Zombie Survival Game (Inactive)

Game Master Brian Minhinnick

Small town heroes fighting zombie hordes.

N small town
Corruption +0; Crime -1; Economy +0; Law +1; Lore +3; Society -1
Qualities Insular, Rumormongering Citizens
Danger +0
Government Autocracy (Lord Andrius Slazak II)
Population 750 (713 humans; 17 half-orcs; 12 dwarves; 8 other)
Notable NPCs
Lord Andrius Slazak II (LN M Human Aristocrat 2/Warrior 1), Lady Ilona Slazak (NG F Half-Elf Aristocrat 2), High Priestess Anna Martinek (LG F Human Divine Adept 6), Guard Captain Piotr Simoneit (LN M Human Expert 2/Warrior 2), Blacksmith Varran Feuerbart (N M Dwarf Expert 2), Klaudia Mikolajczak owner of Klaudia’s General Supply (NG F Human Expert 1), Thogar Orkovich owner of The Sleepy Mule (NE M Half-Orc Expert 1/Warrior 1), "Baba" (F Changeling ??), Isiah Geltgier (LN M Human Expert 3), Bafgad (N M Half-Orc Expert 1/Warrior 4)
Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 2nd
Minor Items 3d4; Medium Items 1d6; Major Items

Korostin is an ancient town. Laying the the hinterlands of the Empire of Ten Thousand Lords, it was once a prosperous lumber producing region. Now that the forests are cut down and the Empire runs on coal, Korostin has been largely forgotten. Its fine stone buildings are slowly decaying, while its once bustling streets are largely deserted. Most of the town's populace are farmers or craftsmen. The region sees few travelers and remains largely self sufficient.

The townsfolk are a serious hardworking people, whose faith in the All God keeps them going. Most of the people who live there, were born there. Many have never gone more than twenty miles outside town. Not much happens in Korostin that isn't passed along through the local gossip network. While Lord Slazak doesn't do favors for anybody, he makes sure his people are protected and that they get a fair shake. His beautiful wife Ilona is well liked around town for her kind and generous way. She has no problem mixing with the common folk, a task her husband seeks to avoid whenever possible.

The town's main problems come from bad weather, and poor soil. Though the occasional orc raid or monster incursion doesn't help anything. Korostin's only trading partner is a clan of xenophobic dwarves in the hills several day's journey to the NW. The few dwarves in town serve as go-betweens with the hill tribe. Mainly it's an exchange of iron ore and guns from the dwarves for food and luxury goods from Korostin.


1:Korostin Keep's spiked moat and walls.

2:Korostin Keep proper

3:Feuerbart’s Ironworks

4:Malinowski’s Tannery

5:The Drunken Dragon pub

6:Temple of the All God

7:Sokoloff’s Horse Trading



10:Guard barracks and jail

11:Klaudia’s General Supply

12:The Sleepy Mule

13:Edita’s Textiles

14:Bafgad’s Furs and Wild Meats

15:The Unicorn’s Mane pub

16:Baba’s Herbal Remedies

17:Dwarven Town

18:Orc Row

19:Geltgier’s Bank

House rules:

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Hero Points

E6 Rules

Alignment:Alignment is gone. For the purposes of spells that key off alignments mortals are considered nuetral. Creatures like fiends or undead would be considered evil. While a celestial would be good. Spells that key off law or chaos do not exist. Note this has the effect of making evil outsiders less distinct, falling under the general label of fiends. The same can be said of good outsiders, who are generally called celestials.

Adept Class:

Replace the spells class feature with the following:

An adept casts spells. Upon taking their first level in the adept class the adept must pick either the witch spell list, the sorceror/wizard spell list, or the cleric/oracle spell list. Adepts with the witch or sorceror/wizard spell list cast arcane spells, adepts with the cleric/oracle spell list cast divine spells. Adepts who cast divine spells must have a patron deity. The adept must also choose a casting score from among wisdom, intelligence and charisma. Like a cleric or wizard, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a casting score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's casting score modifier.

Divine adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells. They know all spells on their list that they are high enough level to cast. Each divine adept must choose a time each day during which she must spend an hour in quiet supplication to regain her daily allotment of spells.

An arcane adept begins play knowing all of the 0-level spells on their list plus three 1st level spells of the adept’s choice. The adept also selects a number of additional 1st-level spells equal to her casting score modifier to learn. At each new adept level, she adds two new spells of any spell level or levels that she can cast (based on her new adept level) to her spells known. She can learn additional spells by completing a special ritual with a scroll. The adept must have a scroll of the spell desired and make a Spellcraft check (DC 15 + spell level), fail or succeed the scroll is consumed. Each arcane adept must choose a time each day during which she must spend an hour in quiet contemplation to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Adept. In addition, she receives bonus spells per day if she has a high casting score. Where Table: Adept indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her casting score for that spell level.

Adepts who cast divine spells replace the Familiar class feature at 2nd level with the following:

Domain:An adept can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain.

Each domain grants a number of domain powers, depending on the level of the adept. An adept gains the bonus spells listed for each domain, but she does she gain bonus spell slots. The adept uses her level as her effective cleric level when determining the power and effect of her domain powers.

Deities (Adapted from George RR Martin's Song of Ice and Fire universe):

The All God, or the Septet, represents totality, it is depicted as a seven pointed star or a circular rainbow. The seven are aspects of the All God. The Septet is not usually prayed to directly.

Father, or the Father Above, representing judgment, he is depicted as a bearded man who carries scales and is prayed to for justice.

Mother, or the Mother Above, representing motherhood and nurturing, she is prayed to for fertility or compassion, she is depicted as smiling with love and embodies the concept of mercy.

Warrior, representing strength in battle, he is prayed to for courage and victory. He carries a sword.

Maiden, representing innocence and chastity, she is usually prayed to to protect children and other innocents.

Smith, representing crafts and labor, he is usually prayed to when work needs to be done, for strength. he carries a hammer.

Crone, representing wisdom, she carries a lantern and is prayed to for guidance.

Stranger, an exception to the other aspects, the Stranger represents death and the unknown. Worshipers rarely seek favor from the Stranger, but outcasts sometimes associate themselves with this god.

There are other deities, but they are considered heretical by conservative members of the Faith of Seven, while more liberal members see them as unrecognized aspects of the All God.