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![]() J-Rokka, sorry this thread went dead. Shortly after my last post the campaign kind of fizzled out -- I got really busy at work then got a job with a new company so I didn't have the time necessary to sustain the campaign. My group has just been periodically playing canned adventures to keep our skills sharp. The zombie swarm was easy: #1, it's "huge" in size
#5 Be flexible -- you might have to fudge a few things to make it go. I used multiple "swarms" in a few encounters. It worked. Hope that helps, and good luck with your campaign! ![]()
![]() Big Django wrote:
DARKSUN!! OMG, that's one of my favorites from 2nd Edition. P.S. Paizo, that would be an awesome reboot! I'd totally buy it... In keeping with the thread: 294: A disease in your hometown turns the infected into zombies! When you flee the destruction you find your village was not alone -- civilization as you know it has collapsed. The heroes must survive the apocalypse and rebuild society. ![]()
![]() Kolokotroni wrote:
I solved the problem nicely by treating the masses of low-level Zombies as a swarm (I cheated on the rules a bit...I know normally nothing larger than Small creatures in a swarm...but it works). In certain areas, the players are engulfed in a swarm of Zombies and take damage and make Fort saves against Zombie Rot each turn. This does a variety of things: 1) Discourages sitting still
It worked very well this week -- the players wanted to save some townspeople and tried to just walk through an infested walled town...every round they were not in a building with the door shut they were considered in difficult terrain, taking 2d6+3 damage and making a DC 15 Fort save against Zombie Rot. They got the point in a hurry! The campaign seems to be going well thus far...I plan to incorporate a Graveknight Antipaladin as the major villain over the next few sessions...we'll see how that goes. I'd like to thank everyone who has posted their ideas here...I either cannibalized them for my own purposes or outright plagiarized them! Any other tips or suggestions from the community? ![]()
![]() I'm currently running a Zombie Apocalypse campaign, and I was worried about the same thing...but I'm over it. Yes, those classes get bonuses, but the sheer numbers of undead cause them to run out of channels and elites pretty fast...plus, many unread have channel resist and a good will save, do they rarely take full damage. The biggest threat in the party by far has been the alchemist with his bombs...devastating to a group of Zombies because they have bad reflex saves. My advice from experience...don't worry about it. Overwhelm them with quantity, and those little tricks won't matter much. ![]()
![]() It was used like channeling...there's really only one way to use it...problem is, Charisma is a dump stat for clerics except for channeling, and he's the closest thing the party has to a tank, so he didn't have the extra stat points to invest in CHA. He did 2d6 damage and the Zombies made their saves more often than not...so he was doing around 4 damage per channel...and got 3 channels...he wasn't that effective against 30 Zombies in one encounter and 2 leveled Zombie Lords in another with no rest in between. As discussed previously, channel is the most overrated class ability in the game. It sounds MUCH cooler than it actually is. Its only useful purpose is non-combat healing that doesn't burn a spell slot. Are you really surprised at the reault? ![]()
![]() OK, so we've done 2 sessions of Zombie Apocalypse and here's what's happened: 1) Party finds crazy Alchemist trying to make a super-mutagen using human test subjects is the progenitor of the zombie infection.
The players seem to really like the setting, and I'm having fun, too. I created a Zombie Swarm by modifying the Swarm rules that keeps the concept of bunches of CR 1/3 Zombies roaming around scalable to higher levels, and I made a modified Zombie Lord template that can summon and control Zombie swarms, are intelligent, and can have class levels so they'll never get stale or too easy. The next phase is to introduce the party to a broken world. I need some ideas for factions of not-undead that will allow some variety in role-playing and encounters. Any ideas, Pathfinder Community? And let's be inventive...I don't need suggestions for Lawful Good clerics and paladins trying the "cleanse" anything... :) ![]()
![]() OK, so it really bugs me when a DM is lazy and doesn't make proper maps for his encounters and campaign setting. It's really difficult to play the game on a blank piece of graph paper or other equally crappy grid-like object. I'm about to start a truly amazingly-awesome ZOMBIE APOCALYPSE! campaign (see this URL for additional discussion on this topic: http://paizo.com/forums/dmtz4xzt?Zombie-Apocalypse#35) and I need some super awesome map-making resources. Unfortunately, my wife is less enthusiastic about this game idea (or gaming in general) than I am, and would put my nuts in a vice if I went out and purchased something like Campaign Cartographer or other map-making software. So, once again, I appeal to the Pathfinder community for help. How can I make functional (not necessarily pretty) game maps for use on a computer display for my super-awesome ZOMBIE APOCALYPSE! game? ![]()
![]() Dude, just slow-pitch stuff to them to help get them used to the basic concepts and mechanics. Have them fight a lone Orc or something easy. Once they get comfortable, introduce the idea of multiple characters per player -- if they're game, work the new characters into the campaign. That in itself can be a fun role-playing situation! I've done this a couple of times, and I've found that each player will view one of his characters to be the "dominant" personality -- his go-to guy for role playing. That's OK...in full parties, it's been my experience that one or two of the players are the dominant role-players anyway, and the rest of the group usually sits in the peanut gallery until their unique skills are needed or combat begins. That's a group dynamic for you...just let it happen! The key is, make sure your players are having fun. If you have to bend the rules a little or intervene with a "hand of God" now and again, then so be it. Good luck! ![]()
![]() Grim and gritty...low magic items. No economy to speak of, so unless you craft it or find it, you're out of luck. To compensate, the PCs will have a generous stat allowance at creation. Looking at 4 to 6 players in regular attendance. I also plan to be a jerk and require a survival strategy for food, water and shelter from the players. Good point Apple...any recommendations? ![]()
![]() I'm toying with the idea of running a zombie apocalypse-themed campaign and I'm looking for cool ideas. It seems like the various zombie templates available in PF will allow the game to scale well as the PCs advance...plus, I really like AMC's "The Walking Dead"! A few concepts I'm wanting to incorporate include: 1. The zombies are caused by a disease, not raised by an evil nemesis. 2. The zombie threat has caused a complete breakdown of civilization. 3. While big evil nasties did not cause the apocalypse, they are using the situation to their advantage. Basically, I'm imagining that "The Walking Dead" and "The Road" had a baby, then "Fallout 3" and "Oblivion" had a baby, then those babies had a baby. I'm open to suggestions...whaddya got, Pathfinder community? ![]()
![]() Tiny Coffee Golem wrote:
Thanks Golem! Natural Spell might work...I'm sure he'll be salty he has to take a feat to cast, though... Also, the bestiary entry for Pegasus reads "Common (cannot speak)", which I take to mean the Pegasus can understand common, but cannot speak it. ![]()
![]() Ok, so my GM is great about encouraging "creative" character development...he wants our characters to be stupid powerful (at least in our imaginations...) so it's that much more satisfying when he makes us run away with our tails between our legs. Anyway, one of the players (my little brother) is playing a really well-built mounted archer that rides a Pegasus (of course). We just reached 7th level, and he wants to take the Leadership feat, despite his 6 CHA score, so he can have his Pegasus be his cohort. A little outside the norm, I know, but our GM, in keeping with his philosophy, will allow it as long as the Pegasus' first 4 levels are its Pegasus HD. Ok, here's where things get really weird: the archer wants the Pegasus to have his 5th initial class level be Cleric. I pointed out that this may not be the best option as a Pegasus cannot speak, thus eliminating the ability to use Verbal spell components, nor does it have hands, which makes somatic, material and focus components impossible. He argues that the horse grunting and moving its hooves/wings is good enough since these are his natural means of fulfilling these component requirements. I can't find in the rules where it specifically says one way or another. The closest thing we found was the rule on ploymorph casting, but that assumes the caster is in a foreign form while casting. Any advice? |