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Cemetery Encounter/Quest

Posted:
December 26th, 2015, 6:07 pm
by clmckay
I've had the map in this quest for some time, but am just now getting around to making quests for it. It's a Paizo flip mat and can be found on their website. I've printed it off on vinyl and we're planning on trying it out tomorrow. Here's the quest if anyone wants to look it over.
ENC-AQuestionofZombies.pdf
Re: Cemetery Encounter/Quest

Posted:
December 26th, 2015, 7:06 pm
by GimmeYerGold
This looks really fun. It's a good "side-quest" Quest for the heroes to encounter during their travels, for sure! I especially like the flavor of the clues found during searching.
My only question about searching is how does a hero access the treasure section of the search chart?
EDIT: I reread that the Heroes can search for Clues OR Treasure, and now I understand!

Re: Cemetery Encounter/Quest

Posted:
December 26th, 2015, 7:14 pm
by clmckay
Glad you like it.
I hope it'll play fairly quick....maybe 45 minutes, then we'll have a regular quest afterwards.
To your question: the heroes will have to declare what they're searching for, so clues or treasure.
If things get slow, I'll add in more monsters when they clear the Zombies. I may make them mummies, the party is quite stacked at the moment.
Re: Cemetery Encounter/Quest

Posted:
December 27th, 2015, 4:41 am
by Showdown35
Looks like an interesting little bonus quest. My questions are: Do the heroes see the whole cemetery from the beginning?; Are all the graves/coffins and zombies on the board from the start of the quest?; Do the fog lines on the board mean anything? (like to they block line of sight?)
Re: Cemetery Encounter/Quest

Posted:
December 27th, 2015, 8:31 am
by clmckay
I intend to play it with the cemetery all in view at the outset. Now, the idea had occurred to me to play with limited vision, maybe limit their sight to 5 - 8 spaces. But, in the end, I just want this to be a quick encounter. The Gravestones are all printed on the map so their positions are fixed. I think what you're calling fog is actually dead trees. I don't intend for them to block sight.
Re: Cemetery Encounter/Quest

Posted:
December 27th, 2015, 9:49 am
by Anderas
Do you want to replace fallen Zombies?
Re: Cemetery Encounter/Quest

Posted:
December 27th, 2015, 9:56 am
by clmckay
I probably will, to keep the pressure up on the Heroes to get on with business.
Re: Cemetery Encounter/Quest

Posted:
December 27th, 2015, 6:43 pm
by Showdown35
clmckay wrote:I think what you're calling fog is actually dead trees. I don't intend for them to block sight.
Actually it was the stoney paths that I mistook for fog, which I thought may be dividing the map up into "rooms" that would be somewhat contained.
Re: Cemetery Encounter/Quest

Posted:
December 28th, 2015, 7:50 pm
by Gold Bearer
Great idea. If the character is a necromancer why does he have random spells? Chill, Fear, Reanimation, Summon Undead and Summon Wolves.

Re: Cemetery Encounter/Quest

Posted:
December 28th, 2015, 8:07 pm
by clmckay
Fair question.
In short there's not a lot of room to list specific spells, so a random assortment is a favored tactic of mine. Also, in my head, I pictured this guy as someone who lost his family and "went dark" in sorrow, so choosing just a handful of generic spells seemed a fair way to indicate a dabbler instead of a hard-core bad guy.
We played it last night. It was more fun than I had anticipated, though my group is used to having "encounters" on a regular basis. They break up the monotony of the same board and variations everytime, they also tend to be easier going and unique. I will certainly revise this to add in for replacement zombies after the first wave is killed. The zombies were efficiently destroyed, then the Heroes started searching. A second wave about 4 turns later spiced things up very nicely - especially as the heroes were all separated.