TEXT: ZONE COMPENDIUM 3:
  Die, Meat-Eaters, Die!
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  PROJECT MANAGER & EDITOR
  Tomas Härenstam
  CO-PUBLISHER
  Chris Birch
  WRITERS
  Tomas Härenstam (Rabbit Kingdom Deeproot),  
  Christian Granath (Blackhand’s Bar), Petter Bengtsson (The Garbage Masters), 
  Anders Blixt (The Island of Doctor Life), Chris Birch (Squirrel Wars)
  COVER ART
  Ola Larsson
  INTERIOR ART
  Reine Rosenberg
  GRAPHIC DESIGN
  Christian Granath
  LAYOUT & PREPRESS
  Dan Algstrand
  TRANSLATION
  Jan Fransson & Tim Persson
  PROOFREADING
  T.R. Knight
  PRINT
  Zenith Media
  ISBN
  978-1-910132-66-1
  © 2016 Cabinet Licensing Inc. MUTANT and related logos, characters, names, and distinctive likenesses thereof are 
  trademarks of Cabinet Licensing Inc. unless otherwise noted. Used with permission. All rights reserved.
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  Zone Compendium 3
  03
  Zone compendium
  Welcome to Zone Compendium 3 for Mutant: Year 
  Zero and Mutant: Genlab Alpha. This booklet con-
  tains extra material for Gamemasters. It builds on 
  the events in Genlab Alpha, so to fully utilize this 
  compendium, you should have access to that book.
  The majority of this booklet is taken up by infor-
  mation concerning five complete Special Zone Sec-
  tors. They follow the same format as the Zone Sec-
  tors that are included in Chapter 7 of Mutant: Year 
  Zero. These adventure locations can be placed in 
  any sector of whatever Zone you are playing in. 
  Note that all of the sectors in this compendium 
  include mutated animals, so they should not be 
  used before the animals have escaped from Para-
  dise Valley (see Mutant: Genlab Alpha).
  Every Special Zone Sector has a map overview, 
  which is available in two versions.
   
  K The GM map has small picture inlays show-
  ing details of specific locations in the sector.
   
  K The player map does not include these inlays, 
  and can be shown to the players when the 
  PCs arrive in the sector. The player maps 
  can be found in the middle of this booklet, 
  and will be available to download from the 
  Modiphius website.
  RABBIT KINGDOM DEEPROOT
  The tribe of mutant rabbits was deeply distrustful of 
  strangers, even in Paradise Valley. You can read more 
  about that in Mutant: Genlab Alpha. This sector tells 
  the story of what happened after the fall of the Genlab 
  and describes the rabbits’ new outpost in the Zone.
  OVERVIEW
  Any Zone traveler approaching the rabbit kingdom 
  Deeproot without knowing it’s there will only see 
  an insignificant hill. On one side of the hill, there 
  is a rusty train track leading into a dark, gaping 
  tunnel entrance.
  There are no ruins on the hill, instead the whole 
  area is covered in low bushes, thick grass and scrap. 
  By now, the visitor has probably already been dis-
  covered by one of the many guard posts, that have 
  been hidden in foxholes dug into the hill.
  Sneaking towards Deeproot is done with a mod-
  ification of −3, because the rabbits know the terrain 
  extremely well and watch every nook and cranny. 
  ONLY FOR GAMEMASTERS!
  The rest of this booklet is for the Game­
  master’s eyes only. If you are a player, 
  reading past this point might spoil the 
  fun for you and for the rest of the group.
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  Rabbit Kingdom Deeproot
  Anyone actively Scouting the hill can discover the 
  foxholes and the long-eared guards hiding there, 
  but that roll has a modification of −3 as well.
  In addition, the area is covered by improvised 
  land mines. Anyone moving around in the area 
  without knowing where the land mines are needs 
  to make a Move roll – failure results in an explo-
  sion with Blast Power 9. The mines are primed with 
  sharp shrapnel and have Weapon Damage 2.
  Visitors who are discovered by the guard posts 
  will soon find themselves surrounded by long-eared 
  warriors, armed to their teeth with blunderbusses 
  and machetes, nervously sniffing the strangers. 
  They are disarmed and brought into a narrow tun-
  nel entrance in the closest foxhole. Mutants of nor-
  mal build have to walk doubled over. Underground, 
  there is a jumble of tunnels and chambers perforat-
  ing the whole hill.
  The prisoners are brought to the cells (see Loca-
  tions below), where they are interrogated and their 
  fate determined (see Events below). Every form of 
  resistance is met with extreme violence. If needed, 
  reinforcements will quickly be sent to the area.
  THE SITUATION
  In Genlab Alpha, the rabbits where among the first 
  species that researchers tried to give advanced 
  intellect and other human qualities. Rabbits repro-
  duced quickly and were easy to handle in the lab.
  The early days of the project were plagued by fail-
  ures. In accordance with the genlab’s tradition (see 
  Mutant: Genlab Alpha), the rabbits and hares in the 
  lab were given the names of famous soccer players. 
  Pelé, the first subject of the experiment, was promis-
  ing, but showed very aggressive tendencies and had 
  to be put down. Guinea pig number two, Ronaldo, 
  suffered from anxiety after realizing the transience 
  of life. Quite a few failures followed these two. When 
  Ruben, an insignificant little rabbit named after the 
  Argentine World Championship hero Rubén Galván, 
  was born under the glaring lights of the lab, nobody 
  had much faith in him. But Ruben soon showed that 
  he was something out of the ordinary.
  Ruben soon proved to have a sharp intellect, 
  impressive fine motor skills and faculty of speech. 
  Ruben’s intellect developed faster than a human 
  child’s, and in short order he was having long 
  conversations with the researchers that created him. 
  The researchers used Ruben’s genes to create more 
  creatures in his image, and in the end there was a 
  whole group of intelligent rabbits walking upright, 
  with a strong sense of unity and defensive instincts. 
  The researchers thought the rabbits were ready to 
  be put in the test area outside of Genlab Alpha, 
  called “Paradise Valley”.
  Ruben, the rabbit mutants’ ancestor and leader, 
  finally fell victim to an ill-tempered landshark, but 
  his name lived on. With time he was regarded more 
  and more as a holy being, a prophet and a moral 
  compass. Good advice on how a rabbit mutant 
  should behave was collected in a list of “Ruben’s 
  Learnings”, despite the fact that it is very unlikely 
  that Ruben himself ever expressed any of them.
  During the fight against the Watchers in Paradise 
  Valley (see Mutant: Genlab Alpha) the mutant rabbits 
  were the most militant and well organized tribe. They 
  also paid the highest price, in the form of attacks 
  from the machines. This resulted in the rabbit tribe 
  becoming even more closely knit, but they developed 
  a deep suspicion toward all outsiders as well.
  After the fall of Genlab Alpha, the rabbit tribe 
  wandered out into the Zone, like all other mutant 
  animals. To protect themselves against the Zone’s 
  many threats they went underground, just like they 
  had in Paradise Valley. Some scouts found a hill 
  pierced by an old railway tunnel, and this became 
  the base of the rabbits’ new home. They named it 
  the Kingdom of New Deeproot, to honor their old 
  home in Paradise Valley. Countless more tunnels 
  and chambers were dug in the hill, which soon 
  became the tribe’s new fortress against the threat-
  ening world around them.
  One day a reconnaissance patrol from Deeproot 
  ran into a group of human mutants. Intense suspicion 
  from both sides triggered a short but bloody battle 
  that ended with the rabbits lying dead on the ground. 
  The mutants were hungry and made the fateful deci-
  sion to cook and eat the rabbit mutants, which they 
  regarded as animals rather than fellow mutants.
  The meal was witnessed by a surviving rabbit, 
  and the event provoked a violent hatred among his 
  kind against all meat-eaters. The rabbits have not 
  learned to tell different groups of mutants apart, 
  and from that day on regard all human mutants 
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  Zone Compendium 3
  Rabbit Kingdom Deeproot
  SHOOTING TRENCH
  PLANTATION
  BARRACKS
  KITCHEN
  BARRACKS
  BARRACKS
  ARMORY
  CELLS
  BARRACKS
  TORTURE  
  CHAMBER
  FOOD  
  STORE
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  Rabbit Kingdom Deeproot
  THE JUSTICE COOKER
  BARRACKS
  INFIRMARY
  BREEDING  
  CHAMBERS
  – and pure strain humans – as their sworn enemies. 
  Minor clashes have already taken place, and the 
  conflict can escalate to an all-out war between 
  mutant and rabbit…
  LOCATIONS
  Deeproot is an underground labyrinth, almost 
  impossible to move around in without getting lost 
  by anyone that doesn’t belong to the Rabbit Tribe.
  The Train Tunnel. Rusty old rails run into a gaping 
  black hole in the mountainside. The light from the 
  sun only reaches a few yards inside, then it becomes 
  pitch black. About 50 yards from the entrance, the 
  rabbits have built a bulwark from scrap (Armor Rat-
  ing 5), that is always manned by at least two guards.
  Roughly a hundred yards further on, the train 
  tunnel splits into two branches. The rail fork forms 
  a larger open space, where the rabbits hold meet-
  ings and public executions. Beyond the War Room 
  and the Learnchamber (below) the two tunnels con-
  tinue into the depths – one of them ends in an earth 
  fall, and the other in black water.
  Tunnel Openings. There are five additional smaller 
  tunnel openings in the hill, dug by rabbits. Every 
  opening is defended by a shooting trench (armor 
  rating 6), and is camouflaged with branches. Any-
  one Scouting the area needs to succeed in a roll 
  with a −3 modification to see the hidden trenches.
  The Tunnels in Deeproot were dug by the rabbits, 
  the train tunnel outside of the War Room (below) 
  being the exception. They are so narrow that it is 
  not possible to walk side by side. Neither is it pos-
  sible to Fight or Shoot past someone to attack a 
  target further down a tunnel. The tunnels are faintly 
  lit with electric light bulbs, connected to the gen-
  erator by the War Room.
  Barracks. These larger spaces house Deeproot’s 
  guards and soldiers, during the precious few hours 
  when they are not on duty. They all sleep on straw 
  or grass on the floor, on numbered spots. Typi-
  cally, there are 2D6 sleeping rabbits in every bar-
  rack room.
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  Zone Compendium 3
  Armory. This cave contains Deeproot’s supply of 
  weapons. Here, there are D66 blunderbusses with 
  D6 charges each, D66 machetes, D66 spears and 
  D66 improvised helmets (Armor Rating 3). There 
  are always D6 guards by the armory.
  Infirmary. In this stinking hole, wounded rabbits 
  are cared for. Normally there are 2D6 patients 
  lying on simple bunks here (all of them critically 
  injured), and one or two Healers are present as 
  well. There are some scrap metal knives for surgi-
  cal operations lying about, and D6 rations of booze 
  to alleviate pain.
  Breeding Chamber. This large room holds Dee-
  proot’s future. It’s full of baby rabbits of all sizes, 
  and pregnant females. There are also two separate 
  chambers for actual fertilization. Carefully selected 
  males and females are allowed to mate under con-
  trolled conditions. All other forms of intimacy are 
  strictly forbidden.
  Plantation. This large hall contains the rabbit 
  tribe’s most well-kept secret. Using the generator 
  and special light bulbs that emit a pale white light, 
  the rabbits of Deeproot have managed to cultivate 
  rotbeets and Zone turnips underground, without 
  the use of daylight. The harvests from here aren’t 
  enough to feed all of Deeproot though, they still 
  have to gathered plants from the Zone.
  Food Store. The rabbits’ food is stored in these 
  chilly caves – both Zone turnips and rotbeets, as 
  well as various plants gathered from the Zone. In 
  total there are D666 rations of food here.
  Kitchen & Distillery. This chamber is dominated 
  by a huge copper pot. In it, a simple but nutritious 
  vegetable casserole that is the rabbits’ staple diet 
  is continuously simmering. In one corner stands 
  an impressive gadget with pipes and glass bottles 
  – this is the rabbits’ still. It produces D6 doses of 
  booze per hour, as long as it is fed by twice the 
  amount of food rations. The booze is used both as 
  fuel for the generator (below) and to lessen the pain 
  for patients in the infirmary.
  Cells. These cramped caverns are different from 
  others in Deeproot, because they actually have 
  doors. When locked, a Force roll with −3 is required 
  to pry a door open. There is always at least one 
  guard in the tunnel outside of the cells. The rab-
  bits’ prisoners are held here, before being brought 
  to the torture chamber or the place of execution. 
  Most often prisoners aren’t allowed to get any food, 
  water or sleep.
  Torture Chamber. In this cave there is nothing 
  but an old, shabby table with two chairs next to it. 
  This is where the rabbits’ prisoners are brought 
  for interrogation. The torture masters, so called 
  “Askmasters”, have high scores in Sense Emotion 
  and Dominate, and don’t think twice about using 
  violent methods to force the truth out of their 
  victims.
  A simple but effective method is to “water” the 
  prisoner. The victim is forced to lie on his back with 
  his head below his feet. A piece of cloth is pulled 
  over the prisoner’s nose and mouth, and water is 
  poured over his face, which evokes the sensation of 
  drowning. People who get “watered” suffer 1 point 
  of doubt, and have to make a roll for Endure with a 
  modification of −1. Failure means the victim breaks 
  and has to answer all of the Askmaster’s questions 
  truthfully. It is possible to water the same victim 
  multiple times.
  Place of Execution. In the old train tunnel, at the 
  place where two tracks join, there is an enormous 
  copper cauldron hanging over a fireplace, with a 
  wooden staircase next to it. This is where prisoners 
  are brought to be executed in the so called “Justice 
  Cooker”. With hands and feet bound, the prisoner 
  is dragged up the stairs and thrown living into the 
  boiling water of the cauldron. It’s an excruciatingly 
  painful, but quick, death. As a rule, executions hap-
  pen with all of Deeproot watching. It is a way of 
  strengthening the morale and unity of the tribe.
  War Room. There are two old train cars in the tun-
  nels. One of these serve as the tribe’s innermost 
  command center, the so called War Room. The old 
  dining car has been remodeled into a command 
  center, where general Rootus assembles his highest 
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  Rabbit Kingdom Deeproot
  officers to make strategic decisions in the contin-
  ued war against the meat-eaters.
  The space has a number of tables, covered in 
  maps with arrows that show planned offensives. 
  General Rootus’s personal chambers are in an 
  adjoining compartment, a small room adorned with 
  old paintings and trophies from the many enemies 
  that he has killed.
  Generator. Right outside of the War Room stands 
  a large and rusty old machine, a generator that pro-
  vides Deeproot with electric power. The generator 
  can run on booze or rabbit power. Right beside it 
  there is a running wheel that mutants of short build 
  can use to generate the necessary power.
  Well. In the tunnel outside the War Room, the rab-
  bits have dug a simple well, containing a bucket 
  tied to a rope. D6 rations of rot-free water can 
  typically be pulled from the well, after that it takes 
  D6 minutes before more water is available. In bot-
  tles and cans next to the well are D66 rations of 
  water. The well is always watched by at least one 
  guard.
  Learnchamber. The other train car in Deeproot is 
  an old freight car that now serves as the “Learn-
  chamber”, where the foremost Knowmasters and 
  promising Learners research old artifacts and 
  develop new technologies – most often aimed at 
  maximum destructive power.
  The room is jam packed with scrap and half-
  finished gadgets. Among the jumble are D6 ran-
  dom artifacts, as well as D6 blunderbusses and D6 
  explosive charges primed with scrap metal (Blast 
  Power 9, Weapon Damage 2). This is where you 
  normally find Knowmaster Beetus (below), along 
  with D6 other Knowmasters and Learners.
  DEEPROOT CENTER
  1. The Justice Cooker
  2. Well
  3. War Room
  4. General Rootus’ Compartment
  5. Breeding Chamber
  6. Learnchamber
  7. Running Wheel
  8. Generator
   1 × 1 yards
  1
  2
  3
  4
  5
  6
  7
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  Zone Compendium 3
  INHABITANTS
  The rabbit tribe is a completely militarized society. 
  Individual freedom and property are unknown con-
  cepts – all rabbits live and die for the collective, for the 
  struggle against the murderous meat-eaters outside. 
  Most rabbits don’t even have a name, instead they 
  are distinguished by their assignment and a num-
  ber – such as “Guard 314, “Worker 294”, or “Student 
  55”. To get your own name is the highest of honors.
  The rabbits’ technical knowledge is superior to 
  most other groups in the Zone. The smartest rabbits 
  are selected as students – called “Learners” – at an 
  early age. The teachers are called “Knowmasters”. 
  It is their job to pass on the knowledge of the rab-
  bits to the next generation.
  The rabbit tribe discovered the secret of gun-
  powder during their time in Paradise Valley, and 
  have brought that knowledge with them to the Zone. 
  Their “blunderbusses” (see below) are superior to 
  most other scrap weapons, even though they are 
  not as effective as ancient firearms. Yet. The rabbits 
  use gunpowder in their deadly land mines as well, 
  and those can be found everywhere around Deep-
  root. Another exceptional technical achievement 
  is that the rabbits have succeeded in constructing 
  small scale plantations underground, where they 
  grow vegetables.
  All in all, there are over 500 rabbits in Deeproot, 
  and their numbers are increasing rapidly. If nothing 
  is done, the rabbit tribe will be the largest faction in 
  the Zone before long. At the top of the tribe are the 
  “Overleaders”, a committee of older rabbits lead by 
  the legendary but aging General Rootus.
  Typical Rabbit Guard: Deeproot’s guards are disci-
  plined and extremely devoted to their tribe. Because 
  of the ongoing state of war, they are always on edge, 
  and many of them suffer from war psychosis. They 
  hate meat-eaters and have a hard time not resorting 
  to violence when they see such a creature.
  Rank: 4
  Attributes: Strength 3, Agility 4, Wits 2, Empathy 2.
  Skills: Fight 1, Sneak 2, Shoot 3.
  Animal Powers: Burrower, Small.
  Gear: Blunderbuss, scrap spear, improvised helmet (Armor 
  Rating 3).
  General Rootus. This scarred leader has led his 
  tribe from the captivity in Paradise Valley to the 
  freedom in the Zone. That their new home is char-
  acterized as much by fighting as the old one was, is 
  a source of grief for Rootus, who sits in his cham-
  ber drowning his sorrows in root booze. Outwardly 
  he shows nothing but a willingness to fight, but 
  the embers have cooled in the old rabbit, and he 
  rarely appears in public. Instead, the upstart Rubbit 
  (below) has taken his role as war leader.
  Rank: 11
  Attributes: Strength 4, Agility 4, Wits 2, Instinct 4.
  Skills: Measure Enemy 5, Fight 4, Sneak 2, Shoot 4, 
   Dominate 4.
  Animal Powers: Fast Reflexes, Herbivore.
  Gear: Serrated sabre (machete).
  Artifacts: Automatic pistol (gear bonus +2, weapon damage 
  +2, light weapon), seven bullets.
  Knowmaster Beetus is the leader or all the Know-
  masters of the tribe. She is dressed in patched tail 
  coat, wears dark sunglasses and speaks in a hoarse 
  voice. Beetus is the one responsible for the rediscov-
  ery of gunpowder, and she is hard of hearing as a 
  result of extensive experimentation. She is slightly 
  unhinged, but very interested in the Old Age and 
  views the Zone as the promised land.
  Rank: 10
  Attributes: Strength 2, Agility 2, Wits 5, Instinct 2.
  Skills: Scavenge 4, Jury-Rig 4, Move 2, Know the Zone 2, 
  Sense Emotion 3, Dominate 3.
  Animal Powers: Sixth Sense, Herbivore.
  Gear: Tailcoat.
  Artifacts: Laser pistol, sunglasses (gear bonus +2 to 
  Dominate).
  Rubbit, Upstart Warrior. This rabbit won fame 
  and glory when he led a patrol deep into the Zone 
  to secure a forward base. During the mission, he 
  killed two meat-eaters and took a third prisoner. His 
  reward was to pick his own name, and he chose 
  Rubbit to honor the rabbit mutants’ ancestor Ruben. 
  Rubbit has become a legend among the rabbits, a 
  guiding star in the struggle against the meat-eaters. 
  It’s rumored that the Overleaders aren’t happy with 
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  Rabbit Kingdom Deeproot
  Rubbit’s popularity. It is not appropriate to put one 
  rabbit in front of the collective.
  Rank: 9
  Attributes: Strength 3, Agility 5, Wits 3, Empathy 2.
  Skills: Measure Enemy 5, Fight 4, Sneak 4, Shoot 5, 
   Dominate 4.
  Animal Powers: Fast Reflexes, Small.
  Gear: Spiked bat.
  Artifacts: Shotgun, seven cartridges.
  EVENTS
  Below are a number of events involving the rabbits 
  of Deeproot that you can use in your campaign.
   
  K The PCs run in to a rabbit patrol out in the 
  Zone (Rubbit might even be part of the 
  patrol). The risk for violence is imminent, if 
  the PCs don’t play their cards right. The worst 
  case scenario is that the event triggers a 
  larger conflict between Deeproot and the PCs’ 
  settlement.
   
  K The rabbits from Deeproot are becoming a 
  larger and larger threat to other groups in the 
  Zone, and someone asks the PCs to scout out 
  their headquarters. There is a very high risk 
  that the PCs will be taken prisoner.
   
  K An NPC that the PCs know is taken prisoner 
  by the rabbits, and the PCs stage a rescue 
  action. They must infiltrate Deeproot or nego-
  tiate with the rabbits.
   
  K A boss has gotten word that the rabbits can 
  manufacture gunpowder, and sends the PCs 
  to negotiate an alliance. If the PCs play their 
  cards right, they might get to present their 
  case to General Rootus. To prove that they 
  are serious, Rootus will give the PCs a hor-
  rible task – some guards drag a captured 
  enemy from another faction into the hall and 
  request that the PCs lower the prisoner into 
  the Justice Cooker. If they hesitate, they will 
  be cast in chains.
   
  K The PCs become prisoners of the rabbits 
  somehow. They are disarmed and brought to 
  separate cells. They are interrogated and tor-
  tured to reveal everything about their settle-
  ment and its military capacity. Rubbit, Beetus 
  or even General Rootus might be one of the 
  interrogators. If nobody comes to their rescue, 
  the PCs really have to be careful – and make 
  multiple dice rolls for Manipulate or Domi-
  nate – not to end up in the Justice Cooker.
  THE RABBITS’ BLUNDERBUSSES
  The rabbits’ home­made firearms nor­
  mally have Gear Bonus +2 and Weapon 
  Damage 2. Pistols have short range and 
  rifles have long range. Just like normal 
  scrap weapons, blunderbusses have to be 
  loaded with powder and shrapnel between 
  every shot, which takes one maneuver. 
  Rabbits with the talent Weapon Maker 
  can build blunderbusses.
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  Zone Compendium 3
  BLACKHAND’S BAR
  Deep in the Zone, situated by an Old Age highway, 
  lies Blackhand’s Bar. Unlike many other places in 
  wasteland, travelers will find Blackhand’s Bar a hos-
  pitable refuge where they can relax, eat and rest up. 
  For fear of losing this oasis, so far spared by both 
  the Rot and other dangers, zonefarers who know of 
  the Bar are wary to tell others where it is located.
  Blackhand’s Bar is not only a haven for the bold 
  wanderers of the Zone. It is also known as the base 
  of the Zone Riders – the mounted messengers and 
  problem solvers who rapidly have grown into a 
  force to be reckoned with in the Zone.
  OVERVIEW
  Blackhand’s Bar is located in one of the Ancients’ 
  curious constructions. Its position by an Old Age 
  highway has made it a natural meeting place for 
  zonefarers. There has been much speculation as 
  to the original purpose of the building, but most 
  Chroniclers agree that the Ancients met here to 
  tinker with their rides.
  At the foot of a low, scrubby hill are two well 
  preserved flat-roofed buildings, emanating a warm, 
  inviting light. The low hum of music and voices 
  murmuring is interrupted now and then by a howl of 
  some unknown beast. A barricade of stacked rusted 
  car wrecks gives the place some protection from 
  incoming attacks and other dangers, with a few gaps 
  in it offering easy access to the main building.
  Anyone who comes near gets to make a Scout 
  roll (not opposed). Success means the PC will 
  immediately feel like he’s being watched. In spite 
  of this, and of the monstrous howling, the place 
  feels inviting. The wonderful aroma of grilled food 
  drifts from the main house.
  THE SITUATION
  After the Animals’ rebellion against the Watchers 
  (see Mutant: Genlab Alpha), the bear Truffaut 21 
  (Wildpaw) escaped Paradise Valley together with a 
  group of bold animals to create a new settlement. 
  Their goal was to create a peaceful community in the 
  likeness of what they had seen in the photographs 
  from the Old Age. After a long and difficult march, 
  Truffaut reached the Zone. However, the first contact 
  BLACKHAND’S BAR
  TRUFFAUT’S HEADQUARTERS
  PRIVATE SUITES
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  Blackhand's Bar
  BITTERBEAST PEN
  VOLE’S STORE
  BARRICADE
  LOOKOUT
  PRIVY
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  Zone Compendium 3
  with its mutant inhabitants, ended in bloodshed. For 
  a time, Truffaut despaired, but found new hope when 
  she met the four-armed mutant Blackhand.
  Blackhand, after having been cast out of his Ark, 
  had spent months wandering the Zone, learning to 
  survive on his own. He invited Truffaut and her fol-
  lowers to his den in an Old Age gas station, where 
  they started making plans for the future. By having 
  couriers travel between the settlements cropping up, 
  their goal was to gather information and knowledge 
  in order to unite the factions of the Zone.
  At first, their plan worked poorly. Several of 
  the couriers sent out by Truffaut were killed or 
  badly wounded by the Zone’s many monsters and 
  deadly phenomena. But in time, the couriers man-
  aged to map a few less dangerous routes through 
  the Zone. An aged turtle named Morrison 31 pre-
  sented the idea of trying to domesticate some of 
  the Zone’s more docile monsters and turning them 
  into mounts. The gas station has today become a 
  meeting place for zonefarers and the headquarters 
  of the increasingly renowned Zone Riders.
  Morrison 31 breeds bitterbeasts that are used 
  as mounts by the Zone Riders. From the inside of 
  an old tanker truck, Truffaut covertly directs the 
  growing organization. In her old notebook, she 
  collects the Riders’ observations from all corners 
  of the Zone. Some Arks and settlements have insti-
  tuted so-called courier stations – places for the Zone 
  Riders to rest and switch mounts. With increasing 
  speed and surety, the Zone Riders are mapping out 
  the riches and dangers of the Zone, stirring mur-
  murs of discontent among some of the Zone’s lesser 
  lords, bosses and chiefs. Some think that the Rid-
  ers are becoming too powerful, and that the time 
  is coming when their secret leader must be sought 
  out and silenced, for good…
  LOCATIONS
  Together, Truffaut and Blackhand have turned the 
  old gas station into a watering hole for the Zone 
  Riders and other wanderers in the Zone.
  Barricade. A barricade of rusty car wrecks from the 
  Old Age are stacked together as shelter from the 
  dangers of the Zone. It is built to provide protec-
  tion against monsters and smaller bands of enemies 
  only. Against a full-scale assault, trust and hope is 
  placed in the combat skills of the Zone Riders and 
  the scrap cannon Medusa.
  Lookout. Behind the Bar lies a low, overgrown hill. 
  It is covered with sharp thorns and Acid Grass (see 
  page 176 of Mutant: Year Zero). The terrain makes 
  ascending to the top of the hill almost impossible 
  for those who don’t know the secret paths. Perched 
  at the top, there is always a watching Zone Rider, 
  equipped with a scrap rifle and binoculars (artifact).
  Bitterbeast Pen. Underneath an old overpass is 
  where the aged turtle Morrison tends to the Zone 
  Riders’ bitterbeasts in sturdy pound. Morrison is 
  reluctant to let strangers in among the beasts.
  The Bar. The main building of the gas station has 
  been repurposed into a bar and headquarters for 
  the Zone Riders. Visitors are greeted by a decayed, 
  plastic dummy outside the door. A sign informs 
  them that they have arrived at Blackhand’s Bar. The 
  room within is filled with the smell of cooking and 
  scattered across it are a few metal and plastic tables. 
  The walls display mounted skulls of Zone monsters 
  along with broken artifacts and scrap. Crisscrossing 
  PRICES IN BLACKHAND’S BAR
  DISH/SERVICE
  COST
  DESCRIPTION
  Deep-Fried Waddler
  3
  Fine dining for the true 
  connoisseur
  Roast Saddle of 
  Shambletusk
  2
  Proper chow for starving 
  zonefarers
  Fried Bitterbeast Egg
  ½
  Made from the eggs unfit 
  for breeding
  Scrap Crow Gumbo
  ½
  Chewy but filling
  Deep-Fried Zone Leeches
  1
  Boiled Mud Monk
  1
  Meaty, mud-tasting fish
  Glass of Water
  ½
  Glass of Booze
  ½
  Glass of Juice
  1
  Bottle of Booze
  4
  Juice Grog
  2
  Dormitory Bed
  1/night
  Private Lodgings
  4/night Room for 2–3 people
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  Blackhand's Bar
  the ceiling are bands of colorful lights. The lights, 
  combined with the music from an old cassette 
  player (artifact), lends the Bar a cozy atmosphere.
  By one of the walls is a long counter, behind 
  which the four-armed mutant Blackhand usually 
  stands. Assorted cold beverages are stored in an 
  ancient fridge, and a range of delicacies are pre-
  pared in the old deep-fryer to be traded for bullets, 
  scrap or artifacts.
  Kitchen. Through a door behind the counter one 
  reaches the kitchen. Dominating the room is a big 
  trough Blackhand calls the “juice mixer”. Using 
  herbs and plants from the Zone, Blackhand tries 
  (with mixed success) to flavor booze distilled from 
  the big still in the corner. Another corner is occu-
  pied by the settlement’s generator (artifact), fueled 
  by droppings from the bitterbeasts. Here is also a 
  stockpile of grub and water.
  Zone Riders’ Quarters. In the back of the build-
  ing, there are two rooms, each containing four bunk 
  beds. The rooms are austere and apart from the beds 
  contain only a table with four chairs and a plastic 
  can of Rot-free water. The Zone Riders have no set 
  rooms or beds; they simply choose a bed that is free.
  Dormitory. At the cost of one bullet, a zonefarer 
  can spend the night in the dormitory. The room is 
  completely bare, and the guest simply chooses any 
  vacant spot on the floor for his bedroll.
  Scrap Cannon. Through an opening in the ceiling, 
  there is a ladder leading to the roof of the station. 
  There, the scrap cannon Medusa is mounted. It is a 
  mighty contraption, assembled by the rodent Vole. 
  The cannon rotates and is protected by a sheet of 
  steel (Armor Rating 6). Medusa’s well-made sights 
  give a +2 Gear Bonus.
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  Zone Compendium 3
  Blackhand’s Quarters. A spacious and homey 
  room, its walls covered in Old Age posters. By one 
  of the walls, there is an old water bed. Atop a dresser 
  sits an old TV with a built-in videocassette recorder 
  and some ten tapes. Titles like Rambo III, Sudden 
  Impact and Back to the Future serve to pass time 
  on the rare occasion of Blackhand having some free 
  time. On a desk lies a stack of well-thumbed cook-
  books and drink manuals, and in the desk drawer 
  there is a box of cigarettes and a lighter (artifacts).
  Private Suites. In the yard below the tanker truck 
  are four Old Time cargo trailers. These serve as 
  sleeping quarters for visitors seeking to spend the 
  night in some privacy. The trailer closest to the 
  main building has for some time been reserved by 
  Hark (see Inhabitants below)
  Vole’s Store. The old car wash is now harboring the 
  vole Vole’s business. In a large room full of gadgets 
  and gizmos (most of them useless junk), Vole bar-
  ters with zonefarers visiting the bar. With luck, one 
  can actually find some half-broken artifact. Vole’s 
  store offers most of the items listed on pages 260–
  261 in Mutant: Year Zero. The rodent can also Jury-
  Rig broken objects – provided sufficient payment. 
  Vole holds on tight to actual artifacts. These are 
  kept in his den in the engine room of the car wash, 
  which is reached through a bolted door.
  Truffaut’s Headquarters. Stairs through an open-
  ing in the back of the old trailer lead to Truffaut’s 
  office. Just inside the door, there is an old sofa. 
  Hanging from the ceiling is a row of lanterns, that 
  barely manage to illuminate the room. The walls are 
  covered by maps and sketches of different places 
  and creatures from the Zone. In the back of the 
  room room rests a large wooden desk, covered in 
  stacks of papers and books. A small cabinet con-
  tains a few bottles with murky contents.
  A round opening behind the desk connects the 
  office to Truffaut’s bedroom. The entire floor is pad-
  ded and covered in colorful blankets from the Old 
  Age. The back wall displays a beautiful painting of an 
  alpine landscape (artifact). There is also a big stack 
  of comics about a small, but strong bear (artifact).
  The old tanker truck is fully operational and can 
  be driven away without problem – keys are needed 
  to start the engine though. The engine can be hot-
  wired with a successful Jury-Rig roll.
  INHABITANTS
  There are typically 5–10 guests at Blackhand’s Bar 
  and as many Zone Riders in the settlement. The 
  Riders take turns manning the lookout.
  BLACKHAND’S BAR  
  – MAIN BUILDING
  1. Bar
  2. Kitchen
  3. Ladder to Scrap Cannon
  4. Dormitory
  5. Zone Riders’ Quarters
  6. Blackhand’s Quarters
   1 × 1 yards
  2
  3
  6
  4
  5
  5
  1
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  Blackhand's Bar
  Typical Zone Rider. A Zone Rider can be recruited 
  from any of the factions of the Zone. They can be 
  mutants or any animal type. Most Zone Riders have 
  the specialist skill Find the Path, or in some cases 
  other specialist skills such as Hunt or Sic a Dog. 
  Zone Riders tend to be taciturn and sometimes bor-
  dering on rude. They generally keep to themselves 
  in crowded places.
  Attributes: Strength 2, Agility 5, Wits 3, Empathy/Instinct 2.
  Skills: Find the Path 4, Know the Zone 2, Endure 2, Fight 1, 
  Sneak 2, Shoot 3.
  Abilities: One random mutation or two animal powers.
  Talents: Zone Rider.
  Gear: Scrap rifle, scrap spear, D6 bullets, bitterbeast mount.
  Truffaut. Since her arrival in the Zone, this big bear 
  has fought desperately to create order among the 
  remnants of the animal tribes that escaped Para-
  dise Valley. At the same time, she must handle the 
  mutants already settled in the Zone. Truffaut nour-
  ishes her uncle’s vision of animals living in peace 
  and harmony without chains or bars. As leader 
  of the Zone Riders, she appears determined and 
  just, but when alone she is torn between hope and 
  despair. She feels an increasing longing for the dark 
  forests and roaring rapids back in Paradise Valley. 
  Truffaut seldom visits the bar.
  Attributes: Strength 5, Agility 3, Wits 2, Instinct 4.
  Skills: Measure Enemy 4, Fight 5, Force 4, Sneak 2, Move 3, 
  Shoot 3, Dominate 4, Know the Zone 1.
  Animal powers: Huge, Predator.
  Gear: Spiked bat.
  Artifacts: Laser pistol, map of the Zone, keys to the tanker 
  truck, 8 bullets.
  Blackhand. The four-armed mutant used to be a 
  Fixer in his Ark. After a disagreement with one of 
  the bosses, he was cast out. Against all odds, he 
  managed to survive on his own in the Zone. Today, 
  he is an accomplished entrepreneur and partner to 
  Truffaut. His past has made him reluctant to letting 
  people close, and in a tight spot he will put himself 
  first. Deep down, Blackhand thirsts for company 
  and he can sometimes invite special guests into 
  his quarters for private movie screenings. Should 
  any of the PCs break through his tough facade, they 
  will find a loyal friend.
  Attributes: Strength 2, Agility 2, Wits 4, Empathy 5.
  Skills: Make a Deal 4, Fight 3, Move 3, Shoot 1, 
   Manipulate 4, Know the Zone 5.
  Skills: Fight 1, Sneak 2, Shoot 3.
  Mutations: Four-Armed, Rot-Eater.
  Artifacts: Chainsaw.
  Vole. After a life as a scavenger in Paradise Valley, 
  the Zone turned out to be a virtual gold mine for 
  this rodent. Unlike many other animals in the Zone, 
  Vole thrives better than ever in his store by Black-
  hand’s Bar. Better access to scraps and tools has 
  also allowed him to develop a talent for tinkering 
  with scrap from the Old Age. Vole is greedy, sly and 
  mean, but loyal to the death to Truffaut.
  Attributes: Strength 2, Agility 2, Wits 5, Instinct 2.
  Skills: Scavenge 3, Comprehend 4, Jury-rig 3, Scout 2, 
  Move 3, Shoot 2.
  Animal powers: Burrower, Predator.
  Artifacts: Shotgun, sunglasses, gas can, 9 bullets.
  Hark. How the feeble mutant Hark survived on his 
  own in Zone before reaching Blackhand’s Bar some 
  months ago has been the subject of much debate. 
  The short, reserved man possess few of the attrib-
  utes necessary for survival. The truth is that Hark 
  belongs to a secret organization called the Iron Cir-
  cle. From their hidden lair in the Hotel Imperator, 
  they plot to seize power over the Zone and enslave 
  its population (read more about the Hotel Impera-
  tor in a future Zone Compendium). Hark has been 
  sent by the leaders of the organization to infiltrate 
  Blackhand’s Bar and through it access information 
  on all factions of the Zone.
  Attributes: Strength 2, Agility 3, Wits 5, Empathy 5.
  Skills: Make a Deal 2, Move 4, Scout 3, Shoot 1, 
   Manipulate 5, Know the Zone 3.
  Mutations: Mind Terror, Pathokinesis, Regenerate.
  Artifacts: Perfume bottle, poison capsule (to commit suicide if 
  he gets pressured).
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  Zone Compendium 3
  Zmolk. The impressive reindeer Zmolk is the most 
  famous Zone Rider of all. On her enormous Bitter-
  beast, she has traversed the Zone more times than 
  anyone else. It is rumored that she tamed her beast 
  through close combat using only her fists. A bald 
  spot on the right side of her snout testifies to the 
  potency of the beast’s acid spit.
  Attributes: Strength 4, Agility 5, Wits 3, Instinct 2.
  Skills: Hunt 4, Find a Path 5, Fight 3, Force 4, Sneak 4, Move 
  3, Scout 4, Sic a Dig 5, Shoot 4, Know the Zone 4.
  Animal Power: Antlers.
  Mutation: Tracker.
  Gear: Scrap knife, scrap rifle (Gear Bonus +2), 7 bullets, the 
  Bitterbeast mount (Strength 7).
  Artifacts: Map of the Zone.
  ARTIFACTS
  Blackhand’s Bar harbors plenty of artifacts, but save 
  for through peaceful bartering, or possibly theft, the 
  PCs will find them difficult to acquire. If they are in 
  luck, Vole might have some real gems in his posses-
  sion. Blackhand’s kitchen is well-stocked with grub 
  and water – at least D66 rations of each.
  EVENTS
  Blackhand’s Bar is designed to be the classic adven-
  turing hub. It is a place full of rumors, where the 
  PCs can find missions to take them to other thrilling 
  locations in the Zone. As GM, you can also intro-
  duce the PCs to NPCs from other Special Zone Sec-
  tors. They can encounter members of the Nova Cult, 
  people from other Arks, or traders from the Rust 
  Castle. The only ones not welcome near the bar are 
  Helldrivers. Presented below are a few examples of 
  events in the Zone sector:
   
  K One dark night, the PCs spot Hark sneak-
  ing out of Truffaut’s den. The bear herself is 
  not there. If they confront him, he will deny 
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  Player Maps
  PLAYER MAP 1: BLACKHAND’S BAR
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  Zone Compendium 3
  PLAYER MAP 2: THE GARBAGE MASTERS
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  Player Maps
  PLAYER MAP 3: THE ISLAND OF DOCTOR LIFE
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  Zone Compendium 3
  PLAYER MAP 4: SQUIRREL WARS
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  The Garbage Masters
  having entered Truffaut’s quarters. Should 
  the PCs threaten him, he will defend him-
  self using his mutations. Blackhand will trust 
  Hark so long as there is no clear evidence of 
  his guilt. Hark will under no circumstances 
  reveal the identity of his secret employers, 
  and if pressured he will swallow the poison 
  capsule.
   
  K An assassin arrives at the bar on a mis-
  sion to kill the Zone Riders’ leader. The 
  killer could be sent by one of the bosses in 
  another Ark, or by the leader of some other 
  faction in the Zone. The assassin will try 
  to scout the surroundings, waiting for the 
  best possible opportunity to strike. Will the 
  PCs discover the murderous plot before the 
  attack? Perhaps the assassin will behave 
  suspiciously or in other ways draw the PCs 
  attention.
   
  K The Zone Rider Zmolk has disappeared. 
  Blackhand sent her on a dangerous mis-
  sion to one of the other Special Zone Sec-
  tors. The rest of the Zone Riders are either 
  wounded or on missions of their own, 
  prompting Blackhand to beg the help of the 
  PCs to search for Zmolk and find out what 
  has happened to her. Should they succeed 
  in finding the lost Rider, they will receive 
  Blackhand’s eternal gratitude.
   
  K Helldrivers, or people from an Ark (possi-
  bly the PCs’) lay siege to the Bar in search 
  of grub and artifacts. Truffaut emerges from 
  her truck and organizes the defenses with 
  a steady hand. The PCs can help with the 
  defense plans and engage in the upcoming 
  battle.
   
  K If the PCs have proven themselves depend-
  able in one or more of the events above, they 
  will be called to Truffaut’s den. She has a 
  mission for them. Perhaps they are going 
  to establish contact with another clan (per-
  haps the New Kingdom of Deeproot), or she 
  might need them to set up a courier station 
  in some remote location. If they return suc-
  cessfully, they will have earned Truffaut’s 
  trust and will keep receiving missions fur-
  thering peace in the Zone.
  THE GARBAGE MASTERS
  Somewhere in the Zone, there is an enormous moun-
  tain of old garbage. A trade-oriented tribe of toads 
  live there. The garbage mountain, which is full of 
  scrap and artifacts, also attracts dwellers from other 
  parts of the Zone. The PCs might hear rumors of the 
  toad tribe – or they might be attracted to the area after 
  seeing the tall mountain of garbage from a distance.
  OVERVIEW
  The garbage mountain is large enough to be seen 
  from a distance. The main part of the zone sector 
  is covered with large piles of ancient refuse. A pun-
  gent stench is evident in the whole area; some days 
  the stench of old garbage can be noticed from many 
  miles away. It’s obvious that the garbage moun-
  tain affects the surroundings – all water sources 
  are cloudy and shimmer in unnatural colors. There 
  are very few plants visible.
  The piles of garbage vary a lot in height. In the 
  outskirts, the piles are rarely over a few yards in 
  height, but towards the center they can be as high 
  as 30 yards. There is still some evidence that the 
  garbage was once sorted systematically; the south-
  ern parts of the garbage mountain are mainly made 
  up of soft, ground down material, while the north-
  ern parts have piles of harder material and metal. 
  Through the centuries many different creatures 
  have dug their way through the garbage mountain, 
  which is now full of cavities and passages.
  In the middle, where the stench is particularly 
  palpable, there is a large crater-like depression. It’s 
  there, protected by high piles of garbage, that the 
  toad tribe has created its own territory. They live 
  in three overthrown assembled wooden houses and 
  two hovels, both built from garbage. Around the 
  five buildings lie great piles of unsorted garbage, 
  that the toads are busy looking through. When they 
  are not busy looking for valuables, they rest in the 
  houses or bathe in a small, cloudy mud pool. Next 
  to the mud pool sits a rusty old bulldozer.
  Some other wild animals can be seen prowling 
  around on the garbage mountain. The most com-
  mon are Zone rats, scrap crows, and Zone dogs, 
  which are happy to rummage through the garbage 
  in an effort to find something edible.
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  Zone Compendium 3
  The Garbage Masters
  SCRAP CROWS
  BULLDOZER
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  The Garbage Masters
  THE SITUATION
  A group of mutated toads who had escaped from 
  Genlab Alpha wandered for weeks before finding the 
  garbage mountain, a great place for shelter from the 
  terrors of the Zone. It didn’t take long for the toads 
  to find several well preserved artifacts among the 
  refuse, and thus they decided to stay. After a while 
  they got to know other Zone dwellers. Some of them 
  were interested in bartering. By using their finds 
  from the garbage heap the toads could trade for 
  grub, water and other stuff they needed. In the last 
  couple of months, a minor trading post has grown 
  up around the houses and hovels at the center of the 
  garbage mountain. PCs can meet most of the inhab-
  itants from the Zone in and around the trading post.
  As time goes by, more people hear rumors of the 
  riches that can be found at the garbage mountain. 
  Will the PCs manage to get a share of the stinking 
  but valuable pie, or will others beat them to it?
  INHABITANTS
  The toad tribe consists of roughly 30 mutant toads 
  and one turtle (tribe elder Skoda, see below). Most 
  of the tribe members still walk around in the worn 
  orange coveralls that they wore before they left Gen-
  lab Alpha. The time they’ve spent here has made 
  them all stink of garbage. None of the tribe members 
  are very violent, but everyone still carries a simple 
  weapon like a scrap spear, scrap knife or a machete. 
  The animal powers Amphibian and Jumper are the 
  most common ones. Almost all of them are Scaven-
  gers. If they’re not part of one of the small groups 
  that are out digging on the garbage mountain, most 
  animal mutants of the tribe can be found somewhere 
  in or around the trading post. The toads always pre-
  fer to run, rather than getting in to a fight. They are 
  determined to build a big marketplace, and are will-
  ing to cooperate with pretty much anyone. As a gen-
  eral rule, D6 inhabitants from other settlements in 
  the Zone are present at the garbage mountain.
  Burp, Garbage Master. A big, fat toad clad in 
  patched orange coveralls. The largest and most 
  dangerous of the toads in the tribe. Likes being at 
  the head of affairs. Very fond of soft drinks and 
  anything else that is sweet. Spends most of his time 
  on the air bed by the mud pool. Is curious about 
  ZONE RATS
  TOAD TRIBE GARBAGE GATHERER
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  Zone Compendium 3
  everything from ancient times, and likes to twist 
  and turn objects while eyeing them greedily. Sees 
  everything the tribe finds as his personal property, 
  and treats everyone else as his vassal. Starts burp-
  ing compulsively when pressured.
  Rank: 9
  Attributes: Strength 4, Agility 3, Wits 3, Instinct 3.
  Skills: Scavenge 4, Fight 2, Scout 3, Comprehend 3, 
   Dominate 3.
  Animal Powers: Amphibian, Fast Reflexes, Jumper.
  Gear: Sling.
  Artifacts: Air bed, umbrella, hand grenade.
  Scrappy, Scavenger. A small and thin toad in a life 
  jacket. Digs his way through the garbage mountain 
  every day. Has started to suspect that there is a 
  lot more to find. Digs through the garbage obses-
  sively. Dislikes Garbage Master Burp, but doesn’t 
  dare to question him openly. Has walked around in 
  the Zone by himself. Interested in bartering. Always 
  has a few artifacts in his shopping cart.
  Rank: 5
  Attributes: Strength 2, Agility 5, Wits 5, Empathy 3.
  Skills: Scavenge 4, Move 4, Shoot 3, Scout 3, Comprehend 4.
  Animal Powers: Amphibian, Small, Jumper.
  Gear: Life jacket (with whistle), shopping cart, scrap axe.
  Artifacts: Flare gun, one random artifact.
  Skoda, Seer. A small, podgy and bent turtle. Often 
  wanders alone on the garbage mountain, mumbling 
  to herself through her gas mask. As the tribe’s 
  only turtle and Seer, she views the difficult art 
  of deciphering garbage as her calling in life. 
  She assembles the tribe at regular intervals to 
  announce where the garbage mountain will col-
  lapse next time. The other members of the tribe have 
  a deep respect for her and her holy vacuum cleaner.
  Rank: 10
  Attributes: Strength 2, Agility 2, Wits 2, Empathy 2.
  Skills: Scry 2, Move 2, Fight 1, Know Nature 2, Scout 1.
  Animal Powers: Amphibian, Natural Armor.
  Gear: Machete.
  Artifacts: Gas mask, vacuum cleaner.
  ARTIFACTS
  In the various buildings around the trading post, 
  there are D6 hidden artifacts. On top of that, the 
  garbage mountain is full of undiscovered valuables. 
  PCs can find one pretty well preserved random arti-
  fact per hour of digging. You as GM can also let the 
  garbage mountain contain some of the artifacts 
  from the campaign The Path to Eden in Mutant: 
  Year Zero. If the PCs find too many artifacts quickly 
  the GM can expose the PCs to some kind of threat.
  WATER AND GRUB
  Drinkable water is in short supply on the garbage 
  mountain. The toad tribe only has a couple of daily 
  rations in small bottles in the buildings around the 
  trading post. More often than not, they are short 
  of grub as well, and only have enough for a week 
  or so. GMs can let the amount of grub and water 
  increase as trade starts to increase.
  EVENTS
  As the game goes on, more and more valuable 
  artifacts are found in the garbage mountain. After 
  a while the trading post also grows. PCs can get 
  involved in several different ways:
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  The Island of Doctor Life
   
  K PCs draw closer to the garbage mountain 
  and see garbage gatherer Scrappy (see 
  above). He is poking about in a large pile 
  of garbage and gets attacked by seven hun-
  gry Zone rats. If the PCs chase the rats away, 
  Scrappy becomes very grateful and gives 
  them an artifact. If the PCs seem reasonably 
  nice he can show them the way to the toad 
  tribe’s trading post.
   
  K Purely by chance, the PCs find a pit in the 
  garbage mountain. The pit contains lots of 
  canned foodstuffs. To reach it all, the PCs 
  must dig for at least two days. When they 
  start digging nobody cares, but after a while, 
  2D6 armed representatives of the toad tribe 
  arrive. The toads offer to share the find with 
  the PCs. Do the PCs agree to this? When the 
  last cans are being dug up, the PCs find the 
  remarkably well preserved wreckage of a bus 
  (rusty, but possible to repair), even further 
  down in the garbage mountain If the PCs 
  want to have the wrecked bus, they will have 
  to come to some sort of compromise with 
  garbage master Burp and the others. Do they 
  have anything interesting to offer?
   
  K The Seer Skoda assembles the tribe and tells 
  them that the north-eastern part of the gar-
  bage mountain will collapse. But while Skoda 
  prophetically chants away and lifts her holy 
  vacuum cleaner into the air, it is the slopes 
  around the trading post that collapse instead. 
  D6 of the toads – and maybe one or two PCs 
  – end up under the debris. As a side effect of 
  the collapse, many new and valuable artifacts 
  become easily accessible. How do the PCs 
  handle the new situation?
   
  K The toad tribe has recently made a trade 
  agreement with another large grouping of 
  Zone inhabitants (for example the mutants 
  from The Other Ark or the Helldrivers). Rep-
  resentatives from the other grouping are seen 
  more frequently digging through the enor-
  mous garbage mountain. After a while, they 
  want to have the whole mountain to them-
  selves. Garbage Master Burp appeals to the 
  PCs for help. Will they help the greedy but 
  desperate toad?
  THE ISLAND OF DOCTOR LIFE
  All Watchers were not destroyed when Genlab 
  Alpha fell. One robot survived and joined up with 
  two of his former guinea pigs, to create a new life 
  for themselves in the Zone.
  OVERVIEW
  This island looks like any other island in the Zone, 
  low and covered with pine forests, grassy spots and 
  juniper (you can adapt this description according 
  to your chosen Zone). A short, rickety jetty pokes 
  out into the clumps of reeds. The raccoon Golonka 
  (see below) continuously patrols the island, which 
  he knows like the back of his hand. He meets up 
  with all visitors and asks their errand. Attempts to 
  Sneak ashore get a −2 modification.
  THE SITUATION
  The Island of Doctor Life is situated in a remote part 
  of an archipelago. It is covered in trees, and from 
  the sea side it looks uninhabited. The inhabitants 
  have created their settlement among the trees and 
  brushes on purpose, in an effort to not draw atten-
  tion to themselves from passers-by.
  The Island of Doctor Life is home to Life, a vet-
  erinary robot, specialized in treating the injuries 
  and afflictions of mutant animals. It lives there 
  together with its body guard and assistant Ranger 
  37, a mutant wolf, and the scout Golonka 12, a 
  raccoon.
  Life (original robot designation DTR-L1F) was 
  one of the Watchers working at Genlab Alpha. 
  When the installation was destroyed, Life was one 
  of few robots who managed to escape. Together 
  with its loyal followers Ranger 37 and Golonka 12, 
  it disappeared out into the Zone. The goal was to 
  create a new life for itself.
  On the Island of Doctor Life, the robot has a 
  laboratory and a clinic where it helps mutant ani-
  mals who seek it out. It uses the most sophisticated 
  therapies in existence, but often comes up short, 
  either due to the lack of equipment, medicine or 
  both. Life demands payment in herbs, drugs and 
  medicines from the Zone, as well as spare parts for 
  its battered chassis, or for the medicinal apparatus 
  on the island.
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  Zone Compendium 3
  The Island of Doctor Life
  GENERATOR BUILDING
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  The Island of Doctor Life
  Life has parts that do not work, due to of a short-
  age of spare parts – at the moment, the robot can’t 
  walk. Ranger rolls it around in a handcart when 
  needed. Considering Life’s weight of about 500 
  pounds, it is fortunate that Ranger is strong. The 
  rest of Life’s robotic body works normally. One of 
  its most important goals at the moment is to get 
  hold of the right spare parts, so that it can regain 
  full mobility.
  Another problem is the fuel supply for the 
  electric generator. Its diesel engine can run on 
  several different types of fuel, for example diesel 
  and booze, but it is not easy to secure a steady 
  flow of any fuel.
  LOCATIONS
  The clinic is made up of the following buildings, 
  placed in a glade in the middle of the Island of 
  Doctor Life.
  Clinic and Laboratory. This is a sprawling one-
  story house that contains both treatment rooms 
  and a secluded laboratory where Doctor Life experi-
  ments to find new remedies. The laboratory is fur-
  nished with robust doors and barred windows, to 
  prevent outsiders from getting in.
  Generator Building. Doctor Life’s operation is 
  dependent on having a reliable power supply. This 
  house contains the diesel generator that made Life 
  decide to settle here. The generator is too large and 
  heavy to be moved.
  Guest House. This is where Doctor Life’s patients 
  stay during their treatment. There are three dormi-
  tories and one solitary room.
  Warehouse. Divided into several areas for every 
  type of commodity: Grub, fuel, spare parts, etc.
  Garage. This building is meant for Golonka and 
  Ranger. Here they can be in peace to fiddle around 
  with scrap and artifacts.
  Golonka’s Den. This is a small tree house that only 
  Golonka has access to.
  CLINIC & LABORATORY
  GARAGE
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  Zone Compendium 3
  INHABITANTS
  The island only has three permanent inhabitants: 
  Doctor Life and her two assistants.
  Doctor Life is a special version of the robot 
  model Observer (see Mutant: Genlab Alpha). 
  To facilitate work, it is hard coded for compas-
  sion toward the mutant animals. It was given a 
  humanoid shape with thin hands and long, flex-
  ible and sensitive fingers. Its vision is sharp and 
  can distinguish heat radiation from living bod-
  ies for diagnostic purposes, to locate sources of 
  infection or to check someone’s temperature. It 
  has a female voice.
  Ranger and Golonka were prisoners at Genlab 
  Alpha, but with time they became friends with labo-
  ratory robot DTR-L1F. Life’s strong empathy gave 
  the robot feelings of affection for the two, and as 
  far as its programming allowed it, it secretly sided 
  with them. That was the reason why Ranger and 
  Golonka gave the robot the nickname Doctor Life. 
  When the Genlab was destroyed the three of them 
  escaped, Ranger carrying a big load of advanced 
  medical equipment.
  Attributes: Strength 3, Agility 1, Wits 5, Empathy 5.
  Skills: Heal 5.
  Armor: 3
  Weapon: Scalpel hand (Gear Bonus +2 to Fight and to Heal 
  damage, not to other types of trauma, Weapon Damage 2).
  Forearm Injector: On doctor Life’s forearm, there 
  is a built-in automatic injector that can inject the 
  following drugs:
   
  K Antidepressants
   
  K Stimulants
   
  K Painkillers
   
  K Energy pills
  The effects of these are all described in Mutant: 
  Year Zero. Doctor Life’s stock of drugs is drying up, 
  so she does not use them unnecessarily.
  Ranger, the Doctor’s Assistant. The mutant 
  wolf Ranger is the result of an attempt to create 
  a lifeguard mutation. He was the only pup from 
  his litter that survived, and his mother died from 
  complications during the pregnancy. That is why 
  Life was given the task to take care of the pup. As 
  a consequence of this, a strong bond was formed 
  between them, and Ranger made Life his pack 
  leader. Strange, sure, but they had seen stranger 
  things at the lab. Ranger always stays close to 
  Life, and he only sleeps when in the same room 
  as the robot.
  Ranger is observant, loyal and extremely strong. 
  His fur is greyish brown. Ranger wears robust pants 
  and a coat.
  Rank: 4
  Attributes: Strength 5, Agility 3, Wits 3, Empathy 2.
  Skills: Measure Enemy 3, Fight 5, Force 5.
  Talents: Bodyguard.
  Animal Powers: Nocturnal, Large.
  Gear: Bat.
  Golonka is a mutant raccoon that used to have 
  crooked back legs. Life managed to treat these prob-
  lems, which gave Golonka full mobility. 
  Golonka takes his job as security officer very 
  seriously. Every time a visitor comes openly to the 
  Island of Doctor Life, they are greeted by him at 
  the jetty. He asks them what their errand is and 
  escorts them to the waiting cabin, where they 
  will have to wait for Life to see them in the clinic 
  building.
  Golonka has rigged traps and alarms every-
  where on the island, so anyone who tries to sneak 
  ashore during night time risks getting caught in 
  snares or activating rattling alarm bells. Golonka 
  is a light sleeper. If he suspects that there are tres-
  passers on the island, he will sneak out and check 
  what is going on. He knows every nook and cranny 
  of the island and is skilled at sneaking and hiding, 
  and during night time he is almost impossible to 
  detect. He likes to lie in wait in a tree in the mid-
  dle of the island, from which he can see all around 
  and check the boats passing by.
  Golonka is roughly four feet tall and can grip 
  with both hands and feet. His fur is thick and full. 
  He rarely wears any clothes, because he thinks it 
  is unnecessary. Around his waist hangs a work belt 
  with tools and two daggers.
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  The Island of Doctor Life
  Rank: 4
  Attributes: Strength 2, Agility 4, Wits 4, Empathy 3.
  Skills: Sneak 3, Scout 5, Shoot 2, Sense Emotion 2.
  Talents: Trapper.
  Animal Powers: Hunting Instincts, Sixth Sense.
  Gear: Scrap knife.
  Artifact: Wrench.
  EVENTS
  Rumors about Doctor Life have spread in the Zone, 
  and contents of them are distorted a little every time 
  they are retold. Some maintain that Doctor Life is 
  an immortal human from ancient times, others say 
  that it is a robot, and some even say the doctor is 
  from another world. There are some who say that the 
  doctor’s healing uses fantastic drugs, and some say 
  its hands have magical properties. Everyone agrees 
  that Doctor Life has the best of intentions toward 
  mutant animals. Suggestions for events:
   
  K The PCs have learned that Doctor Life 
  charges for her treatments. Now they have 
  to get grub, spare parts and other stuff that 
  might interest the robot.
   
  K Life explains that in exchange for extensive 
  treatments, it would like to have spare parts, 
  and repairs that can get her legs to work. This 
  could be the incentive for many adventures in 
  the Zone, where the PCs must find the right 
  gadgets and the right Gearhead – and con-
  vince that person to come to the island.
   
  K When the PCs are staying at the Island of 
  Doctor Life, because someone is getting a 
  treatment from her, the island is attacked 
  by a group of robbers who want to plunder 
  the stores of gadgets and grub that are said 
  to exist there. The attack happens at night, 
  because the robbers are mutants with Sonar. 
  This makes for a tough battle with a lot of 
  sneaking and insidious surprise attacks.
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  Zone Compendium 3
  SQUIRREL WARS
  The great forest is a battleground; desperate forces 
  vie for any foothold in the branches whilst on the 
  ground the canine hunters leave no survivors. This 
  Special Zone Sector can be placed in any woodland 
  sector of your Zone.
  OVERVIEW
  The characters (human or animal mutants) arrive 
  in a woodland sector in the Zone. They meet either 
  the Hounds (mutant dogs) or the Tree Runners 
  (mutant squirrels) and are treated with suspicion 
  by both.
  Meeting the Tree Runners: Player characters 
  who are dogs will be attacked – the first warnings 
  will come with the short barks and then cries of 
  the Tails taking up positions in the trees around 
  them. Any other animal species will be treated 
  with suspicion and followed. Mutant humans will 
  be watched carefully, until an inquisitive Tail con-
  fronts them and demands to know their business. 
  They know that their old Master was human but 
  from the legends they know that not all humans 
  are to be trusted. 
  Animals or humans will eventually be taken 
  to a meeting in a large tree with the Old Tail – a 
  not-so-old Tail who has just taken on the role of 
  leadership. She’s more inclined to trust outsiders, 
  knowing they need help against the Hounds and 
  the Blight.
  Meeting the Hounds: PC dogs will be welcomed 
  (if not without a great deal of sniffing and growl-
  ing), while other animal species will be attacked 
  or watched suspiciously. Mutant humans will be 
  confronted as the Hounds demand to know their 
  business here. They too know that not all humans 
  are to be trusted.
  Those captured or brought for questioning will 
  find themselves amidst a great circle of hounds 
  as the Houndmaster Wulf interrogates them – he 
  wishes the Hounds to hear stories from the outside 
  world but if their “guests” prove to be unwelcome, 
  the pack will dine well!
  THE SITUATION
  For as long as they can remember, squirrel has fought 
  hound across the battlegrounds of the great forest. 
  The Hounds range far and wide from the ruins of the 
  old forest station, once home to the First Hounds and 
  their Master, whilst the Tree Runners (squirrels) who 
  were the products of the same Master’s experiments 
  have scattered across the vast woodland.
  An age old mission drives the Hounds – in the 
  great times when they served the Master, he gave 
  them one final mission to find “the Box” that had 
  all the answers. And so each day the young scouts 
  try to prove themselves by entering the dangerous 
  forest where their lord hid the Box – trying to find 
  the trail and prove themselves worthy of one of the 
  ancient hound master collars handed down from 
  the original Houndmasters.
  Sometimes a pack of explorers led by the wisest 
  and strongest Houndmasters will fight their way to 
  a point sniffed by the scouts. So far, much Hound 
  blood has been shed in the search, but they cannot 
  give up the Master’s final wish.
  The Tree Runners are also searching for some-
  thing. Across the trees they sprint, jumping between 
  distant branches risking all. They look for the sign – 
  a meeting of branches that indicates the spot where 
  the Great Tail is buried, one of the first Tree Run-
  ners. Legend says it is the Key to a new world, but 
  that it must sit in the ground for the length of a 
  thousand tails before the Tree Runners are ready. 
  When they descend to bury their precious nuts they 
  also sniff and dig for that which was lost, searching 
  for the scent of the Great Tail, which is said to lin-
  ger in the place. But all too often they are chased 
  away by the Hounds.
  The Tree Runners grow all the more desperate, 
  for the terrible Blight is slowly destroying the for-
  est. A river of foul evil flows to the surface at the 
  eastern end of the sector and is bit-by-bit poisoning 
  the woodlands – some say the nuts themselves have 
  become poisonous close to the Blight, and many 
  tails have died investigating too closely.
  The Hounds are blind to this distant danger 
  and have yet to catch the first scent of something 
  being amiss in the great woods. It’s only a matter 
  of time before the blight consumes the forest along 
  with the hounds and the Tree Runners.
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  Squirrel Wars
  THE BACKGROUND
  Forest Station Red Indigo 73 (RI73) was one of 
  many stations belonging to the Titan Power Ely-
  sium (see Mutant: Genlab Alpha), which covertly 
  developed new weapons programs under the guise 
  of research into power generation.
  Each Red Indigo station was involved in secre-
  tive experiments on animals setting two species 
  against each other in combat missions to create a 
  new breed of weapons for the wars.
  Except for Red Indigo 73, everything would 
  have gone to plan. The Master at RI73 declined to 
  complete the experiments, covering up his results 
  so that he could rear his charges in peace. He was 
  discovered when he failed to send his charges 
  back to Elysium for analysis and dissection. He 
  knew the end was coming, and that if animals 
  could learn to work together they could have their 
  revenge on the masters at Elysium and escape to 
  a better world.
  The Master planned to use one of the Elysium’s 
  own weapons against the distant facility Genlab 
  Delta, from where he took his orders. He set up a 
  transmitter linked to the communication system 
  of Genlab Delta, and managed to hack into its self-
  destruct mechanism. If he sent the right code back 
  through the daily research upload, the explosive 
  devices would trigger and destroy Genlab Delta 
  and all the work done there.
  His failure to return his assigned animals to 
  Genlab Delta triggered a response sooner than he 
  thought. He was returning from hiding the trans-
  mitter in the forest and was confronted by an agent 
  of Elysium sent to finish his experiment. As he 
  tried to escape, he gave his trainee squirrel the 
  Key to the transmitter to hide – a small nut-like 
  magnetic device. She gave him one last look as 
  she bounded from his shoulder in to the trees. As 
  he was gunned down, the Hounds attacked the 
  gunman, bringing him down. With his last dying 
  breath the Master gave the hounds the order to 
  find the Box. Now it was up to his charges to save 
  themselves.
  Things did not go according to plan for Gen-
  lab Delta either. When its mother enclave was 
  destroyed by another Titan Power in the Enclave 
  Wars, the scientists of Genlab Delta kept working. 
  Having decided that RI73 was a lost cause, they 
  triggered a fail-safe system designed to wipe out 
  the mutant creatures – a subterranean tank of toxic 
  chemical agents and a remote-controlled launch 
  mechanism, designed to kill every living thing 
  within a mile of the site.
  As it turned out, the launcher was damaged and 
  the toxins spewed out slowly instead of spraying the 
  entire area immediately. What the animals call the 
  Blight is the effect of these toxins, slowly poison-
  ing water, plant life and animals alike. If the flow 
  of toxin is not stopped, the Blight will eventually 
  kill all life in the sector.
  THE TRAPS
  Amongst the woodland there are many chal-
  lenges for unwary travelers:
   
  K Snare Traps. Snares laid along the forest 
  paths by the Hounds. A typical trap is a snare 
  used to catch escaping squirrels. Spotting the 
  trap in time requires a successful Scout roll. 
  Failure means being snared – breaking free 
  requires a Force roll with −2 a modifier.
   
  K Nut Traps. Piles of nuts left by the Hounds, 
  which contain a trap for Tree Runners (the 
  Tree Runners know this and avoid them unless 
  they’re very hungry). Rules as snare traps 
  above.
   
  K Thorn Traps. The Tree Runners leave spring-
  loaded thorn traps, amongst the lower 
  branches of trees, that are triggered by 
  Hounds moving along a path. Spotting the 
  trap in time requires a successful Scout roll. 
  Failure means being attacked by a roll of 
  8 Base Dice. Each / means one point of 
  damage.
   
  K Branch Traps. Some of the larger trees are 
  used by the Hounds to climb up and the Tree 
  Runners have laid clever traps consisting of 
  bent branches that will snap back trapping 
  the victim in place. Effects like snare traps 
  above.
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  Zone Compendium 3
  LOCATIONS
  This sector of the Zone is covered entirely by a 
  dense forest. Apart from the Blight, there is no Rot 
  in this sector.
  The Station: Once a well-built extensive forest 
  log-house, it has seen much better days. The win-
  dows are broken, the doors long since splintered. 
  The contents have rotted or been acquired by the 
  Hounds for their own use but the great log walls 
  and roof still stand strong. The older Hounds sleep 
  in the shell of the station, whilst the rest of the pack 
  make use of the ruins of the garage, wood huts and 
  makeshift dwellings.
  The Secret Rooms: The Hounds haven’t found the 
  secret hatch to an underground area, but inquisitive 
  squirrels would due to the outline in the ground that 
  can be seen from above. No squirrels have ventured 
  this far, so it remains undiscovered.
  This underground space contains a communi-
  cation room and a laboratory. The communication 
  room is a link to the Genlab Delta facility where 
  the Master would upload daily reports. The system 
  consists of a readout screen, a sealed box made of 
  thick smooth metal and a heavy duty cable with a 
  plug on that end to attach to something. There is no 
  obvious input device – this was handled by taking 
  one of the scanners from the lab and connecting it 
  to the heavy duty cable on the console.
  Every day at 6 pm, a light blinks on the con-
  sole, indicating the channel is open for data uploads. 
  On the screen, a cursor appears and starts blink-
  ing. Genlab Delta will ignore any communication 
  attempts other than precisely at 6 pm. There’s a 
  clue to this though, a communications log sits next 
  to the computer and notes in faded handwriting 
  show dates and times, always at 6 pm.
  If the Box is hooked up with the simple cable 
  attached to the console (there’s an obvious plug 
  on the box), and the trigger pressed when the light 
  blinks. The signal will piggyback the Genlab Delta 
  communication system and trigger the explosive 
  charges deep inside their vaults.
  The Master’s Vehicle: The Master’s Vehicle was an 
  off-road truck now a rusted pile sitting at the center 
  Squirrel Wars
  THE STATION
  THE MASTER’S VEHICLE
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  Squirrel Wars
  THE SECRET ROOMS
  THE KEY
  THE BOX
  100 yards
  0
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  Zone Compendium 3
  of the Station’s clearing. Hound Master Wulf uses it 
  to speak to the pack. It was locked and the interior 
  is too dark to see. The thick armored glass windows 
  have stood the test of time. The Hounds have never 
  thought of smashing their way in. If someone did, 
  they would find a semi-auto pistol (artefact) with 
  3 bullets in the chamber and a box of 8 bullets in 
  the glove compartment, and a map of the forest 
  showing a diamond drawn on a clearing (marking 
  the spot where the Master buried the Box) inside 
  a plastic envelope. 
  The Blight: A toxic multi-colored sludge-filled 
  river slowly moves along a valley, turning veg-
  etation around it for hundreds of yards to a desic-
  cated dead wasteland. Everything growing in these 
  areas has a white tinge to leaves, bark or grass 
  blades. The further you pass, the whiter things 
  become until they are dead and dying desiccated 
  plant life. 
  In the Blight area, the Rot Level is 2 (one 
  Rot Point each hour). There are skeletons of 
  forest creatures around who have succumbed 
  to the Blight as warning. In the sludge river 
  itself, the Rot Level is 3 (one Rot Point per 
  minute). Underneath the sludge river is the 
  tank of toxins, but there is no way for the PCs 
  to reach it – to turn off the flow, they need to 
  use the Key and Box.
  The Box Location: The box is buried in a 
  sealed plastic bag under about 1 foot of dirt and 
  a thick layer of forest growth (grass and bushes). It’s 
  an old training area of the Hounds. Lying discarded 
  under the overgrowth are some plastic toy guns – 
  just big enough for the dogs to carry, a sealed bag 
  of doggy treats called “CHEWY CHEWS” and some 
  metal silhouettes of squirrels.
  The Key Location: In this location, if you look up 
  to the sky, you can see the sky framed by a dia-
  mond shape of crossed branches. The light pours 
  uniquely into this clearing creating a magical place 
  at the height of the day. This is where the Master 
  would train the squirrels. The Great Tail buried her 
  treasure here just where the light struck the ground 
  on that fateful day.
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  Squirrel Wars
  INHABITANTS
  The Tree Runners work together when needed, but 
  the community is made of up many solitary “Tails” 
  who live amongst the leafy branches alone, always 
  keeping a watchful eye out.
  The Tree Runners grudgingly share a dray – 
  their entwined twig and leaf homes when the win-
  ter cold bites – but for the most they avoid each 
  other’s company, only working together when the 
  intruders come: The Hounds. At first sign, the older 
  Tails let out their short bark followed by a cry to 
  announce the warning, which will be taken up by 
  others whilst the younger more aggressive Tails 
  confront their age old enemies.
  Whether fighting with tooth and claw, or their 
  nasty spring loaded crossbows shooting barbed 
  thorns, the Tree Runners are more than a match 
  for the Hounds, whose strength and ferocity will 
  win over if they catch the Tails on the ground. The 
  Hounds can climb, but in the branches the Tree 
  Runners are king. Many a foolish Hound has fallen 
  to the ground peppered with thorns.
  Typical Hound.
  Rank: 3
  Attributes: Strength 3, Agility 4, Wits 2 Instinct 3.
  Skills: Fight 3, Sneak 2.
  Animal Power: Hunting instincts.
  Gear: Knife or club.
  Hound Master Wulf. Wulf is the current Senior 
  Houndmaster and is determined to wipe out the 
  Tree Runners in his lifetime. He has a plan (not a 
  brilliant one) to lure the Tree Runners to a great 
  cache of nuts and surround them. The trouble is the 
  eager young Hounds have been eating the cache 
  they have been trying to build up. Maybe it’s time 
  for desperate measures.
  Rank: 8
  Attributes: Strength 4, Agility 4, Wits 2, Instinct 4.
  Skills: Sneak 4, Fight 3, Shoot 3, Sense Emotion 2, 
  Dominate 3.
  Animal Powers: Hunting instincts, Predator.
  Gear: Spiked bat, sling.
  Typical Tree Runner.
  Rank: 3
  Attributes: Strength 2, Agility 5, Wits 3, Instinct 2.
  Skills: Move 3, Sneak 2, Shoot 1.
  Animal Powers: Climber, Tail.
  Gear: Tree Runner crossbow.
  The Old Tail. Not the Great Tail (for she will always 
  be remembered) but the Old Tail comes after, giv-
  ing advice to the Tails, leading by example and 
  passing on the legend to the smaller tails. Redbud 
  is the current Old Tail but she’s only just started. 
  The last Old Tail was caught in a snare and killed.
  Rank: 9
  Attributes: Strength 2, Agility 3, Wits 4, Instinct 5.
  Skills: Scry 3, Move 2, Sense Emotion 5, Heal 2.
  Animal Powers: Climber, Small, Sixth Sense.
  EVENTS
  Each side will request the help of the visitors 
  against the other – help us defeat our enemy, lure 
  them in to a trap. The leaders of each side will see 
  the visitors as a means to an end, a way to finish 
  the war. The tipping point they have been looking 
  for. Try to have the PCs learn the stories of both 
  sides. The animals’ old Master brought them up not 
  to fight, but to live together. The generations since 
  have reverted to their old instincts, but if they can 
  learn to help each other they can save their forest by 
  destroying the Genlab Delta facility – the explosion 
  TREE RUNNER CROSSBOW
  The forest woven crossbows are small 
  two­handed devices made using an 
  ancient technique handed down through 
  the Tails. For a normal mutant, it would 
  be a one­handed device. Typically, it will 
  be accompanied by a strap holding 10–20 
  barbed thorns. The crossbows have Gear 
  Bonus +2, Weapon Damage 1 and Short 
  range. It takes one maneuver to load them. 
  Tails can easily find more thorns in any 
  forest, whilst mutants will find it hard. 
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  Zone Compendium 3
  will take out the headquarters and stop the flow of 
  toxins, which is contaminating the sector. 
  Each side knows their own story – the Hounds 
  know their Master hid something important in the 
  forest. Their legends tell of sacred places in the 
  woods where he would train the first Houndmasters. 
  They are slowly discovering these, excavating for 
  evidence, digging for the Box but so far to no avail. 
  The Tree Runners know that the Great Tail hid 
  something very important, a Key that will bring new 
  life to their world. The Old Tail believes it will save 
  them from the Blight, in fact it will but by ending 
  the source of the poison. 
  If the Hounds and Tree Runners could work 
  together they would soon find both the Key and the 
  Box. The Tree Runners are experts at discovering 
  strange patterns in the ground and with their tree top 
  views could quickly discover the location of the Box, 
  (especially if they weren’t trying to kill the Hounds 
  sniffing out their old training grounds below). The 
  Hounds could help the Tree Runners find the scent of 
  the Great Tail, and if they weren’t chasing them from 
  the ground the Tree Runner’s might have a chance to 
  search and see the specific pattern of branches that 
  can only be viewed from below.
  THE BOX & THE KEY
  The Box is a trigger for an explosive 
  device in the Genlab Delta facility. The 
  Key will unlock the trigger in the Box. 
  The Box has yellow and black hashed 
  lines across it, a simple magnetic depres­
  sion into which the nut­shaped Key is 
  placed. When placed there, a small hatch 
  flicks open revealing a red button.
  Finally, once the two artifacts are brought 
  together the PCs will need to discover the com-
  munication room.
  AFTERMATH
  If the weapon is triggered, anyone high up in the 
  trees will see a very distant cloud formation appear 
  on the horizon, interlaced with bizarre flashing 
  purple lines. This has completely wiped out the 
  Genlab Delta facility, and thus stopped the flow 
  of toxins that caused the Blight. It will take some 
  time but soon the river will start to wash the 
  sludge away.
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  All she could hear was the throbbing of her own heart.
  The air reeked of gunpowder and blood. She placed the butt of her heavy 
  firearm against her shoulder and yet again took aim toward the ruined 
  buildings down the hill. Down there, between some decayed old car wrecks, 
  lay three bodies. Enemies. Careless enemies. Dead enemies. But there 
  were more of them out there. She knew it. She wouldn’t have to wait long. 
  As on cue, again they came storming through the Zone smog, roaring. 
  They ran straight toward her foxhole. Pink-skinned. Hairless. Disgusting. 
  Soldier 317 roared back and opened fire.
  “Die, meat-eaters, die!”
  This Zone Compendium is an official supplement to the award-winning Mutant: Year Zero 
  roleplaying game. This booklet is packed with five thrilling scenario locations. Features:
  K  Rabbit Kingdom Deeproot. The fanatic and militaristic mutant rabbits’ stronghold 
  in the Zone, built after their escape from Genlab Alpha.
  K  Blackhand’s Bar, the headquarters of the famed Zone Riders and the lair of their 
  secretive leader.
  K  The Garbage Masters, a tribe of mutant toads who have made a huge ancient 
  garbage dump their home. Many Zone dwellers flock to the scrap digs, hoping to 
  strike it rich.
  K  The Island of Doctor Life, where a mysterious machine being who survived the fall 
  of Genlab Alpha has settled. Is the machine friend or foe?
  K  Squirrel Wars, a tale of hounds and tail runners, locked in endless combat. Can 
  the players break the cycle of violence and save the forest from destruction?
  © 2016 Cabinet Licensing Inc.
  MUTANT and related logos, characters, names, 
  and distinctive likenesses thereof are trademarks 
  of Cabinet Licensing Inc unless otherwise noted. 
  Used with permission. All rights reserved.
  MUH050477MZ
  9 781910 132661
  ISBN 978-1-910132-66-1
  freeleaguepublishing.com
  modiphius.com/mutant
  seph dark (order #10300246)
  
SOURCE: textdata/thevault/Mutant Year Zero (Year Zero Engine) [multi]/Core/MYZ - Zone Compendium 3 - Die, Meat-Eaters, Die {MUH050477MZ}.pdf