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Jeremiah will go to great lengths not to tell this Encounters: 30 Militants (HP 100; AP: 4; CQC
secret to anyone. He saw the VP go down with 60; Athletics 40 (unaffected by armor); Bite
a head wound and prefers to wait until the 2d10 +4 [additional +8 on Reckless and Heavy
memories come back on their own. melee attacks]; Pg 33 Sp1)
Note: Information of Militants can be found in
1. Groundskeeping Crew (20 Automatons): Supplement #1. If you don’t own Supplement
These poor souls still carry various implements #1, substitute Juggernauts wearing heavy
for trimming weeds and hedges. They will move armor instead.
like humans and might be mistaken for them
from a distance, especially if the Rain and Fog Items: While each of these zombies wears
events have already happened. Heavy Body Armor, it is in Poor Condition. Still,
with a lot of TLC, the armor could be a
Encounters: 20 Automatons (HP 80; AP 4; significant boon to the PCs.
CQC 40; Stealth 40; Bite 2d10; Pg 28 Sp1).
Note: Automatons can be found in Supplement 4. Rain: As the survivors explore the island, it
#1. If you don’t own Supplement #1, substitute begins to pour down rain. Given the state of the
Shamblers instead. landscaping, this imposes a -10 penalty to
Athletics for movement and a -25 penalty to
2. Medium Pack (22 Wild Dogs plus 1 Athletics checks for climbing. It’s not all bad
Alpha): These can be fought but a much news though, reduce all Noise by one category
smarter idea is to capture them. It’s better for while this encounter is ongoing. Also, while the
the survivors to wait until the other encounters rain is ongoing, the zombies on the island will
on the island have been cleared before tend to stay put, giving the survivors a chance
attempting to capture these. to take a break if they need one. If the survivors
stay put, they will have no encounters for the
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Joe DelJanovan (Order #26694243)
Ellis Island
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Joe DelJanovan (Order #26694243)
Ellis Island Hospital
4a. Fog: When the rain ends (approximately 8. Patchwork (17): These creatures have all
one hour), a thick fog sets in. This grants a +25 had significant surgeries performed on them.
bonus to Stealth checks. Should the PCs try to The doctors inhabiting the island attempted to
wait out the fog, digging in and waiting for it to save their lives by cutting away necrotic flesh,
pass, they will have to wait 1-10 hours which then cutting into their brains, all in an attempt to
might force them to spend the night on the find some way, any way, to halt or slow the
island. Have the Silent Deadly attack (4b below) contagion. These poor, wretched creatures are
take place while they are waiting for the fog to unliving testament to their failure.
pass. Remember the Noise from such an
encounter might draw additional zombies to the Encounters: 17 Patchwork (HP 60; AP 4; CQC
survivors. 40; Bite 2d10; Pg 119 CORE)
4b. Silent Deadly (17) attack: These zombies 9. Shamblers (68): The remains of refugees
have enough hunting instincts to take that succumbed to the illness, this group of slow
advantage of cover when it presents itself. After zombies should still provide a significant threat
the fog sets in, they will begin hunting on the to survivors exploring the island thanks to their
island and will eventually encounter the PCs. large numbers.
Encounters: 17 Silent Deadly (HP 70; AP 5; Encounters: 68 Shamblers (HP 60; AP 3; CQC
CQC 40; Stealth 55; Bite 2d10 [+4 on surprise 40; Stealth 40; Bite 2d10; Pg 121 CORE)
attacks]; Pg 121 CORE).
10. Bedlam (20): This encounter will be a
5. Runner (10): Remember that if the survivors serious one if the survivors lack the resources
have never encountered these creatures to engage these creatures at long range. Low-
before, they suffer 1d10 MT loss as they barrell level survivors will suffer MT loss which might
toward them. lead to terror, which causes these zombies to
frenzy. All survivors run the risk of a disease
Encounters: 10 Runners (HP 70; AP 5; CQC when encountering these poor souls.
40; Athletics 50; Bite 2d10; Pg 121 CORE)
Encounters: 20 Bedlam (HP 70; AP 3; CQC
6. Omega Zed (2): These cunning brutes will 40/60; Athletics 30/50; Bite 2d10; Pg 30 Sp1)
attack from opposite directions and will both Note: Information on Bedlam can be found in
target a single survivor. They will try to take one Supplement #1. If you don’t own Supplement
down and drag them away for feeding. If #1, substitute Infected carrying a Pandemic
successful, this encounter will recur until both illness.
are dead, with the Omegas striking when the
survivors least expect it. Miscellaneous Items: These poor souls are all
wearing straightjackets. If the survivors think
Encounters: 2 Omega Zed (HP 130; AP 5; they have a use for these depressing, filthy
CQC 70; Athletics 50; Bite 3d10+4; Pg 118 items, they can take them.
CORE)
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Joe DelJanovan (Order #26694243)
13B. Former Medication Dispensary. Entry survivor opens one of the swinging doors.
into this room requires the key card from the
Tweaker’s purse in Area #4. Without the key Encounters: 4 Play-Deads (HP 60; CQC 40;
card, the only way into this room is with Stealth 40; Bite 2d10; Pg 119 CORE)
explosives and a successful Demolition check,
or 10 hours of extremely loud, incredibly A search of this area reveals: Sterilized
exhausting work with a sledgehammer. Bandages (10) still sealed in airtight plastic.
A search of this area reveals: 2 Heroin, 12 18. Office (Scrounging Modifier -10)
Antibiotic, 12 MDMA, 6 Rubbing Alcohol, 34 Three doors and the broken window cover the
Ingredients (Chemistry), and 6 Sterilized floor.
Bandages.
A search of this area reveals: 1 Non-Skill
14. Large Room (Scrounging Modifier -10) Book (a trashy romance novel), 2 Duct Tape,
This room is empty, apart from a few moldy and 4 Batteries
mattresses on the cracked, concrete floor. The
remains of a small fire lie in the center of the 19. Bathroom (Scrounging Modifier -25)
room. Filthy rags cover the windows. The floor of this room is covered with debris,
mostly smashed ceramic sinks.
15. Stairwell (Scrounging Modifier -25)
The stairs and part of the floor underneath were 20. Toilet (Scrounging Modifier +0)
damaged when the dining room wall collapsed The door to this room is (relatively) new, just
(see area 16). The upper half of the stairs is like the concrete floor. The room is bare,
completely gone. There are some wide cracks completely stripped of its original features, and
in the ceiling above. only contains cardboard boxes with paint,
brushes, sealant, sanding paper, etc.
16. Dining Room (Scrounging Modifier -10)
There are several holes in the wooden floor, the A search of this area reveals: 31 Spare Parts
largest of which seems to have been caused by (Construction)
a fire that spread from the hearth. Someone
apparently doused the flames, but not before 21. Bathroom (Scrounging Modifier -25)
part of the floor and wall collapsed. There’s nothing left of the interior in this room,
and two opposite walls have been demolished.
A search of this area reveals: 15 Ingredients
(Cooking) 22. Former Ward turned Barracks
(Scrounging Modifier +10)
17. Stairwell (Scrounging Modifier -10) There’s a huge hole in the wall. Chunks of
The stairs in this area were removed debris lie up next to a pile of sand and several
completely, and the holes in the ceiling and discarded doors. The animated remains of dead
floor covered up. There’s a large pool of dried soldiers in this room have transformed into
blood on the floor where one or more of the something terrible. The Omegas pounce as
play-deads in the room bled out. soon as the survivors come in sight, or at the
sounds of nearby combat (a failed Noise check
There are four Play-Deads in this room, leaning in Area #17 for example).
against the northern pair of double doors. As
the survivors approach, roll a Stealth check at Encounters: 5 Omega Zed (HP 130; AP 5;
+25 (total chance of 65 or less). If this check is CQC 70; Athletics 50; Bite 3d10+4; Pg 118
failed, the survivors note that the doors are CORE)
slightly swaying as they approach.
A search of this area reveals: MAUL (Factory
If their Stealth check is successful, all four Play- Condition), Special Purpose Rifle (Factory
Deads burst up, gaining surprise, when any Condition), Beretta 92-F (Ruined Condition),
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Joe DelJanovan (Order #26694243)
Book (Engineering), 24 Ingredients
(Demolitions), 4 Large Bombs w/ Shrapnel, 18
Tear Gas Grenades, 2 car stereos, 114 rounds
12-Gauge Ammunition, Light Body Armor (Fair
Condition), 8 Braces, and 12 bottles Purified
Water
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Joe DelJanovan (Order #26694243)