Problem:
The zombies inside are silent — unnervingly so.
The living infected have set up noise traps outside to lure scavengers.
The “serial killer” infected are using the pharmacy as bait.
Players must:
Climb the tower
Clear out the infected
Replace the filtration system
Clues point to:
No forced entry
No signs of struggle
Victims last seen talking to a friendly stranger
The killer is a psychogenic infected who mimics empathy perfectly.
Tracks around a farm suggest a zombie herd.
But the gait is wrong.
Players discover:
A group of living infected moving like zombies to avoid detection
They’re planning something
A child shows early signs of psychogenic infection.
The parents beg the players to:
Find a treatment
Hide the symptoms
Or smuggle the child out
Events escalate:
A zombie herd
A panicked survivor
A killer pretending to be a refugee
Players must:
Fight through zombies
Deal with a psychogenic DJ who believes the apocalypse is a “ratings opportunity”
Decide whether to shut down or repurpose the broadcast.
They want the players to:
Mediate
Provide supplies
Help them avoid “relapses”
It goes badly.
He wants the players to:
Capture more
Protect his “business”
Or rescue his customers
The whole thing is a disaster waiting to happen.