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Giant Plague

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0% found this document useful (0 votes)
44 views8 pages

Giant Plague

Uploaded by

Alex Crow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GIANT PLAGUE

a ZenMaps Adventure Guide

Rivermarch is plagued by a deadly sickness, and only by


uncovering its dark secrets can the heroes save the village—or
make a choice that will forever change its fate.
1. Arrival in Rivermarch Clues in the Village: Players may overhear snippets
of conversation that hint at a deeper mystery. For
Players enter Rivermarch village and immediately example, they might hear a farmer talking about
sense that something is terribly wrong. The air is strange lights near the church graveyard at night, or
thick with the acrid stench of sickness, and a tense a child mentioning seeing someone sneaking around
silence lingers over the village, interrupted only by near the riverbank. These clues can help guide the
the occasional cough or wail of pain from the sick. players as they begin their investigation.
As they walk through the muddy streets, they see Document - Thomlin’s Letter: Found in Thomlin’s
scenes of suffering: villagers huddled under home, a crumpled letter addressed to his estranged
makeshift tents, children crying as their parents daughter, asking her to stay away from Rivermarch
struggle to comfort them, and elderly villagers too due to the growing sickness. It mentions strange
weak to move, their skin covered in angry red rashes happenings in the churchyard and expresses his
and blisters. growing fears for the village.
The players can observe signs of panic and
desperation. A group of villagers is gathered around
a well, arguing heatedly about whether the water is “My dear Eliza,
safe to drink. Nearby, a mother clutches her sick
child, her eyes filled with hopelessness as she pleads I beg you, do not come to Rivermarch. The sickness has

for help from anyone who will listen. taken hold of so many, and I fear it will only spread. There
The players are approached by a frail old man are strange figures near the churchyard, and I am convinced
named Thomlin, who begs for their assistance. He they bring ill with them. Stay safe, and remember that I love
tells them that the village has been struck by a you.
terrible plague, and that the sickness is spreading
faster than anyone can keep up with. He gestures Your father, Thomlin”
towards the village square, where a makeshift
hospital has been set up to care for the sick.
Village Details: The village of Rivermarch is small,
with a central square surrounded by modest homes,
a few shops, and the church. The once-bustling
market is now nearly abandoned, with only a few
desperate vendors selling herbs, charms, and
supplies to ward off the sickness. Players can
interact with the vendors to gather rumors, many of
which are contradictory or based on superstition.
Suspicious Figures: Players may notice a figure in
dark robes watching them from the shadows before
quickly disappearing into an alley. This figure’s
presence adds a sense of intrigue, hinting at hidden
forces at work in the village.
Local Healer’s Plea: As the players make their way
through the village, they are approached by a local
healer named Maren. She is overwhelmed, her
hands stained with herbs and ointments, and she
begs the players for help in finding the source of the
illness. Maren believes that the plague may be linked
to something unnatural and points them towards the
hospital for more information.
Village Atmosphere: The overall atmosphere of
Rivermarch is bleak and oppressive. The normally
cheerful villagers are fearful and suspicious of
outsiders, and many shy away from the players. A
few brave souls, however, come forward, sharing
their stories of loved ones who have fallen ill and
pleading with the players to do something, anything,
to help.
2. Investigating the Source “Elira, I know you still blame me, and perhaps you are right
Visit the Hospital : Players can visit the local hospital to. But the danger is growing, and I fear what will come if we
where they meet a plague doctor. do not act. The village needs help, and I only hope you can

The hospital is a hastily converted building, find it in your heart to return.


filled with cots where the sick lie moaning in
pain. The air is thick with the smell of herbs, Your old teacher”

disinfectants, and sickness.


The plague doctor, wearing a long beaked
mask, is busy attending to patients. He
appears exhausted, his robes stained from his
tireless work. He listens to the players and
tells them that he believes the illness is
waterborne, possibly coming from the village
well or the nearby river.
The plague doctor directs the players to speak
to the old witch in town, as she might have
more information on possible magical causes.
Document - Plague Doctor’s Log: Found on a
cluttered table in the hospital, the log contains
notes on patients’ symptoms, theories about
the water source, and mentions of strange
occurrences at the graveyard.
“Day 14: Symptoms continue—vomiting, rashes,
blisters. The river may be the source. Strange
activity reported at the church graveyard. Need to
investigate. Running low on herbs and tinctures.
Desperation grows.”
Meeting the Old Witch: The old witch resides in a
small, secluded hut at the edge of the village.
The players find the old witch’s hut
surrounded by herbs, dried animal bones, and
talismans hanging from the trees. The area
has an eerie but peaceful feeling, as if it is
protected from the suffering of the village.
The witch is an elderly woman with a sharp
tongue and a keen eye. She invites the players
in, offering them herbal tea as she listens to
their questions.
She reveals that a necromancer has been seen
digging up bodies at the local church
graveyard and suspects they may be disposing
of the bodies in the river, causing the disease.
She hints that the necromancer’s actions are
likely linked to something darker.
The witch casually mentions her ex-
apprentice, who now lives in the swamp after
being exiled for reasons she doesn’t elaborate
on. She advises the players to look into the
church graveyard to confirm her suspicions.
Document - Witch’s Note: Found on a dusty
shelf, the note appears to be a letter addressed
to Elira, the ex-apprentice. It expresses regret
over the past and hints at a dangerous secret
hidden in the village.
3. The Church Investigation Players may then decide to confront the grave
robbers at their camp in the woods. When they
Exploring the Church and Graveyard : arrive, they find a grim scene—most of the grave
Players head to the local church, a crumbling robbers have succumbed to the plague, their camp
stone building with an aura of neglect. The littered with makeshift tents, rotting food, and the
graveyard is overgrown, with several graves sick and dying.
visibly disturbed. Document - Letter from the Grave Robbers: A
The priest, Father Aldric, greets the players torn piece of parchment found among the
nervously. His hands tremble slightly as he shovels and sacks in the graveyard, written in
speaks, and he avoids making direct eye crude handwriting. It is a message from the
contact. His unease becomes more apparent grave robbers to Father Aldric, detailing their
when players ask questions about the agreement.
disturbed graves.
The graveyard has signs of recent activity:
overturned dirt, broken gravestones, and “Father Aldric, We will do as you ask and take only the
strange symbols drawn in the soil. Players valuables. But remember, our share must be worth the risk.
may also find shovels and sacks hastily The dead don’t rest easy these days, and neither do we. We’ll
discarded nearby. be back after moonrise—have the coins ready.”
Uncovering the Truth: Players must decide what to do with Father Aldric—turn
him over to the villagers, force him to atone, or perhaps
Players can either pressure Father Aldric to let him go if they believe he acted out of desperation.
reveal his secret or investigate the church
itself. The priest, if pressed, will eventually
admit to making a deal with grave robbers,
allowing them to steal valuables in exchange
for a share of the profit to support the church.
If the players choose to investigate, they find
Father Aldric’s notes hidden in the altar,
detailing his arrangement with the grave
robbers. The notes also hint at his fear of
some “greater darkness” that he feels
powerless against.
Document - Father Aldric’s Journal: A small,
leather-bound journal hidden beneath the
altar. The pages are filled with shaky
handwriting, describing the priest’s growing
desperation as the church struggled to
support the village. There are entries detailing
his decision to work with grave robbers, and
notes of the fear he feels about a “greater
darkness” he cannot name.
“The graves… disturbed again. They come in the
night, but what choice do I have? The coffers are
empty, and the villagers need me. I fear, though,
that something more sinister lurks behind this
plague. The shadows around the church seem to
grow longer each night. I pray for strength, but
even the gods seem silent.”
4. Traveling Upstream “The river runs foul, and Grogg suffers. His waste poisons
Journey to the Source : everything it touches. There is no cure—only an end. The
Players decide to follow the river upstream to potion must be precise, or it will only prolong his suffering.
locate the true source of the plague. The
journey takes them through farmlands that The village may hate me, but I know what must be done.”

are eerily silent. They pass homesteads where


the inhabitants are either too ill to work or
have already succumbed to the sickness.
Along the way, they come across a small
farmstead where a lone child, dirty and
malnourished, is attempting to care for her
ailing family. The players can choose to help
provide some relief or continue on their way,
highlighting the human cost of the plague.
The terrain becomes more challenging as they
leave the farmlands and head towards the
mountains. The air becomes cooler, and the
players begin to see signs of decay—dead
animals near the riverbank, greenish sludge in
the water, and plants withering.
Document - Farmer’s Note: A hastily written
note found in a small farmhouse, pinned to the
door. It is a warning to any passersby,
scribbled in desperation.
“To anyone who reads this: the water is cursed. My family is
sick, and I fear the worst. Do not drink from the river. We
tried to boil it, but it did no good. May the gods have mercy
on us.”

Reaching the Swamp :


At the foot of the mountain lies a swamp,
dense with vegetation and heavy with mist.
The air is thick with the smell of rot, and the
buzzing of insects is constant.
Players find the old witch’s ex-apprentice,
Elira, living in a ramshackle hut partially
hidden by the swamp’s foliage. Elira is young,
with sharp eyes and an air of impatience. She
is fiercely independent and clearly holds a
grudge against her former mentor.
Elira claims to know the true cause of the
plague and presents her solution—a potent
poison to kill the source of the contamination,
a Giant named Grogg, who lives further up the
mountain. She warns the players that Grogg’s
illness is beyond curing and that killing him is
the only way to save the village.
Document - Elira’s Notes: A series of
handwritten notes detailing Elira’s
observations of the river, the illness, and
Grogg. They contain sketches of Grogg, the
plants in the swamp, and recipes for various
potions.
5. The Apprentice’s Plan
The Giant Grogg :
Elira explains that Grogg, a once-gentle Giant,
has fallen gravely ill. His waste is
contaminating the river as it runs down the
mountain, spreading sickness to everything it
touches.
She proposes using a deadly potion she has
concocted, which will painlessly end Grogg’s
life and stop the contamination. She is
pragmatic, believing that the sacrifice of one
life to save many is a necessary choice.
The Witch’s Intervention:

As the players discuss the plan with Elira, the


old witch arrives, her eyes blazing with fury.
She accuses Elira of being heartless and
insists that Grogg is innocent and should be
saved.
The witch argues that Grogg’s sickness can be
cured, but it would require taking all the
medicine the village has, risking the lives of
the villagers. She pleads with the players to
consider the value of Grogg’s life and the
moral implications of killing an innocent
creature.
The two women argue passionately, each
presenting valid points. The players must
choose whom to support—Elira, who
advocates for killing Grogg to save the village,
or the old witch, who wishes to save Grogg at
great cost.
Document - Witch’s Plea: A letter written by
the old witch to herself, found in her hut. It
reveals her thoughts on Grogg and the
importance of preserving life.
“Grogg is not a monster. He has protected these mountains
for years, and now he suffers. To kill him would be to betray
all he has done for us. The village may be desperate, but
there is always another way. I must make them see this.”
6. The Climb to Grogg’s Cave 7. Conclusion
Journey Through the Ruins : If Grogg is Healed :
Players begin their ascent up the mountain, Grogg slowly recovers after drinking the
passing through ancient ruins that speak of a medicine. His gratitude is evident, though he
long-forgotten civilization. The ruins are filled remains weak. The players help him move
with dangers—unstable structures, away from the contaminated river, and over
treacherous paths, and traps that have been
set off by Grogg’s recent movements. time, the river begins to clear.
They navigate through areas contaminated The village is saved, but at a heavy cost. The
with green sludge, evidence of Grogg’s illness. players return to Rivermarch to find the
The sludge is hazardous, and players must villagers struggling without medicine, but
find creative ways to avoid or neutralize it as hopeful as the sickness begins to subside. The
they proceed. old witch thanks the players for their
Along the way, they find carvings and murals compassion, and Grogg offers them a gift—a
depicting the history of Grogg’s people, relic from the mountain ruins, symbolizing his
hinting at the Giant’s once-important role as a people’s gratitude.
guardian of the mountain. This adds a layer of If Grogg is Killed:
tragedy to his current plight. Grogg succumbs to the poison, his final
Document - Ancient Guardian Scroll: A brittle
scroll found within the ruins, written in an old moments filled with confusion and fear. The
dialect. The scroll speaks of the Giants as contamination stops, and the river begins to
protectors of the mountain, charged with clear as his body is disposed of properly.
keeping dark forces at bay. It hints at a long- The apprentice thanks the players for making
standing duty that Grogg was once a part of, the hard choice, believing they did what was
adding a tragic depth to his current state. necessary. The village slowly recovers as the
river clears, and the players are seen as
heroes by some, though others view them with
“The Guardians shall watch the mountain and protect the distrust for taking a life, even for the greater
river’s purity. Should darkness rise, they shall be the first good.
shield, the eternal sentinels of the peaks.” Aftermath:

The players return to Rivermarch to see the


Encountering Grogg : effects of their decision. The villagers react
The players eventually reach Grogg’s cave, a differently depending on the players’ choice—
massive cavern filled with the remnants of the some are grateful for the cure, while others
Giant’s simple life—crude furniture, animal are resentful for the sacrifices made.
skins, and the remains of a campfire. The players’ actions have long-term
Grogg is in terrible condition, his skin a sickly consequences for the village’s perception of
green and his movements sluggish. He is them and the future of Rivermarch. The old
defensive and fearful, not understanding why witch may become a staunch ally or a wary
he feels so ill. acquaintance, while Elira may offer her skills
Players must use their skills—diplomacy, in alchemy if she respects the players’
empathy, or intimidation—to calm Grogg and decision.
convince him to drink either the potion or the
medicine. Grogg’s reactions vary based on
their approach, adding tension to the scene as
they must decide how best to handle the
situation.
Document - Grogg’s Lament: Scrawled on the
cave wall in crude script, Grogg’s lament
reveals his confusion and pain. The players
find this written in a mix of Giant and
common, expressing Grogg’s sorrow over his
illness and his fear for what he has become.
“Grogg Hurt. friends, home…cannot protect. Grogg sorry.”
Cursed Ruins
“Embark on a deep and immersive journey in ‘The
Plague of Rivermarch,’ where your party is thrust
into a village on the brink of collapse, ravaged by a
mysterious plague. Uncover dark secrets in the
shadows of Rivermarch as you explore its
abandoned streets, haunted church, and eerie
swamp, meeting key characters like a desperate
priest, a suspicious old witch, and her brilliant but
vengeful ex-apprentice. With choices that test
your morality and determine the fate of a gentle
Giant, players must navigate a web of corruption,
betrayal, and sacrifice to either save or doom the
village. Will you be the heroes Rivermarch needs,
or will your actions bring unintended
consequences?”

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