ClaytonCross
Kinder reader Inflection wanted
I would use 3 rules similar to zombicide for moving them.
1. Zombies dumb and simply attack if they can, anything but other zombies in range.
2. Zombies are dead and perhaps semi-blind so they move toward the loudest enemies first then bright lights/movement, then heat, and then smell within 20ft. That means casters using verbal components or casting spells with that make light (lighting bolt, Fireball, Firebolt, etc will usually be zombies first targets at range because they are making noise. I would give players an "aggro point" each time the speak (including spell verbal components and screaming in pain), move more than 15 foot in a turn, have any light effect, have or cause any heat the size if heat determining its reach, and one for smell (so they always have one). The "aggro points" reset at the start of the players round, and keep adding until the start of their next round. Then zombies will head for sound and bright lights out side of 20ft, then add up all inside 20ft to see who they chase. So they will sometimes pass a player to attack another louder player they can attack in the same turn but if they can't reach a player they will peruse the next player within 20ft they can attack. If they are already attacking a player see rule #1.
3. Enemies do can't "hide" with 20ft of a zombie or gain advantage on attacks as on zombies for being hidden since zombies do not respond differently to hidden or unhidden enemies and if your the only player in 20ft they smell you and attack.
---Then I would build my encounter by adding all the parties character levels together then roll 2 dice equal to aor larger than the highest level characters level. The first D10 -1 reduces the number of zombies by total, the second D10 +1 adds the zombie total. Party of lvl8, lvl7, lvl8, lvl9 (total levels=31), First roll (1d10-1, 4-1, 3) =28 , Second roll (1d10+1, 9+1, 10) = 38 zombies
Pick a point for the horde to walk through, roll 1d20 to see how many you add to the board each round until you hit your number, and wish the players luck. That's my thought anyway.
1. Zombies dumb and simply attack if they can, anything but other zombies in range.
2. Zombies are dead and perhaps semi-blind so they move toward the loudest enemies first then bright lights/movement, then heat, and then smell within 20ft. That means casters using verbal components or casting spells with that make light (lighting bolt, Fireball, Firebolt, etc will usually be zombies first targets at range because they are making noise. I would give players an "aggro point" each time the speak (including spell verbal components and screaming in pain), move more than 15 foot in a turn, have any light effect, have or cause any heat the size if heat determining its reach, and one for smell (so they always have one). The "aggro points" reset at the start of the players round, and keep adding until the start of their next round. Then zombies will head for sound and bright lights out side of 20ft, then add up all inside 20ft to see who they chase. So they will sometimes pass a player to attack another louder player they can attack in the same turn but if they can't reach a player they will peruse the next player within 20ft they can attack. If they are already attacking a player see rule #1.
3. Enemies do can't "hide" with 20ft of a zombie or gain advantage on attacks as on zombies for being hidden since zombies do not respond differently to hidden or unhidden enemies and if your the only player in 20ft they smell you and attack.
---Then I would build my encounter by adding all the parties character levels together then roll 2 dice equal to aor larger than the highest level characters level. The first D10 -1 reduces the number of zombies by total, the second D10 +1 adds the zombie total. Party of lvl8, lvl7, lvl8, lvl9 (total levels=31), First roll (1d10-1, 4-1, 3) =28 , Second roll (1d10+1, 9+1, 10) = 38 zombies
Pick a point for the horde to walk through, roll 1d20 to see how many you add to the board each round until you hit your number, and wish the players luck. That's my thought anyway.
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