Cheers Wolf Girl
So I was recently asked to do a zombie scenario by some the players (have I ever said how much I detest zombies?). so only having 4 suitable zombies, (only 3 of which I could find) bought by mistake as I couldn't tell the difference between the Mantic ghouls and zombie sprues, I have had to do some more.
Duly bought from the Bay of Fleas, cut to a few days later and here they are.

(EDIT: changed the picture for one a bit less rubbish)
there are some more zombie egg plot point markers done as well.
Onto the scenario.
Zombie Town Scenario
Table - 4' x 4' standard playing area with a town/ village setup to fit your leagues current geographic area.
All buildings are perilous areas (after all you never know what went down before!)
You need 4 Zombie egg/ cocoon markers for the minor plot points and some sort of summoning/ ritual piece for the major plot point
Scenario - Your league has heard of a town from which all communications have been lost, given your recent success against the servants of Apophis you have been asked to investigate.
Arriving in the town you find it deserted and eerily quiet only strange inhuman sounds echo through the streets. You stumble upon some sort of egg like cocoons and investigate...... with a wet squelching rip and egg "hatches" and out crawls something from which you recoil in horror..... destroy it! destroy them all!
Pre game tasks - Roll on the random events table as per Tomb of the Serpent campaign Act 2. Roll a D10 to determine how many zombies are on the table to start with.

In game tasks - Destroy all four minor plot points as at the start of each turn that they still not destroyed they will release 1 zombie (within 3" of the plot point)
who spawn and can be activated by the GM/ zombie player as normal.
Major plot point - placed in a building at the center of the board a Serpent priest and 5 Militant cultists are attempting to raise a Mummy, stop them!
When a minor plot point is destroyed a Cultist will leave the building and go to investigate, the controlling player is free to use the deployed cultists as she/ he sees fit. The Serpent priest will stay with the major plot point until defeated or it is destroyed.
Zombies are Ally level minions with Horror 1 characteristic an the animal trait (included)
Brawl 2D6, Shoot N/A, Dodge D6, Might 2D6, Finesse D6, Cunning D6.
Militant Cultists and Serpent Priest as per the TotS book
Minor and major plot points are horrific (levels 2 and 3 respectively)
Any hints, tips and improvements from the far more experienced player/ GMs here?
All feedback is well and truly appreciated.