Professional Documents
Culture Documents
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)
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.