MAYBE EVENT ONE DAY
Leave them kids alone.
Sometime at the turn of the 21st century, the dead began to rise. That was eight years ago, and now humanity exists in communities splintered across the States- fighting the dead and sometimes each other to survive. The folks in Wonderland are going to find themselves in one such community. Ericson's started the apocalypse as a boarding school for troubled youth. When the world ended and the staff there abandoned their charges to die, the kids of the school rallied and found a way to live. Walls designed to keep unruly kids inside the school boundaries became an excellent defence in keeping the dead out. It's safe inside. Outside is another matter. The dead outnumber the living a hundred to one these days. Best be careful if you step outside the school.
DAYS ONE AND TWO
The first two days will be focused on surviving. They need to hunt and cook food, they need to filter water to make it drinkable and they need to do all of this without getting eaten by the walkers roaming around outside the gates. Food is scarce, so they're going to have a lean few days.
DAY THREE
The school will be attacked by raiders, and it's up to them to defend themselves from being kidnapped. They will have to fight with whatever weapons they can get. The raiders, a group called the Delta, will have guns, but they generally aim to hurt rather than kill. After all, they want you alive. Anyone who gets captured will be put on caged carts and dragged off to the Delta's temporary base. In the Delta's frontal assault, they cave in the big gates defending the school- allowing walkers to stream in. Best try to not get eaten while you fight to avoid capture. This will need strong fighters.
DAY FOUR
Go rescue your friends! The Delta can be found on a steamboat upriver. Anyone captured will be shoved in cages and subjected to the Delta's brainwashing techniques. You want to stay with the Delta, you want to fight for the Delta, the Delta is your family now, the Delta will keep you safe, the Delta are all that matters now. Disobedience is dealt with sharply. They're not afraid of cutting off fingers or slicing out tongues to the insubordinate. If they can't coerce you into their service, they'll use fear instead.
Those who survived the attack will need to go to the boat to save their friends. They'll need to hide through a swarm of walkers to get close enough and sneak on board. They'll have another fight on their hands while they free their friends. This will need those with good stealth abilities. Also if someone can build a bomb to blow that boat to kingdom come again, that would be great.
- All characters will be aged down to between the ages of 11-19. They can either keep their Wonderland memories (and the knowledge they're not the right age, if that's the case) or be AU'd into the setting. AUs are welcome to have their own sad story why kid-them was sent to the school, and what they've been doing in the eight years since the world went down the toilet.
- Players can choose who they room with, or they can randomise for extra fun.
- This is eight years into the zombie apocalypse, so there's no electricity, no gas, no running water. You want a fire? You have to build one and light one. Candles and a few scant torches are all you have to light your way in the dark. You want a drink? Best filter yourself some from the local river. You wanna play X-Box? Too bad.
- The school has its own little arsenal of weaponry - meat cleavers and knives, a good cache of bows and arrows, and a few handmade spears. There aren't any guns, though. Sorry guys, weirdly no one brought guns into the school for troubled kids before the apocalypse so there's a distinct lack of them afterwards. You'll have to fight without them.
- The school buildings themselves in poor condition. There's a lot of damaged furniture and smashed windows. Graffiti is scrawled just about every surface possible. Unsurprising, given this was a school for already troubled kids who were abandoned to die. It's very Lord of the Flies. Sometimes literally.
- Walkers themselves are fairly mindless- but they are attracted to the smell of the living and even more attracted to sound. If you make a lot of noise, a group will stumble over to see what that is, if enough show up you have yourself a herd of them and you absolutely do not want to be surrounded by them. Though the bite doesn't infect you (due to you ALREADY being infected) being bitten means you'll die a quick and painful death as a fever burns through your system. Unless you get bit on a limb that can be cut off within a few minutes of biting- you'll die within an hour. If you die here (bitten or not) and your brain ISN'T destroyed you will absolutely come back as a walker. The person inside the body is gone, it will become an empty husk that only wants to eat any living thing in its path. They're pretty slow, which is the only good thing going for them.
SETTING.
Head to the building to the right and you'll get to a corridor leading to the dormitories. The dorms have two sets of bunk beds, two desks and a fitted closet. The windows are barred. Visual 1 | Visual 2
On the lower floor of the admin building - the biggest space inside the school is the common room. It's lined with bookcases, and has a few comfy chairs dotted around. In the corner is a grand piano - held together with duct-tape, sticks and Louis' undying love. Hidden on one of the bookshelves is a box full of psych evaluations for all the children that were incarcerated in the school.
Follow the grand staircase at the main entrance in the admin building and you will be led to the headmaster's office. It has a balcony that looks out onto the courtyard (careful, the barrier's broken). It now stands as the office for the leader of the community- currently Clementine. There's also a map of the grounds here to prevent anyone getting lost.
The school has a basement if you really want to hide away. There are a few pools of dried blood dotted around in here though, it's had its share of tragedy.
The main living space is the courtyard. There are picnic benches dotted around, and a large pot handing over a fire for cooking. There are also a few couches off to one side, near another firepit. There's a flagpole in the centre- the flag hanging from it proclaiming "fuck raiders!"
The grounds have a greenhouse. It's not been used in years, so the plant life is overgrown and uncared for. The back room of this building houses a science lab some chemicals are still left out- stagnant from sitting for eight years. Maybe don't drink them.
Walk past the burned down building and you'll find a graveyard filled with homemade wooden crosses. Some of the names include Tennesee, Marlon, Brody, Minerva, Sophie, Mitch, James and the one stand out adult name Ms Martin. Juxtapose to the sad sight of the graves, a tyre swing hangs from a nearby tree.
The main gate is barricaded with wood and other debris. The only way in and out of the school is through the side gate. Near this stands a home-made tower- so anyone who climbs it can look out into the woods to see anyone coming.
There is a seemingly endless stretch of woodland outside the school. The trees nearby are rigged with Looney-Tunes-esque traps, designed to drop boulders from on high. Tied to one of these is a dead guy, beaten and bloodied- next to a sign proclaiming "don't fuck with us". Follow the forest one way, and you'll come to an area with lots of snares for catching rabbits and the like. Follow it another and you'll come to the river- next to which is a fishing shack- filled with equipment for hunting, fishing and the means to bunk down if needed.
Sometime at the turn of the 21st century, the dead began to rise. That was eight years ago, and now humanity exists in communities splintered across the States- fighting the dead and sometimes each other to survive. The folks in Wonderland are going to find themselves in one such community. Ericson's started the apocalypse as a boarding school for troubled youth. When the world ended and the staff there abandoned their charges to die, the kids of the school rallied and found a way to live. Walls designed to keep unruly kids inside the school boundaries became an excellent defence in keeping the dead out. It's safe inside. Outside is another matter. The dead outnumber the living a hundred to one these days. Best be careful if you step outside the school.
DAYS ONE AND TWO
The first two days will be focused on surviving. They need to hunt and cook food, they need to filter water to make it drinkable and they need to do all of this without getting eaten by the walkers roaming around outside the gates. Food is scarce, so they're going to have a lean few days.
DAY THREE
The school will be attacked by raiders, and it's up to them to defend themselves from being kidnapped. They will have to fight with whatever weapons they can get. The raiders, a group called the Delta, will have guns, but they generally aim to hurt rather than kill. After all, they want you alive. Anyone who gets captured will be put on caged carts and dragged off to the Delta's temporary base. In the Delta's frontal assault, they cave in the big gates defending the school- allowing walkers to stream in. Best try to not get eaten while you fight to avoid capture. This will need strong fighters.
DAY FOUR
Go rescue your friends! The Delta can be found on a steamboat upriver. Anyone captured will be shoved in cages and subjected to the Delta's brainwashing techniques. You want to stay with the Delta, you want to fight for the Delta, the Delta is your family now, the Delta will keep you safe, the Delta are all that matters now. Disobedience is dealt with sharply. They're not afraid of cutting off fingers or slicing out tongues to the insubordinate. If they can't coerce you into their service, they'll use fear instead.
Those who survived the attack will need to go to the boat to save their friends. They'll need to hide through a swarm of walkers to get close enough and sneak on board. They'll have another fight on their hands while they free their friends. This will need those with good stealth abilities. Also if someone can build a bomb to blow that boat to kingdom come again, that would be great.
- All characters will be aged down to between the ages of 11-19. They can either keep their Wonderland memories (and the knowledge they're not the right age, if that's the case) or be AU'd into the setting. AUs are welcome to have their own sad story why kid-them was sent to the school, and what they've been doing in the eight years since the world went down the toilet.
- Players can choose who they room with, or they can randomise for extra fun.
- This is eight years into the zombie apocalypse, so there's no electricity, no gas, no running water. You want a fire? You have to build one and light one. Candles and a few scant torches are all you have to light your way in the dark. You want a drink? Best filter yourself some from the local river. You wanna play X-Box? Too bad.
- The school has its own little arsenal of weaponry - meat cleavers and knives, a good cache of bows and arrows, and a few handmade spears. There aren't any guns, though. Sorry guys, weirdly no one brought guns into the school for troubled kids before the apocalypse so there's a distinct lack of them afterwards. You'll have to fight without them.
- The school buildings themselves in poor condition. There's a lot of damaged furniture and smashed windows. Graffiti is scrawled just about every surface possible. Unsurprising, given this was a school for already troubled kids who were abandoned to die. It's very Lord of the Flies. Sometimes literally.
- Walkers themselves are fairly mindless- but they are attracted to the smell of the living and even more attracted to sound. If you make a lot of noise, a group will stumble over to see what that is, if enough show up you have yourself a herd of them and you absolutely do not want to be surrounded by them. Though the bite doesn't infect you (due to you ALREADY being infected) being bitten means you'll die a quick and painful death as a fever burns through your system. Unless you get bit on a limb that can be cut off within a few minutes of biting- you'll die within an hour. If you die here (bitten or not) and your brain ISN'T destroyed you will absolutely come back as a walker. The person inside the body is gone, it will become an empty husk that only wants to eat any living thing in its path. They're pretty slow, which is the only good thing going for them.
SETTING.