TEXT: ZOM1: ZOMBIE ENCOUNTER VARIATIONS
  Reason for Zombies
   Roll    
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  ZOM3: MISSING/DAMAGED BODY PARTS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  0
  top of skull
  both eyes (-5 “to hit”)
  one eye (-2 “to hit”)
  ear
  ear + eye (same side of face; -2 “to hit”)
  head (-8 “to hit”)
  hand
  arm
  leg (move:5)
  both legs (move:2)
  * 1-in-3 chance zombies are infectious; save vs. poison or become zombie in 1d3 hours unless cured (magically)
  ** zomies will be clothed/armed and carrying treasure as indicative of their former lives
  * e.g., former military leaders that might have been turned 
   into zombies along with their subordinate soldiers
  10s Digit: Condition
   1-10 missing
   11-20  hanging
   21-30  slashed/shredded
  1s Digit: Part of Body
  Roll on d30
   
   
  1 
  2 
  3 
  4 
  5
   
  6 
  7 
  8 
  9 
  10
   
  11 
  12 
  13 
  14 
  15
   
  16 
  17 
  18 
  19 
  20
   
  21 
  22 
  23 
  24 
  25
   
  26 
  27 
  28 
  29 
  30
  —
  +1 3HD zombie
  +2 3HD zombies
  +3 3HD zombies
  +2 3HD zombies, +1 4HD zombie
  +3 3HD zombies, +1 4HD zombie
  ZOM2: NUMBER APPEARING
  Addt’l High-Level Zombies*
  Number of Zombies
  died naturally,
  but cursed before death
  to rise after death 
  as zombies
  died naturally, but
  cursed by burial location
  to rise after death 
  as zombies
  died naturally, but
  animated after death
  (intentionally)
  to rise as zombies
  sacriﬁced self
  (of own free will)
  to die and rise
  after death as zombies
  killed/massacred
  (intentionally)
  with goal of turning
  dead into zombies
  infected by 
  zombie-creating disease;
  victims did not die 
  before becoming undead*
  Background/Description*
  extended family cursed by different family as result of disagreement/feud
  military unit/tribal warriors cursed by enemy
  party of adventurers & henchmen cursed by adversary
  religious sect cursed by evil cleric
  victims of epidemic disease (e.g., the plague); 1-in-3 chance=still infectious
  evil warriors buried in unholy location known to create zombies
  group interred in standard graveyard/cemetary prone to such events
  military unit that died in battle and was buried near battleﬁeld in bad place
  religious cult members buried in known place of pure evil
  royal + servants in tomb which desecrated location when it was built
  graveyard/cemetary inhabitants: paupers & peasants
  graveyard/cemetary inhabitants: freemen (e.g., merchants, traders, farmers)
  graveyard/cemetary inhabitants: nobles/royals + servants
  graveyard/cemetary inhabitants: mixed (e.g., peasants & freemen)
  military unit/tribal warriors that died in battle
  cult members who commited ritual suicide
  dishonored soldiers/warriors who committed ritual suicide
  extended family who committed ritual suicide at insane patriarch’s behest
  peasants & paupers (paid in gold for sacriﬁce, left as inheritance for family)
  slaves (paid in gold for sacriﬁce, used to buy family’s freedom)
  extended family living on farm
  members of speciﬁc organization; roll 1d2 [1=public/open; 2=secret society]
  residents of small village
  virtuous/good ﬁghters/warriors
  virtuous/good clerics/priests
  extended family who died when zombies invaded their homestead
  guards/patrol members who died ﬁghting zombies
  village/town/city residents who died during zombie attack
  religious pilgrims who died when their group was attacked by zombies
  servants/slaves on estate who died when when home was overrun by zombies
  “d30 Zombie Encounters”: © 2014, New Big Dragon Games Unlimited
  d30 Zombie Encounters
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Horror/AtoZ-d30-ZombieEncounters.pdf