The Zombie Apocalypse Roleplay questline. It ships in the jar as a datapack and is on whenever ZombieMod is installed. Built for CityWorld's apocalypse cities, ZombieMod and LegendQuest's Wasteland pack, and playable without any of them: every CityWorld lot has a vanilla stand-in, every genus a vanilla creature, and the race and class quests simply do not offer.
content.zarp = auto | on | off -
auto turns it on when ZombieMod is present, and a change applies on restart.
Chronicler's sample fantasy prologue is a built-in pack too, and stays off while ZARP is on, so a ZARP
world is not offered two kinds of log run.
The camp
They are dropped onto the surface the first time the server starts with the pack, and remembered so they stay put across restarts. The first quest, Wake Up, is given by the campfire in the middle, offered on approach and waiting in the journal from a player's first join.
| Who | Gives |
|---|---|
| Dr Amara Okafor | The Camp, Before Dark, House Calls, Living Fire, Never Lived, Patient Zero, Triage |
| Sarge Kowalski | The Signal, Hold the Line (party), The Armoury, The Rig, Deep Cold |
| Wrench | Fence Power, Grease Monkey |
| Kit | Blood Ties - and she matters to the finale |
| Mags | The Board: Cull, Scrap Run, Medicine Run, Night Shift (repeatable) |
The camp is not nailed down. A Storyteller running LegendQuest StoryTeller can walk any of the five anywhere, and no quest step depends on where a person stands - the marks and offers follow the NPC.
The main line
Kept light on purpose - the walkthrough, spoilers and all, is docs/ZARP.md on GitHub.
| Chapter | The shape of it |
|---|---|
| Prologue: Wake Up | Come to, get a light, and help the camp hold its first night at the fence. |
| Act I: The Streets | Get a signal out, beat a deadline, and hold the line as a party against what the city sends. |
| Act II: The Hospital | The wards, the things that walk them, and something worth more than anyone should be offered for it - with a choice about who gets it. |
| Act III: Below | The Nether: a fortress, a rite built from blocks, and the thing it calls out. |
| Act IV: Beyond | The End, and a decision at the fence when you come home. |
| Finale: Patient Zero | A last rite, a last fight, and a price. Replayable, to find the other ending. |
Three endings across the last two chapters. The finale chapter
is replayable with /quest replay zarp:finale, which keeps the endings you have
already found.
Survivors - the side chapter
The side chapter does not count toward progress, so nobody is held short of 100% by it. Several of its quests are only offered to the right people - which is what the LegendQuest race and class gates are for.
| Quest | Offered to |
|---|---|
| Fence Power | Anyone - and saying no, or running out of time, has an answer waiting at the garage. Two endings. |
| Grease Monkey | The Mechanic race, or a Builder, Miner or Labourer. |
| Triage | The Paramedic race, or a Doc, Combat Medic or Chemist. |
| Blood Ties | The Immune race only. |
| The Armoury | Level 3, and an Ex-Military or Prepper, or an Enforcer, Sharpshooter, Veteran or Mercenary. |
| The Rig | Level 6. |
| Deep Cold | Level 8. |
New undead
Every spawn in the pack names a genus and a vanilla stand-in, so the same files run on a server without ZombieMod - and the stand-ins wear leather caps, so a daytime fight is not won by the sun.
| Genus | Where |
|---|---|
| Patient | Hospital lots and the hospital quests. A gown, a surgical mask, and weakness on touch. |
| Ashwalker | The Nether, once Act III begins. A burning husk that keeps walking. |
| Fortress Warden | A fortress, in Act III. Mini-boss. |
| The Cinder | Called by the rite in Act III. An infected blaze, with a boss bar. |
| Voidling | The End, once Act IV begins. Never alive, so it cannot be dead. |
| The Hollow Knight | An End city, in Act IV. Mini-boss. |
For server owners
/quest accept zarp:wake_up
/chronicler item give <you> zarp:ember_heart # skip a hunt
/chronicler item list
/chronicler flag set zarp_below_begun # let Ashwalkers spawn
/quest replay zarp:finale # after an ending
To jump a requirement chain, /chronicler reset <player> clears a journal. There is
no "complete by hand" command yet, so play the acts in order - or edit requires in a copy of the pack under config/chronicler/quests/.