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1 Learn more about the Pathfinder Roleplaying Game at paizo.com.

2 2 The world of Aruneus Contagion Infected Human Zombies What does this supplement contain? By Benjamin Gerber with Scott Lazzari Artwork by Seth Kumpf This supplement contains everything you will need to insert Contagion Infected Human Zombies into any Pathfinder campaign. Whether you re basing your campaign in the world of Aruneus or simply want to include a zombie outbreak in an existing or new campaign world, this supplement is for you. It contains: A brief history of Aruneus Stat blocks and Special Attributes for three types of Contagion Infected Human Zombies A new rule: Head Shot A new feat: Decapitate Demographics for the world of Aruneus before and after the zombie apocalypse Encounter Charts New Magic Item The Vial of Life What is Aruneus? Aruneus is a source book for the Pathfinder Role Playing Game detailing the world, politics and life of those living in a high fantasy world one hundred years after a cataclysmic zombie apocalypse. The world was a large place. The four races, Humans, Elves, Dwarves and Orcs existed if not in peace, at least able to survive with each other. Empires were formed, lives created and destroyed, magic flourished and for a brief time, Humanity strove to master Aruneus. Then the undead scourge broke the world. Mother, come quick! Aiden's sick! He's been bitten by a man in the lake and he won't wake up! Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game.

3 3 It started with a single child, then a family. Soon, a whole village succumbed. Within weeks hordes of mindless, always hungry undead swarmed over the Human Empires, destroying any creature that was foolish enough or unlucky enough to fall before them. Although the disease affected only humans, rendering them first dead and then undead in less than two days, the hungry corpses would eat anything warm blooded that fell into their grasp. Mice, cattle, even the great Dragons. None were immune. They were not fast or overly strong but their numbers became massive. Weapons proved to be nearly useless against a horde. Magic and fire could do more but the undead in the thousands proved too much. Worse, they did not seem to decay or become weaker. Years would pass before even the hint of corruption appeared on their bodies. One organization, the Order of the White Cloth, proved to be a counter to the undead scourge. Able to organize to the point of defending a small but determined group of Human settlements, the clerics proved invaluable. Able to destroy the undead through sheer power of will, their protection became vital. The Order has become the new nobility. Their upper echelons have become the wealthy elite, admitting very few in to their ranks and supplanting kings and emperors as the new, untouchable power. Anger them and their protection can be withdrawn, leaving you and yours to fend for yourself against the undead. The Elves and Dwarves too have been decimated by the undead. Their cities have been ravaged and their population has plummeted. Fear of Humans is a normal reaction. Any who may have been bitten will turn and in turning they will eat flesh endlessly until put down. While the Orcs of the north have suffered as well, their frozen country and nomadic ways have gone far to preserve them. For the first time in centuries, a new Orc empire is rising. Magic users have become something of a rarity, as the practice and study of magic is a luxury not often had when fighting for mere survival. The Order of the White Cloth has all but outlawed the practice of magic unless it is done on their license, in their temples. The lay people see mages as a curiosity and people to put their hope into. What is left of the old nobility would seek to manipulate them in their secret war against the Clerics. The Order of the White Cloth simply seeks to use their power without them becoming a threat. There are rumors of a small island containing the last operating wizards college not under the thumbs of Clerical overlords, but at this point they may just be rumors. When the undead scourge (some called it the apocalypse) spread through the world it was the grimmest of times. Societies collapsed and Empires fell in the span of a few years. Over ten million sentient beings vanished from Aruneus in a matter of years, many returning as mindless undead. It is only now, one hundred years since that ill-fated child destroyed the world, that hope can once again be seen in the faces of Man, Dwarf or Elf. Walled cities are for the first time in a century growing. The undead are finally succumbing to time and literally falling apart. While still out there, beyond the safety of walls, their numbers are slowly dwindling. The invention of lighter-than-air craft have reintroduced trade and communications.

4 4 The Order of the White Cloth, seeing their reign beginning to slip, are tightening their yoke on the human population, quashing rumors and allowing only those communications they see fit to pass through their censors. Still, it is hard to stop a rumor. A rumor, recently surfaced, hints at a possible cure. A means for keeping a living human infected with the undead Contagion from turning into one of them. If this were true it could be the final answer to the prayers of hundreds of thousands of humans. The nobility would kill for this and a chance to seize the reins of power from the Order of the White Cloth. The Order would kill to keep this from diminishing their power. Whole cities would become mobs should they learn that the cure was being withheld from them, or was within reach. Should you be given this power and asked to save all of humanity, what would you do with it? Where would you turn and who would you pick to live or to be condemned to shamble and moan and wander, always lost? Contagion Infected Human Zombies These creatures are a special type of Undead humans who have been infected by the Contagion. Once a human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days. These creatures retain no knowledge of their former existence. They are motivated by one purpose only, which is to feed on living flesh of warm blooded creatures. Unlike their magically created counterparts, Contagion Infected Zombies are not compelled by magical control. They are incapable of understanding any commands. A significant portion of their brain must be destroyed before the zombie succumbs to a final death. Much like their counterparts, however, they feel no pain and will in no way attempt to defend themselves against attack or the ravages of nature. Contagion Infected Zombies can be controlled by those who can control the undead if they are so mastered. Should their new masters lose control, Contagion Infected Zombies immediately revert to mindless eating machines. When not actively feeding, a Contagion Infected Zombie will ceaselessly search for warmblooded, living flesh to feed on. They do not hunt in groups but are often seen together (ranging from two zombies to hordes in the thousands) because they are attracted by the same stimulus. They do not distinguish or prefer one type of target over another. They will head to the nearest source of food (a warm blooded creature), whether it s a field mouse or a sleeping dragon, and immediately attack. Contagion Infected Zombies always attack by first attempting a grapple and then attempting a bite. Once they have successfully bitten their target, they will continue to feed by biting once per round (per zombie) until that target s heart stops beating. As soon as the target dies, the Contagion Infected Zombies will lose interest and immediately seek a new target.

5 5 The Cure For a century, scholars, magic users and clerics have been desperately searching for a cure to the contagion without success. Taking incredible magical powers based in both knowledge and the divine, along with the presence and blood of a contagion infected zombie, the Vial of Life has been created. The Vial of life (Wondrous Object) Aura: strong Transmutation; CL 9 Slot -; Price: 1,000,000 GP; Weight - Over the course of a month, this small vial which appears to be constructed out of dull brown soapstone slowly fills up with a sweet-smelling, light green liquid. Once the vial is 3/4 full, production of the liquid stops until the vial is emptied. If drunk, the light green liquid will heal 1d6+6 HP of damage. If drunk by a human who has been bitten by a Contagion Infected Zombie but who is still living (has not succumbed to the effects of the Contagion) that human will endure 1d10 minutes of pure agony, after which they will be cured completely of the Contagion. They will also be healed up to 1d6+6 HP of damage. If the liquid is poured out of the Vial of Life it will lose its healing and curative properties in 1d4 minutes. The Vial may be stoppered by a simple cork with no ill effect. Requirements: Craft Wondrous Item, True Resurrection, Polymorph Any Object, a Wizard and a Cleric of sufficient level, fresh blood from a Standard Contagion Infected Zombie, a potion of Cure Serious Wounds. Cost: 500,000 GP Feats Decapitate The negatives for attempting a Head Shot are halved. Prerequisites: Base Attack Bonus +1 Benefit: Whenever you attempt a Head Shot, instead of taking a -4 on your attack roll you take a -2. You must still reduce the zombie to 0 or less hit points for a successful decapitation. Special: You may only use this feat with melee weapons.

6 6 Decrepit Contagion Infected Zombie Age years XP 100 CR 1/4 Medium Undead Perception (warm blooded creatures only) +5 DEFENSE AC 11 (+1 natural) Touch 10 Flat-footed 11 HP: 6 (1 HD: 1d12) Defensive Abilities: Undead Traits OFFENSIVE Speed: 5 Feet (1 square cannot run) Melee: Grapple, Bite -1 (1d2) Will always attempt a Grapple first. Space/Reach: 5 ft/5 ft. Special Attacks: none Special Qualities Prolonged Undeath, Single Actions Only, The Contagion, Damage Reduction 1/, Moan, Freeze, Destruction and Dismemberment. STATISTICS Str 8, Dex 8, Con -, Int -, Wis -, Cha - Base Attack -1; CMB -1; CMD 8 Undead traits Chance of wearing armor (+1 AC) 5% If a zombie is wearing armor, they will have a helm on and a Head Shot is not possible. Decrepit Contagion Infected Zombies are found throughout Aruneus.

7 7 Old Contagion Infected Zombie Age years XP 200 CR 1/2 Medium Undead Perception (warm blooded creatures only) +5 DEFENSE AC 11 (+1 natural) Touch 10 Flat-footed 11 HP: 12 (2 HD: 2d12) Defensive Abilities: Undead Traits OFFENSIVE Speed: 10 Feet (2 squares cannot run) Melee: Grapple, Bite +0 (1d4) Will always attempt a Grapple first. Space/Reach: 5 ft./5 ft. Special Attacks: none Special Qualities Prolonged Undeath, Single Actions Only, The Contagion, Damage Reduction 2/, Moan, Freeze, Destruction and Dismemberment. STATISTICS Str 10, Dex 10, Con -, Int -, Wis -, Cha - Base Attack +0; CMB +0; CMD 10 Undead traits Chance of Wearing Armor (+1 AC) 10% If a zombie is wearing armor, they will have a helm on and a Head Shot is not possible. Old Contagion Infected Zombies are found throughout Aruneus.

8 8 Standard Contagion Infected Zombie Age 0 25 years XP 400 CR 1 Medium Undead Perception (warm blooded creatures only) +5 DEFENSE AC 12 (+1 natural, +1 DEX) Touch 10 Flat-footed 12 HP: 18 (3 HD: 3d12) Defensive Abilities: Undead Traits OFFENSIVE Speed: 15 Feet (3 squares cannot run) Melee: Grapple, Bite +1 (1d6) Will always attempt a Grapple first. Space/Reach: 5 ft./5 ft. Special Attacks: none Special Qualities Prolonged Undeath, Single Actions Only, The Contagion, Damage Reduction 3/, Moan, Freeze, Destruction and Dismemberment. STATISTICS Str 12, Dex 12, Con -, Int -, Wis -, Cha - Base Attack +1; CMB +1; CMD 12 Undead traits Chance of Wearing Armor (+1 AC) 15% If a zombie is wearing armor, they will have a helm on and a Head Shot is not possible. Standard Contagion Infected Zombies are found throughout Aruneus.

9 Special Attributes Prolonged Undeath: Contagion Infected Zombies, once turned, decay at a fixed rate equivalent to 1 day of normal decay every 5 years. After the equivalent of 20 days of decay (100 years), the Contagion Infected Zombie is no longer able to move under their own power. They will still attempt to attack/bite any warm blooded creature that passes within their reach. When a Contagion Infected Human Zombie becomes older than 100 years, they will decay to the point of destruction within 1d10 years. When a Contagion Infected Zombie reaches 0 hit points, they will become immobile for 1d4 rounds, during which time they will recover half their total hit points. At the end of that round they become fully mobile again. If a Contagion Infected Zombie suffers a head shot, or if their heads are completely consumed by fire or acid, they will die a true death and will not become mobile again. Damage Reduction: Contagion Infected Zombies have damage reduction 1/, 2/- or 3/-. They are essentially masses of flesh for which wounds are not an issue. Single Actions Only: Contagion Infected Zombies may either move or attack as a single action each round. They can perform an additional 5 foot move if attempting to grapple. This will provoke an attack of opportunity. The Contagion: All Contagion Infected Zombies are infected with the contagion. A single bite from a Contagion Infected Zombie will infect any Human bitten. The Contagion confers abilities on those it infects not normally found in standard undead. Moan: Contagion Infected Zombies, on determining that potential prey is nearby, emit a long, low moan which carries quite a distance. Any other Contagion Infected Zombies within a half mile radius have a 60% chance of being attracted by this moan and will also begin moaning themselves. Often, this results in a Contagion Infected Zombie Horde. Zombies will moan if they see prey or hear loud noises which may indicate prey. Freeze: When Contagion Infected Zombies are in an environment where the temperature falls below 32 F for over 12 hours they will freeze solid. They will be unable to move until they have been exposed to temperatures over 32 F for 12 or more hours. Frozen zombies are considered immobile and helpless. Destruction If Contagion Infected Zombies take their maximum hit dice (i.e. 1 hit die 1d12 = 12 pts.) in damage in a single round they are considered destroyed (dead). The exception is a Cleric who uses the Channel Energy ability to channel positive energy. If positive channeled energy is used to reduce a Contagion Infected Zombie to 0 hit points or less, it is destroyed. Contagion Infected Zombies and equipment or loot: Decrepit and Old zombies almost never have any worth speaking of. They may be wearing armor if they died from the contagion while so equipped. Over the course of the years though, they tend to lose most of what they ve had. There is a 5% chance (d100) that a Decrepit Contagion Infected Zombie will have a +1 to AC and be wearing a helm, a 10% chance that an Old Contagion Infected Zombie will have a +1 to AC and be wearing a helm, and a 15% chance a Standard Contagion Infected Zombie will have a +1 to AC and be wearing a helm. Type Undead: Contagion Infected Zombies are considered Undead creatures, excepting any special qualities listed here. 9

10 10 Demographics 101 Years Past Total world population: 11,375,000 sentient individuals maintaining friendly relationships. Humans - 70% of the population - 8,500,000 Dwarves - 15% of the population - 1,725,000 Elves - 10% of the population - 1,150,000 Other sentient races - 5% of the population - 575,000 Orcs, Goblins, Trolls and other "unfriendly races" - total population 2,000,000 Other sentient races - 1% of the population Orcs Goblins, Trolls and other "unfriendly races" - total population 1,200,000 With the rise of the Orcish Empire it is estimated that roughly 1,000,000 of these are Orcs. The Orcs have enjoyed some measure of security from the undead threat as a large portion of their territory resides in the Northern reaches of Aruneus where the weather is below freezing for at least six months out of the year. This has given the Orcs the ability to neutralize any frozen zombies during the winter months and in the face of any large hordes traveling north, they simply retreat to colder climes until the undead freeze solid. Humans, Elves and Dwarves have not had any such luck, having occupied the more temperate zones of Aruneus. Although no formal census has ever been taken, it's felt that Orcs comprise roughly 85% of that number. Today Total world population: 800,000 sentient individuals maintaining friendly relationships. Humans - 20% of the population - 160,000 Dwarves - 45% of the population - 360,000 Elves - 34% of the population - 272,000

11 11 The Head Shot Special Rules A Head Shot is an attack that targets a specific portion of the body the head. Head shots may be taken if the following conditions are met: Head Shots are only effective against Contagion Infected Zombies. If a ranged weapon is used, the target must be within short range. The head the character is attempting to hit cannot be obstructed by armor or other obstructions. A Head Shot may be used during any normal attack action (either an attack action or a full round attack action). If the character has more than one attack per round during a full round attack action they may substitute a head shot for any or all of these attacks. The Contagion If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%. A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours. Once a Human has contracted the Contagion they cannot be healed by any normal or magical means excepting the Vial of Life or a Wish (not a Limited Wish). Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie. A touch or ranged touch spell attack may also be used as a head shot. Each head shot causes the character to take a -4 on their attack roll. On successfully hitting with a head shot, the target takes an additional 6 points of damage and is exhausted. If that target is a human infected with the Undead Contagion and their hit points fall to 0 or less, they have been destroyed and will not rise again. Head shots on infected humans wearing a helm do normal damage and will not be considered enough of a blow to kill them. These individuals must either have their head gear removed, suffer their total hit dice in damage in one round or be killed by a coup de grace. Contagion Infected Zombies lack even basic defensive reflexes necessary to prevent a head shot.

12 12 Zombie Encounters These quick charts can be used to determine random zombie encounters from one zombie to a huge horde. Single zombies (used to determine what types are present in small groups) d Decrepit Contagion Infected Zombie Old Contagion Infected Zombie Standard Contagion Infected Zombie Group encounters (used for medium groups of zombies) d Decrepit 3 Old 1 Standard Decrepit 7 Old 3 Standard Decrepit 10 Old 5 Standard Decrepit 14 Old 6 Standard Decrepit 20 Old 10 Standard Horde encounters (used for large groups of zombies) d Decrepit 50 Old 20 Standard Decrepit 100 Old 30 Standard Decrepit 200 Old 50 Standard Decrepit 300 Old 100 Standard Decrepit 500 Old 200 Standard Special thanks to: Jennifer Gerber, Benjamin Alberti, Izzie & Luca, Daniel McKenna, Tracy Barnett, Chad Perrin, Lisa Joy and Everyone at Troll in the Corner and the crew at /r/rpg Aruneus and Troll in the Corner are trademarks owned by Benjamin Gerber. All rights reserved. All zombie artwork copyright Seth Kumpf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Visit us at and watch for our next supplement for The World of Aruneus The Orcs! For a great RPG community online, please visit Open Gaming License Version 1.0A Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and

13 13 otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. The World of Aruneus Copyright 2010, Benjamin Gerber. Troll in the Corner Copyright 2010, Benjamin Gerber Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Declaration of Product Identity All text and tables in this product, with the exception of material specifically excluded in this declaration of product identity, is open game content. The Aruneus name, any logos, the Troll in the Corner name and all Artwork is under copyright and cannot be 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

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