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The Dead Are Coming - Running the Apocalypse


8 - Running The Apocalypse

While the world practically ended, survivors are still going to explore every inch of it trying to make it for another day.

8.1 - Exploration

When exploring outside of action scenes time is measured in Turns during which a survivor can make a major action such as: examining a part of the location, moving to a different room or engaging with something or someone.

8.2 - Traveling

Use a hexagonal map where each hex is 6 miles a side and 12 miles across.

A group of survivors can normally travel 12 miles (1 hex) per watch. Some terrain types (swamps, hills, thick forests, etc.) reduce this by half, taking two watches to travel 1 hex.


A Survivor who doesn’t  rest at least one watch every two days is Exhausted.


Roll 2d6 to determine the daily weather—which can be a worthy adversary in the end of the world.

Weather that is bolded are dangerous conditions for traveling. Each watch spent traveling under these conditions triggers a STR Save to avoid consequences.












Light Rain

Sweltering Heat





Clear and Hot


Freezing Cold


Bright and Sunny

Warm and Sunny

Light Rain

Overcast and Cold


Clear and Warm

Clear and Warm

Clear and Crisp

Clear and Cold

8.3 - Random Encounters

When the survivors are exploring a location like a building, a neighborhood or other contained place roll for Random Encounters every 6 turns (or when they make loud noises).

When traveling in the countryside or crossing through a town roll for Random Encounters every watch. If an encounter occurs roll a d6 to determine which hour it occurs in.

For a Random Encounter roll d6. On a 1 an encounter occurs and on a 2 there’s an omen (signs or hints of an encounter).


When encountering someone whose reaction is not obvious roll their Reaction.














When fighting a rational enemy and one of the following conditions (or something else the Referee judges relevant) is met, the enemy makes a WIL save to not flee or surrender.

  • Is clearly outmatched when the fight starts.

  • Takes a Critical Damage for the first time in the fight.

  • Witness an ally flee or die.

Encounter Tables

For each major area prepare a table of 1d6 encounters reflecting its theme.

  • 1 - 3: variations of a common encounter.

  • 4 - 5: slightly unusual, uncommon encounters.

  • 6: a strange and dangerous encounter.

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