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CONTENTS

Introduction 3
Tables 14

The Infection………..………................................3
Loot Tables………………………..………...…14
NPC’s 4 Large Loot Items…………………….…….………14
Small Loot Items…………………….…….………15
Random Food Table………………..…….………16
Zombies……………………………..……………....4
Zombie…………………….…………………...…….….4
Crawler…………………………………....……..………5 Random Encounters………………...…17
Runner…………………………………………….…......5
Random Encounters……………….…….………17
Clicker…………………………………………..……..…6
Charger………….…………………….……………...…7
Hunter…………………………………….…..…….……7 Other……………………………………….……...…19
Bloater……………………………….…….….…..….….8
Taming Animals………………….......…….………19
Jockey…………………………………………...........…9
Wild Animal Table……………..........…….………19
Smoker……………...…………………………......……9
Random Name Table………………..…….…..…20
Tank…………………………………...….............……10
Barricades………………….................…….………20
Spitter………………………………….…..…..........…10
Crafting Recipes………………….......…...….……21
Colossus Mutant.……………………..…….….…..11
Foraging Plants…………………........…….….……21
Active Effects…………………............…….………22

Human NPC’s………...….……………………12
Bandit………………………………………………...…12
Bandit Leader………….……………………….……12
Credits 21

Civilian…………….………..…………….......….……13
Military & Police………..…………...………..……13

Artwork by Naughty Dog LLC

2
Introduction The Infection

You are the Game Master. Creator of Worlds. At the end of the day, the lore is up to you.
A God among nerds. You control everything… However, we’ve provided you with a default
Almost everything… But today, you want to infection to implement into your story:
play something new. Something unique. Well
look no further. D&Z is a Dungeons and The infection is a fungus that targets the brain
Dragons 5e Inspired RPG game written by Jay of its host. It most likely transitioned from
Gilbert, set in a modern post-apocalyptic animals to humans at some point and began
universe. As the GM you are responsible for to spread quickly through the populations.
creating a living and breathing world. (or lack The fungus is transferred to a human through
thereof) This document (paired with the the bloodstream. This can be done by being
Player’s Guide to D&Z and the D&D 5e Player’s bitten by a zombie or inhaling spores.
Handbook) can be used like a template for
creating your very own zombie survival world. Bites:
The game mechanics are already done for you Saliva (or other fluids) from the zombie must
here. You just need to create the world and enter the bloodstream if from a bite. A zombie
the story. can attempt to bite a character at any point
and do damage, however, the bite only
The Player’s Guide to D&Z explains how to transfers the infection if the zombie rolls a
create a modern day character for D&Z. You critical hit. Upon a crit, the player must make
must read the Players Guide as well as the a DC 18 CON saving throw or be infected.
GM’s Guide to understand how everything
works together. There is no immediate side effect from
receiving the infection. For 48 hours, the
The GM’s Guide mostly includes monster infected person shows no symptoms.
stats, items, and other helpful information to Afterwhich, the human enters stage 1 and
suit your apocalyptic needs. But these are all loses control of their body, they are now an
just the base elements, feel free to add NPC and you gain full control over them. The
anything you can think of to your game. creature becomes hyper-aggressive and loses
all rational thoughts. Mushroom-like fungus
begins to grow on the body. After 2 weeks, the
zombie enters stage 2 where it transitions to
one of the other zombie types. Each stage the
zombie mutates, however, if the zombie
doesn’t eat for more than 4 weeks, it dies.

Spores:
When a zombie dies, it attaches itself to a wall
or object and the fungus begins to grow out
from the host. Mushroom-like fungus covers
the surrounding surfaces, after 2 weeks of
growing, the fungus matures and releases
spores into the air. If a player breathes in
these spores they will become infected.

3
NPC’s

As a GM, you have nearly unlimited options to


make for your post apocalyptic zombie game.
One of the biggest decisions is the Zombies.
How realistic do you want your game to be?
Below is a list of pre-built creatures for your
game. All Zombies are hit point based. You
could alternatively force players to need a
headshot to kill. The first is the Normal
Zombie. This is your standard for any game
and is the most simple version. After that, the
creatures become less realistic but more
unique.

Zombie
The walking dead. They look much like a
normal person but features like boils and
fungus set them apart from their living
counterparts. They show no emotion and
wander about aimlessly when food isn’t
around.
AC: 8
HP: 10
Speed: 10

STR DEX CON INT WIS CHA


13(+1) 6(-2) 16(+3) 3(-4) 6(-2) 5(-3)

Saving Throws Wis +0


Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 8
Languages None Artwork by Naughty Dog LLC
Challenge 1/4 (25 XP)

ACTIONS:
Slam. Melee Weapon Attack: -3 to hit, reach 5
ft., one target. Hit: (1d6 + 1) bludgeoning
damage.
Slash. Melee Weapon Attack: -3 to hit, reach 5
ft., one target. Hit: (1d6 + 1) slashing damage.
Bite. Melee Weapon Attack: -3 to hit, reach 5
ft., one target. Hit: (1d10 + 1) piercing damage.

4
Crawler Runner
Crawlers are just like a zombie except Zoom Zoom! These bad boys are a survivor's
something has happened to their legs. Usually worst nightmare. Not only do they want to eat
they have been chopped off, forcing them to you, but they also can do it really fast.
use their hands to drag themselves around. AC: 11
AC: 5 HP: 15
HP: 5 Speed: 35
Speed: 5
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13(+1) 14(+2) 16(+3) 3(-4) 6(-2) 5(-3)
8(-1) 1(-5) 15(+2) 3(-4) 6(-2) 5(-3)
Saving Throws Wis +0
Saving Throws Wis +0 Damage Immunities Poison
Damage Immunities Poison Condition Immunities Poisoned
Condition Immunities Poisoned Senses Darkvision 60 Ft., passive Perception 8
Senses Darkvision 60 Ft., passive Perception 8 Languages None
Languages None Challenge 1/2 (50 XP)
Challenge 1/8 (10 XP) ACTIONS:
Crawler is always prone Slam. Melee Weapon Attack: +1 to hit, reach 5
ACTIONS: ft., one target. Hit: (1d6 + 1) bludgeoning
Slash. Melee Weapon Attack: -5 to hit, reach 5 damage
ft., one target. Hit: (1d6 + 1) slashing damage. Slash. Melee Weapon Attack: +1 to hit, reach 5
Bite. Melee Weapon Attack: -6 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.
ft., one target. Hit: (1d10 + 1) slashing damage. Bite. Melee Weapon Attack: -1 to hit, reach 5 ft.,
one target. Hit: (1d10 + 1) slashing damage.

Artwork by Naughty Dog LLC

5
Clicker
Due to excessive growths of fungus and boils
on its face, the Clicker has lost its eyesight
and now resorts to using echolocation to
navigate. It wanders about cautiously while it
lets out audible clicking sounds which can be
heard by players when close enough.
AC: 12
HP: 60
Speed: 15

STR DEX CON INT WIS CHA


13(+1) 6(-2) 16(+3) 6(-2) 5(-3) 5(-3)

Saving Throws Wis +0


Damage Immunities Poison
Condition Immunities Poisoned
Senses passive Perception 7
Languages None
Challenge 3 (300 XP)
ACTIONS:
Unless Clicker is provoked by gunfire within
60 feet, players failing a DC 10 stealth roll
within a 30 foot radius, or being attacked
directly, the Clicker will not attack. Creature
uses echolocation since it is blind. (Clicking
sounds can be heard by players when nearby)
Slash. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (1d10 + 1) slashing damage.
Slam. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (1d6 + 1) bludgeoning
damage
Chomp. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: (2d10 + 1) slashing
damage.

Artwork by Naughty Dog LLC

6
Charger Hunter
The Charger is extremely muscular in one of The Hunter looks much like a zombie, except
its arms. The non-dominant arm seems to they walk on all fours and uses its special
shrivel up and dangle beside it. When the “Pounce” ability to knock players prone and
Charger uses its “Charge” ability, it tucks its begin tearing them apart. They only come out
arm in front of its body and runs in a straight at night
line. AC: 15
AC: 15 HP: 25
HP: 50 Speed: 25
Speed: 20
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14(+2) 16(+3) 16(+3) 12(+1) 6(-2) 5(-3)
16(+3) 5(-3) 10(+0) 8(-1) 6(-2) 5(-3)
Saving Throws Wis +0
Saving Throws Wis +0 Damage Immunities Poison
Damage Immunities Poison Condition Immunities Poisoned
Condition Immunities Poisoned Senses Darkvision 60 Ft., passive Perception 8
Senses Darkvision 60 Ft., passive Perception 8 Languages None
Languages None Challenge 2 (200 XP)
Challenge 6 (600 XP) ACTIONS:
ACTIONS: Slam. Melee Weapon Attack: +3 to hit, reach 5
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning
ft., one target. Hit: (1d6 + STR) bludgeoning damage
damage Pounce. Melee Weapon Attack: +1 to hit, player
Charge. Melee Weapon Attack: Reach 40 ft must roll a DC 13 Dexterity Saving Throw or
(straight line only), one target. Players must be knocked prone for 1 full turn. Reach 10
succeed in a DC 10 Dexterity Saving Throw or feet., One target. Hit: (1d6 + 2) slashing
be grappled by the Charger. Charger may damage. Players must make a DC 15 Strength
move an additional 10 feet after a player is Saving Throw to escape the Pounce attack or
grappled. Charger will slam a player into any be knocked prone for an additional turn.
nearby solid objects dealing 1d8+STR per turn. Bite. Melee Weapon Attack: +1 to hit, reach 5
Player must succeed in a DC 15 Strength ft., one target. Hit: (1d10 + 1) slashing damage.
Saving Throw or will continue to be grappled
by the Charger.

7
Bloater
The Bloater is a very vulnerable monster, but
also deadly. Its low HP makes for a quick kill,
but upon its death, this behemoth will explode
all of its acidic vomit, dealing a large area
effect of damage.
AC: 10
HP: 10
Speed: 10

STR DEX CON INT WIS CHA


16(+3) 3(-4) 10(+0) 8(-1) 6(-2) 5(-3)

Saving Throws Wis +0


Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 8
Languages None
Challenge 2 (200 XP)
ACTIONS:
Slam. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: (1d6 + 1) bludgeoning
damage
Acid Vomit. Ranged attack: +3 to hit, range 10
ft., multiple target area effect 10 foot radius.
Zombies immune to poisonous vomit. Hit:
(1d6+2) damage per turn.
Bite. Melee Weapon Attack: -5 to hit, reach 5
ft., one target. Hit: (1d10 + 1) slashing damage.
Final Goodbye. Ranged attack: Once killed,
Bloater explodes in a 10 foot radius dealing
(2d6+5) acid damage.

Artwork by Naughty Dog LLC

8
Jockey Smoker
The Jockey is a chunky, tiny creature. It bears This zombie creature is covered in boils on
a wide smile of teeth which burrows into a the left side of its body from the top of its
survivor's head while using its “Head Grapple” head, to the arms and legs. A tentacle-like
ability. Its arms and legs are skinny and frail tongue hangs from its mouth. When using its
looking. “Frog Tongue” ability, it whips the tongue at
AC: 13 extremely high speeds, making it a difficult
HP: 30 dodge. The tongue will strangle the survivor
Speed: 20 and pull them inward, forcing them to breathe
a toxic gas from their mouth.
STR DEX CON INT WIS CHA AC: 12
10(+0) 12(+1) 16(+3) 16(+3) 10(+0) 5(-3) HP: 30
Speed: 20
Saving Throws Wis +0
Damage Immunities Poison STR DEX CON INT WIS CHA
Condition Immunities Poisoned 13(+1) 16(+3) 10(+0) 10(+0) 6(-2) 5(-3)
Senses Darkvision 60 Ft., passive Perception
10 Saving Throws Wis +0
Languages None Damage Immunities Poison
Challenge 3 (300 XP) Condition Immunities Poisoned
ACTIONS: Senses Darkvision 60 Ft., passive Perception 8
Head Grapple. Melee Weapons Attack: Player Languages None
must roll a DC 13 Dexterity Saving Throw or Challenge 5 (500 XP)
be grappled for 1 full turn. Reach 10 ft., one ACTIONS:
target. Hit: (1d4+1) slashing damage. While Slam. Melee Weapon Attack: +1 to hit, reach 5
Jockey is grappled to Player’s head, Jockey is ft., one target. Hit: (1d6 + STR) bludgeoning
in full control of Players movement. Players
damage
speed is halved while grappled.
Frog Tongue. Ranged Weapon Attack: +3 to hit,
range 15 ft., one target. If a player does not
succeed on a DC 15 Dexterity Saving Throw,
they become grappled by the Smoker and will
be pulled in toward the creature. It releases a
toxic gas to kill the player while grappled.
(1d6) damage per turn unless the player is
wearing a working gas mask.
Final Blow. Ranged attack: Once killed,
Smoker releases a toxic gas in a 15 foot radius
dealing (1d6) damage unless the player is
wearing a working gas mask. Impairs players
vision giving them disadvantage.

9
Tank Spitter
This big guy forgot leg day, but his upper body The Spitter has a long neck and a large gaping
is on point. The Tank is extremely muscular in mouth. Its jaw detaches and makes the mouth
both of its arms and is capable of lifting even larger when it lets out its “Projectile Acid
boulders, cars, and even pieces of the road to Vomit” ability.
chuck at the players. AC: 12
AC: 17 HP: 22
HP: 75 Speed: 25
Speed: 20
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10(+0) 13(+1) 10(+0) 8(-1) 6(-2) 5(-3)
18(+4) 3(-4) 10(+0) 8(-1) 6(-2) 5(-3)
Saving Throws Wis +0
Saving Throws Wis +0 Damage Immunities Poison
Damage Immunities Poison Condition Immunities Poisoned
Condition Immunities Poisoned Senses Darkvision 60 Ft., passive Perception 8
Senses Darkvision 60 Ft., passive Perception 8 Languages None
Languages None Challenge 4 (400 XP)
Challenge 7 (700 XP) ACTIONS:
ACTIONS: Projectile Acid Vomit. Ranged attack: +3 to hit,
Hulk Punch. Melee Weapon Attack: +3 to hit, range 30 ft., multiple target area effect 5 foot
reach 5 ft., one target. Hit: (1d12 + STR) radius. Zombies immune to poisonous vomit.
bludgeoning damage and pushes players back Hit: (1d6+2) damage per turn
10 feet plus the damage roll total. Bite. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (1d10 + 1) slashing damage.
Rubble Smash. Ranged Attack: (Players must
Slash. Melee Weapon Attack: +1 to hit, reach 5
succeed in a DC10 Dexterity Saving Throw) ft., one target. Hit: (1d10 + 1) slashing damage.
range 15 ft., one target. Hit (2d12+STR)
damage.

10
Colossus Mutant
The Colossus Mutant is a construction of
multiple zombies merged together into one
gargantuan giant. This massive beast wields a
makeshift club made from the trunk of a tree.
After the Mutant loses more and more health,
it will begin to drop zombies from its back.
These zombies will be added to the battlefield.
At the end of its life, it will crumble into a
heap of dead bodies and 1d10 zombies will rise
back up.
AC: 16
HP: 120
Speed: 5

STR DEX CON INT WIS CHA


26(+8) 5(-3) 12(+1) 13(+1) 6(-2) 5(-3)

Saving Throws Wis +0


Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 8
Languages None
Challenge 8 (9,000 XP)
ACTIONS:
Club. Melee Weapon Attack: +3 to hit, reach 10
ft., multiple target area effect 5 foot radius.
Hit: (3d6+8) damage per turn.
Bite. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (2d8 + 8) slashing damage.
Punch. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (1d20 + 8) bludgeoning
damage.
Dismantle. Once Colossus Mutant has lost
50% of its health (60HP), 1d4 zombies will fall
apart from the body, becoming their own
NPC’s. This happens again at 25% health
(30HP). Upon hitting 0 HP, the Mutant will
crumble into a pile. 1d10 zombies will stand up
ready to fight one last time.

11
Artwork by Naughty Dog LLC

Bandit (Human) Bandit Leader (Human)


Bandits are other survivors that tend to be The Bandit Leader is typically the strongest of
aggressive. Most are part of a group and wear the group. Whether that be their leadership
symbols or colors that correspond to their skills, smarts, or plain old muscle. They are
particular gang. usually in charge of any actions that go on
AC: 13 within a gang.
HP: 26 AC: 15
Speed: 30 HP: 30
Speed: 30
STR DEX CON INT WIS CHA
12(+1) 14(+2) 12(+1) 10(+0) 10(+0) 10(+0) STR DEX CON INT WIS CHA
12(+1) 14(+2) 12(+1) 10(+0) 10(+0) 10(+0)
Senses Passive Perception 10
Languages Any one Language (Usually Senses Passive Perception 10
Common) Languages Any one Language (Usually
Challenge 1 (100 XP) Common)
ACTIONS: Challenge 3 (400 XP)
Spiked Bat. Melee Weapon Attack: +1 to hit, ACTIONS:
reach 5ft., one target. Hit: (1d8+str) Machete. Melee Weapon Attack: +1 to hit, reach
bludgeoning damage. 5ft., one target. Hit: (2d8+str) slashing damage.
Ruger Pistol. Ranged Weapon Attack: +2 to hit, AK-47. 30 rounds auto (5 rounds) 2d10 Ranged
range 40/75 ft., one target. Hit: (1d6+2) Weapon Attack: +4 to hit, range 40/75 ft., one
piercing damage. target. Hit: (1d6+2) piercing damage.

12
Civilian (Human)
Civilians are just average people trying to
survive. They may be aggressive or passive but
they are simply doing what they have to do to
survive.
AC: 11
HP: 20
Speed: 25

STR DEX CON INT WIS CHA


10(+0) 10(+0) 10(+0) 10(+0) 10(+0) 10(+0)

Senses Passive Perception 10


Languages Any one Language (Usually
Common)
Challenge 1/8 (10 XP)
ACTIONS:
Fear. Civilian can run double their movement
speed for 1 action per long or short rest.
(Doesn’t count as movement)

Military & Police (Human)


Military & Police are at first under the
authority of the government, but soon after,
they begin to break away to take care of their
families. They wear camouflage and typically a
full gas mask, a military helmet, military vest,
pants and steel toe boots. They always carry
at least one firearm on them at all times
(usually military grade) and a knife.
AC: 19
HP: 30
Speed: 35

STR DEX CON INT WIS CHA


16(+3) 14(+2) 15(+2) 10(+0) 7(-2) 11(+0)

Senses Passive Perception 8


Languages Any one Language (Usually
Common)
Challenge 6 (650 XP)
ACTIONS:
Fighting Strength. When put into a combat
situation, the Military Troop gains a +1 to
every roll once it is their turn in combat.
Colt M4 Carbine. Ranged Weapon Attack: +3 to
hit, range 100/200 ft., one target. Hit: (3d6+2)
piercing damage.
Military Knife. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: (1d4 + 3) slashing
damage.
Artwork by Naughty Dog LLC

13
Large Loot Items (d100)
1. 2 gallon gas canister 51. Car tire
2. Copper wire (50ft) 52. Car battery
3. Large metal water bottle 53. Small Backpack
4. Melee weapon (random) 54. Medium Backpack
5. Pistol firearm (random) 55. Large Backpack
6. Shotgun firearm (random) 56. Duffle Bag
7. Rifle firearm (random) 57. Melee Weapon
8. Military firearm (random) 58. Working car
9. Other ranged weapon (random) 59. Working motorcycle
10. Explosive (random) 60. Arrow (1d10)
11. Weapon attachment (random) 61. Waggon
12. Bolt cutters 62. Bicycle
13. Wrench 63. Guitar
14. Hammer 64. Walking cane
15. Hand saw 65. Propane Lamp
16. Rake 66. Propane canister
17. Canteen 67. Metal pipe
18. Blow torch 68. 55 gallon barrel
19. Generator 69. Bedroll
20. Fishing rod 70. Blanket
21. Newspaper 71. Pillow
22. Lighter 72. Tent
23. Magazine 73. Random food item
24. Book 74. Bolt cutters
25. Toilet paper 75. Bag of raw explosives
26. Medical item 76. Electronic Parts
27. Flashlight 77. Solar panel
28. Random plant seeds 78. Ladder
29. Random moldy produce 79. Bear trap
30. Sticks 80. Bag of charcoal
31. Rocks 81. Empty 2 gallon gas canister
32. Random wild plant 82. 24 pack of water bottles
33. Map 83. 24 pack of canned cola
34. Old cell phone 84. Gas mask
35. Headlamp 85. Propane Tank (small) (20 Meals)
36. Lightbulb 86. Propane Tank (large) (40 Meals)
37. Bottle of alcohol 87. Propane stove
38. Random clothing item 88. Netting
39. Scrap metal 89. Copper Wire (100ft)
40. Paper 90. Pelican Protective Case
41. Melee weapon (random) 91. Ammo Box
42. Firearm (random) 92. Radiator
43. Food item 93. Construction Light
44. 50 feet of rope 94. Camo Net
45. 100 feet of rope 95. Solar Panel
46. Brick 96. Barrel
47. Plate 97. Tarp
48. Toolbox 98. Car tire
49. Cooler 99. Chainsaw
50. Wheelbarrow 100. Random Large Rifle

14
Small Loot Items (d100)

1. 1d20 $ Cash 51. Old cell phone


2. Head clothing item (random) 52. Wild Plant
3. Face clothing item (random) 53. Headlamp
4. Chest clothing item (random) 54. Bandage
5. Back clothing item (random) 55. Antibiotics
6. Leg clothing item (random) 56. Pain killers
7. Feet clothing item (random) 57. Medkit
8. Pen 58. Bottle of alcohol
9. Pencil 59. Can of alcohol
10. Usable small bag 60. Purification tablets
11. Watch 61. Wirecutters
12. 5 feet of rope 62. Random food item
13. 10 feet of rope 63. Scrap metal
14. 20 feet of rope 64. Screwdriver
15. 50 feet of rope 65. Old cell phone
16. 100 feet of rope 66. Plant seeds
17. Fishing line 67. Moldy food
18. Fishing hook 68. Empty aluminum can
19. Piece of paper 69. Solar powered phone charger
20. Map of Wisconsin 70. Large ammo (2d8)
21. Pocket knife 71. Small ammo (2d10)
22. 1d100 $ Cash 72. Small ammo (2d20)
23. Water bottle 73. Slug Rounds (1d10)
24. Apple 74. Arrow (bow) (1d10)
25. Granola bar 75. Bolt (crossbow) (1d10)
26. Bag of chips 76. Walkie talkie
27. Random food item 77. Bag of charcoal
28. Hatchet
78. Weapon attachment
29. Random pistol firearm
79. 3 ft square cloth scrap
30. Bread
80. Spark plug
31. Box of 20 matches
81. Random explosive
32. Lighter
33. Candle
82. Batteries
34. Sewing kit 83. Glasses
35. Dandelion greens 84. Magnifying glasses
36. Deck of playing cards 85. Newspaper
37. Bottle Alcohol 86. Bottle of glue
38. Rabbit carcass 87. Magazine
39. Rat carcass 88. Notebook
40. Hammer 89. Flint and steel
41. 10 nails 90. Bottle of Alcohol
42. Roll of duct tape 91. Rag
43. Wrench 92. Bundle of feathers
44. Electrical wire
93. Glass shards
45. Flashlight
94. Flashlight
46. Canteen
95. Aluminum tankard
47. Binoculars
96. Food ration
48. Road flare
49. Keys
97. Bottle of kerosine
50. Electronic parts 98. Rubber bands
99. Paperclips
100. Scissors

15
Random Food Items (d100)
1. Small bag of potato chips (½ ration) 52. Jar of pickles (2 ration)
2. Granola bar (½ ration) 53. Jar of olives (1 ration)
3. Candy bar (½ ration) 54. Bag of Bagels (3 rations)
4. Slice of bread (½ ration) 55. Jar of popcorn kernels (3 rations when popped)
5. Loaf of bread (3 rations) 56. Instant oatmeal (2 rations)
6. Expired milk ½ gallon (1 water ration) (DC 15 57. Bag of dog food (10 rations - Increased insanity)
Constitution saving throw or food poisoning) 58. Bag of cat food (8 rations for human - Increased
7. Plastic water bottle (1 water ration) insanity when eaten, 15 rations for an animal)
8. Plastic water gallon (4 rations) 59. Can of cat food (½ ration for human - Increased
9. Moldy cheese (½ ration) (DC 15 Constitution saving insanity when eaten, 1 ration for an animal)
throw or food poisoning) 60. 2 liter of cola (2 rations)
10. Canned beans (1 ration) 61. Tomato juice (2 rations)
11. Canned corn (1 ration) 62. Sports drink
12. Canned tuna (1 ration) 63. Energy drink (1 ration water) (forced “Nat 20”
13. Canned sardines (1 ration) initiative roll for one combat encounter after
14. Canned soup (1 ration) drinking)
15. Raw noodles (1 ration) 64. Spoiled yoghurt (1 ration) (DC 15 Constitution
16. Tomato (1 ration) saving throw or food poisoning)
17. Potato (1 ration) 65. Alcohol (4 rations)
18. Apple (1 ration) 66. Canned Chicken (1 ration)
19. Pear (1 ration) 67. Canned Beef (1 ration)
20. Corn (1 ration) 68. Box of cookies (3 rations)
21. Box of Blueberries (1 ration) 69. Canned tomatoes (1 ration)
22. Box of Strawberries (1 ration) 70. Canned peaches (1 ration)
23. Bag of Carrots (1 ration) 71. Canned pineapples (1 ration)
24. Lettuce head (2 rations) 72. Canned Oranges (1 ration)
25. Bundle of Dandelion greens (½ ration) 73. Spam (1 ration)
26. Box of cereal (2 rations) 74. Canned Sausages (1 ration)
27. Canned ham (1 ration) 75. Box of 10 Tea bags (add to ½ ration of water)
28. Box of mushrooms (1 ration) (decreases insanity level)
29. Mint gum (decreased insanity level) 76. Bag of sugar (½ ration)
30. Cigarettes (decreased insanity level) 77. Canned Mixed Veggies (1 ration)
31. Whole fresh salmon fish (6 rations) 78. Metal water bottle (1 ration)
32. Whole fresh trout fish (4 rations) 79. Powdered milk (adds to 4 rations of water)
33. Whole fresh bluegill (2 rations) 80. Orange (1 ration)
34. Dozen expired eggs (2 rations) (DC 15 Constitution 81. Box of Raspberries (1 ration)
saving throw or food poisoning) 82. Box of Blackberries (1 ration)
35. Jar of peanut butter (2 rations) 83. Almond milk (4 rations)
84. Prepackaged pudding cups (1 ration)
36. Jar of applesauce (2 rations)
37. Instant ramen (1 ration) 85. 20 water purification tablets (purifies 1 ration of
38. Single serving ravioli (1 ration) water per tablet)
39. Dried fruit (1 ration) 86. Bag of dry beans (4 rations)
40. Juice box (½ water ration) 87. Spices (adds to 10 rations, lowers insanity level)
41. Bag of rice (3 rations) 88. Stale chips (½ ration)
42. Can of mixed nuts (2 ration) 89. Rotten meat (1 ration)
43. Jelly (1 ration) 90. Rotten apple (½ ration)
44. Beef Jerky (1 ration) 91. Rotten pear (½ ration)
45. Expired Pie (4 ration) (chance of food poisoning) 92. Soggy waffles (2 rations)
46. Candy (½ ration) 93. Moldy “frozen” pizza (2 rations)
47. Ground coffee (adds to ½ ration water) (decreases 94. Unknown Food Can (1 ration)
insanity level) 95. Bag of lettuce (2 rations)
48. Small bag of pretzels (1 ration) 96. Canned pork (1 ration)
49. Large bag of tortilla chips (3 rations) 97. Mushrooms (1 ration)
50. Large bag of pretzels (3 rations) 98. Can of Cola (½ water ration)
51. Large bag of potato chips (3 rations) 99. Can of Lemonade (½ water ration)
100. Can of Beer (½ water ration)

16
Random Encounters (d100)
1. A single zombie wanders around alone 42. The building up ahead seems to be fortified. It’s
2. 2 zombies wander around a camp of bandits inside. If the players make
3. 3 zombies wander around themselves known, the gang of 25 bandits will
4. 4 zombies wander around instantly attack.
5. 5 zombies wander around 43. A mountain lion (same stats as a panther) stands
6. 6 zombies wander around on a ledge above the players. It is growling. If
7. 7 zombies wander around the players get closer it will attack.
8. 8 zombies wander around 44. A group of tents are set up. Motorcycles are
9. 9 zombies wander around parked nearby. Gang bandits live here. They will
10. 10 zombies wander around not attack unless the players refuse to leave
11. 15 zombies wander around instantly.
12. 20 zombies wander around 45. A pickup truck is left running with the door
13. 1 zombie and a runner open. There is some supplies inside and some
14. 2 zombies and a runner stuff in the back. Noone is using it right…?
15. 3 zombies and a runner 46. A Bullet wizzes past a player. A Sniper? Time to
16. 2 zombies and 2 runners roll initiative…
17. A hunter and a zombie 47. Two zombies are fighting each other. Anyone
18. A hunter and 2 zombies want to place bets?
19. A clicker 48. A tripwire crosses the path of the players. If
20. A clicker and 2 zombies triggered, a bomb will go off. It is connected to
21. A charger rushes toward the players the right side of the tripwire. (grenade stats
22. A smoker is breathing heavily by itself from D&Z)
23. A tank stands still 49. A pack of wolves surrounds the party, they have
24. A spitter is investigating a dead body a craving for human meat.
25. A bloater and 3 zombies 50. A wounded man stumbles toward the party. If
26. A jockey and 2 zombies the players stop, the road will be blocked off by
27. A tank and 2 runners a bus and bandits will surround the car. They
28. A smoker and 4 zombies want anything of value on the players. They
29. A single zombie wanders aren’t afraid to kill.
30. A zombie crawls around, missing its legs 51. The players across a group of three bandits
31. A spitter and 5 zombies scavenging for supplies.
32. A single bandit is hastily digging through trash 52. A single survivor is sprinting away from three
on the ground runner zombies. Helping him will grant the
33. 2 armed bandits sneak up on the players. They players each a gift for their bravery. He wishes
want some stuff. to be left alone afterward.
34. 3 armed bandits approach the players. They 53. A huge horde of zombies of all kinds catch the
won't let the players get away without some players off guard. They are now coming right
form of payment, toward them.
35. A group of 5 bandits drive a car down the road 54. A man is screaming in the distance but the
yelling players can never find the source.
36. A man protecting his daughter acts aggressive 55. Marauders on motorcycles drive by yelling
to the players. He will do anything to keep her joyfully.
safe. 56. A man is selling drugs for a fair price in a dark
37. A rabid dog growls at the players. If they get alley/hallway
closer he will attack. 57. A series of tents are set up. The people are very
38. A dead body lays on the ground (if on dirt, body nice and offer the players food and shelter for a
lays in an open grave) if players get close it night.
raises as a zombie. 58. A man selling high quality fish
39. A backpack sits on the ground with 10 random 59. A homeless dog runs out. He is skittish but is
items. Surely it belongs to no one… friendly
40. A single zombie slowly walks in circles 60. A thick fog rolls in out of nowhere, players have
41. A crawler is laying on the ground. It looks disadvantage.
dead…. Is it? 61. A car drives past the players. A dead body falls
out of the open trunk as it passes by.

17
62. A Kitten is stuck in a tree. It is scared and dirty 83. A glint is seen in the distance just before a
but is very loving. sniper shot lands at the feet of a player.
63. In the distance, a flock of birds are seen flying
away from the ground. Maybe something scared 84. An old man holds the body of his deceased wife,
them off…? he sees the players and proceeds to scream in
64. An old man stumbles toward the players; he is agony, 2 zombies run toward him but he does
clearly completely wasted. He is holding a bottle not flinch
of vodka and verbally harassing the players but 85. A deer slowly walks across the path out in front
does not make any sense. of the players.
65. A group of crows flies down to a dead body and 86. A military truck full of bandits aggressively
starts to pick at it. drives past the players, if seen, they shoot on
66. A rabbit scurries across the path in front of the sight.
players. 87. A zombie has caught itself in a fence and cannot
67. The players come across a group of three escape.
civilian survivors scavenging for supplies who 88. A zombie is dangling in a tree by its foot from a
will flee if they are spotted. trap, nobody is nearby to claim ownership.
68. A man protecting his wife and 2 kids confronts 89. A party member gets caught in a trap, it wraps
the players and asks for anything to help them. around their foot and violently pulls them up
He has nothing to give in return. into a tree. They are hanging 8 feet off the
69. A deer is spotted by a player up ahead ground upside down. 3 bandits approach the
70. A squirrel hops along players. They want your stuff.
71. A pack of coyotes munch on a corpse. They will 90. An armed military vehicle slowly patrols the
get scared off by humans. street but hasn't yet noticed the players. It's full
72. A stray horse with a saddle is very scared. It of bandits.
hops and runs around, it does not trust the 91. A roadblock is set up ahead, you can see figures
players, or anything for that matter. I can be standing there, but are they friendly?
calmed. 92. You hear a single whistle from off to your right,
73. There is a roll of thunder in the distance, it a man is frantically waving at you, he points off
looks like it may begin to rain soon. in the distance to reveal a horde of zombies
74. A black dog jumps out at the players from the slowly approaching, he offers his barricaded
bushes, but it is friendly. It looks like it is trying home as refuge.
to show the players something. It will attempt 93. A random zebra grazes on the lawn in front of a
to lead the players to its master, who has been building.
shot in the arm, he needs help. 94. A crazy naked man leans against a tree, he asks
75. A thick pool of blood lays in the path, it streaks the players a riddle, if they get it wrong after 1
along the ground into a nearby building (or try he screams “incorrect” and lunges at a
room) the trail leads to a corpse leaning against player, trying to bite them like a zombie.
a wall with a letter clutched in their hand. 95. Someone has set up a tiny pawn shop stand,
76. Gunshots ring out in the distance, but they are they are selling and trading random items.
too far to be of concern yet. 96. A woman is dragging a zombie corpse into a
77. A little girl stands in the road, she looks lost, but nearby building, she is a scientist and is trying
it is all part of a trap. There is a group of bandits to learn more about the infection.
carefully watching from the shadows. 97. A single bandit sneaks up behind a player and
78. A party member gets caught in a trap, it wraps grapples them, they have a knife to the players
around their foot and violently pulls them up neck and are forcing them to give up some food.
into a tree. They are hanging 8 feet off the 98. You come upon an old highschool which has
ground upside down, but no enemies are been fortified into a sanctuary. You can offer
nearby. something to stay the night.
79. A mystery key is found laying in the road, maybe 99. A baby is crying nearby, there is nobody around
it opens a door? to claim to be the parent.
80. A chicken pecks at the ground. 100. You come across a military burial site, an M4 is
81. A random goat with a bell on its neck trots along propped up in a boot with a military helmet on
82. Two brothers are trapped in a room with a top. There is no ammo in the gun.
zombie trying to break in.

18
Taming Animals Wild Animals
Animals can be tamed by anyone. A player
may use their Animal Handling skill to make
Animal Max Amount of Tamable Rarity
friends with the animal. The animal will trust Attainable Meat
the player based on this roll. Some animals
Deer 50 Lbs. No Uncommon
can be tamed, but are far more difficult than
others. It is up to the GM here for the DC of Rabbit 1 Lb. Yes Common
the tame. Just like a Ranger from D&D, the
Squirrel 0.5 Lb. Yes Common
animal, once tamed, acts as a second PC for a
Player. They have nearly full control over the Rat 0.5 Lb. Yes Common
creature and its attacks. The animal has to eat
as well though. A Large pet (Size of a large Moose 200 Lbs. No Rare

dog) requires 1 ration food, 0.5 Liters water (½ Wolf 30 Lbs. Yes Rare
ration) per day. Medium pet (Size of a house
cat) requires ½ ration food, 0.5 Liters water Bear 150 Lbs. No Legendary
water (½ ration) per day. Small pets (Size of a
Turkey 6 Lbs. No Uncommon
rat or small bird) Do not need to be fed as
they can easily scavenge for themselves. Any Cougar 50 Lbs. No Legendary
animal except a stray cat or dog is very
Wild Boar 40 Lbs. No Rare
difficult to tame.
Large Bird 3 Lb. No Common

Medium 1 Lbs. No Common


Bird

Small Bird 0.5 Lb. Yes Common

Bobcat 7 Lb No Rare

Raccoon 4 Lb. No Common

Coyote 10 Lb. Yes Common

Beaver 10 Lb. No Uncommon

Fox 8 Lb. No Common

Stray Dog 10 Lb. Yes Common

Stray Cat 2 Lb Yes Common

Cow 200 Lb Yes Common

Pig 50 Lb Yes Uncommon

Sheep 35 Yes Rare

Horse 100 Lb Yes Rare

19
Random Names Barricades
Players most likely will find themselves
needing to barricade an area for protection
Male Names Female Names
from the outside world. This could be against
1. Adam 1. Abby zombies, bandits, military or even wild
2. Alan 2. Addison animals. Whatever the case may be, a
3. Alex 3. Alex barricade must have stats to go with it. A
4. Anthony 4. Alexis
barricade can be anything from a locked
5. Arthur 5. Alice
6. Asher 6. Allison
wooden door on a house, to a pile of furniture
7. Brandon 7. Alyssa blocking a doorway, even boarding up a
8. Caden 8. Anna window using wooden planks and some nails.
9. Calvin 9. Ashley All of these have their own Resistance stat.
10. Cameron 10. Bailey
This number is between 1 and 30 and
11. Carson 11. Brook
12. Christian 12. Cameron
represents the Strength DC required to break
13. Clark 13. Carly it down. 1 being a squirrel could break through
14. Clayton 14. Carmen and 30 being a Tank zombie can barely smash
15. Cole 15. Chloe it. Something like a boarded up window
16. Collin 16. Clara
should be around a DC15, or shutting a door
17. Dalton 17. Danielle
18. David 18. Fiona
and blocking it with a bookshelf could be a 25.
19. Devin 19. Gabby
20. Edward 20. Grace
21. Ethan 21. Hailey
22. Finn 22. Hannah
23. Gavin 23. Isabelle
24. Grant 24. Jade
25. Hunter 25. Jasmine
26. Jacob 26. Jennifer
27. Jason 27. Jessica
28. James 28. Jordyn
29. Jay 29. Josie
30. Joel 30. Juliet
31. John 31. Kate
32. Jordan 32. Kayla
33. Kade 33. Kelly
34. Ken 34. Kim
35. Logan 35. Laura
36. Mason 36. Lauren
37. Matt 37. Lilly
38. Nathan 38. Lucy
39. Noah 39. Madison
40. Owen 40. Maggie
41. Patrick 41. Maria
42. Parker 42. Molly
43. Peter 43. Noel
44. Rhett 44. Olivia
45. Robert 45. Paige
46. Ryan 46. Rachel
47. Sam 47. Samantha
48. Shawn 48. Sarah
49. Thomas 49. Sophia
50. Zach 50. Zoey

20
Crafting Recipes Foraging Plants

Item Recipe Plant Perk

Medkit Alcohol/Medicinal Plant + Rag + Duct Wild Carrot ½ ration


Tape (Crafting/Medicine check DC8) Dandelion leaves ½ ration
Milkweed ½ ration
Bandage Rag + Duct Tape (Crafting/Medicine Wild Mustard ½ ration
check DC5) Serviceberry ½ ration
Strawberry 1 ration
Bow Fresh Tree Sapling + 6 Feet Rope + Acorns ½ ration
Hatchet or Knife (Crafting/Survival Walnuts 1 ration
check DC18) Milk Thistle ½ ration
Fern ½ ration
Arrow Straight Branch + 3 Feathers + Sharp Mulberry ½ ration
Object + 2 Feet of Rope Apple 1 ration
(Crafting/Survival check DC12) Pear 1 ration
Yarrow Medicinal (medkits)
Spiked Bat Baseball Bat + Nails + Hammer (Crafting Wild grapes ½ ration
check DC10) Cattails ½ ration
Blueberry 1 ration
Molotov Bottle of Alcohol + Rag (Crafting check Raspberry 1 ration
DC10) Wild Lettuce 1 ration
Edible mushrooms 1 ration
Makeshift Bomb Bag of Raw Explosives + Tin Can +
Multiple Sharp Objects + Electronic Parts
(Crafting check DC18)

Makeshift Smoke Bag of Sugar + Bag of Explosives +


Bomb Electronic Parts (Crafting check DC17)

Makeshift Scope Binoculars + Duct Tape (Crafting check


DC10) (any ranged weapon, +1 to hit, +5
feet range)

Fire Ignition (match, lighter, etc) + Tinder


(newspaper, cotton, dry grass) + Fuel
(Wood, Coal, etc) (Survival check DC13 to
start, Survival check DC8 every hour to
continue its burn)

Makeshift Armor Clothing + Scrap Metal + Duct Tape


(Crafting check DC10)

Makeshift Tent 2 Straight Branches + Tarp, Blanket, etc. +


10 Feet rope (Crafting/Survival check
DC12)

21
Active Effects
Players may not only come across conflicts
with NPC’s, but also conflicts within
themselves. Here is a list of Active Effects,
their meaning, and it's what it means for the
player.

Active Effect Consequence

Food A player may gain the food poisoning condition by eating raw meat for example. The GM has them roll a DC(x) CON Saving
Poisoning Throw or gain the effect. Antibiotics will cure the effect immediately, otherwise the player must wait out the 12 hour
effect. For mild cases, the player will make DC5 CON Saving Throws every hour or vomit. For more severe cases, the player
will make a higher DC CON Saving Throw. Every time a player vomits, their food and water quantity is set to zero. A
poisoned player also has disadvantage on Attack rolls and Ability Checks.

Starvation After 24 hours without food, a player gains the Starvation effect, they will make a DC 18 Constitution Saving Throw or gain
1 level of exhaustion. The saving throw is repeated again after an additional 24 hours until the daily ration is satisfied. For
more information, reference the Players Must Eat And Drink section above.

Thirst After 24 hours without water, a player gains the Thirst effect, they will make a DC 18 Constitution Saving Throw or gain 1
level of exhaustion. The saving throw is repeated again after an additional 24 hours until the daily ration is satisfied.
For more information, reference the Players Must Eat And Drink section above.

Overdose Per the GM’s discretion, a player may overdose on medications or other drugs. If doneso, the player will roll a DC(x) CON
Saving Throw or gain 1 level of exhaustion.

Hypovolemic This is a condition caused by excessive blood loss. The player will roll a DC(x) CON saving throw or fall unconscious. If 50%
Shock or more blood has been lost, the player instantly falls unconscious, after 10 minutes of being unconscious without medical
aid, the player falls to 0hp and must make death saves. This effect can be best treated by providing a blood transfusion.
Blood types must match or the player begins death saves. If already making death saves, two fails will be added.
Reference the table above for blood type compatibility

Bleeding If the player gets a hit that drops them at or below 5 hp, or the damage is a critical hit, they will start to bleed. This can be
stopped by using a medkit or a bandage. Every round, (6 seconds) the player loses 5% of their blood. After enough blood
has been lost (25% / 2 quarts) the player will also gain the Hypovolemic Shock effect.

Insane Reaching Lvl 4 causes hallucinations (visual and auditory). When reaching lvl 8 insanity, the player gets disadvantage on all
checks (including attacks). Insanity can be lowered by eating a nice meal, getting a peaceful sleep, doing drugs, etc)

The Infection Unfortunately, there’s no known cure for The Infection. (Unless specified by the GM) The Infection is typically given to a
(Per GM Discretion) human if they are bitten by a zombie or inhale spores. (reference “The Infection” in the GM’s guide) Saliva (or other fluids)
from the zombie must enter the bloodstream if from a bite. There is no immediate side effect from receiving the infection.
For 48 hours, the infected person shows no symptoms. Afterwhich, the human enters stage 1 and loses control of their
body, they are now an NPC.

22
Credits

Written and Designed by Jay Gilbert


Cover by Jay Gilbert.
Cover art by Sergio Suarez - Naughty Dog LLC
Page art by Naughty Dog LLC

Disclaimer:
Jay Gilbert does not own the copyright to any artwork by Sergio Suarez or Naughty Dog LLC, however, Jay Gilbert does not
collect any revenue from D&Z, as it will forever be an asset available to the public free of charge.

Inspiration For This Project


Zombie NPC’s are a combination of The Last of Us, and Left for Dead zombies.

Much of the Melee Weapons and Ranged Weapons stats have been taken from the game No More Room In Hell

The Insanity effect was an idea from a Post-Apocalyptic RPG forum discussion, mentioned by an unknown user.

A few of the crafting recipes have been influenced by The Last of Us.

Many of the clothing items came from the video game Unturned

Remaining elements have been invented without inspiration.

Special thanks to Jake, Jeremy, Kalvin, Cole, Christian, Brian and Ryan who helped with this project.
Thank you to all the beta testers and forum commenters for your help with debugging.

Artwork by Naughty Dog LLC

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