Looking for an opinion

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shawn
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Looking for an opinion

Postby shawn » Wed Nov 27, 2013 4:43 pm

Hello fellow DnD fans.

I am about to start a zombie apocalypse campaign, and I am looking for some opinions on something.

If a PC gets bitten by a zombie, they will obviously have to make a save, lest they be turned into a zombie. My quandary is this; I'm not sure if I should roll the save (keeping them in the dark about the results) or let them do it. I would rather let a character roll on something significant like this, however, even if the save is successful I intend to have them suffer some ill health effects for a period of time, and I like the idea of a PC panicking because they aren't sure what is going to happen.

Thoughts?

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Re: Looking for an opinion

Postby Tondi- » Thu Nov 28, 2013 1:08 am

If you want them to have a bit of control you could set up a creeping doom mechanic. You do something like roll a d6 which will set the duration before zombification. Then at a certain interval maybe 5 minutes real time you get them to roll a stat. At the end of the duration if they've got more successes then failures they don't zombie.

Increase the difficulty per bite.

I had a cool horde mechanic where I decide the difficult of the horde by dice, small d4 large d10. Then every round I roll the dice and that many number of zombies enter the area. The rolling doesn't stop until the players are out of danger / the area.

Depends on how deadly you want your game to be though.

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The Zinga
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Re: Looking for an opinion

Postby The Zinga » Thu Nov 28, 2013 4:25 am

I for one kind of love the idea how you get bit, you turn. Think of it, the things that make zombie movies so great and the idea of a zombie apocalypse so scary is the infection itself. It's an illness that can never be stopped and that's why it's so effective as an "End of the world" event. What you could do is make the bites be fatal, but have the times of turning differ. If a PC gets bit, you make a roll that you don't tell them the result, the roll will be for how long the PC has till they turn. Making it that a bite means zombification will make very interesting game play, the PC will have to be as smart as they try to avoid being bit, this means they will have to find ways to get around or run from the zombies.

Now I know that a game about running away doesn't sound fun, but what of the moment where you can't avoid the undead, where no matter what they have to fight, this makes every fight more intense and frightening. And with hiding how long the bitten PC has till they turned will make for amazing RP. This way the game will be fun with either slow or fast zombies. Trust me, I'm a D&D/RP player that has multiple zombie survival kits hidden around my house with escape plans for a good chuck of my city and a solid long term zombie plan.

I live the living dead, and have thought of doing something like this for a long time, so I hope my suggestions help make an amazing game! ^u^

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Re: Looking for an opinion

Postby StephOKingston » Thu Nov 28, 2013 2:26 pm

I think it's more realistic if you keep them in the dark. You could get them to roll but not tell them what they need to "win" or "lose." Even change it up, do odds and evens sometimes or number based other times. That would certainly put the roll in their hands but still leave the mystery and they still have to pay attention to themselves.

Personally I would love being a player and trying to figure out if my character was infected or not. It would definitely add that edge of realism to a game.

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Re: Looking for an opinion

Postby shawn » Thu Nov 28, 2013 5:52 pm

These are all great replies that have definitely helped out.

Tondi, I absolutely love the horde idea. I will for sure be using it.

Zinga, I agree with your post but I want to give the PCs a chance if they do get bitten. I am going to make sure there is a penalty for getting bit even if they do make their save. I'm going to penalize their overall health, and make the saves harder (and the health penalty stiffer) each time they are bitten. I can't let a bite go unpunished, especially if it happens more than once.

Steph, I like your idea of letting them roll but not telling them what they need to be successful. I'm probably going to use a combination of that with Tondis creeping doom.

Thanks guys (or gals).

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The Zinga
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Re: Looking for an opinion

Postby The Zinga » Thu Nov 28, 2013 10:51 pm

Okay :) I understand not going with my idea,, the others were pretty great on their own ((zombie swoon))

However I would love if you would keep everyone updated on this campaign of you''re here on the forum and come to us with anymore problems!! Everyone talks about doing a zombie campaign but very few ever do it,, so I kinda want to see how it all goes down.. Besides!! We are all trust worthy people!! We are on the internet after all O:-)

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Re: Looking for an opinion

Postby Tondi- » Fri Nov 29, 2013 1:33 am

All the zombie games I've played have been one shots.

I like the idea of, your bit your dead, but for that you need a bunch of characters or a system where you can roll up a character super fast.

I'd love to play a zombie game in gamma world!

shawn
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Re: Looking for an opinion

Postby shawn » Sun Dec 01, 2013 1:43 am

The Zinga wrote:Okay :) I understand not going with my idea,, the others were pretty great on their own ((zombie swoon))

However I would love if you would keep everyone updated on this campaign of you''re here on the forum and come to us with anymore problems!! Everyone talks about doing a zombie campaign but very few ever do it,, so I kinda want to see how it all goes down.. Besides!! We are all trust worthy people!! We are on the internet after all O:-)



I'll keep you updated if you want. We probably won't actually start gameplay until late December but the PCs came over Wednesday and created their characters. We only have two PCs, the third guy in our gaming group lives farther away at the moment but since we are using the Gurps concept of xp, he will be able to make a character and jump in when he's around.

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The Real Doge
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Re: Looking for an opinion

Postby The Real Doge » Fri Dec 06, 2013 5:03 am

wow

many zombies

such roll d20 every turn to see how many zombies appear

zombies minions

such bite +5 vs reflex with a slowed save

3 failed saves in row =...
such ill fate!

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SirLeio
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Re: Looking for an opinion

Postby SirLeio » Sat Dec 07, 2013 8:01 pm

The Real Doge wrote:wow

many zombies

such roll d20 every turn to see how many zombies appear

zombies minions

such bite +5 vs reflex with a slowed save

3 failed saves in row =...
such ill fate!

I like this.
ps: nice name and pic

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kennstan
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Re: Looking for an opinion

Postby kennstan » Thu Dec 12, 2013 8:11 am

There is a 4E book called OPEN GRAVE, in it they have Adventure hooks. or campaign arcs I can't remember what they are called.

anyway here is what they say

HEROIC TIER:

This campaign arc focuses on a singular and terrible
event—a massive outbreak of undead. All across a
kingdom, or perhaps even a larger region, the dead
begin to rise. Zombies and skeletons claw their way
out of graveyards, wraiths and specters proliferate in
the night, and more powerful undead begin to openly
prey on the living by day. The PCs must deal with a
world gradually being overrun by the undead.
Heroic Tier: Something’s Wrong

The characters begin the game in a relatively straightforward
manner; no hint of any undead outbreak exists.
Midway through the first adventure, they encounter
undead, but this event should not appear particularly
worrisome: After all, undead foes are common.
It turns out to be a sign of things to come. Not a
day after the characters return to their home base,
are easy enough to deal with, but neither the local
authorities nor the PCs can determine why this
event occurred.
Around this time, the characters hear rumors of
uprisings in other parts of the country. A few more
outbreaks occur—perhaps one in the barracks of the
local town guard, where all the guards simultaneously
came down with the same disease. Although
the PCs eliminate this threat, they learn of a larger
outbreak—the next closest city has apparently fallen
completely to undead. The threat is obviously one
that the PCs couldn’t hope to stem alone. The party
should realize at this point that it faces an ongoing
struggle to survive in a land under siege.
Reports indicate that the lesser undead, such as
zombies and skeletons, seek shelter by day. During
this time, they are holed up unless disturbed. This
periodic inactivity gives living creatures time to
root out undead lairs. Once night falls, the monsters
rise together and attack any living creatures they
find. Boarding up windows and doors and staying
off the streets keeps many individuals safe from the
predators. Still, news arrives of isolated farmsteads,
villages, and even small towns being wiped out.
Amid these horrors, the PCs are contracted to
escort caravans from one city or town to another. In
addition to fighting wandering zombies, skeletons,
ghouls, and various other monstrosities, the characters
must also fend off bandits, marauding orcs, and
other threats that roam largely unchecked because
most soldiers are busy beating back relentless
attacks by the undead. Of course, the orcs and bandits
are also threatened by the rising undead tide,
but this danger just makes them more desperate to
secure supplies.
Eventually, the characters hear stories of undead
shambling about during the daytime. The source of
this rumor is survivors from a city attacked by the
undead. In this city, greater undead have appeared,
including vampire lords, death knights, and other
exceptionally powerful monsters (such as some of the
creatures detailed in Chapter 4).

PARAGON TIER:
The Shadowed Land
Using Arcana, Religion, Streetwise, or other methods,
characters can dig for more information about the
city where the dead walk by day. They soon discover
that the city in question was the first location to
report trouble with undead. The characters also learn
that the blighted city no longer enjoys full sunlight.
Instead, the locale rests under a constant pall of dark,
slowly swirling clouds that create twilightlike conditions
at all times. Worse, the shadowed region around
the city is expanding. The truth behind the outbreak
must lie within this shadowed city.
By the time the characters arrive, the shadowed
region beneath the swirling black clouds extends
almost 20 miles in every direction away from the
city. Inside the pall, undead are everywhere. The PCs
must try to blend in, or else be attacked at every turn.
Under the veil of clouds, creatures gain a +1 bonus to
attack rolls for attacks that deal necrotic damage, and
living humanoids reanimate as zombies 3d6 minutes
after death. (Large humanoids rise as zombie hulks.)
Such zombies are uncontrolled and attack any living
creature they meet.
The shadowed city’s outskirts are heavily patrolled
by numerous powerful undead and various monsters,
now undead versions of their former selves. Inside the
city, the characters discover a variety of sentient and
powerful undead. Some are newly created; others are
horribly old and carry armor and weapons marked
with strange symbols.
The party also discovers that some of the living yet
survive, gathered like cattle into a few slum wards.
If the characters take the time to rescue some or
all these prisoners, they earn major quest rewards.
During these evacuations, the group learns from the
refugees that the vampires, liches, and death knights
at the city center keep the living around not only to
feed upon, but also as components for strange rituals
they constantly perform in the city center. The old
king’s palace seems to be the center for this necromantic
activity.
The palace is the most well-guarded portion of
the shadowed city, and gaining access to it requires a
combination of careful planning and heroic fighting.
Once inside, the characters see a vast and newly built
altar to Orcus and a huge gateway into the Shadowfell.
This portal is almost a dozen yards in diameter
and cannot be closed from the world. The PCs might
theorize that the portal is the source of the energy
that has been occluding the sun and rousing the
undead, but they can’t be certain. It’s possible that the
gateway is something that came into being after the
city fell to the undead outbreak. The best way to find
out more is to venture into the Shadowfell.

EPIC TIER:
Into the Shadowfell
Regardless of the original cause of the undead outbreak,
Orcus has noticed the phenomenon and has
agents on the scene to take advantage of it. The portal
opens into a vast field in the Shadowfell near a newly
built fortress maintained by one of Orcus’s exarchs.
Within the fortress, powerful undead serve as guards
and assistants to Orcus’s exarch and its demonic allies.
The PCs must battle their way through the fortress
to slay the exarch in question. Orcus has ordered the
legions to use the foothold of the outbreak to force a
wider opening in the world. If it is not apparent immediately,
a foray or two against the battlements should
make it clear that the PCs require assistance. Into the
breach come servitors of the Raven Queen, perhaps
Raven Knights (see page 23). For some reason, the
Raven Queen has fallen silent within her icy fortress—
in fact, neither her nor any of her exarchs have been
seen for some time. No Raven Knight (or other agent)
knows for certain what is going on. Through their
own sources, the Knights have determined that this
Shadow fell fortress is a key to further understanding.
The Raven Knights command a great force that
assails the fortress from the exterior. Under the cover
of this assault, and perhaps with the aid of a few of
the Raven Queen’s servitors, the characters breach
the innermost chambers of the fortress and bring the
fight to Orcus’s exarch.
Once deep in the castle, the characters discover
evidence of the most heinous of crimes—the destroyed
remains of the Raven Queen’s exarchs. They also find
a burning portal mouth leading to one last fight—one
that takes the characters to the Abyss for a showdown
with Orcus. The Demon Prince has managed through
trickery and deceit to divert the Raven Queen’s divinity
just enough to kidnap her physical presence. He
holds her captive in his demonic realm, and only
30th-level PCs can hope to challenge Orcus’s ultimate
plan to absorb all her power.
If the PCs defeat Orcus and break the mechanism
he built to implement the transfer, the Raven Queen
is freed and returns to her former divine status. In
gratitude, she speaks terrible words of unearthly
power, and the rift between life and death is healed.
All the zombies, skeletons, and other undead that
spontaneously arose in the world fall again, becoming
little more than rotted remains. The characters have
saved the world and perhaps the cosmos from the tyranny
of never-ending death.


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