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

UV harnesses would be better implemented as gate and building defense. If we could figure out how to setup something similar to trolley power lines, then we could even start doing night patrols with them. Other than that it's kind of hard to use UV harnesses as a offensive suit. Not if you want to tie units to generator carts with power cables.
 
Month 3 Results
Month 3 Results

[] The Wharf DC: 25 (Success 5/5) 79, 60 , Two Success, two phases for next category

[] New Dawn Park: DC 35 (Success 3/5) 18 Fail

After three months of non-stop combat, the streets of the Wharf have been cleared, though the roads are still not safe to walk without protection but the days of small packs of undead chasing survivors throughout the day is by gone, the night is still perilous however and many buildings are still infested with infected but bit by bit the city is slowing being reclaimed from the scourge.

Such is the élan of the troopers that they were also able to clear significant amounts of New Dawn Park although they eventually had to stop due to a combination of exhaustion. Outrunning their supply lines and improper fortifications that were attacked by Volatiles when night fell.

[] UV Powered Farms DC 45 (Success 1/2) 60, 23, 1 Success, 1 Fail

With the increasing tempo of operations against the infected, so too did the demand for UV Light luckily. Most of them consisted of the smaller lights rather than the large ones you need, you were able to begin planting many vegetables and so far have been positive with many growing larger in a shorter period of time and making quicker harvests. While only a few have been implanted, and not enough to fill up the stocks of the Missy, a few more will reduce chances of starvation.

[] Talk with the Central Loop Survivors DC 35 (Success 3/3) Two Success. Overflow, only one needed

(+1 Stewardship Die)

After speaking with the most skilled and affluent survivors and families, you focused now on the poorer and less skilled citizens offering them a chance to improve their lives without much danger to their lives. You have made it clear that their assistance will happen, whether they like it or not and it would be much better and more beneficial for them to volunteer. Many of the lay abouts, getting the messages signed up in droves and you used the manpower to bulk up your logistics and non-combat duties which freed your soldiers to do more killing.

[] Reverse Engineer BioMarker DC 60 (Success 3/4) 96, 98, Two Success, three phases completed

After the failure of the previous two months, a sudden windfall arrived when the Peacekeepers were able to make contact with a Former GRE Specialist, McGregor Keyes. He was amongst those that designed the first Biomarkers and was instrumental in speeding up the research in creating our own. Ironically, this was done by removing his main contribution in the Biomarker program, the anti-recycle feature which prevented the reuse of Biomarkers should its owners become deceased. The newer biomarker will be designed first and foremost as a warning against infection and such feature is not needed. Still a few more investment in resources are needed for a production model to be ready that can be made on the Missy and other factories.

[] Establish Housing for Peacekeeper Families DC: 15 (Success 2/2) 25. Completed

This month, the relocation of many families to the designated housing has been completed and now many of the recruits are enthusiastic that their families are safely living in protected houses. This has increase interest in recruitment to the point that the allotted housing is quickly filling up but at this point those housed earlier are willing to pick up the slack. In addition to ensuring the loyalties of the recruits to the Peacekeepers, this also opens ways to make a populace loyal to the Peacekeepers as a whole

[] Divert Recruits to non-combat roles DC 45 (Success 1/1) 80. Completed

With the recruitment centers and trainers being overwhelmed, Commander Meyer ordered a more thorough sifting of recruits with the toughest, bravest and strongest being singled out. Through a series of physical and mental tests, the Peacekeepers assessed whose are willing to take the harshest duties and those with less martial attitudes are either directed to the logistics branch or other clerk duties and blacksmithing.

A/N: Okay, just got back from a Month Long vacation with no PC Access so I made it on the fly. By the way, I have a Ko-fi to any interested in helping: Buy Oledoms a Coffee. ko-fi.com/oledoms
 
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Now that our area is clear, we can now go for New Dawn Park, so that should make the people there happy
 
Thank you for the update!

Only 2 fails this turn seems like a good one.
Question I have is, would it be better to keep clearing streets or should we switch to clearing the buildings in the Warf?
Real glad to see the biomarkers almost done.
 
Thank you for the update!

Only 2 fails this turn seems like a good one.
Question I have is, would it be better to keep clearing streets or should we switch to clearing the buildings in the Warf?
Real glad to see the biomarkers almost done.
I prefer clearing buildings, that way theres more living space and buildings to convert be it turning it to housing people, store materials, produce goods like a workshop, etc...
 
Month 4
Month 4

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

Begin Ground Level Clearing Operations: Choose Region

[] New Dawn Park: DC 35 (Success 3/5)

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: 36 (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 36 (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 the daring or lucky.

[] 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) (-5 per Die Roll, will disappear after three turns)

Street Night Clearing operations

[] The Wharf DC 50 (0/7)

While the streets are clear by the day, many infected, including the infamous Volatiles only come out at night. By launching large formations at night, where the infected are at the most active and numerous, we can reduce the number gradually and more effectively that merely clearing and patrolling by day.

Begin Clearing buildings of Infected

[] The Wharf DC 75. (0/12)

While the Streets of the Wharf is largely free of a meaningful amount of infected, the buildings on the other hand, are infested with the undead. From Virals, Night Walkers up to the Volatiles numbering in the thousands alongside fighting on a cramped building with little to no maneuverability means that such work is deadly and slow but for reclamation to truly begin, there must be an effort to wipe out the infected from within.


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 1/2)

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.

[] Fuel Production DC 40 (Success 0/6)

From generators to what few intact vehicles remain, most fuel nowadays are alcohol based due to a distinct lack of petroleum products. While there is a significant number of small refineries and distilleries, the sheer number needed to field even a small amount of trucks for your use for logistical purposes.

[] Jury Rigged Transport Production DC 80 (Success 0/3)

Although your efforts to harvest the cars of Villedor is bearing fruit, the reality is that many of them have been worn down by time, initial damage and the elements. Still, there are hundreds of cars being processed by the recycling teams and you have more than enough spare parts and materials for a small fleet. Now, all that it would need is assemble them

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

[] 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.

[] Establish School for Young Peacekeepers DC 25 (Success 0/5)

While most Peacekeepers are recruited in adulthood, the reality is that there will be deficiencies in training and other practicals that intense training cannot cover in time. While you have no intention of ever fielding or even deploying Child Soldiers, you can impart the lessons of Veteran Peacekeepers to them at a young age.



Technology (Pick Two)

[] Study Black Powder Ammo 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 3/4)

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 Four)

[] 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.

[] Produce Bow and Arrows for Peacemakers DC 15 (Success 0/6) (Cannot be taken with Crossbow and Bolts)

The Best and Safest Way to kill the infected has always been from a distance. Bows and Arrows are tools that have been used for thousands of years and the somewhat gunless land of Villedor has elevated the bow and arrow once more. However, the sheer number of infected means that you will need thousands alone to make a dent against said infected

[] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) (Cannot be taken with Bow and Arrow)

The more complex and somewhat more advanced ranged version, Crossbows are expensive, finicky and maintenance heavy but unlike Bow and Arrow. They require minimal training and can fire up to five bolts before reloading, making them invaluable in both mid range and close range fighting

Build up UV Guard Towers in the City

[] The Wharf DC 40 (Success 0/6)

With Wharf largely secure on the street level, it was the Peacekeeper's Duty to actually keep it secure. By building watch towers all throughout the Wharf, you will have eyes, ears and even hands throughout the Wharf, small outposts that can act as a warning against attackers or small dams against a tide of undead.
 
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[X] Plan: Low hanging fruit
Military (Pick Three) (You can put two dice on the same item for higher chances of passing)
-[X] New Dawn Park: DC 35 (Success 3/5) 2D
-[X] Include New Recruits in Clearing Operations DC 40 (Success 0/3) 1D
Economy (2 AP)

-[X] Begin Scavenging Operations DC 35 (Success 0/1) 1D
-[X] UV Powered Farms DC 45 (Success 1/2) 1D
Diplomacy (Pick Two)

-[X] Recruit Children and Orphans to non-combat roles DC 30 (Success 0/4) 2D
Technology (Pick Two)

-[X] Reverse Engineer BioMarker DC 60 (Success 3/4) 2D
Stewardship (Pick Four)

-[X] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) (Cannot be taken with Bow and Arrow) 2D
-[X] The Wharf DC 40 (Success 0/6) 2D

Clearing the buildings DC is a bit high for my liking so I'm going with low hanging fruit and low DCs.
Mil: 2D on clearing New Dawn Park to get that done, 1D on incl new recruits to slow roll for the extra dice.
Econ: Scavenge and farm 1D each.
Diplo: I don't like that there are children being left to fend for themselves 2D to get this done asap.
Tech: Get the marker done asap.
Stew: 2D on crossbows, skipping the bows and going for guns once we have that researched. 2D on securing the Warf.

@Oledoms does [] The Wharf DC 50 (0/7) and [] The Wharf DC 40 (Success 0/6) reduce the DC to clear the buildings?
(first one is the night patrol action and 2nd one is building watch towers)
 
[X] Plan: Low hanging fruit

We really need that +1 Military Die so we can speed up clear out the zombies from the areas
 
Say as we keep on clear the zones of zombies on the ground, do we get us any benefits from it? i mean like lower DC for other things like Scavenging Operations
 
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Vote closed
Scheduled vote count started by Oledoms on May 9, 2024 at 6:15 AM, finished with 13 posts and 11 votes.

  • [X] Plan: Low hanging fruit
    -[X] New Dawn Park: DC 35 (Success 3/5) 2D
    -[X] Include New Recruits in Clearing Operations DC 40 (Success 0/3) 1D
    -[X] Begin Scavenging Operations DC 35 (Success 0/1) 1D
    -[X] UV Powered Farms DC 45 (Success 1/2) 1D
    -[X] Recruit Children and Orphans to non-combat roles DC 30 (Success 0/4) 2D
    -[X] Reverse Engineer BioMarker DC 60 (Success 3/4) 2D
    -[X] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) (Cannot be taken with Bow and Arrow) 2D
    -[X] The Wharf DC 40 (Success 0/6) 2D
Oledoms threw 3 100-faced dice. Reason: Military Total: 198
42 42 96 96 60 60
Oledoms threw 2 100-faced dice. Reason: Economy Total: 29
23 23 6 6
Oledoms threw 2 100-faced dice. Reason: Diplomacy Total: 44
14 14 30 30
Oledoms threw 2 100-faced dice. Reason: Technology Total: 33
26 26 7 7
Oledoms threw 4 100-faced dice. Reason: Stewardship Total: 76
9 9 12 12 45 45 10 10
 
Month 4 Results
Month 4 Results

[] New Dawn Park: DC 35 (Success 5/5) 42, 96, 2 Success

[X] Garrison DC: 36 (Success 1/8), Overflow from New Dawn Park


This month, building on the momentum of the offensive, you were able to successfully clear the streets of New Dawn Park. Many infected has been wiped out and mounds of burning corpses can be seen on the Wharf and New Dawn Park. While the streets are mostly clean of infected, few dare ventures inside the buildings where the infected reside.

Some overzealous Peacekeepers have also begun clearing edges of Garrison from zombies, but was later forced back due to issues with Logistics as the Peacekeeper's supply lines have not been secured. Realizing the need for consolidation, offensives into unsecured territory have been halted until further notice.

[] Include New Recruits in Clearing Operations DC 40 (Success 1/3) 60. 1 Success

With the need for manpower in offensives, the hard decision was made to deploy the Trainees in battle. Primarily deployed as rear echelon fighters, they are responsible for wiping out stragglers and infected coming out of the buildings, however due to their inexperience they are limited only on the Wharf and are excluded in frontline operations.

[] Begin Scavenging Operations DC 35 (Success 0/1) 23, 1 failure

Despite your efforts, it seems that you have overstretched your forces and many of the scavenging teams were halted by the infected. While few have been killed, the reality is that the Peacekeepers are overextended and need to consolidate your gains. Not only that but while the streets are clear of large groups of infected, the buildings have so much danger inside them that any unguarded scavenging is in danger.

[] UV Powered Farms DC 45 (Success 1/2), 6, 1 Failure

With the clearing of the streets of New Dawn Park, the demand for UV Light has soared once again and none again were spare for the UV Farms. Despite the promising effects of UV Farms on many crops with their larger sizes. The war against the undead remains the priority.

This has been quite annoying for you as the project has been taking time, you have never expected that your little project would take so much time and that you would have to spend more of your time fighting for resources. However, you will not give up, not when the result speaks for themselves.

[] Recruit Children and Orphans to non-combat roles DC 30 (Success 1/4) 14, 30 1 Success, 1 Failure

Child Labor has always been a thorny issue for the people of Villedor, while values of the old world have for the most part faded away, there is still a reluctance amongst Villedor in officially implementing actual child labor aside from a few unscrupulous ones. However, better for children to be inconvenienced but fed and healthy rather than laying about doing nothing.

The first part is actually the hardest part, while many orphans are willing, many parents are reluctant to participate, fearing that they are using this labor program as an excuse to indoctrinate children.

[] Reverse Engineer BioMarker DC 60 (Success 3/4) 26, 7, 2 Failures

While the prototype worked well, it seems that your first attempt in production ended in a failure. As it turns out, all them were much more sensitive and immediately began blaring on the first tests. It seems that microchips and all other scavenged electronics did not handle the two decades well. Despite your efforts, most of the month and resources spent were done to isolate the source of the issue and fix it.

[] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) 9, 12 2 Failures

Peacekeeper Crossbows are a marvel of engineering even before the Fall, a five round automatic crossbow was invented in the aftermath and was quite successful in its use. However, each crossbow is entirely artisanal in production. Expanding the workshops and actually teaching people to make them was the hardest part and not a single one rolled off the workshops at all.

[] UV Guard Towers The Wharf DC 40 (Success 1/6) 45, 10. 1 Success, 1 Failure

With the streets of New Dawn Park being cleared, the Peacekeepers have also begun steps to secure their hold. However, while the Towers are easily constructed. The lack of UV Lights have made them next to useless at actually securing a territory. However, there is some hope. With the cessation of further street clearing expeditions, securing the logistics of the war becomes an utmost necessity.
 
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