part of the Lord himself, controlling the zombie horde & wielding supernatural power in an effort to crush the hunters once & for all! The Players will have to ferret out the location where the Dark Man is hiding & destroy him before his evil overruns the world!
MATERIALS NEEDED
12 Blank index cards with the names of each "Named" Location (except the Town Square & the Helipad) written on them.
THE SETUP
- Remove the Helipad...it will not be used in this scenario.
- Lay out the Town Square as the starting location
- The Tall One must shuffle the deck of Named Location cards & draw one. Keep it hidden from the other players. This is the Location where the Lord of the Dead is hiding. Keep this card face down in front of you, as proof of where you are hiding when the Players find you (if they make it that far hehehe...). Look through the Map Tiles & remove that location. Shuffle the deck & deal 13 Map Tiles on top of it +1 for each player under 5 who are in pursuit of you. (I.e. in a 2-player game, you would deal 4 extra Tiles, as there is only 1 hunter on your trail). Shuffle these & place them on the bottom of the Map Tile Deck
- Give each Player 5 Ammo. Give each Player AND the Dark Man 5 Lives.
- Give each Player AND the Tall One 3 cards.
PLAYER SPECIAL RULES
- Begin with 5 Lives & Ammo
- No Regeneration
- Movement based on Lives
- Scrolling Map Tiles
THE LORD OF THE DEAD
The Dark Man follows his own special set of rules as listed below.
- The Tall One controls the zombie horde, & is responsible for determining their movement, not the Players. On each Players turn the Lord of the Dead rolls to determine how many zombies move & moves them as in a regular game
- IN ADDITION, on his turn the Dark Man rolls for zombie movement as above AND places a number of NEW zombies equal to the dice roll on the board. These zombies enter from any edge of the board that has a street leading off the edge. The zombies may all enter from the same location, or may be split up & enter from any/all valid locations, as long as they follow the rules for legal placement. If there aren't enough valid entries or legal spaces, only as many zombies are placed as are eligible, & the rest are lost. If there are no valid entries or legal spaces for placement, the zombies are lost & NO zombies are placed. The zombies that are moved in the Tall One's turn may be the ones currently on the board, the newly placed zombies, or any combination thereof.
- The Lord of the Dead may play 1 card per turn the same as players, HOWEVER, he may discard ANY & or ALL his cards & draw new cards at the end of his turn (up to the 3 card max.). The Dark Man may NOT play/use Weapon cards & may only discard them when eligible.
GAME PLAY
Other than the above special rules, game play proceeds as normal as far as searching for weapons, ammo, card play etc., until the Players enter the location where the Tall One is hiding & discover the Location of the Lord of the Dead (see: "The Lair of the Lord of the Dead" below).
THE LAIR OF THE LORD OF THE DEAD
When the Players locate the Lair of the Dark Man the following things happen
- Flip over your named location card to show that the Players have found your location. Place a figure on the board in that Location to represent the Tall One (either the black shotgun guy or a specially painted/marked zombie figure are recommended.
- The Lord of the Dead rolls for zombie movement on each players turn as normal, however on his turn the Dark Man may move ALL zombies currently on the board. NO new zombies are placed on any of the Tall Ones subsequent turns once he has been discovered.
- On each of their turns, if a Player is adjacent to the space that the Lord of the Dead occupies, they may make 1 attack per turn on him. The Dark Man is only injured on a roll of 5-6 (although Ammo MAY be used to enhance this roll). All other regular combat rules apply.
- On his turn, the Tall One may attack any one player adjacent to him, injuring them on a roll of 5-6. IN ADDITION he may roll 2d6 once per turn on a chart of supernatural powers at his command as below.
SUPERNATURAL POWERS OF THE LORD OF THE DEAD
2 SUMMON ZOMBIES The Lord of the Dead summons 1d6 zombies to his aid from the zombie pool. These zombies may be placed on any legal space on the same Tile as the Dark Man. If not enough legal spaces exist, any excess zombies are lost, & if no legal spaces exist, no zombies are placed. 3 HAND OF DOOM With a wave of his hand the Tall One causes agonizing pain any one player of his choice on the same Tile as himself. That Player automatically loses 1 Life. 4 CHOKE With a clenching of his fist, the Lord of the Dead causes a supernatural force to grip any one Player on the same Tile as himself by the throat, choking them & causing them to lose 1 Life 5 ENCHANTMENT The Dark Man casts a hypnotic spell over one player of his choice on the same Tile himself lasting till the end of the turn. The Tall One may IMMEDIATELY move that Player per normal movement rules, & may use him to make one attack on any other eligible player, injuring them on a roll of 5-6 (the Lord of the Dead MAY use that players Ammo to boost the roll as well!). The Player under the Dark Man's control reverts to normal at the end of the Tall One's turn & may act as normal on their next turn 6 PARALYSIS The Lord of the Dead casts a pall of icy paralysis over one Player of his choice on the same Tile as himself. That Player misses their next turn. 7 DISARM With a mere gesture, the Dark Man causes the weapon to be ripped from the hands of one Player of his choice on the same Tile as himself & go hurling across the room. The Player must discard one active weapon of the Tall One's choice. If no Player with in range HAS an active weapon, there is no effect. 8 DEFLECT BULLET Taking careful aim, the Hunter fires on the Lord of the Dead. With a wave of his hand, the Dark Man causes the bullet to be deflected harmlessly away. One player of the Tall One's choice that occupies the same Tile loses one Ammo. If there is no Player in range &/or that doesn't HAVE any Ammo, there is no effect. 9 THROW With a sweep of his arm, the Lord of the Dead causes an unseen force to hurl any one Player of his choice 1d6 spaces backward, in a straight line, in a direction of the Dark Man's choosing (choose BEFORE rolling the dice). If the Player collides with another Player or a zombie they stop there. Place the Player (&/or any other Players or zombies they collide with) on their side. Any figures knocked over in this fashion must spend their next turn getting back up & may perform no other actions. If the Player collides with a solid object such as a wall, their movement ends there & they lose 1 Life. 10 SHOCKWAVE With a grand gesture the Tall One sends an invisible shockwave of unbelievable power radiating outward in all directions. ALL figures (human & zombie) on the same Tile as the Lord of the Dead are knocked over. Place all applicable figures on their side. All figures must spend their next turn getting back up & may perform no other actions. 11 TELEPORTATION In a burst of noxious fumes, the Dark Man disappears, only to magically reappear in a distant location. The Tall One instantaneously moves to any eligible location on the same Tile. If no legal space exists to move to, there is no effect. 12 REGENERATION The Hunters watch in horror as the Lord of the Dead's wounds close before their very eyes! Restore the Dark Man to 5 health. If he has sustained NO wounds thus far, there is no effect. VICTORY CONDITIONS
Victory is achieved in only one of two ways in this scenario. For the players it can only end with the death of the Tall One. For the Lord of the Dead it can only end if he manages to eliminate all players from the board.
OPTIONAL RULE
Want to make the Dark Man harder to kill? Give him +1 Life for each additional Player after him. (In a 6-player game this would give the Tall One a whopping 9 lives!). You can also increase/decrease the number of tiles to shuffle the Lord of the Dead's Lair into to make it easier or more difficult to find.
Scenarios are Copyright by their respective authors.
Zombies is a trademark of Journeyman Press. Some images used on this page are Copyright (C) Journeyman Press and are used without their permission No threat to copyright or trademark is intended.
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