Toy Killer
2013-04-20, 09:44 AM
I made this thread in the general role play section, because I'm pretty aware that D&D doesn't deal with chase scenes very well, and that zombies are pretty well established through the genres, that I can't rightfully believe that no system has ever tried to incur this trope before.
Background stuff
Hell is invading the prime material plane, one of the devil lords is using large mechanization that carry a giant flame, called beacons, that attract zombies to them (A continous greater rebuke undead ability, basically). Think something like a huge steamjack. there is a great wall that splits this area in two, and the great McGuffin is on the other side of the wall. The only way through the wall is to go through Gateshead. I already dropped the hint to the players that the Beacons have to walk through gates head as well. (Their previous adventure was stopping a gargantuan beast from breaking down the wall, because the devil lord wanted a new route to take).
So I want this city to be full of zombies that just couldn't keep up with the Beacons that are regularly making rounds. (Devils only come out at night, so they are more like shepherds right now.)
They have a location they need to get to initially in the town, a Temple of Palor, and then they will need to escape Gateshead.
It's a classic trope in zombie flicks. Characters need to get to point B, but zombies are flooding the street. They may be slow, but they are persistent and slowly shuffling in. The players need to run past them without getting pulled into the mob.
How, mechanically, do I do this with the same tension, without depacing the game and not making it a bunch of AoO opportunities?
Background stuff
Hell is invading the prime material plane, one of the devil lords is using large mechanization that carry a giant flame, called beacons, that attract zombies to them (A continous greater rebuke undead ability, basically). Think something like a huge steamjack. there is a great wall that splits this area in two, and the great McGuffin is on the other side of the wall. The only way through the wall is to go through Gateshead. I already dropped the hint to the players that the Beacons have to walk through gates head as well. (Their previous adventure was stopping a gargantuan beast from breaking down the wall, because the devil lord wanted a new route to take).
So I want this city to be full of zombies that just couldn't keep up with the Beacons that are regularly making rounds. (Devils only come out at night, so they are more like shepherds right now.)
They have a location they need to get to initially in the town, a Temple of Palor, and then they will need to escape Gateshead.
It's a classic trope in zombie flicks. Characters need to get to point B, but zombies are flooding the street. They may be slow, but they are persistent and slowly shuffling in. The players need to run past them without getting pulled into the mob.
How, mechanically, do I do this with the same tension, without depacing the game and not making it a bunch of AoO opportunities?