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Kimberly

Fatemaster Friday - Triskaidekaphobia

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Heya Breachers!

I've written up a swell piece on what I love about In Defense of Innocence, but when I checked my calendar I just couldn't post it. It's just asking for a gift from Waldo to post anything like that on Friday the 13th, and I'm not one to tempt Fate (even if it's just Waldo claiming to be Fate's will.) So instead, I'm going with something a little more appropriate. 

Friday the 13th is upon us, and October is just around the corner. Even though the temperature here isn't feeling very autumnal, the spookiest time of year looms ahead. And well, we love us some spooky here at Wyrd! Personally, I feel that Through the Breach is a wonderful way to get in the Halloween mood, but I'm also a sucker for a good horror movie. So I thought, why not combine the two! 

From now until Halloween, hit me with your best horror movie translated for Through the Breach! It doesn't need to be a full one-shot or scenario write-up. Think more the plot hook or overview. Here's one I'd love to run as an example:

A small frontier town's children have been disappearing, and it's whispered among the frightened children that something slinks through the town taking the form of their greatest fears. 

Submit your horror movie re-imagining in this thread through October 31st, and a lucky winner will receive a spooky prize! I can't wait to see your submissions!

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This is perfect timing, as my last session was inspired by the Evil Dead series!

An antique hunter's family on the edge of the bayou is possessed by an ancient evil and lure unwary travelers to their death.

The Fated are tasked with meeting antique hunter Jean-Luc LaBelle who lives in an antebellum mansion on the edge of the Bayou. What the Fated do not know is that Jean-Luc was slain by his possessed family, caused by his most recent acquisition: the Scorpinomicon. 

I attempted to incorporate other movie references subtly, including a horde of animated severed hands, a gigantic possessed Waldgeist, mutating FM characters and a homebrew Possession condition. The group's doctor even had an evil duplicate split from her body (right in the middle of the last combat encounter) after her Possession counter got too high.

 

 

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The horror movie I'm taking this from is kinda old (80s) and obscure:

The Fated are hired to escort a small group of religious or political exiles and their families through the wilderness of the Knotwoods.

While the politics of Malifaux won't permit the arrest or execution of these exiles, they are not wanted in the existing civilized areas; which is fine with the group because they plan on starting a new society based on their ideals.  Part of the adventure could be planning, recommending, and obtaining supplies for the trek, if your Fated like planning or homesteading elements. The Fatemaster should develop a few important personalities in the group of exiles (an eccentric but charismatic leader, his younger protégé, the family matriarch, the protégé's pretty wife, and perhaps, if the Fated don't have a magic-sensitive or medium type, a strange child who can "sense the presence of the spirits"). The personalities of the exiled group should be tailored to challenge or entice the Fated to the scenes of the story. Keep track of the # of exiled settlers, probably 12.

The Fated and their clients set off upriver into the Knotwoods, by raft. The rafts are attacked by primitive Nephilim, mostly ranged attacks from complete cover - dropped rocks, fire arrows, etc., giving the group little chance of striking back. This should be more of a Skills Challenge than a fight as the group attempts to dodge the damage, keeping their rafts, non-combantants, and supplies from being lost. As the Fated guide the rafts through a narrow canyon, marked by strange runes, the attacks cease. Oddly, and a rain of white feathers falls on the Fated, their charges, and their rafts. The strange child may mention "The secret is sleeping in the Trees."

The group's luck turns as they find a calm drift to gently shallow water fronting a sandy beach - a perfect place to land and pitch camp. No sign of Nephilim in this river valley, bottle-necked between the narrow canyon a water fall on the far side. The group's leader decides this is a perfect place to start their new civilization, "protected and prosperous as it is." The first few days of building makeshift shelters, fishing, and finding places to clear for crops go exceeding well, prompting the leader to congratulate the exiles on finding their "promised land." The strange child / or sensitive Fated start to have frightening dreams... where "eyes of fire" shine from the forest. Then people start disappearing; mysterious accidents. The leader becomes more and more certain that this a "holy place" and that those missing or injured were filled with doubts.

The Nephilim don't enter this valley because it's the domain of a Forest Witch (think less powerful Zoraida). In the evening, Dryads (fae beckoners) entice people out into the woods to become their servants. The spirits of slain Nephilim, (insubstantial young Nephilim) controlled by the Witch, attack at night. Waldgeists pick off scouting / hunting parties. If the group tries to leave by raft, either upstream or downstream, slimy root/tentacles grasp the rafts from underneath before they can even reach the natural borders of the valley. There's only one to win free- lure the Forest Witch out into a confrontation and defeat her. Defeat the Witch with the Eyes of Fire.

 

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Early in the campaign, my Fated ended up moving into a townhouse in the Downtown area which had belonged to a necromancer whom they'd recently killed.  Among a number of other oddities, they discovered that the motor in the phonograph in his sitting room had been removed and replaced with a slightly more powerful one.  

Weeks later when they discovered this same necromancer's secret lair out in the QZ, they found a golden disk which had strange runes on one side and a spiral groove on the other; and they quickly put together that later was probably a phonograph recording and was the reason for the heavier motor.  When they got home and played it, they heard a man clear his throat and then start reciting unfamiliar words...

Kunda... astratta... montose...

Luckily for the Fated, one of them was smart enough to grab the needle off before it got any further. 

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First. Love this thread. All of the response so far have been amazing and I can't wait to see more of them. 

As a hook, The Fated receive the deed to a house outside of the wall. When they get there they find a large building with glass walls. The walls have been enchanted to make them stronger and more resilient; bulletproof even. 

After they spend some time in the house they hear a clock begin to chime. From that point forward the walls have begun to move around blocking off any means of escaping from the home. At the same time 13 Ghosts/Undead in increasing levels of power are released one every hour from cells in the basement to fulfill a ritual that could invoke the Grave Spirit giving the man who owned the house amazing amounts of power.

The Fated must now work together to solve the mystery of the house, stop the monsters/Resurectionist, and survive the night.

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