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Manor, Brewery, Cellar

Manor CellarBrewery Cellar

Manor, Brewey Level 1

Manor Level 1Brewery Level 1

Manor, Brewey Level 2

Brewery level 2Manor level 2

 

 

 

 

 

 

 

 

 

 

 

 

 

[Introduction] [History] [Location] [Game Aids]
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The estate is located in an isolated rural area, a good three hours drive from the nearest large town. From Belburg, it is half an hour's drive over winding, unmarked roads, and one and a half cutting across the fields on foot.

If the campaign is set in Germany, certain alterations obviously need to be made.

The estate forms a rectangle, roughly 420 by 550 yards for a total of 24 acres. It is flat except for the hillock on which the manor stands and the undulating wooded area behind it. The entire estate is ringed by a pair of ten-foot high, mesh wire fences topped with razor wire. The mesh continues three feet below ground level. The 18-foot space between the fences is kept totally clear, even when it passes through the woods, because this is the route taken by the patrols. Looking through the mesh at a suitable point reveals the redbrick manor and brewery across fields dotted with wellheads.

Take note of the season. There is a lot of difference cover-wise between fully-grown barley and fallow, between thickly leafed hops trestles and bare wire. During the day, six zombies work in the fields. From a distance and even through binoculars, they appear to be normal humans. If observed for a time, they are never seen to pause, even for so much as a moment. These zombies attack intruders on sight. An intruder is any living thing that Elsa has not told them is supposed to be there. A stray dog is as much a "threat" as a human being.

The road leads to the only gate through the outer perimeter. Really two gates, each is a frame of mesh wire on wheels. An intercom and two security cameras feed to security headquarters in the brewery. Operation is by remote control, and the two gates can if necessary be operated separately to trap anything the size of a normal car between them.

In the inner fence of the outer perimeter, two, small gates give access to the no-man's-land. These gates are quite well concealed, but known to all occupants of the estate including the zombies.

The buildings of the estate-the manor, brewery and workers' quarters-and the Schreibach family plot are contained in a rough square. This inner perimeter is fenced by seven-foot high wire mesh, along the top of which runs an alarm system triggered by blocking an invisible, infrared beam. The beam is generated in 18-foot segments, each of which is powered independently via underground cables running along the inner side of the fence. The alarm sounds at security headquarters, which is the only place from which the entire system can be shut down. Cutting the power to any individual segment also triggers the alarm.

There are two gates in the inner perimeter. The gate on the road is a quite impressive affair of seven-foot high steel bars; it too opens remotely, operated from security headquarters, and is also covered by security cameras. The other gate gives the zombies passage to and from the fields. It is seven-foot high steel mesh with an electronic lock. This lock is on an automatic timer for the zombies' dawn and sunset processions. It can be overridden from security headquarters.

Local tree varieties grow in wild array, but there are signs of maintenance. Branches that grew out over the no-man's-land have been hacked off. There is no undergrowth, climbing vines or large deadfalls. Walking in this park-like setting might be pleasant were there birdsong, or any other sign of wildlife.

The inner perimeter is as described above. Trees growing close to the fence are pruned or felled. Leaves and falling sticks still set off the alarm on occasion. For that reason, security cameras are concealed at 20-yard intervals while the cover lasts.

All the Schreibachs save one lie in a gully plot close to the back of the house. Simple, weathered stones rise from the mown grass. This place is very well kept. Many of the graves are adorned with fresh flowers. A worn, earth path leads up to the manor.

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The brewery is a large, two-story building of red brick with a roof of wooden shingles. From the southwest corner of the roof rises a series of large, circular chimneys, with another huge chimney towards the back. At the southeast corner is a small satellite dish. Winches and barn doors mark the second floor, and deep-set windows can be seen at ground level. If the Cast Members are downwind, they can smell the yeast and malt. Close up, it is almost intoxicating. Inside the building, sun slants through the swirling chaff and steam. Brass fittings glitter. The slow steps of the workers make faint creaks on the wooden floorboards. Unfortunately, this is close enough to realize they are all corpses.

Only certain areas of the brewery are active at any one time; production occurs in stages. During the day, six zombies are in the brewery, their distribution depending on the stage. Some are always be scattered about cleaning, and maintaining. Like their brethren in the fields, they attack intruders on sight.

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The steeping tanks are large, stone vats that are filled from the well beside them. The barley is chuted into the tanks from the stores above and left to steep. Next to the tanks, the malting floor is where the steeped grain is raked out across mats and left to sprout.

The kiln is the base of the huge, single chimney carrying smoke away from the brick-lined fireplaces in the walls. The fires dry the sprouted (malted) grain that is spread on perforated wooden racks in the area. Once dry, the malted grain is winched upstairs to be aged. Any one fireplace is large enough to accommodate an adult human and the single chimney could conceivably be climbed. The wall isolating this section is double brick and the door has an ordinary lock that is seldom used. The key is hanging in the office.

The roller mills are also set below chutes, from which the aged, malted grain is released into huge, hand-operated wooden grinders. The resultant mash is caught in wheeled trolleys, which are run across to the mash kettles. This can be a very dangerous area. Here the mash is boiled in huge, brass kettles in another set of massive fireplaces; the base of the other chimneys. These chimneys are also possibly climbable by someone thin. The "wort," the liquid resulting from the boiling is strained out into hop kettles where more boiling takes place. Any of these kettles are large enough to accommodate an adult human. Pipes from the kettles run down into the brewing tanks in the cellar, but these are not large enough for anything over the size of a cat to climb down, even if the filtration grids are removed.

In the loading area, stairs run up and down to the second floor and the cellar. A floor trapdoor and a winch are used to raise the kegs up from storage. The trapdoor works, as do all winches and chutes in the building, by hauling very hard on a couple of ropes. The two, huge doors stand open during the day, but are barred and padlocked at night after the zombies have left.

The office is completely sectioned off by thick, wooden walls. The door is electronically locked with a keypad on both sides; only Josephine knows the key code. The office contains an old key rack, a small motorcycle and fuel tins, and a large metal pipe against one wall that is the cable conduit. The motorcycle is Josephine's, for use in case of emergency, and she has the only key. Stairs lead upwards to security headquarters/Josephine's quarters. At the base of the stairs is an infrared alarm that sounds above. The stairs are covered by a concealed security camera.

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The door to the largest room on the floor, the grain store, has an ordinary lock that is seldom used. The key is hanging in the office. The harvested grain and dried hops are brought here via the winches and kept in bins. Same for the malted grain, brought up from the kiln. Neat cords of timber, delivered from outside rather than taken from the estate woods, fill the rest of this area.

The stairs from the office come up into a small, empty landing. In the wall between it and security headquarters is a gun slot that can be used to riddle the entire landing with bullets. The door to security headquarters is deadlocked.

This room is the nerve center for the entire security operation. Its most notable feature is the two-wall desk containing the computer system and the monitors for the security cameras. It also contains monitors for the generator, and a map of the estate. Josephine keeps a loaded handgun taped to the underside of the desk. The windows are treated to be one-way, appearing black from the outside.

Josephine's quarters lead off security headquarters. They consist of bedroom, sitting room, kitchen, bathroom and gym, and all stink of cigarettes. She has every modern convenience, including hot, running water and satellite TV. All the windows are one-way. The decor tends to bright-three walls of the sitting room are hot pink, the fourth bright yellow. A board covered with bloodstained camouflage material hangs on the yellow wall above a bookshelf, forming a kind of altar. On it is mounted her military badges, including the insignia of the Duvalier secret police, and a machete. On the bookshelf, a skull sits cushioned by a black felt beret. The cammo and blood are hers. The skull is that of her first kill.

There is a large amount of salt in Josephine's kitchen and bathroom, most of it in brittle, glass containers. Most of the guns are in the bedroom.

Also in the bedroom is a secret door that leads out into the grain store. It is a lightly latched panel covered by a poster, and Josephine can fling herself through extremely fast. The door of the bedroom has an ordinary lock.

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The door to the cellar has an ordinary lock that is seldom used. The key is hanging in the office. The cellar is lit by electric lights.

The brass brewing tanks dominate the vaulted hall, dimly lit by ground-level windows. Vats set to the side contain the yeast plant. Once brewing is complete, the beer is barreled and placed in the storage area. In the far northeast of the hallway, next to the brick shaft of the well, is a wooden door that has been locked from the outside (no keyhole apparent in the cellar). This is an entrance to the passage leading to the true spring. Elsa reserves it for her exclusive use.

The generator that supplies electricity for the security system and Josephine's lifestyle sits behind a steel door with an electronic lock. The key code is known to Josephine and a live handyman/electrician (he came to help install the network and never left). In the further room, behind another, padlocked steel door are the drums of fuel.

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A one-story brick building with a shingled roof, it is completely empty. The zombies return here every evening, which is when and where Elsa and Josephine inspect them and take them off for either ritual maintenance or patrol duty. That there is a building at all is simply pandering to Elsa's delusion.

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