Professional Documents
Culture Documents
Game Master's Guide To D&Z
Game Master's Guide To D&Z
2
with the difficulty class dependant on how
polluted the water is. ¼ gallon is considered 1
days ration of fluids. An item like a juice box
can be considered ½ ration for the day, or 1/8
gallon
A player also now must track their Insanity
Level. This is represented by eight bubbles on
the character sheet. All Players start out at
the lowest level called sane. If the Character
comes into an intense or traumatic situation,
the GM may ask the player to increase their
insanity level. If a player has a peaceful night
rest, ate a nice meal, etc, the GM should grant
the player a lowered insanity. Drugs, such as
cigarettes, can also lower insanity levels, but
could have other side effects as well. When
reaching higher insanity, the player could be
given disadvantage on checks. This is mostly
up to the GM.
Items that are numbered in the items section
below are designed to also be used as a
randomizer. If in doubt, roll a die and give a
player a random item while they are looting
an area.
3
NPC’s Crawler
AC: 5
HP: 5
Speed: 5
As a GM, you have nearly unlimited options to
make for your post apocalyptic zombie game. STR DEX CON I NT WIS CHA
One of the biggest decisions is the Zombies. 8(-1) 1(-5) 15(+2) 3(-4) 6(-2) 5(-3)
How realistic do you want your game to be?
Saving Throws Wis +0
Below is a list of pre-built creatures for your
Damage Immunities Poison
game. All Zombies are hit point based. You
Condition Immunities Poisoned
could alternatively force players to need a Senses Darkvision 60 Ft., passive Perception 8
headshot to kill. The first is the Normal Languages None
Zombie. This is your standard for any game Challenge 1/8 (10 XP)
and is the most simple version. After that, the Crawler is always prone
creatures become less and less realistic but ACTIONS:
more and more fun. Slash. M elee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: (1d6 + 1) slashing damage.
Bite. Melee Weapon Attack: +1 to hit, reach 5
Zombie ft., one target. Hit: (1d10 + 1) slashing damage.
AC: 8
HP: 15 Runner
Speed: 10
AC: 13
HP: 20
STR DEX CON INT WIS CHA
Speed: 30
13(+1) 6(-2) 16(+3) 3(-4) 6(-2) 5(-3)
STR DEX CON I NT WIS CHA
Saving Throws Wis +0
13(+1) 14(+2) 16(+3) 3(-4) 6(-2) 5(-3)
Damage Immunities Poison
Condition Immunities Poisoned
Saving Throws Wis +0
Senses Darkvision 60 Ft., passive Perception 8
Damage Immunities Poison
Languages None
Condition Immunities Poisoned
Challenge 1/4 (25 XP)
Senses Darkvision 60 Ft., passive Perception 8
Languages None
ACTIONS:
Challenge 1/2 (50 XP)
Slam. Melee Weapon Attack: +1 to hit, reach 5
ACTIONS:
ft., one target. Hit: (1d6 + 1) bludgeoning
Slam. M elee Weapon Attack: +3 to hit, reach 5
damage.
ft., one target. Hit: (1d6 + 1) bludgeoning
Slash. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (1d6 + 1) slashing damage. damage
Bite. Melee Weapon Attack: +1 to hit, reach 5 Slash. M elee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: (1d10 + 1) slashing damage. ft., one target. Hit: (1d6 + 1) slashing damage.
Bite. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: (1d10 + 1) slashing damage.
4
Hunter Bite. Melee Weapon Attack: +1 to hit, reach 5
AC: 17 ft., one target. Hit: (1d10 + 1) slashing damage.
HP: 25 Final Goodbye. Ranged attack: Once killed,
Speed: 25 Bloater explodes in a 10 foot radius dealing
(2d6+5) damage.
STR DEX CON I NT WIS CHA
14(+2) 14(+2) 16(+3) 12(+1) 6(-2) 5(-3) Jockey
AC: 14
Saving Throws Wis +0 HP: 30
Damage Immunities Poison Speed: 20
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 8 STR DEX CON I NT WIS CHA
Languages None 10(+0) 12(+1) 16(+3) 16(+3) 10(+0) 5(-3)
Challenge 2 (200 XP)
ACTIONS: Saving Throws Wis +0
Slam. Melee Weapon Attack: +3 to hit, reach 5 Damage Immunities Poison
ft., one target. Hit: (1d6 + 1) bludgeoning Condition Immunities Poisoned
damage Senses Darkvision 60 Ft., passive Perception
Pounce. Melee Weapon Attack: Player must roll 10
Languages None
a DC 13 Dexterity Saving Throw or be knocked
Challenge 3 (300 XP)
prone for 1 full turn. Reach 10 feet., One ACTIONS:
target. Hit: ( 1d6 + 2) slashing damage. Player Head Grapple. M elee Weapons Attack: Player
must make a DC 15 Strength Saving Throw to must roll a DC 13 Dexterity Saving Throw or
escape the Pounce attack or be knocked be grappled for 1 full turn. Reach 10 ft., one
prone for an additional turn. target. Hit: ( 1d4+1) slashing damage. While
Bite. Melee Weapon Attack: +1 to hit, reach 5 Jockey is grappled to Player’s head, Jockey is
ft., one target. Hit: (1d10 + 1) slashing damage. in full control of Players movement. Players
speed is halved while grappled.
Bloater
AC: 13
Clicker
HP: 10 AC: 15
Speed: 10 HP: 60
Speed: 25
STR DEX CON I NT WIS CHA
16(+3) 3(-4) 10(+0) 8(-1) 6(-2) 5(-3) STR DEX CON I NT WIS CHA
13(+1) 6(-2) 16(+3) 3(-4) 5(-3) 5(-3)
Saving Throws Wis +0
Damage Immunities Poison Saving Throws Wis +0
Condition Immunities Poisoned Damage Immunities Poison
Senses Darkvision 60 Ft., passive Perception 8 Condition Immunities Poisoned
Languages None Senses passive Perception 7
Challenge 2 (200 XP) Languages None
ACTIONS: Challenge 3 (300 XP)
Slam. Melee Weapon Attack: +3 to hit, reach 5 ACTIONS:
ft., one target. Hit: (1d6 + 1) bludgeoning Unless Clicker is provoked by a flashlight,
gunfire within 30 feet, players failing a DC 10
damage
stealth roll within a 30 foot radius, or being
Acid Vomit. Ranged attack: +3 to hit, range 10 attacked directly, the Clicker will not attack.
ft., multiple target area effect 10 foot radius. Creature uses echolocation since it is blind.
Zombies immune to poisonous vomit. Hit: (Clicking sounds can be heard by players
(1d6+2) damage per turn. when nearby)
5
Slash. Melee Weapon Attack: +1 to hit, reach 5 Languages None
ft., one target. Hit: (1d10 + 1) slashing damage. Challenge 5 (500 XP)
Slam. Melee Weapon Attack: +1 to hit, reach 5 ACTIONS:
ft., one target. Hit: (1d6 + 1) bludgeoning Slam. M
elee Weapon Attack: +1 to hit, reach 5
damage ft., one target. Hit: ( 1d6 + STR) bludgeoning
Chomp. Melee Weapon Attack: +3 to hit, reach damage
0 ft., one target. Hit: (2d10 + 1) slashing Tongue. R anged Weapon Attack: +3 to hit,
damage. range 15 ft., one target. I f a player becomes
grappled by the Smoker, they will be pulled in
Charger toward the creature. Releases toxic gas to kill
AC: 18 player while grappled. (1d6) damage per turn
HP: 50 unless player is wearing a working gas mask.
Speed: 20 Final Blow. R anged attack: O nce killed,
Smoker releases a toxic gas in a 15 foot radius
STR DEX CON I NT WIS CHA
dealing (1d6) damage unless player is wearing
16(+3) 5(-3) 10(+0) 8(-1) 6(-2) 5(-3)
a working gas mask. Impairs players vision
Saving Throws Wis +0 giving them disadvantage.
Damage Immunities Poison
Condition Immunities Poisoned Tank
Senses Darkvision 60 Ft., passive Perception 8 AC: 19
Languages None HP: 75
Challenge 6 (600 XP) Speed: 20
ACTIONS:
Slam. Melee Weapon Attack: +3 to hit, reach 5 STR DEX CON I NT WIS CHA
ft., one target. Hit: (1d6 + STR) bludgeoning 18(+4) 3(-4) 10(+0) 8(-1) 6(-2) 5(-3)
damage
Charge. M elee Weapon Attack: R each 40 ft Saving Throws Wis +0
(straight line only), one target. Players must Damage Immunities Poison
succeed in a DC 10 Dexterity Saving Throw or Condition Immunities Poisoned
be grappled by the Charger. Charger may Senses Darkvision 60 Ft., passive Perception 8
Languages None
move an additional 10 feet after player is
Challenge 7 (700 XP)
grappled. Charger will slam player into any ACTIONS:
nearby solid objects dealing 1d8+STR per turn. Hulk Punch. Melee Weapon Attack: +3 to hit,
Player must succeed in a DC 15 Strength reach 5 ft., one target. Hit: ( 1d6 + STR)
Saving Throw or will continue to be grappled bludgeoning damage and pushes players back
by the Charger. 10 feet plus the damage roll total.
Rubble Smash. R anged Weapon Attack: -4 to
Smoker hit, range 15 ft., one target. Hit ( 2d12+STR)
AC: 14 damage.
HP: 30
Speed: 20
STR DEX CON INT WIS CHA
13(+1) 16(+3) 10(+0) 10(+0) 6(-2) 5(-3)
Saving Throws Wis +0
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 Ft., passive Perception 8
6
Spitter Bandit Leader (Human)
AC: 12 AC: 15
HP: 22 HP: 60
Speed: 25 Speed: 30
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
10(+0) 13(+1) 10(+0) 8(-1) 6(-2) 5(-3) 12(+1) 14(+2) 12(+1) 10(+0) 10(+0) 10(+0)
Saving Throws Wis +0 Senses Passive Perception 10
Damage Immunities Poison Languages Any one Language (Usually
Condition Immunities Poisoned Common)
Senses Darkvision 60 Ft., passive Perception 8 Challenge 3 (300 XP)
Languages None ACTIONS:
Challenge 4 (400 XP) Machete. Melee Weapon Attack: +1 to hit,
ACTIONS: reach 5ft., one target. Hit: (2d8+str) slashing
Projectile Acid Vomit. Ranged attack: +3 to hit, damage.
range 30 ft., multiple target area effect 5 foot AK-47. 30 rounds auto (5 rounds) 2d10 Ranged
radius. Zombies immune to poisonous vomit. Weapon Attack: +4 to hit, range 40/75 ft., one
Hit: (1d6+2) damage per turn target. Hit: (1d6+2) piercing damage.
Bite. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: ( 1d10 + 1) slashing damage.
Slash. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: ( 1d10 + 1) slashing damage. Civilian (Human)
AC: 10
HP: 20
Bandit (Human) Speed: 25
AC: 13
HP: 26 STR DEX CON I NT WIS CHA
Speed: 30 10(+0) 10(+0) 10(+0) 10(+0) 10(+0) 10(+0)
STR DEX CON INT WIS CHA Senses Passive Perception 10
12(+1) 14(+2) 12(+1) 10(+0) 10(+0) 10(+0) Languages Any one Language (Usually
Common)
Senses Passive Perception 10 Challenge 1/8 (10 XP)
Languages Any one Language (Usually ACTIONS:
Common) Fear. Civilian can run double their movement
Challenge 1 (100 XP) speed for 1 turn per long or short rest.
ACTIONS:
Spiked Bat. Melee Weapon Attack: + 1 to hit,
reach 5ft., one target. Hit: (1d8+str)
bludgeoning damage.
Ruger Pistol. Ranged Weapon Attack: +2 to hit,
range 40/75 ft., one target. Hit: (1d6+2)
piercing damage.
7
Items Ranged Weapons
Pistols (Small Ammo)
Below is a list of items that you will need
1. Beretta m9: 16 rounds semiauto
to run your Post-Apocalyptic RPG. These 1d8+firearms (40/75)
are broken down into multiple categories, 2. Colt 1911: 8 rounds semiauto
each including its statistics. But these lists 1d8+firearms (50/75)
3. Glock 17: 18 rounds semiauto
should not limit you. Feel free to create
1d8+firearms (50/75)
any other items you wish. This is a 4. Ruger: 10 rounds semiauto
creative game after all. 1d6+firearms (40/75)
5. Magnum: 6 rounds revolver
1d10+firearms (55/80)
Healing Items
Shotguns (Slug Rounds)
1. Med kit: takes 2 turns to bring health 1. Beretta Perennia: 2 rounds semiauto
back to 100%. Does not cure illnesses. 2d12+firearms (20/35)
2. Painkillers: Takes one full turn to bring 2. Mossberg 500: 6 rounds pump
back 50% health. 2d8+firearms (20/30)
3. Bandage: Takes one full turn. Stops 3. Remington: 9 rounds pump
bleeding. Brings back 25% health. 2d6+firearms (10/20)
4. Adrenaline shot: Takes one full action. 4. Winchester S: 6 rounds semiauto
Doubles movement speed for 5 turns. 2d6+firearms (15/25)
5. Antibiotics: Takes one full action. Cures 5. Benelli M4 Shotgun: 7 rounds
illnesses. semiauto 3d8+firearms (20/30)
Rifles (Large Ammo)
Melee Weapons 1. JEA 700: 11 rounds bolt 2d12+firearms
(min=25ft) (scoped)
1. Baseball bat: 1d6+str b 2. Winchester 94: 16 rounds lever
2. Spiked bat: 1d8+str b 1d12+firearms (50/100)
3. Crowbar: 1d8+str b 3. Sako 85: 6 rounds bolt 2d8+firearms
4. Wooden plank: 1d4+str b (Min=15ft) (scoped)
5. Katana: 2d12+str s 4. Ruger Takedown: 11 rounds bolt
6. Rapier: 1d10+str p 2d6+firearms (-/-) (scoped)
7. Hatchet: 1d10+str b 5. AK-47: 30 rounds auto (5 rounds)
8. Axe: 2d6+str b 2d10+firearms (100/170)
9. Machete: 2d8+str s
10. Chainsaw: 3d10+str s Military and Police (Medium Ammo)
11. Cleaver: 2d4+str s 1. Colt M4 Carbine: 30 rounds auto (5
12. Kitchen knife: 1d6+str s rounds) 3d6+firearms (100/200)
13. Pocket knife: 1d4+str s 2. MP5: 30 rounds automatic (5 rounds)
14. Sledgehammer: 2d10+str b 2d6+firearms (100/150)
15. Pipe wrench: 1d6+str b 3. UMP .45: 25 rounds auto (5 rounds)
16. Lead pipe: 1d6+str b 1d10+firearms (50/100)
17. Shovel: 2d8+str b
18. Pitchfork: 1d10+str s Other (Arrow/Bolt)
19. Garden Hoe: 1d8+str s 1. Crossbow: 1 round 2d4+firearms
20. Hammer: 1d4+str b (100/300)
2. Compound bow: 1d8+dex 1 round
(75/200)
3. Recurve bow: 1 round 1d6+dex
(50/100)
8
Explosives category name is how much that specific
1. Grenade: thrown(30/50), explodes clothing item adds to a players AC. Here is a
next turn, deals 40 damage in 10 foot list of some basic clothing to start off with.
radius.
2. Molotov: thrown(30/50), explodes COMMON CLOTHES: (+1AC)
when lands, fire area 10 foot radius. 1. T-shirt
Slows creatures dealing 1d6 damage 2. Long sleeve shirt
per turn. Creatures stay on fire for 2 3. Shorts
turns after leaving area. Dealing 1d6 4. Jeans
per turn. 5. Hoodie
3. C4: placed charge. when triggered by 6. Sneakers
player near c4, explodes dealing 3d10 7. Hiking boots
dmg. 8. Flannel
4. Makeshift Bomb: thrown(30/50), 9. Baseball hat
explodes next turn, deals 25 damage 10. Beanie
in 10 foot radius. 11. Fingerless gloves
12. School backpack (Small)
Attachments 13. Rubber gloves
1. Red Dot: any ranged weapon (+1 to hit, 14. Farmer hat
+5 feet range) 15. Sweat pants
2. Scope x5: rifles, crossbow (+2 to hit, 16. Athletic pants
+10 feet range) 17. Dress shoes
3. Scope x8: rifles, crossbow (+3 to hit, 18. Bandana
+20 feet range) 19. Button up
4. Tactical Laser: any ranged weapon (+2 20. Dress pants
to hit)
5. Vertical Grip: rifles, shotguns, UNCOMMON: (+2AC)
crossbows (+1 to hit) 1. Steel toe boots
6. Tactical Flashlight: any ranged 2. Respirator
weapon (Darkvision 60 Ft) 3. Thick jacket
7. Horizontal Grip: rifles, shotguns, 4. Thick pants
crossbows (+2 to hit) 5. Thick gloves
8. Extended Mag: rifles (adds 50% more 6. Headlamp (60 feet darkvision)
ammo) 7. Military backpack (Medium)
9. Flip Mag: rifles (reload as a bonus 8. Welding mask
action instead of full action)
10. Bipod: rifles, crossbows (adds +4 to hit MAKESHIFT ARMOR: (+3AC)
while shooting prone) 1. Armored jacket
2. Armored pants
Ammo Types 3. Armored gloves
1. Small round (Pistols) 4. Armored boots
2. Medium round (Military)
3. Large round (Rifles) RARE: (+4AC)
4. Slug round (Shotguns) 1. Police vest
5. Arrow (Bows) 2. Gas mask (toxic gas breathable,
6. Bolt (Crossbows) disadvantage on everything)
3. Hiking backpack (Large)
Clothing
4. Police boots
LEGENDARY CLOTHES: (+5AC)
The clothing a player wears dictates what 1. Riot gear (Stealth Disadvantage)
Armor Class they have. Every clothing item 2. Military vest (Stealth Disadvantage)
can fall into one of these five categories. The 3. Military helmet (Stealth Disadvantage)
modifier number listed to the right of the 4. Military boots (Stealth Disadvantage)
9
Large Loot Items (d100) 53.
54.
Small Backpack
Medium Backpack
1. Gas canister
55. Large Backpack
2. 50 ft copper wire
56. Duffle Bag
3. Large metal water bottle
57. Melee Weapon
4. Melee weapon (random)
58. Working car
5. Pistol firearm (random)
59. Working motorcycle
6. Shotgun firearm (random)
60. Arrow (1d10)
7. Rifle firearm (random)
61. Small waggon
8. Military firearm (random)
62. Bicycle
9. Other ranged weapon (random)
63. Guitar
10. Explosive (random)
64. Walking cane
11. Weapon attachment (random)
65. Propane Lamp
12. Bolt cutters
66. Propane canister
13. Wrench
67. Metal pipe
14. Hammer
68. 55 gallon barrel
15. Hand saw
69. Bedroll
16. Rake
70. Blanket
17. Canteen
71. Pillow
18. Blow torch
72. Tent
19. Generator
73. Random food item
20. Fishing rod
74. Bolt cutters
21. Newspaper
22. Lighter
23. Magazine
24. Book
25. Toilet paper
26. Medical item
27. Flashlight
28. Random plant seeds
29. Random moldy produce
30. Sticks
31. Rocks
32. Random wild plant
33. Map
34. Old cell phone
35. Headlamp
36. Lightbulb
37. Bottle of alcohol
38. Random clothing item
39. Scrap metal
40. Paper
41. Melee weapon (random)
42. Firearm (random)
43. Food item
44. 50 feet of rope
45. 100 feet of rope
46. Brick
47. Plate
48. Toolbox
49. Cooler
50. Wheelbarrow
51. Car tire
52. Car battery
10
Small Loot Items (d100) 56.
57.
Pain killers
Med kit
1. 1d20 $ Cash 58. Bottle of alcohol
2. Head clothing item (random) 59. Can of alcohol
3. Face clothing item (random) 60. Purification tablets
4. Chest clothing item (random) 61. Wirecutters
5. Back clothing item (random) 62. Random food item
6. Leg clothing item (random) 63. Scrap metal
7. Feet clothing item (random) 64. Screwdriver
8. Pen 65. Old cell phone
9. Pencil 66. Plant seeds
10. Usable small bag 67. Moldy food
11. Watch 68. Empty aluminum can
12. 5 feet of rope 69. Solar powered phone charger
13. 10 feet of rope 70. Large ammo (2d8)
14. 20 feet of rope 71. Medium ammo (2d10)
15. 50 feet of rope 72. Small ammo (2d20)
16. 100 feet of rope 73. Slug Rounds (1d10)
17. Fishing line 74. Arrow (bow) (1d10)
18. Fishing hook 75. Bolt (crossbow) (1d10)
19. Piece of paper 76. Walkie talkie
20. Map of Wisconsin 77. Bag of charcoal
21. Pocket knife 78. Weapon attachment
22. 1d100 $ Cash
79. 1 ft square cloth scrap
23. Water bottle
80. 5 ft square cloth scrap
24. Apple
81. Random explosive
25. Granola bar
82. Batteries
26. Bag of chips
27. Random food item 83. Glasses
28. Hatchet 84. Magnifying glasses
29. Random pistol firearm 85. Newspaper
30. Bread 86. Bottle of glue
31. Box of 20 matches 87. Magazine
32. Lighter 88. Notebook
33. Candle 89. Flint and steel
34. Sewing kit 90. Bottle of Alcohol
35. Dandelion greens 91. Rag
36. Deck of playing cards 92. Bundle of feathers
37. Bottle Alcohol 93. Glass shards
38. Rabbit carcass
94. Flashlight
39. Rat carcass
95. Aluminum tankard
40. Hammer
96. Food ration
41. 10 nails
97. Bottle of kerosine
42. Roll of duct tape
43. Wrench 98. Rubber bands
44. Electrical wire 99. Paperclips
45. Flashlight 100. Scissors
46. Canteen
47. Binoculars
48. Road flare
49. Keys for a car
50. Keys for a house
51. Old Cell phone
52. Wild Plant
53. Headlamp
54. Bandage
55. Antibiotics
11
Food Items 51.
52.
Jar of pickles (2 ration)
Jar of olives (1 ration)
1. Small bag of potato chips (½ ration) 53. Bag of Bagels (4 rations)
2. Granola bar (½ ration) 54. Jar of popcorn kernels (6 rations when popped)
3. Candy bar (½ ration) 55. Instant oatmeal (2 rations)
4. Slice of bread (½ ration) 56. Bag of dog food (10 rations for human -
5. Loaf of bread (5 rations) Increased insanity when eaten, 20 rations for an
6. Expired milk ½ gallon (½ ration) (DC 15 animal)
Constitution saving throw or food poisoning) 57. Bag of cat food (8 rations for human - Increased
7. Water bottle (1 ration) insanity when eaten, 15 rations for an animal)
8. Water gallon (4 rations) 58. Can of cat food (½ ration for human - Increased
9. Moldy cheese (½ ration) (DC 15 Constitution insanity when eaten, 1 ration for an animal)
saving throw or food poisoning) 59. 2 liter of cola (2 rations)
10. Canned beans (1 ration) 60. Tomato juice (2 rations)
11. Canned corn (1 ration) 61. Sports drink
12. Canned tuna (1 ration) 62. 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) 63. Spoiled yoghurt
16. Tomato (½ ration) 64. Alcohol
17. Potato (1 ration) 65.
18. Apple (1 ration)
19. Pear (1 ration)
20. Corn (½ ration)
21.
22.
Box of Blueberries (½ ration)
Box of Strawberries (½ ration)
23. Bag of Carrots (1 ration)
24. Lettuce head (1 ration)
25. Bundle of Dandelion greens (½ ration)
26.
27.
Box of cereal (2 rations)
Canned ham (1 ration)
28.
29.
Box of Mushrooms (1 ration)
Chewing gum (decreased insanity level)
30. Cigarettes (decreased insanity level)
31. Fresh Fish (2 rations)
32. Dozen of expired eggs (2 rations) (DC 15
33.
Constitution saving throw or food poisoning)
Jar of peanut butter (2 rations)
34.
35.
Jar of applesauce (2 rations)
Instant ramen (1 ration)
36. Single serving ravioli (1 ration)
37. Dried fruit (1 ration)
38. Juice box (1/8 ration)
39.
40.
Bag of rice (3 rations)
Can of mixed nuts (2 ration)
41. Jelly (1 ration)
42. Beef Jerky (1 ration)
43. Expired Pie (4 ration) (DC 8 Constitution saving
throw or food poisoning)
44. Candy (½ ration)
45.
46.
Canned fruit (1 ration)
Ground coffee (makes 1 ration water)
(decreased insanity level)
47. Small bag of pretzels (1 ration)
48. Large bag of tortilla chips (3 rations)
49.
50.
Large bag of pretzels (3 rations)
Large bag of potato chips (3 rations)
12
Random Encounters (d100) 42. The building up ahead seems to be fortified. It’s
a camp of bandits inside. If the players make
themselves known, the gang of 25 bandits will
1. A single zombie wanders around alone instantly attack.
2. 2 zombies wander around 43. A mountain lion (same stats as a panther) stands
3. 3 zombies wander around on a ledge above the players. It is growling. If
4. 4 zombies wander around the players get closer it will attack.
5. 5 zombies wander around 44. A group of tents are set up. Motorcycles are
6. 6 zombies wander around parked nearby. Gang bandits live here. They will
7. 7 zombies wander around not attack unless the players refuse to leave
8. 8 zombies wander around instantly.
9. 9 zombies wander around 45. A pickup truck is left running with the door
10. 10 zombies wander around open. There is some supplies inside and some
11. 15 zombies wander around stuff in the back. Noone is using it right…?
12. 20 zombies wander around 46. A Bullet wizzes past a player. A Sniper? Time to
13. 1 zombie and a runner roll initiative…
14. 2 zombies and a runner 47. Two zombies are fighting each other. Anyone
15. 3 zombies and a runner want to place bets?
16. 2 zombies and 2 runners 48. A tripwire crosses the path of the players. If
17. A hunter and a zombie triggered, a bomb will go off. It is connected to
18. A hunter and 2 zombies the right side of the tripwire. (grenade stats
19. A clicker from D&Z)
20. A clicker and 2 zombies 49. A pack of wolves surrounds the party, they have
21. A charger rushes toward the players a craving for human meat.
22. A smoker is breathing heavily by itself 50. A wounded man stumbles toward the party. If
23. A tank stands still the players stop, the road will be blocked off by
24. A spitter is investigating a dead body a bus and bandits will surround the car. They
25. A bloater and 3 zombies want anything of value on the players. They
26. A jockey and 2 zombies aren’t afraid to kill.
27. A tank and 2 runners 51. The players across a group of three bandits
28. A smoker and 4 zombies scavenging for supplies.
29. A single zombie wanders 52. A single survivor is sprinting away from three
30. A zombie crawls around, missing its legs runner zombies. Helping him will grant the
31. A spitter and 5 zombies players each a gift for their bravery. He wishes
32. A single bandit is hastily digging through trash to be left alone afterward.
on the ground 53. A huge horde of zombies of all kinds catch the
33. 2 armed bandits sneak up on the players. They players off guard. They are now coming right
want some stuff. toward them.
34. 3 armed bandits approach the players. They 54. A man is screaming in the distance but the
won't let the players get away without some players can never find the source.
form of payment, 55. Marauders on motorcycles drive by yelling
35. A group of 5 bandits drive a car down the road joyfully.
yelling 56. A man is selling drugs for a fair price in a dark
36. A man protecting his daughter acts aggressive alley/hallway
to the players. He will do anything to keep her 57. A series of tents are set up. The people are very
safe. nice and offer the players food and shelter for a
37. A rabid dog growls at the players. If they get night.
closer he will attack. 58. A man selling high quality fish
38. A dead body lays on the ground (if on dirt, body 59. A homeless dog runs out. He is skittish but is
lays in an open grave) if players get close it friendly
raises as a zombie. 60. A thick fog rolls in out of nowhere, players have
39. A backpack sits on the ground with 10 random disadvantage.
items. Surely it belongs to no one… 61. A car drives past the players. A dead body falls
40. A single zombie slowly walks in circles out of the open trunk as it passes by.
41. A crawler is laying on the ground. It looks 62. A Kitten is stuck in a tree. It is scared and dirty
dead…. Is it? but is very loving.
13
63. In the distance, a flock of birds are seen flying
away from the ground. Maybe something scared Wild Animals
them off…?
64. An old man stumbles toward the players he is
clearly completely wasted. He is holding a bottle
of vodka and verbally harassing the players but Animal Max Amount of Tamable Rarity
Attainable Meat
does not make any sense.
65. A group of crows flies down to a dead body and
Deer 50 Lbs. No Uncommon
starts to pick at it.
66. A rabbit scurries across the path in front of the Rabbit 1 Lb. Yes Common
players.
67. The players come across a group of three Squirrel 0.5 Lb. Yes Common
civilian survivors scavenging for supplies who
will flee if they are spotted. Rat 0.5 Lb. Yes Common
68. A man protecting his wife and 2 kids confronts
the players and asks for anything to help them. Moose 200 Lbs. No Rare
He has nothing to give in return.
69. A deer is spotted by a player up ahead Wolf 30 Lbs. Yes Rare
70. A squirrel hops along
Bear 150 Lbs. No Legendary
71. A pack of coyotes munch on a corpse. They will
get scared off by humans.
Turkey 6 Lbs. No Uncommon
72. A stray horse with a saddle is very scared. It
hops and runs around, it does not trust the Cougar 50 Lbs. No Legendary
players, or anything for that matter. I can be
calmed. Wild Boar 40 Lbs. No Rare
73.
Large Bird 3 Lb. No Common
may use their Animal Handling skill to make Bobcat 7 Lb No Rare
friends with the animal. The animal will trust
the player based on this roll. Some animals Raccoon 4 Lb. No Common
can be tamed, but are far more difficult than
Coyote 10 Lb. Yes Common
others. It is up to the GM here for the DC of
the tame. Just like a Ranger from D&D, the Beaver 10 Lb. No Uncommon
animal, once tamed, acts as a second PC for a
Fox 8 Lb. No Common
Player. They have nearly full control over the
creature and its attacks. The animal has to eat Stray Dog 10 Lb. Yes Common
as well though. A Large pet (Size of a large
Stray Cat 2 Lb Yes Common
dog) requires 1 ration food, 1/8 gallon water
(½ ration) per day. Medium pet (Size of a Cow 200 Lb Yes Common
house cat) requires ½ ration food, 1/8 gallon
water (½ ration) per day. Small pet (Size of a Pig 50 Lb Yes Uncommon
rat or small bird) Does not need to be fed as Sheep 35 Yes Rare
they can easily scavenge for themselves. Any
animal except a stray cat or dog is very Horse 100 Lb Yes Rare
difficult to tame.
14
Random Names Foraging Plants
Male Names Female Names Plant Perk
15