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Transmissions from the Zombie Apocalypse Volume Two

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The dead are returning to life and attacking the living. Before society collapses completely, some survivors are still able to communicate via radio. What remains of the government continues to attempt to preserve order…or at least contain disorder as best they can.

The follow-up to our Transmissions from the Zombie Apocalypse Volume One collection, Transmissions from the Zombie Apocalypse Volume Two gives you more audio clips to use during your zombie campaigns. Now your players can hear more of what’s going on as the crisis unfolds.

Several of the sounds on Volume Two are designed to be played in order over the course of an adventure, to give the sense of a worsening situation.

Perfect for modern zombie survival games.

Includes:

• Presidential Address to Congress: The President of the United States gives a speech in response to the growing threat, in an effort to communicate to the American people (and the world) that the U.S. Government and military are doing what they can to handle the crisis.

• Office of Emergency Preparedness “Stay Inside” message. This looping message, warning citizens to barricade themselves in their homes, has been running for a long time, as evidenced by the play count numbers at the end of each, indicating that they’ve now been played 4,253 and then 4,254 times…

• Office of Emergency Preparedness Emergency Shelter updates: This series of four updates lists local emergency shelters and indicates whether they’re open or not. Over the course of the messages, more and more are closed. Something tells us that’s not good…

• Office of Emergency Preparedness “Please Stand By” message: This station is now part of the Office of Emergency Preparedness network. Any minute now the OEP will start broadcasting updates about what to do. Any minute now… Comes in “clean audio” and “distorted audio” versions.

• Office of Emergency Preparedness Draft Announcement: The OEP announces that they’re calling up…well, basically everybody.

• Severely glitched Office of Emergency Preparedness message: one of the OEP messages from Volume One, now badly degraded from weeks, months, possibly years of repeated plays.

• Dana’s broadcasts: A young woman seeks shelter in the abandoned WTBI radio station and finds that it’s still operational. She decides to try to communicate to the outside world. She also scans the airwaves for any other transmissions she can find, and updates any listeners about who else is still out there. Series of five broadcasts that get progressively more dark and hopeless.

Road Wars: The Chase

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We take you back to the post-apocalyptic world of our Road Wars: The Compound siege scene. The residents of the compound now make their escape in a big rig, and the motor gang gives chase. This high-speed chase scene includes crossbow and shotgun attacks, Molotov cocktails and blown tires. The effect is ten minutes long and loops seamlessly.

Road Wars: The Compound

Road Wars: The Compound

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Road Wars: The Compound is a background sound of a large motor gang laying seige to a fortified settlement in a postapocalyptic wasteland. The effect is ten minutes long and loops seamlessly.

Distant Drums

Distant Drums

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War is coming. For weeks now, the beating of drums has been heard in the distant hills and through the forest. Always pounding, calling forth the warriors of darkness for the first assault. The only question is, when will the attack come?

“Distant Drums” is a background sound of native drums pounding in the distance.
While ideally suited for a Fantasy RPG, this ambience will work equally well in a horror
campaign involving voodoo or the occult.

Distant Drums includes:
• Distant Drums – Island: Native drums pound in the distance of a tropical island.
• Distant Drums – Woods: Tribal drums pound in the distance of a large forest.
• Distant Drums – Rain Forest: Tribal drums pound in the distance of a tropical rain forest.
• Distant Drums – Drums pounding in the distance.

All effects are ten minutes long and loop seamlessly.

Lava – Volcano

Lava – Volcano

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“The mountain exploded into the night sky. Massive sulphurous clouds along with rocks
were hulred into the air as the ground shuddered violently. Slowly the reverberating
sound faded away. It was soon replaced by the cacophonous sound of a river of molten lava
making its way down towards the valley.”

Lava – Volcano is a background sound of a volcanic lava flow that bubbles, hisses and
occasionally flares. The effect is ten minutes long and loops seamlessly.

Beehive Interior

Beehive Interior

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The giant insects hovered over me, staring right through me with their multi-faceted eyes, their wings a blur as they floated on the air. As they darted back and forth, the deadly points of their stingers glinted in the light of my torch. As I cautiously began to ease my way out of the hive, they gathered to attack!

Beehive Interior is a background sound of the inside of a massive beehive, with worker bees buzzing and crawling around. The effect is ten minutes long and loops seamlessly.

Dwarf Ship

Dwarf Ship

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Thick black smoke trails behind the Dwarven ship as its primitive motor propels it across the waves. The huge steam engine, which drives two large paddles at the back of the vessel, gives off the smell of whatever the Dwarves are burning for fuel at the moment – sometimes wood, sometimes coal, sometimes much more disgusting things.

“Dwarf Ship” is a background sound of a Dwarven ship, with a sputtery primitive steam engine, creaks of the wooden hull, wave sounds and water splashing onto the deck. The effect is 10 minutes long and loops seamlessly.

Siren Song

Siren Song

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Square in your ship’s path are Sirens, crying
beauty to bewitch men coasting by;
woe to the innocent who hears that sound!
He will not see his lady nor his children
in joy, crowding about him, home from sea;
the Sirens will sing his mind away
on their sweet meadow lolling. There are bones
of dead men rotting in a pile beside them
and flayed skins shrivel around the spot.
Steer wide;
keep well to seaward; plug your oarsmen’s ears
with beeswax kneaded soft; none of the rest
should hear that song.
But if you wish to listen,
let the men tie you in the lugger, hand
and foot, back to the mast, lashed to the mast,
so you may hear those harpies’ thrilling voices;
shout as you will, begging to be untied,
your crew must only twist more line around you
and keep their stroke up, till the singers fade.

– The Odyessy

You’ve reached that most treacherous part of your voyage: you’re passing the rocky coast where the Sirens sing their song. Will you and your crew sail pass safely? Or will you steer towards the sound and see your ship dashed on the rocks?

“Siren Song” is a background sound of the mythical song of the Sirens – an unearthly keen that lures sailors to their deaths – along with lapping waves and the creak of a wooden ship’s hull and the occasional ring of the ship’s bell. The effect is ten minutes long and loops seamlessly.

Ghost Ship

Ghost Ship

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5 December, Moderate gales from SWbyS and fair weather, though cold. Came across a derelict ship 200 leagues from port. She was still under full sail but with no crew aboard. Sails tattered, ship yawing slightly. We boarded to investigate and while we found a full cargo hold, all staterooms and cabins were empty. There was no one aboard. So ends.  ––Captain’s Log, HMS Browne

The Mary Celeste, the HMS Resolute, the Octavius – ships mysteriously abandoned by their crew and passengers, and found adrift on the open sea. What happened? Was there a pirate attack? An undersea earthquake? Or did something decidedly less natural befall the unfortunate crew?

“Ghost Ship” is a background sound of a sailing ship adrift at sea – hull creaking, sails flapping, ship’s bell clanging softly as the ship lists from side to side. The effect is ten minutes long and loops seamlessly.

Abandoned Keep

Abandoned Keep

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This was once a place of sanctuary; a last resort. But that was long ago. Now it is a shattered hulk of a building, offering nothing to the weary traveler but some brief shelter from the cold wind. Local legends whisper of something dark that has taken up residence here. But this blasted ruin is home only to a murder of crows. Or is it?
“Abandoned Keep” is a background sound of a desolate outdoor location with light wind and a large group of crows nearby. The effect is ten minutes long and loops seamlessly.
While ideally suited for a Fantasy RPG, this ambience will work in any campaign setting when you need an abandoned building for your party to explore.

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