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Coffin Crashers
Coffin Crashers
Coffin Crashers
by Ben Lehman
Illustration by Christianne Benedict
Logo by Jeremy Kostiew
A Game by
Renee Knipe
Module R1
Doll
The
with the
Bloodstained Lips
Razvans Simulacrum
Viol said something about terror and pain reborn. That doesnt
sound good.
Razvan, Vampire-Lord
Baron Larescu, under the enchantment of the vampiric doll, and the
dolls many other minions.
PLAYERS
Constable (1): trusty weapon, proper armour, goodhearted, righteous aura, sense wrongness, took an oath.
Likely gear: knife, copper penny, badge, torch, uniform,
other as approved by the Fortune Teller.
Cleric (1): Divination spell, Healing spell, Bless spell, holy
You may also use your Deeds & Doers characters with this
game.
FORTUNE TELLERS
Tell the players: Where they are, what theyre trying to
achieve, and why its important they do so. Tell them what
they know about whomever or whatever opposes them.
Always describe the situation to them. You are their senses,
but sometimes senses betray. Bring the darkness, shadows,
and dread.
You never roll, except once at the very beginning of the game
(see below).
Injure, stress, and traumatize the characters as needed. Hinder
or kill when the circumstances call for it.
When the characters take action, if its likely, it just happens,
no roll necessary. If its unlikely, have them roll for it. If its
impossible, tell them so, no roll allowed. Skills are likely
except when impossible. Spells are always likely.
No situation remains unchanged after a roll, something
interesting always happens.
Some villains may possess abilities and skills of their own,
which impact the characters chances of success. Where
relevant, make note of them.
Outside of a fight, when something terrible happens, you
may allow the affected parties a saving roll to avoid its effects.
Fear rolls are like a saving rolls, except the players decide when
to make them, not you. Give them every reason to make these
rolls. When they roll against fear and fail, they lose control of
their character for a moment; you decide the next thing they
do, which can be irrational, dangerous, or simply debilitating.
You can and should fudge rolls to create suspense, but you
can only do so a certain number of times. At the beginning of
an outing, roll once; if you roll a 6, re-roll until you do not roll
a 6. Do not tell the players the number. Any time a roll would
negatively impact a villain you may spend a fudge and treat
a success as a failure or a failure as a success. Reveal to the
players something new that explains why the situation favors
the villain despite the outcome of the die roll. The villains may
not kill the pcs until all of your fudges have been used up.
When a character has faced something theyve never faced
before, has suffered and struggled with great adversity,
emerged wiser and more well-prepared for next time, and has
an opportunity to quietly reflect upon these lessons, increase
their level. They may pick another item from their own list, or
from any other (with permission of the player of that class, if
someone is playing it).
Love and thanks to Ben Lehman, for creating Deeds & Doers
and supporting this project. Christianne Benedict for art,
layout, and maps. Jeremy Kostiew for the logo. Dave Fried,
Eric Duncan, Jennifer Martin, and Christianne Benedict for
playtesting with me.