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Golgotha Metal Festival

presents

L E
U B E!
DO TUR
E A
F
Monster of the Week
Double Feature:
Zombiefest + Zombiefest 2
Mysteries
Michael Sands

Illustrations
Zombies: Daniel Gorringe
Cover, bystanders: Juan Ochoa
Maps: Michael Sands

1st Edition
Generic Games 27 August 2019
Introduction
I wrote Zombiefest as a bonus for the original Monster of the Week crowd-funding campaign back in
2012. It was provided to the supporters in a bonus collection of mysteries. Zombiefest became one of my
standby convention games for demos.
It’s a pretty straightforward one-shot. Everyone knows what a zombie outbreak will be like, and the fact
that these are not your traditional Romero-style zombies adds some extra spice.
After I’d played it a few times at different cons, I had some players return. I thought a fun conceit would
be to return to the Golgotha festival for a totally different not-quite zombie outbreak. That’s Zombiefest
2.
In an ongoing campaign, play the first and then return to Golgotha Fest after a year (or more) has passed
for the hunters. At conventions, run Zombiefest one time, then Zombiefest 2 when you next attend, or
take two slots and do them one after another.
In any case, have fun and remind your hunters to remove the head or destroy the brain (yeah, it won’t
work in either mystery, they’ll just have to deal with that).

Threat Moves
Under each of the threats I’ve listed a few moves. These are just quick prompts for you to use (rather
than fully written up custom moves). These should be used in addition to your regular Keeper moves
and the threat moves associated with their type. These moves are specific, individual extra moves to help
make them more individual and prompt you as you play.
Thanks to Bryanna Hitchcock for this concept.

1
Zombiefest
Overview
Zombiefest

A heavy metal festival—Golgotha Metal Fest—has an outbreak of flesh-eating revenants after a


necromantic ritual is performed on stage by the band Celestial Laceration, who thought doing “a real
magic spell” would be cool.
The revenants are from nearby burial grounds, called to unlife by the (amplified) ritual. If it suits your
setting, put the festival an old battlefield or similar site for additional revenant flavour.
Although the undead appear to be zombies, they’re not. They are spirits from another dimension
controlling dead bodies. The spirits do not just to eat people – they will soon switch to opening a portal
to bring more of their kind into our dimension.

Hook
Place the Golgotha Metal Festival close to the hunters’ base, or their current location, somewhere the
hunters can get to in an hour or less.
Possible hooks:
• The hunters hear news reports of a zombie flash mob at the festival, which turned into a riot
(complete with zombies, biting, and death). The journalists won’t talk about “zombies” of course, that
would be silly, but they will repeat what witnesses are saying.
• An attendee who knows the hunters calls them directly as soon as the revenants attack with the
message: “Zombies are attacking us!”
• The hunters are already at the festival when the attack begins (perhaps as fans, perhaps investigating
something or someone else).

Countdown
Day Revenants kill and eat many people at the Golgotha Metal Festival to build up
necromantic energy.
Shadows Revenants start strangling people and taking the corpses to the Golgotha stage.

Sunset Revenants conduct a ritual to summon more spirits and animate all corpses at the
Golgotha stage.
Dusk Revenants attack and overwhelm the quarantine, then split up and spread.

Nightfall Revenant outbreaks in the region, each leading up to big portal ritual.

Midnight Revenants kill everyone on Earth and the spirits hunger for life on other worlds.

2
Investigation Notes
At the beginning ofthe mystery, the hunters will encounter the police quarantine. The emergency
services don’t really know what’s going on (terrorism? plague outbreak?) but have decided to keep it
contained in the festival grounds for now.
Once inside, most people the hunters meet refer to the whole thing as a zombie attack.

Zombiefest
The hunters will notice that only a few of the revenants are reanimated metal fans. The ritual affected
those who were already dead–that meant corpses from the burial ground in the nearby historic park. The
revenants then walked to where the ritual was enacted.
As the hunters explore the festival, there’ll be a lot of revenant attacks and they’ll meet a lot of people.
Let someone tell them about the Celestial Laceration magic spell gig soon. From there they can start
working out what’s happening and how to stop it.
The revenants are not well-known creatures from folklore, so general research will not reveal much.
However, as soon as the hunters have a few specifics about their habits, research may be able to find
isolated references to similar outbreaks in history. If they get hands on the spellbook then these clues will
be much easier to connect together.

Fixing The Infestation


There is no single monster driving the attack. Instead there are lots of flesh eating revenants, each doing
their own thing but working towards their overall goal: to kill every living thing in this dimension.
There’s no number of revenants listed; use your own judgment as to how many the hunters encounter.
The only rule is that there are way too many to destroy one by one (and more are being summoned as
time passes).
Likely ways to deal with the revenants are:
1. Kill every last one. This probably involves convincing the cops to bring in more force (perhaps the
army). Some hunter teams might be bad ass enough to take them all out alone, but that’s a lot of zombie-
fighting.
2. Banish the spirits out of every revenant one at a time with use magic. Like killing them all, this is a
hard and long job.
3. Do a big magic ritual. If they get the grimoire from Celestial Laceration, it contains the formula. The
banishing ritual requires:
• To be cast at a particular place: the center of the revenant infestation. This happens to be the festival’s
main ”Golgotha” stage (see point T on the map, below).
• Seven people are required to take part. The hunters will need to convince some metal fans or band
members to help (don’t make this too hard – many of these people think fighting zombies is cool).
• The ritual requires that the participants chant and drum a special rhythm for a few minutes.
• All revenants that can hear the chant and drums will be banished back to their original dimension
(this means the hunters need to use all the amplification they can!)
Be open to other plans the hunters come up with, but these are the basics to fall back on.

3
Threats
Police Quarantine
Location: Prison (motivation: to constrain and prevent exit)
The police have quarantined the area until they know what’s going on, and they’re slowly letting people
Zombiefest

out through their roadblocks, where they are checked and taken to a hospital for observation.
None of the revenants have any desire to leave (yet), so the authorities have seen no cases of the “disease.”
Just people with bites and torn flesh.
There are two roads, both blocked by the quarantine. There are ambulances and paramedics to deal with
the suspected “rabies cases.”
A forest nearby allows escape without getting bothered by the cops, if the hunters are careful. Some fans
have fled this way.
On the map: R.
Moves
• “Hey, you can’t go through there!”
• Be suspicious.
• Send these weirdos to the sergeant.

Sergeant Amy Nanaumi, Police Officer In Charge


Bystander: Innocent (motivation: to do the right thing)
The hunters are going to have to get past her before they can do
anything useful. If they provide any plausible explanation to get into
the quarantine zone, she will let them.
She’ll also help out any way that will make a difference. If the hunters
provide evidence that what they’re asking will save people, or be a
way to control the situation, she’ll go along with it.
Moves
• Make them explain what they’re doing.
• Reluctantly go along with a plan.
• Bring in a bunch of emergency responders.
• Give the hunters a radio to stay in touch (if they earn it).

Near The Festival


Location: Fortress (motivation: to deny entry)
The area around the festival grounds is a mixture of farms and parks. The festival itself is fenced and
quite secure, in order to prevent access by folks without tickets.
With the chaos currently inside, the festival security are in a state of confusion, but they’ll still try to
prevent any attempts by the hunters to jump the fence. The hunters can go in the front gate if they buy a
one-day pass.
Moves
• “Hey! You can’t go there!”
• Sell them a ticket (at the gate).
• Security notices you.
• Getting over or through the fence causes a ruckus, or leaves signs of your passage.
• [Near the historic national park] Revenant attack!

4
Golgotha Metalfest
Location: Maze (motivation: to confuse and separate)
The festival has been going for two days, so the place is a muddy mess of tents, stages, caravans, portable
toilets, and merch stalls. Plus there are intoxicated metal fans, scared metal fans, metal bands, festival
staff, and revenants all running around.

Zombiefest
The revenants can be found anywhere in the festival area, but as time goes on they will tend to
congregate at the main stage more and more. The map, below, shows areas that revenants will be found
early on with a V.
Approaching from the road, there’s a car park, then the ticket check at the main gate. It’s in a rural area,
with a forested national park nearby. The festival area itself is converted pasture land, with some recent
tree planting to give the venue a more park-like feel.
Moves (these can also be used in the individual areas below):
• Meet one of the named bystanders (see below).
• Meet some confused and worried festival-goers.
• Meet some terrified festival-goers, fleeing a revenant.
• Find signs of violence and death.
Locations Within The Festival
The festival includes a number of locations with their own specific type and details (listed below). There
are also a few points of interest noted on the map which aren’t specifically covered, they use the festival’s
general Maze type.

The Stages
Location: Crossroads (motivation: to bring people, and things, together)
The main Golgotha stage is right in the middle and three secondary stages (Darkest, Inferno, and
Eldritch) are spread across the grounds. There are lots of fans in the stage areas, and the revenants are
centered on the Golgotha stage where the ritual occurred.
Moves
• [Golgotha stage] Meet Celestial Laceration.
• [Golgotha stage, mostly] Revenants!
• [Eldritch or Inferno stages] A band is still playing (they didn’t notice the chaos).
• A group of folks getting their breath back after fleeing from a revenant.
Prep Areas (Staff and Artists Only)
Location: Hub (motivation: to reveal information)
These areas have caravans for staff and bands, mainly close to the stages. Filled with bands, managers,
roadies, gear, and the odd revenant. This includes the festival office, near the main entrance.
Festival staff and bands can provide fragments of information based on what they have seen, but nobody
has a full view of things yet. There’s lots of second-hand reports floating around too, with very little
accuracy.
On the map: B.
Moves
• [Behind Golgotha stage] Celestial Laceration having a whispered discussion about what just
happened.
• Band members and festival staff hanging out, either talking shop or getting things ready for a set.
• A fan hiding in a quiet corner after escaping a revenant.
• Someone tells them to keep out. “You need a festival staff badge to be here!”

5
H. Merch Stores Q. Machinery & Equipment
Festival Map (Keeper Version) I. Food Stores R. Police Road Blocks
A. Entrance
J. VIP Area S. Celestial Laceration’s Van
B. Staff and Artists Only (Prep
K. Bars T. Revenant Ritual Site (later in
areas)
L. Camper’s Bathroom Block the mystery)
C. Toilets
M. Camper’s Kitchen U. Historic Grave Site
Zombiefest

D. First Aid and Emergency


N. Chill Out Zone V. Revenant Prone Area (at the
E. Information
O. Family Zone beginning... later, everywhere).
F. Meet the Bands
P. Staff & Artist Parking W. Torn Fence
G. Official Festival Store

Historic
National
Camping Zone U Park Park
Camping
S Area
M B V
Inferno
V Stage W
L Golgotha Stage V
B T
K C
K V
V
Darkest
Stage H
I J N
C
G
O C
E F
D
C Eldritch
P Stage B
I
Q B

A
R Car Park
R
Virgil Greenvale
2km 6km

Golgotha Metal Festival


Main Entrance

6
Camping Zone
Location: Wilds (motivation: to contain hidden things)
Many fans can be found here. Some tents have collapsed in the panic, or just from late night partying.
Moves
• Some folks packing up. “We’re leaving. I mean, there’s zombies!”

Zombiefest
• Some folks just chilling out in their tent. No zombies here, right?
• [Later on] A revenant is hunting.

Food And Drink Stalls


Location: Crossroads (motivation: to bring people, and things, together)
A lot of people gravitate here even in the confusion. You still need food and drink, right?
Revenants may be found here, hunting, especially close to the Golgotha stage.
On the map: I and K.
Moves
• Any bystander could be here looking for something to eat.
• Hey, that looks delicious.
• Folks having a drink to chill out after escaping a revenant.

Merch Stalls
Location: Wilds (motivation: to contain hidden things)
These are densely packed, with narrow paths between and plenty of places to hide. Available for purchase
are: clothes, jewelery, music gear, rare vinyl and cds, tattoos, custom leather-work, and every-day-carry/
outdoors gear.
On the map: H.
Moves
• Jonathan Golodner’s “Metallishirts” merch stand. Mainly clothes, plus assorted other stuff.
• A bystander, trying to elude a revenant.
• Hey, that’s a cool shirt/rare vinyl release/signed photo/poster.

Meet The Bands


Location: Hub (motivation: to reveal information)
A tent for meeting bands and getting photos and autographs. There is a band here–Star of Wormwood–
but they will leave if things get freaky. Fans are queued up to get items signed, regardless of danger.
On the map: F.
Moves
• When the hunters first come here, Jeff Gross from Star of Wormwood is here. So is Diane Marr, who
is a super-fan.
• A band member brushes off the hunters as if they are annoying fans.
• “Hey, did you see Celestial Laceration’s set? They did like an actual ritual. Cool.”
• Hunters may get something signed, or a photo with an artist, for just a few bucks.

7
Flesh-Eating Revenants From Another Dimension
Start as... Monster: Beasts (motivation: to run wild, destroying and killing)
Later on... Monster: Destroyers (motivation: to bring about the end of the world)
The revenants are animated corpses possessed by hostile spirits from another dimension.
At first the revenants grab people to eat them, which provides necromantic energy for their magic.
Zombiefest

When they have enough energy, they start strangling people and taking the intact bodies to the Golgotha
stage instead.
Then they use a ritual to summon more kindred spirits to inhabit the corpses. They repeat this process
until all sapient life in this dimension has been devoured. This will take a while, but they are patient and
methodical.
The first batch of revenants rose from the old burial ground, and are corpses that died a long time ago.
They are dressed in their grave clothes (or what’s left of them). Some are skeletal, others mummified. As
time passes, more and more festival staff and attendees will be possessed, so some revenants will appear
to be regular people, although up close it is apparent that they are no longer alive.
Powers
• Magical Sinews: The revenants are held together by magic. They are immensely strong and fast.
Hunters take -1 ongoing going against revenants in pure strength or speed.
• Portal Ritual: If 13 revenants get enough energy by devouring the living they can create a portal to
bring more spirits from beyond. These will possess all corpses within the portal area (about 20 square
meters).
• Not Really Alive: Dismembered parts continue to move and attack. They’ll try to get back together,
and re-build a body, if they can. Any body part will do.
Attacks
• Grab 1-harm hand grabbed. After a grab, devour or strangle.
• Devour 2-harm intimate slow grab-needed
• Strangle 4-harm intimate grab-needed.
• Armour
1-armour (magically toughened corpse).
Weaknesses
• Total bodily destruction (by fire, acid, etc).
• Magical banishing (the spirit is sent back beyond, leaving a dead body).
Harm capacity
7 each.
Moves
• Relentless pursuit.
• Attack and devour someone.
• Strangle and drag to the ritual site.
• Summon evil spirits from beyond.
• Hate all life.

8
Zombiefest
Celestial Laceration
This is the band that invoked the creatures on stage. Oops! Almost anyone can tell the hunters that this
band “Did, like, an actual magic spell from a, like, old, ancient tome!” Not just that, it happened about an
hour before the “zombies” arrived.
Celestial Laceration are a four piece band, known for their slow, sludgy beats and songs about magick.
The band begin the mystery hiding out in their caravan behind the main stage.
The members are:

William Freesh
Bystander: Victim (motivation: to put himself in danger)
Guitarist and singer. He’s big, with a thuggish look. Despite the look, he’s very smart (with a degree in
Literature: he mainly studied poetry).
He found the spellbook (and still has it). He does not for a moment believe his spell could actually be the
reason for what is happening, “Seriously? Nah, magic’s not real. No way.”
Moves
• “It’s not my fault!”
• “Okay, maaaybe it’s my fault.”
• Hand over the tome.

Chris Silverman
Bystander: Innocent (motivation: to do the right thing)
Bass player. Epic long hair, standard leather jacket. Lives in the moment, and pragmatically deals with
whatever is happening. Suspects this whole mess was their fault, but is trying to tell himself that’s just
foolishness.
Moves
• “It’s probably not our fault, right?”
• “I guess we better try and fix things?”
• Help out however he can.
9
Russell Smith
Bystander: Victim (motivation: to put himself in danger)
Drummer. Quite possibly the hairiest guy in the world. Wears a singlet, shorts, and sandals under all
circumstances. Willing to try anything, and is not known to have ever feared trying something no matter
how dangerous it looked. If the hunters suggest the band help them out, he will happily join in with no
Zombiefest

concern for danger (this makes him a very hazardous “helper”).


Moves
• “This is pretty fun, huh? Just like being trapped in a horror film!” [throws horns]
• “Let’s kill some zombies.”
• Charge into danger with no regard for anything.

Ryan Senecal
Bystander: Witness (motivation: to reveal information)
Guitarist. Dreadlocks, huge boots, otherwise pretty regular casual clothes. Quite self-absorbed, can’t talk
about zombie assaults (or anything) without bringing it back to his own experiences. Has begun thinking
about either taking over the band front role from Freesh, or starting a solo career.
Yes, he’s noticed the “zombies,” too. He just doesn’t care that much.
Moves
• Talk about guitar stuff.
• “Were you here for our gig? I think the lighting guy was trying to keep me in the dark.”
• “Zombies? That’s stupid.”

Chris Faczek
Bystander: Victim (motivation: to put himself in danger)
The manager. Stoned and quickly getting himself higher, not really coping at all. Wears a t-shirt and
jeans.
Will not deal well with being asked questions, zombie attacks, being moved, or—ultimately—any event
at all.
Moves
• Take more drugs.
• Offer drugs to others.
• Be nervous.
• Totally freak out.

Jonathan Sims
Bystander: Helper (motivation: to join the hunt).
Roadie. Sunny disposition, even now. Ace of Spades shirt. Has a handgun in his luggage, and wants to get
it as soon as possible.
No matter what happens, remains optimistic.
Moves
• “I have a gun!”
• Shoot zombies.
• “I’ve seen worse.”
• Outlandish and terrifying roadie stories.

10
Fans, Metallers, And Crew
Here’s a quick selection of people the hunters might meet in the course of their investigation.

Jeff Gross
Bystander: Victim (motivation: to put self in danger)

Zombiefest
Bass player in “Star of Wormwood”. Extremely tall. A stoic attitude - takes things as they come.
Moves
• “Hey, what’s this?”
• Run from zombies.

Jonathan Golodner
Bystander: Busybody (motivation: to interfere in other people’s plans).
Runs a merch stall called “Metallishirts.” Looks totally straight.
Moves
• “Want to buy a shirt?”
• Pass on a rumour.
• Give advice on how to “properly” deal with zombies.

Valeria Ghiran
Bystander: Helper (motivation: to join the hunt)
Fan. Dark purple streak in hair, black leather and studs. Has armed
herself with a crowbar: she takes no crap from anyone, dead or
alive.
Moves
• “I’ll help.”
• Smash some revenants.
• “Don’t patronise me, you piece of crap.”

Joe Kenworthy
Bystander: Witness (motivation: to reveal information)
Security guard. Badge on lanyard over a Megadeth shirt.
Moves
• “This is weird, huh?”
• Pass on a rumour, or reveal something the security team have encountered.
• Nightstick beat-down.

Steven Grothe
Bystander: Victim (motivation: to put self in danger)
Fan. Middle aged, family man as well as metaller. Looking for his teenage son, Ed.
Moves
• “Have you seen a kid called Ed? He’s 15.”
• Run off looking for Ed.
• “Argh! A zombie!”
• Report on what just happened somewhere nearby.

11
Robert Getty
Bystander: Witness (motivation: to reveal information)
Singer from SkullAsh. Dressed in his stage costume: bone armour
with skulls, spikes, shoulder pads. He is easily mistaken for a cheesy
necromancer.
Zombiefest

Moves
• “I’m not a zombie!”
• “What? No, I’m not a necromancer either.”
• Reveal what just happened nearby.
• “Look, here’s what I saw...”
• Run (awkwardly) from zombies. The costume isn’t made for this.
• Hit a zombie with his costume sword. It’s foam, not metal.

Alan Decker
Bystander: Official (motivation: to be suspicious)
Security guard/biker. Wearing tight security company polo shirt over immense muscles.
Moves
• “Who the hell are you?”
• “You can’t go there.”
• Report facts.

Amy Kane
Bystander: Victim (motivation: to put self in danger)
Drummer from Skeletal Crone. Heavy tattooing. Does not like
taking advice from so-called “monster hunters.”
Moves
• “Shut up! I’m hungover and tired and I don’t need this shit.”
• Ignore advice.
• Be grumpy.
• Have some coffee.
• Punch anyone annoying.
Diane Marr
Bystander: Innocent (motivation: to do the right thing)
Fan. Nerdy, nervous, gear is brand new merch, only worn today.
Moves
• Be scared.
• Run away.
• Help the hunters with information.

Jon Lipman
Bystander: Witness (motivation: to reveal information)
Fan. Old ratty black denim, blonde hair. Has been filming as many zombies as he can on his phone.
Moves
• Film zombies.
• Pass on what he’s seen.
• Share any cool footage he got.
• Keep filming zombies way too long, as they get way too close.

12
Zombiefest 2
Overview
It’s another Golgoltha Metal Fest, and once again the fun is interrupted by a zombie attack. Once again
they are not proper zombies.
This year it is the Hungry Dead, summoned from an icy otherworld where they were being punished for
their sins in life, to form a conquering army for a megalomaniac necromancer.

Hook
“Zombies are attacking Golgoltha Metal Fest AGAIN!”
This message can come from anyone who the hunters met during the first attack.

Zombiefest 2
Countdown
Day The first Hungry Dead begin to hunt and devour people at the festival.

Shadows The Master of the Doorways Between Life and Death accelerates his summonings of the
Hungry Dead.
Sunset The Hungry Dead now control the whole festival compound.

Dusk The Hungry Dead assault and destroy the police roadblocks and start hunting further
afield.
Nightfall The Master of the Doorways Between Life and Death begins summoning Hungry Dead
in groups rather than individually.
Midnight The Master of the Doorways Between Life and Death leads his army of Hungry Dead to
conquer the country, and then the world!

Investigation Notes
This mystery builds on the first Zombiefest. There are bystanders here who went through the previous
incident–some are better prepared, some were traumatised, some have opinions on these zombies versus
those zombies. The bystanders are quite aware of zombie tropes from media, and won’t be shy about
sharing their theories with the hunters.
The hunters will probably go in expecting a second attack of the same creatures. Use this assumption to
create some initial tension. They will quickly realise that things are different, and get on the trail of the
real problem.
Remember interactions the hunters had in the first mystery. Make sure these people remember what the
hunters did–good and bad–and bring that into play.
If the hunters look for (or run into) and surviving members of Celestial Laceration early in the mystery,
that can be a good way to highlight the differences and similarities to last time.
Lastly, the Hungry Dead are quite tough - they have armour-2 and can take 9 harm each. Hunters will
find fights with more than one or two at once quite challenging. Their weakness (cold iron) is easy to
bring to bear once the hunters figure out what it is.

13
Threats
Police Cordon (Outside the Festival)
Location: Hub (motivation: to reveal information)
The police aren’t sure what is happening this year, but given the last year’s chaos they are assuming it is
the same thing again.
Depending on what happened in Zombiefest, the police may be much more or much less effective. The
police will remember your hunters, too.
On the map: R.
Moves:
• “Not you lot again.”
• Prevent access.
• Be suspicious.
• Hand off the problem to the sergeant.
Sergeant Amy Nanaumi, Police Officer In Charge
Zombiefest 2

Bystander: Innocent (motivation: to do the right thing)


If the hunters were helpful in the first outbreak, she will give them some slack to do what they want.
Otherwise her instinct is to be suspicious, with her primary objective always to protect the people who
have been caught up in this incident.
She’ll also help out any way that actually helps – if the hunters provide evidence that what they’re asking
will save people or a way to control the situation, she’ll go along with it.
Moves:
• “How can this be happening all over again?”
• Make them explain what they’re doing.
• Reluctantly go along with a plan.
• Bring in a bunch of emergency responders.
• Help the hunters if they impressed her last time.

Near The Festival


Location: Fortress (motivation: to deny entry)
The area around the festival grounds are a mixture of farms and parks. The festival itself is fenced and
quite secure, in order to prevent access by folks without tickets.
With the chaos currently inside, the festival security are rather flustered (not as bad as last time), but
they’ll still try to prevent any attempts by the hunters to jump the fence. Alternatively the hunters can go
in the front gate (but they’ll still need to buy a one-day pass).
Moves:
• “Hey! You can’t go there!”
• Sell them a ticket (at the gate).
• Security notices you.
• Getting over or through the fence causes a ruckus, or leaves signs of your passage.

14
Golgotha MetalFest
Location: Maze (motivation: to confuse and separate
The festival has been going for three days, so the place is a hideous muddy mess of tents, stages,
caravans, portable toilets, merch stalls, and so on. Plus there are intoxicated metal fans, scared metal
fans, festival staff, and metal bands running around.
The hungry dead can be found anywhere in the festival area, but they initially appear near the merch
stalls, at the Portal to the Realms of the Dead (see below; on the map: W).
Moves (these can also be used in the individual areas below):
• Meet one of the named bystanders (see below).
• Meet some confused and worried festival-goers.
• Meet some terrified festival-goers, fleeing the hungry dead.
• Find signs of violence and death.

Locations Within The Festival


The festival grounds, includes a number of locations with their own specific type and details. There

Zombiefest 2
are also a few points of interest noted on the map which aren’t specifically covered below. They use the
festival’s general Maze type.

The Stages
Location: Crossroads (motivation: to bring people, and things, together)
The main Golgotha stage is right in the middle and three secondary stages (Darkest, Inferno, and
Eldritch) spread across the festival. There are lots of fans here.
Hungry dead are appearing from the portal near the Eldritch stage.
Moves:
• Meet a band, or other bystanders.
• [Eldritch stage, mostly] Hungry dead!
• A band is still playing, unaware of the chaos.
• A group of folks chilling out after escaping one of the hungry dead.
Prep Areas (Staff and Artists Only)
Location: Hub (motivation: to reveal information)
These areas have caravans for staff and bands, mainly close to the stages. Filled with bands, managers,
roadies, and gear. This includes the festival office, near the main entrance.
Festival staff and bands haven’t seen anything, except for those near the Eldritch stage (which has seen
panicking fans and maybe hungry dead on the hunt).
On the map: B.
Moves:
• Band members and festival staff hanging out, either talking shop or getting things ready.
• A fan hiding in a quiet corner after escaping one of the hungry dead.
• Someone tells them to keep out. “You need a festival staff badge to be here!”
• A group of tooled-up security folks heading for a reported disturbance.

15
Security Office
Location: Hub (motivation: to reveal information)
Significantly larger than last year, the security staff have also made sure that they are equipped for
zombies this time around. There’s a decent armory of film-inspired anti-zombie gear, which the security
staff are all making use of.
The official attitude to civilians (which they will apply to the hunters at first) is to get them out of danger,
rather than let them help.
On the map: X.
Moves
• “No civilians! We’re dealing with a situation.”
• Security staff gearing up (with armour vests and weapons).
• Other folks looking for help or safety.
• Casualties being treated for gruesome injuries (cuts and stabs from sword, spear, or axe mostly).
• Reluctantly agree to work with the hunters, if given good enough reason.
Zombiefest 2

Camping Zone
Location: Wilds (motivation: to contain hidden things)
Many fans can be found hiding out here. Hungry dead won’t be found here until later in the day.
Moves
• Some folks packing up. “We’re leaving. I mean, there’s zombies here again!” “We’re not coming back
next year.”
• Some folks just chilling out in their tent. No zombies here, right?
• [Later on] The hungry dead are hunting.

Food And Drink Stalls


Location: Crossroads (motivation: to bring people, and things, together)
A lot of people gravitate here even in the confusion. You still need food and drink, right?
On the map: I and K.
Moves
• Any bystander could be here looking for something to eat.
• Hey, that looks pretty nice.
• Folks having a drink to chill out in the chaos.

Merch Stalls
Location: Wilds (motivation: to contain hidden things)
These are densely packed, with narrow paths between and plenty of places to hide. You may purchase
clothes, jewelery, music gear, occult paraphernalia (see The Black Magic Store, below), rare vinyl and cds,
hair styling, or custom leather-work.
On the map: H.
Moves
• Jonathan Golodner’s “Metallishirts” merch stand is still open, but he is thinking of closing up soon.
• One of the Hungry Dead is hunting.
• Fleeing fans and stallholders.

16
The Black Magic Store
Location: Hub (motivation: to reveal information)
A cluttered stall of expensive occult and magickal gear. Although much of the stock is trash that would
only appeal to the uninitiated, there’s some rare and valuable items that any clued in occult hunters will
notice. These are priced high, and generally used for dark magic, especially necromancy.
The stall is handled by Onyx (see below). Behind the storage area at the back of the tent is the Portal To
The Realms Of The Dead (see below).
On the map: T.
Custom Move
Warded. Undead beings may not enter this stall. This applies to the Hungry Dead and may affect a
hunter who is not technically alive (e.g. a monstrous who is a ghost or vampire).
Moves
• There’s a bunch of cool occult stuff to buy.
• Hey, some of this is pretty serious magical gear. The real deal, and not for beginners.

Zombiefest 2
• [If they question Onyx] The assistant seems a bit cagey.
• Was that a scream out the back?

Meet The Bands


Location: Hub (motivation: to reveal information).
A tent for meeting bands and getting photos and autographs. There should be a band here, but given
the large number of hungry dead around almost everyone has fled. There might be a few fans or band
members hiding out.
On the map: F.
Moves
• When the hunters first come here, Kanya Birasiri from Drön is here but she is leaving.
• A band member brushes off the hunters as if they are annoying fans.
• “I heard there’s another zombie plague this year.”
• Hunters may get something signed, or a photo with an artist, for just a few bucks, if they are quick.

17
Festival Map (Keeper Version)
A. Entrance J. VIP Area T. The Master’s Black Magic store
B. Staff & Artists Only K. Bars U. The Master’s mobile home
C. Toilets L. Camper’s Bathroom Block V. Hungry Dead found in this area
D. First Aid & Emergency (notably M. Camper’s Kitchen at the beginning (they spread out
better equipped than last year) N. Chill Out Zone as time passes).
E. Information O. Family Zone W. Portal to the Realms of the
F. Meet the Bands P. Staff & Artist Parking Dead
G. Official Festival Store Q. Machinery & Equipment X. Security (notably more than
H. Merch Stores R. Police Road Blocks last year)
I. Food Stores S. Celestial Laceration’s van

Historic
National
Camping Zone Park Park
Zombiefest 2

Camping
S Area
M B
Inferno
Stage
L Golgotha Stage
B
V K C
K
Darkest
Stage H T W
I J N
C
V V
G
O C
E F V
U D
C Eldritch
P Stage B
I
Q B
X

A
R Car Park
R
Virgil Greenvale
2km 6km

Golgotha Metal Festival


Main Entrance

18
The Hungry Dead
Minion: Plague (motivation: to swarm and destroy)
These are the creatures that inspired Norse tales of draugr. The hungry dead are strong, tough, cunning,
and icy cold. Normally silent, they can talk and may work together (although they have no particular
loyalty to each other). Preferred tactics are sudden ambushes, separating groups, and other cunning
tricks.
The cold aura that surrounds them will be the first clue they are near. They are dressed in rags over
armour from a variety of times and places—any dead killer may become one of the hungry dead when
driven by an overwhelming jealousy of those left alive.
They desire to devour the living, but are bound to obey the Master (for now, anyway).
Powers
• Icy aura: Anyone within hand range of the hungry dead automatically takes 1-harm from the cold
every minute or so. If you stay close for too long, you’ll get hypothermia and the cold is perceptible out
to close range.

Zombiefest 2
Attacks
• Sword, axe, or spear: 3-harm hand messy cold
• Chilly claws: 1-harm hand cold
• Devour: 2-harm intimate slow messy cold
Armour
2, old mail over a frozen body.
Weaknesses
• Cold iron. They must be
attacked with iron or steel.
Harm capacity
9 each, wizened undead frame.
Moves
• Sneaky ambush.
• Devour someone.
• Kill out of pure hatred of the
still-living.
• Creepy monologue.
• Break free of the Master’s
control, if they find a way.

19
The Master of the Doorways Between Life and Death (aka Brian Lyndsey)
Monster: Sorcerer (motivation: usurp unnatural power)
Using the echoes of last year’s necromantic energy, Brian wishes
to bring an army of hungry dead through a portal from the
otherworld. He plans to use them to take over the region and
make it into his own private necromantic kingdom, all the humans
enslaved and his power defended by the might of the undead. And
maybe, after that, the rest of the world?
His cover is a Black Magic Store. Behind it is a full evil summoning
circle and ritual accessories, sustaining the Portal to the Realms
of the Dead. His apprentice, Onyx, is looking after the front of the
store very half-heartedly.
The Master, if things go against him, will try to escape and certainly
will not fight to the death. He can jump into the portal (or create a
new one) and hide in the Realms of the Dead if necessary. Hunters
Zombiefest 2

pursuing him there do so at their own risk.


Powers
• Dark bargain: The Master has made a deal with Death itself, and may not be killed. His immortality
is preserved in an amber Soul Amulet that is currently secure in a safety deposit box in a nearby city.
If the amulet is broken, he may be killed just like anyone else.
• Open portal to the Realms of the Dead: Can only be done at the scene of a massacre or where there
are residual death-energies from other necromancy. Allows travel both to and from the Realms of the
Dead.
• Call undead: The Master knows how to attract specific sorts of undead to the portal. There are
complex rituals for each calling. Aside from the hungry dead, he knows a few others. It’s up to you
which and whether he’s prepared to summon them to help him.
Attacks
• “Hungry dead, attack!” (See Hungry Dead description).
• “Apprentice, attack!” (See Onyx’s description).
• .45 magnum 3-harm close loud.
Armour
None
Weakness
His Soul Amulet (see “dark bargain” power, above). As long is it remains safe, he cannot be killed (he
simply stays alive and able to act when he has taken 7 harm, although he will be in a great deal of pain
and very unhappy). The amulet requires no special means to destroy it, it’s physically just a normal piece
of jewelery.
Harm capacity
7 (normal human). But unless the amulet is destroyed, death has no effect on him.
Moves
• Act like a pretentious jerk.
• Overblown verbiage.
• Summon help (one of the Hungry Dead, Onyx, or–in a real emergency–just some random inhabitant
of the Realms of the Dead).

20
The Master's Mobile Home
Location: Wilds (motivation: to contain hidden things)
The Master’s mobile home contains several damning clues. These are hidden, but only secured against
casual thieves, so most are just hidden in or behind something else.
Onyx has a corner, with a tiny cot and no privacy.
Custom Move
Warded. Undead beings may not enter this stall. This applies to the Hungry Dead and may affect a
hunter who is not technically alive (e.g. a monstrous who is a ghost or vampire).
Important items
• Two grimoires of necromantic spells, plus Onyx’s apprentice grimoire.
• Mystical items that anyone in the know will recognise as
trappings of genuine necromancy (e.g. A hand of glory, a fresh
human skull, death runes).
• Key to the bank deposit box holding his amulet.

Zombiefest 2
Onyx (the Apprentice/Black Magic Supplies vendor)
Minion: Cultist (motivation: to save her own skin)
Fashion conscious, Onyx would really like a chance to check out
some of the designer clothes stalls, but it is always “first we raise the
hungry dead to enslave humanity and get me a cup of tea.”
She may be turned against the master. It won’t even be very hard, as
she doesn’t actually like him (and maybe she’ll be able to make off
with some powerful magical artifacts if Brian is dealt with).
Onyx is armed with a sword and some pepper spray, but isn’t really
expecting to use either.
Attacks
• Pepper spray 0-harm hand/close incapacitating painful
• Sword 2-harm hand messy
Weakness
None, she’s just a regular human apprentice necromancer.
Harm capacity
7, normal human.
Moves
• Act “natural.”
• Be rude to a customer.
• “I don’t know anything about that.”
• Betray the Master, if she thinks the hunters can keep her safe.
• Spill everything she knows in a relieved confession. Even about the horcrux, I mean, uh, soul amulet.

21
The portal To the Realms of the Dead
Location: Hellgate (motivation: to create evil)
The hungry dead arrive sporadically from the portal, initially only in ones and twos. If the hunters take
too long, they’ll arrive quicker until there is a steady stream issuing forth.
The portal itself is a swirling oval of shadows, with a view of a dark icy plain within. Hungry dead (and
maybe some other things) can be seen in the distance.
Moves
• One of the hungry dead comes through the portal.
• The Master is here, chanting a ritual to call another Hungry Dead.
• A glimpse of something horrible moving in the mists.
• A bystander, curious, is suddenly grabbed and pulled into the portal.

The Realms of the Dead


Location: Den (motivation: to harbour monsters)
It’s your basic icy otherworld populated my many and varied undead creatures, almost all of whom
Zombiefest 2

regard the living as food.


If the hunters decide to explore here, they’ll probably have a lot of very dangerous adventures. Better to
just close the portal and leave it at that.
Moves
• Attacked by a horrific undead thing.
• Mists conceal the way.
• Attacked by a horde of horrific undead things.
• Oh no, we’re trapped in the Realms of the Dead.

22
Zombiefest 2
Celestial Laceration
Celestial Laceration are playing this year too. In the last year, their lyrics have often emphasised the
dangers of unknown magickal workings, the price of power, and similar themes.
If any of them were killed when you played Zombiefest, add new band members (perhaps one of the
members of another band from the bystander list).
Update each member’s description based on what happened in your play of Zombiefest.
If the hunters approach any band members, the first thing they’ll say is “It wasn’t us this time!”
Moves
• “It’s not our fault this time!”

William Freesh
Bystander: Innocent (motivation: to do the right thing)
Guitarist and singer. He’s big, with a thuggish look, but he’s smarter than he seems. He fears the undead
greatly after last year, and will not under any circumstances take part in any occult ritual.
He habitually has a firearm and large knife near at hand these days, and keeps a few lucky charms and
protective amulets around too.
Moves
• “It’s definitely not my fault this time.”
• Muse philosophically about the nature of magic, life and death, or related issues.
• Shoot a zombie.

23
Chris Silverman
Bystander: Witness (motivation: to reveal information).
Bass player. Epic long hair, standard leather jacket. He still lives in the moment, but he’s a bit more aware
of what’s going on around him. Still pragmatic at heart.
Really not impressed about a second zombie attack, worries that it is still their fault.
Moves
• “These aren’t the same zombies, did you notice that?”
• Tell the hunters something he observed about the hungry dead.
Russell Smith
Bystander: Victim (motivation: to put himself in danger).
Drummer. Hairiest guy in the world. Wears a singlet and shorts. A new tattoo is visible on his left arm.
He’s still game to try anything no matter how dangerous, and will happily help the hunters with these
zombies if they want. Same as the first time, his help may add more danger to the situation due to his
careless disregard for safety.
Zombiefest 2

Moves
• “Is this, like, the bloodier sequel?” [throws horns]
• “I got a new tattoo!” [He shows them: it is a rotting decapitated head and says ‘ZOMBIE KILLER’]
• “Let’s kick zombie ass!”
• Charge into danger with no regard for anything.
• “Oops.”
Ryan Senecal
Bystander: Victim (motivation: to put himself in danger).
Guitarist. Dreads, huge boots. He’s put aside his plans to take over the band or go solo, feeling a greater
friendship with the others after making it through the zombie attack. Now mainly interested in talking
to other guitarists about guitar techniques and gear.
Moves
• Talk about guitar stuff.
• Run away heedlessly.

Chris Faczek
Bystander: Busybody (motivation: to interfere in other people’s plans).
Manager. Dirty metal t-shirt and jeans. He copes with his memories of last year via recreational drugs,
taken early and often.
No use to anyone (he’s a busybody because he will get in the way due to fear and intoxication, rather
than because he intends it).
Moves
• Lost in a haze of altered perception.
• “Would you like some... uh... whatever these are?”
• Take more drugs.
• Panic.

24
Jonathan Sims
Bystander: Helper (motivation: to join the hunt).
Roadie. Sunny disposition, even now. The same Ace of Spades shirt. Handgun in his jeans, and a shotgun
and machete near at hand in a gear bag.
No matter what happens, he still remains optimistic.
Moves
• “Seen worse than this, too.”
• “Could these be leftovers?”
• If the hunters need a tool (or weapon, or something like that), he might well have one in the gear bag.
• Shoot a goddamn zombie.
• Strange and terrifying roadie stories.

Zombiefest 2

25
You Might Know These People Already
These are the bystanders from Zombiefest. If some survived, have the hunters meet them again.
Some have changed a little. As with Celestial Laceration, use what happened in your game to update
them.
Jeff Gross
Bystander: Detective (motivation: to rule out explanations).
Bass player in Star of Wormwood. Extremely tall. A bit more cautious than he used to be, and willing to
speculate about the creatures. Specifically, he has noticed some of the differences between the old and
new undead.
Moves
• “Zombie again, would you believe it?”
• Chat comparative zombies.
• Run away.

Jonathan Golodner
Zombiefest 2

Bystander: Witness (motivation: to reveal information).


Runs a merch stall, “Metallishirts.” Looks totally straight, but with a haunted look in his eye. He’s noticed
that Brian and Onyx’s magick store doesn’t seem to be focused much on sales, which puzzles him (the
price to hire a stall space is significant).
Moves
• “Want to buy a shirt? I’m closing soon. Zombies, you know how it is.”
• “That magic shop, they don’t seem to like, you know, customers.”

Valeria Ghiran
Bystander: Helper (motivation: to join the hunt).
Fan. Dark green streak in hair, black leather and studs. Still takes no
crap from anyone, dead or undead. This year she brought a hatchet
and a machete, just in case.
Moves
• Chop up a zombie.
• “I hate dead dudes.”
Joe Kenworthy
Bystander: Witness (motivation: to reveal information).
Security guard. Badge on lanyard over a Black Sabbath shirt. Will
immediately shoot any definitely-undead being he sees (he wasn’t
armed last year but he sure is now).
Moves
• “First zombies again, now you again?”
• Pull out a gun and light up a zombie.
• Pass on what the security team have figured out.

Steven Grothe
Bystander: Innocent (motivation: to do the right thing).
Fan. Middle aged, family man as well as metaller. If his son Ed survived part one, they’re together and
trying to escape.
Moves
• “What should we do huh?”
• Follow instructions.
26
Robert Getty
Bystander: Witness (motivation: to reveal information).
Singer from SkullAsh. Dressed in his stage costume: bone armour
with skulls, spikes, shoulder pads, etc. Once again, he is spending a
fair amount of time explaining that he is a regular living human and
not a necromancer.
Moves
• “I’m not a zombie!”
• “What? No, I’m not a necromancer either.”
• Reveal what just happened nearby.
• Run (awkwardly) from zombies. The costume isn’t made for this.

Alan Decker
Bystander: Official (motivation: to be suspicious).
Security guard (and biker). Wearing tight security company polo shirt over a heavy armoured vest and

Zombiefest 2
immense muscles. Has a shotgun in his locker.
Moves
• “Who the hell are you?”
• “You can’t go there.”
• Report facts.
• Get gun and shoot a bunch of zombies.

Amy Kane
Bystander: Victim (motivation: to put self in danger).
Drummer from Skeletal Crone. Heavy tattooing. Wears a Wiccan
amulet against the undead (perhaps it even works).
Moves
• “I’m sure not playing this festival again.”
• Tell the hunters to fuck off.
• “Just tell me the coffee truck is open.”
• Punch anyone who is even a little bit annoying.
Diane Marr
Bystander: Innocent (motivation: to do the right thing).
Fan. Nerdy, nervous, gear is brand new merch, only worn today. She
also has a premium zombie survival kit that she ordered online.
Moves
• Rummage in the zombie kit, to find only something useless.
• Try to help the hunters out.

Jon Lipman
Bystander: Witness (motivation: to reveal information).
Fan. Old ratty black denim, blonde hair.
Filming as many zombies as he can on his phone. His video from last year got his channel a lot of
subscribers!
Moves
• Film zombies.
• Talk about his subscriber and like numbers.
• “Can you like ease in a bit closer on this one?”
• “What’s it like being a monster hunter?” [while filming them]
27
Here's Some Fresh Meat
Some new people the hunters might meet.

Gracinda Amaral
Bystander: Victim (motivation: to put self in danger)
Singer from Trollmaiden. Rather lazy, she’s only just got up, and hasn’t noticed anything out of the
ordinary yet.
Moves
• “Uh, what’s goin’ on?”
• “Did you catch our set last night? 1am, yeah.”

Allen Crossley
Bystander: Victim (motivation: to put self in danger)
Fan. Optimistic. Figures everything will turn out okay in the end.
Zombiefest 2

Moves
• “I left my bag over there.” [points toward zombie infested area]
• Ignore warnings.

Shakir al-Burjani
Bystander: Skeptic (motivation: to deny supernatural explanations)
Bass player from Isles of the Dead. Kind, but easily distracted.
Moves
• “Zombies? Nah, don’t be stupid.”
• “Have you considered, ah, some professional treatment?”

Karoline Olsen
Bystander: Witness (motivation: to reveal information)
Fan. A straight-up and decent person, strangely relaxed about the whole affair (she may have chemical
assistance).
Moves
• Tell the hunters some weird stuff she saw.
• Slowly do what she is asked.
• Forget what is going on.

Erin Quinn
Bystander: Helper (motivation: to join the hunt)
Food service person from the Xtreme Burgerz stand. Rude, but brave in a pinch - especially if someone
else is in danger.
Moves
• “Screw you!”
• Hit a zombie with a very hot cast iron pan.

Kanya Birasiri
Bystander: Gossip (motivation: to pass on rumours)
Guitarist from Drōn. Sarcastic, but nothing gets to her.
Moves
• Talk about what folks are saying is going on (much is pure guesswork).
• Inflict sarcasm harm.
28
Player Handout
Festival Map (ZOmbieFest)
The Golgotha Metal Festival is held in a rural area between the small town of Greenvale and the smaller
town of Virgil.
It’s near a National Park that provides cheaper camping for those who don’t want to pay the festival’s
camping charge; the motels, hotels, and holiday sublets of both Greenvale and Virgil also fill up with fans
for the weekend.
The whole area is fenced off for the festival, and security guards patrol the perimeter to stop anyone
jumping the fence to avoid paying for a ticket.
L. Camper’s Bathroom Block
Map Key M. Camper’s Kitchen
A. Entrance
N. Chill Out Zone
B. Staff And Artists Only
O. Family Zone
C. Toilets
P. Staff & Artist Parking
D. First Aid & Emergency
Q. Machinery & Equipment
E. Information
F. Meet the Bands
G. Official Festival Store
H. Merch Stores
I. Food Stores
J. VIP Area
K. Bars

Reference
Historic
National
Camping Zone Park Park
Camping
Area
M B
Inferno
Stage
L Golgotha Stage
B
K C
K
Darkest
Stage H
I J N
C
G
O C
E F
D
C Eldritch
P Stage B
I
Q B

A
Virgil Car Park
2km
Greenvale
6km

Golgotha Metal Festival


Main Entrance
Keeper Reference: Zombiefest
Day Revenants kill and eat many people at the Golgotha Metal Festival to build up
necromantic energy.
Shadows Revenants start strangling people and taking the corpses to the Golgotha stage.

Sunset Revenants conduct a ritual to summon more spirits and animate all corpses at the
Golgotha stage.
Dusk Revenants attack and overwhelm the quarantine, then split up and spread.

Nightfall Revenant outbreaks in the region, each leading up to big portal ritual.

Midnight Revenants kill everyone on Earth and the spirits hunger for life on other worlds.

Flesh-eating Revenants From Another Dimension


Start as... Monster: Beast (run wild, destroying and killing)
Later on... Monster: Destroyer (bring about the end of the world)
Magical Sinews: Immensely strong and fast. Hunters take -1 ongoing versus
revenants in pure strength or speed.
Portal Ritual: 13 well-fed revenants can summon spirits to make revenants
from all nearby corpses.
Not Really Alive: Severed body parts can still move, attack, and fuse back
together.
Attacks
• Grab: 1-harm hand grabbed. After a grab, devour or strangle.
Reference

• Devour: 2-harm intimate slow grab-needed


• Strangle: 4-harm intimate grab-needed
Armour: 1
Weaknesses: Total destruction of the body, Magical banishment of the spirit.
Moves
• Relentless pursuit
• Attack and devour someone
• Strangle someone and drag them to the portal site.
• Summon more spirits to inhabit corpse.
• Hate all life.
Harm tracks:
Keeper Reference: Zombiefest
Bystander (Type) Notes Fate

Amy Naunami (Innocent)

William Freesh (Victim)

Chris Silverman (Innocent)

Russell Smith (Victim)

Ryan Senegal (Witness)

Chris Faczek (Busybody)

Jonathan Sims (Helper)

Jeff Gross (Victim)

Jonathan Golodner (Busybody)

Valeria Ghiran (Helper)

Joe Kenworthy (Witness)

Steven Grothe (Victim)

Reference
Robert Getty (Witness)

Alan Decker (Official)

Amy Kane (Victim)

Diane Marr (Innocent)

Jon Lipman (Witness)


Keeper Reference: Zombiefest 2
Day The first Hungry Dead begin to hunt and devour people at the festival.

Shadows The Master accelerates his summonings of the Hungry Dead.

Sunset The Hungry Dead now control the whole festival compound.

Dusk The Hungry Dead assault and destroy the police roadblocks and start hunting further
afield.
Nightfall The Master begins summoning Hungry Dead in groups rather than individually.

Midnight The Master leads his army of Hungry Dead to conquer the country, and then the world!

The Hungry Dead


Monster: Plague (swarm and destroy)
Icy aura: In hand range, living take 1-harm cold per
minute.
Attacks
• Sword, axe, or spear: 3-harm hand messy cold
• Chilly claws: 1-harm hand cold
• Devour: 2-harm intimate slow messy cold
Armour: 2
Weakness: Cold Iron
Moves
Reference

• Sneaky ambush
• Devour someone
• Kill out of hatred for the still living
• Creepy monologue
• Break free of the Master’s control, if they find a way
Harm tracks:
The MAster of the Doorways Between Life And Death (Brian)
Monster: Sorcerer (usurp unnatural power)
Open portal: Creates a portal to the realms of the dead.
Call undead: Summon something from the realms of the dead.
Attacks
• Order Hungry Dead or Onyx to attack: see those entries.
• .45 magnum: 3-harm close loud
Armour: 0
Weaknesses: Soul amulet.
Moves
• Act like a pretentious jerk
• Overblown verbiage
• Summon help (Hungry Dead, Onyx, or random undead summon)
Harm:

Onyx
Minion: Cultist (save own skin)
Attacks
• Pepper spray: 0-harm hand pain incapacitating
• Sword: 2-harm hand messy
Armour: 0
Weaknesses: None, regular human.
Moves
• Act “natural”
• Be rude to a customer

Reference
• “I don’t know anything about that”
• Betray the Master, if she thinks the hunters can keep her safe.
• Spill everything she knows in a relieved confession. Even about the horcrux, I mean, uh, soul amulet.
Harm:
Keeper Reference: Zombiefest 2
Bystander (Type) Notes Fate

Amy Naunami (Innocent)

William Freesh (Innocent)

Chris Silverman (Witness)

Russell Smith (Victim)

Ryan Senegal (Victim)

Chris Faczek (Busybody)

Jonathan Sims (Helper)

Jeff Gross (Detective)

Jonathan Golodner (Busybody)

Valeria Ghiran (Helper)

Steven Grothe (Innocent)

Robert Getty (Witness)


Reference

Alan Decker (Official)

Amy Kane (Victim)

Diane Marr (Innocent)

Jon Lipman (Witness)

Gracinda Amaral (Victim)

Allen Crossley (Victim)

Shakir al-Burjani (Skeptic)

Karoline Olsen (Witness)

Erin Quinn (Helper)

Kanya Birasiri (Gossip)

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