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Church of Eternal Life
Requirements: small to moderate group
This adventure is designed or can be modified for either Beyond the Supernatural or Nightbane. The adventure is designed for a small to moderate group and the adventure can be easily modified for various power levels but making the Villains more powerful or more numerous.
This adventure is designed or can be modified for either Beyond the
Supernatural or Nightbane. The adventure is designed for a small to moderate
group and the adventure can be easily modified for various power levels
but making the Villains more powerful or more numerous. The setting of
the adventure may also be varied to represent where the parties active
adventuring area is near. When referring to player characters, also include
NPCs that are part of the main group as well. Non combatant NPCs with the
group such children should not be included. Characters with astral domains
and really high powered characters may be too powerful for this adventure
and may be disallowed
It is suggested to use the Vampire from Nightbane as opposed to the
one from out of Beyond the Supernatural. This is due to the fact that vampires
are better defined and organized. Use rules for vampires in the Day from
Rifts: Vampire Kingdoms for information not covered in Nightbane. Also,
the following small modifications to the Vampires are useful:
- Not just crosses will effect vampires but any good holy symbol in
general. Evil holy systems should be decided by the Game master due to
the fact that many evil Deities do not oppose vampires. Holy symbols from
evil religions that oppose vampires should work. The problem is that the
person must have faith in whatever holy symbol they are using or it is
useless. An atheist waving a cross is a pitiful sight. This requires honesty
out of the players and discretion from the game master. Some vampires will
have the problem that they think the cross will effect them and that is
why a cross even held by a person who does not have faith will not effect
- Normal Water will not effect Vampires the way listed in the Nightbane
RPG book but they still cannot cross bodies of water on their own. Holy
water inflicts damage as listed for normal water in the Nightbane game
book. As and addition, vampire bites may be cleaned with holy water. When
at least one pint of holy water is used to clean a bit for either the slow
kill or the cleaning bite, the effects of the bite will be gone. The cleaning
does cause intense pain (as if being burned by acid) and the character
must save vs pain or pass out.
Adventure Beginning (Middle of the Night Breakdown):
The adventuring group is traveling and run into vehicle problems. This
can be an engine overheating, belt going, or anything else that will disable
the groups transportation. The group will be at or near a small city. If
the traveling vehicle is a small aircraft, allow the group to land at a
local aircraft. If it is a automobile, van, or other ground vehicle, have
the vehicle break down right next to a mechanics shop.
The city location is somewhere in Pennsylvania (Can be changed to any
area as long as it is hilly). The city should be large enough to have a
few shopping strips and a down town but no malls and a population of less
than 20,000. Buses only run to the city once a day to get to a larger city
and the city only has a small airport used by private aircraft and no commercial
flights on a regular basis so the ways out of the city are limited. The
group will get there in the middle of the night and there will be a presence
that makes any members of the group who are sensitive nervous. Other than
this, it will seem to be a standard nice looking small city. The group
will break down in an area that there is a small strip mall, a grocery
store, a older looking but nice cafe, and a hotel. No mechanics shops will
be open but they will be able to find a hotel that they can stay for the
night. It will be a decent but not extravagant hotel (Motel 6, Econo-Lodge,
or another similar hotel chain). The manager will look at couples that
wish to use the same room strangely unless they seem to be married. The
night will go on uneventfully, This is a good change to give the party
a chance to role play, worry about transportation, and pass a subtle clue
to the players. If a member of the group turns on a TV, have it go to a
news channel and have it about a local incident of someone being ripped
apart. The group will be able to communicate out via phone, internet, cellular,
or any other means but very little information will be able to be found
out about the town.
The First Day:
When the group gets up in the morning, it is assumed that they will
go somewhere to get something to eat. If needed, mention that they have
not eaten since the following day and that the mechanic shop does not open
When the groups goes to either a grocery store or at the local cafe,
they will hear two people discussing the fact that there seems to be lights
and strange noises near the church on the hill in the middle of the night.
Also have them discuss a few recent disappearances. If a group member tries
to get closer to listen or comes up to ask them a questions, they will
stop talking and not answering any questions. In the store or at the cafe,
there will also be missing person signs, far more than might be expects
from a city of this size. The food will be good and inexpensive at the
When 10 am rolls around, the mechanic shop (either auto or aircraft)
and the group (or at least one member) should go to check on their vehicle.
The mechanic is older and seems both friendly and honest. He will get to
work on the vehicle right away and within a hour will tell what they problem
is. It will be a part that will moderate costing but not in stock and will
need to be ordered from out of town and will require about three days to
get. Aircraft repairs will by general nature be more expensive then automotive
repairs will will b reasoable for an aircraft. If asked about the situation
with all the disappearance, he will give the answer that he does not know
bt will also warn them not to ask too many questions. He will be very nervous
through all of this.
If the group is short on funds to stay at the hotel or to get the vehicle
repaired, arrange for them to see that work is available to load trucks
or other type of labor. The money will not be great but will be enough
to pay for the repairs and/or food and hotel bills. This should not be
a major problem is the group is traveling by aircraft. Various items can
be used to keep the group busy and entertained as well. In the Strip mall
there is an interesting clothing store, a video store, sporting goods shop,
a pet store, a book store with some new age material, an esarteria shop,
to keep the group busy. Have several people also talk about going to evening
mass at the Church of Eternal Life but make some reason for the group not
to be able to attend this night.
The Second Night (The Mummy and Zombie Attack):
Have the group prepare to go to bed from the night when they hear a
pounding on the door and some strange noises. At this point in time, they
will discover that they are under attack by mummies and zombies. Have one
to two mummies or zombies for each relatively normal character and two
to five mummies or zombies as needed for each supernatural (Nightbane for
example) character in the party. Zombies can be armed with pistols but
should be cheap weapons in general. The party should be capable of defeating
them but it should make a lot of noise and damage. Any surviving zombies
or mummies will attempt to drag the parts of their pak away so that there
is no evidence to be found. The police will not come unless a member of
the group calls and the police officer will try and convince the group
that nothing occurred. The manager of the Hotel will apologize about teenagers
attacking them and if their room is damage, he will offer to change them
to another room for free.
The Second Day:
The rest of the night will go on without incident. When the group goes
to breakfast, either through going to the cafe or arrange a meeting in
the hotel. The person they will be met by will a very distinguished looking
gentleman with grey hair and eyes wearing a grey business suit.. He will
great the group warmly and after having a long and interesting conversation
with the group will tell the group that he is a Deacon at the Church of
Eternal Life and that they are invited to come to the church. He will also
give them a business card with a phone number so they can catch a ride
to the church if needed.
After they get moving, try and get the group into the bookstore or the
esoteria store. If there is an NPC in the group, have the person have remembered
a book they want to get and drag one or several members of the group into
the bookstore. A different attendant will be there that day. An older strange
looking lady that dresses in unusual robes and beads much like a gypsy
fortuneteller without the hat. If a member of the group is Wiccan or similar
religion, this is the best person to have the lady talk to. She will grab
this person by the arm and try to get them to go to the back of the store.
She will also warn them that they are in danger and that she needs to tell
them something to save their life. If she can get them into the back, they
will discover that the area is a hidden secret sanctum and has mystical
tomes lining the wall and a crystal ball in the center of the room. The
floor is a deep carpet and the walls are of dark wood.
She will then tell a story "About two years ago, a preacher came and
established the church of eternal life. Where the church is now used to
be the house of the richest man in the town. Thomas Jones was very sick
and was on his death bed from cancer when he said that he could heal him
if he would convert to the Church of Eternal Life. Thomas accepted and
three nights later he left the hospital fully healed. The house was rebuilt
into a church over the next few months and a flock was quickly gathered
for the church. The preacher has said that he guarantees eternal life and
he will even give prove of it. Vast donations were given and people were
converted that would seem unlike to ever become members of the church.
It seems that any person who goes into the church comes out as a true believer
or never comes out again. It does no good to tell the police because they
seem to not care. Many have and they seem to all disappear within a few
days. The only things I can figure is that some type of creature tat has
powerful abilities to control has been taking many citizens under its control
and I believe it is living in the mansion. Expect danger if you go to the
mansion. I have a final area that might interest you. A women from outside
the town has joined the church. About eight months ago, in fact. Soon after
she arrive in this city and joined the church, I saw some things that are
very disturbing to be. It started when some fresh graves being dug up and
I have seen wandering dead creatures. She appears to be some type of powerful
mage with the dead. This women has black hair with almost black eyes. While
men might consider her attractive, I have been near her once and she stunk
of the grave."
The Third Night:
If the group decides not to go the Church, attack them with another
group of Zombies and Mummies but increase the number of attackers or increase
the ratio of Zombies to mummies. Also, arm the Zombies slightly better.
Two of the Zombies should be armed with TEC-9 automatic pistols. The resolution
should be much like it was the second night. Each night additional that
the group is in the town, attack the group with more powerful groups of
Zombies and mummies.
The Church of Eternal Life:
Eventually the group will end up going to the church, either invited
at night or during the day to investigate the church. The "gentleman" that
gave the group the business card wil drive them out to the church at dusk
but during the day, it is harder to get to the church. The group can attempt
to steal a car or hitchhike. The church is about two hours walking if they
go that route. The church itself is a handsome granite mansion the looks
to have been constructed in the late eighteen hundreds. The building does
look to be a church but does not have any holy symbols on it. The church
has a few hundred acres of land that were original the owner's of the mansion.
The church itself is close to a ley line and there is a nexus point on
the church property. This area is used by the mage to boost her magical
energies to create mummies and zombies.
The Master Vampire does not allow wild vampires and will punish secondary
vampires if they produce another secondary vampire without his permission.
In the case of Wild Vampires, the master has them destroyed due to the
fact that they are too disruptive. If a secondary vampire angers the master
vampire, he will lock them up for several days without being allowed to
feed. As might be expected, Thomas Jones is a secondary vampire. Many of
the other secondary vampires are important members of the community. There
are two night police officer and a coroner that are secondary vampires.
The number of vampires in the game is decided by the player group size.
There will be only one master vampire but there will be one secondary vampire
for each "normal" player character and two to four secondary vampires for
each "Supernatural" player. The numbers should be judged by the power level
of the characters. In addition, the master vampire has two female human
servants (twins) that are his lovers which they hope in the future he will
turn them into vampires as well. They are very attractive (PB 20), tall
with blond hair and blue eyes, and innocent looking although they will
try and harm the group as well. They do not have hand to hand skills so
their combat skills are limited but they are easy to misjudge. They will
pretend to be in need of rescue but try and trap the group. The female
mage is actually a Necromancer and specializes in the controlling of the
dead and she has collected quite a group of Zombies. Mummies, and animated
dead. While she is also attractive, she does not have the innocent look
of the twins. She has a very ruthless way of using animated dead. She straps
them with explosives and has them pull pins on grenades that they have
strapped around them when they grab people. When used in this fashion,
they have a horror factor of 12.
The church is in virtual complete control of the town. The master carefully
uses his and his secondary vampires ability to create bonded human servants.
These include the city's mayor, chief of police, several other police officers,
a lawyer, and many others. The managers of the hotel that they group is
staying on are also included on this list. In combat with the party against
vampires, if minions are present, the minions will attept to help the vampires
by trying to remove holy symbols from player charcaters. Through careful
selection, people going through the town and people who are not likely
to be noticed are selected as victims to feed the church.
During Night time:
This is when the church is at its most dangerous. All of the Vampires
will be awake along with many of their servants. The whole church will
be well lit up and look very cheery but characters who are sensitive will
be very nervous. The main hall will be fairly full and the people will
be a mixture of Secondary Vampires, Bonded Human Servants, Humans who wish
to become vampires themselves, and victims. Sometimes the third group will
become the fourth. They 'acolytes' of the church will try and break up
the group into seating in various places so that they cannot work togther
but will not force anyone. The church services will begin (if the group
stays there) praising their lord (while the words are unusual, the words
are enough like what might be expected in a normal church service not to
raise suspicion. They will refer often to the Lord which they are not referring
to the Christian God but in fact referring the vampire intelligence. The
master vampire will then arrive in what looks like holy robes but with
no holy symbols. He will refer to everyone having a feast after the sermon
and will begin a sermon (no bible passages though) about how his lord will
give eternal life. The sermon will end with a meal prayer thanking the
'Lord' for the bounty that the church will receive and the vampires will
unmask themselves. The master vampire might select attractive females for
himself and try to take them to his personal lair. The players will be
out numbered by vampires and human minions and they will have two options.
The first is to run. There will be some fighting but the Vampires are also
occupied by their other victims. As they retreat, attack them with some
vampires and zombies, mummies, and animated dead but allow them to get
away if the players are intelligent about trying to get away. The other
option is to fight them. Players that are good tacticians and well equipped
may be able to survive but the odds will be against the group in most cases
standing and fighting. The best option in most cases will for the group
to make a retreat and come back.
If the group does survive the encounter and get away, they will discover
that their vehicle and rooms was destroyed while they away from them. The
mechanic will be very frightened and found cowered in the bathroom his
shop due to the fact of being attacked by Zombies and Mummies. The group
will find that all weapons and ammunition that they left will either be
destroyed or taken. Holy symbols and anything else that would be useful
against vampires will be taken as well. The attendants will not be at the
Hotel and if the player characters try and stay at the hotel, they will
be continuously attacked by mummies, zombies, and animated dead. The vampires
will not risk themselves unnecessarily.
While going into the Church during the daytime is safer, there are still
dangers. Any shots or other loud noises will put everybody in the church
on alert and minions outside of the church will begin to arrive as soon
as 15 minutes and all minions will be at the church within 30 minutes.
Depending on how the situation is going, the minions in the police force
will also bring in other police officers. The Master Vampire posts several
human servants to defend them while they are sleeping. The servants will
be armed with firearms and one of them will be one of the Police Officers
that they have under control. He/she will also be of fourth level and will
have his firearm skills higher than the others. The women Necromancer while
she normal sleeps during the day, she can operate normally during the day
Rooms of the Church:
Most of the room are fairly standard and are bedrooms and classrooms.
The classrooms are there to make the building look like it really is a
church. The floors of all the rooms are hardwood and the building internally
is well constructed. All windows are either boarded up or are covered with
very thick curtains to prevent sunlight from entering although the vampires
do not wander around the rooms during the day and it is mainly a precaution.
Some of the bedrooms will be occupied by human minions and the number will
be based on the party size as listed. The amount of human minions that
stay at the "Church" should be about 1/4 to 1/3 of the human minions that
the vampires have. Only one vampire sleeps outside of the basement area
and that is the Secondary vampire Thomas Jones.
Back Storage Room:
This room is entered though a door behind the curtains that are themselves
behind the altar. The room is filled with all sorts of items including
carpeting, religious decorations, and all sorts of identifiable and unidentifiable
items. The stuff is put in the room haphazardly and it is impossible to
see the area of the trap door from the entrance. The room is dusty but
the floor is swept which will keep people form being able to see if there
are tracks. A success tracking roll will reveal that there is a large amount
of traffic going through this room.
The Master Bedroom:
This is the only room that a Vampire sleeps outside of the basement
areas. This is the room that the secondary vampire Thomas Jones sleeps
at. It is expensively decorated in black fur and silk. Much of the furniture
is antique and is worth a fortune. In his room, he also has some Jewelry
and old coins of high value (about 200,000 market value). While this upstairs
room had windows, they are covered on the inside with boards that are painted
black. It will take a person without supernatural strength about 10 minutes
to pry the windows open with a crowbar. If given a chance to escape, he
will retreat to the buildings basement with the other vampires.
This upstairs room has bare wood floors and the walls are lined with
book shelves. The room has various tables around the room. There are no
books in this library that are magical tomes and no book in the library
dated after 1979. Mr Jones was not a big reader and book the books to decorate
his library and make himself look like a learned man.
The Rooms of the Necromancer:
The necromancers rooms are also upstairs. She had a door made between
two bedrooms and uses one as a bedroom and the other as her Lab. All of
the doors to her rooms are enchanted with mystic alarms so she will be
warned if anyone tries to enter her room. None of the human minions or
vampires are allowed in her rooms.
Her bedroom is done in black silks and there are no items to suggest
necromancy in the room. She has a large wardrobe of clothing and she also
has several thousand dollars worth of Jewelry. These were taken from the
various bodies she has animated and chopped up for other uses. The room
is scented by incense but a creature with acute smell will be able to smell
death from the next room.
He lab looks very different that most of the rooms in the house. It
looks much like a coroners room. The walls are white painted and the floor
is terrazzo. The room contains several stainless steel tables and in the
back of the room are two large freezers. Her lab contains many body parts
(which is what the smell is coming from) as well as spell components lining
tables and shelves. The room contains books which includes both magical
tomes and books about anatomy and similar subjects. The floor has several
magic circles inscribed on the floor. As might be expected, the freezers
are full of human body parts.
Main Basement Area:
Upon entering the stairs to get to the basement, two smells will assault
the groups sense of smell. One is of the rotting of flesh and the other
is of acid. The basement is actually several rooms without doors dividing
them and as soon as the main room is entered, it can be seen that the room
is filled with dead bodies with many being in various stages of decomposition.
This room is the main storage area for the necromancers dead and animated
dead. The mummies and zombies that attacked the group came from here. The
floor of the room is concrete but is covered by a lot of dust and decayed
materials from the dead body. There is also a small chance of finding pieces
of jewelry from dead bodies that were missed when they were pulled from
the grave. The smell of acid comes from several vats of acid used to destroy
bodies. Also located in the same area is the mansions water heaters.
Some of the dead bodies are in reality Zombies and Mummies. Have one
zombie and two mummies for each normal player character and two zombies
and four mummies for each player character that is supernatural. The were
given instruction that even if the Necromancer has been killed or disabled,
the zombies and mummies will attack the group. If the necromancer is still
alive and knows what is going on, the group will also be attacked by animated
dead with one in four being strapped with grenades. The attacks should
be made in stages because the Zombies and Mummies are scattered through
the rooms and will take time to get to the player character and they can
retreat to the trap door so they only have to deal with a few at a time.
Animated dead will come last due to the fact that the necromancer needs
time to animate them.
In on corner of the center room is an area of floor which is not covered
by bodies or body parts. If looked at carefully, it will be noticed that
there are cracks all around one area of concrete. Through more careful
looking, the group will find a lever on one side of the door which opens
the door a crack. The door will then require a strength of 20 supernatural
or 50 non supernatural strength (several people can combine) and will loudly
shreak when opened.
The trapdoor opens up into a long tunnel that seems (and is natural).
These tunnels were used by the original owner of the house as wine storage
and both whole and broken bottles and casks of wine can be found. The unbroken
containers have long become vinegar but the bottles are old with some dating
from the 1890s and the newest being around 1920. The tunnel winds into
the hills for about eight hundred feet.
Near the end of the tunnel, coffins can be seen to line the walls. Most
of them are very new and of high quality. If the coffins are stripped of
their decorations, the fixures would be worth about 40,000 dollars. These
are the resting places of most of the secondary vampires. If the vampires
have been warned and it is during the day, all of the secondary vampires
will be ready for a fight although lithargic. They will use firearms and
other weapons as well although most will fight in hand to hand combat.
During the night, the room will be empty. If they have not been warned,
this will be a good chance for the party to catch the vampires as they
are sleeping. Some of the coffins also contain valuables the vampires owned
while they were alive.
At the end of the tunnel is a door that seems to go to a very unusual
This is the rooms the master vampire sleeps at. What will be noticed
first by the group is an octagon corridor with stone walls that simply
goes from the entrance and them back to the entrance. In fact, the corridor
surrounds a room that is also octagon in shape. The way into this room
is through one of four secret doors. These doors can be found by noticing
the slight cracks in the wall. The group will then enter into the main
room. The floor is lined with black and red marble tiles and there are
two large coffins made of white marble with silver fittings in the center
of the room. The two coffins are about four feet away from each other.
Lining the outside walls of the room are stone statues. Four of them are
guardian stones that will attack anyone entering into this room. The coffins
are in reality decoys or they may be planned for the two women if he decided
to turn them into vampires. The coffins are well decorated in silk and
satin but neither contains a body.
The real resting place of the master vampire is under the floor between
the two coffins. There is a very well concealed secret door (-20% to detect)
in the floor which leads to a relatively large room which is the sleeping
location of the master vampire. During the day, both he and his twin human
lovers will be down here. This is incase his secondary vampires do not
succeed and he does not expect this chamber to be discovered. His plan
is to escape in the night to find a new place to go. If found, he will
try and fight and so will the two women. They will use 9 mm Barretta pistols
but do not have hand to hand or weapon skills so the main danger will the
master vampire. The room wall are covered by dark oak paneling and the
room looks for the most part like a standard master bedroom.
[Beyond the Supernatural ® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
[Nightbane ® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (Kitsune@vabch.com).
Copyright © 2000, Kitsune. All rights reserved.