Pathfinder 1E Zombies. Scavengers. Oh my! Nightmarish Campaign world! Will post more.

Brokenheart

First Post
Hey all,

Trying to flush out a bit on a campaign world I have been working on for fun. Essentially a ruined world, run amok with mutants, zombies, aliens, freaks, and psychopaths. A land where all your worst nightmares hide beneath your bed, where all your scariest dreams come alive. Haven't quite chosen a name or it yet.
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Prologue:

No one knows how it happened..or why. As far as anyone knows it could have started with one man, woman, or child and simply spread. It came to envelop the world, and nearly wipe out humanity in itself. The dead came to life.. Those long dead crawled up from the earth, rotted and slow.. Those freshly killed proved to be somewhat quicker. Almost like feral dogs..the slightest sound drawing the attention of packs at a time, hungry and merciless. Flesh. Living flesh. They crave it, want it, they must have it. No one knows why..or cares. In the midst of the chaos, others took the opportunity to rape, murder, loot..it was a nightmare come to life. No one was prepared for the carnage which took place in the first month..

Those within the cities saw the worst of it, but those living on the countryside did not have it easy either. No one went without dealing with the nightmare which had sprung to life. Earth had been reborn a nightmare, and no one would ever awaken from it..again.
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For NPCs, to flesh them out quickly, I will use a simple system:

Long Dead:These rotting corpses crawled from the very grave-earth in which they were buried, clawing their way from their burial coffins. Dressed usually in whatever garments they were buried in, they stalk their warm prey in what is now rotten, tattered rags. Rotting, stinking flesh drops from their bodies, they exude an unusually ripe smell. They are slow but numerous, often hunting in packs of a dozen or more. At times these are encountered alone, and prove no real threat. They feel no pain, no fatique. They are stronger than the average man, their movements and reflexes are slower. Highly-predatory, these zombies are constantly hungry and on the look out for an easy meal.

Class I Zombie:

Medium Undead
Hit Points:2d8 (+3 if using toughness)
Abilities:Str 12-14/Dex 6/Con --/Int --/Wis 14/Cha 6
Attack:1+1-2 (Str) Melee Slam (1d6+1-2) or Bite (1d4+1-2) (Up to +4 with Focus)
Defense:5 plus 2 (natural). Head is typically between 8-10.
Saves:Fort 0/Ref -2/Will +5
Feats:Weapon Focus (Bite) or Weapon Focus (Slam) or Toughness.
SQ:Staggered (Only standard actions). Damage resistance 5/slashing/blunt/piercing. Must attack
the head. Disease Spreader (Will be fleshed out later). Immune Undead Traits.
Weakness:Brain/Head.
Movement:10-30 ft.
Encounters:Typically anywhere from one to a dozen to... Three or more constitutes a pack. Twelve or more is a large pack. Twenty four or more is often refered to as a gathering. Etc, etc.

*Defense in the campaign is lowered, yes. It improves the grittiness. Each class gains a defense progression.
This will be explained in better detail later.

Class I Survivor:Commoner (Modified Commoner, more along lines of Aristocrat)
Role:Scavenger, Caravan Guard
Gender:Female, Slender.
Medium Humanoid (Human)
Hit Points:12 (2d6 plus 1 plus 3)
Abilities:16 Pb. Str 12/Dex 12/Con 10/Int 10/Wis 12/Cha 8.
Skill Points:29
Skills:Survival, Heal, Perception, Stealth, Sense Motive, Profession, Handle Animal
Attack Base:1 plus either strength or dexterity.
Melee Attack:Spear, +2 attack (1d8+1) or Club (1d6+1)
Ranged Attack:Light Crossbow, +3 attack (1d8+1) Crouching, +4.
Defense:5 plus plus 1 (dex) plus 2 (defense bonus) plus 1 (leather jacket)
Saves:Fort 0/Ref 1/Will 3
Feats:Light Armor*, Simple Weapons*. Weapon Focus:Crossbow, Toughness
SQ:Human traits
Gear:Light Crossbow w' scope, quiver, and 12 broadhead bolts. Spear. Backpack. Knife. Multitool.
Combat boots. Leather Jacket. Black bdus (cargo pants).

Companion:2 HD Guard dog.

This is an example of the average Scavenger or Caravan Guard. It can also be used as a Community or even an Outpost Guard. She will typically attack from a distance with the crossbow, positioned in either a crouch or a prone position to increase her accuracy, taking her time with the crossbow's scope. She will typically aim for the head. Only when she has no bolts left, or if the target comes to close, will she close in melee with her spear at which point the target is usually flanked by the dog.

Scavengers often travel with Guard dogs, whose heightened senses alert the Scavenger to the approach of hostiles. Also, she has a Light Crossbow equipped with a scope and quiver. The scope acts in the same as the "Far Shot" feat, the quiver is mounted directly to the crossbow itself, and may be slung over the back via it's sling. The bolts are equipped with broadheads, rather than simple fieldpoints.
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Inhabitants, those whom still remain amongst the living, eek out a meager existence. Communities of survivors which have popped up, expect that all able-bodied men and women work to defend the walls or
fences. (This means that most NPC characters are level two, and possibly multiclassed). Firearms and ammunitions are generally reserved for occurences of large packs and herds, but also due to the fact that noise tends to draw their attentions. Defenses typically consist of baited traps, melee weapons, and primitive
projectiles. Children have often been seen attack with slingshots.

The economy used amongst survivors is a trade or barter system, goods rather than coin or paper money are
exchanged. Although, some Outposts issue tokens as bounty payment or in return for goods, ensuring that the 'money' is spent amongst their own merchants. Also, services can be used in the barter system as well, provided that one has a service which is needed.

Will add more later, provided I get good positive replies.
 

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