THE LAST WALK
The Last Walk places one-shot Dystopia Rising characters inside the final days of an isolated research settlement. To be very clear at the start of this event, there will be a 95%+ fatality rate for this event and surviving is not the victory condition. Participants will be investigating an environment which is causing changes in the surrounding wasteland while their own bodies become less reliable. They can preserve evidence, protect people, and send findings to established characters elsewhere in the network. The settlement will be lost. What information and evidence survives and is sent back to the primary characters that players have depends on play.
The Last Walk takes place in a location known as Forsare, formerly known as The Devil’s Den. It grew around a maintained overland route and a fragile communications station that at one point in the past was lost to a massive Raider outbreak. Since then the settlement has been rebuilt to support passing caravans, preserve field records, and supply people working in the surrounding ruins. It is important enough to attract investigators and small enough that its destruction does not require rewriting a major canon city.
The event begins after reports of unfamiliar growths, altered scavenging grounds, and unreliable medical recovery. It feels almost like being in the Sunless Garden, a far version of the Mortis, without actually ever entering the Mortis Amaranthine itself. A mixed expedition of Ossuary and Wells Society combined with independent researchers and support teams has been assembled to investigate.
Some participants portray hired protection, manual laborers, field researchers, or people responsible for supplies. Everyone belongs to the same temporary community for the weekend. This event does not have Black Market, Murder Inc, or other “player as criminals” story lines as the entire focus for this event is the scenario that the players are facing and the personal horror and struggles that this scenario provides.
The Research Delivery
As mentioned above, this event has a 95%+ fatality rate anticipated at the end of the event, and surviving the event is not the goal. Participants cannot ever play these characters again. However, the actions that the players take will have a MASSIVE impact on the ongoing canonical story and have a direct tie to the ongoing current characters that participants are portraying.
This event does not have “mechanics based” resource production, crafting, or other “skill on my sheet” mechanics for producing things like herbs, scrap, or producing items. However, participants will have the ability to earn society currency, earn resources through kinetic “slice of life” experiences, and any resources or cards that your character at this event gets will be transferred to their benefactor at the end of the event.
Who is their benefactor? Your character at this event may have any canonical character from the Dystopia Rising Live universe as their benefactor to send their cards to, including your own player characters. At the end of the event you, as a participant, are responsible for getting these items to where they belong.
In addition the Wells Society and the Ossuary Society have resource needs to continue their projects forward. These resources are: Clean Water, Foodstuffs, Medical Supplies, Fuel, and Munitions. These are large propped items with specific tags on them that must be turned in and assigned to a specific society and a specific project or group. How narrative and research opportunities (and what tools you have during combat) rely on what choice you make with this meta-game.
In the end, you will have the ability to do hands on research and put together packets and answers based on the tools provided via these meta-game mechanics and your own active engagement with the story. There is no “I use this mechanic to get an answer”, you have to kinetically do it yourselves as a group.
There will be an opportunity to get your findings out of the camp and sent out to the main world. In addition, your characters can put in personal effects and messages before their end.
These letters and findings will be sent out by the last survivors (the last 5%) before they too die.