"I'm feeling better, I think I will get up for a walk"
"No. You will be stone cold dead in a moment".
Imagine what happens when you get the pox (or awful disease of the moment) and get the "long walk" to the Death Gate. You lie about in the forest (where there is some transient community there) for a few days. Then a few weeks. Then you realize most of your symptoms are gone. What do you do?
These people would probably built hostels and mini-villages inside the woods. They and their descendents would be in the business of dealing with the dying and burying them. Perhaps they are considered "angels" of some sort by the people outside. It would be an entire caste of people.
Some might leave. Perhaps the culture has a social role for these people. Not a zombie in a magikal sense, but something similar. They are not undead or just dead by any strech of the imagination, but they are not dead. There are probably gettos or quarters for NotDead in large cities, for those that should be dead but are not.
These people could live in polluted areas without fear, being dead themselves. Perhaps they offer a service of driving out the pollution, of castrigating or purifying an area. The NotDead could have a very lucritive "living".
Perhaps foreigners are hired as "speakers to the dead". No normal person would dare speak to one NotDead, risking pollution.
Perhaps there is a profession DeadHunters, who hunt down and control the NotDead. They are bounty hunters/ police/ and paladins of sorts all rolled into one. They could control the NotDead ghettos and make sure that NotDead stay inthe polluted areas. Go to Comment
Death Gate Society/ Organizations (Religious)
I think the reason the plot is rated so low is that a) there is a lot of implied material here (most people will have too many questions to be comfortable with the plot), and b) it requires you to be very familiar with the Norse mythology (not very adaptable to most game worlds).
An expanded version of this plot with more details would be fabulous. Otherwise, I think the rating is quite high. Go to Comment
This is more of a campaign start than an individual scenario. It has some interesting elements and a variety of plots associated with it.
As for the large number of rebels Ylorea mentioned above, you can simply use "Star Wars Syndrome": A few key people do everything, all the others are extras that are there to fill out the scenes, do druge work, and keep other extras occupied. Go to Comment
It is a good solid item with a nice compact write up. If is often unfortunate that we never comment upon them and the good slide away into obscurity, while the bad stay up on the new list as "straw men" to beat upon. Go to Comment
We also have the ancestors haunting the PC whos ancestor was in the tomb.
We could have an interesting twist- a non magical curse. The person died of a plague from centuries gone by. You open the tomb, and now you are exposed. If you can't get to clerical assistance, you might not make it. And lets keep in mind everyone down wind is exposed as well.
(Oh we can have bad guys taking the tomb at the same time who run away, but are exposed. The cleric who heals you tells you, that you need to stop him before he gets to a city or a caravan point and the disease spreads faster than the clerics can stop it), Go to Comment
Of course, the person could be the equivalent of a saint to some diety... and the body was "absorbed" by the diety. Maybe the church came by and took the body to make holy items of the saints various bones.
Of course the Evil church could of done the same thing... for really bad purposes. Go to Comment
The werewolf could be related to the sheep farmer.
The Sheep Farmer could be responsible for "unrespectable deeds" against Jerod's sister.
Jerod should be persecuted by the other locals because he is "the wrong religion" or "from that country over the hill that invades us on a regular basis"
Perhaps the ring changes the owner? They take on more wolf like traits (mental and physical). Perhaps it is a cursed item, luring poor innocent people (HAH) to doing Evil.
And where did the ring come from?
The Werewolf's pack? A pact with a demon? An ancient artifact from the time of the Lunar Empire (the one run by changing races)? A random piece of jewelry purchased from a travelling tinker a few weeks ago? A wolf demon that has been harrassing the area and is tied to other plots the players have encountered. Go to Comment
A military organization, the Stalkers are a hunting/mining militia that are known for wearing full body shrouds that easily hide them in snow and other slushy terrain. The lightly armored warriors are known for the speed, stealth, and the vicious wounds inflicted by their hunting hatchets. Many of the Stalkers keep crop-eared warhounds with them, both for hunting, companionship, and in war.