Coffin Crashers

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Logo by Jeremy Kostiew

Illustration by Christianne Benedict


by Ben Lehman
Inspired by Deeds & Doers
Renee Knipe
A Game by
Module R1
The with the
Doll
Bloodstained Lips
Baron Viol Larescu
level 2, phys 4, fort 4, dex 3, sense 2, acu 4, mien 5, skilled
swordsman
Razvan’s Simulacrum
A ventriloquist’s dummy, made in the image
of the vampire-lord himself. Eerily impervious
to harm. When fed fresh blood, the donor rolls
1d6, -1 for each time it’s tasted their blood before:
0 or less. The donor must save or have their soul
consumed by the doll.
1. The donor becomes the doll’s thrall.
2. Rats, bats, or wolves arrive to do the doll’s bidding.
3. It speaks with Razvan’s voice for a time. It may cast
Charm.
4. It animates and can act under its own will for a time. It
may cast Touch of Death. If it can also speak, it may
cast Animate Dead.
5. It grants the donor one wish. Thralls wish for what What Must They Do?
Razvan wants. Discover why the kindly Baron Larescu is suddenly murdering his
6. Razvan’s soul is released from its prison to take mortal form again in the world. house guests and resolve whatever danger exists.
Razvan, Vampire-Lord Why Must They Do It?
level 8, 5 in all attributes, typical vampiric powers and vulnerabilities, plus Viol said something about “terror and pain reborn.” That doesn’t
spells: Charm, Animate Dead, Touch of Death. sound good.
Where Are They? Who Opposes Them?
Just regaining consciousness in the Dining Room of Castle Larescu, perhaps (tell them as much as they would know)
the victoms of a Sleep spell. A fellow dinner guest , Forel, is dead, the blood Baron Larescu, under the enchantment of the vampiric doll, and the
carefully drained from a wrist. doll’s many other minions.
Coffin Crashers is a horrific permutation of Deeds & Doers, symbol, repel undead, reared in the Church. Use each spell
by my friend Ben Lehman. Deeds & Doers is not required once per outing. Likely gear: holy symbol, robes, torch, some
for play, but characters and modules are entirely compatible bread and water other as approved by the Fortune Teller.
between the two games.
Scholar (1): forbidden lore, polyglot, quick-thinker, a
Get Deeds & Doers at http://www.tao-games.com/deeds- helpful assistant, a clerical or wizardly spell, your reputation
and-doers/ precedes you. Use each spell once per outing. Likely gear:
copper penny, books, spectacles, nice-but-well-worn clothes,
PLAYERS torch, other as approved by the Fortune Teller.

What is a dungeon if not a symptom of a macabre mind? And Grave Robber (1): breaking and entering, without a peep,
what more fearsome a creature can one imagine than the primeval avoid traps, find hidden things, an item of some value,
dragon, older than all humankind? Truly, every hero who hefts a underworld contacts. Likely gear: A shovel or pick, dirty
torch helps throw back the night from the be-shadowed corners of clothes, copper penny, torch, other as approved by the
man’s imagination, lifting us all from fear, regardless of the halls Fortune Teller.
they brave or the foes they face. But there are some villains who
exist for fear itself...just as there are some heroes who put aside the You may also use your Deeds & Doers characters with this
metaphors and take the torches to them directly. game.

To make a character, roll your attributes (physique, dexterity, When playing, describe what you do.
fortitude, sense, acumen, and mien), choose a class, choose
one class ability, and make a note of your gear. You are level If called upon to roll, a 5-6 succeeds. Add for advantage,
1. Introduce yourself to the other characters and in brief add for item, add for high attribute, add for higher level,
discuss how (or even if) you all know each other. minus for low attribute, minus for hinderance, minus for
lower level. Two adds at best, one minus at worst. When
Constable (1): trusty weapon, proper armour, good- making save and fear rolls, add and subtract nothing.
hearted, righteous aura, sense wrongness, took an oath.
Likely gear: knife, copper penny, badge, torch, uniform, Most times, the Fortune Teller will tell you when to roll. The
other as approved by the Fortune Teller. one exception is the fear roll: if the Fortune Teller describes
something suitably scary, creepy, or horrific, you should
Cleric (1): Divination spell, Healing spell, Bless spell, holy make a fear roll; if you fail, they’ll tell you what you do next.

FORTUNE TELLERS
Tell the players: Where they are, what they’re trying to Fear rolls are like a saving rolls, except the players decide when
achieve, and why it’s important they do so. Tell them what to make them, not you. Give them every reason to make these
they know about whomever or whatever opposes them. rolls. When they roll against fear and fail, they lose control of
their character for a moment; you decide the next thing they
Always describe the situation to them. You are their senses, do, which can be irrational, dangerous, or simply debilitating.
but sometimes senses betray. Bring the darkness, shadows,
and dread. You can and should fudge rolls to create suspense, but you
can only do so a certain number of times. At the beginning of
You never roll, except once at the very beginning of the game an outing, roll once; if you roll a 6, re-roll until you do not roll
(see below). 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
Injure, stress, and traumatize the characters as needed. Hinder a success as a failure or a failure as a success. Reveal to the
or kill when the circumstances call for it. players something new that explains why the situation favors
the villain despite the outcome of the die roll. The villains may
When the characters take action, if it’s likely, it just happens, not kill the pcs until all of your fudges have been used up.
no roll necessary. If it’s unlikely, have them roll for it. If it’s
impossible, tell them so, no roll allowed. Skills are likely When a character has faced something they’ve never faced
except when impossible. Spells are always likely. before, has suffered and struggled with great adversity,
emerged wiser and more well-prepared for next time, and has
No situation remains unchanged after a roll, something an opportunity to quietly reflect upon these lessons, increase
interesting always happens. their level. They may pick another item from their own list, or
from any other (with permission of the player of that class, if
Some villains may possess abilities and skills of their own, someone is playing it).
which impact the characters’ chances of success. Where
relevant, make note of them. Love and thanks to Ben Lehman, for creating Deeds & Doers
and supporting this project. Christianne Benedict for art,
Outside of a fight, when something terrible happens, you layout, and maps. Jeremy Kostiew for the logo. Dave Fried,
may allow the affected parties a saving roll to avoid its effects. Eric Duncan, Jennifer Martin, and Christianne Benedict for
playtesting with me.

You might also like