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Little Town of Hamlin
An Medieval Appetizer for All Flesh Must Be Eaten
Based on the Pied Piper of Hamlin and featuring the Dead at 1000 Deadworld
Rats were not the real problem in Hamlin. It was zombies. They roamed the streets, attacking peasants, assaulting the stockades
and even threatening nobles . . .
Until the Piper came to town. Just as the largest force of zombies Hamlin had ever seen began breaking through the barricades,
the Piper arrived and somehow led them away. All he asked at the time was a bit of gold.
When the Piper returned for payment, the Mayor sent him away empty handed.
Based on the Original Concept by
CHRISTOPHER SHY and GEORGE VASILAKOS
WWW.ALLFLESH.COM
Credits
Writing:
Otto Cargill
Editing:
M. Alexander Jurkat and Tom Redding •
Proofing:
Ross A. Isaacs and Thom Talamini
Art Direction and Layout:
George Vasilakos and Francis Hogan •
Cover and Interior Art:
Jon Hodgson
Introduction
introduction
Welcome to Little Town of Hamlin, an
All Flesh Must Be Eaten
adventure booster. This material is designed for use as a ready-
to-run adventure that may be played through in one or two sessions. It can be run as a special break from a regular campaign, or
inserted as part of a larger, longer-running campaign.
Cast Members must be created using the Dead at 1000 setting information (see
AFMBE
, p. 196). Otherwise, the Zombie Master
should simply read through the text, gather the players, and start the flesh-fest.
For those planning to play the role of Cast Members in the Little Town of Hamlin adventure, stop reading now. The remainder of
this book is for the Zombie Master eyes only.
Eden Studios
6 Dogwood Lane, Loudonville, NY 12211
All Flesh Must Be Eaten

,
icons and personalities are © 1999-2003 Eden Studios
The Unisystem™ Game System © 1999-2003 CJ Carella. All art © 1999-2003 Eden Studios. All Rights reserved.
Produced and published by Eden Studios, Inc. The Unisystem™ is used under exclusive license.
No part of this book may be reproduced without written permission from the publisher, except for review purposes. Any similarity to
characters, situations, institutions, corporations, etc. (without satirical intent) is strictly fictional or coincidental. This book uses set-
tings, characters and themes of a supernatural nature. All elements, mystical and supernatural, are fiction and intended for entertainment
purposes only.
Reader discretion is advised.
Comments and questions can be directed via the Internet at www.allflesh.com, via e-mail at edenprod@aol.com or via letter with a
self-addressed stamped envelope.
September 2003 • Stock EDN8021
All Flesh Must Be Eaten Appetizer
2
Little Town of Hamlin
introduction
The Piper
When Lucius raised the dead, he was not alone in the ceme-
tery (see
AFMBE
, p. 197). His disciples gathered as well, to wit-
ness his glory and assist in the ceremony. Among them was a
young merchant’s son who had a penchant for the flute and
greed in his heart. After a chance meeting with Lucius through
common acquaintances, the youth realized the nobleman could
wield truly great powers and became a devoted follower.
Studying the teachings of his dark master, the Piper, as he
came to be called, discovered powers within himself. He found
it easier to focus his powers on an object, and transferred a type
of enchantment to it. This enabled him to double or triple his
power when using the object. For the Piper, the particular object
was an easy choice—his flute.
After the rise of the dead at the cemetery that night, almost all
of Lucius’ disciples were consumed. The piper saw what was
coming, however, and escaped. He ventured forth into new and
darker world, looking to make his mark. The Piper traveled east,
deep into Germany. There, he set up shop, ushering in a new and
profitable wave of terror on towns and villages from horizon to
horizon.
Using his flute-enhanced powers to lure the walking dead, the
Piper would turn them on a village for a few days. When the vil-
lage was on the verge of crumbling, he would sweep in, lead the
dead away and collect a handsome reward for his “brave res-
cue.” By spacing the attacks out over distance and time, the
Piper has managed to create a legend among the Germanic peo-
ple. This only serves to increase profits from his schemes.
Everything was working exactly as the Piper wished until he
reached Hamlin and encountered a very greedy Mayor . . .
along with our Cast Members.
The Piper, Dark Mage
Strength
3
Intelligence
4
Dexterity
3
Perception
4
Constitution
3
Willpower
5
Life Points
49
Speed
12
Endurance Points
38
Taint
37
Qualities and Drawbacks
: Artistic Talent 3, Covetous
(Wealth) 3, The Gift, Hard to Kill 5
Skills
: Acting 3, Cheating 2, Disguise 2, Hand Weapon
(Knife) 2, Hand Weapon (Bow) 2, Hand Weapon (Sword)
4, Intimidation 2, Occult Knowledge (Undead) 5, Play
Instrument (Pipe) 5, Rituals (Enhance Dead) 3, Rituals
(Gateway) 3, Riding (Horse) 4, Survival (Mountains) 2,
Tracking 2
Taint Pipe
The Piper has imbued his pipe with some of his own Taint
Power and uses it to control either the dead or the young. So
long as the pipe is intact and the Piper able to play, the dead or
children follow his song and simple commands. The bearer of
the pipe is protected from any zombies under his control.
Should the pipe be taken by someone else or destroyed, the zom-
bies are free and able to do as they wish.
When played, the pipe acts like a dog whistle and is so high
pitched that most humans cannot hear it. With a Difficult
Perception Test, characters may notice the ringing in their ears
that the pipe produces. Animals, particularly those with sensi-
tive hearing, are irritated by the noise, and flee or attempt to
drown it out with their own voices.
While the pipe itself is an impressive creation, it has limita-
tions. The pipe cannot be used to control adults. The minds of
the dead have rotted, leaving places to be controlled; the minds
of the children are still developing, and thus susceptible. An
adult’s mind is closed off to the effects of the pipe since is has
long finished developing and has not yet begun to decay.
Powers
Enhance Dead Invocation:
The Piper only possesses this
invocation if the Army of the Dead zombies are used (see
p. 8). It is only effective on the corpses of warriors who
have been slain in battle with the dead. Using 10 Taint
Points each, a Dead at 1000 zombie (see p. 199 and 168)
is transformed into an Army of the Dead zombie.
Gateway Invocation:
The gateway is the Piper’s emer-
gency escape option. He has spent some time preparing it,
but this tremendous undertaking will not be complete until
the crucial cinematic moment. Once opened, the Piper’s
gateway leads to a prepared safe house in Transylvania,
where he plans to play out the same scam on the supersti-
tious population of the back mountain villages. The gate-
way is not an easy spell to create and the final ingredients
include the blood of children.
Equipment:
Taint pipe, sword, chain mail, traveling dis-
guise.
All Flesh Must Be Eaten Appetizer
3
Little Town of Hamlin
Hamlin
Hamlin Town’s in Brunswick,
By famous Hanover city,
The river Weser, deep and wide,
Washes its wall on the southern side.
A pleasanter spot you never spied,
Had not the living gone and died
And risen up, to feast again
On pet, family and on friend.
Thus suffered our poor city.
Situated in the beautiful mountains of Germany, Hamlin has
so far managed to avoid the workings of Lucius and his evil dead
army. The principal halt to the spread of the undead has been a
series of avalanches which have closed off the passes and routes
during the winter. Nevertheless, as the spring thaw continues,
the populace of Hamlin begins to fear as refugees and travelers
bring news of the dead migrating eastwards from Paris.
Our Cast Members may be some of these travelers, escaping
the spreading plague in the west or they may be residents of
Hamlin, already known and helping to prepare the town for the
inevitable attack by the dead. The Cast Members can also be in
the employ of the Mayor, who is constantly looking for strong
backs to help defend the town. Either way, the Cast Members
spend the day exploring the town, meeting up with other inhab-
itants such as the Johann Schmidt and Wilhelm Dacher.
The town’s important buildings circle the plaza so that the cit-
izens of Hamlin can find them all easily. During the day, an
open-air market covers the area, allowing traders, merchants,
travelers, and locals to exchange all sorts of goods. Since the
dead arose, however, these items have become scarce and the
market only opens every couple of days.
Nikolaus Schultheis, Mayor of Hamlin
Strength
4
Constitution
4
Dexterity
3
Intelligence
2
Perception
2
Willpower
3
Life Points
45
Speed
14
Endurance Points
38
Essence Pool
18
Qualities/Drawbacks:
Hard to Kill 1, Fast Reaction Time
Skills
: Brawling 3, Dodge 2, Gambling 2, Hand Weapon
(Bow) 2, Hand Weapon (Knife) 2, Hand Weapon (Sword)
4, Intimidation 2, Riding (Horse) 4, Survival (Forest) 2,
Tracking 2
A rotund man, with an eye towards the bottom line, Nikolaus
Schultheis rose to mayoral stature by knowing when and where to
step on peoples toes or cross them. Now that he has attained his
seat of power, he slowly becomes blind to whom he can anger and
whom he cannot. The Mayor is a slimy man, handing out medals
and commendations to please the people but ready to turn and run
at a moment’s notice. His position as head of the town keeps this
in check. His greed for whatever he can siphon from the popula-
tion overwhelms even his normal cowardly ways.
While he will never admit it, the Mayor has been using the
town treasury to hire his own personal men and invest in trade.
After Lucius played his little trick in Paris, much of the trade
stopped and the Mayor lost it all. He has managed to keep word
that the town is bankrupt from circulating thus far, but is des-
perately aware that, unless he can find some way to replenish his
coffers, word will get out.
The Mayor constantly surrounds himself with a half dozen
bullyboys. Schultheis is no dummy, and realizes that someday
someone may take violent issue with him. The hired men are
used as enforcers, tax collectors, bodyguards, and thugs by the
Mayor. These boys do not show much imagination, but are still
capable of handling themselves should the Mayor order them to
go toe-to-toe. They are under orders to stop any would-be
attackers while the Mayor makes his escape.
Mayor’s House
Large and ornate, the Mayors’ house is easily twice the size of
any other house in town. It faces inwards towards the town
square, enabling the Mayor to address the gathered populace
from the balcony overlooking the square. Unless he is bustling
around town and looking important, the Mayor can usually be
found here, working on trading contracts with neighboring
towns, settling small disputes, or taking bribes from the
Merchants’ Guild. The interior is more ornamental than useful,
with a large downstairs consisting of the dining room, kitchens,
servants’ quarters, reception area, and drawing room. Upstairs
contains the master bedroom, several guest bedrooms, and the
office, which leads to the balcony overlooking the square.
All Flesh Must Be Eaten Appetizer
4
Little Town of Hamlin
Mayor’s Men
Strength
3
Constitution
2
Dexterity
2
Intelligence
2
Perception
2
Willpower
2
Life Points
30
Speed
8
Endurance Points
26
Essence Pool
13
Skills:
Brawling 3, Cheating 2, Gambling 2, Hand
Weapon (Knife) 3, Hand Weapon (Bow) 3, Hand Weapon
(Sword) 4, Intimidation 2, Survival (Mountains) 2,
Tracking 2
Equipment:
The men are equipped with short swords and
helmets, but little else. Part of their pay is their equipment
and very few of them can afford nice armor or shields.
Newly arrived from the Vatican itself, David of Karo is new to
the real world of caretaking a church. He does the best he can
in the worst of circumstances. Word of the dead has reached
him, but he is just naïve enough to believe in the Mayor’s
attempts to fortify the town. He believes the Lord guides his
touch and will gladly help in healing those who are pious as well
as those defending his chapel.
Blacksmith
This one room shack contains the towns’ forge and enough
blunt, heavy objects to outfit an entire company of soldiers.
While short on swords and daggers, Johann Schmidt has recent-
ly been working on an order for carpentry and construction
tools, leaving several mallets and tools setting on the cooling
racks. For unarmed Cast Members, this may be a necessary stop
to collect something with which to defend themselves.
Big and loud, Johann is the good-natured owner of the
Blacksmith of Hamlin. He works his forge with pleasure every
day—rain or shine. His door is always wide open and he wel-
comes everyone with a burly smile whether they are customers
or simply visitors. Johann loves his home and his town and will
be at the forefront of its defense when the time comes. He does
not believe in the Mayor’s plan to circle the town, however, and
spends his time creating what makeshift weapons he can instead
of working on a wall he knows will not save them.
If the Cast Members attempt to assassinate or even discredit
the Mayor, they find few allies in the populace of Hamlin. Aside
from Schmidt and Dacher, most of the people of Hamlin follow
the Mayor and believe in what he is doing. They may or may
not realize that his plan is foolhardy and bound to fail, but they
still respect and fear him. Because of this, they generally defend
him from anyone attacking his body, reputation, or policies.
Killing the Mayor in this time of need sends the town spinning
into chaos and leaves it open to the rampaging dead. If the Cast
Members are party to this murder, the crowd arrests and hangs
them soon afterwards.
Chapel
Also facing the town square, the chapel existed for several
decades before Hamlin was officially recognized as a town.
Should the dead invade, the chapel provides shelter and some
protection from the evil outside. However, unknown to anyone
but the pastor, the crypts below are inhabited by two dozen
denizens, not yet risen. Of course, this changes once the other
dead arrive. The chapel is laid out common to others for miles
around, with a large main room containing the altars and rows of
pews. A small room behind the altar is shared by the priest’s bed
and possessions and storage for the day-to-day necessities of the
church. A second door off the main room leads to the bell tower,
a small room by itself containing only the rope leading up to the
church bell.
The crypts below are tiny by comparison to others—a single
passage is lined with corpses on both sides and terminates in a
small cul-de-sac. Several spaces are still available.
Johann Schmidt
Strength
4
Constitution
2
Dexterity
2
Intelligence
2
Perception
2
Willpower
2
Life Points
49
Speed
8
Endurance Points
28
Essence Pool
14
Qualities/Drawbacks:
Hard to Kill 3, Resources (Middle
Class), Status 3
Skills
: Brawling 3, Gambling 2, Hand Weapon (Knife) 3,
Hand Weapon (Hammer) 3, Hand Weapon (Sword) 4,
Intimidation 3, Survival (Mountains) 2, Craft
(Blacksmith) 4
David of Karo, Priest
Use the stats for Priest (see
AFMBE
, p. 200), with the fol-
lowing powers: Blessing Miracle, Touch of Healing
Miracle, The Binding Miracle.
All Flesh Must Be Eaten Appetizer
5
Little Town of Hamlin
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