You are on page 1of 4

Bunker 13: The EVENT, by Simon Palmer.

Bunker 13: The EVENT


You are the controller of Bunker 13, one of a string of bunkers designed for short term protection.
After the EVENT occurred, survivors rushed to these bunkers for protection, the blast doors locking
firmly shut behind. As the controller, it is up to you to decide how best to survive long enough to safely
reopen the locked bunker doors and return outside. If the survivors leave early you will have failed.
Within the bunker there are 30 survivors, including engineers, caterers, medical technicians, unskilled
civilians, and your personal security staff. Beginning with Security, roll a single D6 and write down
the result in “Fine” under Security. Then do the same with Engineers, Medical and Catering. Count
the total of all 4, and minus the number from 30 to find out how many ‘Unskilled’ you have available.
For example if you have 3 of each Security, Engineers, Medical and Catering, you will have 18
Unskilled (3 + 3 + 3 + 3 = 12. 30-12 = 18).

After making note of your staff, you move on to supplies and counters. Unfortunately, deliveries have
been inconsistent since the EVENT and therefore you will need to ration your supplies. You begin with
200 crates of food, 3d6 crates of medical supplies and 1D6 spare parts. Note these in the Bunker
Status on the next page. Fortunately, moral is currently high amongst the survivors and there are no
obvious signs of illness or disease amongst those that have entered. Place a ‘0’ in these boxes.

As controller, each week (turn) you will need to follow 1-5 below, beginning at 1:

1. Roll Sickness: 1d6 per survivor group. On a 5 or 6, move one survivor to the ‘sick’ category.
THEN. Lose one medicine per ‘Sick’ survivor divided by number of ‘Fine’ or ‘Sick’ medical staff to a
minimum of 1 (round up). If you have enough medicine, move Sick survivors from one group to ‘Fine’.
OR roll 1d6 per ‘Sick’ survivor. On a 5 or 6, the survivor is ‘lost’.
2. Roll Disease: 1d6 + Disease counter. On a 7 or higher, downgrade 2 survivors in each group to
‘Sick’ from ‘Fine’ or ‘Lost’ from ‘Sick’. THEN add 1 to the disease counter for every 3 ‘Lost’ survivors.
3. Roll Moral: 1D6 + ‘Lost’ Weapons counter + Moral Loss counter – Security. On a 7+ the survivors
overpower security and leave the bunker early, failing your mission.
4. Rationing food supplies: Each week decide whether to ration food and follow the effects below:
Normal Rations Strict Rations Harsh Rations
-1 Food per (alive) survivor -0.5 Food per (alive) survivor -0.5 Food per (alive) survivor
Divide total by 2 if 2+ Catering Divide total by 4 if 3+ Catering Divide total by 3 if 3+ Catering
Divide total by 2 if 1-3 Catering Divide total by 2 if 1-3 Catering
+1 Moral Loss +3 Moral Loss & +2 Disease
THEN Move any survivors that do not get food rations for that week from Healthy to Sick and from
Sick to Lost. Note: ‘Sick’ survivors still perform jobs as a ‘Fine’ survivor.
5. Weekly event: Roll 2D6 and follow the table below. As the dice land, use the leftmost dice number
for the row and rightmost for the column. The numbers represent passage numbers, read these, and
follow the instructions within to find out what happened each week, make any changes, add 1 to the
‘Weekly counter’ then return to 1 above. Read numbers should be crossed out as events can only
happen once each with the exception of passage numbers 1, 6,31 and 36. Where events ask for a
random Survivor, roll 1D6 and count from Security to Unskilled. Reroll on a 6.

Dice Roll Left 1 Left 2 Left 3 Left 4 Left 5 Left 6


Right 1 1 2 3 4 5 6
Right 2 7 8 9 10 11 12
Right 3 13 14 15 16 17 18
Right 4 19 20 21 22 23 24
Right 5 25 26 27 28 29 30
Right 6 31 32 33 34 35 36
Bunker 13: The EVENT, by Simon Palmer.
Bunker Status
Week Counter
Security Engineers Medical Catering Unskilled
Fine: Fine: Fine: Fine: Fine:
Sick: Sick: Sick: Sick: Sick:
Lost: Lost: Lost: Lost: Lost:
Supplies:

Food Medicine Spare Parts

Counters:

Moral Loss Disease ‘Lost’ Weapons


0 0 0
Each week (turn):
1. Roll sickness 2: Roll Disease, 3: Roll Moral, 4: Ration Food, 5: Weekly Event & Week Counter +1

------------------------------------------------------------Weekly Events------------------------------------------------------------

1. Chance for freedom: Roll 2D6 + Week


Counter for an analysis on the outside 5. Loneliness and desperation: If you have
safety barometer. If you roll less than 17 less than 15 remaining survivors,
it is still unsafe to leave the Bunker and desperation begins to break out across
you must continue to the next week. the group, leading to a confused
If you roll 17 or above, see Event 37 individual grabbing a gun from a
member of the security forces and a
2. Rats have gotten into the supplies on firefight before they are brought down.
the lower level – burrowed in from Lose one security and any two others.
somewhere. We fixed the hold but had to Add 1 to ‘Lost weapons’.
dispose of some of the food. -15 food and
+1 Disease. 6. Chance for freedom: Roll 2D6 + Week
Counter for an analysis on the outside
3. Damp and mould: Roll D6: safety barometer. If you roll less than 17
1-2: You clear out some of the dirt and it is still unsafe to leave the Bunker and
damp from the lower levels and find a you must continue to the next week.
crate of spare parts amongst the If you roll 17 or above, see Event 37
rubbish. +3 Spare Parts.
3-4: On checking the supplies, one of 7. Theft: Some of the survivors have been
crates was found to be mouldy affecting stealing food and hording it, when
all the stored food inside. Lose 5 food. confronted about it by others, they
5-6: The damp and rot of the lower levels barricaded themselves in one of the
got into the medical supplies and storage rooms and refuse to leave. Lose
any 4 (non-security) survivors and 25
contaminated them. -2 Medicine & +1 Food.
Disease.
8. Hostage situation: A disgruntled
4. Rampant disease: What started as a survivor has taken hostages and
slight cough from one of the survivors demands the doors to outside be open.
has spread to others, causing difficulty Choose one:
operating the bunker safely. +1 - If you have at least 4 security
Disease. members you break in and take down
Bunker 13: The EVENT, by Simon Palmer.
the terrorist. Lose one random (non- more Caterers, gain 5 food a week. If
security) survivor you have 1-2 Caterers, gain 2 food a
- You hold out and call his bluff. Lose week. Otherwise lose 5 food.
three random survivors.
- You accept his demands and open the 16. The Party: To raise moral, you organise
bunker. Roll 2D6 + number of weeks a party with all the survivors. One of the
passed to check for safety. If you roll less survivors comes up with a way of
than 20 it is not safe outside and, whilst making booze and another a fantastic
free, unfortunately all bunker survivors cake. For a few days you forget about
are dead from exposure to the EVENT the EVENT. Lose 10 food but gain 1
within weeks. food every week.

9. Opportunity from outside: A small 17. Independent markets: A survivor


tunnel deep in the bunker revealed approaches you to request opening a
several forgotten crates of safely small market, selling foodstuffs and
prepared food. Add 10 food. trinkets. Choose one:
Unfortunately one of the survivors - You decide against it. OR
scraped their arm on the way and - You agree, Lose 2 spare parts, 10
needed medical help. Lose 1 medicine. food, 2 medicine. Lose One Moral
Loss. Gain 3 food weekly.
10. Breakdown: The entertainment device
in the break room fizzes and falters 18. Breakdowns: A breakdown with kitchen
causing the engineers to have to try and equipment caused havoc in the kitchens
fix it. If you have at least 1 engineer, this week. Lose 1 Spare OR 15 Food.
lose 1 spare part. Otherwise add one to
Moral Loss. 19. The witch: A strange cackling woman
has been making potions from mould
11. Radio Silence: The radios keeping and dirt she scrapes off the walls of a
everyone in contact with the outside disused storeroom. Some of your
world go silent. Add one to Moral Loss. security want to lock her up, others
think she should be able to continue.
12. Weapon theft: In the night, one of your If you think she should continue, go to
security forces ‘misplaced’ their gun and 38, otherwise see 39.
have been fired for their incompetence.
Move one Security to Unskilled and 20. Weapons training: Move any two
add one ‘Lost Weapon’. Unskilled to Security.

13. Illness: One of our survivors fell to a 21. Pets: A number of survivors seem to
strange illness this week. Unfortunately have brought pets with them, including
before quarantine could be properly put one very popular cat named “Bigguns”.
into place for them it spread to one of Security want to know if you want to
our medical staff. Move one Medical allow the pets to stay with us in the
and one random Survivor to ‘Lost’. bunker.
If Yes: Lose one Moral Loss.
14. Arguments amongst the staff: Boredom Additionally lose 3 extra food each week.
and anger lead to arguing and tension If No: You have security round up the
among the survivors this week. Add one pets and put them outside the airlock
to Moral Loss. Gain one Moral Loss.
Eat the pets: Gain 5 food and Gain 3
15. Rationing techniques: Some of our Moral Loss.
survivors have come up with an
interesting new way of rationing food 22. Quarantine alert: A serious disease has
and using leftovers. If you have 3 or begun spreading throughout the bunker.
Bunker 13: The EVENT, by Simon Palmer.
In order to save the survivors you must safety barometer. If you roll less than 17
instigate a lockdown of all affected. it is still unsafe to leave the Bunker and
- Move 2d6 survivors from Any Skilled you must continue to the next week.
to Unskilled and lose 5 Medicine. OR If you roll 17 or above, see Event 37
- Gain 4 Disease and 2 Moral Loss.
32. Flooding: The lower floors experienced
23. Medical Breakdown: The coolers keeping heavy flooding this week. Gain 2
medicine cold break down. Lose 1 Spare Disease and lose 20 Food.
Part if you have at least one Engineer.
Otherwise lose 2 Spare Parts or 5 33. Rebellion: You have captured a popular
Medicine. leader of a rebellious party within the
survivors. Do you:
24. Weapons training: Move any two - Let them live: Lose 20 food, 3
Unskilled to Security. medicine
- Kick them out: Gain 3 Moral Loss.
25. Edible mushrooms: Some of the
survivors have found a large crop of 34. Chef training: Move any two Unskilled
what appear to be edible mushrooms to Catering.
growing in some old crates. Roll 1D6.
1-3: Move 1d6 survivors from Healthy 35. Venting difficulties: The air
to Sick. recirculatory system has broken and
4-6: Gain 10 food, plus two a week. needs fixing before disease spreads in
from outside. -2 Parts OR add two
26. Engineering training: Move any two Disease.
Unskilled to Engineering.
36. Chance for freedom: Roll 2D6 + Week
27. Miscalculations: You look back at some Counter for an analysis on the outside
old paperwork and realise that your safety barometer. If you roll less than 17
figures have been incorrect and actually it is still unsafe to leave the Bunker and
some of the survivors are more skilled you must continue to the next week.
than you thought. Move 1D6 Unskilled If you roll 17 or above, see Event 37
to any other position.
37. The computer beeps and a passcode
28. Medical training: Move any two flashes up on the screen. Immediately
Unskilled to Medical. the blast doors open and the survivors
flock out, shielding their eyes. You have
29. Suicide watch: One of your survivors has made it through, and you wonder how
been incredibly depressed and many more can say the same…
threatening suicide. Do you:
- Move one Security to Unskilled to 38. You lock the woman up causing unrest
allow them to be watched. OR: amongst the survivors but at least no
- Move one random Skilled to ‘Lost’ harm comes to them. After a short while
you hear rumours that the woman was
30. Raiders at the gates: A group of broken out of jail and burnt as a witch.
miscreants has been trying to hack their You can smell it throughout bunker.
way inside for days. Finally they Lose one Unskilled and gain one Moral
succeed. If you have 3 or more Security, Loss.
you win. Gain three ‘Lost Weapons’
Otherwise Lose 5 random survivors, 30 39. You allow the woman to continue her
food and 5 medicine. work and in a strange turn of events her
“medicine” actually seems to work. Just
31. Chance for freedom: Roll 2D6 + Week ignore the black cat… Gain 1 Medicine
Counter for an analysis on the outside every week.

You might also like