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Post by davegibsongreyhawkdm on Dec 29, 2017 0:58:46 GMT -5
The moathouse zombies only take one hit point of damage versus piercing weapons. Do you DM all zombies this same way? If PCs are in close formation, say with short swords, do you rule that the short swords shall be treated as piercing weapons versus the zombies, because there is not enough space for the PCs to slash with the short swords in a close formation?
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foster1941
Warlock
Duke of California, Earl of Los Angeles, Knight Bachelor
Posts: 475
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Post by foster1941 on Dec 30, 2017 0:49:15 GMT -5
I’d forgotten that the 1/2 damage reduction from piercing and blunt weapons that applies to monster and juju zombies doesn’t also apply to normal zombies. It seems to me like it should (time for another Companion revision, I suppose) and I’d apply that in place of this prototypical version of the concept found here.
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Post by davegibsongreyhawkdm on Jan 29, 2018 10:50:03 GMT -5
I’d forgotten that the 1/2 damage reduction from piercing and blunt weapons that applies to monster and juju zombies doesn’t also apply to normal zombies. It seems to me like it should (time for another Companion revision, I suppose) and I’d apply that in place of this prototypical version of the concept found here. I'm thinking that with this special defenses modification {1/2 damage reduction from piercing and blunt weapons} to zombies, as well as they have some minor spell immunities {sleep, charm, hold, & cold-based}, that zombies XP might also be increased from 20+2/hp to 28+2/hp? It certainly makes zombies more formidable foes, especially in significant numbers! It's too bad zombies aren't across-the-board one hit point damage {adjusted only by strength & magic modifiers} incurred against them for ALL piercing type weapons {spears & javelins, morning stars, most swords, daggers & darts, caltrops, arrows, bolts/quarrels, lances & many pole arms, etc.} - if that were the case, it could have many adventurers changing tactics from their normal weapon choices, if clerics fail to turn or holy water is not readily available! It would be fun to see zombies adorned like shambling pin cushions with various piercing weapons, yet still closing for the kill on dumbfounded inexperienced adventurers!
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Post by grodog on Jan 30, 2018 0:18:40 GMT -5
I’d forgotten that the 1/2 damage reduction from piercing and blunt weapons that applies to monster and juju zombies doesn’t also apply to normal zombies. It seems to me like it should (time for another Companion revision, I suppose) and I’d apply that in place of this prototypical version of the concept found here. I'm thinking that with this special defenses modification {1/2 damage reduction from piercing and blunt weapons} to zombies, as well as they have some minor spell immunities {sleep, charm, hold, & cold-based}, that zombies XP might also be increased from 20+2/hp to 28+2/hp? It certainly makes zombies more formidable foes, especially in significant numbers! I made zombies worth 65 + 3/hp XP, but all of my undead radiate fear at their HD level or less (with their HD at 2+3 HD, but I'll eventually recalculate since I've swapped zombies with skeletons to make skeleton 2+3 HD and zombies 1+3 HD). Allan.
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Post by davegibsongreyhawkdm on Feb 4, 2018 10:59:33 GMT -5
Are the zombies on the moathouse dungeon random encounters {2-8 per encounter} animated and controlled by Lareth, or else uncontrolled?
If controlled by Lareth, do they truly wander the entire dungeon level using secret doors through Lubash's lair? Are all humanoids (ogres, gnolls, bugbears) and perhaps also the ghouls garbed in the fiery eye cloaks, and wandering moathouse zombies have been directed to slay any not in this apparel?
If a humanoid {ogre, bugbear, or gnoll} wandering monster encounter is indicated in the ghouls' crypt and tunnels area, do you tend to waive the random encounter due to the humanoids may be likely to keep their distance from the ghouls?
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