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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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Love it! So many ideas, so little time...

I'm currently working on an adventure inspired by the video game Until Dawn, in which (Spoiler Alert!) the Fated are hunted through an abandoned mine by several lean, hungry monsters. I don't know how to do the fancy "hide spoiler text" thing, sorry.

My movie idea, though, is Train to Ridley: a Resurrectionist turns the passengers on a crowded train from Malifaux to Ridley into zombies! The Fated must make their way from the back of the train to the front, rescuing (or ignoring) survivors, to stop the train before it derails at the end of the line. If I can work in a small child singing "Aloha Oe" I'll be just thrilled.

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This one I ran is based of the Stephen  kingverse.

There has been some strange happens in contract town #13 aka Maine. There was a rabid dog attacking people at a mechanic shop. Then there is all the disappearances of little kids, and then there's the rumors of a cemetery that is able to bring people to life. Then there is rumors of a haunted hotel and a girl covered in blood that is killing people with her special gift the fated are hired to figure out what or who is responsible for these acts.

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On 9/13/2019 at 8:06 AM, Kimberly said:

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!

Are we limited to one entry? Cause I have several ideas that could all work. 

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After some deliberation I've decided on my adaptation, The Shack in the Bayou.

 

Five friends decide to take a trip into the bayou and spend the night in a mysterious abandoned shack. Little do they know the shack actually belongs to the Swamp Hag, Zoraida. The night quickly devolves into a parade of nightmarish monsters as Zoraida attempts to sacrifice the five friends in order to keep her most frightening and uncontrollable creation, The Worst Juju, slumbering beneath her swampy home. 

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G'day Breachers! 
Today's Horror Adaption is based on Steven King's 1995 movie Langoliers. I call this version 

"Last Stop"

A group of Fated are on route to Malifaux when a strange phenomenon after entering the breach, instead of emerging, the train continues travelling along an endless rail through a thick fog bank. The train and it's passengers are interlopers to the enigmatic Void, a space between Earth and Malifaux, and the native creatures are drawn towards the intruding creatures. The Fated are trapped in a claustrophobic cabin with several passengers, whose sanity begin to erode, as the Void monster approach and attack the train from the outside. A young girl passenger by the name of Kelly Price, has begun to see visions of the horrific deaths of several passengers, panic and confusion sets in as some of these supposedly "accidental deaths" come true. Matters only get worse when a Guild Guardsman by the name of Hamish Tannery starts to become unhinged and wishes to kill Kelly and anyone who challenges his authority.

After tensions peak and repelling the first assault by Void Wretches, the train grinds to a halt as it pulls into an abandoned train station surrounded by the obscuring mist. The station is completely devoid of life. Those who risk entering the mist are swiftly torn asunder by the Void Hunters stalking them. The Fated and surviving passengers must find a hidden soul stone inside the station complex and return it to the train's engine room to fuel a final push into Malifaux. The entire time that the Fated are in the station, a terrifying sound continually assaults their senses as a horde of the void creatures are heading to overwhelm the station. In addition, Guardsman Hamish, driven insane by staring for too long into the void (or animated as an undead), he intends to use the passengers as an offering to Oblivion.

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There’s been a string of murders in one of the city’s slums of late. Not too unusual. 

These killings have so sign of forced entry, or even entry at all. Again, not too weird, but the Guild assigns a few witch hunters and Neverborn hunters to the case.

For a while, there are absolutely no leads, not until Sargent Richmond dozes off during his lunch break after doing a double shift the previous day,

For a moment, Lieutenant Greene watches Richmond sleep, never noticing the fondness she had for Richmond until now.

But this moment is ruined when she notices Richmond’s arm start bleeding, as something invisible picks Richmond up, claw marks appearing everywhere with Richmond still asleep, soon torn to ribbons in his own dreams. 

Fredrick Krueger strikes again.

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Whelp. This was already mentioned, but I'm going to do my own twist on it. 
The party get a mysterious invitation to an event out in the Eastern Knotwoods a full days ride from Fortune Falls. On their journey, they receive multiple ill omens of what will befall them when they reach their destination. Upon finally arriving, they stand and the titular Cabin in the Woods, an abandoned shack with no sign of host or guests but with enough provisions to last a few days (oh look, a nasty storm is rolling in). If they attempt to leave, they are forcefully stopped by a magical barrier encompassing the the cabin and the nearby woods. Within the cabin are various trinkets, books, fetishes, and other ominous items that seemingly summon associated monsters and beasts near the cabin once interacted with. The party will finally find an old mineshaft that leads to a not-so-abandoned cave network. It seems a cult has taken residence in the mine, and this whole endeavor was an elaborate sacrifice to appease some dark god they refer to as 'Witness'. Since this ritual has gone horribly wrong, the avatar of this 'Tyrant' threatens to awake and wreak havok on all of Malifaux. What will the party do?

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