Noise brings zombies. A Loud noise in a dead city brings a Zombie Pack in 1d4 rounds. An Alarm brings a Zombie Horde in 1d4 rounds, and another every minute after. Lures use this. The noise happens where the lure lands, not where you stand.
Molotov Cocktail. What it does: Range 30/60 ft. 10-foot circle burns 1 minute. 2d6 fire, then 1d6 each turn inside. Noise: Loud. Made from: 1 Glass Bottle + 1 Alcohol or Fuel + 1 Cloth. Workbench: No.
Pipe Bomb. What it does: Range 20/60 ft. 10-foot radius, DC 13 Dexterity save, 4d6 piercing, half on a success. Noise: Alarm. Made from: 1 Metal Pipe + 2 Gunpowder + 1 Wire. Workbench: Yes.
Nail Bomb. What it does: Range 20/60 ft. 20-foot radius, DC 12 Dexterity save, 3d6 piercing, half on a success. Noise: Alarm. Made from: 1 Glass Bottle + 1 Gunpowder + 10 Nails. Workbench: Yes.
Smoke Bomb. What it does: Range 20/60 ft. 20-foot circle heavily obscured for 1 minute. Zombies cannot smell anyone inside. Noise: Quiet. Made from: 1 Sugar + 1 Fertilizer + 1 Cloth. Workbench: No.
Noise Maker. What it does: Timer up to 10 minutes, range 30/90 ft. Rings 1 minute. Zombies within 300 feet go to it. Can be rewound. Noise: Loud (where it rings). Made from: 1 Springs + 1 Scrap Metal + 1 Wire. Workbench: No.
Bottle Lure. What it does: Range 30/90 ft. Breaks with a crash. Zombies within 100 feet go there for 1d4 rounds. Noise: Loud (where it breaks). Made from: 1 Glass Bottle + 3 Nails. Workbench: No.
Road Flare. What it does: Burns 15 minutes, bright light 30 feet. Lights fires. Animals keep away. Noise: Quiet. Made from: Cannot be made. Found or bought. Workbench: No.
Torch. What it does: Burns 1 hour, bright light 20 feet. As a weapon 1d4 bludgeoning and 1d4 fire. Noise: Quiet. Made from: 2 Wood + 1 Cloth + 1 Animal Fat (makes 2). Workbench: No.
Rot Paste. What it does: Action, 3 uses. For 1 hour zombies cannot find you by smell, and you have advantage on Stealth against them. Disadvantage on Charisma checks with people. Noise: Quiet. Made from: 2 Raw Meat + 1 Animal Fat + 1 Glass Bottle. Workbench: No.
Throw Net. What it does: Range 5/15 ft. Restrains a Large or smaller creature. Escape DC 10 Strength, or cut the net (AC 10, 5 damage). Noise: Quiet. Made from: 2 Rope + 1 Lead. Workbench: No.
Fire Jar. What it does: Range 30/60 ft. 10-foot circle burns 1 minute. 2d6 fire, and the fire sticks for 1d6 each turn until put out. Noise: Loud. Made from: 1 Glass Bottle + 1 Fuel + 1 Sugar + 1 Cloth. Workbench: Yes.
Bang String. What it does: Range 30/90 ft. Pops like gunfire for 1 minute. Zombies within 500 feet go to it. Makes 3. Noise: Alarm (where it lands). Made from: 1 Gunpowder + 2 Cloth + 1 Wire (makes 3). Workbench: Yes.
Can Grenade. What it does: Range 20/60 ft. 10-foot radius, DC 12 Dexterity save, 2d6 piercing, half on a success. Noise: Alarm. Made from: 1 Scrap Metal + 1 Gunpowder + 5 Nails + 1 Cloth. Workbench: Yes.
Door Charge. What it does: Taped on, 1 minute fuse or a 20-foot pull wire. Destroys a door, lock, gate bar or Barricade. 5-foot radius, DC 13 Dexterity save, 3d6 bludgeoning, half on a success. Noise: Alarm. Made from: 2 Gunpowder + 1 Plastic Sheet + 1 Duct Tape + 1 Wire. Workbench: Yes.
Caltrops. What it does: 5-foot square. DC 15 Dexterity save or 1 piercing, stop, speed -10 feet until healed. Zombies roll with disadvantage. Noise: Quiet. Made from: 10 Nails. Workbench: Yes.
Can Alarm. What it does: Tripwire up to 20 feet wide. Rattles and wakes anyone within 60 feet. Noise: Quiet (only heard nearby). Made from: 1 Wire + 2 Scrap Metal. Workbench: No.
Bear Trap. What it does: 1 minute to set. DC 13 Dexterity save or 2d4 piercing and restrained. Escape DC 13 Strength. Noise: Quiet. Made from: 3 Scrap Metal + 2 Springs. Workbench: Yes.
Snare. What it does: Set 3 at dusk in wild land. Each has a 1 in 3 chance of 1 Raw Meat at dawn. Noise: Quiet. Made from: 1 Wire. Workbench: No.
Spike Board. What it does: DC 12 Dexterity save or 1d6 piercing and speed 0 until its next turn. Zombies roll with disadvantage. Noise: Quiet. Made from: 1 Wood + 6 Nails. Workbench: No.
Barricade. What it does: 10 minutes to build. AC 15, 30 hit points. A Zombie Pack breaks it in 1 minute, a Brute Zombie in 1 round. Noise: Loud (while you build it). Made from: 6 Wood + 12 Nails. Workbench: No.
Glass Mat. What it does: 5-foot square. Crunches loud enough to wake anyone within 60 feet. 1 piercing to bare feet. Noise: Quiet (only heard nearby). Made from: 2 Glass Bottle + 1 Canvas + 1 Duct Tape. Workbench: No.
Stake Pit. What it does: 5-foot square, needs a Shovel to dig. DC 13 Dexterity save or fall in, 2d6 piercing, speed 0 until it climbs out. Zombies roll with disadvantage. Spot it DC 13. Noise: Quiet. Made from: 4 Wood + 1 Canvas. Workbench: No.
Net Trap. What it does: 10 minutes to set. DC 13 Dexterity save or restrained and hanging. Escape DC 13 Strength, or cut the net (AC 10, 5 hit points). Noise: Quiet. Made from: 3 Rope + 1 Springs + 1 Wood. Workbench: Yes.
Spring Spear. What it does: 1 minute to set. +5 to hit, 2d6 piercing. Reset in 1 minute. Spot the wire DC 14. Noise: Quiet. Made from: 1 Springs + 1 Wood + 1 Salvaged Blade + 1 Wire. Workbench: Yes.
Tripwire Charge. What it does: 10 minutes to set. 10-foot radius, DC 13 Dexterity save, 4d6 piercing, half on a success. Spot the wire DC 14. Noise: Alarm. Made from: 1 Pipe Bomb + 2 Wire + 1 Springs. Workbench: Yes.
A Noise Maker is the best tool. Throw it or leave it with the timer set, then leave while the dead gather at it.
A Bottle Lure is cheaper and pulls zombies for a shorter time.
A plain Glass Bottle thrown against something hard is Loud where it breaks.
A Slingshot can break a window far away to pull zombies to that spot.
Fire ends zombies for good. A Molotov Cocktail or Fire Arrows stop a zombie from getting up again.