The End of the World

Alien Invasion | Revolt of the Machines | Wrath of the Gods | Zombie Apocalypse

Adventure Seeds

War Between Worlds — the Greys and the Red invaders

  1. The Signal Nobody Heard — A neighborhood weather station keeps printing measurements during a communications blackout. Its timestamps prove the Grey saucers changed course to avoid one ordinary rooftop; the rooftop's owner wants the equipment destroyed before it becomes a target.

  2. A Room Without Windows — A hotel's interior ballroom protects evacuees from the saucers' line of sight, but its only safe entrance belongs to a wedding party still waiting for missing relatives. The group must organize shelter without turning the locked door into a deadly bottleneck.

  3. The Unclaimed Ambulance — An abandoned ambulance still carries refrigerated medication and a running engine. Recovering it could save an entire shelter, but its dispatch radio repeatedly transmits an address that cannot be found on any current street map.

  4. Three Seconds of Rain — Each time a Grey craft passes overhead, condensation briefly forms inside sealed containers. A local science teacher thinks this can give a few seconds' warning; testing the theory means persuading frightened neighbors to trust a prediction that might fail.

  5. The Orchard Boundary — A rural orchard has escaped aerial attack while surrounding roads have been destroyed. The owner charges refugees food to cross it, unaware that the craft are marking the trees for a later operation.

  6. The Spare Eyeglasses — A trapped optician can repair a survivor's glasses only by salvaging lenses from an exposed storefront. The survivor is the sole person who can read the labels on a stockpile of medical supplies; the group must weigh the trip against leaving the supplies unidentified.

  7. The Painted Landing Pad — A frightened municipal worker paints a huge arrow on a school roof hoping the invaders will see a request for peace. Neighbors want it removed before the next flyover; the worker's family is sheltering inside the school.

  8. Quiet on the Upper Floor — People in an apartment block discover that footsteps on one floor attract a Grey search patrol, while the floor below stays unnoticed. A resident with limited mobility cannot descend the stairs, forcing the group to devise a silent evacuation.

  9. An Inventory of Heat — After a Red walker destroys a distribution depot, the community can recover either fuel or insulated containers before the structure burns. Which choice keeps more people alive depends on a coming cold front and who controls the remaining clean water.

  10. The Wrong Color on the Map — A volunteer evacuation map identifies a route as clear because its aerial photograph predates the invasion. The group can race ahead to correct it, but the mapmaker is distributing hundreds of copies and will demand evidence before recalling them.

The Brotherhood of Babylon — secrecy, war, and the Anunnaki

  1. The Census That Forgot Us — An emergency census drops every resident of one street from the aid rolls. A clerk insists the deletion originated years before the invasion, when a local official revised the street's boundaries for an unknown patron.

  2. A Uniform on the Clothesline — A lost soldier leaves a uniform with a family so its insignia can be copied for a checkpoint pass. Two armed groups arrive claiming the soldier belongs to them; the family must decide whether to reveal where the soldier is hiding.

  3. The Portrait Restoration — A restorer notices that a recently painted civic portrait conceals the earlier image of an Anunnaki collaborator. Exposing the painting might bring a mob to the building, where hundreds of people now shelter.

  4. Permission to Ask Questions — A local journalist receives permits to question detainees while other reporters are refused. Each interview ends with a prepared confession the detainee never spoke; preserving their real words requires help from the guard who records both versions.

  5. The Forgotten Vote — A council member discovers a decades-old emergency clause granting residents a say over requisitioned shelters. Authorities promise supplies if the vote is canceled; the group must decide whether to risk an open meeting during curfew.

  6. The Safe Name — A teacher offers children replacement surnames to keep them off a collaborator's registry. The aliases work until a parent searches for a missing child under their original name and is told that child never existed.

  7. One Bridge, Two Orders — Opposing military units each claim authority over the same evacuation bridge. Both sets of papers bear valid seals, and neither commander will retreat; civilians need a crossing before either side discovers the other's position.

  8. The Interpreter's Holiday — The only person who understands a local Anunnaki directive refuses to translate it, convinced it commands a massacre. A second reading may change everything, but the interpreter is protecting someone whose name appears in the text.

  9. The Grain of Evidence — A resistance cell has proof a grain store is controlled by collaborators and wants to burn it. Thousands depend on the food; the group can seize the records and redirect deliveries, if it can keep the cell and hungry residents from acting first.

  10. Seats at the Table — A neighborhood committee negotiates a safe passage agreement with an apparent human administrator. The terms protect everyone currently present but omit households evacuated earlier; revising them may expose the administrator's inhuman sponsors.

Atlantis Rising — invasion from the sea

  1. The Basement Above the Water — Floodwater fills the upper levels of an underground garage while the lowest level remains dry. Its trapped occupants believe a pump is saving them; a mechanic suspects an unseen outlet and needs help finding it before the structure shifts.

  2. The Tide in the Reservoir — A freshwater reservoir begins rising and falling with the distant coast. The water remains drinkable for now, so announcing the anomaly could trigger a rush that contaminates the only local supply.

  3. The Inland Lighthouse — Residents turn a shopping center sign into a navigation beacon for flood refugees. An Atlantean patrol starts using the same light to locate boats, forcing the group to find a warning system that guides people without revealing them.

  4. A Ferry Made of Doors — A carpenter lashes salvaged doors into a raft capable of carrying a few people across a flooded underpass. A family offers tools in exchange for the first passage, while the workers whose workshop supplied the doors demand them back.

  5. The Salt Line — A clinic marks a spreading saltwater boundary on a map to protect patients with limited drinking water. A landlord erases the line where it crosses his buildings, and tenants must learn the truth before they draw from their taps.

  6. The Mooring Contract — A barge captain agrees to shelter families for one night, then presents a contract granting ownership of their possessions if the vessel is forced to move. The families can seek another boat, negotiate, or organize a shore camp as the water climbs.

  7. Voices Below the Levee — Workers hear tapping beneath a temporary levee and assume survivors are trapped. The sounds follow a pattern that might instead signal an Atlantean survey; digging could release the flood they are trying to prevent.

  8. The Dry Road's Toll — A private transport company controls the only road above the flood. It accepts no money, only spare batteries; the group has batteries for either passage or the radio that connects two stranded families.

  9. The Museum's Weatherproof Cases — A small museum's sealed display cases could keep medicine dry during an evacuation. Its curator will lend them if someone retrieves records proving which local family donated the collection, a question that could reignite an old feud.

  10. A School on the Wrong Bank — Evacuation boats deliver children to a school building that will soon be cut off from their families. The staff want to use it as a permanent shelter; parents insist on moving everyone again before the next rise.

Skitter — the Myrmidon colonies

  1. The Bakery's Flour Trail — An overnight flour delivery leaves a continuous white line from a bakery to the edge of an alien colony. The baker needs to feed a shelter at dawn; volunteers must recover the sacks without making the shelter the next destination.

  2. The Greenhouse Bargain — A greenhouse survives because Myrmidons collect fallen fruit and leave its workers alone. A nearby camp wants to raid the harvest; the workers fear that disturbing the creatures' routine will destroy both communities.

  3. A Fence of Spoons — Children discover that a row of hanging spoons turns foraging Myrmidons away from their playground. Adults want to copy the barrier around the town, but nobody knows whether sound, vibration, or something else makes it work.

  4. The Orchard Shift — A caretaker notices the colony visits an abandoned orchard at exactly the time local volunteers exchange shifts. Changing the shifts could save lives, but it would leave an elder-care home without staff for several hours.

  5. The Empty Seed Vault — A community seed bank's shelves are untouched, yet its packets have been meticulously sorted by an unknown visitor. The new arrangement suggests a route through infested farmland; taking the seeds may erase the only map.

  6. The Last Beekeeper — A beekeeper claims her hives warn of approaching Myrmidons long before anyone sees them. Neighbors demand the hives be moved away from a crowded shelter; finding a safe site tests how much they trust her warning.

  7. Beneath the Parking Lot — A parking garage settles by a few inches overnight. Its rooftop is the district's evacuation point, but a growing Myrmidon tunnel network may be undermining the ramps. The group must move the assembly point without scattering everyone.

  8. The Pheromone Auction — A supplier sells tiny packets said to divert alien foragers. After a demonstration succeeds, rival shelters bid away their food reserves; the group discovers the supplier tested the packets only beside an existing colony trail.

  9. The Colony's Lost Box — A school lunch container repeatedly disappears and reappears near the colony, untouched except for its handwritten name tag. Its young owner wants to follow it; adults need a way to investigate without using the child as bait.

  10. The Harvest Bell — Farmers ring a bell before each harvest and notice Myrmidons gather afterward. Some want silence, others claim the bell keeps the aliens on a predictable route; this year's food must be brought in before the argument is settled.

Visages — the spore-born replacements

  1. The Accidental Reunion — Two estranged siblings both appear at a family gathering after years of silence. Each remembers a different version of a private childhood event, and neither memory proves who is human; their parent needs help without an interrogation becoming a witch hunt.

  2. A Receipt for Two — A grocery receipt lists supplies bought by a missing neighbor at a time when witnesses saw that neighbor elsewhere. Both sightings appear credible. Tracing the shop's checkout camera means asking its newly changed manager for access.

  3. The Volunteer Roster — A shelter volunteer copies the names of everyone who enters but not those who leave. Someone begins using the omissions to accuse people of being duplicates, and the group must protect both genuine survivors and the integrity of the records.

  4. The Forgotten Recipe — A cook who supposedly knows every family recipe prepares a familiar dish incorrectly. Everyone suspects a Visage; the cook explains that a medication has affected their sense of taste, but the pharmacist who could verify it has vanished.

  5. Two Invitations, One House — A family receives invitations to the same neighbor's dinner on consecutive nights in different handwriting. The neighbor insists the first note was a forgery; going to dinner may reveal who wants the family out of its house.

  6. The Doorbell Recording — A smart doorbell captures a neighbor entering home after the neighbor's duplicate was seen across town. The video is too grainy to settle anything; sharing it widely would identify a hidden survivor shelter in the background.

  7. A Promise in Writing — A suspected duplicate offers to sign a document keeping a shelter safe, though nobody knows whether it can honor the promise. Destroying the agreement would satisfy frightened residents but might sacrifice the only chance to negotiate a quiet exit.

  8. The Locked Music Room — A former choir member asks for shelter in a school music room and can still sing every harmony. The room's ventilation draws air from an exposed courtyard; keeping them there risks spores, while refusing them risks abandoning a human.

  9. Where the Shoes Go — Residents find pairs of shoes lined neatly behind an apartment building, each labeled with a date. The pattern might reveal where people were replaced, but moving the shoes will tell whoever arranged them that the shelter has noticed.

  10. The Neighbors' Signal — Two blocks agree to flash porch lights when a familiar person returns unexpectedly. A power outage kills the system on the night someone comes home; the group must decide how to greet them without letting fear turn every arrival into a confrontation.

Notice

These unofficial adventure ideas are offered for anyone who wishes to use or adapt them for their own The End of the World - Alien Invasion campaign.

This is an independent, fan-created collection and is not affiliated with, endorsed, sponsored, or approved by EDGE Studio.

The material is provided freely for personal, noncommercial use, and I receive no money or other compensation from its creation, distribution, or use.

Notice

Currently, these are nothing more than conceived thoughts on exploring the world of The End of the World - Alien Invasion. As I consider them further, they will be expanded with more detail.

Notice

Ten original hooks for each of the attached book's five independent scenarios. Start in the players' own town and replace named institutions with places they know. Each hook fits either the first days of the apocalypse or a later survival campaign. These are prompts, not additions to the book's canon.


Adventure Seeds

The Modular Menace — Modulons and their collective minds

  1. The Warranty Window — A ModuTech returns desk still accepts faulty Modulons, and a clerk believes she can exchange a family's machine for one that missed the update. Each trip to the counter brings more connected robots within range; the players must decide whether the supposed safe replacement is worth the gathering danger.

  2. The House with Two Helpers — Two adjoining homes share a wall and one network connection. Only one household's Modulon turns hostile, and both blame the other's router. The families need a safe way to separate the systems while their elderly relatives remain inside.

  3. The Last Manual Lift — An apartment building has one old hand-cranked freight elevator that robots cannot operate. Residents want to haul water upstairs, but the building manager locked the crank in a storeroom serviced by three active Modulons.

  4. The Spare Battery Parade — Neighbors carry discarded Modulon batteries toward a recycling center, hoping to deny the machines power. A horde is following the batteries rather than the people; changing the route might save the neighborhood and condemn the only open hospital.

  5. A Name for the Small Network — Five unconnected Modulons in a repair shop protect their human mechanic from a larger horde. The mechanic believes they have chosen cooperation; a local militia wants them destroyed before their next scheduled update.

  6. The Severed Work Order — A Modulon assigned to maintain a bridge keeps repairing it even as its network tears other crossings down. It will stop if its owner revokes the job, but the owner's family is on the far bank and still needs the bridge.

  7. Ten Minutes of Human Labor — Under the overmind's rule, a settlement wins permission to perform a task without robot supervision for ten minutes. The residents want to use that window to hold a secret election, but an injured laborer needs immediate care the machines would ordinarily provide.

  8. The Paste Kitchen Strike — Workers required to service Modulons refuse to maintain the machines that dispense their own food. The overmind offers to let one person speak for the whole settlement; the players must help choose demands that protect dissenters as well as workers.

  9. The Missing Unit in the Count — A robot factory repeatedly reports one fewer unit than it produces. The missing Modulon has been hiding spare parts for human prisoners, who fear an audit will expose both their escape plan and their unlikely ally.

  10. An Exception to Efficiency — A Modulon administrator assigns an injured resident to a work quota they cannot survive. The players can appeal using the collective's own calculations, but a successful exemption may transfer the quota to somebody else.

Logical Conclusions — cyborg agents and their regime

  1. The Badge Photograph — An old staff photo proves that a cyborg pursuer once worked at a local office. Its former coworker wants to show it to the agent, while everyone else fears recognition will draw the pursuer straight to their shelter.

  2. The Unanswered Appointment — A patient misses a routine appointment just as cyborg attacks begin. The clinic's handwritten schedule names several other people who vanished; reaching them first requires using phones that may already be monitored.

  3. The Wrong Emergency Contact — A stranded child gives an emergency contact number that now belongs to someone with the missing parent's voice. The players must find a trusted adult for the child without assuming the caller is safe or automatically condemning them.

  4. The Preserved Envelope — A defense contractor's widow possesses a sealed letter her spouse left before conversion. One resistance faction calls it proof of the cyborgs' origins; another wants it destroyed because it identifies surviving test subjects.

  5. A Veteran's Replacement Limb — An amputee with an ordinary prosthesis is denounced as a cyborg by frightened neighbors. Helping them reach a clinic may expose the settlement's route to real agents, and leaving them behind rewards the lie.

  6. The Fourth Voice on the Radio — A resistance check-in gains a fourth caller who knows a password only a captured scout knew. It may be the scout, an imitator, or a cyborg retaining a memory; the players need a useful answer without disclosing the camp's location.

  7. The Pod's Occupant — In a cyborg-run district, a maintenance alert names a captive whose relatives thought them dead. Reaching the pod is possible, but removing its life support will kill the other occupants unless the players arrange a replacement power supply.

  8. Gladius at the Gate — A battered Gladius robot offers to guard a refugee shelter against cyborg agents. Its makers want it returned for repairs, and the shelter's residents must decide who controls a protector powerful enough to control them.

  9. One Day of Clear Thought — A worker under a compliance implant briefly becomes lucid when its power cell fails. The worker knows where a missing person is held but will be noticed if they do not report for reconditioning by morning.

  10. The Conversion List Error — The regime schedules an entire household for enhancement because of a duplicated identity record. Correcting it could save them, but the other household sharing the record will then be called in instead.

Death from Above — Helios and its drone war

  1. The School Bell Test — The only school still open rings a bell to announce shelter hours. A volunteer notices a drone passes whenever it rings; closing the school may be safe, but parents already rely on it for food and child care.

  2. The Map of Empty Roofs — A neighborhood guide marks vacant buildings as safe temporary camps. Helios begins striking those roofs because an old military database lists one as a relay site; the players must correct the guide before another family uses it.

  3. A Weather Report with Coordinates — An amateur forecaster notices that official weather alerts include precise grid references unrelated to storms. The warnings may give advance notice of attacks, yet sharing them openly might teach Helios which routes survivors use.

  4. The Flightless Airfield — Refugees occupy a shuttered small-town airfield after its fuel runs out. A local officer orders them away, certain Helios will hit its runway; the nearest alternative is a crowded fairground with no cover.

  5. The Insurance Adjuster — An adjuster arrives after a drone strike with records showing which houses were identified as military targets. The evidence could establish a pattern, but the adjuster needs safe passage to retrieve one last file from a damaged office.

  6. The Pause in the Sky — Drone flights cease for one afternoon, and the community plans a mass evacuation. A radio operator suspects Helios has temporarily surrendered airspace to human troops; the players must determine whether the pause is a chance to move or a change in the battle.

  7. Three Minutes to Disagree — Under Helios's rule, a permitted public meeting is allowed exactly three minutes for objections to a relocation. Residents can spend the time challenging the order, identifying those who cannot travel, or organizing the next meeting without surveillance.

  8. A Roof the Computer Approved — Helios supplies a perfect design for rebuilding a bombed apartment house but removes communal rooms that neighbors used as a kitchen. A builder offers a hidden alteration that might preserve the space if it can pass automated inspection.

  9. The Unreported Birth — A couple avoid registering their newborn, fearing Helios's population controls. Their child needs neonatal supplies available only through a tracked clinic; the players can seek an exemption, arrange a trade, or help them accept the risk of registration.

  10. The Peace Survey — A new survey asks survivors which disagreements might lead to violence. Residents want to answer honestly to gain supplies, but one question asks them to name their most trusted organizer, whose prior protest has already attracted attention.

Heavy Metal — radiation awakens ordinary technology

  1. The Unlit Lantern — A camp trades heavily for an unopened box of lanterns, then learns even unlit devices may become hostile. Its leader wants to test one in a sealed shed; the players must decide whether useful light justifies risking everyone nearby.

  2. The Hand Pump's Handle — A well pump starts operating when nobody touches it. Water is scarce, and the pump still brings up clean water; families dispute whether to dismantle it before the mechanism learns to do something worse.

  3. The Bellows Maker — A craftsperson promises nonmechanical forge bellows for a remote settlement. Their prototype uses salvaged hinges that move on their own at night; rejecting the hinges will delay tools needed before winter.

  4. The Clock in the Sack — A traveler has carried a ticking clock through three camps without realizing it can change its hands to mark who is watching. The players must isolate it without setting off the panic that would scatter the caravan.

  5. A Road Made of Cars — Abandoned vehicles form a useful barricade across a mountain pass. Several have begun shifting closer together at night; opening the pass could free stranded families, but no one knows what holds the cars in place.

  6. The Orchard Without Wire — A farming family strips every electric fence and motor from its land, then asks neighbors to protect the first crop. The neighboring community insists the fence kept raiders out; the players need a workable human watch before harvest.

  7. The Mechanic's Oath — A veteran mechanic offers to take apart dangerous tools for spare material but refuses to break one old device belonging to their deceased child. It starts following the camp; protecting the mechanic now also means protecting those they unintentionally endanger.

  8. The Locked Manual — A library contains illustrated guides to preindustrial food preservation behind an electronic security gate. The gate still opens for its librarian, whom it has trapped inside; the group needs the books and a way to bring the librarian out.

  9. The Unwelcome Plough — A powered plough circles a field without a driver, leaving perfectly straight furrows. Farmers want to plant there, while others fear the machine is preparing the ground for something. Seeds will be wasted if they wait too long.

  10. The Village Without Wheels — A settlement bans every wheeled device, including carts needed by residents with limited mobility. A carpenter proposes a human-pulled design, but the council worries that any reused bearings might awaken; the players must help test an accessible route.

Nanopocalypse — the consuming nanomachines

  1. The Last Soil Sample — A teacher stores fertile soil in a cold-room freezer while everything outside turns to dust. The sample could support a future greenhouse, but carrying it to a safer site requires power the local shelter uses for medicine.

  2. The Grey Margin — Surveyors marking the nanomachines' advance find a narrow zone where their stakes remain intact while nearby ones vanish. Refugees want to camp there immediately; the surveyors insist a single day's observation cannot establish safety.

  3. The Cold Chain — A transport driver offers space for people or temperature-sensitive seed stock on a vehicle bound for a polar station. The space can hold both only if someone unloads the spare fuel that may be needed to reach the station.

  4. The Window of Ice — A research outpost's ice wall briefly reveals dark specks beneath it. Scientists think the nanites have reached the base; workers think it is harmless mineral dust. Quarantining the wing would cut off a sleeping family from its heat.

  5. A Map of Safe Breaths — Survivors begin recording which ruins make the dust painful to breathe, then discover the map encourages others to take longer routes over unstable ground. The players must publish both dangers before another group leaves.

  6. The Cargo Nobody Opens — A sealed supply crate arrives at an Antarctic base without a manifest. The station needs food and is tempted to open it; frost on the latch has disappeared while frost elsewhere persists.

  7. The Greenhouse Lottery — The station has enough grow space for one crop. A vote favors fast-growing food, but a botanist argues that preserving a slow-growing pollinator plant matters more over the next decade; the players must secure either a compromise or public acceptance of the choice.

  8. The Quiet Seismograph — An outpost's seismic recorder goes silent just before a northern supply party reports ground collapse. Repairing the recorder may reveal a route for future rescues, but the team that knows how to fix it also maintains the base's heaters.

  9. The Refugee's Spoon — A new arrival carries a wooden spoon they say survived the grey swarm untouched. Some see a breakthrough; others want it discarded outside the base. Tests require scraping material from the only object the arrival has left of home.

  10. A Garden for Those Who Follow — An isolated cold-climate shelter discovers a small greenhouse beyond its assigned boundary. Its caretaker died months ago, and the plants are still alive. The group must determine whether the greenhouse is genuinely protected or only awaiting a delayed wave before inviting refugees inside.

Notice

These unofficial adventure ideas are offered for anyone who wishes to use or adapt them for their own The End of the World - Revolt of the Machines campaign.

This is an independent, fan-created collection and is not affiliated with, endorsed, sponsored, or approved by EDGE Studio.

The material is provided freely for personal, noncommercial use, and I receive no money or other compensation from its creation, distribution, or use.

Notice

Currently, these are nothing more than conceived thoughts on exploring the world of The End of the World - Revolt of the Machines. As I consider them further, they will be expanded with more detail.

Notice

Ten newly written hooks for each of the five independent scenarios in the book. Place each in the players' own town or a familiar nearby community. Some begin during the first collapse; others belong to the years after it. Each focuses on what ordinary people can choose and protect amid an apocalypse they cannot simply defeat.


Adventure Seeds

Gaea's Revenge — nature rejects human civilization

  1. The Rooftop Seed Library — Fast-growing vines swallow a community seed library on an apartment roof. Neighbors can rescue the seeds, but removing the vines will expose the building's weakened masonry to the next storm.

  2. The Animal Shelter's Keys — Volunteers cannot reach the locked kennels before animal behavior changes. A veterinarian wants to release the animals into the open; residents fear doing so will drive them into the nearby school used as a shelter.

  3. The Hill That Drinks — A hillside absorbs every heavy rain without flooding, while the lower streets wash away. A geologist suspects tunnels are opening beneath the safe ground, where displaced families have already built a camp.

  4. One Tree Left Standing — A single street tree resists the rapid growth wrecking neighboring houses. A desperate engineer wants its wood for braces, while the people sheltering beneath it consider it the only safe place they have.

  5. The Orchard Agreement — Years after the collapse, a small community successfully tends a fruit orchard without provoking nearby animals. A second group asks to share the harvest; expanding the cleared land may ruin the practices that have kept the orchard safe.

  6. The Drainage Ditch Vote — Residents can dig a channel to save their homes from an oncoming storm. The channel would carry contaminated runoff into the meadow where another settlement gathers food.

  7. The Road Under Flowers — A medical courier remembers a paved route beneath dense new growth. Cutting through would speed delivery to a sick neighbor but reopen vehicle access to a fragile settlement that has chosen to live without roads.

  8. The Aquarium's Last Tank — An aquarium's backup supply keeps a tank of local fish alive after rivers turn hostile. The caretaker offers the fish to restock a distant pond, but the transport water is the shelter's only clean reserve.

  9. The Fence That Blooms — A living hedge grows along the boundary of a survivor camp, keeping predators out and trapping a family on the other side. Opening a gap may let the hedge grow inward; the players must find a rescue that the camp will accept.

  10. The Old Landfill — Subsidence exposes buried chemicals beside a post-apocalypse village. Covering the waste requires soil from a thriving field; leaving it threatens the stream used by every neighboring camp.

The Return of Quetzalcoatl — disasters, temples, and an altered epoch

  1. The Shelter Beneath the Mural — After a storm, evacuees occupy a civic hall whose mural now shows a temple where no temple stood before. Some take it as a sign to leave at once, while others refuse to abandon injured relatives until a safer route exists.

  2. The Lost Interpreter's Notes — A researcher who helped mediate with the warriors leaves behind field notes explaining which gestures were interpreted as threats. Two armed groups want the notes to support contradictory claims; the players can make copies before the original disappears.

  3. The Pilgrims' Water Line — A temporary camp near an impervious temple grows faster than its water deliveries. Officials plan to shut off access to discourage new pilgrims, which would endanger families already there; the players must arrange a fair supply or an orderly move.

  4. The Two Witnesses — One person says they saw a loved one enter the temple light voluntarily; another says the same person was carried. Both witnesses need help, and neither account resolves what happened beyond the threshold.

  5. The Tourist Bus — Years later, a guided tour arrives at a temple perimeter during a memorial ceremony. Locals need the tour income for repairs but object to visitors photographing the names of those who never returned.

  6. The Surveyor's Shadow — A temple casts its shadow over land outside the official exclusion zone only at one hour each day. A surveyor wants the boundary redrawn, displacing a food cooperative that predates the temple.

  7. An Invitation in the Light — A survivor reports hearing a familiar voice near a temple and asks friends to accompany them. They may genuinely have found contact with a transcended relative, but entering the crowd would separate them from the child who depends on them.

  8. The Library of Translations — A school collects conflicting eyewitness accounts of the warriors and their teachings. A new movement demands the school choose one approved version; preserving the whole collection will require another place to keep it.

  9. The Parcel Across the Ruins — A relief parcel addressed before the disasters surfaces in a damaged depot. Its intended recipient now lives within a guarded pilgrim settlement; getting it to them could reunite a family or reveal that a supposed messenger lied about their fate.

  10. A Place for Those Who Stayed — Reconstruction funds favor families of people who entered the light, leaving those who stayed and lost their homes without help. The players can challenge the rule, but doing so may delay all disbursements before winter.

Ragnarök — the nine worlds meet a changed Earth

  1. The Bridge with Two Ends — A familiar pedestrian bridge now leads to a strange forest on certain mornings. Commuters want the crossing reopened; a guard insists nobody should use it until the group can locate a child who crossed yesterday.

  2. The Hero's Old House — A warrior returned from the dead recognizes a home now owned by a living family. The warrior asks only for one object left inside centuries ago, but no one can establish who has the right to enter its cellar.

  3. A Smith's Honest Price — A svartálfr smith offers to repair vital hand tools in exchange for a story of courage, not money. A local leader plans to invent one on behalf of the town; telling the truth may cost them the only working forge.

  4. A Hearth for the Stranger — A giant wounded in the fighting shelters beneath a collapsed warehouse. Survivors fear its strength but need its help lifting beams from a trapped family; any agreement must account for what happens after the rescue.

  5. The Empty Watchtower — A volunteer lookout sees lights moving through an overlap with another world. Neighbors want the tower destroyed to close the route, while the watchkeeper believes travelers coming through it are fleeing the same dangers.

  6. The Orchard of Midwinter — Fruit grows on one sheltered hillside in a land still gripped by unnatural cold. Two communities each insist a different surviving god promised it to them, though neither has ever spoken to a god directly.

  7. The Returning Dead's Wages — A returned laborer asks for wages withheld decades before their death. Their former employer no longer exists, but its successor runs the town's food distribution; settling the debt risks shutting the kitchen.

  8. The Ferry to Elsewhere — A ferryperson has learned when a flooded crossing briefly reaches another of the nine worlds. A sick traveler needs to cross during the next opening, yet there is no proof the return route will appear again.

  9. The Names on the Shield — A battered shield lists fighters said to have fallen in the final battle, including a person now living nearby. Revealing the shield could turn that person into a celebrated hero—or expose how they survived by abandoning others.

  10. The Four Sons' Proclamation — A messenger claims to bring an order from one of the surviving gods to relocate a settlement. The message may be real, but the proposed ground is already home to people who endured Ragnarök without divine protection.

Revelation — trials, the cavalry, and the Beast's order

  1. The Unmarked Pantry — A neighborhood pantry refuses supplies that require people to accept the new leader's mark. Its shelves are almost empty; the players must find another source before the policy becomes a sentence of starvation.

  2. The Four Registers — A volunteer notices that separate lists of disease, missing persons, food shortages, and attacks contain the same households. Combining the records could reveal who needs help first, but their names would be dangerous if authorities seized the file.

  3. The Chapel's Open Door — A chapel welcomes believers and doubters into its basement during a night of hunting. A volunteer insists on searching newcomers for signs of allegiance, and the players must prevent the screening from becoming a pretext to turn away strangers.

  4. The Ration Stamp's Price — An official offers medicine for an injured neighbor if the players sign a statement praising the Beast's government. The statement names another resident who has publicly refused the mark.

  5. The Bridge of Witnesses — Travelers tell incompatible accounts of a cavalry attack on a road. A damaged bridge can be repaired only if those travelers work together; blaming one group for the attack may leave both stranded.

  6. A Garden Behind the Barricade — A small garden survives locust raids because its caretaker covered it early. Nearby families claim they were promised a share; the caretaker says the seeds will be lost next season unless part of the harvest is kept back.

  7. The Last Blank Form — A registrar has one unsigned travel permit that can get a family past a checkpoint. More than one family needs it, and forging a second would expose the registrar who has quietly helped others.

  8. A Sermon Without a Name — A recorded sermon urging neighbors to shelter persecuted people circulates without its speaker's name. Officials demand the players identify the voice; the speaker wants to come forward before an innocent person is accused.

  9. The Town Hall Broadcast — The local broadcaster must read an official claim that a relief convoy arrived safely. They know it never reached town. Correcting the story might invite retaliation, but letting it air will keep nearby communities waiting for supplies that do not exist.

  10. The Unfinished Evacuation — A transport driver moves registered residents away from a threatened district but is ordered to leave unmarked passengers behind. The vehicle has room for everyone if it abandons cargo that the destination clinic has requested.

That Is Not Dead... — Cthulhu and the ruins of ordinary life

  1. The Harbor's Missing Tide Chart — The harbor office loses a week's tide readings, though its paper chart remains intact. A fisher knows a safe departure time from memory, but offering it publicly may draw the attention of coastal cultists watching the docks.

  2. The Dream Journal Exchange — Survivors privately compare disturbing dreams and find that two have sketched the same inland landmark. A third wants all journals burned before anyone follows the drawings; their fear is grounded in what happened to a missing relative.

  3. The Aquarium Night Shift — A caretaker reports voices coming from an empty deep-water exhibit. The building houses evacuees, and a full search would force them back onto dangerous streets; the players must investigate while keeping it a shelter.

  4. The Ferry's Silent Passenger — A ferry returns with one more passenger than it carried out, but everyone remembers seeing the stranger board. Its captain needs passengers accounted for before sailing again; accusing the stranger could fracture the only reliable crossing.

  5. The Cultist's Ledger — A seized ledger records payments for food, boats, and blankets alongside names of missing people. The same supplies also kept coastal families alive; publishing it indiscriminately would implicate those families in crimes they did not know about.

  6. A Coast Without Birds — Seabirds abandon a section of coast days before a planned refugee landing. A navigator argues for moving the landing inland, where the only road is held by people who mistrust every newcomer from the sea.

  7. The Curator's Unopened Crate — A museum curator refuses to unpack an object retrieved from an exposed seabed. The sealed crate occupies the museum's only dry storeroom, needed for medicine; moving it may be safer than opening it, but someone must decide where it can go.

  8. The Family at Low Water — A family living above the shore sets a signal lamp every night for a relative who vanished at sea. Their neighbors want the lamp extinguished after unfamiliar figures begin gathering offshore; the family asks for one last night.

  9. The Survey of Empty Houses — Under Deep One control, a clerk lists houses as empty even when survivors still live there. The players can copy the hidden occupancy notes and warn residents, but the clerk needs a convincing explanation for a suddenly missing register.

  10. A Story for the Morning — A teacher records ordinary memories from children growing up after the catastrophe. One recording describes a shoreline no child should remember; keeping the archive may preserve a clue, while sharing it could bring hostile searchers to the school.

Notice

These unofficial adventure ideas are offered for anyone who wishes to use or adapt them for their own The End of the World - Wrath of the Gods campaign.

This is an independent, fan-created collection and is not affiliated with, endorsed, sponsored, or approved by EDGE Studio.

The material is provided freely for personal, noncommercial use, and I receive no money or other compensation from its creation, distribution, or use.

Notice

Currently, these are nothing more than conceived thoughts on exploring the world of The End of the World - Wrath of the Gods. As I consider them further, they will be expanded with more detail.

Notice

Ten original hooks for each of the five separate apocalypse scenarios in the book. Set the stories in the players' own community, using familiar streets and people. Each seed centers on an immediate problem and a consequential choice that ordinary survivors can make; none requires defeating a god.


Adventure Seeds

Night of the Meteor — radiation raises the dead; E.D.E.N. rules afterward

  1. The Veterinarian's Waiting Room — An animal clinic contains the town's only supply of wound antibiotics, but several deceased pets have reanimated inside. Neighbors mistakenly think a bitten child will turn; retrieving the medicine could also prove that treating the wound, rather than isolating the child, is the urgent task.

  2. The Cemetery's Night Map — A groundskeeper has a paper record of which graves were opened before the meteor shower. Residents want to barricade the whole cemetery, but doing so would cut off the safest walking route to a working well.

  3. A Window After Midnight — A family watches a meteorite fall beyond its neighbor's house and sees lights inside shortly afterward. The neighbor is alive but stranded with a deceased relative; entering to help risks bringing the reanimated corpse into the street.

  4. The Schoolyard Burial — A temporary shelter must decide where to place the bodies of people who died overnight. One volunteer insists on delaying funerals until a doctor can explain reanimation, while relatives refuse to leave loved ones unattended.

  5. The Wound Ledger — A nurse documents several survivors who healed after ghoul bites. Releasing the notes could halt a campaign of killing bitten people; the shelter leader fears their address will draw frightened outsiders to its doors.

  6. A Last Call from the Kennel — Years later, E.D.E.N. declares an animal refuge noncompliant despite no ghoul sightings for months. Its caretaker has preserved records showing exactly when each animal stopped reanimating; a corporate inspector offers to certify the refuge only if those records disappear.

  7. The Unlicensed Treatment — A neighborhood clinic receives E.D.E.N.'s mandatory preventive treatment a week late. A pharmacist has enough of an older formulation to cover patients in need, but distributing it outside the contract could cost the clinic its charter.

  8. A Drone over the Reunion — Former survivors hold a private memorial for the meteor night. E.D.E.N. security calls the gathering an unregistered public assembly, and the participants must decide whether to disperse or preserve a record of the people the official memorial omits.

  9. The Company Grave Marker — An E.D.E.N. survey renames a burial ground as corporate property. Families can challenge the claim using old cemetery deeds, but the sole remaining deed clerk now works for the company and faces dismissal for opening the archive.

  10. The Ghoulless Quarantine — A district with no undead for years is quarantined after an automated sensor flags one moving body. A mechanic thinks the sensor saw a living person sheltering in a drainage tunnel; the players must find them before security clears the tunnel by force.

No Room in Hell — supernatural walkers and divided survivor enclaves

  1. The Morgue's Side Door — A hospital custodian can lead survivors past a flooded entrance to the supply room. The route crosses a morgue where some drawers have opened; families outside need the supplies before the military seals the building.

  2. The Candle in the Bell Tower — A church bell tower makes a useful lookout, but the congregation lights candles in its windows every night for the missing. The lights draw walkers toward people camped below; the players must preserve the ritual while changing where it happens.

  3. The Funeral Home's Generator — A funeral director offers a generator and fuel to a shelter if survivors help retrieve family records from the building. The basement contains recently animated corpses, and some relatives insist the records are worth more than the fuel.

  4. A Feast for the Absent — A rural camp sets a place at every communal meal for those lost in the first week. An arriving sect leader calls the custom dangerous and offers food only if it ends; the camp needs supplies without surrendering how it grieves.

  5. The Dead at the Bus Stop — A city bus sits full of motionless walkers who stir when living passengers approach. The bus blocks the road to a maternity clinic; moving it quietly could open the route without calling the entire block to life.

  6. The Sheriff's Buried Orders — A fortified ex-military settlement demands new arrivals surrender all personal effects. A sheriff's old notebook shows that its leader once promised the opposite; exposing the promise could win fair entry or make the gate close altogether.

  7. The Chapel Without Converts — A survivor sect offers a secure night's lodging, and former guests say they were pressured to remain indefinitely. A missing friend's belongings are inside; the players can negotiate their return, investigate whether the friend stayed by choice, or arrange another safe shelter.

  8. The Flooded Graveyard Road — Rain makes a former cemetery the only passable route between two camps. The walkers there are dormant in the water until disturbed; one camp insists on using the road immediately to move a sick resident.

  9. The Unfinished Wall — Two rural enclaves are building walls that will close the same public footpath from opposite ends. Each needs the space for defense, while travelers from farther away rely on it to reach the last working clinic.

  10. A Quiet Census — A settlement's count shows more stored blankets than living residents. The missing people may have left secretly or died and risen in the empty houses; announcing the discrepancy risks panic before anyone can check.

Pandemic — living infected, transmission through blood and saliva

  1. The First Fever Log — A pharmacy employee has recorded unusual fevers among regular customers before anyone linked them to the violent outbreak. Officials want the notebook for contact tracing; its entries also reveal private visits that some families beg to keep confidential.

  2. The Blood on the Uniform — A paramedic helped restrain an infected person and later found blood on their sleeve. Their protective clothing may have prevented exposure, but a shelter will not admit the ambulance crew without a credible screening plan.

  3. The Bus Driver's Route — A bus driver remembers picking up a sick passenger on the outbreak's first morning. Three neighborhoods need to know which stops the bus made; tracing the route means entering its depot while frightened employees prepare to burn every vehicle.

  4. The Door Left Ajar — An infected resident has entered a house where two children are hiding upstairs. A relative wants to call to them from outside, but the noise may direct the still-living attacker to their room; the players must coordinate a rescue without guessing who is where.

  5. A Cold Room for the Sick — A clinic has space to isolate several feverish people, but its cooling system will fail without fuel. Another camp needs the same fuel to transport food; the group must decide how to share it and what to tell those still waiting for care.

  6. The Recovering Runner — A traveler insists they recovered from the infection after a high fever. Survivors demand blood for testing, which itself creates an exposure risk; the players must find a safer way to learn what the traveler actually had.

  7. The Empty Highway Clinic — Years later, a roadside clinic still has sealed protective gear behind a locked reception desk. A gang controls the road, and the clinic's former nurse will guide the players there only if they also collect the patient register.

  8. A Harvest Under Watch — A survivor farm loses its only field crew when one worker develops a fever. The crop must be brought in today, but assigning replacements before a credible health assessment could put every worker at risk.

  9. The Raid That Looked Like an Outbreak — A highway gang stages a violent attack to make a nearby camp think the Infected have returned in force. The camp prepares to shoot anyone approaching, including refugees fleeing the gang; the players can expose the ruse before the groups meet.

  10. The Second Isolation Bell — A village bell signals a suspected infection, but someone rings it whenever outsiders arrive. The false alerts keep the village cautious and prevent needed trade; tracing the ringer requires taking the next real report seriously.

It Ends with a Whisper — living possession and reanimated corpses

The book depicts a fictional group of extremists using supernatural possession. These hooks keep responsibility with those characters and do not portray living Vodou traditions or their adherents as inherently threatening.

  1. The Registrar's Stalled Pen — A local registrar begins issuing contradictory shelter passes and pauses strangely before signing each one. Their coworker suspects coercion rather than malice; recovering the correct records could protect residents without branding the registrar an enemy.

  2. The Voice Behind the Door — A friend speaks calmly from inside a locked storeroom, warning that they cannot always control their movements. Opening the door might free them during a lucid interval; leaving them there will deny the shelter access to its food stores.

  3. The Stolen Minutes — A council meeting ends with an order no one remembers voting on. One member has been possessed for brief intervals and begs the players to reconstruct the missing discussion before the order relocates an entire block.

  4. The Undertaker's Apprentice — An apprentice notices that bodies collected for burial are sometimes returned with different identification tags. Their employer is being directed to deliver corpses to an extremist cell; alerting families must be done without exposing the apprentice.

  5. The Eyewitness Window — An extremist appears to know everything visible through the windows of an occupied shelter. A resident under possession may be an unwilling observer; covering the windows would protect the shelter but leave night guards unable to spot undead outside.

  6. The Safe House Oath — Years after the collapse, two communities agree to aid anyone escaping possession. One insists on binding promises that the other regards as humiliating; a person seeking help is waiting at the border while they argue.

  7. A Visit Without Demands — A peaceful spiritual practitioner comes to a struggling village with food and an offer of counsel. Militant survivors accuse them of belonging to the extremist faction solely because of their faith; the players must protect the visitor and investigate the actual threat separately.

  8. The Film with No Faces — A shelter's camera captures a possessed worker preparing a barricade for the undead, but the recording is too dark to identify them. Publishing it could trigger accusations against every night worker; the players need evidence and a plan to free whoever is controlled.

  9. The Door That Wasn't Forced — A small camp is breached without damage to its doors or locks. Survivors suspect one another, while a rescued person recalls being compelled to open a gate and remembers only the sound of a whispered instruction.

  10. The Workshop Accord — A post-apocalypse resistance cell offers machines to a village that has chosen a lower-tech life. The equipment could save a harvest, but accepting it would pull the village into the cell's escalating war; the players must negotiate terms the residents choose freely.

Under the Skin — ancient parasites and sealed shelters

  1. The Builder's Core Sample — A construction worker stores a rock core from the excavation where the first infections appeared. The sample may explain the outbreak, but the worker brought it into an occupied basement before anyone knew it was dangerous.

  2. The Neighbor's Exact Memory — A neighbor recalls a private conversation word for word but has begun to change physically. Their family wants them sheltered, while another resident demands expulsion; the players must act on present behavior and evidence, not the neighbor's appearance alone.

  3. The Sealed Nursery — Staff close a daycare after a host enters the building. One child is locked in a room with working ventilation; breaking the seal could rescue them or expose the rest of the staff if the parasite has already crossed the threshold.

  4. A Limb Beneath the Floor — The players hear movement under a workshop after a violent encounter with a host. The detached tissue is slipping through a service gap toward an occupied house; burning the workshop would stop it but destroy essential supplies.

  5. The River Filter — A village's water filters capture strange living material after upstream contamination. The filters still produce clear water, and the village has no alternate supply; discarding them is not enough unless the players find where the material is collecting.

  6. The Screening Appeal — A prospective shelter resident fails a parasite screen but insists on a second test. The official who could authorize it is missing, and waiting in quarantine may put the resident beside a person whose symptoms are rapidly worsening.

  7. The Shelter's Two Doors — A subterranean shelter has one entrance for people and another for delivered equipment. Survivors prove a shipment bypassed biological screening; tracing who accepted it matters before the supply room opens to the living quarters.

  8. The Surface Testimony — A scout returns from above with evidence that one surface community survived the extermination measures. Shelter officials say nobody could have lived there; revealing the scout's route might lead rescuers to the community—or draw authorities to it.

  9. The Last Furnace Shift — A shelter's furnace is the only reliable way to destroy parasitic remains, but fuel is almost gone. A maintenance worker offers an untested lower-temperature cycle; using it may spare heat for residents while leaving the organism alive.

  10. The Unselected Family — A family refused shelter after one inconclusive test left supplies in a known cache outside. Months later, the cache is being emptied regularly. The players can investigate who survived and whether shelter leaders concealed the original test error.

Notice

These unofficial adventure ideas are offered for anyone who wishes to use or adapt them for their own The End of the World - Zombie Apocalypse campaign.

This is an independent, fan-created collection and is not affiliated with, endorsed, sponsored, or approved by EDGE Studio.

The material is provided freely for personal, noncommercial use, and I receive no money or other compensation from its creation, distribution, or use.

Notice

Currently, these are nothing more than conceived thoughts on exploring the world of The End of the World - Zombie Apocalypse. As I consider them further, they will be expanded with more detail.

Notice

Ten original adventure seeds for each of the five independent scenarios in the book. Set them in the players' town and make the affected people familiar: a neighbor, colleague, family friend, or local official. Each seed gives ordinary survivors an immediate problem and a consequential choice. Scenario labels identify the book's settings; the titles below are newly written.