Anda di halaman 1dari 19

a campaign for

Dead walk Again


Version 1.00, 2011

Created by
Eric Laurent-Nauguet
Edited by
Patrick J. Weaver
Illustrations
Sophian Cholet

Copyright : drawings are the property of SOLEIL MC Productions Sophian CHOLET


No part from this rulebok may be reproduced without written permission from the publisher or the authors.
DEAD WALK AGAIN

Hope Never Dies is the first campaign for the Dead walk Again rules. It can be played
with basic DwA rules or with the Left 4 Dead supplement. You can use both sets of
cards to form a huge deck of items and weapons and you can even play with
Uncommon and Boss zombies if you wish.
Each scenario could be played individually but to get the most from this supplement it
would be better to play them as series of linked scenarios forming a campaign. Think
of a campaign as a novel and each game you play is equivalent to a chapter in that
novel. Your characters will develop over time and will have to face the ultimate test
in the end.
As I wanted this campaign as close as possible to a realistic zombie oubreak, there are
a few rules you should abide to below.

CAMPAIGN RULES
Before playing the first scenario, discard all automatic weapons, grenades and items
cards from the Weapons and Equipment deck.
The survivors should be equipped as follows: Each player (or survivor) takes one card
at random and starts the campaign with this weapon. Its what they owned or were
able to find in the first days of the breakout. If its a firearm, this one is loaded and
the survivor gets one more ammo clip for it. After all survivors have one weapon, add
all the previously discarded cards back into the deck to create a normal deck with all
cards. For every two survivors playing at the beginning of the campaign, you receive
one medium first aid kit. Nothing more, nothing less as the survivors are supposed to
form a group of civilians (friends, neighbours, etc) trapped in their house. These kits
represent what basic medical supplies the civilians could scrounge together from their
homes.
As the campaign progresses the survivors will keep their weapons, equipment and
items from one scenario to another. As they find new equipment it is added to the
group inventory and as they use supplies up they will run out. Its important to keep
track of ammunition, wounds and fear level as each game ends so that you can begin
the next game at those levels unless a scenario specifies otherwise. They also earn
experience points to improve their skills per the DwA Core rules
The zombies eat survivors and the survivors eat...food. Before playing a scenario
(except the first scenario), the survivors must have at least one food card with them.
One food card represents the food needed to feed the group for one day. If at the
beginning of a scenario the survivors dont have food anymore, they will have to play
a game in order to search for food before playing the next scenario itself. If they dont
want to, they will have to suffer an action point penalty for the scenario, playing with
3AP instead of 4AP as they are starving. Playing a campaign in such a way wont be
easy and some survivors might die or even be zombified due to their weakened
condition.
Each time the survivors search a building or a vehicle they might find food. They can
keep track of the food cards they found on their character sheet. If the survivor
carrying the food is killed youd better take the food on his corpse...
If at the end of a scenario, some of the survivors have died, just take new ones to
replace the dead for the next scenario. Consider that the group found other survivors
on its way. Draw a Survivor card and a Weapon card (at random). The survivors can
also find them when they explore buildings. These new survivors start over at zero
experience points and full wounds.
Page 2
DEAD WALK AGAIN
I hope you will enjoy this campaign.
Hope never dies....but zombies and your friends do.
Eric

INTRODUCTION
No one knows how it began. One after the other, people got sick and hospitals were
soon overwhelmed.
The government declared it was a mutated flu virus and the city was quarantined like
many others accross the country. But many people think it was something else,
probably a secret experiment or a military biological weapon. We will never know.
We are on our own as the government is not sending aid, and nobody can understand
why.
Now the dead are countless and they are coming back to life, as long as we can call it
life...the human being is not anymore the dominant species on Earth: he is a prey
and the zombies are the hunters.

Page 3
DEAD WALK AGAIN
1. THE GREAT ESCAPE
One week, one long week since we sought refuge in my neighbours house with some
friends. The house is safe for now, as we barricaded it with everything we could find.
We have been waiting for rescue too long and we are running low on supplies.
Hunger, thirst, fatigue, lack of safe shelter, and hordes upon hordes of infected men,
women and even kids are wandering outside in the streets. We have no other choice
than to leave the house to find supplies and another shelter.

SCENARIO: the survivors start the game inside a small house, at one table edge.
They are in a residential part of the city. There are only a few houses, cars and large
open areas such as gardens and parks. Of course the place is full of zombies.
The objective is to reach the opposite table edge as the survivors go on their way to
try to reach the city center to find supplies.
No one has a working vehicle so they will have to walk.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
Lone survivor 4XP

Page 4
DEAD WALK AGAIN
2. YOU KNOW WHAT, IM HUNGRY
Eating and not being eaten: thats life. The dead have lunch and we are on the menu.
I feel like a caveman in this devastated world. No more fast food, micro wave ovens,
cold sodas...if you dont want to starve and stay strong enough to fight zombies you
have no other choice than to scavenge houses and stores to find food. We made it to
the city center. It was not easy but we did it. We hoped it could be a safer place as
many military units were dispatched out to the larger towns. It was only a dream and
it became a nightmare. The city center looks like a war zone: vehicles, destroyed
buildings and zombies everywhere. The streets are congested with wrecked cars.
People abandonned their cars in a huge traffic jam but some drivers were trapped in
their vehicle. They are now zombies but they cant escape from their improvised metal
prison.

SCENARIO: the survivors start the game at one table edge. The objective is to
search buildings to find food before escaping by the opposite table edge. Place food
cards in the weapons/items card deck (you can find these new cards at the end of this
document). You should have about 1 food card per 10 cards in the deck.
Place as many buildings on the table as fits to represent a dense urbanized area. Place
a lot of cars, trucks and buses in the streets. As it is impossible to drive through the
city streets, the survivors cant use a vehicle to escape.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 3XP
Lone survivor 4XP

Page 5
DEAD WALK AGAIN
3. ON THE ROAD AGAIN
One of us was a mechanic before the outbreak. He managed to hotwire a car and we
could leave the town: that was hell downtown. We are now driving along the
countryside. There is a huge factories facility a few miles away which could provide a
good shelter and tons of supplies. Its been quiet for a moment but I am sure it wont
last as we meet more and more zombies on the road. They must be hungry as food for
them in the cities is running out...

SCENARIO: the survivors start the game in their car at one table edge. There is only
one road crossing the table and a few buildings (a barn, a farm, 3 or 4 houses, some
trees). The road is blocked by a yellow school bus, stopped right across the middle of
the road. The bus is surrounded by 20 zombies and 4 kids are trapped inside. The
driver is dead but not for long. Place the bus at the center of the table blocking the
road.
The objective is to rescue and protect the kids and escape with them in the school bus
by the opposite table edge.
Roll 2D6 at the beginning of each turn. The bus driver will zombify on a double and
attack the kids. The kids have no weapons and they will flee in a random direction
using all 4 AP (20cm per turn) if any of the zombies attack them.

EXPERIENCE:
The following table is the amount of XP a character earns for completing this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
For every kid saved 1XP
Lone survivor 4XP

Page 6
DEAD WALK AGAIN
4. OUT OF GAS
We have been driving for a few hours now. The landscape is changing as we are
getting closer to a small town. We didnt see any gas stations since we saved the kids
and we are running low on gas.

SCENARIO: the survivors start the game inside the bus at one table edge. Place a
gas station on the opposite side of the table and a few buildings along the main road.
The survivors will have to cross the table on foot to get gas and come back with a gas
can to fuel the bus. They will also have to protect the kids who can follow the
survivors or stay in the bus...but the bus might be attacked by zombies.
The survivors will need to spend 4 turns filling a gas can found in the station at the
pump and then 2 turns filling the bus. Once the bus is filled, the scenario ends.

EXPERIENCE :
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
For every kid saved 1XP (if the kids are still present)
Lone survivor 4XP

Page 7
DEAD WALK AGAIN
5. A BRIDGE TOO FAR
The bus tank is filled and we shouldnt worry about gas before a few days. We stocked
gas cans at the back of the bus. The kids are playing together and one of us is taking
care of them. We should not be far from the factories but here comes a new obstacle:
a bridge. Crossing a bridge is not a matter, but crossing a bridge full of zombies....

SCENARIO: The survivors start the game inside the bus at one table edge. They
have to cross the bridge with the bus. Place about 20 to 30 zombies (depending on the
number of players) on the bridge. The survivors have two options: get out of the bus
and kill the zombies while on foot or risk driving through with the bus (see DwA
vehicles rules). If they lose control, they could fall in the river...
The survivors must get the bus to the opposite table edge in order to win the scenario.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
For every kid saved 1XP (if the kids are still present)
Lone survivor 4XP

Page 8
DEAD WALK AGAIN
6. SPRING CLEANING

We can see the silhouette of large buildings: the factories are not far now. Some
trucks are still waiting for a load which will never be done. The place seems quiet but
we still have to secure it before settling there.

SCENARIO: the survivors start the game at one table edge. Place at least 10
buildings and some trucks and cars on the table. There are only a few zombies outside
(5 times the number of survivors). The survivors will have to search all buildings to
kill the zombies inside and secure the place.
When all buildings have been cleared of zombies, the survivors win this scenario.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 3XP
For every kid saved 1XP (if the kids are still present)
Lone survivor 4XP

Page 9
DEAD WALK AGAIN
7. SOS
We now have a safe place where to live. The factory we chose to settle in is
surrounded by high fences which should deter zombies from attacking us. But is the
factory the shelter we were dreaming of ? The place had already been scavenged, and
once again, we have to explore the perimeter in search of ammunition and food. We
decided to go to a small town, not too far from our place. As we where exploring the
town we heard a radio emitting a message. The message seemed to come from an
abandonned HUMVEE. Most of the zombies were attracted by this noise like flies by
honey, but we were too: could we finally be rescued by the army ?

SCENARIO: the survivors start the game at one table edge. Place a HUMVEE or
any military vehicle at the opposite table edge. The objective is to listen to the radio
message and answer it (it takes 4AP to do so) before exiting by any table edge.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this scenario
(the kids stayed at the factory):
For every fifth killed zombie 1XP
Survived the scenario 4XP
Lone survivor 4XP

Page 10
DEAD WALK AGAIN
8. THE RESCUE
It was not a call from the army but a SOS from a scientist. We took the radio with us
and tried to locate the scientist. He sought refuge in a building as he was hunted by a
group of starving zombies but which building is it? The message was garbled and the
scientist could not give us any clue about which one.

SCENARIO: the survivors start the game at one table edge. Place appropriate
buildings on the table to represent a small town. Place a counter face down on each
building. The survivors find the scientist when they discover the scientist counter. It
takes 4AP to search for the scientist in a building (and an additional 4 AP to search for
items or weapons if you want to).

Once the survivors find the scientist they will have to escort him back to their entry
point. The scientist is not armed at all but the survivors can equip him with a weapon.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
Scientist Rescue 4XP
Lone survivor 4XP

Page 11
DEAD WALK AGAIN

9. PATIENT ZERO
The scientist worked in a pharmaceutical laboratory before the outbeak. The
laboratory was testing a new H1N1 flu vaccine but the virus mutated and one of the
patients was infected. The scientist told us that this patient is the key to an antidote
that could stop zombiefication.

SCENARIO: the survivors have to find Patient Zero and come back with him
without killing him. The survivors start the game at one table edge. Place appropriate
buildings on the table to represent a small town.
Place the Patient Zero card in the zombie deck and generate zombies as usual (each
turn or while searching buildings). When you draw the Patient Zero card place this
specific zombie on the table (it might be in a building or at one table edge depending
on the reason why you drawed this card).
You have to knock Patient Zombie down (Fall result) and then hit him a second time
(Roll a D6: if you roll a 1 you kill him.....bad luck). As the Patient Zero is
unconscious, one survivor can carry him for 4 AP but can do nothing else.
The survivors escape by any table edge.
Patient Zero is a normal zombie but it inflicts double damage (2 wounds instead of 1).
If they accidently kill Patient Zero, there is no hope for mankind...

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
Exit with Patient Zero 2XP
Lone survivor 4XP

Page 12
DEAD WALK AGAIN
10. THE LAB
Patient Zero was confined in a sealed room. The scientist began to perform different
tests and experiments but none of them succeeded. He needed more laboratory
instruments to conduct new experiments. He gave us a long list of lab instruments: we
had no other choice than go back downtown to search the laboratory.

SCENARIO: the survivors start the game at one table edge. Place a building
representing a laboratory right in the middle of the table. Place zombies as usual.
As the survivors enter the laboratory an alarm sounds and attracts zombies. The
survivors have to spend 8 AP in the building to find the laboratory instruments needed
and must then exit by the table edge they came from.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 3XP
Exiting with instruments 2XP
Lone survivor 4XP

Page 13
DEAD WALK AGAIN
11. FORT ZOMBIE
The scientist conducted several experiments on Patient Zero and managed to finally
find a cure. We now have to produce the vaccine but we need more electricty. One of
us found a power generator in an abandoned building about two blocks from the
factory. If it works we would be able to have sufficient electrical power.

SCENARIO: the survivors start the game inside the factory. Place the factory
buildings in the middle of the table to delimit a 40cm by 40 cm perimeter. Place
fences on this perimeter.
Place a power generator on a table edge. The survivors have to go to the power
generator and take it back inside the factory. A survivor carrying the generator can do
nothing else.
Place a gas can on the opposite table edge. The survivors will have to pick up the gas
can to fuel the generator.
When the generator is inside the factory and refuelled it takes 4 AP to start it.
The generator generates electricty and....a loud noise that attracts all zombies towards
it. The zombies can spend 2 AP to climb the fence and get inside the factory.
The survivors will now have to repel zombies for 5 turns.
If they succeed they can now place the antidote card in the weapons/items deck. Each
survivor receives an antidote (write it on the character sheet).

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 3XP
Take the generator 1XP
Take the gas can 1XP
Start the generator 1XP
Lone survivor 4XP

Page 14
DEAD WALK AGAIN
12. HOPE NEVER DIES (part 1)
Today we received a radio call: the army is looking for survivors in the vicinity and a
helicopter should land in a field, not far from our place. Its time to leave once again.
I hope we could find civilisation again as some cities seem to be safe from the
infection.

SCENARIO: the survivors start the game inside the factory. Place the factory
building in the middle of the table to delimit a 40cm by 40 cm perimeter. Place fences
on this perimeter. The factory is surrounded by dozens of zombies (10 times the
number of survivors and people accompanying them such as the scientist or the kids).
The survivors have to leave the table by a randomly determined table edge.
The scientist and the kids will accompany them if they are still alive.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 2XP
For every kid saved 1XP (if the kids are still present)
Scientist Survives 2XP
Lone survivor 4XP

Page 15
DEAD WALK AGAIN
13. HOPE NEVER DIES (part 2)
The army confirmed that a helicopter should land within a few minutes and we
spotted a little dark point in the sky. We are ready to go but zombies seem to be ready
to eat.

SCENARIO: the survivors start the game at one table edge. Place only 3 or 4
buildings representing farms and barns, a few trees and a few vehicles.
The chopper will arrive in 1D6+3 turns. When the chopper comes, it will land at a
random place. Roll a scatter die to determine the direction and place the chopper at 50
cm from the center of the table. The objective is to get into the chopper and leave the
place.

EXPERIENCE:
The following table is the amount of XP a character earns from surviving this
scenario:
For every fifth killed zombie 1XP
Survived the scenario 3XP
For every kid saved 1XP (if the kids are still present)
Scientist Survives 2XP
Lone survivor 4XP
To be continued...

Page 16
DEAD WALK AGAIN

Page 17
DEAD WALK AGAIN

Page 18
DEAD WALK AGAIN

Page 19

Anda mungkin juga menyukai