| Grogg of the North |
I am going to be running Hungry Are The Dead (D4) soon. In the module, when Falcon's Hollow is under attack by the undead, it states that the Northwest and the Northern entrance of town are only 120 feet apart. That feels ... small? Even if it is supposed to be yards, that's only a little more than a football field. Was this distance chosen just to make sure the PCs could actually get there in time?
Also, rather than grind through several rounds of PC vs Human Zombie combat, I am thinking of trying to adapt the mass combat rules. I was going to let the PCs take control of a group of Lumber Consortium / Town guards and give them commands. Attack, advance, fortify, etc. Maybe have each PC's class give their unit a perk? Barbarian can have their unit rage, rogues lay ambushes, etc.
The party is martial heavy and "I hit another zombie" will probably drag on.
Thoughts? Advice?
PS: I hope I posted this in the right place....
| Lord of Conflict |
Falcon's Hollow is a small town to my recollection, and looking at the map, (if I am readying right) the Northwest and Northern gates are. close together.
As far as the combat goes, you could handle it in a lot of ways. The two thoughts I have are,
1. The classic "waves" combat were they face increasing number of foes with several rounds in-between were they can try to prep for the next one.
2. The Troop Rules from Bestiary 6 pg. 307.
For the Record, I have never GM'd either of the of the above, but I want to.
| Azothath |
Hungry Are the Dead (D4) is a 32-page dungeon adventure designed for 6th-level characters, utilizing the 3.5 edition ruleset and set in the Pathfinder Chronicles campaign setting. The module is frequently run as a standalone horror or dungeon-crawling scenario.
convert to PF1.
Table 7-36: Settlement Statistics & Kingdom(2) {use fixed width font}
Type . . . .|Mods|Qual|Dngr1|Lots|Mod2 |Dngr2| Popl |Base gp | Prchs gp | Spls|
Thorp . . . | -4 |. 1 |. -10|. ? |. ?? |. ?? |. 20- | . . 50 | . . 500 | 1st |
Hamlet . . .| -2 |. 1 |. -5 |. ? |. ?? |. ?? |. 21+ |. . 200 | . 1,000 | 2nd |
Village . . | -1 |. 2 |. 00 | 1+ |. -4 |.-10 |. 61+ |. . 500 | . 2,500 | 3rd |
Small town .| 00 |. 2 |. 00 | 2+ |. -2 |. -5 | 201+ |. 1,000 | . 5,000 | 4th |
Large town .| 00 |. 3 |. 05 | 9+ |. 00 |. 00 |. 2k+ |. 2,000 |. 10,000 | 5th |
Small city .| +1 |. 4 |. 05 | 21+|. +1 |. +5 |. 5k+ |. 4,000 |. 25,000 | 6th |
Large city .| +2 |. 5 |. 10 | 41+|. +1*|. +5*| 10k+ |. 8,000 |. 50,000 | 7th |
Metropolis .| +4 |. 6 |. 10 |101+|. +1*|. +5*| 25k+ | 16,000 | 100,000 gp | 8th |
Note:(*) per district.
Run is a 3 to 4×Spd{dbl move} distance. Mounted creatures move far faster.
usually the population density drops in a rural setting.
Dense Cluster: If houses share walls or are built on small, tight plots (common in historic or UK-style villages), 61 people would likely require only 5 to 15 acres.
Suburban or Standard Rural: With average single-family lots (about half an acre to an acre per household) and shared community spaces, the village would occupy roughly 30 to 60 acres.
Agricultural / Homesteads: If the residents are spread out on large farming, equestrian, or homesteading parcels, the settlement could easily stretch over 100 to 300+ acres.
Have the zombies come in waves of 4-6 (CR=APL+2 to +4) every minute.