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Basic Abstract Difficulty (BAD): ​a penalty from -1 to -10 

Post Apocalypse Sets  that replaces detailed skill Task modifiers (e.g. lock 
picking, climbing, scavenging) in dangerous areas. A 
The following sets are for post-fall ​All Flesh Must Be 
generally “friendly” place like a normal home might not 
Eaten ​games. 
have BAD, but a place in disarray might go to -2 and one 
The locations presented are light on loot, as the author  hardened against assault might be from -4 to -8 
assumes ZMs will add in randomised results from  depending on the time and effort taken to fortify it.  
scavenging tables or the like. This means the ZM can 
When in doubt, slap on the BAD and any modifiers 
closely control access to supplies (especially food and 
players brought (high quality gear, injury, etc.). The Cast 
ammunition which dictate the tone of most games in 
convincingly prep for an assault? Reduce the BAD! Don’t 
the survival phase). However, a few choice pieces of 
use BAD for ordinary combat rolls, unless the victim has 
described gear are present where relevant.  
a specific tactical disadvantage (melee fighting up a 
To use these location in your game some tweaking and  prepared staircase, for example). If a test has a listed 
familiarisation will be needed. However they should fit  penalty, do not apply BAD. 
neatly in many Deadworlds which are based on 
modern-day Earth. Where a zombie infection is 
referenced, substitute “possession” or “alien  Sets 
infestation” or whatever other method of zombification 
your Deadworld uses, as necessary. 
Abandoned “Rocket” Gas Station 
Modifiers and Rules  This gas station has been converted to a hideout for a 
survivor, but now seems quiet and still. 
Some notes to help you create your own sets quickly.  There are windows covered with plywood (and hinged 
Every set should have: Purpose or History, Physical  or movable viewslots, broken glass used as anti-climb 
Description (including sight, smell, sound, feel), and a  defence, barricades and obstacles. The small store is 
section for rules and modifiers appropriate to the set’s  mostly closed up, but one side door swings ajar slightly. 
dramatic purpose. For example:  The smell of gasoline and rubber permeates the air. The 
sound of the station’s signage and mascot creaking in 
● “Nice” set: O​ ne or two friendly extras (NPCs, or 
the breeze is the only noise heard. 
perhaps other interactive creature comforts), a 
place to socialise, a place to be alone, a  ● Fact: The Station was harassed and then besieged 
mechanical benefit (be it ever so small).  by raiders after the petrol supply. 
● “Nasty” set: T ​ wo horrible surprises, a place you  ○ Many of the barricades have “Go Away” 
might be trapped, a place you might venture  painted on them. This would not deter 
despite conditions, a mechanical penalty (small or  zombies. 
large).  ○ There are bullet holes in some of the 
● “Fight” set: T​ wo weapons or  defences. 
environment-weapons lying around, an ‘arena’ and  ○ The entryway shows signs of being breached 
a non-level playing field, set deteriorates as fight  with tools (rectangular marks). 
goes on (damage, fire, fleeing crowds). Include  ● Fact: The occupier sabotaged the gas in the main 
default range for firearms.  tank as a gesture of defiance. 
● “Crime Scene” set: ​Three clues for each pertinent  ○ All the store’s sugar has been opened and 
fact, take all means of investigation into account,  emptied, but no loose sugar is to be seen (it’s 
say something about the occupier, evoke mood.  in the main tank). 
● Remember: most sets look better on fire. Give  ○ The access to the main tank has been 
thought to destruction and chaos.  clumsily opened and left that way. The 
● A map is fine but evocative artwork is better.  indicator shows the station is nearly fully 
Sketched maps are usually sufficient for  supplied. 
Unisystem games.  ○ None of the pump gear will work (non-soluble 
sugar has killed the pump and filter). 
● Fact: The raiders captured and killed the occupier  Hemmed in by HESCO barriers, this might have been a 
for their insolence.  school or similar (adapt for your game). A grassy (now 
○ There’s no sign of recent occupation.  muddy) courtyard and a two-storey building are a must, 
○ The place looks picked clean, but mementos  plus several government-issue tents and temporary 
like photos and a wallet have been  fencing. 
abandoned.  Zombies in military-grade armour can be found here. 
○ The previous occupant has been tied to a tree  Evidently the army occasionally leave men behind. 
nearby, and shot to death.  
If the PCs investigate anything about paperwork, where 
BAD modifier: -2, the previous owner fortified the  the government types have gone, or the like, let them 
station pretty well.  know the following: this site was not just a refugee 
Feature: The grinning “Space Eric” looks forlorn and  centre. Early-stage infected people were brought here 
neglected. He’s a fifteen-foot model on top of the  to be observed by USAMRIID personnel, and then 
signpost.  eliminated. Documents make references to “maximum 
sanction” and “rapid palliative treatment” but the 
upshot is that the government sanctioned the murder of 
Upstairs Community College  a community. 
This defensible little business was once a place for  An unmarked area some distance from the other 
adults to retake English and Math qualifications, sit  structures is a mass grave. The only visual cue is a neat 
exams for trades like elevator repair, and generally  five-yard square of bright-looking grass amongst the 
improve themselves. Now it’s an island of peace in a  scrubbier surroundings. The hastily-laid turf shifts and 
world of ignorance. The College takes the form of two  wavers (if anyone takes time to observe it), while the 
classrooms, a common area and a reception area above  smell of death hangs thickly over the area. Beneath two 
another business. Access is by an exterior stairwell or a  inches of sod hundreds of corpses are turning to sludge 
fire escape: natural chokepoints.  by means of caustic lye. The result is the most horrific 
The college rooms are whitewashed but in need of a  quicksand imaginable. If a character is unlucky enough 
good refurb. Inside is a mishmash of different wood  to stroll directly over the grave, roll Intelligence and 
effect furniture, and office fixtures from the eighties to  Survival (Jungle) -2 or Difficult Str -4. Each try costs 
the present. It smells of paper and a familiar, musty  d6*2 EP. If the character has someone with them to 
smell that any school-educated Cast Member will  help, it’s merely a difficult Str test (as they have 
recognised. The common area has a few half hearted  something to hold on to and pull on). After two 
couches, some old books and a water cooler. The store  attempts, they will have disturbed enough soil to reveal 
cupboard stores a few more large jugs, safely tucked  the pond of liquified flesh and yawning skulls they are 
away under the paper towels. The office has a bizarre  mired in. An immediate Fear Test at -2 is appropriate. 
array of leftover items in it, like screwdrivers from the  After six attempts, or if the character is unconscious for 
last time a whiteboard was put up, or a lost-and-found  more than a few moments, they are sucked under to 
umbrella. There is a yoga mat and blanket under one  join the luckless dead eliminated by their government. 
desk that would make a reasonable makeshift bed. The  There are medical supplies in one of the tents (marked 
surroundings and supplies mean that any Instruction  with a red cross, of course) but the entire tent is 
Tasks completed in the classrooms are at +2. There’s  covered in blood. It appears blood cultures of the 
plenty of motivational material up on the walls, most of  zombies as well as emergency transfusion supplies 
it urging students to seize the day and to keep hope  have been smashed and emptied over the place. This 
alive.  makes the entire tent a huge infection risk. The Cast 
may be able to retrieve a doctor’s bag (plus specific 
Abandoned Refugee Camp  remedies for ailments they may have if the ZM desires) 
but without hazmat precautions infect any who enter 
This grassy square was converted into a camp for  with Ebola (as the AFMBE core rulebook). 
refugees to gather in prior to evacuation. It’s deserted 
Staying here is hard psychologically. Once the true 
now, the site of a rapid withdrawal by the authorities. 
nature of the site is revealed the children’s drawings 
and missing persons posters take on grim 
significance… Not to mention the government “weapon 
confiscation zone” notices. Those aware of the horror  The Campsite 
regain no Essence and lose d4 an hour while they stay 
here, unless the place is somehow “cleansed” of its  This circle of grass is surrounded by trees in a verdant 
haunting ambiance (spiritually or psychologically).  place (it could be in the wilderness, in a park, or even a 
large fenced-in garden in a city). Examination of the site 
indicates it was set up for a scout meeting (or similar 
Crowded Street Ambush  event) due to be held after the fall. Evidently it never got 
A logjam of vehicles has become fertile ground for an  to happen but the tents are still useful for someone! 
ambush. This is the kind of place bandits find, learn and  The close cover of trees and rhododendrons make this 
modify into a killing ground.  a pocket of fresh greenery. The smell of plant life is 
The street is a chaotic mix of reds, blues, yellows all  thick in the air, and the leaves deaden outside sound 
smeared together over the black of asphalt. Dozens of  with rustling. While sightlines are obscured, it would be 
vehicles tried to charge down this street in an escape  very difficult to sneak into the campsite without making 
attempt, and one fateful accident backed the whole lot  a racket. 
up. In moments, the cars became a wall of useless 
Dog 
metal. The cars further back are still in good shape, but  Str 3 Dex 4 Con 5 Int 1 (animal) Per 4 Wil 3  
trapped. The smells of traffic (petrol fumes,  LP: 30 (AV2 all over, -1 to hit), End: 40, Spd: 18  
tarmacadam, plastic upholstery, tree-shaped air  Q/D: Acute Sense (smell), Situational Awareness, 
fresheners) hangs over the street like a pall. Most of  Covetous (curiosity) 2 
the dead seemed to have abandoned their vehicles and  Attack: Bite +7 (D4*3# and victim must roll Simple 
left.  Dex or fall prone) 
Skills: Brawling 3, Notice 3, Tracking 3 
A bus is tipped at a 45 degree angle, sitting on two tires 
with the other side propped up by a car it attempted to  There is a dog here, sniffing around the tents and 
overrun. The bus could be tipped over completely  chasing squirrels. Any character with an interest in 
(crushing anyone below it) if the two tires it’s resting on  dogs will be able to figure out he is a young male 
were popped. Staying with the public transport theme, a  Australian Cattle Dog, or similar breed. A medium-size 
yellow cab is open and empty in the sea of private  working dog with a dark “patchwork” coloration, who 
vehicles. The driver kept a .357 magnum revolver under  has slipped his collar and found a shelter here. The dog 
the dash, but didn’t get the chance to reach it on the  is evidently quite hungry, but otherwise healthy. He is 
fateful day for some reason. It has the 6 rounds in the  quite friendly, and could become a companion of a 
cylinder only.  group if they try to befriend him. Once allied, he is quite 
bright and diligent, and will do things like fetch items or 
A nearby bank lobby - glass frontage turned to grit days 
alert Cast Members to danger by barking.  
before - forms a site of concealment from the end of 
the street and a dangerous arena for fire-and-maneuver  The campfire is in the middle of a grassy space studded 
gunfighting. Tables and chairs, counters and dividers  with flat grey paving stones. That means there’s 
form a small maze here. There are no easy-looted items  somewhere to sit in wet or dry conditions, and it’s easy 
left, sadly. Gunfights inside the Bank occur at 5 meters.  to enjoy a meal or dry clothes. 

The far end of the logjam, where the crashed vehicles  There are also a half-dozen heavy duty tents set up 
form a wall, is where ambushers will lurk. They will have  here. They have been guyed out strongly and will 
hard cover with few gaps, and a position of  survive moderately hard weather. Each one would sleep 
concealment from which to begin firing. The default  six, so there’s plenty of space for the average player 
range for firearms on the street is 100 meters.  group. The natural perimeter alarm, the possibility of 
befriending the dog and the peaceful sounds of nature 
Car windows and headlights shatter, street furniture 
all mean that parties can rest easily here, regaining 
rattles or falls over entirely. Store windows spider with 
Essence and Endurance at the normal rate. 
extra bullet impacts or dent as bodies hit them. The 
smell of leaking fuel will be intense when tanks are 
ruptured, but a fire is unlikely unless deliberately set. 
ambiance. Beyond the smell of death cheap cologne 
Supermarket  and cigarette smoke can be detected. If the power is on 
in this region then a permanent loop of muzak will be 
This is a small ten-aisle supermarket that serves a  playing. Otherwise the place is silent and “close” from 
suburban or small urban neighbourhood. The outside of  the acoustic tile ceilings. All hearing-based Perception 
the building is unwindowed red brick, and inside is  checks are at -2. 
magnolia walls, tiled floors and shelves. There is a 
● The Office held a predatory financial business 
small shop floor office and a big doorway into the rear 
○ Any financial skill can have an immediate test 
stockroom. With a little work a straight run from the 
to recognise the type of business this is. 
front entrance to the rear loading bay can be set up, but 
○ Dead bodies are very sharply dressed for such 
in the apocalypse the place is choked with bodies and 
a small office, with evidence of nice 
debris. 
accessories. 
This place will be a magnet for survivors looking for  ○ Letters in the desk drawers reveal the place 
food, water, and creature comforts. Not to mention  was under investigation for wire fraud (and 
bandits looking for survivors.  other offences). 
The aisles feed towards the queue path for the  ● One scam victim committed suicide in the upstairs 
checkouts. This forms a natural arena for combat as  bathroom 
any undead lurking the shop floor will take the path of  ○ Note and pills still at the scene (though no 
least resistance. There’s some waist-high cover, but it’s  body) 
still fairly open and flat terrain. By contrast the small  ○ A trail of destruction leads from the bathroom 
office is a retreat to temporary safety. Built with a  into the main area of the office. 
sturdy door and one-way mirror to protect the cash  ○ One corpse (now decapitated) sits at a desk 
safe, the office makes a great choke point or retreat if  over the paperwork for a “Lauren Stevens” 
the Cast have keys to enter it.  who was being foreclosed on over a debt of 
In the hardware aisle there is a display of ten claw  barely a month’s pay (before interest got to 
hammers (d6*Str), plus a couple of sturdy spades  it). 
(d8*str). The kitchen supplies have knives (d4*str  ● The suicide victim attacked and zombified the 
sharp) and there’s no shortage of throwable items  office staff 
around. A fight in the aisles will knock over and spill  ○ Evidence of outward-pointing carnage from 
various types of spoiled produce. Some containers will  the upstairs bathroom. 
cause a brief burst of concealment (flour or baby  ○ CCTV recordings exist of Ms Stevens 
powder in the air) whereas some will form trip hazards  disappearing into the bathroom in floods of 
(vegetable oil or water leaking onto tiled floors). The  tears, and emerging a quarter hour later, 
shelving itself is very robust but most other furniture is  hungry for blood. She pulls the loanshark’s 
cheap or easily overbalanced. In the stockroom the  head clean off. 
cages will resist most damage but knock and bang in  ○ One early victim was jammed in the track of 
an echoey way that could be quite ominous - or  an automatic door. This slowed escape for 
obvious.  the others long enough to turn the place into 
a massacre. 
The average range on the shop floor is ten meters. In 
the stockroom it’s a mere 4 meters.  There is not much to scavenge here (cheap scotch, fake 
Cuban cigars, office supplies) but there is a large 
quantity of cash in a cheap safe behind the “staff only” 
Office  door. The staff who survived the initial attack took 
This modern office once held a short-term loan  shelter here, and eventually tore each other apart when 
operation. People who couldn’t go to the banks could  the infection set in. Truly, their hunger damned them all. 
go to these guys. That’s because they’re almost loan 
sharks. 
   
While the glam glass furniture and stock-photo posters 
look good enough, this place has a very superficial 
nitroglycerin to put a hole in the world (as a side note, 

Five Room “Dungeons”  even if the self-destruct is disarmed the charges are 
unstable and only a maniac would attempt to move 
them or linger in the bunker with them). Motion sensors 
Fallout Shelter  and a timer come online with a sweeping tone like 
charging capacitors. Each turn, add one to a rising 
Originally conceived as a millennium's end safety  count until detonation, plus one for each moving person 
precaution, this place has become a refuge in a world  in the room disturbing the bomb. Moving without 
ruled by the dead. The owner was monstrously paranoid  disturbing the bomb requires a Difficult Dexterity Test, 
and has ensured his sanctum will not be violated easily,  but staying perfectly still is a Simple Dexterity Test. 
or cheaply.  Once a limit to the count is reached (we recommend 
Externally, the shelter could easily be missed. A  20), detonate the device and kill any characters in the 
smallish aluminum shed conceals a sturdy hatch in the  bunker. To disarm the charge requires moving to it, and 
ground. The shed and nearby ground are conspicuously  racking up 10 Success Levels on an Intelligence and 
solid and well-maintained, however.  Demolitions Complex Task. Don’t forget that disarming 
Internally, the shelter is composed of grey poured  charges counts as moving! Fleeing the room requires 
concrete and green-painted steel fittings. It smells very  two movements (one if they just run) and truly cruel 
neutral, with an indefinable floral product used  ZMs might include a automatically locked door to 
throughout. The sound is quite deadened, and echoes  bypass. 
are reduced by a foam layer on ceilings. The whole  There is a secured storeroom (locked with a steel door) 
place is sterile and weird.  in the very back of the living area that might have any 
BAD modifier: -1, or -5 for breaking/bypassing security.  prize the players are hoping to retrieve. 
It’s a bunker, after all. 
Distinguishing Feature: The bunker, and any consumer  Lord Thrazzkar’s Lair 
products in it, are made by Cinco Shelters (part of the 
This was once a tourist-trap destination, capitalising on 
Cinco Family), and feature an off-putting faux 
the fad for fantasy YA fiction a few years back. It 
cheeriness. 
became a dated, ill-maintained fleapit almost 
immediately as a dank faux dungeon is actually a 
Rooms  terrible idea for a child-friendly arcade and soft play 
The airlock is a natural killing ground, a double set of  area. 
blast doors with internal controls. A firefight here might  The Lair is a cinder block built square dressed inside 
be dangerous, or there might be nothing protecting the  and out with stucco and plasterboard to resemble a 
shelter aside from a padlock or two.  typical D&D dungeon. The features are wildly ahistorical 
Inside the antechamber it becomes clear that the  and previous owners seem to have vacillated between 
bunker’s power system is offline. This will need to be  aping L​ ord of the Rings​, W
​ orld of Warcraft​ and M
​ ortal 
rectified by reconnecting the battery system. If the  Kombat​ in their urge to chase all the young 
power is left off all doors are considered locked and the  demographics. It still has that arcade smell of sweat, 
place is pitch dark.  sugary junk and ozone. On the inside the building is lit 
A series of mannequins has been set up in the bunker,  through slit-like vents near the ceiling on the outer 
in poses of readiness or attack. In the dark they might  walls, and the varying luminescences of toys and 
make tempting targets but in the light they are just  arcade posters. If power is still on it’s a riot of UV-lit 
creepy. That being said, one is propped up in a store  glowing surfaces in some parts, and flickering “candle” 
cupboard halfway along the corridor and will force a  bulbs in others. 
Fear test if anyone is “jumped” by it.  The internal structure is deliberately circuitous, to keep 
The main living area of the bunker has been taken over  kids inside and draw money from them most efficiently. 
by a large, complicated and entirely jury-rigged morass  In addition, many of the adult-sized passages have 
of electronics. The notable components are several  become clogged with makeshift barricades, corpses, 
old-style CRT televisions and enough homebrewed  and zombies. Trying to get through it quickly under 
pressure could prompt Intelligence Tasks for those  the capacitors die back, and cause 1d4 zombies to 
without a photographic memory. In short, the Lair is  immediately mob that character. If a loud, general 
securely built , confusingly lit and maze-like. BAD is -3.  melee takes place (involving more than the 
Many fire doors with steel facing compartmentalise the  aforementioned), then sic 3 zombies on every member 
building.  of the Cast’s group. Bypassing the area stealthily 
Lord Thrazzkar is the fictional overlord of this fictional  requires cunning, and we encourage the ZM to be 
realm. He seems to be some kind of  accepting of any lateral thinking solutions (disabling or 
dragon/orc/zombie hybrid and his leering helmeted  shorting the power supplies, throwing things to mislead 
head is on every sign.  zombies, etc etc). If your zombies are unafraid of the 
dark (Life Sense, etc) then you may want to add in some 
feature of the arcade that has them mesmerised, like 
Rooms 
memories of high scores or confusing architecture. 
Protecting the entrance of the Lair is a huge wrought 
Finally, there is the soft play area and the pizza parlour 
iron portcullis weighing 800lbs. Use the lifting rules to 
to traverse. Unlit, this is a place where the small forms 
pull it up (in essence: four Str 2 characters, three Str 3, 
of zombified children can quickly rush and overwhelm 
two Str 4), and characters who have rolled underneath it 
the Cast. This area will rely on their Perception and can 
can help from the inside. This operation could take 
be viewed as a pop-up shooting gallery. To make it 
quite a while, as there will certainly be zombies outside 
easier, sprinkle 1d4 zombies amongst 1d6 goblin 
attracted to the noise and effort required. Additionally, 
statues. To make it harder, have many more zombies, 
there are zombies inside the narrow “gatehouse” who 
and the threat of leaking gas from the kitchen waft past 
will be quick to defend their castle. 
their noses (however, after the fall the actual 
The internal fire doors have been barricaded by  concentration of gas is not going to be very 
now-undead survivors, and are essentially impassable  flammable). 
unless the Cast have cutting torches and lots of time. 
Exit through the gift shop! There’s a heavy fire door 
However, the obstacle course is still passable - if you 
leading back outside, with a crash bar holding it shut. 
have the ability. Five obstacles separate small 
However, the room it’s in is the prize bazaar for the 
chambers done up like typical adventure locations, with 
arcade. The “hard flash” (the big prize with an negligible 
now-defunct magic mirrors and statues of demonic 
chance of being won) is a decent replica arming sword 
enemies. The cast will each have to pass over the 
(d8*Str sharp, +1 to parry) and a reenactor’s “coat of 
obstacles to get to the next room, and in each 
plates” armour consisting of a long jacket of tough 
five-yard-square room contains 1d4 zombies. This 
leather with many small metal strips layered within it 
means some Cast Members will be outnumbered until 
(AV 12 for the torso, arms, and neck. Medium 
their friends arrive. 
Encumbrance.). It can be liberated from its glass case 
● Cargo net - Str and Climbing +2  with simple violence, and is sure to make any Cast 
● Jump and grab rope - Simple Dex  Member look like a pseudo-historical knight errant. 
● Monkey bars - Con and Climbing 
● Narrow space - Simple Dex, -1 for every point of 
Str over 2  Mini Laboratory 
● Stepping stones - Int and Dex, as planning your  This is the quintessential government classified 
route is important  research outpost. Located in a nondescript office 
Each attempt takes a Turn. If a Cast member cannot get  building, the lab is a maze of keycard doors, concrete 
past an obstacle, simply say it takes them ten Turns to  walls and bulletproof glass. 
get through by cheating and brute force.  This place smells of chemicals. Leaking hand sanitiser 
The obstacle course leads to an Arcade. This  stations, broken vials of solvent, and other volatile 
cavernous space is dark, full of zombies, and littered  chemicals are leaching into the air. If the power is on 
with machines whose power supplies still hold residual  then daylight fluorescents hum gently. If not, the place 
charge. This means that every pinball and lightgun  is dark except for battery-powered pinpoint lights on 
machine is essentially a landmine. Touching one will  buttons and switches. 
set off a loud “attract mode” for a few moments until 
This dungeon centres around retrieving information  ● Office jokes (worst boss award, slacker humour, 
from a computer, but it could be tweaked for a  pink fluff and kittens) could give clues about the 
computerised safe or other storage medium.  user (gender, interests, foibles) 
BAD modifier is -2. All the security fixtures are BAD -6.  ● The computer’s height and peripherals indicate the 
user’s attributes (height, any disabilities) 

Rooms  Three “eliminate half” clues turns 10 candidates into 1, 


but you should add more to make things easier on 
The outer doors have been destroyed by determined 
players. Alternatively, simply have Cast Members roll 
attackers already. Evidence of high-temperature cutting 
Intelligence and Research/Investigation or Bureaucracy. 
equipment mars the steel. Those same attackers 
This is a great opportunity to show the human side of 
evidently killed the 6 scientists in the outer hallway, but 
these scientists, half of whom the PCs have returned to 
not very thoroughly. All six are now zombies. This fight 
death in the first room. 
takes place in a narrow space (no more than two 
persons abreast) and at a range of about 6 yards to  Now that the PCs have found their prize, they must 
start with.  retrieve the data. This is easy as the computer is not 
secured, but requires a lengthy process. If they have a 
Once the scientists are dealt with, the security must be 
portable hard drive or other device it will take 6 turns to 
dealt with. The next section of hallway has a sentry gun 
transfer all the data. Otherwise, they must use the 
defending it. Motion sensors cover a red-painted 
printer. This will take 20 turns. Clever players might 
section five yards long, at the other end of which is a 
simply opt to steal the whole computer or the disk from 
5.56mm SAW on an automated ceiling mount. 
inside it. The hardware is secured to the desktop and 
Wandering into the red zone prompts a Dex and Dodge 
will require a powered saw or similar to remove, but this 
Test, and failure means being struck by d4 bullets 
could be done in 4 turns. The desktop weighs 10 lbs or 
(autofire attack). Moving slowly enough to cross the 
the disk weighs 1 lb (but must be removed with an 
zone requires three Difficult Dex tests, and after the 
Intelligence and Electronics -2 roll). 
first one there is no possibility of a Dodge test (no 
cover or concealment). Disabling the turret is a simple  Time is of the essence. The zombies nearby take this 
matter of pulling the power cable. Alternatively, the  opportunity to swarm the Cast. Every three turns, d6 
turret has 200 rounds and expends 20 per attack, so  zombies enter the Lab and begin moving toward the 
canny PCs could bait it into running dry. The turret can  Cast. Alternatively, produce a smaller number of variant 
be disassembled and reassembled into a belt fed  zombies (perhaps Damage Resistant ones, or ones with 
machine gun by a competent gunsmith.  Claws) and send them in. Now might be a good time to 
re-activate that sentry gun, and there are a dozen RFID 
Moving past the turret, the Cast find themselves in a 
tags (that will stop it attacking the wearer) in a box in 
research Lab area. Fume hoods, gloveboxes, flammable 
the lab space. 
solvent cabinets and computer workstations are all 
dotted about on countertops with tall stools. The place  Once the data is transferred or printed or stolen, the 
is in a relative mess, with much work left abandoned on  Cast can leave. The zombies will stop arriving 
whiteboards and notepads. The computers and  (remaining ones must be dealt with) and the PCs might 
peripherals are connected to a UPS battery backup and  have the luxury of picking through the side rooms. Each 
will have a few hours life in them once a clearly-marked  one will need breaking into, but there will be supplies of 
switch is thrown.  distilled water, first aid kits, and perhaps a few security 
team weapons in them. 
Identifying which workstation has their data on is a 
process of elimination. There are ten consoles, each 
one the customary home of a researcher. Depending on   
what information they need you could add a number of 
factors to narrow choices. 
● A family photo shows the researcher’s partner     
(gender, race, location). 
● The field of study is indicated by post-its or nearby 
reference books (subject, seniority). 
● An airsoft version of a special ops-style rifle is 

Set Dressing  laying around here. It’d take a sharp eye and 
knowledge of firearms to see it was fake without 
Scatter these in wherever they fit.  messing with it. The BBs deal no real damage. 
● A corpse sways gently from an improvised noose, 
● A battery powered transistor radio is tuned to a 
hanging out of a nearby upstairs window. It’s 
broadcast. A synthesised voice reads out “8, 3, 7, 
bloated and fly-blown. The body won’t be 
7, 6, 5, 8, 3, 7, 2.” The broadcast is punctuated by 
zombified if your zombies have a spine or brain 
the guitar riff from Space Oddity. “7, 7, 7, 9, 8, 5, 8, 
weak spot (severed spinal column). 
4, 7, 2.” This strange broadcast loops a few times, 
● A huge haul of food and water is spoiled and 
goes dead for exactly an hour, then resumes. 
destroyed here. The jugs of water are open and 
https://youtu.be/98XP-exh9QI 
tipped, and what remains in the bottom of each jug 
https://en.wikipedia.org/wiki/Numbers_station  
is greenish and rank. The food packets are 
● A murder of crows are scattered over the ground 
smashed, torn, and thrown around. The food itself 
nearby, pecking at scraps. They seem quite 
smells of mould and is visibly crawling with bugs. 
unafraid of people, only moving a little in response 
● A cherry red electric sports car is stopped in the 
to threats or kicks. A gunshot still disperses them. 
middle of the road. Two seats, very quiet, great 
● A bucket has been propped over a nearby door. 
acceleration… Eight miles of range left in the 
This is supposed to serve as a loud makeshift 
battery, and where was the last charging station 
alarm for a now-departed survivor. 
you saw for one of these? 
● A row of small cross-shaped grave markers stand 
● A stand of fruit sits by the side of the road. Most 
over small mounds of earth. Each one has a child’s 
of it is spoiled, but one tray of green apples is a 
personal belonging at its base (an action figure, a 
(safe) irradiated batch and looks fresh. 
plastic tiara, a hairbrush, a filthy scrap of blanket). 
● A charred, twisted bus blocks the road. The interior 
● A backyard trampoline has been blown by wind 
is covered with a thick, greasy layer of ash and on 
into the area the Cast are crossing. It’d be in good 
close inspection there are human bones mixed in 
shape if someone tipped it back upright. 
with it. A broken flamethrower fuel pack can be 
● Slowly rolling down the road is a single car wheel. 
found nearby. 
It’s going less than walking pace in the opposite 
● An eagle (or other local raptor) perches on a roof. 
direction to the PCs. There is no apparent source 
A few moments after it is noticed it gives a loud 
for it. 
cry and swoops off. 
● A checkpoint of some kind has been set across the 
● Someone has strung hundreds of feet of electrical 
road here. HESCO barriers made of square 
wire across this area. The wire is looped around 
mesh-and-concrete blocks filter the road down to a 
furniture and other obstacles to create a thicket 
single aperture, in which a wrecked pickup truck is 
that would stymie dumb zombies and severely 
helpfully left. The military seem to have abandoned 
slow humans. 
the post and taken most of the useful gear with 
● An empty canteen lays on the ground near here. A 
them, but a few items are strewn around: mirrors 
few dozen yards on, an enamelware cookpot. After 
on poles for checking undercarriages, used blood 
that a rolled up blanket and then finally a small 
testing kits, and traffic management flags and 
rucksack (just large enough for the previous 
cones. 
items). The corpse of the exhausted refugee they 
● Hanging precariously over the roadway nearby is a 
all belonged to is not far along after that. 
Rambo-style “log trap” made of street furniture and 
● A ruptured holding tank has spilled molasses all 
550 paracord. It can be triggered by severing a key 
over the street here. For a hundred yards the floor 
line tied to a car axle. When triggered, the trap will 
is sticky enough to pull off loose shoes and ruin 
swing a bundle of collected street sign poles into a 
vehicle handling. 
target 2yd wide zone, dealing D8*10 damage. 
However, it’s improperly rigged and on a D10 roll of 
1 or 2 it will not hit the targets. Characters with the 
Traps skill will quickly be able to rectify the 
misaligned lines. 

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