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

Month 5
Month 5

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

Begin Ground Level Clearing Operations: Choose Region

[X] Garrison DC: 36 (Success 1/8)

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.

[X] 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.

[X] 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.

[X] 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.

[X] 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 25 (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 25 (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 1/3)

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

[] Night Clearing 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.

[] Night Clearing New Dawn Park DC 55 (0/4)

The Streets of New Dawn Park have never been safer but the night remains quite deadly, the Middle Part of Villedor has quite a fair amount of Volatiles despite its relative proximity to civilization. By launching night offensives, we can lure the Volatiles and other night infected to engage outside where we can swarm them with superior numbers and technology.

Begin Clearing buildings of Infected

[] Building Clearing 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.

[] Building Clearing New Dawn Park DC 55 (0/5)

Unlike most buildings in the Central, there is a large number of people who are living inside the buildings of New Dawn Park and there will be frequent stops. Due to the fact that there are fewer empty buildings here, you can clear the structures in less amount of time than other locations.



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 1/4)

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. ( +1 Technology Dice after six turns)

[] 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 (2 AP)

[] 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 55 (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 (4 AP)

[] 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 Crossbow and Bolts for Peacemakers DC 45 (Success 0/4)

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 (+1 Military Dice)

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.

[] New Dawn Park DC 35 (Success 0/3)

As the streets of New Dawn Park has been largely secured, putting up UV Guard Towers will ensure that the streets will remain clear and unlike the Wharf. There is a significant number of people that can make use of such shelters.

Establish Fortified Supply Depot

[] New Dawn Park DC 20 (Success 0/2)

Logistics is the Tyrant of Warfare as many would say and this truism holds true in the end of the world. With your forces overrunning your main sources of supply and other necessities in the Wharf of the city, building up supplies in New Dawn park will act as a springboard for the invasion of the other quarters of the city


A/N As of this moment, Ground clearing operations are locked until you can sort out supply issue for further operational expansion.
 
[X] Plan: I have no idea what I'm doing tbh
Military (3 AP)
-[X] Purge VNC Tower of Infected: DC 25 (Success 0/7) x1
-[X] Include New Recruits in Clearing Operations DC 40 (Success 1/3) x2
Economy (2 AP)
-[X] Begin Scavenging Operations DC 35 (Success 0/1) x1
-[X] UV Powered Farms DC 45 (Success 1/2) x1
Diplomacy (2 AP)
-[X] Recruit Children and Orphans to non-combat roles DC 30 (Success 1/4) x2
Technology (2 AP)
-[X] Reverse Engineer BioMarker DC 60 (Success 3/4) x2
Stewardship (4 AP)
-[X] New Dawn Park DC 35 (Success 0/3) x4

Since nobody else has made a plan I guess I'll throw this together. ¯\_(ツ)_/¯
 
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[X] Plan: Concentrated effort
Military (3 AP)
-[X] Clear Darkzone Stores for their loot: DC 25 (Success 0/2) x1
-[X] Include New Recruits in Clearing Operations DC 40 (Success 1/3) x2
Economy (2 AP)
-[X] Begin Scavenging Operations DC 35 (Success 0/1) x1
-[X] UV Powered Farms DC 45 (Success 1/2) x1
Diplomacy (2 AP)
-[X] Recruit Children and Orphans to non-combat roles DC 30 (Success 1/4) x2
Technology (2 AP)
-[X] Reverse Engineer BioMarker DC 60 (Success 3/4) x2
Stewardship (4 AP)
-[X] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) x4

Clearing darkzone stores has low dc and needs only 2 successes
Get new recruits for +1 military dice
Finish the easy eco actions
Continue diploing children to non combat rolls
Finish researching biomarker
All in on crossbow and bolts for permanent +1 military dice we are in desperate need for more dice especially military dice.
 
[X] Plan: Concentrated Effort plus Diplomacy
Military (3 AP)
-[X] Clear Darkzone Stores for their loot: DC 25 (Success 0/2) x1
-[X] Include New Recruits in Clearing Operations DC 40 (Success 1/3) x2
Economy (2 AP)
-[X] Begin Scavenging Operations DC 35 (Success 0/1) x1
-[X] UV Powered Farms DC 45 (Success 1/2) x1
Diplomacy (2 AP)
-[X] Establish Trade with Old Villedor DC 45 (Success 0/2) (2 AP)
Technology
-[X] Reverse Engineer BioMarker DC 60 (Success 3/4) x2
Stewardship (4 AP)
-[X] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) x4

Same as plan Concetrated Effort, except we're trading with Old Villedor instead. I want to start normalizing relations ASAP, and we'll probably get additional dice from it judging by the last trade action we did.
 
hmm it might not be a good idea to Purge VNC Tower until we build up a supplies depot in new park to make it eaiser to attack the other zones and purge the tower

Also think we should clear out the Garrison first, then do the tower, but a depot is need before we can do the Garrison
 
[X] Plan: Concentrated effort

Changing my vote now that somebody else made one

hmm it might not be a good idea to Purge VNC Tower until we build up a supplies depot in new park to make it eaiser to attack the other zones and purge the tower

Also think we should clear out the Garrison first, then do the tower, but a depot is need before we can do the Garrison

I think I was quite clear that I had no idea what I was doing with my plan :V
 
Vote closed
Scheduled vote count started by Oledoms on May 14, 2024 at 1:09 AM, finished with 10 posts and 8 votes.

  • [X] Plan: Concentrated effort
    -[X] Clear Darkzone Stores for their loot: DC 25 (Success 0/2) x1
    -[X] Include New Recruits in Clearing Operations DC 40 (Success 1/3) x2
    -[X] Begin Scavenging Operations DC 35 (Success 0/1) x1
    -[X] UV Powered Farms DC 45 (Success 1/2) x1
    -[X] Recruit Children and Orphans to non-combat roles DC 30 (Success 1/4) x2
    -[X] Reverse Engineer BioMarker DC 60 (Success 3/4) x2
    -[X] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) x4
    [X] Plan: I have no idea what I'm doing tbh
    -[X] Purge VNC Tower of Infected: DC 25 (Success 0/7) x1
    -[X] Include New Recruits in Clearing Operations DC 40 (Success 1/3) x2
    -[X] Begin Scavenging Operations DC 35 (Success 0/1) x1
    -[X] UV Powered Farms DC 45 (Success 1/2) x1
    -[X] Recruit Children and Orphans to non-combat roles DC 30 (Success 1/4) x2
    -[X] Reverse Engineer BioMarker DC 60 (Success 3/4) x2
    -[X] New Dawn Park DC 35 (Success 0/3) x4
    [X] Plan: Concentrated Effort plus Diplomacy
    -[X] Clear Darkzone Stores for their loot: DC 25 (Success 0/2) x1
    -[X] Include New Recruits in Clearing Operations DC 40 (Success 1/3) x2
    -[X] Begin Scavenging Operations DC 35 (Success 0/1) x1
    -[X] UV Powered Farms DC 45 (Success 1/2) x1
    -[X] Establish Trade with Old Villedor DC 45 (Success 0/2) (2 AP)
    -[X] Reverse Engineer BioMarker DC 60 (Success 3/4) x2
    -[X] Produce Crossbow and Bolts for Peacemakers DC 45 (Success 0/4) x4
Oledoms threw 3 100-faced dice. Reason: Military Total: 107
9 9 67 67 31 31
Oledoms threw 2 100-faced dice. Reason: Economy Total: 86
78 78 8 8
Oledoms threw 2 100-faced dice. Reason: Diplomacy Total: 3
2 2 1 1
Oledoms threw 2 100-faced dice. Reason: Technology Total: 61
33 33 28 28
Oledoms threw 4 100-faced dice. Reason: Stewardship Total: 186
80 80 26 26 10 10 70 70
 
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