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How Would You Hide Your Secret Necromancer City in The Swamp?
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<blockquote data-quote="BiggusGeekus" data-source="post: 341497" data-attributes="member: 1014"><p>You know, the nifty thing about undead is that they're environmentally low impact residents. Say what you will about their housekeeping, zombies don't pollute. </p><p></p><p>What I'm getting at is that as long as you have a fresh supply of bodies you can keep this little swap city (sorry, <em>cité du marécage</em>, one must try to be cosmopolitan) going for forever or until the adventurers arrive, whichever comes first.</p><p></p><p>So you can have your necromancers start a plague and then teleport the bodies in. For that matter, you can have your necromancers be honest-to-goodness doctors for a far away army. The necros give their service to one side in exchange for all the dead bodies. They wouldn't even have to cheat! What mideaval army <em>wouldn't</em> exchange medicinal services for the VERY low cost of having the same medical people haul away the dead. That's pretty much ideal. </p><p></p><p>Undead don't need to breathe, so the whole underwater thing is cool. BUT! Don't forget swamp gas! You can have encounters above ground but surrounded by swamp gas. When the wizard casts a fire spell KA-BOOM! Everyone takes 1d6 fire damage. That'll keep things interesting.</p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 341497, member: 1014"] You know, the nifty thing about undead is that they're environmentally low impact residents. Say what you will about their housekeeping, zombies don't pollute. What I'm getting at is that as long as you have a fresh supply of bodies you can keep this little swap city (sorry, [i]cité du marécage[/i], one must try to be cosmopolitan) going for forever or until the adventurers arrive, whichever comes first. So you can have your necromancers start a plague and then teleport the bodies in. For that matter, you can have your necromancers be honest-to-goodness doctors for a far away army. The necros give their service to one side in exchange for all the dead bodies. They wouldn't even have to cheat! What mideaval army [i]wouldn't[/i] exchange medicinal services for the VERY low cost of having the same medical people haul away the dead. That's pretty much ideal. Undead don't need to breathe, so the whole underwater thing is cool. BUT! Don't forget swamp gas! You can have encounters above ground but surrounded by swamp gas. When the wizard casts a fire spell KA-BOOM! Everyone takes 1d6 fire damage. That'll keep things interesting. Happy gaming! [/QUOTE]
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