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Tribulation of The Dead Day of The Dead
Tribulation of The Dead Day of The Dead
Tribulation of The Dead Day of The Dead
DEAD
Inspired by the George A. Romero
1968 Film “Night of the Living Dead”
By David Dudka
www.one-shot-rpg.com
oneshotrpg.gm@gmail.com
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Character Introduction 2
EVENTS
REFERENCE SECTION
INTRODUCTION
One-Shot RPG (OSRPG) adventures are set in various settings where characters can be
anyone from a Viking warrior to a camp counsellor. The characters in this adventure are
caught up in the zombie apocalypse and are forced to take refuge in a remote
farmhouse. This adventure is designed for use with the OSRPG Tribulation of the Dead
rules (link below), which is a PAY-WHAT-YOU-WANT product on DriveThruRPG:
The 1968 version of Night of the Living Dead is in the public domain. It is available on
YouTube at the link below.
CHARACTERS
This adventure takes place in modern day Pennsylvania. The characters are passengers
on a bus going from Pittsburgh to New York. When their bus is driven off the road by a
zombie horde, the characters are forced to take refuge in a remote farmhouse. The
characters can be of any background. They just need a reason to be on the bus.
NPCs
This adventure includes eight NPCs which are detailed on pages 34-35 in the Reference
section,
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PAGE 1
Already past the halfway point, the bus driver decided the
best option was to continue on to New York. For a while,
traffic was light and still moving at a decent pace. Things
were going to be all right. You’d be in New York in a few
hours.
The driver hit the gas. The bus slammed into the mob,
scattering and crushing them. Blood spattered across the
windshield. The sound of breaking bones was sickening.
Then the bus hit something solid, lurched to one side, and
rolled. Amidst the fury of twisting metal and shattering glass,
you lost consciousness.
Most of the passengers and the bus driver are dead. If the characters use their phones to
call for help, they discover all circuits are busy. There are two other survivors, Barbara
Vallez and her brother Justino. She is trying to free her brother who is trapped in the bus
wreckage.
BARBARA
Please, someone, help me free my brother!
Justino cannot be freed, but Barbara won’t leave him, despite his pleading with her.
JUSTINO
Barbara, you need to run. (Looking at a character) Please,
get my sister out of here!
BARBARA
No, I’m not leaving you. SOMEONE HELP US!!
BARBARA
I’m not leaving. Save yourself.
PAGE 3
Whatever happens, Barbara is separated from the group during the encounter. She
shows up later at the farmhouse, but Justino is killed.
Once the characters escape, they realize the surrounding area is plagued with zombies.
Each character needs to make an Athletics roll (ODDS: 50%+). If successful, they
outpace the dead. If they fail, they are overtaken by a single zombie and lose initiative
(unless they have the Sixth Sense edge). On their turn, they can fight or escape by
making another Athletics (ODDS: 40%+). For each round in combat, they must roll the L
Skull Die (1d6). If they get the Skull (1L), another 1d2 zombie arrives. When fighting
multiple zombies, their ODDS to escape drops to 30%+.
Eventually, the characters arrive at a farmhouse near a forest. There is also a barn and a
nearby pond. In the distance, the trees and fields are full of the roaming dead. However,
the farm appears zombie free. Their best option is to take refuge inside the house.
If the characters decide to keep moving, use horde encounters to drive them back to the
farmhouse. At this point in time, it is the only safe haven.
The door to the farmhouse is locked. Picking the lock requires a Rogue roll (ODDS:
30%+). Someone can also make a Scavenging roll (ODDS: 30%+) to find the door key
under a flower pot.
A few hours ago, the Cooper family (Harry, Helen, and their daughter Karen) were on
their way home when they encountered a horde. Their car crashed, and Karen was
bitten. The Coopers escaped with the help of two other survivors, Donald and Grace
Grigsby. Donald was also bitten several times. Fleeing the scene, the group found the
Carter farm.
Lynette was initially hesitant to let them in the house but changed her mind when she
saw that Karen and Donald were injured. She tried calling Tom and an ambulance but
couldn’t get through. Believing her husband would be home soon, Lynette promised he
would drive them to the hospital. Unfortunately, while waiting, Donald succumbed to his
injuries and turned. He attacked, biting Lynette and chased her to the 2nd floor. Grace
ran after them, trying to stop her husband. Lynette locked herself in the nursery with
Arthur, as Grace and Donald struggled in the hallway. Donald overpowered Grace, killing
her. Meanwhile, Harry Cooper rushed his family into the basement and barred the door.
Lynette later succumbed to her wounds and turned on Arthur.
When searching the farmhouse, the characters can make Scavenging rolls to find useful
items. Each room has checkboxes with associated ODDS representing the number of
Scavenging rolls that can be made. Refer to the room descriptions, starting on page 9, to
determine what they find. When a character makes a roll, the checkbox is marked off
whether they pass or fail. If they fail, the item isn’t there. In addition to scavenging for
supplies, there are four encounters in the house.
• The body of Grace Grigsby is lying at the top of the stairs on the 2nd floor.
• The zombie of Donald Grigsby is in closet A.
• The zombies of Lynette Carter and her zombie baby Arthur are in Bedroom A.
• The Cooper family is hiding in the basement.
After they’ve explored the house, you can proceed with the events on Page 17.
PAGE 5
HARRY COOPER
The basement is occupied. Are there any of those things around?
PAGE 6
HARRY COOPER
My wife and daughter are downstairs. Those things attacked us on the road and
smashed our car. There were three other people in the house. One of them, Donald,
I think his name was, turned into one of those things. There were also two women. I
can’t remember their names. Did you find them?
Harry is not concerned for their welfare. He just wants to make sure they are not a threat.
He is visibly relieved when he’s told they’re dead. Harry panics and runs back into the
basement if the characters haven’t found the other house occupants yet.
HARRY COOPER
Then those things could be in the house. I’m going back down into the basement
with my family. They’re your problem, not mine.
• Harry views the basement as his territory. He objects to anybody wanting to search for
supplies or using it in any way.
HARRY COOPER
No offense, but I don’t know who you people are. I prefer to keep my family
separate. You’ve got the rest of the house, but the basement is ours.
• Since the Coopers didn’t have time to gather supplies before hiding, Harry wants his
share of the food, medicine, and weapons. They can get water out of the tap, so long
as the power holds.
HARRY COOPER
The food and medicine should be divided evenly. Also, I should have a few guns to
protect my family. I think that is only fair.
HARRY COOPER
You know I own a chain of six hardware stores and
am a former President of the Allentown Chamber
of Commerce. So, I think I’m the most qualified to
be making leadership decisions.
PAGE 7
• Harry will threaten violence to protect his family, especially if he’s armed. However. He
is also a coward, so he only acts on his threats if it is the only option.
As the zombies pass, ask one of the characters to roll the L Skull Die (1d6). If they roll the
Skull (1L), the zombies take an interest in the house. Next, everyone must make a Hiding
roll (ODDS: 50%+). If even one person fails, the zombies sense their presence and begin
groaning and pounding on the doors and windows. If they are not dealt with, there is a
chance they will attract a horde.
Ask a character to roll another L Skull Die (1d6). If they get the Skull (1L), a horde of
1d8x10+20 zombies attacks the farmhouse. If that happens, ask someone to roll the
farmhouse’s SECURITY rating. If they roll equal to or less, the horde eventually gives up
and leaves. If they fail, then the horde breaks through, and you can either run a horde
encounter (page 26) or for a faster outcome, have them make a couple of Survival
Strategy rolls. For each one they fail, they take 1d4x10 damage. Either way, the horde
leaves.
PAGE 8
KITCHEN
DEN DINING
ROOM
BATH DOOR TO
BASEMENT
PANTRY
LIVING
ROOM
GARAGE
VERANDA
VERANDA: This wrap-around veranda has standard railings and a roof. There is a
mixture of outdoor furniture. The front door and patio doors are locked. Scavenging
rolls can reveal the following:
❑ 1) ODDS 40%+: A package of cigarettes and a lighter tucked into the cushions of a
lounger (1 Luxury).
❑ 2) ODDS 30%+: A pair of binoculars in an outdoor table drawer.
❑ 3) ODDS 30%+: The front door key is under a flower pot.
LIVING ROOM: The main and patio doors open into the living room. The armchairs
and sofa are well-worn and comfortable. Cabinets hold various keepsakes, and there
is a mounted flatscreen TV. Pictures of the Carter family adorn the walls. Scavenging
rolls can reveal the following:
❑ 1) ODDS 50%+: A box of matches.
❑ 2) ODDS 50%+: Two walking sticks in the closet (Damage: 10+Fort).
❑ 3) ODDS 40%+: Heavy jackets that provide 10 points of protection. If a zombie’s
bite is blocked by the jacket, they try and avoid it on subsequent attacks (reducing
the attack ODDS to 30%+).
❑ 4) ODDS 40%+: A mag-light and extra batteries in a cabinet drawer.
❑ 5) ODDS 30%+: 1d6+1 shotgun shells in a junk drawer in one of the cabinets.
PAGE 9
DINING ROOM: In the center of this room is an antique oak dining table that seats eight.
Several cabinets around the room hold cutlery and dishes. There is a fireplace in the
north wall. On one side of the fireplace is a log holder with a dozen pieces of wood, a
bucket with kindling and a BBQ lighter. On the other side is a toolset, including a poker,
shovel, and brush. There is also a fire extinguisher sitting in the corner. The characters
can make Scavenging rolls:
❑ 1) ODDS 50%+: A dozen candles in a drawer.
❑ 2) ODDS 50%+: Half a dozen bottles of hard-liquor including whiskey, rum, gin, and
absinthe (3 Luxury)
❑ 3) ODDS 40%+: A set of three high-end carving knives (Damage: 1d4x10+Fight)
❑ 4) ODDS 30%+: A bottle of lighter fluid in one of the cabinets.
KITCHEN: The kitchen has contemporary
appliances (stove, fridge, microwave, dishwasher).
Drawers and cupboards contain a complete set of
cookware, cutlery, and utensils. The power is still on
when the characters arrive, so food items in the
fridge are still fresh (1d6+5 Food). Inside the fridge
is a dozen cans of beer (1 Luxury). The cupboards
contain various canned goods, bread, flour, sugar,
and seasonings (1d10+10 Food). A note on the
fridge reads, “Left early to help Ben. See you this
evening. Love, Tom.”
Scavenging rolls can reveal the following:
❑ (ODDS 50%+): A handheld flashlight.
❑ (ODDS 50%+): A hammer and a box of nails under the sink.
❑ (ODDS 40%+): A heavy cast-iron frying pan (Damage: 1d4x10+Fort).
❑ (ODDS 40%+): A can of flammable aerosol spray.
DEN: This rustic den is furnished with leather armchairs and a sofa. Hunting trophies of
animal heads are mounted on the east wall to either side of a flatscreen TV. There is a
fireplace on the west wall with similar accessories to the dining room. Mounted above the
fireplace is a muzzleloading black powder rifle.
There are also several cabinets and a gun safe in the corner. The gun safe is locked with
a combination lock.
PAGE 10
PAGE 11
PANTRY: The pantry is filled with various canned and bottled goods (3d10 Food and
2d10 water). The characters can make Scavenging rolls:
❑ 1) ODDS 50%+: A package of three rat traps.
❑ 2) ODDS 50%+: Two cases of beer (2 Luxury).
❑ 3) ODDS 40%+: A metal baseball bat (Damage 1d4x10+Fort).
❑ 4) ODDS 40%+: A jar with $1,000 in cash inside.
❑ 5) ODDS 30%+: A shoebox. Inside is a .38 special revolver (Damage:
1d4x10+Firearms). It has six bullets in the cylinder, and no reloads.
GARAGE: Inside the garage is a workbench, several large toolboxes, storage cabinets,
and shelving units. The characters can find any standard mechanical tools. There is a
generator that can power the house (Currently has 3 Fuel). Under a tarp is a vintage
corvette. Two bicycles hang from the rafters. There are no other vehicles present.
Scavenging rolls can reveal the following:
BATH G
OFFICE
CLOSET B
ROOF BEDROOM
B
BEDROOM
C LAUNDRY
ROOF
Whenever a character passes the body of Grace Grigsby, roll the L Skull Die to see if
she reanimates. Also, making noise may attract the attention of Donald Grigsby or
Lynette Carter.
OFFICE: Lying in the hall outside the office is the body of Grace Grigsby (Page 5). The
office has a desk, several chairs, and a laptop. One of the desk drawers is locked and
requires the key or a Rogue roll to open (ODDS: 30%+). Inside the drawer is the manual
for the gun safe located in the den (Page 10). The code is written on the inside cover.
A bookshelf covers the entire south wall. The is a stuffed eagle sitting on a table in the
corner. Scavenging rolls can reveal the following:
❑ 1) ODDS 50%+: A half bottle of vodka in a desk drawer (1 Luxury).
❑ 2) ODDS 50%+: The key to the M1 Garand gun case in the basement.
❑ 3) ODDS 40%+: A box of cigars and a cigar lighter (2 Luxury).
❑ 4) ODDS: 40%+: Keys to all the bedrooms.
❑ 5) ODDS 30%+: A sharpened replica longsword hanging on the wall (Damage
1d8x10+Fight).
❑ 6) ODDS: 30%+: A modern .45 Derringer pistol (Dmg: 1d6x10+Firearms, Ammo: 2)
❑ 7) ODDS: 30%+: The key to the desk drawer.
PAGE 13
BEDROOM A: The door requires a Rogue or Fortitude roll to open (ODDS: 40%+). Inside
are the zombies of Lynette and her son Arthur (Page 6). This is a baby nursery with a
crib, changing table, and rocking chair. There is a baby monitor in the crib. There is
nothing else of use in this room.
BEDROOM B: This spare bedroom has a queen-sized bed, dresser, and chair. You can
gain access to the veranda roof by climbing out the window. There is nothing of use in
this room.
LAUNDRY: This room contains a washer and dryer and cleaning products. There is
nothing of use in this room.
BEDROOM C: This spare bedroom has two single-sized beds and dressers. Scavenging
rolls can reveal the following:
❑ 1) ODDS 50%+: Stuffed under a mattress is an envelope containing $500.
❑ 2) ODDS 40%+: A package of cigarettes and a lighter hidden in one of the drawers (1
Luxury).
CLOSET B: This closet is used for general storage. Scavenging rolls can reveal the
following:
❑ 1) ODDS 40%+: Two sets of camouflage jackets and pants that provide a +10% bonus
to Hiding rolls in an outdoor environment.
❑ 2) ODDS 40%+: A storage box of WW2 memorabilia, including medals and an M1
Garand bayonet (Damage: 1d4x10+Fight).
PAGE 14
CLOSET A: The Donald Grigsby zombie is in this closet (Page 6). This closet contains all
manner of clothing and clothing accessories. Scavenging rolls can reveal the following:
❑ 1) ODDS 50%+: A luxury wristwatch worth several thousand dollars.
❑ 2) ODDS 40%+: A fire-safe with the key in it. Inside are a collection of gold and silver
coins worth about $20,000.
MASTER BATHROOM: A bathroom with a jacuzzi tub. Scavenging rolls can reveal the
following:
❑ 1) ODDS 50%+: Various bottles of painkillers (2 Medicine).
❑ 2) ODDS 40%+: A first aid kit (1d4+2 Medicine).
FARMHOUSE – BASEMENT
BASEMENT: This is where the Cooper family has taken refuge (Page 6). The door to the
basement can be barred from the inside. It requires a Fortitude roll to bash open (ODDS:
10%+).
The basement is primarily used for storage. There are various shelving units and storage
containers. There is a working sink and exercise equipment. The Coopers are currently
using some camping supplies they found (sleeping bags and a small propane stove).
Scavenging rolls can reveal the following:
❑ 1) ODDS 50%+: A locked gun case. Cooper unsuccessfully tried to open it with a
screwdriver. The key is in the 2nd floor office (Page 13), or it can be opened with a
Rogue roll (ODDS: 30%+). Inside is a WW2-era 7.62 mm M1 Garand rifle (Damage:
1d10x10, Ammo 8). There is a box of 32 ammunition.
PAGE 15
Also stored in the barn are a ride-on lawnmower and a full-sized tractor. The keys are in
the ignitions.
The barn is fairly secure but uncomfortable. Visibility is limited due to the lack of windows.
It has a SECURITY rating of 30%. If fortified, whoever is in charge can make a Technical
roll (ODDS: 50%+). If they fail, add 10% to the Security value. If they succeed, add 10 +
their Technical bonus.
PAGE 16
The characters need to decide if they are going to help. If they wait, a man (Duane) climbs
out of the Jeep with a tire iron and starts swinging at the zombies. A moment later,
Barbara, who the characters last saw at the bus wreck, climbs out. She is bleeding from
her forehead (10 damage). If the characters don’t help, Duane and Barbara defeat the two
zombies on their own, but each takes 2d10 damage. Duane is furious at the characters’
inaction.
DUANE
What the hell is wrong with you people? Didn’t you
see those things were all over us? We could have
used some help.
BARBARA
I’m so glad to see you alive. There was nothing I
could do back at the bus. Those things tore my
brother to pieces. At least he won’t come back as
one of them. After, I ran until I came to a gas
station. That’s where I met Duane and Judy.
DUANE
I was low on gas, but those things had already
attacked the gas station and diner. One of the
attendants came at me, and I had to kill him. If you hit
them in the head, they go down easily enough. Then
Judy came running out of the diner.
JUDY
I was having lunch with my father. He saved my life,
but those things…those things killed him. So, I hid
behind the counter until I saw the Jeep. Then I just
ran towards it. I don’t understand what is happening.
Do any of you know?
PAGE 17
I jumped behind the wheel, and we pulled out of there just in time. The truck went
right through the gas pumps, and never once did the driver hit the brakes. There
was an explosion, and the truck became a moving bonfire. We were lucky, but our
luck didn’t hold. We ran into another group of those things. I had no choice but to
drive right through them. We were low on gas, so I turned into the first….
An angry Harry Cooper barges in from the basement. If he has a firearm, he has it in his
hand.
HARRY COOPER
Who the hell are these people? I’m sorry, but there are too many here as it is. We
don’t have enough supplies, so you folks have to leave. Do you understand me? We
have no room here?
JUDY
You can’t be serious! Do you know what we’ve been through?
Judy breaks down into sobs, and Barbara does her best to console her.
HARRY COOPER
Don’t you understand? It might be weeks before help arrives. We can’t be taking in
strays. We just don’t have enough. If they’re staying, then you’re feeding them out
of your share, not mine. And they need to keep the hell out of my basement.
JUDY
Go to hell, you fucking asshole!
Barbara takes Judy into another room to talk to her. Duane extends his hand.
DUANE
Thank you, I’m no professional, but I’ve done my fair share of carpentry. I can help
secure the place or pitch in wherever you need me. We’ll carry our own weight.
CHARACTERS AGREE WITH COOPER: If the characters agree with Cooper, Judy grabs
the nearest item and throws it at one of them. They need to Dodge (ODDS: 50%+) or take
1d10 damage. She then charges them, trying to smash their face with her fists. Duane
and Barbara grab her and pull her away.
PAGE 18
Barbara takes Judy into another room to talk to her. Duane asks to stay for a day or two to
rest up.
DUANE
Please. There are hundreds of those things out there. We’re exhausted. If you kick
us out now, we’re going to die. Just let us stay for a day so we can rest up. You don’t
need to feed us.
Presumably, the characters agree. If they don’t, then the three leave. Barbara has some
parting words.
BARBARA
You know if we don’t help each other, those things will kill us all. I didn’t just stay
behind to protect Justino because he was my brother. I’d like to think I would have
done the same for any of you.
About and hour later, Duane, Barbara and Just return begging to be let inside.
JUDY
One of those things knocked me over. I tried to push it off, but it bit my arm. My
father pulled it away and killed it. He saved my life.
If a character makes a Medicine roll (ODDS: 50%+), they can tend to the wound. Judy is
not showing any signs of a fever. She doesn’t react well to any suggestion of being
quarantined.
JUDY
I’m fine. The bite isn’t very deep. You don’t need to worry about me.
If Harry finds out Judy’s been bit, he oddly doesn’t say anything. That’s because his
daughter is in the same situation.
BARBARA
Sorry, I was just thinking about my brother. It seems
like a lifetime ago, we were on that bus. Why were
you going to New York? Do you have family there?
If the character made the Charm roll, Barbara gives them a kiss on the cheek. If they fail
the roll, she doesn’t give them the kiss.
BARBARA
Thanks for caring. I’d better go check on Judy. I’m worried about her.
Everyone in the house is woken up by the sound of panicked horses coming from the barn.
They see at least half a dozen zombies trying to get into the barn.
BARBARA
My god, there are horses in the barn! We need to do something.
HARRY COOPER
Are you nuts? We don’t know how many of those things are out where. Besides,
maybe if they eat the horses, they won’t be all that interested in us.
DUANE
The noise might attract more of them, Cooper. Then we’d be in big trouble.
HARRY COOPER
You do what you want. I’m not risking my neck for some dumb animals.
Judy covers her ears and begins sobbing in the corner. Duane and Barbara agree with
whatever the characters decide.
CHARACTERS DO NOTHING: If the characters do nothing, the zombies break into the
barn and kill the horses. The sound of the animals dying causes everyone to make a Self-
Control roll (ODDS: 30%+) or lose 1d6 Action Pool. The zombies take up residence in the
barn in a dormant state. Also, one of the characters has to roll the LSkull Die (1d6). If they
roll the Skull (1L), the noise attracts a horde of 1d6x10+20 zombies. Run the horde
encounter as described on page 8 and 26.
CHARACTERS SAVE THE HORSES: If the characters try to save the horses, they must kill
eight zombies. If at least one zombie remains at the end of a combat round, ask a
character to roll the LSkull Die (1d6). If they roll the Skull (1L), the noise attracts a horde
of 1d6x10+20 zombies. Run the horde encounter as described on page 8 and 26.
PAGE 20
JUDY
I don’t want to be here anymore. Where is the fucking army? Why haven’t we been
rescued already? I need to get out of this fucking house!
She screams in rage. If a character wants to calm her down, they need to make a
Persuasion roll (ODDS: 20%+). If successful, Judy collapses against the fridge, sobbing. If
they fail the roll, Judy starts throwing stuff at the characters. They need to make a Dodge
roll (ODDS: 50%+) or take 1d10 damage.
JUDY
You are all fucking useless. If my father was here, he’d know what to do. He’d
protect me, but he’s dead. I still have his fucking blood on my shoes!
HARRY
What the hell is going on? All this noise is gong to attract those things. I knew
letting them in here was a bad idea. We need to kick her out now before she gets us
all killed. Shoot her if you have to.
JUDY
We are all going to die. Don’t you realize that? It’s
hopeless! It’s hopeless!
PAGE 21
DUANE
If we send her out there alone, it’s a death sentence. Maybe if you and your family
come upstairs, Cooper, we can put her in the basement where she can’t hurt
anybody.
HARRY
I’m not giving up the basement. If they get in here, it’s the only secure place. I don’t
care if she dies out there. It’s everyone for themselves.
DUANE
So what your saying is if those things get in here, you won’t open the basement
door to let us in.
HARRY
Why are you trying to turn this conversation against me? You should be lucky just
to be here. If I was in charge, I wouldn't have let any of you stay.
Judy is very distraught. To get her to talk, someone must make a Persuasion roll (ODDS:
40%+). If successful, she calms down and apologizes.
JUDY
I’m sorry. I don’t know what happened. When the power went out, I just felt so
hopeless. So angry. Please don’t make me leave.
If they fail the roll, she doesn’t care what they do with her.
JUDY
Go ahead. Throw me out. I’m dead anyway. We all are.
When she rises, she walks back to the house and starts
pounding on the door.
PAGE 22
Duane listens to what the characters have to say. He recommends they create some bug-
out bags with food, medicine, and ammunition. That way, if they need to abandon the
farmhouse in a hurry, they’ll have supplies.
DUANE
I think it’s wise to stick together, but only with people, you can trust. I trust all of
you but don’t trust Cooper (and sadly Judy). I don’t think we should tell anyone
about the plan.
BARBARA
So, we’re just going to leave them?
DUANE
Cooper wouldn’t think twice about leaving us (and Judy is unstable). I’m sorry,
Barbara, but I don’t think we have a choice. What do you all think?
HARRY
I need the medicine for my daughter. No one is sick up here. You don’t need it.
The only way to reason with Harry is to offer to help his daughter. If so, he agrees to let
the characters examine her. Duane and Barbara join them. In the basement, they find
Helen wiping Karen’s head with a damp cloth. Helen is relieved to see them.
HELEN
Thank you for helping. We’ve tried everything, but her fever is getting worse.
HARRY
Jesus, Helen, don’t thank them yet. They haven’t done anything.
The characters can make a Medicine roll (ODDS: 50%+). If they fail, they are at a loss as
to what to do.
PAGE 23
If they break the news to Harry and Helen, Harry doesn’t take it well.
HARRY
What the hell do you know? You’re not a doctor. She just needs more medicine.
HELEN
Please, there must be something you can do?
HARRY
Shut up, Helen. They just want the medicine for themselves. They don’t care if she
dies.
DUANE
If she dies, Cooper, she will turn into one of those things.
HARRY
My daughter is going to be fine. Get the hell out of my basement.
DUANE
Cooper is a goddam idiot. What happens if she turns and kills them? We’ll have
three of those things on our hands.
BARBARA
She’s their daughter, Duane. You’d react the same way. Any of us would. We’ll deal
with it when that time comes.
DUANE
It’s got to be 11 somewhere. That shit with Cooper is fucked
up. I don’t envy him. You know I’m a real estate agent? After
this is over, I’m sure I can hook you up with a nice place. It’ll
be a buyer’s market. I’ve been so focused on my career. I don’t
have anybody except my folks in Detroit. If we pull through
this, I’m going to change that. What about you? Any post-
apocalyptic resolutions?
PAGE 24
DUANE
I wish I had met you under normal circumstances, but that doesn’t change the fact
that I’m glad I did. To the future. Our future.
Duane raises his glass, takes a sip, then offers the last of the alcohol to the character.
BARBARA
My god, it’s a car. Maybe it’s the police or the army.
When it comes into view, the characters see it’s a gore-covered SUV. The two men in the
SUV are Tom Carter and his brother Ben. They came to the house to rescue Tom’s wife
Lynette and son Arthur.
If the generator is running, the garage door opens, and the SUV drives inside. If there is
no power, the SUV stops in front of the garage door. Tom uses his keys to open it
manually.
The characters recognize Tom as the man from the family photos. Tom yells for Lynette
and Arthur. As soon as he sees the characters, he and his brother raise their shotguns.
TOM CARTER
Who the hell are you, and what are you doing in my house? Where is my wife and
son?
Once Tom realizes his wife and son are dead, he loses it.
TOM CARTER
What do you mean they’re fucking dead? How did it happen? Did you do something
to them?
Give the characters a few
minutes to explain before the shit
hits the fan.
BEN CARTER
That might be Lynette!
PAGE 25
HARRY COOPER
My god, she’s dead! She’s dead.
Run the encounter to its conclusion, then proceed to the next event.
PAGE 26
If a character makes a successful Escape roll, they are no longer in danger from the
horde. However, they can choose to stay behind and help anyone who failed their roll. You
might require a character who voluntarily stays behind to make a Self-Control roll (ODDS:
50%+). If they fail, they are overcome with fear and choose to Escape instead.
If they stay behind, they can pick one character/NPC, and that person gets an extra
Escape roll at the start of the next round. The character who stayed behind still needs to
select a Survival Strategy and make Overwhelmed rolls.
2. SURVIVAL STRATEGY
Each character stuck in the zombie horde needs to choose their Survival Strategy for the
round. There are five strategies:
FISTS & FEET: When the character has no other choice, they must
fight with their bare hands.
STAB & BASH: The character engages in combat armed with melee
weapons like knives, clubs, swords, etc.
RUN LIKE HELL: The character tries to outrun the zombie horde.
Depending on the circumstances, you might provide bonuses to the Survival Strategy
rolls. Below are some examples:
• If the character can force a bottleneck (e.g., hallway or doorway), you might give a
+10-20% bonus for Fight and Firearms related strategies.
• If the character can knock over obstacles behind them, give them a +10-20% bonus
to the Run Like Hell strategy.
• If the environment provides a lot of hiding places, give a +10%-20% bonus to the
Cower & Hide strategy.
• If the character has a special weapon (e.g., a .50 caliber machine gun), give a +10-
20% bonus to the Spray & Pray strategy.
3. HORDE INTEGRITY
Subtract the number of zombies killed from the number in the horde. If the number is
lower than 20, the horde is dispersed, and the characters can automatically escape.
4. BEING OVERWHELMED
At the end of each round, characters/NPCs must roll D100 (%) to determine if they’ve
been Overwhelmed by the horde. If the roll is equal to or less than their current Health,
they succeed. If the roll is higher than their current Health, they take 1d4x10 damage
(1/2 if armored), regardless of whether they made their Survival Strategy roll or not.
PAGE 28
For a proper 1968 Night of the Living Dead ending, the soldiers and Bradleys open
fire as soon as the characters make their presence known. They’ve been mistaken for
zombies. Each character needs to make a Dodge roll (ODDS: 0%+), or they are killed.
If everyone is killed, the last thing they hear is one of the soldiers say.
SOLDIER
Good shooting. House perimeter clear. We got a few more zeds for the fire.
If any of the characters survive, the soldiers take them into custody.
SOLDIER
Jesus. We thought you were zombies. You’re safe now. Get yourself into the
transport truck. We’ll be taking you to a refugee center. Now, there is not need to
mention what happened here, correct?
SOLDIER
Don’t worry. You’re safe now. We’ll get you to a refugee center where you can
rest and get medical attention. Are there any other survivors?
The characters suddenly hear a groan and see that zombie Cooper is shambling
towards them. Once he’s dealt with, they can get into the truck and drive away. Ask
each character for their final thoughts. If Barbara or Duane survived, they slip their
hand in the characters with whom they had the beginnings of a relationship.
THE END
PAGE 29
Medicine
Generator consumer 1
Fuel per day
# of Survivors:
AMENITIES
❑ Generator
❑ Unlimited water, so long as there is power
PAGE 31
KITCHEN
DEN DINING
ROOM
BATH DOOR TO
BASEMENT
PANTRY
LIVING
ROOM
GARAGE
VERANDA
CLOSET A
BATH OFFICE
CLOSET B
ROOF BEDROOM
B
BEDROOM
C LAUNDRY
ROOF
PAGE 33
PAGE 34
PAGE 35
FEATS
Athletics: +10%
Fortitude: +20%
Fight: +0%
Hide: +10%
Observation: +0%
ABILITIES
• Regenerates: Feeding regenerates Health equal to the
damage inflicted with a bite.
• Blood Tracker: The Zombie’s Observation rolls increase
to +20% for noticing someone with an open wound.
Bandaged wounds don’t apply.
• Tireless: A zombie does not need to make Fortitude
rolls for exhaustion.
• Vertically Challenged: While fast runners, zombies are
not great climbers. The ODDS for all Athletics rolls for
climbing is 0%+.
• Instant Kill: Zombies are vulnerable to strikes to the
brain. The ODDS for a character/NPC to instantly kill a
zombie is 30%+. An instant kill attack must be declared
before rolling.
ATTACKS
Grapple (Fight): If successful, the zombie grabs onto its victim, who suffers a -10% penalty to all
Feat rolls until freed. This penalty is cumulative, so if two zombies grapple a victim, the penalty is -
20%, and so on. To get free, the zombie needs to be killed, or the character needs to win a
competitive roll against the zombie’s Fight (+0%) Feat.
Bite (Fight): Zombies gain a +10% bonus to Fight when biting someone who is already grappled.
A bite does 2d10 damage, plus the character needs to make an infection roll. If a zombie’s bite is
blocked by armor, they try and avoid the armor on subsequent attacks (reducing the attack ODDS
to 30%+).
DESCRIPTION
Following the exposure event, 98% of all humans became infected with the resurrection virus. The
virus is vulnerable to the human immune system, so it stays dormant until the immune system is
weakened or the host dies.
Once the virus activates, it flushes the host body’s with a protein that continually regenerates the
cells. This reanimates the dead and allows the host to function despite horrific damage to the
body and organs. Only the destruction of the brain kills the zombie.
A host zombie possesses the singular obsession of consuming as much blood as possible. If a
zombie consumes approximately 50 pints of blood (the equivalent of five adults) it evolves. Host
zombies’ saliva contains an immune compromising property that can cause fever and death.
PAGE 36
Duane
Tom Ben