What's wrong with zombies having newfound dexterity? If you ask me, even the current incarnation of zombies are a joke- they're just slow, stumbling things for the heroes to chop up into bits. If zombies could actually move, they could be decent monsters. But as they are, they're ridiculous.
Ok, thanks. I touched it up a bit and it should be good to go. Sorry about the reanimator referance, I've never done anything like that in one of my posts before and decided to try it. Anyway, thanks for the feedback. Go to Comment
I like the post, I like the random mutations because of potions, etc. I like the fuzzy mold. I like the histroy. BUt it seems off-kilter just a little bit the whole way to me. Things like zombies having a newfound dexterity, and a powerful necromancer chilling out with barbaric halflings for so long... why not use a different race, or why wait so long if you could just cast a massive death spell. I'm not saying the idea is not there or not good, just that I don't think it's all been written up or fleshed out completely. I think the underlying idea is both funny and potential a great monster/conflict for players. Go to Comment
It is the "left overs" from a previous Evil plot. Littering your world with these sort of things help create a sense of historical flow (that things have happened and are happening) that is good for a campaign. Go to Comment
I liked the part about blood seeping up from the sand. But why is blood seeping up?
What did the island inhabitants do for their master? Guard the island? Moving gear? Dance?
Why did the evil necromancer want too attack the main land? Just because he is evil?
You get the idea. I see a lot good ideas here, but I am missing some flesh on the bones...
What makes this island different from any other fight/loot location?
Hope i'm making sense. Go to Comment