"As you clear the treeline and emerge into the fog-swathed valley floor, the moldering black tooth of the ancient keep looms through the mists, about a half mile off.
Between your party and the crumbling steps to the hold, a full army of skeletal figures stand silently. There is no movement, and the valley lays hushed save for the creaking of bones and the flapping of moth-eaten banners.
The tales say the army of the damned has stood silent for 100 years. But knowing you must walk among them to reach the keep and the necromancer within, your blood runs cold."
Love it. Gonna spring this one on my pcs next. SO SPOOKY!
Imagine, there's no room to walk, you have to push them aside to get through... but they dont just give way, they present a little more force then they should to get past, almost like they're trying to be obstructive, but never actually moving...
This remembers me of the time the GM surprised our group, which just had set up camp for the night, with a hundred skeletons of the drowned coming up from a lake. Our arbalester, unable to do anything useful with his weapon of choice took the cauldron in which he had started to cook soup for dinner and beat three or four dozen of them to bits.
I wasn't even mad.
>Magical energies of the ground suck the spell away.
>MFW I can't remember the exact message for Cursed Ground
>I'm playing an evoker so I LOVE when I see a fireball hurtling at my face.
Bro only epic necromancers can control that many undead at a time, you gotta BATTLE FOR DOMINANCE and you're probably gonna lose.
>Letting casters pick their own spells.
Except that is exactly what leveling up does. GM is free to veto a spell from existing, but if it exists wizard can get it if he meets the requirements from leveling up.
Now if the wizard is looking to expand his spellbook beyond the provided level up spells then you can control what they have access to.
>Currently playing a necromancer who has auto command on any undead within 30ft.
Men! Skeletons! WE MARCH FOR THE GATE.