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Plot Hooks

The trail leads here-of the kidnappers, of the tome Arcanities sold just a month ago to an agent of the Golding corporation, of the ravening zombies. Whatever is happening is centered on this remote and well-guarded location.

If the Cast Members are inclined towards research, it is possible to discover that in the legends of the indigenous inhabitants, this area was once a Place of Power. It was called in their tongue "The Plain of Living Water." "Schreibach" can be roughly translated as "screaming brook." Even if the Cast Members are aware of nothing else, surely this makes the place worth investigating.

Then there is the possibility that the essentials of the background are given to the Cast Members before they go anywhere near the estate. For whatever reason, whoever does so knows what Elsa is and has to talk to her! Especially in an Armageddon campaign, the years of Elsa's seclusion may be nearing a forcible end. Her resources, whether measured in terms of knowledge, money or Essence, are tremendous, and the chance that she is not actually neutral or will not remain so is too great to take. Of course, there is the chance her fortune has already been funding Combine projects for decades . . .

  
[Introduction] [History] [Location] [Game Aids]

Click here for a Downloadable version of The Estate

[Personalities]

Patrols and Alarm Responses

Once darkness falls, every zombie that is not due for Elsa's attentions is sent on patrol by Josephine. Two groups of three to four are sent in opposite directions around no-man's-land and sometimes she accompanies them to inspect the fences and any developments on the outside. She may inspect the inner perimeter likewise with a zombie escort, following which she instructs them to wander around the woods until dawn.

Josephine does not have to be constantly monitoring the security cameras, although she is always in position when a visitor or the delivery truck is expected. The computer analyses the camera images for human-sized movement patterns, at which it sounds an alarm. When Josephine is not at security headquarters she carries a buzzer that sounds if any alarm on the estate is tripped and indicates which one.

When Josephine becomes aware of intruders, she has the option of alerting the manor via her buzzer. This alarm sounds in the manor kitchen. This is the signal for the servants to lock all doors and windows on the first floor, taking about five minutes. They then load rifles and station themselves at strategic second floor windows, and alert Elsa.

Elsa has the constant option of mentally commanding her zombies. Zombies in the brewery can be at the manor within minutes if summoned, those in the fields or on patrol take considerably longer.

Once Josephine or Elsa become aware of the intruders, they order the zombies to capture rather than kill. Josephine has to issue her orders verbally and so may actually find it quicker to go and inform Elsa. Josephine always tries to interrogate any captives before Elsa sees them, as there is no guarantee she will be able to after.

Grounds Tasks and Tests

All levels assume human characters, who have the correct tools handy.

Climb mesh fences-Strength and Climbing Task.

Cut through mesh-Difficult Strength Test. The level of success determines how large a rent is made in ten minutes.

Spot concealed gate-Simple Perception Test

Trigger the remote-control gates-Intelligence and Electronics Task

Realize how the infrared alarm works and what triggers it-Intelligence and Electronics Task

Trick the infrared alarm into thinking it has not been triggered-Difficult Dexterity and Electronics Task

Spot concealed security camera in the woods-Difficult Perception Test

Crack an electronic lock-Perception and Lock Picking (Electronic) Task

Brewery Tasks and Tests

All levels assume human characters, who have the correct tools handy.

Crack an electronic lock-Perception and Lock Picking (Electronic) Task

Pick a deadlock-Difficult Dexterity and Lock Picking (Mechanical) Task

Pick a padlock- Dexterity and Lock Picking (Mechanical) Task

Pick an ordinary lock- Dexterity and Lock Picking (Mechanical) Task

Spot Josephine's infrared alarm on the stairs-Difficult Perception Test.

Crack Josephine's codes to get into the computer-Difficult Intelligence and Computer Hacking Task.

From there, make any one adjustment to the security system-Challenging Intelligence and Computer Use Task

Shut down the generator-Routine Task

Break open the door to the tunnel-Difficult Strength Test

Manor Tasks and Tests

All levels assume human characters, who have the correct tools handy.

Pick a deadlock- Difficult Dexterity and Lock Picking (Mechanical) Task

Pick a normal lock-Dexterity and Lock Picking (Mechanical) Task

Disconnect the alarm in the kitchen-Easy Perception and Electronics Task

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