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Joe DelJanovan (Order #26545046)

Adventure Locale #2:


solace police
department
 

Written by: Charles Rice


Art and maps by: Jon Gibbons & Jan Willem v.d. Brink
Layout by: Ade Smith
Edited by: Jason Tondro
Copyright ©2017 by Charles Rice

Joe DelJanovan (Order #26545046)


Introduction fleeing once they realized the horror within the
station, have cause many of the first floor rooms
Welcome back! This is Adventure Locale #2:
Solace Police Department. Each locale features to look like a pack of wild beasts have trampled
a fully detailed sandbox location. Why the PCs through multiple times, tracking dirt and blood
are there is between them and the Game around the common areas of the first floor.
Master. Perhaps the PCs just saw the location
and decided it would be worth investigating. Should the PCs try to knock down any part of
Given the location we’ve picked this time that’s the building by breaching through a wall, the
an especially likely outcome, as the area seems building has a Durability 100, with +25
not to have been looted previously and likely Durability for reinforcement. Entrances and
has guns and ammunition in large quantities. doorways have a Durability of 50, again with
+25 Durability for reinforcement. Any damage
Of course, there’s a reason the place hasn’t sufficient to open the door way will trigger an
been looted and a frontal assault is quite a risky encounter with all the zombies in areas 1, 7, 8,
proposition. Clever PCs will try and see if there 9, 12 and 13. It will also draw the attention of
isn’t an alternate method of ingress. Brute force Remnant scavengers, who routinely patrol past
entry from the outside is going to require the building, hoping for a way inside. If the PCs
explosives and will draw zombies not only from blow a door and retreat, hoping to wait the
the inside, but from a long way away. zombies out, they will return to find either a
Remnant patrol (detailed below) or an ongoing
Unfortunately for the PCs, the building was battle between the Remnant and Juggernauts.
upgraded with a grant from Homeland Security Either way, there are few scenarios where this
just before the fall of civilization. Every window will allow the survivors to slip into the building
has bulletproof glass in front of stainless steel unnoticed.  
bars. A decision was made during the dark
times to seal the building and let no one in. Behind the Screen - Developing Adventure
Whether this decision was taken independently Locale #2: As many projects do, Adventure
by the police chief, or mandated from the Locale #2 began with me reaching out to the
outside is unknown. usual suspects, looking for cartography
assistance. I know just enough about
Still, the local authorities were wrong in their mapmaking to know it’s hard and I can’t do it,
belief that a self-imposed quarantine would and that it’s better to pay a professional than
save them. After a fire in the mechanical room include a shitty map at the heart of an
(Area #19) caused the power to go out, one of adventure. One of the challenges of working
the civilian employees made a break for it out with talented people is that they’re busy and so
the backdoor (Hall 1D), determined to die with it was with Jon Gibbons, primary artist for AZ:
her family. In the crush to reseal the door amid After Zombies and the man who had done the
a wave of zombies, several officers were bitten. maps for most of our previous adventures. So I
From then on, it was a matter of time. The then decided to turn to the internet and seek
police were already, to a man, as armored as some new blood (pun absolutely intended).
they could be and even with the wealth of
firearms and training at their disposal, the Of all the candidates who sent me art samples,
forces inside were unable to stem the tide. They Jan was absolutely the best of an impressive
turned, one by one, until only death remained. field. Once my brain started going over what a
professional draftsman could do on a project
In the first, frantic days of the apocalypse, these like this, I immediately decided to invest a little
zombies were then kept in near-constant more and get a larger map. The result is the
motion by outside stimuli. Gunshots and largest site yet for an AZ adventure and I think
explosions outside were a constant source of of this adventure like some of the best
stimulation. Combine this with the occasional dungeons of the classic D&D mold, something
survivor banging on a door or window, before like “Against the Giants”. This adventure is
dangerous, action-packed but also laden with
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Joe DelJanovan (Order #26545046)
treasure, for the party intrepid enough to fight While survivors could draw the Juggernauts in
their way through. I hope you enjoy playing this here with the Distraction skill, it wouldn’t take
adventure as much as I did writing it.  them long to respond to any stimuli from behind
them in the building. The layout does not work
POLICE DEPARTMENT – GROUND FLOOR to the advantage of explorers.

1. HALLWAY (Scrounging Modifier —) Encounters: None (but zombies from adjacent


1A. South Hallway areas will respond to any noise here). 
1B. West Hallway
This part of the hallway is covered in a thick A search of this area reveals: Nothing of value.
layer of dust and rubble.
1C. North Hallway 3. CITIZEN CONTACT (Scrounging Modifier
Bloody water seeps into the hallway, from -25)
underneath the door to area 15. The doors to this room are locked. Make a Very
Someone/something left bloody footprints here. Easy Stealth check (+25) to open them quietly.
1D. North Entrance Otherwise, the door can be forced, generating a
The door to the parking lot is slightly ajar, but Normal noise (Page 94).
blocked from the inside with a makeshift barrier:
two printer machines from area 11, a table and Once survivors enter this room they are likely to
several desk chairs. The pile caught on fire at regret they did. This room has been sealed
some point, and all of it is burned badly. The since the police lost control, with two office
hallway leading south from the entrance is workers sealing themselves inside. The pair
covered in soot. starved to death and there is evidence that one
turned to cannibalism at the end. Once they
This area is so trampled and overrun that both died and turned, the daily heat buildup in
nothing of value can be found here, except the the room caused both to become Putrids.
armor of the Juggernauts, should they be
defeated. Any significant noise or combat here Encounters: 2 Putrid (Page 119).
will draw the Juggernauts from areas 7, 8, 9, 12
and 13 here, in addition to those present in 1a- A search of this area reveals: 2
d. antidepressants.

Encounters: 4 Juggernauts: Heavy Armor 4. RECEPTION (Scrounging Modifier -25)


(Page 117). The door of this room lies on the floor, along
with computer monitors, keyboards, and
2. LOBBY (Scrounging Modifier +25) contents of the cabinets. A desk that runs along
The layer of dust on the floor and features of the length of the room is in surprisingly good
this room shows it’s not been entered for a state. It supports one of the cabinets, which lies
while. The window between this area and area toppled over.
4 (reception) lies in shards on the floor,
smashed from the other side. This room is As with other forward areas of the station, the
otherwise fairly undamaged. The doors are all constant movement of large number of
locked. Juggernauts have destroyed most items in this
room, to the point where they won’t even serve
The mass of Juggernauts in Areas 1, 7, 8, 9, 12 as sources of spare parts.
and 13 have not been here for some time.
Occasionally a noise from the door (an explorer Encounters: None (but zombies from adjacent
seeking entry) draws them in here, but so far, areas will respond to any noise here).
no one has been stupid enough to open the
front door and the zombies have been unable to A search of this area reveals: 1 codeine
build up enough mass to force the door open by
sheer weight.
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Joe DelJanovan (Order #26545046)
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Joe DelJanovan (Order #26545046)
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Joe DelJanovan (Order #26545046)


5. BREAKROOM (Scrounging Modifier -50) A search of this area reveals: 2 Caffeine (pills),
The door to this room is nailed shut from the 1 Duct Tape.
inside, with four inch nails. The glass of the
center window is knocked out, and the frame 8. CONFERENCE ROOM (Scrounging
broken. Apparently this was all done to plunder Modifier -50)
this room thoroughly and without getting This large room was used for several purposes,
disturbed, as nothing is left here but the (empty) such as press releases, meetings, and training.
kitchenette. There is a large pile of tables, chairs and AV
equipment. Everything is either damaged or
Encounters: None (but zombies from adjacent completely broken. Like many other areas on
areas will respond to any noise here). the first floor, this room has been trampled
practically into oblivion.
A search of this area reveals: Nothing of value.
Encounters: 6 Juggernauts: Heavy Armor
6. OFFICE (Scrounging Modifier +0) (Page 117).
The south side of this room is wrecked. A big
cabinet fell over, and its weight pushed desks A search of this area reveals: Nothing of value. 
and other office furniture into the opposite
corner. 9. STORAGE (Scrounging Modifier -50)
The doors to this room were ripped from their
Two more toppled cabinets hamper access to hinges. It’s empty.
the rest of the room, which is relatively
undamaged. Encounters: 2 Juggernauts: Heavy Armor
(Page 117).
Movement is heard but not seen when this
room is entered. A Perception check will tell the A search of this area reveals: Nothing of value.
survivors the noise is much too small to be
caused by a man-sized creature. 10. WC - WOMEN (Scrounging Modifier -50)
The features of this accessible toilet were
Encounters: None (but zombies from adjacent smashed to bits. The floor is covered in shards
areas will respond to any noise here). of ceramics.

A search of this area reveals: 10 Small Game Encounters: None (but zombies from adjacent
(Rats, living off various corpses and food items areas will respond to any noise here).
in this room. They have a nest in the ruined
southeast corner. These can be “harvested” A search of this area reveals: Nothing of value.
with Outdoorsman or weapon skill checks.)  
11. WC - MEN (Scrounging Modifier -50)
7. FITNESS (Scrounging Modifier -25) The door to this room is gone. Just like area 10,
A large part of this wall seems to have been this toilet is destroyed.
bashed down with brute force, from the hallway,
possibly to get at whatever – or whoever – left Encounters: None (but zombies from adjacent
the pool of blood in the room. A pile of debris areas will respond to any noise here).
lies in the blood: concrete, weights, pipes, and
the wreckage of what appears to have once A search of this area reveals: Nothing of value.
been a couple of exercise bikes. Some
mattresses in the far corner escaped 12. COPY & SUPPLIES / STAIRS
destruction. (Scrounging Modifier -50)
It looks like a bomb went off in this area. A large
Encounters: 7 Juggernauts: Heavy Armor part of the flooring is reduced to splinters,
(Page 117). showing the concrete underneath.

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Joe DelJanovan (Order #26545046)
The steel supports of the stairs are bent and 15. LOCKER ROOM / SHOWERS (MEN)
rickety. The bottom five steps are gone. Of the (Scrounging Modifier -10)
sixth step – nearly four feet above the floor – One of the shower doors floats in a large puddle
only bits and pieces remain. of bloody water. A trickle of water drips from the
shower itself. The drain is clogged (probably
Except for a battered cabinet, the area is empty with what’s left of the source of the blood).
(the machines were dragged to the north exit;
area 1D). When this room is entered, unless a Normal
Stealth check is successful (roll once for the
Encounters: 4 Juggernauts: Heavy Armor survivor with the lowest Stealth) a loud
(Page 117)) thrashing sound is heard. This could draw
distracted zombies from different areas (50%
A search of this area reveals: Nothing of value. chance each round for 1-10 zombies on the first
floor, or 1-5 zombies from the second floor to
13. JANITOR (Scrounging Modifier -25) investigate).
The southeast corner of this room collapsed in
a pile of rubble. A careful search of this area will When the police inside the station began to
reveal some potent cleaning chemicals. These turn, two unfortunate souls were ambushed and
will only be discovered if the survivors rid the killed in the shower. In the struggle, the men
building of the vast majority of its undead were partially submerged face down and
inhabitants and have time for a careful search. drowned while their legs were eaten off. They
now live as Waterlogged (see new creatures
Encounters: 3 Juggernauts: Heavy Armor below) and are frenzied with hunger. However,
(Page 117). they are face down, unable to see or stand so
they are easily killed, but the noise they make
A search of this area reveals: 19 Ingredients might draw zombies to this room.
(Demolitions).
Encounters: 2 Waterlogged (see new
14. LOCKER ROOM / SHOWERS (WOMEN) monsters below).
(Scrounging Modifier +10)
This area was unoccupied when the base lost A search of this area reveals: 1 Book
power and no one knew about the supplies (Psychology), 6 Ingredients (Cooking), 4 Energy
contained in individual lockers. If they had, this Bars, 1 Mossberg 500 in Poor Condition.
room would have been ransacked long before
the police inside turned. Rats, fat off the feast of 16. HOLDING CELLS (Scrounging Modifier
food the building still contains, flee when light is —)
shined in this room. These were cells used to hold suspects
awaiting interrogation, or minor offenders
Encounters: None (but zombies from adjacent waiting processing. Usually suspects who had
areas will respond to any noise here). had way too much to drink and cops who were
deep in the doghouse stayed in these rooms.
A search of this area reveals: Book (Thrown All three of these cells appear to be locked on
Weapons), 2 Telescoping Batons in Poor casual inspection but only two are. The middle
Condition, 2 Wood Batons in Fair Condition, cell (the one labeled 16) can be noticed as
112 rounds 10x25 mm, 118 rounds 12 gauge, unlocked with a Perception check, or
Colt Double Eagle in Fair Condition, Benelli 121 automatically on physical inspection. The doors
M1 in Factory Condition, 38 Ingredients and walls are obviously extremely sturdy and
(Chemistry), 12 bottles of Purified Water, 6 apparently zombie proof.
Small Game (Rats. These can be
captured/killed with a Normal Outdoorsman Opening the two locked cells requires a Very
check.) Hard Stealth check to pick the locks. A survivor
who lured a group of zombies to the outside of
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Joe DelJanovan (Order #26545046)


one of these cells could hold them there with a 19. MECHANICAL ROOM (Scavenging
Distraction check, made every 1-5 rounds. The Modifier -50)
frequency of checks is determined by the Game This room, and all its contents, were destroyed
Master, based on competing stimuli. So if the in a fire. Several pipes sprung a leak, but the
zombies in Area #15 are making a racket, the water pressure is gone and water barely trickles
survivor would need to check every round. in.

Unfortunately for survivors who happen upon Encounters: None.


the unlocked room under duress, probably with
zombies in hot pursuit, the unlocked holding cell A search of this area reveals: Nothing of value.
also has a Silent Deadly, a prisoner who
crawled under the bed with an infected wound 20. PARKING LOT (Scavenging Modifier -50)
and died there. If a survivor is pursued into this The burnt out wreck of a police car sits in the
room and throws the door closed, this zombie center of this area. Both gates have been
automatically gains surprise. destroyed.

Encounters: 1 Silent Deadly (Page 121). There is a chance for the PCs to attract the
attention of the Remnant if they make a racket
A search of this area reveals: 1 non-skill book while clearing out the police station. Roll a
about a savage barbarian warrior (see Noise check (Page 94) every time the survivors
miscellaneous items). make a noise of Loud or louder. If this check
succeeds, rather than the normal zombie
17. INTERVIEW (Scavenging Modifier —) encounter, there will be an 11 man Remnant
This room contains a couple of chairs and a patrol in this lot when the survivors emerge.
table that’s missing two legs. Through a small
window in the door, you can view a dead man Encounters: Possible Remnant patrol (see
sitting motionless, still handcuffed to the broken above). Wearing Light Body Armor in Used
desk. Condition. Armed with M-4s in Used Condition,
2 magazines each (60 rounds).
This creature is not really bound at all and will
sit, motionless, despite any attempts to rouse it A search of this area reveals: Nothing of value.
before the survivors enter the room. The minute
the door opens however, the creature will snap SHOP NEXT DOOR – GROUND FLOOR
the cuffs like tissue paper and attack with all the A sign above the door reads, “Papa’s Pawn and
ferocity of its kind. Bail Bonds. Open 24/7.” This extremely shady
establishment held onto its prime location,
Encounters: Omega Zed (Page 118). despite several attempts by the SPD to buy the
rest of the building and expand. Due to a
A search of this area reveals: Nothing of value. combination of a very sturdy drop down gate
and its nearness to the horror of the police
18. OBSERVATION (Scavenging Modifier —) station next door, this area has seemingly not
The door to this room is bashed in. A hand been opened since the apocalypse.
carved wooden sign above the door reads “the
fish bowl”. A small desk and a few chairs were Getting into the store requires either a Difficult
shoved into the corner. The one-way mirror in Strength check (-10) to force the gate up, or a
this room is still intact, though. Hard Stealth check (-25) to pick the lock.
 
Through the window a suspect, quite dead, can 21. PAWN SHOP (Scrounging Modifier +10)
be seen sitting handcuffed to the desk in the The shop looks empty and abandoned, but not
interview room next door. trashed. The shelves and the counter still
remain.

Joe DelJanovan (Order #26545046)


Encounters: None. There’s a toilet underneath the stairs.

A search of this area reveals: 1 Book (Archery), Encounters: None.


1 Crowbar, 2 Batteries, 110 rounds 5.56x45
mm, 122 rounds 9x19 mm, 1 AR-15 in Fair A search of this area reveals: 18 Caffeine
Condition, 1 HK-MP5 in Poor Condition, 18 (instant coffee), 15 Drinking Alcohol (Scotch), 9
Cooking Ingredients, 2 MRE, 18 Small Game Canned Food (Soup).
(Rats. These can be captured/killed with a  
Normal Outdoorsman check.) 25. PRIVATE BATHROOM (Scrounging
Modifier +0)
22. SHOP OFFICE (Scrounging Modifier +0) Despite an “out of order” sign on the door, this
This used to be a small office but there are toilet works perfectly with an outside source of
signs that “Papa” (if he even existed) crashed water. It seems Papa wasn’t into sharing what
here on a regular basis. A desk with a chair is had become his bathroom with his customers.
pushed into a corner and a filthy mattress lies
on the floor. Encounters: None.

In fact the owner had taken up residence in the A search of this area reveals: 8 Antibiotics.
shop full time, after a spat with his girlfriend.
Luckily, he was ill the day everything went to POLICE DEPARTMENT – UPPER FLOOR
hell and had never opened his shop. The sturdy
security gate kept him safe, at least for a time. The upper floors of the police department are
The virus had wrecked his immune system and generally in better shape. Outside stimuli
his common cold turned deadly. Still, many naturally draw the undead to the first floor and
would consider dying in your sleep, as this man their movements have trampled the first floor.
did, better than surviving in the AZ. This area is almost never visited, though there
are some lurking dangers survivors should be
Encounters: 1 Infected. cautious of.

A search of this room reveals: 53 NSAID, 6 27. HALLWAY & COURTYARD (Scrounging
Rubbing Alcohol, 1 Sterilized Bandage, 12 Modifier —)
Canned Food (Ravioli), 10 Drinking Alcohol 27A. East Hallway
(Bourbon). The upper half of the stairs that lead up from
the ground floor into this hallway are intact,
23. STORAGE (Scrounging Modifier -10) although the support structure is damaged. If
This room was used for light storage, mostly of survivors can take their time, navigating the gap
paperwork for those looking to make bail. There and making their way up from the first floor is
is a safe hidden behind a painting on the wall. automatic. On the other hand, if they are being
The combination is in the pocket of the Infected chased by a dozen or more Juggernauts on the
in room #22. If the survivors open it they find first floor, require a Normal Athletics check.
over 20,000 dollars in cash, now quite useless Failure results in the survivor slipping and
to them. dropping back to the first floor, prone and most
likely being the unfortunate recipient of a
Encounters: None. feeding frenzy.

A search of this room reveals: Nothing of value. 27B Covered Courtyard


There are several benches and dead potted
24. BACKROOM (Scrounging Modifier +0) plants here. A bizarrely lifelike office worker
This room served double duty as Papa’s moves around here, acting for all the world as
kitchenette after closing, and as a makeshift though she is watering dead plants with an
office for clients making bail (since Papa had empty bottle. On a Hard (-10) Stealth check, the
converted his actual office into a bedroom). survivors will mistake the zombie for one of the
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Joe DelJanovan (Order #26545046)
living. She occasionally moves into the offices are both somewhat sparse and
Captain’s Office (area #28 below) to water the professional, with only a few personal items like
plants there as well. family photos to lend them a touch of humanity.

Encounters: 1 Automaton (see new zombies During the crisis, both detectives were on duty
below). and both are downstairs, part of the throng of
Juggernauts on the first floor.
A search of this area reveals: Nothing of value.
Encounters: None.
28. CAPTAIN’S OFFICE (Scrounging
Modifier +10) A search of this area reveals: Nothing of value.
This large office contains a large desk and desk
chair, oak cabinets, a (long dead) potted plant, 31. SERGEANT’S OFFICE (Scrounging
and a round table with comfortable chairs on a Modifier +10)
drab carpet. The Automaton occasionally This shared space is actually much more
wanders in here to water the plants. Much personalized than the Lieutenant’s offices.
worse for the survivors, the Captain is still here Perceptive survivors will note these men and
and has transformed into an Omega Zed. He women lived for their work and took tremendous
crouches behind the desk and attempts to pride in it and themselves. Kids’ drawings,
surprise any living creature that walks in. family photos and the like practically plaster the
inside of these shared desks, along with funny
The walls in this office are annoyingly thin. passive aggressive notes left from one shift to
Combat here will almost certainly draw the the next.
zombies from the offices on either side (+25%
to normal chance based on Noise). Three of the Sergeants made it back up here
before they turned. They intended to make a
Encounters: 1 Automaton (this is the same last stand here but one turned on the others
creature as area #27B;if the survivors have first.
already dealt with it it cannot be encountered
here). 1 Omega Zed, crouched behind desk. The roof in this room leaks badly and the ceiling
tiles are sagging in the center of this room.
A search of this area reveals: 2 Hydrocodone,
48 NSAID, Beretta 92-F, 92 rounds 9x19 mm, 4 Encounters: 3 Juggernauts (Heavy Armor).
Flashbang Grenades, 10 Tear Gas Grenades,
Light Body Armor, 12 MRE, 8 Canned Food, 16 A search of this area reveals: Colt M1911A1 in
Purified Water. Poor Condition, Glock 17 in Used Condition,
Telescoping Baton in Ruined Condition, 98
29. IT (Scrounging Modifier +10) rounds .45 ACP, 122 rounds 9x19mm.
This room contains two ruined computers, as
well as two automata that continue to type and 32. TOILETS (Scrounging Modifier -25)
answer phones. These toilets were clearly the location of at least
one death. A Silent Deadly awaits the survivors
Encounters: 2 Automata (see below). in one of the stalls, hoping for a careless meal
to wander too close to the doors.
A search of this area reveals: 37 electronics
spare parts (these parts can be used to create Encounters: 1 Silent Deadly (Page 121).
or repair anything on the Engineering list).
A search of this area reveals: Nothing of value.
30. LIEUTENANT’S OFFICE (Scrounging
Modifier +0) 33. STORAGE (Scrounging Modifier -10)
There are two offices for lieutenants, one for the This storage room contains more dust than
day shift and one for the night shift. These anything else.
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Joe DelJanovan (Order #26545046)
Encounters: 1 Play Dead (Page 119). automaton “works” here, wearing a lab coat and
staring down a broken microscope. It attacks as
A search of this area reveals: Nothing of value. soon as the door is opened.

34. ARMORY (Scrounging Modifier +25) Encounters: 1 Automaton.


This room holds a small desk, a large, steel
table and – against the back wall from the A search of this area reveals: 72 Ingredients
entrance – a gun cage, which was used to store (Chemistry).
both weapons and ammo. Getting into the cage
will be a challenge, requiring a Difficult Stealth 37. ADMINISTRATIVE (Scrounging Modifier
check (-25) to pick the lock. Survivors who don’t -50)
care how much noise they make can get in with The door to this room became stuck somehow,
an Easy (+10) Demolitions check. Shooting the possibly a warped frame from some blunt
lock is possible with a sufficiently powerful impact from the outside. The inhabitants of this
weapon (rifle or shotgun). room obviously starved to death. As they died,
they ransacked the office several times, finding
Encounters: None. every edible scrap in their struggle to survive.

A search of this area reveals: M-4 SOPMOD, Encounters: 2 Shamblers.


M-4/M-26 MASS, MAUL, Enhanced Battle Rifle,
SIG Sauer P-228 x2, M-24 with Nightvision A search of this area reveals: Nothing of value.
Scope, Beretta 92-F with Advanced Suppressor
and Laser Sight, HK MP5-SD, 85 Spare Parts 38. MEETING ROOM (Scrounging Modifier
(Small Arms), 830 rounds 5.56x45mm, 275 -25)
rounds 12 gauge, 425 rounds 7.62x51mm, This room can be divided in two with a folding
1,265 rounds 9x19mm. wall.

35. EVIDENCE STORAGE (Scrounging Someone appears to have used a chainsaw or


Modifier +25) similar tool to saw a roughly rectangular hole in
This room contains three large safe-like the wall – large enough for a person to fit
cabinets on one side, for the storage of through. It connects this room with the living
weapons, valuables, and drugs & room of the house next door. A piece of the
miscellaneous. The file cabinets are on the wood framed wall (filled with insulation) was left
other side. Still lurking in this room are two there.
Juggernauts assigned to guard this room in
case looters got inside. This was the last attempt by a group of office
workers to stay alive. The remaining police had
Encounters: 2 Juggernauts (Heavy Armor). given them a chainsaw and instructed them to
try and break through to the apartment next
A search of this area reveals: 60 Codeine, 50 door while they held off the zombies that had
MDMA, 20 Hydrocodone, 40 Oxycodone, penetrated the second floor. Unfortunately, one
Double Barrel Shotgun, FN-49, TEC-9, 280 of the workers was already bitten and turned on
rounds .45 ACP, 90 Ingredients (Chemistry), 30 the others. The shamblers here will respond to
batteries, 225 rounds 9x19mm, Machete, 75 loud noises here or in the shop next door
Spare Parts (Small Arms). normally.

36. EVIDENCE PROCESSING (Scrounging Encounters: 22 Shamblers (Page 121).


Modifier +0)
This is a small forensic laboratory, with a large A search of this area reveals: Nothing of value. 
worktable, several special machines (like a
-100ºF temperature freezer) and a cabinet with 39. BREAKROOM (Scrounging Modifier +0)
vials, Erlenmeyer flasks, a microscope, etc. An This room shows signs of the struggle that killed
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Joe DelJanovan (Order #26545046)
its two occupants. The floor is smeared with dry scout those rooms and possibly gain entrance
blood. The inhabitants had loaded everything to the second floor. The windows are not meant
edible they could find (including non-dairy to open but survivors with proper tools (a
creamer packets) into a plastic garbage bag, crowbar or nail puller would be perfect) can
intending to then join the group in room #38. force the windows open quietly on a Difficult (-
They never made it. 10) Strength check.

The bag is hooked around one of the zombie’s Barring that, survivors could always shoot or
ankles, and it makes a Normal Noise every bash the windows open if they aren’t afraid to
round of combat, which might attract nearby make a lot of noise.
zombies.
Survivors climbing around on the roof have one
Encounters: 2 Shamblers (Page 121). potential nasty surprise. The ceiling over Room
#31 is leaking and soaked from recent rains and
A search of this area reveals: 6 Canned Food, is structurally unsound. If the PCs climb on the
34 Ingredients (Cooking). roof above #31, make a Luck check. If this fails,
the survivor falls through the ceiling, landing
40. OFFICE (Scrounging Modifier -25) prone in that room. If multiple survivors are on
the roof, only check for the survivor with the
Encounters: 23 Shamblers. lowest Luck score.

A search of this area reveals: Nothing of value. Encounters: None.

SHOP NEXT DOOR – UPPER FLOOR A search of this area reveals: Nothing of value. 

The second floor of this side of the building is 42. LIVING ROOM (Scrounging Modifier -25)
an apartment that Papa rented out as a source There’s a hole in the wall here that leads to
of side income. The tenant moved out a couple room #38. This room is fully furnished with a
months ago and rather than rent it out, Papa beat-up, dusty living room set from a nearby
was having it renovated, in case he couldn’t “rent to own” place. The former occupant left it
patch things up with his wife and he needed behind when they moved.
more permanent accommodations than his
office. Encounters: None (though the large number of
Shamblers in #38 will burst in at any Normal or
41. BALCONY (Scrounging Modifier —) louder Noise.
This is another way a properly prepared and
trained group of survivors can gain access to A search of this area reveals: 16 Spare Parts
the second level. If the party has climbing gear, (Construction).
accessing the balcony is an easy Athletics
check. If the party does not, they can still 43/44. KITCHEN/DINING AREA (Scrounging
access the balcony with a Difficult Athletics Modifier -25)
check. Parties with a high Unity could form a Like the living room, this room has cheap,
human pyramid (Skill Assist) etc. In short, any rented appliances that were beat to hell and
party that thinks of entering through the balcony barely worked, before being abandoned by the
should be encouraged to think outside the box former occupant.
in this way. Once survivors reach the balcony,
they will find the door wide open to the inside, Encounters: None.
you know, for air flow.
A search of this area reveals: Nothing of value.
From here, the survivors can access the roof in
similar fashion. There are roof windows in 45. BATHROOM (Scrounging Modifier -25)
rooms 29, 30, 31 and 39 the PCs can use to The personal effects of a single man can be
12
Joe DelJanovan (Order #26545046)
found in a plastic bag on the floor (deodorant, NEW CREATURE
shampoo, toothpaste). Automaton (Zombie)
“I swear that zombie just said the word pizza.
Encounters: None. No, I am not drunk, stop saying that! Look, let’s
just get out of here already.” Stephen
A search of this area reveals: Nothing of value. Hernandez, Roughneck
Number Encountered: 1-2 (self-employed); 1-
46. STORAGE (Scrounging Modifier +0) 5 (team); 1-10 (squad); 11-20 (company)
This room was used as storage by the former Combat Ability: 40 HP: 80
occupant, who was apparently a collector of Health: 40 Action Points: 4
classic comics. Depending on who the survivors Insight: 30
talk to, the items found in here are either Quickness: 40
worthless junk or priceless relics of a bygone Strength: 40
age.
Level: 1
Find a buyer for these artifacts could prove an Skills: CQC 40, Stealth 40
adventure all on its own, assuming the Combat: Bite 2d10 CQC
survivors wish to sell them at all. If they don’t, Special: Hide in Plain Sight on Normal Stealth
there will be attempts by men hired by the check
leader of the Ravagers to steal the items,
though these thieves will be instructed not to Description: For unknown reasons, perhaps a
damage the items at all costs. bizarre form of muscle memory, these zombies
maintain a normal routine when a food stimulus
Encounters: None. is absent. Automata have been observed wiping
down bars in local taverns, pushing baby
A search of this area reveals: 1 Heirloom (Roar strollers and even sitting at desks, typing on
#1 in mint condition) Value: 98 Cans, 1 non-functioning keyboards.
Heirloom (Revengers #56 in Poor Condition)
Value: 9 Cans, 1 Heirloom (Dachshund vs. Because they rot less than other zombies, and
Badger Movie Tie-In in Mint Condition) Value: 2 maintain their clothes better, these zombies are
Cans, 1 Heirloom (Coldfront #3 First often mistaken for the living by unwary
Appearance of El Nino in Good Condition) onlookers. Make a Stealth check for the
Value: 78 Cans, 91 miscellaneous comics (treat automata at Medium range, then make a Hard
as non-skill book Miscellaneous Items). (-10) check when the survivors get 100 feet
away and finally a Difficult (-25) check when the
See new items below for a description of the survivors get 25 feet away. Success on each of
Heirloom special item. these checks means the automata are mistaken
for the living.
47. BEDROOM
More furniture that was worthless before it sat If automata are attacked, or if prey get within 25
in an empty apartment through the fall of feet, they suddenly revert to their feral nature
civilization. and attack. The sight of this is very startling to
onlookers. When an automata attacks, if they
Encounters: None. have made one or more Stealth checks
successfully, survivors being attacked suffer 1-
A search of this area reveals: 12 Small Game 10 MT damage. If the survivors have never
(Rats. These can be captured/killed with a encountered automata before, or if the
Normal Outdoorsman check.) automata were unnoticed until within 25 ft.,
increase the MT damage by +5. 

14
Joe DelJanovan (Order #26545046)
Waterlogged (Zombie)
“We thought we were hot shit. Until that thing
pulled Ramirez under, anyway. Thus ended my
glorious career as a post-apocalyptic
commando. Any other questions you want to
ask me or can I go back to my drink?” Survivor,
name unknown, encountered in the Malltown
pub
Number Encountered: 1 (group); 1-10 (pack);
11-20 (swarm); 44-80 (mega-swarm)
Combat Ability: 40 HP: 50
Health: 20 Action Points: 3
Insight: 20
Quickness: 30
Strength: 30

Level: 3
Skills: CQC (40), Stealth (40; +65 when
submerged)
Perks: Shh
Combat: Bite 2d10 CQC
Special: +25 Stealth checks when submerged

Description: Often poor souls are infected and


then trapped underwater. Once they have been
submerged for a time, with silt or beach sand
covering them, or even plants growing in rotting Heirlooms often have an affect on a survivor’s
flesh, they become very difficult to spot, even status as well. Returning such items, especially
by a trained observer. if no compensation is asked for, could grant a
survivor a friend who will return their generosity
NEW ITEM in the future. See the Status rules below for
Heirloom: Although humanity has been more information.
reduced to a state of mere survival in the AZ,
there are still some items survivors are willing to
trade for, simply because they remind them of
what they once had. What constitutes an
heirloom is limitless. It could be a wedding ring,  
a family photo, or even a favorite comic book.
Heirlooms are worthless to most survivors but
to the right person, they have a value of 1-100  
cans plus a number of cans equal to the
Scrounging Modifier of the location where the  
heirloom was recovered.

Heirlooms are only found at the discretion of the


Game Master and multiple heirlooms in a single  
location is extremely rare. If multiple heirlooms
are discovered, their value is still determined by
rolling percentile dice, meaning two heirlooms
found together could have widely differing
values.
 

14
Joe DelJanovan (Order #26545046)

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