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<blockquote data-quote="AtomicPope" data-source="post: 6723854" data-attributes="member: 64790"><p>*This post contains SPOILERS for the Starter Set*</p><p></p><p>Our first 5e campaign was the Starter Set with the pregen characters. Then we upgraded those characters when the PHB was released. There are undead in that module and there's one funny story that got us all interested in a "Walking Dead" type of DnD game...</p><p></p><p>We were moving through the ruins of old Thundertree. My Archer Fighter/Battlemaster was the scout with a Halforc Barbarian close behind. We both rolled 1's for our Perception as we approached the ruins of what used to be the inn. The door was stuck and the windows were boarded up. I peered into one of the windows with a natural '1' I saw a person standing there covered in dust. I figured they're probably dead so I said, "I'll kick open the door and if he doesn't say anything I kill him." So I kick open the door, rush in with my magical longsword and chop him twice (used my Action Surge), dropping him to the ground. Then we roll initiative and the DM get's a natural '20'. The Zombie rises up hissing, a dozen more Zombies come out from the corners and rooms and surround me, and a dozen more Zombies come out of the shadows and fog surrounding the party. We were 3rd level and completely surrounded. I was cut off from the party and our Druid didn't have any 2nd Level spells so no Moonbeam. We were hitting Zombies and they were getting right back up again. The only thing that saved me was rolling high on my Second Wind. We had no miniatures out. It was all theater of the mind which I believe helped increase the tension. We had a similar experience with the Ghouls in the mines but we were far more triumphant.</p><p></p><p>I believe as a campaign it will be hard to sustain that level of intensity throughout. You'd probably have to change the rules using the DMG serious injuries and reduced healing to sustain the understanding that Zombies are not something you simply destroy. You might also have to make your campaign world a LOW level world where proper Wizards are rarely higher than 3rd or 4th level. Basically, once Wizards have access to Fireball and Fly the Zombie hordes are much less impressive. Although a Druid's Moonbeam is more powerful against Zombies and Undead in general knowing there are lots of Fireball casters out there lowers weakens the tension and presence of danger.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 6723854, member: 64790"] *This post contains SPOILERS for the Starter Set* Our first 5e campaign was the Starter Set with the pregen characters. Then we upgraded those characters when the PHB was released. There are undead in that module and there's one funny story that got us all interested in a "Walking Dead" type of DnD game... We were moving through the ruins of old Thundertree. My Archer Fighter/Battlemaster was the scout with a Halforc Barbarian close behind. We both rolled 1's for our Perception as we approached the ruins of what used to be the inn. The door was stuck and the windows were boarded up. I peered into one of the windows with a natural '1' I saw a person standing there covered in dust. I figured they're probably dead so I said, "I'll kick open the door and if he doesn't say anything I kill him." So I kick open the door, rush in with my magical longsword and chop him twice (used my Action Surge), dropping him to the ground. Then we roll initiative and the DM get's a natural '20'. The Zombie rises up hissing, a dozen more Zombies come out from the corners and rooms and surround me, and a dozen more Zombies come out of the shadows and fog surrounding the party. We were 3rd level and completely surrounded. I was cut off from the party and our Druid didn't have any 2nd Level spells so no Moonbeam. We were hitting Zombies and they were getting right back up again. The only thing that saved me was rolling high on my Second Wind. We had no miniatures out. It was all theater of the mind which I believe helped increase the tension. We had a similar experience with the Ghouls in the mines but we were far more triumphant. I believe as a campaign it will be hard to sustain that level of intensity throughout. You'd probably have to change the rules using the DMG serious injuries and reduced healing to sustain the understanding that Zombies are not something you simply destroy. You might also have to make your campaign world a LOW level world where proper Wizards are rarely higher than 3rd or 4th level. Basically, once Wizards have access to Fireball and Fly the Zombie hordes are much less impressive. Although a Druid's Moonbeam is more powerful against Zombies and Undead in general knowing there are lots of Fireball casters out there lowers weakens the tension and presence of danger. [/QUOTE]
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