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

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?
Barricades are usually built when clearing an entire section of the city. however, this will not prevent zombies from inside buildings to get out but the main focus is simply to prevent large groups of zombies from ever coming out of daylight on the street
 
Month 2 Results
Month 2 Results

[] The Wharf DC: 25 (Success 4/5) Roll 118 4 Successes

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

With the Renegades halted from their attacks, with most driven into the forest beyond the city or into Old Villedor. The Peacekeepers restarted their clearing operations with gusto, killing hundreds of infected throughout the Wharf. With a surplus of UV Lights, clearing operations continue into the night, even killing small Volatile Packs alongside many special infected in the city. While some work still needs to be done, the streets of the Wharf are clear for the first time since the civil war and with the cars being taken from the streets and broken down means that most of the way is clear aside from the occasional Watchtower.

One better thing is that the GRE has already blocked off most of the ways between cities so the Peacekeepers do not need more to barricade both sides of the Wharf to prevent more zombies from crossing into the area.

[] New Dawn Park: DC 35 (Success 1/5) Roll 19

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.

The successes of the Wharf Clearing operations however had a cost as minimal effort was spared for New Dawn Park. While many zombies were killed, the effort was poor and somewhat uncoordinated which have soured many Fish Eye Residents on the Peacekeepers as a whole. Still many are hopeful that once the Peacekeepers are able to secure the Wharf, they will assist them once again.

[] UV Powered Farms DC 45 (Success 0/2) Roll 29

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.

As it turns out, the moment the concept of a UV Lightened farm was the answer nothing else but an overwhelming no. The reason of course is that UV Lights is among the most critical resource in Villedor, not only is it used to ward off the infected but being exposed for an hour in the dark without it is a death sentence without Antizin. Even with the factory, the reality is that there is so much demand for UV Lights regardless of the time that none can be spared.

[] Begin Broadcasting to the outside world DC 25 (Success 1/1) Roll 87, Multiple Successed

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.

With your control of the TV Station, you were able to expand the range of your broadcasts not only in Villedor but also outskirts into the neighbouring cities. In anticipation of this, you posted some guards on possible entrances of the walls outside. At first there was no reply which was understandable, but as the 15th days of the broadcast some were starting to lose hope that the whole thing was a bust.

Then the ones outside the walls started to get contacts, not infected but regular bandits. As it turns out, some people have been looking to get into the city for a while. Most of them Caravans from ravaged towns and others seeking a new home but were discouraged by both the Chemicals and the unofficial policy by some people, namely people of the Bazaar and regular citizens of killing those without biomarkers but you used your authority to protect those who are useful, namely scientists and craftsmen who can make your life easier while their families and less useful people were shunted into non-combat roles. (+1 Stewardship Die, +1 Technology Die)

[] Talk with the Central Loop Survivors DC 35 (Success 2/3) Roll 70

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.

With the Peacekeepers now in charge of the Central Loop and abandoning Old Villedor, they are eager to prevent what happened to the Bazaar. Once of Ruth Meyer's new directive is to learn the pulse of the people, namely their reaction and attitudes as well as how to get their favour. Despite some hiccups and protest, overall the initiative was successful and you were able to get more assistance from people in setting up self-sufficiency (+1 Economic Dice)



[] Reverse Engineer BioMarker DC 60 (Success 0/4) Roll 38

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.

Biomarkers are a marvel of the old world, part viral detector, part DNA Scanner Tech and part alarm system. They were designed during the first days of the Villedor infection to identify which are infected and those who are not. As the vaccine failed and almost all of Villedor was infected, the Biomarker was produced in hundreds of thousands all around the world. In Villedor, they are considered the closest thing to passports and those without it are usually not let inside any major settlements which was a bummer since a Marker can only be used once and once a population growth, there may not be enough. As it is, you do not have the brainpower yet to actually replicate it but with constant investment it should be possible

[] Establish Housing for Peacekeeper Families DC: 20 (Success 1/2) Roll 36 1 Success, 1 near success

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

With things calming down, in the Wharf you have decided to once again moving families of peacekeepers into protected housing. This time, the overall program was a success and many people whom have seen the Peacekeepers defeat the Renegades and even the infected twice over began moving to the cleared houses and enough that had been cleared that next month the final batch can be built with ease.
 
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So next turn we can give the "The Wharf" 1 dice and hope it gets done, and put the other 2 on "New Dawn Park", have to get the people on our side
 
Seems like we could mostly repeat the last plan, we still need the Wharf and New Dawn Park clear. UV farms are unfortunately non-viable so we should work on the trade tunnels instead to continue building up our food supply, might combine that with trading with the Bazaar for max food/trade or continuing to build relations with the free folk. Working on the Biomarkers is kinda necessary as we integrate new people, and now that we have more people, we still need more housing.

As a question for the future what should we do about intelligent volatiles. I would advocate for extermination as Volatiles need to feed on humans to continue their race, as time goes on the balance changes more in their favor and with their superior physical strength I fear it only ends in slavery or our destruction. Now, we have UV's, We can have firearms and buildings and massive walls. Later we shall be far weaker, only able to huddle around fires praying for the dawn.
 
Say oledomes, if we put 2 dice into "The Wharf" and it reachs the DC, would it overflow into "New Dawn Park"?
 
Thank you for the update!

No serious disasters makes for an 'ok' turn.
Need to start clearing the undead harder, only way I see that happening is with guns but imo we need the bio-markers first.
 
We need 1 more Military AP, so that we can start clearing out 2 places at the same time, as with dont have much luck with 1 dice in anything
 
Month 3
Month 3

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 4/5)

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.

[] Include New Recruits in Clearing Operations DC 40 (Success 0/3)

Most Recruits are usually trained for an average of four months in intense training before deployment, however with the needs of clearing the city perhaps including them will not only speed up their training but also allow more zombies to be killed. This will naturally result in casualties but the large surplus of manpower will be useful. (+1 Military Die)

Economy (2 AP)

[] 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)

[] 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 2/3)

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.

[] Recruit Children and Orphans to non-combat roles DC 30 (Success 0/4)

While most of the recruits are on the young side, most of them are still close to adulthood and such capable of fighting. This leaves the exceptionally younger children to either starve, be exploited by unscrupulous criminals or simply roam around until killed. By recruiting these young children and putting them to working either assisting your craftsmaster or creating arrows or other weapons, you can reduce the number of them that end up idle and keep them both safe and useful.

Technology (2 AP)

[] 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 (2 AP)

[] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2)

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)
 
I'm thinking we should start trying to get trade going with the Bazaarians this turn. Trade has a tendency to reduce the willingness of polities to war with each other.
 
[X] Plan: Thule
-[X] The Wharf DC: 25 (Success 4/5) 2 dice
-[X] New Dawn Park: DC 35 (Success 1/5) 1 dice
-[X] UV Powered Farms DC 45 (Success 0/2) 2 dice
-[X] Talk with the Central Loop Survivors DC 35 (Success 2/3) 2 dice
-[X] Reverse Engineer BioMarker DC 60 (Success 0/4) 2 dice
-[X] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2) 1 dice
-[X] Divert Recruits to non-combat roles DC 45 (Success 0/1) 1 dice

So putting 2 dice into The Wharf just to make sure it gets done, and the overflow will go to New Dawn Park
 
[X] Plan Big Bear
Military (3 AP)
-[X] The Wharf DC: 25 (Success 4/5) 1 dice
-[X] Clear Darkzone Stores for their loot: DC 35 (Success 0/2) 2 dice
Economy (2 AP)
-[X] UV Powered Farms DC 45 (Success 0/2) 2 dice
Diplomacy (Pick Two)
-[X] Establish Trade with Old Villedor DC 45 (Success 0/2) 2 dice
Technology (2 AP)
-[X] Reverse Engineer BioMarker DC 60 (Success 0/4) 2 dice
Stewardship (2 AP)
-[X] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2) 1 dice
-[X] Divert Recruits to non-combat roles DC 45 (Success 0/1) 1 dice
 
The biggest issue would be power storage and generation; when it's a standing lamp you can just have a generator hooked up to it, but that becomes less practical when you have a lamp hooked to your chest that has enough power pumped into it to ward off volatiles and other such night creatures. With the power draw normal batteries would die way too quickly unless it was some sort of single use emergency flasher, and a proper car battery would be anywhere from 5-25 pounds. You'd probably end up with something that's at least 20 pounds all together and pretty unwieldy but not cripplingly so.

Its feasible and probably somewhat mass producible once we get lamp production up; UV carts that consist of a generator and a big spotlight or a bunch of lamps strung around the edges could also be useful for mobile safe zones or direct assaults on nests.
 
[X] Plan: Wheel and deal
-[X] The Wharf DC: 25 (Success 4/5) 2 dice
-[X] New Dawn Park: DC 35 (Success 1/5) 1 dice
-[X] Underground Trade Convoys DC 36 (Success 0/1) 2 Dice
-[X] Establish Trade with Old Villedor DC 45 (Success 0/2) 2 dice
-[X] Reverse Engineer BioMarker DC 60 (Success 0/4) 2 dice
-[X] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2) 1 dice
-[X] Divert Recruits to non-combat roles DC 45 (Success 0/1) 1 dice

Logic: UV powered farms are nice but Given how we are involved in some heavy clearing operations better to save them for the combat crew. Going for trade routes solves the food issue and adds more rare materials that we might need for biomarkers.
 
Vote closed
Scheduled vote count started by Oledoms on Apr 12, 2024 at 2:38 AM, finished with 12 posts and 10 votes.

  • [X] Plan: Thule
    -[X] The Wharf DC: 25 (Success 4/5) 2 dice
    -[X] New Dawn Park: DC 35 (Success 1/5) 1 dice
    -[X] UV Powered Farms DC 45 (Success 0/2) 2 dice
    -[X] Talk with the Central Loop Survivors DC 35 (Success 2/3) 2 dice
    -[X] Reverse Engineer BioMarker DC 60 (Success 0/4) 2 dice
    -[X] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2) 1 dice
    -[X] Divert Recruits to non-combat roles DC 45 (Success 0/1) 1 dice
    [X] Plan Big Bear
    -[X] The Wharf DC: 25 (Success 4/5) 1 dice
    -[X] Clear Darkzone Stores for their loot: DC 35 (Success 0/2) 2 dice
    -[X] UV Powered Farms DC 45 (Success 0/2) 2 dice
    -[X] Establish Trade with Old Villedor DC 45 (Success 0/2) 2 dice
    -[X] Reverse Engineer BioMarker DC 60 (Success 0/4) 2 dice
    -[X] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2) 1 dice
    -[X] Divert Recruits to non-combat roles DC 45 (Success 0/1) 1 dice
    [X] Plan: Wheel and deal
    -[X] The Wharf DC: 25 (Success 4/5) 2 dice
    -[X] New Dawn Park: DC 35 (Success 1/5) 1 dice
    -[X] Underground Trade Convoys DC 36 (Success 0/1) 2 Dice
    -[X] Establish Trade with Old Villedor DC 45 (Success 0/2) 2 dice
    -[X] Reverse Engineer BioMarker DC 60 (Success 0/4) 2 dice
    -[X] Establish Housing for Peacekeeper Families DC: 15 (Success 1/2) 1 dice
    -[X] Divert Recruits to non-combat roles DC 45 (Success 0/1) 1 dice
Oledoms threw 3 100-faced dice. Reason: Military Total: 157
79 79 60 60 18 18
Oledoms threw 2 100-faced dice. Reason: Economy Total: 83
60 60 23 23
Oledoms threw 2 100-faced dice. Reason: Diplomacy Total: 84
41 41 43 43
Oledoms threw 2 100-faced dice. Reason: Technology Total: 194
96 96 98 98
Oledoms threw 2 100-faced dice. Reason: Stewardship Total: 105
25 25 80 80
 
Lets hope the "The Wharf" does well so that it will overflow into "New Dawn Park"

Edit: so Wharf being done, the 114 should overflow to New Dawn Park, so that should be 3 Successes, so it will be 4/5 next turn
 
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Good rolls
1 military dice failed for new dawn park looks like, but does it pass with the roll-over from clearing the wharf?
only 1 dice passed on UV Powered Farms.
Good thing that 1st stewardship roll of 25 only had to pass a DC of 15. (had to look twice at that one)
 
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