Friday, July 21, 2023

Visit Scenic Lake Manitou! part one of an All Flesh Must Be Eaten Deadworld

 


Chapter One: Visit Scenic Lake Manitou

History

This Deadworld is designed to be set in an Upper-Midwest USA state after the zombies have risen and consumed most of the locals. The Cast Members are likely normal people who have escaped the town in which they lived and are now living out of a lodge in the local state park. They are led by the woman who managed the state park’s lodge before the rise of the zombies. She assigns duties as needed, oversees supply management, and does her best to keep everyone alive.

Six months ago, the dead rose and began eating the living. People who were bit, but not killed by the zombies were contagious. Some left the area and went home, where they spread the love to those communities. As the situation grew more dire, military and law enforcement units gathered and eventually went rogue, while citizens either banded together or went full-on everyone-for-themselves.

At the local level, the governor activated the National Guard, who had an armory near the town of Lake Manitou. They assembled and were preparing to travel to the state capital when they received a command to stand down. Nearly an hour later, an Air Force wing consisting of a B1-Lancer, two AC-130 gunships, and two F-16 escorts destroyed the capital.

The commanders within the Lake Manitou National Guard unit tried to maintain command and control of their units. However, more than half of the soldiers deserted to return to their families within days of the airstrike. Those who remained eventually teamed up with surviving local law enforcement officers (of all departments), the mayor, and city council in an effort to protect the area.

Major Amy Abrahms of the National Guard, Mayor Stacey Sherman, and State Police Lieutenant Denise Dysktra established the National Guard Armory as their command center. The location has become a pop-up city. Not only are these three groups active, there is also a tent city of civilians and a large marketplace.

In an effort to keep out as many zombies as possible, the de-facto government has installed fencing along the edge of the tent city. It isn’t perfect and there are ways through the fence line if one knows where to look. A combined force of law enforcement and National Guard soldiers patrol the fence line, dispatching zombies and repairing any damage they find.

Other Locales

In addition to the community surrounding the National Guard Armory, there are camps of civilians, LEOs, and AWOL military personal strewn throughout the county. Some people are surviving on their own without outside assistance, but not very many. There is constant strife among the communities.

“The Parlor” is an area unofficially considered neutral ground for non-government types. The big attraction is the bar with its various stills and barrels of the good stuff available for purchase, but you can also find bullets, weapons, food, drugs, or sex work. Many of the camps who do not get along meet here for accords.

The Pleasant Place Trailer Park was a vice den before the fall of man. Now that the zombies are large and in charge, it’s only become more entrenched in criminal behavior. The hardest drugs and cheapest prostitutes can be found here.

The old Jenkin’s family farm has existed for as long as anyone can remember. Today, the farm is more of a commune run by several families, including the Jenkins. They still produce food and are willing to trade it for supplies they need. They aim to trade fair with everyone, but anyone who crosses them will not be treated so well on their next visit.

Sunset Falls State Prison is ten miles south of Manitou. It is run by former inmates and the worst of the former prison guards. More details on the prison can be found in One of the Living.

Lake Manitou State Park is to the north of town. The community is a blend of those with survival training and those without. The only built-in residents that came with the park are a few employees. Everyone else is from outside the park. This is the default starting point for Return to Lake Manitou.

Lake Manitou State Park

Lake Manitou State Park is located 4 miles north of the town of Manitou. The park is bound by the lake on the west side, highway on the east side, Manitou Creek to the north, and farms to the south. The state park covers nearly 4,100 acres with less than one-quarter of that developed. The rest is forest. The terrain is hilly with the lowest elevation near the lake and the highest in the southeast where the lodge resides.

The park offered activities such as swimming, canoe and bike rental, day camps for children and at-risk teens, and winter activities such as snowshoeing and cross-country skiing. There is a boat launch near the beach to accommodate water vessels under thirty feet.

The Lake Manitou State Park Lodge has 120 guest rooms, a banquet hall capable of serving up to 140 people, and an outdoor seating area for 80. The guest room portion of the building is four stories tall. The kitchen is under the banquet hall. The park’s combined administration office and nature conservatory building is nearby, as is the motor pool garage containing one pick-up truck, one wheelchair accessible van, and four ATV/quad bikes. At the moment, all six vehicles are full of fuel.

Park Personalities

There are approximately fifty people living in the Lodge. There is enough room on site that people who do not get along, can keep their distance.

Linda Gehrig was the lodge manager. She is a fit woman in her fifties. She is a divorce’ whose children are grown with families of their own. Linda lived on property before the rise of the zombies. In the prior world, Linda was a charming person who appeared to love everyone and always had a kind word. Today, she can still do that, but usually saves it for children. To everyone else, she is very business-like. She sees it at her duty to keep everyone who resides at the lodge alive.

Jeannie Dover was a short order cook at a diner before the fall of man. She is currently the “chef” at the lodge. Jeannie, Tre Smith, and Angela Montaine are the regulars of the kitchen crew. Dishes duty floats among the other residents of the lodge – everyone gets their turn. Jeannie’s team does their best, but it seems like more and more their job is to safeguard the clean water and dry food against thieves. They are constantly running out of something and substituting whatever is on hand.

Dana Sterling was a police officer when it meant something. Law enforcement lost its appeal when zombies became the primary source of crime. She moved her family to the lodge sooner than most of the other people who came to live there. Linda asked her to take on the job of security chief and Dana agreed, noticing no one else at the time had experience. Dana keeps a close eye on those residents who own firearms.

Tony Flowers and their family were camping onsite when the world went sideways. Instead of trying to return to their home in Minneapolis, they decided to stay in the park and make a go of it. After meeting Tony and learning they were a mechanic by trade, Dana invited them to come stay in the Lodge. Tony’s children are outspoken, but polite. They tend to be the first to volunteer for chores, but dislike babysitting the younger children of the community. Tony’s spouse is not adjusting well to the new world and spends most of their time in their Lodge guest room.

Sarah Barclay has zero skills for survival. A retired bank teller, she has the ability to sit in place for hours on end. She has taken it upon herself to listen to both a law enforcement radio and an amateur band radio most days. She often plays solitaire or knits while doing so. The Lodge has solar power it routes to the radio and the two freezers in the kitchen. When residents of the lodge leave to go to the National Guard Armory or the Parlor, she sends them with a radio to stay in contact with the lodge.


Park Resident
Supporting Cast / Adversary

Attributes: STR 2, DEX 2, CON 3, INT 3, PER 2, WIL 2, LPS 36, EPS 26, SPD 10, ESS 14

Qualities and Drawbacks: Hard to Kill 2, Honorable 1, Recurring Nightmares -1, Resistance (Fatigue) 2, Resistance (Poison) 1

Skills: Brawl 1, Bureaucracy 2, Climbing 2, Craft (Seamstress) 2, Craft (Woodworker) 2, Dodge 2, Drive 1, Engineering (Civil) 2, First Aid  2, Guns (Rifle) 1, Hand Weapons (Choice) 1, Notice 2, Sciences (Biology) 2, Stealth 2, Survival (Forest) 3, Traps 2, Unconventional Medicine (Herbal) 1

Gear: ATV, backpack, gallon of water, large baggie of trail food, lawn mower blade with a duct tape wrapped handle (D6 x 2 piercing), park map with animal traps marked, radio, rifle (D4 x 4 piercing) or shotgun (D6 x 5 piercing)

Art Direction: someone who looks completely out of place that has had to adjust to survive; maybe they have on what were nice clothes and now the clothing and person are covered in dirt and cuts, they’re holding a makeshift weapon that is a lawn mower blade with duct tape wrapped around one end for a handle

Sunset Falls Copyright Eden Studios and used without express permission

Copyright 2023 Derek Stoelting

Monday, July 17, 2023

Random Forest Locations

 

Who doesn't need random locations in a forest? People who don't run awesome games, that's who. Since that isn't you, I've got you covered with Random Forest Locations. Only one location has overt elements of the macabre, but please spice them up as much as you like when you use them. I know I will. . . 


3D6 Result

Random Forest Location

Notes

3

Hunting Lodge

Animal heads, paintings, and old weapons on display on the walls, large fireplace, beds with lots of blankets and quilts, medium wood interior, had working water and electricity at one point

4

Hunting Cabin

Exterior toilet, well water with hand pump, one room containing a couple of military cots, woodburning stove, stack of wood, table and mismatched chairs, maybe a shed nearby

5

Fishing Hut

Exterior fish cleaning table made of thick, heavy wood, no bathrooms on site, one cot, one sleeping bad, one small table, and two chairs

6

Vacation Cabin

3 stories tall, basement, 3 car garage, outdoor games, kayaks, hot tub/jacuzzi, fishing equipment, comfortable furniture all around a particular style (i.e., they all match), had water, electricity, and cable at some point, big screen TVs in several rooms, basement has pool table, bar area

7

Rental Cabin

Often found in D10 quantities, dusty interior with basic needs (beds, table, chairs, gas stove) battery operated camping lights, cupboards

8

Old Campfire

Several logs for chairs, empty cans of beer, food wrappers, beat-up vehicle nearby (dead battery and likely other issues), with nothing of use besides a source of shelter from the weather

9

Campsite

Basic trip-wire security noisemaker set-up, several tents of various sizes, gas stove

10

Mansion 1

Designed to blend in with the environment, likely inspired by Frank Lloyd Wright, furniture is slightly off and perhaps not quite Euclidean

11

Mansion 2

Neo-Brutalist villa, concrete exterior with some reflective glass surfaces, interior has mid-century style furniture and not an ounce of personality of the former owner

12

Wall Compound

Several homes, a large pole-barn, a hidden underground bunker, four car garage with three very expensive trucks parked in it, interior of the homes will indicate what type of compound this was (militia, religious, farming, sex, etc.)

13

Recording Studio

Likely converted from an early 20th century home, this building was turned into office space, recording space, and kept the kitchen, bathroom, and one of the bedrooms in place; the recording studio and related rooms could be for audio, short video, or full-length films

14

Farm House

An old home with good bones, a nearby barn for cows or pigs, maybe, another outbuilding for farming or ranching equipment, several sets of human remains scattered amongst the rooms and locations (all in peaceful poses as if they died exactly where they wanted to and not from a violent end); could be a classic “haunted house”

15

Gas Station – Bait Shop

An old affair that should have disintegrated decades ago, two non-working fuel pumps, animals have eaten nearly anything worth eating inside the shop, fishing gear and CB equipment displayed on walls, tobacco products, warm near-beer, a deceased person behind the counter, fly-paper strung up throughout the establishment

16

Fence Line

A wood fence line less than 50 yards in length, there is Christian iconography nailed to the fence every foot to two feet and all of it is facing the same direction

17

Trailer

Jammed between two groups of small trees, rusting, moisture and insects have terrorized the inside of this structure, several dead bodies in various stages of decomposition, rotten food, potentially snakes, hole in the roof has let in water over the years and the nearby floor beds threaten to give way whenever anyone walks near them

18

Burnt Tree

A small section of the forest was burned, in the center of the burned section is a large tree, around the tree are the skeletal remains of three people who were handcuffed together facing outward, and one of the three was shot in the head with a commonly owned bullet caliber



Many of these locations may be found on or near water. The water maybe a river, creek, lake, or large pond. For larger bodies of water, there may be an island in the middle of it. There could be piers for small (less than 20 foot) boats or platforms anchored to the bottom of the lake used for sunbathing away from shore. If the Gas Station – Bait Shop is near water, there may be a fuel pump for diesel, an area for cleaning fish, and a ramp into the water.

The contents of these locations are left to the Zombie Master. More bodies are always appropriate, but so are basement doors that are too tough to break down, requiring the completion of a puzzle to open. Were doors or windows left open? If so, have animals destroyed the interior contents? Has a family of bears moved in? Is someone storing zombies in the building? Why?

You are encouraged to fill these locations with the macabre, with splatter-punk, and with empty souls. What will make them interesting to you, so that you in turn make them interesting to your players? What will set them on edge? Is there a character drawback that will draw them into investigating the location? Is there something behind the characters pushing them towards the location? It could be bad weather, time of day, a badass biker gang looking for scalps to claim, or a small horde of zombies searching for their next meal. Work the location into your game, Massage it until it becomes intertwined with the setting. Smile with your eyes when you describe the location.

But when you’re done with it, make sure the exit is just as creepy, just as violent (or eerily quiet), just as intriguing as when you found it. Why are those crows watching the characters? They weren’t here earlier – or at least, you didn’t notice them here earlier.


Random Forest Locations © 2023 Derek Stoelting