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Datei:UZF Pulling Rank Cards.pdf[Bearbeiten | Quelltext bearbeiten]

Random Encounter Table[Bearbeiten | Quelltext bearbeiten]

Z:143

3	0.46	Fahrender Händler mit rarer Ware.
4	1.39	Fahrender Händler mit Standartware.
5	2.78	
6	4.63	
7	6.94	
8	9.72	
9	11.57	
10 	12.50	
11	12.50	
12	11.57	
13	9.72	
14	6.94	
15	4.63	
16	2.78	
17	1.39	1d x 1000 Zombies
18	0.46	1d x 1000 Zombies mit Elites und Worthy / Hinterhalt


General Campaign Advice[Bearbeiten | Quelltext bearbeiten]

Recently Mordred asked me: “ I’ve attempted to run a few zombie campaigns of my own in the past, and they’ve all come to nothing. I’m curious as to how much of this campaign you actually write and how much is player driven? Do you simply have a list of encounters that you drop in at an appropriate time, or are you just making it up as you go along?

I want to find out what I’m doing wrong in my games that they become so stressful and unsuccessful and what I can do to change that.”

Thanks for asking Mordred, here’s a few of the primary techniques I use to make the campaign a success and not become stressful for me to GM over the long term.

Planning and Improvisation[Bearbeiten | Quelltext bearbeiten]

With any open ended “sandbox” style game (I.E one where the players are pretty much free to go where they please and do what they wish,) I’ve found it easiest to only plan a short distance ahead and try to react to player choices; rather then overly anticipate their decisions or guide them in any specific direction. When letting players drive the plot, it lets me more easily plan future adventures based on the PC’s current plans and immediate goals, making the preparation for the next session relatively fast and simple.

For example, back in Session #5 the session ended with the group preparing to travel in their newly acquired truck to the airport and acquire a plane of some sort. Knowing the groups current plans and immediate destination, I was able to easily prepare the upcoming encounter locations to make the journey to the airport, and the airfield itself flow smoothly.

Granted, not every session ends in the perfect place for me to anticipate the groups’ next move or direction, but I’ve usually either asked the group out of character what their plans are, or arranged for a friendly NPC to ask the characters where they’re traveling next. (Perhaps providing them with some useful info on what lies in that general direction such as Brad did during session #15.)

Zombies aren’t the only Enemy[Bearbeiten | Quelltext bearbeiten]

While the zombies are the main threat and theme to the setting, I’ve found it works best when they are applied sparingly, and where they will have the largest dramatic impact. If nearly every combat encounter in their travels is nothing but zombies, players quickly grow familiar and jaded with the undead threat, which greatly diminishes the horror and suspense of the setting.

As in any other post apocalyptic game, the main threat is not so much the aftermath of the apocalypse itself, (be it zombie, radiation or biological,) But from fellow humans, and the resulting chaos from society attempting to cling to, (or abandon entirely) the remnants of civilization. This human element, as well as the threat from others dangers both living, (such as escaped zoo animals and feral pets,) and environmental, (such as storms, fires, destroyed bridges, temperature extremes) provide a broad variety of challenging encounters, and ones that pure combat ability and weapons won’t always help overcome.

When the zombies do make an appearance in my campaign, I try to make sure it is in a situation that is either dramatic itself, (such as the horde of zombies in sessions #3 and #4 which occurred during a severe thunderstorm,) or otherwise presents opportunities for an exciting or suspenseful encounter. (Such as the child zombie in the airplane during session #10)

Much of Survival Horror is Survival[Bearbeiten | Quelltext bearbeiten]

I my campaign I try to empathize the survival aspect, the challenges of simply trying to stay alive in a world where nothing is easily acquired and potential danger lurks around every corner. Zombies, road gangs, and other such combative threats are far less exciting and suspenseful when my players have a healthy stockpile of ammunition and enough supplies to travel the wastes for weeks without needing to scavenge.

In order to keep things gritty and difficult I make sure to have the characters sweat and/or bleed for every reward and upgrade they acquire, rewarding good ideas and smart tactics, while still ensuring their plans never go too smooth. A few unforeseen complications or unexpected combat encounter can turn an otherwise “typical” scavenging or planning scene into a memorable encounter, (such as the inclusion of the zombie child is session #11.)

Usually most groups will expend enough ammunition and supplies to continually have to hunt for more, but at times throwing in an extra combat encounter to help drain their resources and keep them needing more. (Such as the horde of zombies at the airfield in session #8) When my players come up with a masterful plan or perform some stellar roleplaying, (as they did during session #14 when bargaining for supplies and trucks) I make sure the reward is worth the effort, and that the challenge of future encounters will take the benefits of this reward into account.

Pacing Action and Interaction[Bearbeiten | Quelltext bearbeiten]

The other technique I use to keep sessions fresh and exciting is mixing up the combat encounters, usually with interaction or exploration scenes which create opportunities for character development and interaction within the group. After a particularly tense and combat heavy session or two, (such as sessions #3 & #4) I like to slow down the pacing for all or part of a session. (As I did in sessions #5, part of Session #11 and most of Sessions #14 & 15) This lets everyone reassess the current situation without feeling overly pressured and driven to charge full speed ahead. Giving some regular in game “downtime” allows not only my players to strategize, but gives me a clear idea on what to plan for next, without needing to rely upon improvisation or leading the players with an obvious plot hook.

Drop in Encounters[Bearbeiten | Quelltext bearbeiten]

The last method I use to help keep things flowing smoothly is to keep a few short encounters ready at a moments notice to toss in when things slow down or the group is eager for combat. These encounters are usually rather simple, from a random rabid animal lumbering towards the group from the bushes along side the road, or a zombie bursting from inside a port-a-potty, it gives the session a hit of adrenaline that revitalizes everyone and keeps things from dragging.

Does anyone else have a few techniques they’d like to add for keeping zombie games fun and horrifying?

Seeds[Bearbeiten | Quelltext bearbeiten]

  1. While venturing through a hospital, you encounter a moving corpse cast in shadow. When illuminated, his blood splatted hospital gown is percieved before the subtle stitch work that has been performed on the ghoul. It seems some crazed madman has created this undead horror by sewing on the body parts of other corpses, creating a walking jigsaw hungry for flesh. Perhaps more horrors of a similar nature could be found, their insane creator flooding the derelict halls with his art.
  2. While searching the local grocery market, you are met with a large force of wandering undead. Their torn and gore strewn apparel a twisted mockery of past fashion. If avoiding them, you'll find that most of the shelves had been picked clean or the food has rotted. Though further investigation reveals an apocalyptic fashioned man among the dead wearing a back pack assumably full of food. If you could only reach him.
  3. Thick sprayed on tan can't seem to hide the rotted flesh peeling decay of Gui's skin. Dressed in a blood soaked white tank top and a pair of tattered hawaiian shorts. A broken pair of shades are lifted above his eyes, encompassing his forehead and a pair of worn away flip flops partially cover his decomposing feet. What makes Gui interesting is the set of keys clutched in his hands. If Gui is dealt with, you'll find that one of the keys details the storage locker of somewhere in the city.
  4. Skimming along the wreckage that is the city, you encounter Hank, a large paramilitary dressed man armed to the teeth. The second thing apparant about Hank is the bite mark on his neck. If not shot on sight and questioned, he'll tell you he was bit three months ago by his wife and believes he is immune. He has been turned away (or attacked) by most groups in fear of him being infected, so on the most part he's been surviving on his own. He explains that he's a hell of a cook, a damn good shot, and his survival skills would make him a worthy addition to the group if only they'd trust him. The truth is, he is infected, but like Typhoid Mary he doesn't show any of the symptoms. He is useful in a fight, but anyone who tries his cooking, tends to his wounds, or develop a romantic relationship with him may start feeling the affects of the sickness.
  5. Zombie ambulance crew must still have some kind of reflex memory. They pick up stragglers and put them in the back of the wagon, eat parts of them. The back end is filling up with half-eaten corpses. Why does this group seem to be eating other zombies?
  6. Zombie LARP'ers running around with helmets, shields strapped and pretend-armor. The PCs may feel that they have moved into a genre-crossing world event..or maybe they have...
  7. Multiple sources of zombie infection. There were all these rumors at the beginning of the outbreak that it was from a virus. Truth is that there were several causes, not the least of which, 'mankind really IS being punished.' Whether it is a deity, alien-mother-species, or mad religious-scientist, more and more data is showing up that there is a connection between world events and the outbreak.
  8. Zombies seen making trades. Instead of eating the living outright, some are being restrained and taken for trade. It appears that they can sense differen't blood types and that particular blood type (AB- or whatever the rarest type is) seems to have some lingering intelligence.
  9. At seven o' clock PM sharp, all the infected crane their heads upward and look to the sky for seven minutes. This is done so even if inside a building, their gaze adverted towards the ceiling. This trend has left religious folk believing that during this time they're all recieving instructions from some external source.
  10. Though marred with dirt, grime, and blood, this undead ice cream truck driver appears to hum an off key tune with his distorted vocal chords. The tune bares resemblence to the song that plays from the ice cream truck he drove long ago.
  11. The Zombie Plague has mutated. Zombie Cats (which are getting buffer as they eat) and Zombie Dogs exist. If you destroy them soon enough, you might contain it.

Within the heart of the zombie infestation is a radio station. A local DJ seems to have found a frequency that repells the infected, leaving the building untouched, and safe. The frequency is beyond a human's finite perceptions, so his periodic broad casts can be used to disuade zombie attacks. He broadcasts a looped message in attempts to summon more survivors to the station in hopes of starting a new community. If they follow through and make the dangerous trek to the radio station, they find that the DJ has commited suicide, but not after along taking two other survivors with him. A recorded diary marks the the DJ's chilling descent into madness.

  1. If PCs decide to stay in the tower or listen to his radio broadcast frequency, they may find themselves slowly losing touch reality. If they're in the radio station and turn off the frequency, the zombies will return to plague the station's outside walls. If they don't they may suffer the same fate as the DJ.
  2. Zombified Michael Flately, and his legs have been chewed off.
  3. Within a hospital is an infection ward where a mass of gowned undead remain restrained to their hospital beds. Some may have gotten free and roam the darkened halls with the zombified staff. If character's are not silent, their alerted presence will trigger a number of hungry moans that'll no doubt summon the undead not restained to the beds.
  4. While out of a scouting expedition, one of the players is alerted to a large number of zombies carrying different types of supplies such as food, water, and bath material. They also seem to be gathering the supplies to one place, the local theater house. If PCs investigate they'll find a a troupe of actors and effects specialists dressed as the undead. The troupe will accept other survivors with opening arms. It's after extended stay does an issue arise, some of the actors are gradually finding it hard getting out of "character."
  5. When a News Anchor commited suicide on live TV, it heralded the coming death of televison. Though lately on public access a group of survivors have banded together to produce a television show on apocalypse survival and local city news.. If players watch with regularity, they may find themselves learning something. If they want, they could also render their services as journalists or correspondents.
  6. A sort of fungus has started to grow from the undead. It begins overtaking their body, significantly slowing their movement. These zeds are easy to spot and avoice, but fespite their mobility issues they are incredibly dangerous for the fungus's spores carry with infection with them.
  7. Just their luck. A natural disaster hits. A ground cracking, building toppling, earth quake threatens the foundation of their established fortifications, quite possibly opening tons of different entry points for nearby undead to enter. A dark whirlwind of death that strips you of your fortifications or even worse, hurls cars or infected into the PCs safe zone. If your players think they have this zombie thing figured out, let mother nature tag team with the infected and hit them where it hurts.
  8. The News Report was seen as a joke on some local channels, you didn't even see it until a "week" after the incident. The silouhetted man on camera says something you would have found funny a few weeks prior, especially considering the nasally voice. "I am the Necromancer. In case you are an uneducated halfwit, that means "speaker with the dead". The US government is going to pay me five hundred million dollars so that what happens on June first doesn't happen again. The cellphone has been sent to this news station. Contact me for payment arrangements. If I'm paid, I promise it will never happen again. If not it will happen more and more. Good luck, Good People." The situation was ignored. Perhaps that's why the New York, Chicago, Las Vegas, DC, Seattle, Miami, Boulder, and Hollywood streets became very unsafe on the evening of June 1st. The shambling bodies were taken as some kind of hoax in every major city it happened in until the corpses, stinking from the summer heat in most cases, fell on those unlucky enough to be out on the streets and ate them. It lasted for exactly an hour and staring at your blood-soaked hands and thinking about the people you knew who are now dead, killed by...by zombies of allt he insane things, you think that was the longest hour that could ever exist. Now. There are protests in Washington to the President's statement filled with not dealing with terrorists and that we can make it through this no matter how strange and how inexplicably evil it is. We just need to stick together. The US has been quarantied in agreement with the UN (not that the US had much say in the matter). This has created more panick and for the first time in US history, more people are trying, by any means necessary, to leave the country instead of coming to it. And somewhere, in the midst of the fear and terror, a small nasally man who calls himself the Necromancer waits and smiles...
  9. A breath of fresh air hits the survivors when they hear that a large concentration of undead were obliterated in an explosion elsewhere in the city. The second explosion a week later shares the same rejoicing, but on the third week their cheer is dampened. The explosions are getting closer to where the PCs are bunked. If that's not enough, refugees from other parts of the city come to the survivors claiming that these explosions not only kill zombies, but were aimed to wipe out survivors too. If that's not enough, the demolitions expert(s) is also planting small explosive traps around the city, which leads to more survivor casualties than zombie. What's his goal? Is he mad or is he operating on a larger goal? Where is he getting his hardware? What was once considered a boon has turned into a massive threat to the PC's survival. If they want any peace, they'll have to find the expert(s) and stop him.
    1. Traps could Include
      1. Rigged 'supplies'
      2. Explosives strapped to the undead.
      3. Proximity mines in the alley ways.
  10. Many folks turn to God during times of dire situation. A priest has arisen claiming that he was chosen by God to lead them into the promise land. Zombies refuse to touch him, he feeds the hungry, and he is never at a loss for inspiring words. Many survivors have given themselves to him and live a safe and easy life. But who is this man? And why does he want to lead his children into most zombie concentrated area? Is he really their salvation? Or perhaps he is far more sinister.

Encounters[Bearbeiten | Quelltext bearbeiten]

Encounters are the lifeblood of Zombiepocalypse; they are what make the game “go”. Because, let's face it, Zombiepocalypse is not a game suited for long story-lines and quests. How can it be? Because of the constant pressure of frequent zombie attacks, the vast imbalance in numbers and the lack of any guaranteed safe zones or resupply, Player Characters will be constantly on the run, focused more on surviving the next ten minutes than achieving any long term goals. They have no time for exploring or solving puzzles; they are more worried about the horde of zombies chasing after them (there is always a horde of zombies chasing after the player characters in Zombiepocalypse!) or where they are going to find more ammunition for the nearly empty guns. Plus, it doesn't help that Player Characters are so quick to die; what may have been an imperative for one PC may be unimportant to the next.

Rather than use pre-written adventures, it is strongly recommended that GameMasters let the story develop naturally, with Players bouncing from one encounter to the next. Of course, the majority of encounters in Zombiepocalypse are fairly easy to set up; the Player Characters visit a new location and zombies jump them; the Players can choose to fight, hide or run away. Quick, easy and versatile, this sort of encounter should form the bulk of the adventures.

But at the same time, there needs to be some variety; if all the encounters are essentially the same, it won't be too long before both Players and GameMaster will start to become bored. A good GM knows to add some spice to the adventure; not every encounter has to use zombies, and not all the choices need to be fight, run or hide.

To aid the harried GM, below are a selection of encounters that can further developed and fit into almost any adventure. These include a variety of situations; some are merely quiet moments or discoveries for ambiance. Others allow the Player Characters to stretch their role-playing skills in encounters with other Living survivors; perhaps they will try to talk their way into the NPC's good graces (or out of their bad graces, as the case may be). Other situations may offer the Players an opportunity to explore or restock dwindling supplies. And yes, some involve zombies too.

While the Random Adventure generator helps GMs create the start and overall setting of the adventure, the Adventure hooks below are there to help GMs fill in everything that happens once the adventure actually starts. They are intentionally brief and generic so that they can more easily be worked into any adventure. These should not be considered the only possible encounters; they are merely a sampling provided to aid GameMasters.

Using Encounter Hooks

GameMaster's should familiarize themselves with the list below. As a general rule, the Player Character's should have an encounter every thirty minutes or half mile of travel (if walking). Scroll through the list and select any encounter that seems interesting or appropriate to the situation (alternately, but strongly not recommended, you could roll 24 dice, add them altogether, subtract 23 from the total and use the result to select from the numbered list below). Many encounter hooks offer suggestions on how to vary the encounters even further. For added diversity, use the Random Encounter Generator to add even more variance to each situation.

Random Encounter Modifier

Determine which encounter hook you want to use, then roll a die to determine which modifiers to add. Additional survivors or modifiers will either be visible at the start of the encounter or will appear shortly after the PCs begin to interact with the encounter.

   1-2 Zombies: Aware of the characters and heading towards them
  3-4 Zombies: Unaware of characters
  5 Survivors: May be hostile or helpful
  6: Environmental Effect
  1 Nearby Explosion or other loud noise that may attract the undead
  2 Thunder or lightning flash which may attract undead and highlight the player's position
  3 Nearby crash (automobile, plane, building collapse, etc)
  4 Animals running by
  5 Distant Sounds of survivors (car driving by, gunfire, yelling, slamming door, etc)
  6 Change of weather (rain, sunshine, fog, dawn/dusk, etc)
  1. Their Twilight Years - an elderly couple are found sitting hand-in-hand on a park bench. They are dead, having gone out of the world together rather than face the undead hordes.
  2. Homeless - A vagabond walks down the middle of the street, pushing a shopping trolley with a squeaky wheel containing all his worldly goods. For whatever reason, the undead have not (yet) descended upon him
  3. Childlike Innocence - The screech of children at play can be heard from afar. Several kids are screaming and chasing one another in play. They either don't know about the Zombiepocalypse or have chosen to ignore it for a few hours of fun
  4. The Jogger - Ever since his last heart-attack, he's taken to jogging six miles every day and no damn Zombiepocalypse is going to stop him. Dressed in sweatpants, he may be a slightly crazed health-nut or an undead still following his old routine. Either way, he ignores the PCs unless they actively draw attention to themselves.
  5. Biker Gang - These boys barely noticed the Zombiepocalypse has started. Hard-drinking and fast driving, they aren't actively hostile but don't take no shit from no one. Even the undead seem to leave them alone. May be encountered as they roar by on the road or by stumbling upon their camp.
  6. Suicide - He just can't take it anymore. The PCs encounter this lost soul just moments before he snuffs it (method varies depending on situation). PCs can try to save him or watch him do himself in. He comes back as a zombie if they allow the latter.
  7. Man of God - A priest wanders the land, blessing the dead and reconciling the living. He does not know why God allowed the Zombiepocalypse to happen but he still has faith that the Word will prevail.
  8. The Doctor - A harried, sad-eyed doctor wanders the land, offering what care he can to the survivors. He's seen too much death but refuses to give up. He has the equivalent of two medkits on him, and he will use it on the party's behalf if they ask.
  9. The Last Open Store - A well-fortified convenience store is manned by an equally well-armed shopkeep. The Zombiepocalypse won't keep him from making an honest buck. Is willing to sell or trade his goods to well-behaved patrons
  10. The Party Boat - Facing the end of the world, a bunch of Bros got together, scavenged up a boat fullof booze, and took to the water to celebrate the fall of civilization. More nihilistic than anything, they have no plans on what to do after the beer runs out.
  11. The Raft - A small but deep pond with a swim raft anchored in the middle; a lone survivor is trapped on the raft. Zombies prowl the edge (and bottom) of the pond. He yells for help as soon as he sees the PCs.
  12. Deer Hunter - A man - either alive or dead - sits on a perch up in a tree. He was deer hunting and got caught up there when the undead came a'calling. He has a nice rifle.
  13. Crashed Helicopter - Might be a news copter, or military or private. Not repairable, there may be survivors. PCs may encounter this on the ground or may witness the crash.
  14. Crashed Small Plane - Small private plane. Not repairable, there may be survivors. PCs may encounter this on the ground or may witness the crash.
  15. Crashed Airliner - Large airliner. Definitely not repairable, there may be survivors and almost certainly are undead in the area (possibly from the plane itself or attracted by the impact). PCs may encounter this on the ground or may witness the crash.
  16. Sheriff - Just because the undead are wandering the world and eating people is no reason to break the law! Probably nuts, he definitely looks down on vagabonds carrying guns and shooting his "citizens", alive or dead. He demands they give up their weapons and possibly wants to arrest them for their crimes
  17. Talking Dumpster - A frightened survivor has taken shelter in a dumpster. As they get near, he tells them (through the closed lid) to "Go away!" He has no desire to join them.
  18. Machine-gun Nest - A military checkpoint consisting of a ring of sandbags and a mounted machine-gun. May still be manned by soldiers, or may have been abandoned or overrun.
  19. Man Trapped On Roof - He fled to his roof when the undead invade his home, and now he can't get down. He has no supplies, no weapons and no hope. He may or may not call for help when he sees the PCs
  20. Lone Rider - He may be riding a horse, bicycle or motorcycle. He zooms past the player characters with no intention of stopping.
  21. Crying Child - A small child walks down the street, crying. He's lost his mommy and is scared.
  22. Crying baby - The sound of a baby crying is heard coming from a nearby house
  23. Sports Fans - Two survivors wander the world. They are armed with sports gear from their favorite sport (tennis, football, baseball, horseshoes, whatever) that has proven to be surprisingly effective.
  24. Burnt-out Car - A burnt out car in the middle of the street. May still be on fire. No survivors, although zombies may be attracted to the wreck
  25. Tremendous Crash - A five or six car pile-up blocks the road. If there are any survivors, they are badly injured. The interiors of the cars are all bloody and the cars are a wreck. There may be useful gear to be scavenged, but the area is swarming with undead.
  26. Out-of-control Car - The PCs witness a car swerve out of control, flip over and crash. The cause of the crash can be anything from a zombie in the road, a zombie in the car, a bumblebee in the car, a drunk driver or anything else you can think of. The driver has survived the crash but is Injured, and zombies are approaching
  27. Slaver - He's a man with Needs but no Morals, and now there's no law to stop him! Leading a coffle of women behind him, he leads his "harem" to his hideout where he can do unspeakable things to his prisoners.
  28. Bandit Roadblock - They've blocked the road and nobody is getting by without paying a toll. Well armed and viscous, they may demand anything from money, to ammo, to one of the PCs as their slave.
  29. Military Roadblock - The army ordered these soldiers to keep people from going down this road and these privates intend on keeping to their mission. Well armed and scared, but willing to listen to reason
  30. On-The-Go Survivors - A small band of survivors pass by on a mission of their own, whether that is finding a safe place, looking for supplies, or out to rescue a comrade. Not too well armed, they are not actively hostile to the PCs. Although willing to accept - and offer - help, they do not wish to abandon their mission.
  31. Dead Death-mobile - After watching too much A-Team(tm), some canny survivors welded some aluminum sheeting and barbed wire to their van, then weaponized it with spikes and a snow-plow. This was their Death-mobile and their ticket out of this hell-hole. The PCs find it wrecked and empty, having failed at its mission.
  32. Fast Car - Street value: $270,000. Color: cherry red. Gas tank: full. It's in perfect condition, and it's sitting there in the middle of the road. The keys are even in the ignition. Who left it there, and why?
  33. Trap - Perhaps a claymore, or a pit-trap, or bear-trap or any sort of IED or similar. The Player Characters can either trip the trap, see it beforehand, or see someone else trigger the trap. Who left it, and was it intended to protect against the living or the dead?
  34. The Living Dead - A mad man has come to the conclusion that if you can't beat them, join them. Although still living himself, he has taken on the attributes of the undead; he moans and staggers about, attacks the living and eats their flesh. The other undead are usually not fooled but that doesn't stop him.
  35. Scavenger - He's looking for stuff that will help him to survive. He may be on his own or be working for a larger group. He knows all the hidden ways to get past the zombies, and knows where to find some good loot. He prefers to run rather than fight, but may be convinced to trade gear or information.
  36. Hero - Just when things look bleakest for the Player Characters, he arrives and saves the day. He gets them out of their bind and then takes off to help somebody else. Well armed, there doesn't seem to be anything he can't handle. He has no desire to join the Player Characters, prefering to continue his crusade on his own. For added pathos, have him rescue the PCs on multiple occassions, only for the Player Characters to later find his corpse.
  37. Fortified Survivors - This small band has found a place to hole up and they are making the best of it. The windows are boarded up, they have scavenged supplies from the surrounding area, they may even have set up some traps. Wary of strangers, they may offer help to the Player Characters but are unlikely to want to join forces.
  38. Tree-house - An impressively large and well-built tree-house in somebody's backyard. It may be occupied by a survivor, or perhaps it is just waiting for the Player characters. While not large enough to serve as a real base, it makes a terrific outpost or hidey-hole.
  39. Wild Dogs - A pack of ten+ dogs wanders the streets. Perhaps they are house-pets gone feral, or strays looking for something to eat. They may confront the Player Characters, or perhaps the PCs see them in an epic battle with a bunch of zombies.
  40. Animal Trainer - Some men use guns to survive; this guy has five big dogs. They'll rip apart anyone he tells them to, and even zombies seem to give way to him. Alternately, the trainer might use bears, big cats or other exotic animals.
  41. Wrong Way Zombies - A big horde of zombies, all headed away from the player characters. Can the PCs get by without being noticed, and where are they headed anyway?
  42. "Sleeping" Zombies - A small horde of zombies stand out in the open. Although their eyes are open, they seem unaware of their surroundings. Unless the PCs draw undue attention to themselves, it is possible to walk right through the horde without waking them up.
  43. PETZ (People for the Ethical Treatment of Zombies) - "They're still people, man! Don't kill your brothers and sisters!" Despite the horrors the zombies have inflicted upon the world, this pair still insist it is wrong to "kill" the undead, and will do everything they can to prevent the PCs from "murdering" these innocent victims.
  44. Confused Undead - Two small hordes of zombies have for some unknown reason taken it into their heads that the other horde are living, and are battling it out. The PCs can watch as they tear themselves limb from limb, but they'd better hope that they don't attract the notice of the undead or both hordes will immediately forget their conflict and descend on the Player Characters.
  45. Good Samaritan - Chased by zombies, a helpful voice yells to the PCs "This way!" as he covers their retreat with gunfire and molotov cocktails. He offers shelter and supplies to the Player Characters and may even join them if they offer up a convincing argument
  46. Undead Driver - A zombie is stuck in its car, unable to escape its seatbelt. It will try to attack anyone walking by the car by smashing through the window and grabbing a nearby victim. Just be glad it can't actually drive.
  47. Scientists - They know what caused the Zombiepocalypse, they say. Maybe they can even cure it, if only the players help them. Are they right, or are they just madmen?
  48. Flying Helicopter - A helicopter whizzes overhead. Where did it come from and where is it going? The players can try to backtrack its flightpath or follow it.
  49. Sniper - A bullet zips by just inches away from a Player Character's ear. There is a sniper nearby, perched somewhere high up (a cliff, a tree, a church). That may have been a warning shot not to get any closer, or perhaps it was aimed to kill and the PCs just lucked out. Is the sniper a potential ally or some sort of bandit or madman?
  50. The Pyro - He likes fire and explosions, but until the Zombiepocalypse he was unable to act on his desires. Well, now there is nobody to stop him and he wants to see the world burn! Although not actively hostile to the Player Characters, he will wander the world and set fires to buildings, forests, anything. The PCs may get caught in his blazes at any time.
  51. Looter - Unlike scavengers, who search for useful equipment, looters are on the look out for luxury items like big-screen TVs and jewelry, even though these things don't really hold much value in the Zombiepocalypse. Not too bright and usually suspicious of strangers, they have little to offer the Player Characters.
  52. Beached Ship - A large boat or small ship, now occupied by survivors and used as their offshore fortress. Relatively secure against both zombies and bandits, it can be an imposing target or a safe fortress.
  53. Gorge/Ravine - A narrow ravine or gorge cuts across the PCs path. It is just wide enough - barely - to jump; do the Player Character's risk the dangerous leap or go out of their way to find a safer route?
  54. Pit with Zombies - A large hole or basement filled with zombies. The undead can't get out without assistance, but neither can anyone else unlucky enough to fall into the hole. The PCs can safely bypass it, although perhaps it could be used as a trap against other survivors.
  55. Abandoned Fortified House - Once survivors lived here and did everything they could to make it safe. The walls and doors were boarded up and supplies were stockpiled. But now the house is empty. Perhaps they were driven out and the house shows signs of forced entry (albeit still repairable) or perhaps they left for other reasons, leaving a perfectly good base behind.
  56. Firemen - Once they were a group of volunteer firemen but when the Zombiepocalypse rolled around, they stuck together in hopes of bettering their odds of survival. Used to working together in adverse conditions, they are not heavily armed but have big fire axes and the strength to use it. They also have a giant firetruck too. They might just be survivors trying to make a go of things, or bandits, or perhaps they are still in the rescue business, except now they put down zombies instead of putting out fires.
  57. The Crying Indian - A cliche Native American, he sadly wanders the land after watching the undead kill his family. With the end of "the white man's world" he has returned to his roots, and lives off the land. The zombies don't bother him much.
  58. Shaolin Monk - He knows kung-fu, and it shows! A survivor wandering the world, he is armed only with his fists of steel, but those are more than enough to keep him safe. Zombies do bother him... just not for long.
  59. Homemade Tank - Take one bulldozer, and cover it with sheet metal and barbed wire. It's a homemade tank, and the players find it abandoned but in perfect working order. Unfortunately, it isn't quite the windfall it at first appears to be; it is slow, noisy, uses a lot of gasoline, only can carry one or two people in safety, and doesn't offer quite as much protection as you might expect.
  60. Real Tank - It's a battle-tank or armored fighting vehicle! Just what every survivor wants! Except this one doesn't work; it doesn't have gas, or its engine is broken, or it is stuck in some hole and can't get out.
  61. Fighter Planes - Far overhead, a pair of military fighter planes zooms past. Is this a sign that there is still a functioning military prescence somewhere? The players can try to follow them back to their base.
  62. Man Dying on Side of Road - He's on the ground, moaning and near death. Perhaps he is severely injured, or maybe just starving; in any case, it is obvious he won't be long for this world without assistance. Do the PCs help him or just walk on by?
  63. Somebody Else For Once - A man is being attacked and dragged down by some zombies. The undead have not yet noticed the Player Characters. They can try to help the victim or just try to sneak past.
  64. Gunshots in Distance - The PCs hear gunfire in the near distance. They can follow the sound if they choose, but at most all they will find is some bloodstains and spent bullet casings. Who was shooting at whom, and why, will forever remain a mystery.
  65. Old Farmer Bob - An old, ornery farmer, he has no time for strangers no matter how much in need. Don't mess with his property or his daughters or you'll be face-to-face with his trusty double-barreled shotgun.
  66. Military Base - A small military outpost. The soldiers might still be trying to keep order, or perhaps they have gone rogue. Either way, they are likely to look upon armed survivors with anything like trust.
  67. Dizzy Zombie - Around and around he goes, forever in a circle. Why is this zombie on this endless cycle? Nobody knows, but it pays no attention to anything, even passing survivors.
  68. Dead Livestock - A small group of undead are clustered around the gory remains of a pig, sheep or cow. They'll move to tastier meat if the PCs attract undue attention to themselves.
  69. Bandits on the Road - A wandering gang of thugs, well armed and ruthless. They are looking for victims, and the Player Characters may be just what they hoped to find. The bandits may have a base nearby or may be wanderers just looking to snatch whatever they can get their hands on.
  70. Cannibals - They look at first as if they are a well-equipped (and fed) band of survivors, but they have a deep, dark secret. They may be villains who try to trick any strangers into their larder, or they may be ashamed of what they have to do to survive and just want the PCs to go away before they learn the truth.
  71. Circus Is In Town - Nothing says the end of civilization more than lions, zebras, giraffes or monkeys wandering through the urban jungle. Whether the PCs actually interact with these animals or not, they are sure to remind the Players that all is not right with the world.
  72. Survivalists - These people were prepared for the Zombieapocalypse. Well, maybe not the Zombiepocalypse in particular, but any disaster. They have guns, ammo, fuel, food, medical supplies and a well-fortified home. They also have a serious lack of compassion for anyone who did not similarly prepare themselves, and great distrust of any strangers. Rich and arrogant as they are, they make a great target but is it worth the risk?
  73. The Animals Know - A sudden quiet falls as all the animals and birds go silent; something is up. Then, all of a sudden, flocks of birds or a horde of rats run in the opposite direction that the PCs are travelling. They take no notice of the PCs unless the Player Characters try to stop their flight. What has frightened these animals? This encounter may lead to another one, or it just may be an eerie moment.
  74. Soldiers On The March - The Player Characters come across a small squad of soldiers. These warriors may be on a mission or patrol and can lead the PCs back to the base, or perhaps the soldiers are in need of aid themselves. Alternately, the soldiers may have recently gone AWOL and just want to be left alone, or have left the service and turned bandit.
  75. Survivor Caravan Passing By - Three or four cars drive by; fairly well equipped and armed, these survivors are on the road and are looking for a place of relative safety. Not actively hostile to the PCs, they may be willing to trade supplies and information but are unlikely to join forces. The Player Characters may be able to get them to stop for awhile, but these guys will want to get back on the road soon enough
  76. Attacked Survivor Caravan - This small group of survivors thought they were prepared for the worst, but when the PCs come across them, the Zombiepocalypse will show them how wrong they were. The attack may still be in progress - and the PCs can choose to offer their assistance or wait it out - or the Player Characters may come across the wreckage.
  77. Boat by the shore - The PCs come across a body of water and - either beached or floating near the shore - is a small rowboat or canoe. Inside the boat is a man (either dead or undead) and possibly some supplies.
  78. Fortified Mansion - He was rich and powerful before the Zombiepocalypse and even though his money might not be worth anything now, this land owner is still a force to be reckoned with. He has well-armed bodyguards and a walled estate; he might not have been actively preparing for the End of Civilization, but now that it's here he's not going to let it ruin his day. Perhaps he was a corporate raider or a drug dealer but either way he's ruthless and isn't averse to the idea of creating his own little feudal kingdom.
  79. The Knight Errant - He might not be "all there", but at least his heart is in the right place. With a costume sword and scavenged armor, he wanders the land and brings "justice" to the "monsters" and the "evil-doers" who cross his path, while striving to "bring succor" to the "helpless". In which category he places the PCs is entirely up to them and their actions.
  80. The Vixen - She's a lady in distress, and she's looking to the PCs for aid. Beautiful and seemingly helpless, she will follow the PCs begging for their assistance. But watch out, because as soon as their backs are turned she will steal their stuff and make a run for it. She might even be a spy for some bandits!
  81. Con-Artist - He says he has what the Player Characters need - food, guns, medicine, information - but he's all talk and no action. His gear will be shoddy or his information will be outdated or outright lies
  82. Car Chased By Zombies - A car zips by, followed shortly thereafter by a small horde of zombies. The PCs can try to flag down the car (and risk getting overrun). Whether the undead notice the PCs depends on how close they are to the road. You may wish to have the PCs discover the wreckage of the car in a later encounter.
  83. Starving Man - He hasn't eaten for days, and now he's found food! He's cramming it into his mouth as fast as he can, and is paying no attention to the world around him. This means he doesn't see those zombies approaching from behind. The PCs can intervene or not; if they do save the man he will be friendly and helpful and may possibly even join the Player Characters... but not before he eats some more food first.
  84. Signs of Struggle - The PCs come across evidence of a fight, although the actual participants are long gone. Blood-stains, spent bullet casings, maybe even some bodies are all signs of some sort of conflict. There may be a few undead lingering about but nobody living.
  85. Dead Friend - He and his friends fought the good fight, and he paid the ultimate price. His friends gave him whatever honor they could - even if it was just putting a cloth over his face - and then moved on. A poignant scene to remind the Player Characters of their own mortality.
  86. Graffiti - Some post-Zombipocalypse graffiti scrawled on a wall. It may be a scathing indictment of how the government handled the disaster, a warning about nearby dangers, or a message to lost loved ones.
  87. Burning House - A nearby building is on fire and screams of desperation can be heard from within. Do the PCs risk their lives trying to rescue the victims or walk on by? Either way, the Undead are likely to be attracted to the area.
  88. Abandoned Weapon or Gear - The PCs make a lucky find; a usable weapon, a medkit, some food or other useful equipment has been tossed aside by some other survivor. Why the stranger abandoned such valuable gear nobody knows, but it is the Player Character's gear now, if they want it. Of course, the original owner may show up later to reclaim his property...
  89. Field of Bodies - This large field, playground, plaza, etc. is strewn with dead bodies. The corpses are just lying there, rotting in the sun. They may have been killed by undead, the army, or bandits but now it is just a gruesome scene. A few of the bodies may be undead, but it is impossible to tell which are which.
  90. Circling Birds - In the near distance, scavenger birds (crows, vultures, etc.) are circling overhead, cawing and screeching. Perhaps they have been driven out of their nests by something or someone, or maybe they are waiting for somebody to die so they can feast.
  91. Bloody Stream - A small stream, rivulet or outflow dribbles past. It would be quite prosaic if the water wasn't tinged with red; somewhere upstream something is bleeding into the water.
  92. Distant Explosion - A loud explosion can be heard in the distance, although the PCs can't actually see it. Perhaps a car exploded, or somebody threw a grenade, or even triggered an explosive trap. The Player Characters may be able to follow the noise to its source.
  93. Nearby Scream - Suddenly, somebody is heard screaming nearby. It could be somebody calling for help, or being attacked.
  94. Howling Dogs - Either the mournful howl of the wolf or the yipping or baying of dogs, it indicates that there are canines nearby. Should the PCs investigate, the dogs may be hungry and hostile, or they might be guard dogs of a survivor encampment, or it could just be some lonely pooch glad to find a new master
  95. Distant Battle - In the distance, the PCs can see a battle between two groups. It could be between the living and the undead, or between the living. If they hurry, the PCs can get there in time to help one side or the other (although they may attract notice of wandering undead), or they could just wait it out and scavenge the remains.
  96. Stoner - Dude! Whatever this guy is on, it is strong stuff; he doesn't even know that the dead are walking and civilization has collapsed. How he has survived is a mystery.
  97. Bitten Man - Although not badly hurt, this man has taken a nasty bite from the Undead. Already the infection rages through his body and soon he will join the ranks of the Unliving. When the PCs come across him, he may try to hide his injury so he can join them, or try to drive them away for their own good.
  98. The Hanging / Retribution - The Player Characters run across some poor sod that has met a gruesome fate at the hands of the living. Perhaps they have hanged him, or crucified him, or just chopped off his hands and feet and left him to die. Whatever his crime was, it died with him.
  99. Sobbing Man - The horrors of the Zombiepocalypse has suddenly caught up with him, and this man is quietly crying to himself.
  100. Blood and Gore - Whatever happened here, it was messy. Blood is splattered all over the walls and street, as are far too many body parts. It may have been an explosion, or a horde of ravenous zombies, but whatever it was it left a red streak on the terrain that is impossible to miss. The gore may attract undead, or the PCs may be blamed for the attrocity by other survivors.
  101. Old Camp - Other survivors have stayed the night here a day or two ago. A dead campfire, litter and other signs indicate that several people spent some hours resting here. This may indicate this is a safe area, or perhaps even now the undead are homing in on the camp. The survivors may also return to the area.
  102. Signs of Passage - There are clear signs that somebody passed through the area recently. It may have been survivors or undead. The trail can be followed or avoided, whatever the Player Characters chose.
  103. Official Signs - "Safe Area 2 Miles" or "Do Not Cross - Quarantine Zone". These are some of the signs the PCs may encounter; the last official notices by a government struggling to control the Zombiepocalypse. The signs may still have meaning, or perhaps they are just vestiges of the collapse.
  104. Saying Goodbye - A Survivor says farewell to a badly Injured or recently deceased friend. Said friend may come back from the dead if he is taken care of beforehand. PCs may need to intervene, or may just want to loot the corpse. Depending on how they approach the situation, the surviving Survivor may join them or may see them as enemies.
  105. Struggling Family - A mother (or father) is leading two small children through the undead wasteland; obviously ill-prepared for the disaster, they are unlikely to survive for long on their own. Do the PCs let them walk on by or offer their help?
  106. Fenced In Enclosure - A handful of survivors are holed up in a fenced in area. With no real supplies and no easy way out, all that stands between them and death is the chain-link fence.
  107. Teasing Zombies - Several zombies are trapped in a pit or fenced in enclosure; the undead cannot escape from the trap. Several none-too-smart Survivors are poking and teasing the zombies. If the Player Characters watch long enough, the aggravated undead manage a final revenge when one of the Survivors gets too close.
  108. Broken Bridge - A bridge crosses a narrow river or gorge. Unfortunately, the bridge is broken. On the other side is a Survivor being chased by the undead; he begs the PCs for help in getting across. Alternately, it could be the Player Characters who are being chased by enemies and need to convince the Survivor on the other side to help them!
  109. Survivor Trapped In Car - A Survivor has been somehow been trapped in his car and needs the assistance of the PCs to get out of that prediciment. Add approaching zombies for added flavor.
  110. The Saviors - The Player Characters find themselves in a deadly predicament but - just in the nick of time - a gang of well-armed Survivors rides to their rescue. However, the PCs soon discover that this assistance does not come for free when the gang demands payment for services rendered.
  111. Suicide By Zombie - In the near distance a man is heard shouting epithets at the undead; if they approach, the PC discover a Survivor, driven to grief by the Zombiepocalypse, trying to end his life with a fight to the death with an approaching zombie horde. If rescued, he may or may not be grateful for the intervention.
  112. The Innocent - The Player Characters run into a hermit or shut-in who has somehow not heard about the Zombiepocalypse.
  113. The Victim - A recently mugged Survivor stumbles down the road, having just lost all his weapons and equipment to bandits. He may try to get the PCs to help him reclaim his property; alternately, he may be a ringer working for the bandits to lure others into a trap.
  114. Lights In The Distance - In the distance, lights - be it in a far off building or a campfire in the woods - indicate the presence of other Survivors.
  115. Broken Radio - A barely functioning radio is found. Although it cannot transmit and can barely receive, the static-filled message seems to indicate the presence of other survivors. Alternately, it could be an automated message leading the unwary to aid that no longer exists.
  116. Joyride - A slightly manic Survivor has discovered a piece of heavy equipment (a garbage truck, bulldozer, street-sweeper, etc) and is taking it for a joyride down the street. Although the machine easily runs over any zombies in front of it, many other undead hang off of it or are following it behind and the driver's ultimate fate seems certain unless the PCs intervene.
  117. Abandoned Loot - Valuable or luxury items such as money, jewelry or big-screen televisions are scattered across the road. Although once symbols of wealth, they are now useless.
  118. Unlooted Store - Bonanza! The Player Characters come across a store, warehouse or business that - for whatever reason - has not yet been looted. Inside, they can find more supplies than they could possibly carry. The building itself is not easily defensible, leaving the Player Characters with the choice of grabbing what they can and moving on, or trying to protect an easy target.
  119. Pastoral Scene - It looks calm and peaceful, but does this little pastoral scene hide dark secrets or is it as safe as it first appears?
  120. Besieged Survivors - A band of survivors has holed up and fortified their base, but now they are under assault by zombies or bandits. Do the PCs offer assistance or do they just wait until it is all over so they can pick over the remains?
  121. Uncanny resemblance: Your heart skips a beat when you think you reconize an old friend/neighbour/family member in the decaying horor that stand before you.
  122. Zombie child: Zombies you can handle, but seeing a poor innoncent liitle girl turned into a flesh eating ghoul always gets to you. Plus you have to remember to aim lower for those headshots.
  123. Survivor zombie: You really are better of just evading the walking dead but this zombie might actually have some usefull items on its person.
  124. Quisling: This is not a real zombie, but a totally traumatized survivor who now believes he/she is a zombie. The "zombie" will moan and attack like a normal zombie, but can be killed a lot easier. It's up to the GM if the Quisling can be shaken out of it's belief that (s)he is a zombie. (The term "Quisling" comes from World war Z book)
  125. Funny T-shirt zombie: You spot a zombie wearing a "Greatfull Dead", "Cannibal Corpse" shirt, or something equaly ironic in this situation.
  126. Mysterious zombie: You spot one or more zombies wearing a hazmat suit or a uniform of an unknow (military) branch, or some weird cult robes: or a combination (Umbrella Corp hazmat suit covered in runic symbols) and wonder what was going on...

Cars[Bearbeiten | Quelltext bearbeiten]

  1. The car is sitting off to the side of the road as if nothing has happened. The vehicle is ready to go, full of gas with the keys in the ignition. Although there is nothing wrong with the car it looks like a trap.
  2. The car is in the middle of the street, the windows have been painted black from inside with spray paint and there have been some crosses and garlic left hanging from the antenna and door handles. There don't seem to be any signs of violence in the vehicle, there is a Gideon bible on the front seat, the page about the end times has been bookmarked.
  3. The car is sitting out in the open full of supplies, one of the tires is flat and someone one was in the middle of changing the tire (the car is up on a jack) when something happened to them. There are signs of a struggle and blood on the side of the car.
  4. The car is sitting out in the open full of supplies, one of the tires is flat and someone one was in the middle of changing the tire (the car is up on a jack) when something happened to them. There are signs of a struggle and blood on the side of the car. Inside of the car is a traumatized child of the person who was changing the tire. It might be hard to tell if the child is human or a zombie child. It’s possible that the child is a zombie that has risen on its way to being taken to a hospital for a zombie bite.

5. The car is perfectly drivable accept the fact that the front wind shield has been sho t out from the outside, blood and grey matter cover the driver’s side seat. 6. The car appears to be fine, ther e are some consumables in the passenger compartment, but it looks like it was abandoned by survivors of the plague. The engine on the car has seized up and the car will not run, which was why it was abandoned. It will take a mechanic skill roll to tell that the veh icle is unfixable. 7. The car appears to be fine; it was abandoned when it ran out of gas. There is a map on the front seat that lists local evacuation routes and shelters. 8. The car appears to be fine; however someone has painted the word “ WHY! On all four sides of it. 9. The car appears to be fine; there is a large inflated rubber raft in the passenger section. 10. The car is sitting in the middle of the road; the vehicle is mostly flattened, apparently by a military tracked vehicle , there are tank tread marks on the roof and side. 11. The vehicle is burned out, however it will still run. The inside of the car smells of burnt flesh. 12. The car is a mini van and there are 4 - 6 zombies in the car (a family), there is something in t he vehicle that would help the party along. 13. The car appears to be fine; there is a snarling dog in the passenger compartment that is guarding a corpse in the front seat. The corpse doesn’t look like it has risen and looks well preserved. Actually the person isn’t dead, just asleep due to exhaustion, liable to wake up at any time. 14. The car is on a vehicle carrier, one of seven cars being ferried by the carrier. The car looks “lived” in despite being up on the second story of the carrier. 15. The re are several cars that were in an accident in an intersection. One of them appears drivable , despite the blood that has covered the entire insides of it. 16. The car is full of victims, but they are covered with boils and lesions and have not risen 17. The care is sitting beside the road, there is a rubber hose attached to the exhaust of the vehicle leading into the passenger compartment. The occupant is dead having committed suicide right after the rising of the dead. In the dead persons lap is a suicide note they wrote telling what they witnessed and why they killed themselves

18. The car is sitting next to the curb visible through the windows are several bags of money laying o pen, the content of the bags covering the inside of the passenge r compartment The money in the car is from a bank robbery that happened right before the rising. The anti - theft device is still in one of the money bags, still waiting to go off when opened. The antitheft device will explode painting the characters bright blue. 19. The car is up high in a tree, there is no obvious way the car got up there. 20. I t looks like someone tried to armor the vehicle to allow it to run over zombies and the like. The vehicle was armored but it hasn't survived running into "something" which bashed the front of the vehicle in wrecking it. The blood and gore in the passenger compartment shows that someone was dragged out of the driver’s side seat. Apparently the collision air bags deployed and held the person in place while the zombies at e them. 21. The car looks innocent, however hidden around the car in the grass are steel traps set to catch interested parties feet. The chains on the traps have been attached to the axle of the car. Once the traps have been sprung the person who set the traps uses a sniper rifle to put anyone captured down. It's unclear whether the person is looking to trap humans of zombies. 22. The car looks like a regular car from the outside, but looking in reveals that the vehicle was laid out fo r someone who was a paraplegic, with only the use of their hands. There is a pair of pr osthetic legs still in the car, as if someone was pulled out of them. 23. The inside of the car looks like it was the scene of a gun fight, as of someone in the car was fighting someone else in the car and both of them were armed. T here are not bodies in the car but lots of bullet holes and splatt ered blood. 24. F rom under the car sticks out a pair of legs. Someone was hiding under the car, they were found and then zombies attempted to p ull them out from under the car. The zombies were unable to pull the person from under the car, so they gnawed the person ’ s legs off. 25. The inside of the car is fil led with MRE ’ s (Meal Ready to Eat ) however it looks like a trap. T h e inside of the car looks booby - trapped

Loners[Bearbeiten | Quelltext bearbeiten]

3 20 Modern Encounters for the Zombie Apocalypse: Loners Introduction People will need to band together during the zombie apocalypse, those that don’t and yet still survive will be looked at carefully by the others.......These “loners” may be celebrated in popular fiction, but in the reality of the Zombie Apocalypse they will be looked upon with fear and distrust. 1. Diseased Loner The person is confu sed and talks a lot about things that aren't there. At first glance the characters may think that the person has mental health issues. The character is suffering from an infection (not the zombie infection ) but an infection that will make them sicker and s icker until they die in 3 - 30 hours. 2. Loner (Pregnant) The woman is pregnant 4 - 9 months along (1d6 +3). She is alone and depending on how far along she is will need help. 3. Loner (Pretending to be pregnant). The woman is pretending to be pregnant in order to gain acceptance into the safety of the party. She will use her "pregnancy" to get lighter work and more food. She will stay with the group as long as possible or until she finds another group that se ems more prosperous. The character is: 1 - 2. Just looking for an easy time 3 - 4. looking to steal 5 - 6. emotionally broken and may believe herself still pregnant. 4. Immune Person The person is one of a handful of people that is immune to the infection. The person may or may not know about their immunity. If they don't know about it , things that happen as the game goes on might point to the immunity. If the npc knows about the immunity, they may be furtive about telling anyone about it out of fear. 5. Ratter Eats and raises rats, also wears their skins. This person has adapted very quickly (some say too quickly) to the fall of civilization. If asked he will tell the characters that he/she was living this way long before the fall. 6. Trapper The person is a well - informed woodsman, they are used to setting traps and the like for vermin and other animals, and t hey may have been an exterminator before the infection. If asked he /she will the characters that he/she was living this way long before the fall. It's just more acceptable now. This person is pretty self - sufficient and may not want to have anything to do with the party. 4 7. Well - Armed Loner it’s obvious that this person is well armed and ready for a fight. This person may not need the party but may also be willing to trade a weapon for something the party has. The character may have an emotional need to join the party 8. Person Who Has Been Bitten this person was bitten and seems to be fighting off the infection to the point that they have been able pass as uninfected. The person will eventually succumb to the disease at a most inopportune time. 9. Confu sed person the person is very confused, they don't believe that the zombies are real and will discount any proof that they are presented with. Even if the NPC is confronted with the facts they will become disruptive, rather than look at the facts. 10. Ana chronism Loner The character indulges in fantasy about medieval living and such. The infection has given them a good reason to wear armor and carry a long blade as they travel. The character also carries a crossbow or bow and arrows; the character also kno ws some ways to cook using a homemade fire and the like. 11. Loner on a mission . The NPC has what they feel is a mission that must be done. The mission could be as simple as "find X" or can be very complicated. Mission Creator W ho? 1 - 2. Family member 3 - 4. the government 5 - 6. Zombies What? 1 - 2. Zombies 3 - 4. Items 5 - 6. Humans Why? Hatred Pity Sense of duty or honor Where? Nearby Far away Unknown When? Recently In the recent past Very long ago 12. Dangerous loner The person is very competent in their survival skills, they ar e well armed and could be a danger if they decide they want to make trouble. 1 - 2 The NPC is very belligerent. 3 - 4 The NPC acts friendly but is actually waiting for a chance to steal or hurt the party. 5 - 6 the NPC acts friendly but is waiting for a chanc e to betray the party

13. Former person with influence The NPC is a former mayor/senator or someone of a political affiliation . The NPC will expect better treatment. 1 - 2. Local Influence 1 - 2. Knows where there is a local cache of survival sup plies 3. Knows where there is a cache of emergency food supplies nearby 4. Knows where there is a cache of weapons in the local offices 5. Knows where ther e is an emergency bunker/enclav e. 6. Knows where there is emergency transportation. 3 - 4 Regional 1 - 2. Knows where there is a cache of survival supplies . A larger a mount that the local area. 3. Knows where there is a cache of emergency food supplies and possibly kitchens and equipment. 4. Knows where there is a cache of weapons , as well as reloading equipment. 5. Knows where there is an emergency bunker/enclave 6. Knows where there is emergency transportation. 5 - 6. National 1 - 2. 1 - 2. K nows where there is a military base. Supplies for at least 6 months, maybe longer. 3 - 4. Knows where there is a rescue base w ith specialty v ehicles and motor pool. 5 - 6. 5 - 6. K nows whe re there is an emergency bunker that houses long term survival equipment. 14. Former military loner The person is wearing a uniform from an army unit, but it is all hacked up and bloodied. The person has a faraway gaze that seems like they are watching people who aren't there. 15. Traumatized Loner Something really bad happened to this NPC and they refuse to talk about it. Most of the time they are fine if a bit preserved, however in any encounter with the undead roll a d6 on a 1 the character starts screaming and carrying on in a 6 they become catatonic. 16. Loner with something to sell. The charac ter has something that the characters may need or want. They will offer it to the characters for a price, but is the price may be high. What is offered? 1. Food 2. Clothing 3. Weapons 4. Shelter. 5. Medical equipment 6. Any tw o of the above.

17. Loner, who is not really alone. The character is not really alone; they are part of another group that has sent them to scout the characters. The question is WHY? 1 - 3. To see if the characters can be friendly 4 - 6 . .. T o assess the characters strength so the other group can kill them 18. Suspicious loner No matter what this person does it will look suspicious. The character will leave marks on trees or talk to themselves at nig ht, there will always be an explanation but not always a satisfactory one. 19. Lazy loner The character is always missing for work details and is late to show up to do things. They are the first to acciden tly hurt themselves to keep from doing something dangerous 20. Mister/Miss Fix it loner . This is a good person to have in the party, however they can eventually become a liability as more and more people need the person to fix or repair things, this character has the possibility to being kidnapped, however until that happens the person can always be relied upon to make something out of almost nothing.

Tents: Camp Grounds When the Zombie Apocalypse happens many people will be uprooted from their homes and in some cases forced to live in camp grounds. Although easy to move the lack of walls make them hard to defend once the zo mbies breach the main defenses . 1. The T ents . The tents have been ripped open, there are all kinds of tools and food stuffs scattered around what is left of the encampment. Otherwise there is nothing of value left in the camp. 2. Most. Most of the tents have been ripped open. One tent is closed and zipped up from inside. In the tent are two sleeping bags that undulate like large fly larva. In both of the sleeping bags are zombies, people who committed suicide before the attack happened, they died but their bodies rose and are trapped in the sleeping bags and unable to get out. 3. Banzi! Most of the tents have been ripped open or knocked over. One tent seems to be intact and closed up. As the characters approach the tent is ripped open by gun fire. Seconds later a wild eyed young person charges out of the tent swearing that they will kill all zombies. The person shoots at the party members. 4. Spot . All of the tents have been ripped open except for one which hasn’t been opened; it ’s been clos ed from the outside . Coming from inside are snarling sounds. A person put their dog in the tent before wandering off and probably getting themselves eaten. The animal is hungry, but still trying to guard its territory. If treated right the animal will cal m down and not attack. 5. Child. T he camp ground is a mess and most of the tents are open or knocked down. One tent is laced closed, there is obviously something in the tent, but there are no voices and no one answers when called. Inside of the tent is a young child, who has been eating stored food left by a guardian. The insides of the tent have been decorated by mar kers and liberal amounts of white glue. Once the child sees that they are human they will gladly talk. They were keeping quiet before because they had always been instructed not to talk to strangers. 6. Bonanza. The camp ground has been ransacked, only o ne tent still stands, the tent is full of food and supplies, there is no one or thing guarding it. 7. Reader. The tent is full of old books. They are all stacked neatly in the center of the tent. Someone has taken the time to put each book in a zip lock b ag. All of the books are classics. 8. Rich. There is a pile of gold bars in the center of the tent. On top of the stack there is a hand written sign that says “Take One”. Looking at the stack it is obvious that some people have taken a few bars.

9. Manna from Heaven. In the tent is a stack of MRE’s (Meals Ready to Eat). There is a hand lettered sign that says “Please Take One Meal and one Meal Only.” Next to the stack of meals is a sign in sheet. The sheet is labeled , “Please sign in”. People have signed the sheet with their names and where they are from. In some cases it lists that people have taken more than one MRE , marking it down on the list. In many cases they have written apologies about it. Some people have simple signed the list “God Bless. ” 10 . Radio . There is a single standing tent in the area of debris that use d to be a camp ground. The single tent has had some damage, but not enough to bring it down. Inside of the tent is a functioning long range radio, along with solar cells and log books of places the radio has reached as well as places that have fallen to the zombie threat. 11. Equipment . There is random non - medical equipment in the tent, things like leaf blowers and old fax machines. 1. Housewares 2. Yard equipment 3. Assorted pa int cans and clean - up 4. Equipment 5. Vehicle parts 6. Weapons 12. Tunnel . The campgrounds are a complete sham, they look like they have been ransacked and pillaged to keep people awa y from the area. One of the partially destroyed tents is actually an entrance to a secret bunker. 13. Sick. There are people in the tent, they are all dead, but it looks like they were killed by plague, not the undead. The dead people don't seem to have risen or even tried to. 14. Maps . The walls of the tent are covered with maps that seem to chart the progress of the disease. The information ma y be of use to the characters. 15. Rants. The camping area is full of wreckage, there is a tent still standing off to the side. Inside the tent are pages and pages of a rant about the federal government as well as info on black helicopters and the go vernment’s role in starting the zombie plague. It reads like the rant of a mad man, but it might be true. 16. Clothes . The tent is full of discarded clothing. All of the pieces of clothing bear a small bar code on the clothing. Pieces that match have the same skew number. It ’ s as if people were made to undress and their clothes were tagged for some reason or another. 17. Bloody Clothes. The tent is full of discarded clothes. All of them are blood spattered and there are cuts and bullet holes in the clothes. There is a chance that there is a zombie or a live human buried at the bottom of the clothes. 18. Research . Th e tent is full of research notes on the spread of disease. There is all kind of information in the tent, some of it disturbing, dealing with the use of nuclear weapons and the like to contain infection. There might be several cryptic notes about dates when the weapons should be used or the employment of weapons like Fu eled Air Explosions or Napalm would be better. 19. Hospital. The campground is actually a FEMA medical site that has been overrun. One tent still stands it was a surgery ward, very little here was touched. It is full of medical equipment and a large generator for power. All of the equipment is easily movable.

20. After. The grounds look like they have been recently overrun by the undead. There are a few creatures shambling through the wreckage . There are weapons strewn in the mess, but most of them are broken as if they were used near the end of the battle as clubs. 21. Trap . The gr ounds look like they have been overrun by the undead, who dot the area. When the characters get close to any of the zombies they will notice that they are chained in place. The entire area around the encampment is a trap to lure others to the site wh ere the locals can isolate them and then kill them. All around the encampment clearing are hidden pit traps and the like. The locals if they are competent will have concealed firing positions; otherwise they will be hiding behind trees. ‘ Sickness Chart As if they didn't have e nough to worry about they can get sick, is it just a common cold or something more? 1. One of the characters wakes up in the morning with bleeding gums and eyes. 2. 1 to 3 of the characters loses their hair almost overnight. 3. One of the characters goes grey ov ernight. If cut off the hair grows back grey again. 4. 1 to 6 of the characters has a ringing in the ears when they wake up. The condition lasts for 1 - 6 hours and occurs every day for 2 - 10 days. 5. Character cannon keep food or water down for 1 - 4 days. 6. Character is too dizzy to walk . 7. Swelling in the lymph nodes. 8. Feet and hands swell. 9. Sore joints and stuffy nose

3 20 Modern Encounters for the Zombie Apocalypse: Bridges By DM Fitzgerald Introduction We take bridges for granted. A world in the middle of an zombie apocalypse they have become much more

a gathering place, a last defense of , a symbol of power . 1. The bridge is abandoned, there aren't any cars on the bridge or obvious damage to the structure. It almost looks too good to be true. In this case there is nothing wrong with the bridge, however the characters don't know that and their fear should be played upon. 2.Th e bridge is unstable, it creaks and moans in the wind. There are abandoned vehicles both on the bridge and the road sections leading up to it, most of them are military vehicles, scorched and damaged. It ' s hard to tell whether it was a storm, the fire or to o many military vehicles going across the bridge that damaged it. There is a 25 % chance that parts of it will fall off when crossed (during the crossing ) . Most of the time what falls off will be inconsequential, however there is a 10% that something like a girder or large pies of decking will come off. 3. The bridge looks good from a distance and is stable except for the middle, someone had burned a large bonfire in the middle of it, there is now a hole where the co ncrete has crumbled and melted, maybe it wasn't just a bonfire. The area around the hole is very unsafe. The best way to get over the bridge is to go into the girders (there is a narrow plank). 4. The bridge is sturdy, but a road block has been set up on the far side. The road block is manned by with police or national guard. Characters will be able to cross the bridge but they have to submit to a detailed search for bites. There is a 25% one of the people manning the check point will try to take something from one of the characters. 5. The bri dge has been partially blown up for reasons unknown, there is a makeshift one spanning the hole. The newly built part of the b ridge looks very rickety not something that you would want to try and drive a car across. 6. The bridge has a small village built upon it. The village is populated by survivors, they have chooses to pitch their tents here because it is a very defensible position. Depending upon how the characters act they may let them cross the bridge or be willing to trade with them. The "Bridge Peo ple" as they call themselves are protected by the gates on with end from the zombies, they don't groups of people larger than 3 enter the area at a time, larger groups have to go across piecemeal . 7. The bridge is full of parked cars and the like, it is im passible to vehicles because of this. Most of the cars have their keys in the ignition so it would be a good p lace to pick up another vehicle, however getting a vehicle from the center of the bridge will be tough, unless the characters wish to take the ve hicles off one by one, which will take at least four hours. 8. someone has trapped a large number of zombies on the bridge , the creatures mill around the span trying to get off, but they are kept in place due to some storm fencing that someone installed. C haracters on foot can still get across the bridge by climbing up the girders and then taking an inspection walkway across the bridge, the walkway is only about twelve inches wide and despite the cable on either side seems a bit treacherous

4 9. The bri dge appears normal, but it is under observation by locals. Any characters getting in to the middle of the bridge will see that the other end is blocked off once they get to the center of the span and people quickly appear out of hiding to block off the way that the characters have come. The characters are now out in the open and the locals demand payment. Payment Chart 1 - 2 Ammunition 3 - 4 Weapons 5 Ammo and Weapons 6 Special Special Chart 1 - 2 They need a service 1 - Go and get something 2 - Take s omething away 3 - Take care of a problem 4 - Provide medical attention 5 - Fix a specialty piece of equipment 6 - Allow the locals to join them 3 - 4 They need vehicle 5 - 6 They want everything the characters have 10. The bridge looks normal, there is a road block in the middle of the bridge, the check point is constructed out of sand bags. It appears that the place was overrun. There are a few weapons laying around but no ammunition. Scrounging Roll 1 - 2 Nothing serviceable 1 - Go and get something 2 - Take something away 3 - Take care of a problem 4 - Provide medical attention 5 - Fix a specialty piece of equipment 6 - Allow the locals to join them 3 - 4 Ammunition (Roll on weapons chart to find out what kind) 1 - 2 Bullets 1 - 6 3 - 4 10 - 60 5 - 6 60 - 120 5 - 6 Weapon (Roll for type) Small hand gun Regular handgun Rifle Shotgun Assault rifle 11. The bridge was turned into an aid station that has been abandoned. There are still a few supplies scattered throughout the vehicles as well as a nonfunctioning g enerator truck. Scrounging Roll 1 - 2 Nothing serviceable 3 - 4 Medicine and supplies (1 - 6 uses) 5 - 6 Food (1 - 6 days worth) 12. The bridge is normal; however a semi truck has jack knif ed on the middle of the span making it impossible for anyone but people w alking across it to traverse it.

5 13. The bridge is rather plain looking, there i s a shot up Humvee stationed to one side of the road. Looking in the Humvee a character will notice that the vehicle belonged to a group of soldiers that had orders to destroy the bridge. Up in the rigging of the bridge is the sniper who didn't like the idea of the bridge being blown. He might have been killed by his wounds and now he is a zombie waiting to drop on to the characters or maybe he is still alive still d efending his bridge. There is a map in the cab showing locations of other army units. 14. The steel and stone bridge shows signs that at one point it was set alight, there is the hulk of a fuel carrier sitting in the middle of the bridge that caused th e fire. The bridge looks sturdy enough however it is covered with charred rendered bodies of the zombies that were upon t he bridge when it was set burned . 15. The bridge has a large number of people hung from the cross pieces. The bodies are all of zombi es, tied up and hung, they continue to jerk and wri ggle hanging from the rafters. S ome of the zombies had had their heads come off and their bodies are lying on the median of the bridge. There is a cherry picker off to one side of the road that was probab ly used to get the zombies up there. 16. There is a Humvee sitting in the middle of the bridge with a naked man sitting on the top of it. The man holds a sniper rifle, there is an RPG next to him. The man has been driven insane and believes the character s have been sent by the Russians to take over the country. He will defend the bridge with his life. 17. The bridge is damaged; an airplane has crashed onto it, doing what loo ks like superficial damage to the bridge . The airplane was a small airli ner, bits of rotting zombies are scattered on the structure, many in pieces but still active. 18. There is a van parked in the middle of the bridge that displays the radiation warning symbol as well as the contagious disease symbol. Is this a cheap trick to keep people off of the bridge or a dire warning? 19. One end of the bridge is blocked off by locals seeking to control the flow of zombies coming into the town. The townsfolk are wary of the characters and will need to be convinced to allow them th rough. What the Townsfolk Want 1. Assurances that the characters are friendly 2. Food, the folk are starving 3 . Weapons. The towns folk have ammo but few weapons 4. Ammo. The townsfolk have plenty of w eapons but no ammo. 5. Information. The townsfolk have exhausted their batteries and have no contact with the outside world 6. The townsfolk have need of a doctor and may be willing to kidnap someone they think fits the bill. 20. The bridge seems normal, except someone has covered the expanse wit h rolls of tin foil and further decorated it with Christmas ornaments , whether this is a prank or it has a practical purpose is unknown. At night the Christmas light blink on and off. 21. Someone has taken hundreds of zombie heads that are still anim ated and used heavy duty glue to attach them to the brid ge. The bridge is now covered with snapping and biting teeth

Introduction Flight is a sure way to survive the ravages of the Zombie Apocalypse, but even the sky above will no t be totally free from strife of the zombie horde 1. Small civilian aircraft fly's overhead, it circles for a few minutes and then travels on. It's hard to say if the occupants see the characters on the grou nd 2. A large military helicopter flies over it makes one circle of the party and then continues moving. 3. A pair of small military helicopters circle the party, the characters can clearly see the pilots in the choppers watching them, and then the helicopter s fly off. 4. Very high in the sky the characters see a contrail of a high flying airplane . The plane is traveling: 1. North to South 2. East to West 3. South to North 4. West to East 5. South to West 6. North to East. 5. A large transport air plane flies overhead and then circles. The cargo doors are opened and parachutes appear behind the aircraft. The pallets land in a nearby field. In the pallets are: 1 . Zombies in a large packing crate 2 . 3 - 18 corpses 3 . 1 - 100 MRE’s 4 . 3 - 18 Guns and Ammo 5. 2 - 12 sets of body armor 6 1 - 6 large army tents 6. A large transport flies overhead but a missile lances up from a distant point on the ground and strikes the transport it explodes. The missile came from several mi les from the party, the aircraft crashes close to where the characters are.

5 7. A small military transport flies over head, the vehicle waggles its wings and then heads for a nearby freeway. Whether it will be there when the characters arrive or not remains to be seen. 1. The airplane is landed on the freeway, there are 4 - 24 soldier types fanning out from the plane. 2. The engines are turned off but everything is still warm, there is no sign of crew or cargo on the plane. 3. The plane is full of zombies, appar ently that the pilot was trying to put the plane down while being attacked. 4. A group of survivors comes out of the plane; they look as battered as the characters. 5. There are 4 - 24 corporate security types surrounding the plane. 6. The inhabitance of the plane are a mix of survivor types, they are scouting around looking for supplies . 7 . A large military transport flies over the characters, if they try to hail it the vehicle shoots at them. The transport aircraft is actually a gunship . 8 . High in the sky two unidentified fighters jets are dogfighting , one of them hits the other and the hit fighter blows up, the other fighter flies off. 9 . What looks like a news copter flies over head, either it doesn’t see the characters or is ignoring them. 10 . A glider passes overhead and waggles its wings before c ontinuing on. 11 . There are three helicopters sitting in the center of a field, it looks like there was a lot of fighting around the vehicles and inside. The helicopters are

1. Attack helicopters , one seems to have had an engine malfunction , the crew is missing as are the crews of the other craft. 2. Attack h elicopters , one of them seems like it has taken damage which may have forced it down. It looks like the crews of the helico pters killed each other with p istols. Several of the crew members are zombies. 3. Scout helicopters . Empty the crews were killed by zombies. 4. Transport helicopters that seem to have been carrying civilians , none of them remain alive. 12 . The plane is landed on a highway. There are noises coming from the aircrafts co ckpit 1. it’s a member of the crew still alive 2. it’s a member of the crew that managed to get into the cockpit, the crew member has been bitten but doesn't or won’t tell the characters. 3. it’s a civilian a young child that has no idea why they were on the vehicle. 4. It’s a man or woman, they have no idea what happened, they were in a town and the military dropped down and scooped them up, taking them to parts unknown.

6 5. it’s a reporter that was hitching a ride on the copter for a story, they were fly ing out of a fort set up by the military. 6. The helicopters were there setting up a forward base, when they were overrun. 13. The characters spot a hit air balloon passing overhead; they see no signs of anyone onboard. 1 - 2 . The balloon is empty but contai ns maps and a little food, there was a crew, but no idea what happened to them 3 - 4 . There is half a person (now a zombie) in the basket of the balloon 4 - 5 . There is no one in the balloon , however there are directions to where the balloon left from, the n ote asks for help, the people in the building are besieged by zombie. 14. An ultra light aircraft is found on a street, there is no pilot. 1. The craft has a map of the local area with some areas crossed out; the plane seems to be on a scouting mission. 2. On the map are cryptic words like, Blast Area and Ground Zero as if someone is going to drop a bomb. 15. In one of the buildings that the characters are investigating they find a map and keys labeled "Hanger". 1 - 2. When the characters arrive they find an empty hanger 3 - 4, When the characters arrive they find an antique airplane in the sp ace. It seems to be ready to go; there are even supplies in the plane 4 - 5. When the characters open the door they find a small ultralight aircraft, the craft capacit y is 2 people. 16. The characters find a B52 bomber crashed in an open field. The bomber is empty of bombs but not flyable. The crew is missing having ejected. 1. One of the crew broke his neck when he landed; he is several miles away from the crash s ite and h as turned into a zombie. 2. The pilot of the aircraft managed to bring the large bomber down f or a belly landing, he escaped from the craft and is hiding awaiting search and rescue to come and pick him. If encountered he will be surpr ised to find humans still alive in this place, he was told to bomb it because there was nothing left alive in the area. 17. A vintage C47 cargo plane makes a landing nearby. The craft is part of a personal collection. The owner is using th e crafts ability to land on rugged ground to evacuate survivors to safer places. The owner has an airfield but is not willing to take anyone there. They are just willing to get people out of immediate danger . 18. A large Russian helicopter buzzes the chara cters, the craft lands and the crew offers the characters food and shelters, but cannot speak English well. What happened was that the aircraft was lent to the US government to use in search and rescue, however the crew members that spoke fluent English are dead an d only the ones that have little English are alive, they are of little help to explain the situation.

00 Things to fi nd in a ransacked garage. The Zombie apocalypse is in full swing and many of the stores have already been hit several times and this garage is not different, however it's the only building nearby and maybe some things were overlooked? 1. Cans/bottles of oil 2d6 number of cans 2. Fuel additives 3d6 number of plastic bottles of engine cleaning liquid. 3. Win d shield wiper liquid 2 - 12 bottles of windshield wiper fluid additive that keeps windows clean 4. Windshield wipers 4d6 pairs of wiper blades for most cars. There is a 60% chance of finding the right kind. 5. Spark plugs 3d6 packets of spark plugs, each 8 in each 6. Alternator caps. 1 - 10 7. Fuses 3 - 18 packets 8. Empty gallon gas cans 1 - 4 1 gallon cans. 9. Tools. 3 - 18 assorted tools 10. Acetylene torch and tank. 1 - 100% full 11. Tires 10 - 40 12. Tire stems 1 - 100 13. Floor jack 1 - 4 14. Lube gun 1 - 4 15. Misc. bo lts and screws 10 - 100 16. Tire rims 10 - 40 (20% specialty rims) 17. Hub caps 10 - 40 18. Specialty hub caps 10 - 40 19. Car vacuum 1 - 3 20. Window tinting material 10 - 60 applications. 21. Air freshener sticks 1 - 100 22. Stick on reflective silhouettes of women in suggestive poses 1 - 4 kits 23. Stick on reflective silhouettes of women one an angel, one a devil. 1 - 4 kits 24. Ornamental bull balls for the back bumper 25. Bag of lug nuts. 10 - 100 26. Powered lug nut tighter 27. Overalls 2 - 12 sets 28. Welding mas k 29. Pistol 30. Bullets 1 - 30 31. Fire extinguisher 1 - 4 32. Sunglasses 33. Lunch pail 34. Pack of cigarettes 35. Clip board 36. Computer 37. Car diagnostic computer 38. Emissions diagnostic computer 39. Fan belts 10 - 40 40. Serpentine belts 1 - 20 41. Floor mats 1 - 20 42. Baseball bat 43. Misc. wires 10 - 60 feet 44. Small light bulbs 10 - 60 45. Head light module 1 - 4 46. Rubber hammers 1 - 3 47. Bondo mixture 10 - 60 tubs 48. Engine jack 49. Portable solvent tank 50. Wire brushes 1 - 4 60. Shoes 2 - 12 61. Tire weights 1 - 100 62. Portable tire balancing machine 63. Air filters 10 - 20 64. Lubricant in a spray can. 1 - 10 cans 65. Small animal cage 66. Dog bowl 67. Dog treats 10 - 100

68. Dog 1 - 2 Alive 3 - 4 Dead 5 - 6 Undead 69. Car batteries 1 - 10 70. Portable battery charge r 71. Paper towels 1 - 10 rolls 72. Moist wipes 1 - 10 rolls 73. Calendar advertising tool babes 74. Broom, brush and dust pan. 75. Portable shop vac 76. Bottles of water 1 - 60 77. Coffee maker 78. Coffee packets 1 - 100 79. Styro foam cups 1 - 100 80. Power bars ( food) 1 - 100 81. Tire gauge 1 - 4 82. Pencils 1 - 100 83. Receipt book 84. Drill press 85. Restroom key 86. Blank car keys 87. Garbage bags 1 - 3 boxes 88. Flash lights 1 - 6 89. Portable work light 90. Portable generator. 91. Radiator fluid 92. Tarps 1 - 6 93. Awn ing kit 94. Sledge hammer 95. Radiator hoses 96. Radiator fluid 97. Tub of grease 98. Chewing tobacco 1 - 6 pouches 99. Gum 1 - 6 packets 100. Candy 1 - 2 Candy bars 3 - 4 hard candy 5 - 6 Red vines 101. Soda. 1 - 12 cans.

51. Toothpaste 52. Uninflected beach ball 53. Candy bar 54. Lanyard with access card on it 55. Date stamp with ink pad 56. Hanging folder dividers 57. Framed certification for completion of CPR 58. Framed masters Degree 59. Phone list 60. Wooden name plaque 61. Hand gun 62. Business phone 63. Phone book 64. Old party hat 65. Clip board 66. Small white board 1 - 2 "Gone to Lunch" written on the board 3 - 4 "God Help us" written on board 5 - 6 "Going Home" written on board 67. To do list 68. Christmas Card 69. Credit card 70. Library card 71. Social security card 72. Insurance card 73. Hammer 74. Nail clippers 75. Needle 76. Spool of thread 77. Finger nail parings 78. Old copy of Readers Digest 79. A glove 80. Magic Markers 81. Foot rest 82. 9 volt battery 83. Ear buds 84. Breath mints 85. In/Out Box 86. Shoe horn 87. Blank cassette tape 88. Double sided tape 89. Buttons 90. Replacement zipper 91. Tampons 92. Lipstick 93. Eyeliner 94. Mirror and compact 95. Small take recorder 96. Box of CD's 1. Full box 2. Half a box 3. Less than 5 97. Memory stick 98. Small desk fan 99. Belt 100. Nylon