The dark side of the ubiquitous skeletron, corrupted from within by it's own basic technology.
Guilt is a powerful force
You think the zombies are bad? Wait till you meet their masters!
The unnatural offspring of a zombie father and a human mother.
All Maire wanted was to give her husband a child. She wasn't about to let death stand in the way.
Nuclear war, zombie outbreaks, meteor strikes, economic collapse, alien invasion, no matter how it happens an apocalypse makes for a unique and engaging setting to run a campaign in, even for a jaded GM.
Here’s a few quick tips that can make a good zombie or other post apocalypse game a great one, and keep the group coming back (from the dead?) for more.
A few quick and techniques any GM can use to make a zombie apocalypse campaign a success without becoming to stressful or repetitive for to run over the long term:
She left me, I couldn't deal with it. I sat there with the barrel of the gun in my mouth for a long time before I pulled the trigger.
(Graphic Warning: Not for delicate eyes)
The Zombie Strain, as the infection was most commonly known, was actually identified as PrP-1174, a prion.
The Harakan have been created with only one purpose in mind. They hunt the despised slaves of the Empire
It may be wondered why packs of wolves, Giant Spiders and other such animals would attack PCs, when said PCs are normally armed to the teeth with deadly weapons and spells. Surely it would make more sense to attack weaker prey? Sometimes it is because the PCs are threatening the animal's territory or cubs or egg sac. Sometimes the animals may be crazed with hunger. Or it may be because the animals have become infected by Atissi worms.
An order stretching back to the first days of the Plague, the Knights Medicus are starting to die out as the Plague deteriorates their numbers.
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?