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Zombie Tribe

Post-Apocalyptic Adventure for the Zombie Hero Role-Playing Game

Recommended for a mixed group of Zombies and Humans.

Need:
Zombie Hero RPG (also, the Experience Points sheet, if your version of the Zombie Hero
RPG doesn’t have it.)
Zombie Hero Character Sheets
Pens, pencils, several 6-sided dice, and at least 2 – 8 players.

This is my first adventure for my Zombie Hero RPG, and is based on the old post-
apocalyptic scenario you often see associated with zombies. But instead of the tired, old
story where the zombies are mindless dead, walking around and attacking the living for
their flesh and brains, Zombies and Humans have come together after a “Great Disaster”
(What kind of disaster is up to the Gamemaster), and must collaborate to survive in the
changed world.

“The Great Disaster”


No one knows how it happened –war; the bomb; famine; plague, etc.—but the world as
the characters have known it is gone. However it happened, Earth is now a more hostile
place to live.

The Zombies have survived by staying in their graves or tombs, unmindful of the passage
of time. The mortal humans have managed to survive in special shelters, living –and
dying—off of slowly dwindling supplies.

It has been a hundred years –or more—since the Great Disaster, and the humans have
begun to come out of their shelters, driven by the need for a bigger food supply.
Likewise, the Zombies are also coming out and beginning to explore the changed world.

Naturally, the two groups are bumping into each other.

Three types of tribes have emerged:

Zombie/Humans: These are the tribes made up of both Zombies and Humans, the two
groups becoming one in order that they may all survive. Usually led by a council of
Zombies and Humans, although it is not uncommon to find a tribe led by either a Zombie
OR a Human. Due to the balance between the two races, this is the tribe recommended
for players.

Zombie: This tribe is almost or entirely Zombies, and is usually run by a council of
Zombies or one Zombie. Treatment of Humans found in a Zombie tribe varies from
beloved members of the tribe, treated as equals, to slaves. Zombie tribes that care for the
Human members of their tribe will take in lost Humans openly, and treat them well.
Zombie tribes that keep Humans as slave may often raid Human tribes for more slaves.
Human: These tribes mirror the Zombie tribes: Almost or entirely Humans; run by
Human council or one Human; either treats Zombies like equals, or keeps them as slaves.
Human tribes that cherish their Zombie members will welcome lost Zombies just as
openly as the Zombie tribes welcome lost Humans. Human tribes that keep Zombie
slaves are not likely to raid Zombie tribes for slaves, however, although they will ambush
lone groups of Zombies for that purpose.

If players want either the Zombie or Human tribes, they need to decide how their tribe
treats the other race. Zombie or Human slaves that escape may be taken in either by
tribes of their respective races, or by the Zombie/Human tribes, but will have to adjust to
the way the races treat each other.

Any of these tribes could be found at just about any area of the world. All tribes will
make good use of the resources they find where they have settled, be it the natural
wilderness, or a devastated city.

After deciding what kind of tribe you will have, choose where the tribe lives, and whether
they are led by a Zombie, a Human, or a combination of the two races in a “council of
Elders” kind of government.

Create characters as you wish –Zombie or Human. Alternately, each player could have
one Zombie and one Human. The GM creates the rest of the tribe, as well as any
antagonists the players will face (rival tribes, animals –prey and predator—obstacles,
etc.).

Animal Attributes:
Small: Roll 1d3 (1d6/2); Dexterity: 2d6
Medium: Roll 1d6
Large: Roll 2d6; Dexterity: 1d3
Note: As a rule, most animals will have 1d3 in Magic.

Typical animal natural weapons: Teeth; claws; hooves; talons.


Other abilities: Jump; climb; tracking scent; enhanced senses; flight; breathe water;
swimming; running, etc.

Scenarios:
Following is some scenarios for adventures. GMs can expand upon these as they like.

1. Food/Supply Hunt: The players are a hunting party whose job is to provide the tribe
with food or other supplies. Once the goal is given to the players by the tribal leader(s),
the group needs to prepare (gathering and checking weapons, transport, and other gear,
dividing the jobs like scouting, tracking, etc.), and make other plans, then proceed on the
hunt.
2. Set Up New Village: The players are scouting out a place for a new village. What do
the characters run into as they attempt to locate a site, then set it up? What animals do
they see? Do they run into any Zombies or Humans? If they do, how do the characters
react? (After the village is founded, the rest of the tribe should join the party in about
1d6 days.)

3. Trade Meeting: The tribe is meeting another tribe for trading goods. Before the other
tribe arrives (or the tribe starts out to the meeting place), the players need to get things
together that they are going to trade. (Just what the tribe is trading is up to the players.)
Bargaining may be played out between the players and the GM, or roll on a Bargain Skill
or Charisma Attribute. Other things that can happen at a Trade Meeting include: One or
more players find a mate from the other tribe(s); a rivalry may develop between one or
more players and a member or members of the other tribe(s); some members of the other
tribe(s) may defect to your tribe; etc.

4. Defend Village: A rival village is planning an attack on your village (can be any of the
tribe types, most likely a tribe that is opposite of yours, i.e., if your tribe is mostly
Zombie, then the rival tribe is most likely a tribe of Humans; if your tribe is mostly
Humans, then the attacking tribe is most likely of Zombies, etc.). The warriors of your
tribe must plan the defense of your village. Stock food supplies, get non-fighters to
safety, get warriors to their posts, etc.

5. Festival!: It is time for one of the tribe’s holidays (GM picks which one) and the
players have to get ready; gather and prepare food; musicians need to practice; equipment
for games must be collected and inspected for needed repairs, etc. What happens during
the preparations? Are any other tribes invited to the party? The same things that can
happen during the Trade Meeting can happen during the Festival, as well. And what if an
enemy decides to attack during the festival? If other tribes are visiting, they would most
likely help in the defense.

The location of the village can influence events in any of the scenarios. For example, a
tribe whose village is in a mall can house a lot of people, and, in fact, many villages can
live in peace under one huge roof. Supplies can be found all over the mall, and hunting
for food is easy. A village in the wilderness will have a harder time gathering food and
supplies, and will have a harder time surviving. Design the adventure around the location
of the village and use the surrounding environment.

Non-Player Characters:
Here are the attributes for non-player characters, or NPCs.

Average Human:
All Attributes: Roll 2d6 or Average: 6
Average Zombie: 2d6 or Average: Strength, Dexterity, and Stamina: 8; all other
attributes: 6
Children and Elderly: 3 each.
Equip and arm as desired.

Sample Animals:
Here are a few animals for hunting, as well as a couple of pets. There will be more in the
Zombie Hero Animals supplement.

Bear Large
Strength: 10 Stamina: 10
Smarts: 5 Charisma: 3
Dexterity: 3 Magic: 3
Natural Weapons: Teeth: 1d6; Claws(x2): 1d6 each.
Other Abilities: Climb, tracking scent, night vision, fishing

Cat Small
Strength: 1 Stamina: 3
Smarts: 3 Charisma: 5
Dexterity: 10 Magic: 3
Natural Weapons: Teeth: 1d3; Claws(x2): 1d3 each
Other Abilities: Jump, climb, tracking scent, enhanced senses, night vision, running

Deer Medium
Strength: 6 Stamina: 6
Smarts: 3 Charisma: 5
Dexterity: 6 Magic: 3
Natural Weapons: Teeth: 1d3; Hooves(x2): 1d6each
Other Abilities: Jump, enhanced hearing, running, swimming

Dog Medium
Strength: 5 Stamina: 5
Smarts: 4 Charisma: 5
Dexterity: 6 Magic: 2
Natural Weapons: Teeth: 1d6
Other Abilities: Jump, enhanced hearing, tracking scent, running, swimming

Duck Small
Strength: 3 Stamina: 3
Smarts: 2 Charisma: 3
Dexterity: 9 Magic: 2
Natural Weapons: Beak: 1d3
Other Abilities: Swimming, flight;

Fish Small
Strength: 3 Stamina: 3
Smarts: 2 Charisma: 2
Dexterity: 8 Magic: 1
Natural Weapons: None
Other Abilities: Jump, swimming

Mouse Small
Strength: 1 Stamina: 2
Smarts: 3 Charisma: 3
Dexterity: 10 Magic: 1
Natural Weapons: Teeth: 1d3
Other Abilities: Jump, climb, enhanced hearing, enhanced smell, night vision, running,
swimming,

Rabbit Small
Strength: 3 Stamina: 3
Smarts: 3 Charisma: 3
Dexterity: 8 Magic: 3
Natural Weapons: Teeth: 1d3
Other Abilities: Jump, enhanced hearing and sight, running

Wolf Medium
Strength: 6 Stamina: 6
Smarts: 4 Charisma: 5
Dexterity: 6 Magic: 2
Natural Weapons: Teeth: 1d6+2
Other Abilities: Jump, enhanced hearing, tracking scent, running, swimming

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