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Joe DelJanovan (Order #26694243)

Adventure Locale #3:


ellis island
 

Written by: Charles Rice


Art and maps by: Jan Willem v.d. Brink
Layout by: Ade Smith
Edited by: Elisabeth Tasciotti
Copyright ©2019 by Charles Rice

Joe DelJanovan (Order #26694243)


Introduction encounter rather than rolling a random number
of zombies. This could result in survivors
Beachhead covers the exploration and clearing
of Ellis Island. The adventure handles the fighting every denizen of the island at once if
clearing of the outside of the island through they aren’t cautious.
random encounters. Survivors will eventually
have every encounter and each only appears Kill Things, Take Their Stuff Later: The
once. When they have cleared the outer areas zombies encountered randomly on the island
of the island, they can move on to the interior carry little in the way of possessions. Unless
areas of the island: the morgue, the immigration otherwise indicated, the only items found are
museum, and the ferry building. those generated by Scrounging checks. Taking
the time to search bodies before the island is
Encounter format: All encounters in this cleared is unwise. Every time the group takes
adventure are formatted as follows: HP (the the time to search dead zombies and makes a
maximum number of Hit Points the creature Scrounging check, roll a new encounter. If a
possesses); Skills (trained skills with relevant number is rolled for a second time, treat this as
ratings); Dmg (the amount of damage the no encounter. In other words, the more
creature inflicts on a successful attack); Pg (the encounters the party has cleared, the safer this
page where the Game Master can find more activity becomes.
information- listed as either CORE or Sp1 for
the core rules or supplement #1 respectively). Jeremiah: It’s advisable to introduce Jeremiah
into the adventure as soon as possible. Include
Room format: Once the survivors venture into him in the first random encounter. He will
the interior areas of the island, encounters will approach at a distance, making sure not to get
include some additional information. caught in between the survivors and the
zombies. He will hiss “FRIENDLY” in a hoarse
Scrounging Modifier: This is the modifier to whisper before engaging the zombies in concert
skill checks to find random minor items of with the survivors. While he examines the party,
interest. Consult the Skills chapter of the Core searching for the individual he is sworn to
Rules for more information on this skill if you’re protect, he tries to avoid speaking at all,
new to the game. claiming to be dehydrated.

Encounters: Creatures present, formatted as Jeremiah (Human)


above. “In a way, you could say I’m the luckiest man
alive. In a way.”
A search of this are reveals: These items are Number Encountered: 1 (unique)
not random and do not require a Scrounging Combat Ability: 81
skill check to find. They do require the survivors Health: 45
to spend 10 minutes or so out of combat giving Insight: 35
the room a quick but thorough search. In Intellect: 19
general, unless the players announce they are Leadership: 39
NOT searching, these items will be uncovered. Luck: 39
Quickness: 53
Random Encounters on Ellis Island (each Strength: 45
can be encountered once); roll 1d10 every
hour, or whenever the pace gets slow, or HP: 90 MT: 64 (-10 Max Sole Survivor) EN: 90
whenever the survivors fail a Noise check Action Points: 4
(see below).
Level: 7 Law Enforcement
Any time the survivors fail a Noise check by Skills: Athletics (53), Pistols (81), Scrounging
rolling underneath the requisite % chance (35), Stealth (53)
(consult the Core Rules page 94), roll a new Perks: Quickdraw (+25 Initiative); Pistol
Marksman; Double Tap
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Joe DelJanovan (Order #26694243)
Trait: Sole Survivor Restrained or unconscious, these will draw
Disadvantage: Secret (17): See description numerous zombie encounters and result in
below for details. most of the dogs being killed in successive
Combat: Glock 17 w/ Advanced Suppressor waves of zombies. Of course, if the PCs have a
and Laser Sight (-0 Recoil; 2d10+8 [+18 on way to restrain them and protect them from the
Double Tap] Dmg; 17 9x19mm Mag; 5 spare zombies they inevitably draw, this would be the
magazines; Quiet Noise; 93+ Malfunction) fastest way of clearing out the island. Reward
confident (or foolhardy) survivors by sending 2
Description: Jeremiah will be encountered on encounters at a time (preferably Encounters #1
the island. He will claim to be the sole survivor and #3).
of a zombie attack that took out his group. He
will also claim that during this attack, when all Encounters: 22 Wild Dogs (HP 50; AP: 5;
seemed lost, he saw a vision of one of the PCs. Athletics 50/70 [movement only]; CQC 40;
The vision told him to seek out this PC on Ellis Stealth 60; (Bite 1-5+8; Pg 31 Sp1)
Island and protect them no matter what. Note: Information on Wild Dogs can be found in
Supplement #1. If you don’t own Supplement
Jeremiah hopes the survivors will dismiss him #1, substitute Devil Dogs instead.
as a crank, while being all too happy to take
advantage of his obvious combat skills. In fact, 3. National Guard Contingent (30 Militants):
Jeremiah has an explosive secret: one of the This is a very dangerous encounter consisting
party members, chosen by the Game Master, is of 30 former national guard troops who have
in fact the Vice President of the United States. turned. They will always make reckless or
The President is dead, and Jeremiah was part heavy melee attacks to take advantage of their
of the protective detail. He’s been tracking his damage boosting Perks. Also remember that
quarry ever since, determined to carry out his their heavy armor doesn’t hinder their Athletics
duty. skill.

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

Joe DelJanovan (Order #26694243)


hour or so that it rains. If they continue to move Encounters: 14 Play-Deads (HP 60; AP 4;
around, roll new encounters as needed. CQC 40; Stealth 40; Bite 2d10; Pg 119 CORE)

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)

7. Play-Dead (14): Depending on how quiet the


survivors are trying to be, and how much ammo
they have, this encounter might almost be over
before it begins. These creatures appear dead
until a living creature gets within melee range,
or someone attacks them; they will spring to the
attack.
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Joe DelJanovan (Order #26694243)
Ellis Island Hospital (Interior) Note: Information of Militants can be found in
Parked outside this building is one Police Supplement #1. If you don’t own Supplement
Interceptor (Used Condition). #1, substitute Juggernauts wearing heavy
armor instead.
1. Entrance (Scrounging Modifier -25)
The vestibule is pretty much intact, apart from a 3. Stairwell (Scrounging Modifier -25)
set of double doors that’s missing. Note for the The stairs in this room used to give access to
Game Master: There is very little dividing this the basement, but the entire stairwell is filled
area from Area #2 (Hallway). As a result, with sand and debris. Only a few bits remain of
combat here is very likely to draw in the the wooden floor.
monsters from Area #2. Double the Noise %
chance for all combat here. If this check 4. Ladies’ Restroom (Scrounging Modifier
succeeds, all the monsters in 2, 2A, and 2B will +0)
begin making their way toward this area at their Although moldy and dirty, the interior of this
top movement speed. room remains fairly well preserved. A nurse
buying drugs turned and slaughtered her fellow
Encounters: 10 Shamblers (HP 60; AP 3; CQC hospital workers here.
40; Stealth 40; Bite 2d10; Pg 121 CORE)
A search of this area reveals: Nothing Encounters: 4 Tweakers (HP 60; AP: 6; CQC
40; Athletics 60; Bite 2d10 [additional +4 on
2. Hallway (Scrounging Modifier -25) Light melee attacks]; Pg 35 Sp1)
The three pairs of swing doors are all Note: Information on Tweakers can be found in
replacements of the original ones, and in good Supplement #1. If you don’t own Supplement
condition. Note for the Game Master: See Area #1, substitute a Runner instead.
#1 above for thoughts on how encounters there
can draw in the creatures from here. A search of this area reveals: 10
Amphetamine, 5 Antidepressants, 7
Encounters: 10 Shamblers (HP 60; AP 3; CQC Hydrocodone found inside a tattered ladies’
40; Stealth 40; Bite 2d10; Pg 121 CORE) purse alongside some miscellaneous items
including lipstick (Heirloom value of 2), a
2A. Jack posts support the ceiling in this end of compact mirror (Heirloom value of 5), and a
the hallway. keycard that will open the medical supply and
pharmaceutical dispensary (Areas 13-A and 13-
Encounters: 17 Half Pints (HP 50; AP 2; CQC B).
40; Bite 2d10; Pg 116 CORE)
A search of this area reveals: If the players are 5. Men’s Restroom (Scrounging Modifier -10)
able to retrieve the jack posts without triggering Most of the tiles in this room are gone. Two jack
a cave in, they can treat these as tools for the posts stand on wooden boards on top of the
Construction Skill. Improvised supports require rough concrete part of the floor.
a Normal Construction Skill check. Otherwise,
the ceiling collapses and everyone in the area A search of this area reveals: The two jack
suffers 4d10 damage. posts referenced above can be taken by the
survivors. They count as tools for the
2B. The entrance to the middle section of the Construction Skill.
hospital is bricked up. On the other side of the
wall lies a heap of sand and debris from the 6. Family/Handicapped Restroom
floor to the ceiling in this corner. This room features a broken toilet, a couple of
sinks, and a shower filled with dirt. There’s a
Encounters: 8 Militants (HP 100; AP: 4; CQC path through the dust from one doorway to the
60; Athletics 40 [unaffected by armor]; Bite other.
2d10 +4 [additional +8 on Reckless and Heavy
melee attacks]; Pg 33 Sp1)
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Joe DelJanovan (Order #26694243)


7. Former Ward turned Barracks 10. Storage (Scrounging Modifier -25)
(Scrounging Modifier +10) The northeast door to this room is boarded
A crack runs along nearly the entire length of shut, while the other one is missing. There’s a
the ceiling, which is supported with jack posts. large bloodstain on the cracked concrete floor
A thick layer of dust and debris covers the floor near the doors. The wooden crates in this room
below the crack. As conditions on Ellis Island appear to be hastily but thoroughly looted.
deteriorated and most of the patients were
transferred to the morgue, a group of soldiers A search of this area reveals: 1 Spare Part
converted this hospital ward into a makeshift (Construction), 1 Canned Food
barracks.
11. Office (Scrounging Modifier -25)
Encounters: 12 Militants (HP 100; AP: 4; CQC Several dozen rickety chairs are piled up here.
60; Athletics 40 [unaffected by armor]; Bite
2d10 +4 [additional +8 on Reckless and Heavy 12. Former Office (Scrounging Modifier -25)
melee attacks]; Pg 33 Sp1) Part of the wall is demolished. The room is
Note: Information of Militants can be found in empty, although large parts of the floor and
Supplement #1. If you don’t own Supplement walls are covered in blood.
#1, substitute Juggernauts wearing heavy
armor instead. 13. Closed Off Rooms (Scrounging Modifier
+25)
A search of this area reveals: 84 rounds These rooms were intentionally hidden by a
ammunition (9x19mm), 4 Medium Armor hospital worker who sold drugs to her fellow
(Ruined, Poor, Fair, Fair Condition), 4 Ballistic doctors, nurses, and patients while the world
Helmet (Ruined, Poor, Poor, Fair Condition), 2 ended. Initially, they were hidden to protect
Leather Jacket (Fair, Factory Condition), 2 precious supplies from the waves of soldiers
Crossbow (Used, Used Condition), 2 and civilians flooding the island, before the
Composite Bow (Slightly Used, Poor Condition), bridge to the mainland was blown. Eventually,
16 Smoke Grenades, 2 Claymores, 1 Mossberg one enterprising entrepreneur realized almost
500 (Used Condition), 1 Beretta 92F (Poor everyone who knew of the hidden room was
Condition), 24 Spare Parts (Small Arms), 1 M-4 dead or fled. She then had some maintenance
SOPMOD/M-203/Advanced Suppressor/Scope workers help her hide them even more, in return
with Nightvision (Used Condition), M-21/Scope for a share of the money.
with Nightvision (Used Condition), HK MP5-
SD/Advanced Suppressor (Fair Condition), and The door to the study appears boarded up but,
12 suits of Heavy Armor (worn by Militants) (all in fact, pulling on the boards will reveal they
Poor Condition) were nailed to the door, not sealing it shut but
simply hiding it. Survivors passing this door
8. Porch (Scrounging Modifier -25) might notice on a Hard (-25) Insight check. Any
While the support structure of this porch still survivor who pulls on the boards covering the
(barely) stands, the wooden planks were pried doors will automatically discover these rooms.
off. 13A. Study. The door to the hallway has been
boarded shut, just like the window. The walls
9. Stairwell (Scrounging Modifier -25) are lined with books and several small tables
Only the first five steps of the stairs down are are littered with magazines.
still visible. The rest of the hole is filled with
sand and debris. The stairs up seem to have A search of this area reveals: Book (Archery),
been demolished with a sledgehammer. Book (Engineering), Book (Medicine), Book
(First Aid), Book (Pistols), and 4 Non-Skill
A search of this area reveals: 1 Books (restore MT see page 90).
Sledgehammer (Poor Condition)

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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

23. Porch (Scrounging Modifier -25)


The rotting floor of this porch cannot support
any weight put on it. If a survivor tests the porch
before stepping out on it, allow a Normal (+0)
Insight check or Routine (+25) Construction
Skill check to tell it’s unsafe. If no one checks or
the check is failed, the first survivor to step out
onto the porch falls partway through and suffers
2d10 damage and automatically suffers a leg
injury.

Other Interior Areas


Across from the hospital, there is the morgue.
Once a historical site, as society fell it was
turned into a real morgue once again. The
building is now filled with zombies or every
description. These were apparently being
experimented on. They are thankfully
restrained. If the survivors act quickly, they
should be able to eliminate all these without
difficulty.

The other buildings shown on the map are left


for the Game Master to detail, as they desire.

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Joe DelJanovan (Order #26694243)

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