The Flickering City (A Dying Light 2 Post-game Quest)

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Month 1 Results
Month 1 Results

[] The Wharf DC: 35, Roll: 4, Failure

This period, your Peacekeepers have begun clearing operations in the Wharf where many zombies are still around despite their proximity to the Missy. However, this was complicated by one annoying factor, namely the Renegades who were furious over the death of Colonel Williams and Juan Rainier. While heavily outnumbered by the Peacekeepers at this point, the Renegades were stronger individually thanks to Waltz' drugs. Within this month, the Peacekeepers faced routine attacks from the Renegades and such the infected were all but neglected unless they got in the way and with the fighting attracting even more infected , none was actually done to clear the streets

The Renegades decided that it was time for payback but you were more powerful than expected and was fighting on your Home Turf. So they failed, but there was no progress in clearing the infected and what was worse was that all that ruckus filled the streets.

[] New Dawn Park DC 65, Roll: 34 and 44, 1 Success

Due to the Renegades attacking the Wharf. You had to divert a significant amount of forces into defending your quarters to the city leave lesser numbers of forces to your liking in clearing New Dawn Park. Still, aside from large numbers of zombies which were left ignored by the Fish Eye People. You were able to make modest gains in clearing the streets.

[] Car dismantling Jobs DC: 35 Roll 72, Success

In addition to creating UV factories, the Peacekeepers have also begun massive operations to salvage the vehicles around their vicinity. As each car is practically a gold mine of steel, wire, light bulbs and aluminum as well as spare parts for the remaining vehicles in Villedor. The hardest part of course is actually pushing the cars to their designated garages to slowly break down for parts and training personnel to recycle the cars. Still, the program was overall a success and once a day, an average of ten to twenty abandoned cars disappear in the streets of Villedor, slowly broken down into more useful parts.


[] Sign a non-aggression pact with the Bazaarians DC 55 Roll: 50 and 38. 1 success

Although the building was large and empty, the Tension between the two camps where palpable. Both of them glaring at each other, teeth gritting and blades shaking with anticipation. One group was dress in a myriad of clothes, most are grimy and dirty, seemingly stitched over with too many fabrics of different color. The other group is more uniform in appearance, with blue overalls and vest giving the appearance of police officers pre-Fall.

"So, in essence. What you are saying is that you are handing over all of Old Villedor to us?", a young woman with short blonde hair, a pretty face and a fierce expression asked. This was Sophie Gray, the leader of the Bazaar, the largest community in Old Villedor based off the old Basilica. She and her brother successfully destroyed the Windmill powering the Station, which in turn had caused the infection to flood the tunnels and destroy the Peacekeeper base from below.

"Yes.", replied Lieutenant Grady, the new second in command of the Peacekeepers. Although, Major Ruth herself wanted to go to the negotiation, the reality is that they cannot afford to lose their only remaining source of stability to the Bazaarians. Being the second in command, Grady's word holds the best weight while being somewhat expendable, "We get peace, you get your slice of the city. We get ours. Old Villedor is yours, but the Central Loop is ours"

"Ha! We got you running huh, PK Scum!", retorted Barney Gray, second in command, "Wat yah' gonna do now huh", the hot headed man hollered, T-posing around as a sign of victory and spinning around.

The PK contingent glared at him but did little, instead turning their attention back to Sophie which the woman tried and fail to calm the annoying man down. Instead all of the merely glanced at each other, then looked back at the youngster with disdain.

At least peace was made between the PK and the Bazaarians, both realizing that the threat of the Undead and the new holdings made any attempt at attacking impractical. Some knows that war will come, not now, not in a year but soon. For now, tense as it is, Villedor is calm once again.

[] Build UV Light Factory: DC 30 Roll 100, 3 Success, Critical. Complete

UV Lights from the smallest lightstick to the largest lamps are as critical to the people of Villedor as food and water is. The light of a single UV Lamp is the only thing that holds the infected and the infection at bay, from Virals to the Volatiles and what has allowed humanity to survive against the Hungering Dark. While the city holds a lot of UV lights, the upcoming campaign to reclaim the city from the infected will require a significant amount of UV Light to survive warring in the buildings and tunnels.

With this in mind and the prospect of continuous work, many UV craftsman have decided to work together to lend their expertise in helping your factory. As such, the factory that would have taken months to build now only requires one month to be complete. While it would take many more months to train a worker and fill enough gaps for the UV Supply. Your Men-at-arms will no longer fear the dark.

[] Establish Housing for Peacekeeper Families DC: 20 Roll 9, Failure

With the glut of recruits, many of them from the poorer districts of the city. You saw the opportunity to keep their families close by offering them housing on some of the newly cleared buildings. Complete with amenities such as locked doors and UV lamps for protection. However, the Renegade attacks in the Wharf had driven many civilians, even families away into the Missy or the Fish Eye. As a result, literally no one took up the offer of housing on such turbulent times.
 
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Next turn we should put 2 AP into clear out the "The Wharf", have to keep the main area clear of zombies
 
That turned out fairly well, the clearing process is taking longer than expected but with the UV's coming online we will be able to hold what we've taken. We do need to ensure our control over our region is felt so it might be worthwhile to throw 2 dice there next time although that does prevent us from making progress in more risky areas.

The peace treaty with the Bazaarians isn't going to hold in its current state. Further work to build trust and ease tensions are needed if we want something that will last. Luckly, we don't need to worry much about that for a while.
 
This is more of a set dressing question, but how fast do you turn without UV light? Is it in minutes like in game and you're basically turbo fucked if you try to sleep somewhere overnight without power (or using one of those medicines)?
 
This is more of a set dressing question, but how fast do you turn without UV light? Is it in minutes like in game and you're basically turbo fucked if you try to sleep somewhere overnight without power (or using one of those medicines)?

In game it only takes fifteen minutes in maximum but my headcanon at least would be one hour
 
Month 2
Month 2

Military (3 AP) (You can put two dice on the same item for higher chances of passing)

Begin Ground Level Clearing Operations: Choose Region

[] The Wharf DC: 25 (Success 0/5)

The Wharf is the area of town where the Peacekeeper's Headquarters, the Missy is located. As such this is the place where their presence is most felt and what can be considered the safest part of the Central Loop with Fewer Zombies that anywhere else. Still there are zombies in the streets and there is nothing wrong with dedicating a large number of your troops in making the streets safe

[] New Dawn Park: DC 35 (Success 1/5)

Considered to be the centermost part of the Central Loop, New Dawn Park is where the Fish Eye and where the majority of the so called Free Folk reside. The place has an unusually high amount of infected but the large number of settlements means that it is safer than it looks.

[] Garrison DC: 35 (Success 0/8)

One of the larger areas in the Central Loop and the Location of the VNC Tower. It is also swarming with countless undead after the missile strikes have open the underground. As an area of importance to the Peacekeepers, it has a pretty heavy presence but the undead remain in vast numbers.

[] Downtown: DC 35(Success 0/5)

Once the Financial Center of Villedor, many High Rises dot downtown. While the streets are not as filled with infected, the sheer number of high rises means that many are hiding inside the buildings as such, Downtown has a very high Volatile infestation count which makes the night very perilous.

[] Muddy Grounds DC 40 (Success 0/5)

Located on the west side of the Wharf, Muddy Grounds is not as many would expect as the ground is not muddy or even wet. The name being a holdover of the old city of Villedor's name. Being near to the Wharf means that it was visited by many Peacekeepers but no dedicated force have yet to purge the place.

[] Saint Paul Island DC: 65 (Success 0/7)

Surrounded on all side by the chemical tainted water, Saint Paul Island is filled with countless mutated infected and amongst the hardest hit from the Black Monday Bombings. As such, there are many mutations that roam from the island and significant amount of forces will be needed to actually clear the place.

[] Sunken City DC: 80 (Success 0/9)

Created from the draining of the dam, the Sunken City is infested with new and deadlier infected called Drowners. A city never mapped, this part of the city holds many secrets and loot but the perils are far beyond what is known at the city.

[] Purge VNC Tower of Infected: DC 35 (Success 0/7)

The VNC Tower is the highest building in Villedor, containing nearly 70 Floors. While owned by the Peacekeepers, the reality is that only the first and fifth floor are the safest. The rest of the floors are haunted by hundreds if not thousands of infected. To ensure the safety of the broadcast and prove to all that the city can be taken back. The VNC Tower must be cleared of infected and made secure.

[] Clear Darkzone Stores for their loot: DC 35 (Success 0/2)

There are many Stores that contain a significant amount of loot. Many of them have been turned into Dark Zones and people have not been able to take as much due to the amount of infected. As such, searching them can have great rewards for is.

Economy (Pick One)

[] Begin Scavenging Operations DC 35 (Success 0/1)

As a city, Villedor has countless useful materials scattered all over it, many are just hidden in infested areas while others have never been reached before. By coordinating and providing assistance to scavenging teams, you can get a better amount of loot than buying.

[] UV Powered Farms DC 45 (Success 0/2)

On the books from Alberto's Library, you discovered that before the outbreak, UV Lamps were used by some groups to make plants grow faster as they basked in light 24 Hours per day. While this will divert a large number of UV Lights, the projected food increase is surely worth it.

[] Underground Trade Convoys DC 36 (Success 0/1)

With most of Villedor only safely traversable by underground tunnels. The best way to facilitate trade is with trolleys loaded with supplies through these tunnels which are same for the most part, at least the UV Illuminated ones.

Diplomacy (Pick Two)

[] Begin Broadcasting to the outside world DC 25 (Success 0/1)

With the VNC under your control, Jack Matt's voice now echo to Villedor 24/7 and many have flocked to your banner. But between Black Monday, the constant battle against the infected and later X-13 incident. Villedor's population has dropped into less than 20,000 and dropping further. More people will be needed to make Villedor into a city again and perhaps there exist outside specialists.

[] Establish Trade with Old Villedor DC 45 (Success 0/2)

While tensions between Peacekeepers and the Bazaarians still remain, distance and lack of interest in conflict means that relations are cooling up. Perhaps it would be time to establish trade between the two, if force cannot tame the Bazaarians. Then trade will. Also with their large numbers of resources and craftmasters means that new technologies could be made available

[] Talk with the Central Loop Survivors DC 35 (Success 0/3)

Although the Peacekeepers are the dominant power in Central Loop there are communities of survivors on their protection. However, while the Peacekeepers are not liked, they are at least respected. Perhaps speaking with them and knowing their needs and opinions will allow you to shape their opinion.

Technology (Pick One)

[] Study Black Powder Guns DC 45 (Success 0/2)

Guns have not appeared in Villedor for almost two decades after the military confiscated all ammunition and weapons. However, guns have existed in Villedor in some way or another. While smokeless powder ammunition is likely not available yet as Villedor did not have a dedicated gun production facilities. Black Powder muskets and shotguns will be more than enough against the infected.

[] Mass Produce Elemental Melee weapons DC 75 (Success 0/1)

With the gradual disappearance of guns, melee weapons and arrows and crossbows have become more prevalent in Villedor. As want for people, there comes a need to enhance the weaponry used to kill and elemental melee weapons are among the best ways. While expensive in resources, effort and somewhat more fragile, they are a significant increase in lethality

[] Reverse Engineer BioMarker DC 60 (Success 0/4)

Biomarkers are one of the most crucial items needed to live in Villedor, due to the failure of the Mandatory Vaccine. Almost all of the populace was infected and Biomarkers were now needed to watch those exposed to the dark long enough. With the new generation now growing, more Biomarkers will need to be found for the young ones and even potential immigrants.

Stewardship (Pick One)

[] Establish Housing for Peacekeeper Families DC: 20 (Success 0/2)

Housing was never a problem in Villedor, the sheer number of abandoned buildings means that many can find shelter from the elements. The Night however is a different story and with many flocking to the banner of the peacekeepers, adding safety and health for their families is a wonderful motivator for recruitment

[] Find a way to open Villedor's Gates to the outside DC 65 (Success 0/2)

Villedor was originally sealed to the world by massive steel walls, but as the world was consumed by THV. The walls became its protector and Villedor became the last city standing. However, while Villedor had almost everything it needed to survive, many materials are still out of reach. Perhaps opening the city to the outside world might be able to solve the problem or doom the city.

[] Divert Recruits to non-combat roles DC 45 (Success 0/1)

With the glut of recruits and the intense training of even a basic Man-at-Arms, it is inevitable that some may not make the cut. While some are motivated by the speeches of Jack Matt and dreams of adventures, others simply prefer safety or the promise of three meals per day. By putting them into non-combat roles, you can increase the logistical efforts of the PK (Adds one Stewardship Dice)
 
[X] Plan: Building a future
-[X] The Wharf DC: 25 (Success 0/5) 2 Dice
-[X] New Dawn Park: DC 35 (Success 1/5)
-[X] UV Powered Farms DC 45 (Success 0/2)1 Die
-[X] Talk with the Central Loop Survivors DC 35
-[X] Begin Broadcasting to the outside world DC 25
-[X] Reverse Engineer BioMarker DC 60 (Success 0/4)
-[X] Establish Housing for Peacekeeper Families DC: 20 (Success 0/2)

Logic: Two dice on the Wharf because it is our home territory and having it remain infected is unacceptable, Keep working in new dawn park though. UV farms take advantage of our mass production and ensure we can feed our people as well as eventually producing trade goods. With the Bazaar being hostile the last thing we want is a proxy war with the central survivors, we need them on our side and ideally we can annex them later. Start sending messages to the outside world to give the Bazaar time to simmer down. BioMarkers starts eventual work on a cure and is an incredible trade good. Lastly houses because as long as you work for us you get a place to live and food to eat.

We should probably avoid moving recruits to non combat roles for a while cause we got a lot of clearing operation to do before we have some safe areas.
 
[X] Plan: Undead boogaloo
Military (3 AP)
-[X] The Wharf DC: 25 (Success 0/5)
-[X] New Dawn Park: DC 35 (Success 1/5)
-[X] Clear Darkzone Stores for their loot: DC 35 (Success 0/2)
Economy (Pick One)
-[X] UV Powered Farms DC 45 (Success 0/2)
Diplomacy (Pick Two)
-[X] Talk with the Central Loop Survivors DC 35 (Success 0/3) x2
Technology (Pick One)
-[X] Reverse Engineer BioMarker DC 60 (Success 0/4)
Stewardship (Pick One)
-[X] Establish Housing for Peacekeeper Families DC: 20 (Success 0/2)
 
Vote closed
Scheduled vote count started by Oledoms on Apr 6, 2024 at 8:52 PM, finished with 9 posts and 9 votes.

  • [X] Plan: Building a future
    -[X] The Wharf DC: 25 (Success 0/5) 2 Dice
    -[X] New Dawn Park: DC 35 (Success 1/5)
    -[X] UV Powered Farms DC 45 (Success 0/2)1 Die
    -[X] Talk with the Central Loop Survivors DC 35
    -[X] Begin Broadcasting to the outside world DC 25
    -[X] Reverse Engineer BioMarker DC 60 (Success 0/4)
    -[X] Establish Housing for Peacekeeper Families DC: 20 (Success 0/2)
    [X] Plan: Undead boogaloo
    -[X] The Wharf DC: 25 (Success 0/5)
    -[X] New Dawn Park: DC 35 (Success 1/5)
    -[X] Clear Darkzone Stores for their loot: DC 35 (Success 0/2)
    -[X] UV Powered Farms DC 45 (Success 0/2)
    -[X] Talk with the Central Loop Survivors DC 35 (Success 0/3) x2
    -[X] Reverse Engineer BioMarker DC 60 (Success 0/4)
    -[X] Establish Housing for Peacekeeper Families DC: 20 (Success 0/2)
Oledoms threw 3 100-faced dice. Reason: Military Total: 137
44 44 74 74 19 19
Oledoms threw 1 100-faced dice. Reason: Economy Total: 29
29 29
Oledoms threw 2 100-faced dice. Reason: Diplomacy Total: 157
87 87 70 70
Oledoms threw 1 100-faced dice. Reason: Technology Total: 38
38 38
Oledoms threw 1 100-faced dice. Reason: Stewardship Total: 36
36 36
 
I will hold back on making jokes about how close the vote was because that's like my only joke.
 
So, we got (Edit) 4 Wharf successes, succeeded at talking with Central Loop survivors and broadcasting, got 1 success in the housing, and failed at New Dawn Park, UV powered farms and biomarkers.
 
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Dont think we got all 5 Wharf successes as we also have New Dawn Park, so i would think 4 successes in Wharf while the one 1 New Dawn Park failed
 
Do we have any way currently of making sure more zombies don't wander in to cleared zones for that matter? Like, portable barricades and sealing off buildings on the edges of the zone?
 
Think most zombies stay where they are, with only those in the dark zones and Volatiles that come out at night to hunt, but they nomal go back where they come from once the night is over
 
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