Skip to main content

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.

Rest

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


Weather

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.


2d6

Spring

Summer

Fall

Winter

2

Rainstorm

Thunderstorm

Gale

Snowstorm

3-5

Light Rain

Sweltering Heat

Deluge

Sleet

6-8

Overcast

Clear and Hot

Cool

Freezing Cold

9-11

Bright and Sunny

Warm and Sunny

Light Rain

Overcast and Cold

12

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).


Reactions

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


1d6

Reaction

2

Hostile

3-5

Unfriendly

6-8

Indifferent

9-11

Friendly

12

Helpful


Morale

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.