Presentation is loading. Please wait.

Presentation is loading. Please wait.

ZOMBIE APOCALYPSE: MISSION ONE GAME PLAY, WEAPONRY, AND ADVENTURE.

Similar presentations


Presentation on theme: "ZOMBIE APOCALYPSE: MISSION ONE GAME PLAY, WEAPONRY, AND ADVENTURE."— Presentation transcript:

1 ZOMBIE APOCALYPSE: MISSION ONE GAME PLAY, WEAPONRY, AND ADVENTURE

2 HOW DID THIS HAPPEN? A DOCTOR IN TOWN WAS VISITING AFRICA DOING VOLUNTEER WORK ON EBOLA PATIENTS. WHILE THERE HE INADVERTENTLY CONTRACTED THE DISEASE. UNAWARE OF HIS CONDITION HE TREATED MANY PATIENTS UPON HIS RETURN. A DOCTOR IN TOWN WAS VISITING AFRICA DOING VOLUNTEER WORK ON EBOLA PATIENTS. WHILE THERE HE INADVERTENTLY CONTRACTED THE DISEASE. UNAWARE OF HIS CONDITION HE TREATED MANY PATIENTS UPON HIS RETURN. IT DID NOT TAKE LONG BEFORE THE VIRUS BEGAN TO SPREAD THROUGH OUT THE COMMUNITY, IT TOOK MANY LIVES. IT WAS JUST THE BEGINNING. IT DID NOT TAKE LONG BEFORE THE VIRUS BEGAN TO SPREAD THROUGH OUT THE COMMUNITY, IT TOOK MANY LIVES. IT WAS JUST THE BEGINNING.

3 AAAAAAAAAAAAAHHHHHHH!!!!

4 ZOMBIES!!! THE CASUALTIES AFTER A TWENTY FOUR HOUR PERIOD BEGAN TO BECOME REANIMATED. ATTACKING THE CITIZENS OF THE TOWN. THEY GRAVED TO FEED OFF THE FLESH OF THE LIVING, AND WOULD NOT STOP UNTIL EVERYONE WAS GONE. THE CASUALTIES AFTER A TWENTY FOUR HOUR PERIOD BEGAN TO BECOME REANIMATED. ATTACKING THE CITIZENS OF THE TOWN. THEY GRAVED TO FEED OFF THE FLESH OF THE LIVING, AND WOULD NOT STOP UNTIL EVERYONE WAS GONE. THE TOWN FELL INTO CHAOS, SOON THE INFECTION SPREAD. EMERGENCY SIRENS STARTED TO BLARE ACROSS THE TOWN. THE NEWS WAS BROADCASTING THAT THE MILITARY HAD NOW QUARANTINED THE ENTIRE SOUTHEAST PART OF THE COUNTRY. THE TOWN FELL INTO CHAOS, SOON THE INFECTION SPREAD. EMERGENCY SIRENS STARTED TO BLARE ACROSS THE TOWN. THE NEWS WAS BROADCASTING THAT THE MILITARY HAD NOW QUARANTINED THE ENTIRE SOUTHEAST PART OF THE COUNTRY.

5 WHAT ARE WE GOING TO DO? ON THE RADIO AND TV THE NEWS REPORTED THAT THE CLOSEST REFUGE WOULD BE AT FT. KNOX. ON THE RADIO AND TV THE NEWS REPORTED THAT THE CLOSEST REFUGE WOULD BE AT FT. KNOX. IT IS A SLIM CHANCE, BUT IT WAS A CHANCE. IF YOU COULD MAKE IT TO THE MILITARY BASE YOU COULD FIND SAFETY. IT IS A SLIM CHANCE, BUT IT WAS A CHANCE. IF YOU COULD MAKE IT TO THE MILITARY BASE YOU COULD FIND SAFETY.

6 TASK: ZOMBIE APOCALYPSE PROJECT STUDENTS YOU MUST WORK TOGETHER TO GET TO FT. KNOX. STUDENTS YOU MUST WORK TOGETHER TO GET TO FT. KNOX. ALONG THE WAY YOU MUST CHRONICLE YOUR JOURNEY. ALONG THE WAY YOU MUST CHRONICLE YOUR JOURNEY. AT THE END OF THE GAME YOU WILL HAVE TO WRITE A PAPER BASED ON YOUR ADVENTURES. IT MUST INCLUDE THE FOLLOWING. AT THE END OF THE GAME YOU WILL HAVE TO WRITE A PAPER BASED ON YOUR ADVENTURES. IT MUST INCLUDE THE FOLLOWING.

7 PAPER REQUIREMENTS A FULLY DRAWN OUT PLOT, WITH ALL FIVE PARTS OF A PLOT. A FULLY DRAWN OUT PLOT, WITH ALL FIVE PARTS OF A PLOT. THE CHARACTERS YOU TRAVEL WITH HAVE TO BE DESCRIBED IN THE STORY. I SHOULD BE ABLE TO IDENTIFY DIFFERENT CHARACTER TYPES IN YOUR SAGA ( ROUND, FLAT, STATIC, FOILS) THE CHARACTERS YOU TRAVEL WITH HAVE TO BE DESCRIBED IN THE STORY. I SHOULD BE ABLE TO IDENTIFY DIFFERENT CHARACTER TYPES IN YOUR SAGA ( ROUND, FLAT, STATIC, FOILS) I SHOULD ALSO BE ABLE TO IDENTIFY A CONFLICT IN YOUR STORY. PLEASE SEE THE RUBRIC. I SHOULD ALSO BE ABLE TO IDENTIFY A CONFLICT IN YOUR STORY. PLEASE SEE THE RUBRIC.

8 THIS IS YOUR JOURNEY: TRACK YOUR ROUTE HERE

9 SO NOW IT’S TIME TO BEGIN EACH GROUP WILL HAVE TO HAVE A RECORDER TO WRITE DOWN THEIR JOURNEY. AFTER EACH GAME SESSION, THE JOURNEY MUST BE WRITTEN IN PARAGRAPH FORMAT. EACH GROUP WILL HAVE TO HAVE A RECORDER TO WRITE DOWN THEIR JOURNEY. AFTER EACH GAME SESSION, THE JOURNEY MUST BE WRITTEN IN PARAGRAPH FORMAT. EACH GROUP WILL ALSO HAVE TO CHART THEIR PROGRESS ON A MAP PROVIDED ON YOUR INFORMATION SHEET. EACH GROUP WILL ALSO HAVE TO CHART THEIR PROGRESS ON A MAP PROVIDED ON YOUR INFORMATION SHEET. EACH PERSON MUST PARTICIPATE. IF YOU CHOOSE NOT TO, THEN YOU WILL RECEIVE A ZERO. THIS ASSIGNMENT ALONG WITH THE PAPER WILL BE WORTH 200 POINTS. YOUR CONDUCT DURING THE GAME CAN ALSO EFFECT YOUR SCORE. EACH PERSON MUST PARTICIPATE. IF YOU CHOOSE NOT TO, THEN YOU WILL RECEIVE A ZERO. THIS ASSIGNMENT ALONG WITH THE PAPER WILL BE WORTH 200 POINTS. YOUR CONDUCT DURING THE GAME CAN ALSO EFFECT YOUR SCORE.

10 WRITE THIS DOWN!! NAME: NAME: WEAPON: TO DETERMINE YOUR WEAPON ROLE TWO DICE. (WRITE DOWN ROLE, YOU WILL SEE YOUR WEAPON IN A FEW MOMENTS) WEAPON: TO DETERMINE YOUR WEAPON ROLE TWO DICE. (WRITE DOWN ROLE, YOU WILL SEE YOUR WEAPON IN A FEW MOMENTS) FOOD/SUPPLIES: ROLE TWO DICE, WRITE IT DOWN FOOD/SUPPLIES: ROLE TWO DICE, WRITE IT DOWN (1 ROLL EQUALS ONE FOOD, 2=TWO FOOD ETC.) (1 ROLL EQUALS ONE FOOD, 2=TWO FOOD ETC.) MEDICINE: ROLE ONE DICE, WRITE IT DOWN MEDICINE: ROLE ONE DICE, WRITE IT DOWN (1= ONE MEDICINE, 2= TWO MEDICINE, ETC.) (1= ONE MEDICINE, 2= TWO MEDICINE, ETC.)

11 HIT POINTS EVERYONE STARTS THE GAME WITH 12 TOTAL HIT POINTS (HP) EVERYONE STARTS THE GAME WITH 12 TOTAL HIT POINTS (HP) THIS WILL DETERMINE YOUR LIFE THIS WILL DETERMINE YOUR LIFE IF YOU HIT ZERO POINTS YOU WILL DIE OR TURN INTO A ZOMBIE. IF YOU HIT ZERO POINTS YOU WILL DIE OR TURN INTO A ZOMBIE.

12 TRAVEL ROUTE ONE (24 HOURS)

13 TRAVEL ROUTE TWO (8 HOURS)

14 TRAVEL ROUTE THREE (5 HOURS)

15 WEAPON OPTIONS ROLL TWO DICE – THE SUM OF DICE DECIDES YOUR WEAPONS 2. HAMMER 2. HAMMER 3. KATANA (SWORD) 3. KATANA (SWORD) 4. BOW/ARROW 4. BOW/ARROW 5. WEED WACKER 5. WEED WACKER 6. CHAINSAW 6. CHAINSAW 7. PISTOL 7. PISTOL 8. RIFLE 8. RIFLE 9. SHOTGUN 9. SHOTGUN 10. AR-15 10. AR-15 11. BAT 11. BAT 12. CROSSBOW 12. CROSSBOW

16 GAME PLAY PHASE GAME PLAY PHASE DIRECTION/AREA ROLL ROLL THE DICE TO DECIDE WHICH WAY YOU ARE GOING TO MOVE YOUR CHARACTER. THE DIRECTION YOU ROLL WILL ALSO DETERMINE THE TIME IT WILL TAKE TO MAKE YOUR TRIP. YOU NEED TO HAVE ENOUGH SUPPLIES AND FOOD TO SURVIVE THE TRIP ROLL THE DICE TO DECIDE WHICH WAY YOU ARE GOING TO MOVE YOUR CHARACTER. THE DIRECTION YOU ROLL WILL ALSO DETERMINE THE TIME IT WILL TAKE TO MAKE YOUR TRIP. YOU NEED TO HAVE ENOUGH SUPPLIES AND FOOD TO SURVIVE THE TRIP ALERTNESS DETERMINES YOUR SURROUNDINGS AND HOW MANY ZOMBIES YOU WILL ENCOUNTER IN EACH AREA DETERMINES YOUR SURROUNDINGS AND HOW MANY ZOMBIES YOU WILL ENCOUNTER IN EACH AREA

17 WRITE THE BEGINNING OF YOUR STORY (ONE PAGE) YOU ALREADY HAVE THE FOLLOWING YOU ALREADY HAVE THE FOLLOWING SETTING, SHEPHERDSVILLE, KENTUCKY SETTING, SHEPHERDSVILLE, KENTUCKY WEATHER: FALL WEATHER: FALL PURPOSE (CONFLICT) GETTING TO SAFETY AT FORT KNOX. PURPOSE (CONFLICT) GETTING TO SAFETY AT FORT KNOX. NOW YOU NEED TO EXPLAIN WHAT YOU WERE DOING WHEN THE EPIDEMIC BEGAN, HOW YOU CAME TOGETHER AS A GROUP, HOW YOU RECEIVED YOUR WEAPONS, AND WHY YOUR ARE TRAVELING THE ROUTE YOUR GROUP IS TAKING. NOW YOU NEED TO EXPLAIN WHAT YOU WERE DOING WHEN THE EPIDEMIC BEGAN, HOW YOU CAME TOGETHER AS A GROUP, HOW YOU RECEIVED YOUR WEAPONS, AND WHY YOUR ARE TRAVELING THE ROUTE YOUR GROUP IS TAKING.

18 COMBAT PHASE IF YOU ROLL AN ALERTNESS CHECK AND THERE ARE ZOMBIES IN THE AREA, YOU WILL ENTER A COMBAT PHASE. YOU MUST ROLL TO SEE IF YOU HAVE A SUCCESSFUL ATTACK. IF YOU ROLL AN ALERTNESS CHECK AND THERE ARE ZOMBIES IN THE AREA, YOU WILL ENTER A COMBAT PHASE. YOU MUST ROLL TO SEE IF YOU HAVE A SUCCESSFUL ATTACK. ROLL TWO DICE ROLL TWO DICE IF YOU ARE NOT SUCCESSFUL THE ZOMBIES WILL ATTACK YOU, YOU WILL HAVE TO MAKE A SAVING THROUGH TO DETERMINE IF THE ATTACK IS SUCCESSFUL ON YOU, AND IF IT IS ALSO DETERMINE IF YOU HAVE BEEN BITTEN OR NOT. IF YOU ARE NOT SUCCESSFUL THE ZOMBIES WILL ATTACK YOU, YOU WILL HAVE TO MAKE A SAVING THROUGH TO DETERMINE IF THE ATTACK IS SUCCESSFUL ON YOU, AND IF IT IS ALSO DETERMINE IF YOU HAVE BEEN BITTEN OR NOT.

19 UPKEEP IF YOU HAVE SUFFERED AN ATTACK THIS IS WHEN YOU WOULD DECIDE TO USE MEDICINE OR EAT SUPPLIES TO DETERMINE YOUR HIT POINTS. IF YOU HAVE SUFFERED AN ATTACK THIS IS WHEN YOU WOULD DECIDE TO USE MEDICINE OR EAT SUPPLIES TO DETERMINE YOUR HIT POINTS. IF YOU SURVIVE YOU MOVE ON TO THE NEXT DIRECTIONAL PHASE IF YOU SURVIVE YOU MOVE ON TO THE NEXT DIRECTIONAL PHASE

20 ROUTE ONE YOU WALK THROUGH THE STREETS OF THE TOWN. EVEN THOUGH YOU KNOW YOU SHOULD BE HEADING TOWARDS FT. KNOX. AS YOU WALK THROUGH THE CITY STREETS YOU SEE DEAD BODIES STREWN ALL OVER THE STREETS. YOU WALK THROUGH THE STREETS OF THE TOWN. EVEN THOUGH YOU KNOW YOU SHOULD BE HEADING TOWARDS FT. KNOX. AS YOU WALK THROUGH THE CITY STREETS YOU SEE DEAD BODIES STREWN ALL OVER THE STREETS. DECISION TIME: ROLL AN ALERT CHECK TO SEE IF YOU SHOULD ENTER A BUILDING. DECISION TIME: ROLL AN ALERT CHECK TO SEE IF YOU SHOULD ENTER A BUILDING.

21 ROUTE TWO YOUR GROUP CHOOSES TO TRAVEL THE MOST DIRECT ROUTE, YOU WEAVE YOUR WAY IN OUT BETWEEN ABANDONED CARS. YOU WOULD STOP TO SEE IF YOU COULD DRIVE ONE, BUT YOU DON’T WANT TO DRAW THE ATTENTION OF THE WALKERS. YOUR GROUP CHOOSES TO TRAVEL THE MOST DIRECT ROUTE, YOU WEAVE YOUR WAY IN OUT BETWEEN ABANDONED CARS. YOU WOULD STOP TO SEE IF YOU COULD DRIVE ONE, BUT YOU DON’T WANT TO DRAW THE ATTENTION OF THE WALKERS. ROLL AN ALERT CHECK ROLL AN ALERT CHECK

22 ROUTE 3 THIS IS BY FAR THE MOST DANGEROUS ROUTE, THERE IS LESS COVER, AND LESS OF A POSSIBILITY OF FINDING COVER. BECAUSE OF THE HEIGHTEN SENSE OF DANGER, YOUR GROUP TRAVELS AT A HIGHER RATE, BEING POWERED BY CONSTANT ADRENALINE. BECAUSE OF THIS YOUR ROUTE SHOULD GO FASTER THAN IF YOUR WERE ON THE ROAD OR IN THE TOWN. THIS IS BY FAR THE MOST DANGEROUS ROUTE, THERE IS LESS COVER, AND LESS OF A POSSIBILITY OF FINDING COVER. BECAUSE OF THE HEIGHTEN SENSE OF DANGER, YOUR GROUP TRAVELS AT A HIGHER RATE, BEING POWERED BY CONSTANT ADRENALINE. BECAUSE OF THIS YOUR ROUTE SHOULD GO FASTER THAN IF YOUR WERE ON THE ROAD OR IN THE TOWN. YOU ARE WALKING THROUGH THE WOODS, WHEN SUDDENLY YOU HEAR A NOISE: ALERT CHECK! YOU ARE WALKING THROUGH THE WOODS, WHEN SUDDENLY YOU HEAR A NOISE: ALERT CHECK!

23 RESOURCE CHECK AT THIS TIME CHECK THE RESOURCES OF THE GROUP, SEE HOW MUCH FOOD, AND MEDICINE EACH CHARACTER HAS, AND ALSO CHECK YOUR HIT POINTS. AT THIS TIME CHECK THE RESOURCES OF THE GROUP, SEE HOW MUCH FOOD, AND MEDICINE EACH CHARACTER HAS, AND ALSO CHECK YOUR HIT POINTS. AT THIS TIME YOU CAN EAT FOOD, EACH BUNDLE OF FOOD EQUALS TWO HIT POINTS. AT THIS TIME YOU CAN EAT FOOD, EACH BUNDLE OF FOOD EQUALS TWO HIT POINTS.

24 CONTINUE THE JOURNEY ROUTE ONE AS YOU WALK AMONGST THE BUILDINGS YOU REALIZE THAT YOU MIGHT BE ABLE TO MAKE IT TAKING AN ALTERNATE ROUTE, THERE IS A BACK ROAD THAT LEADS OUT OF TOWN THAT LINKS WITH A HIGHWAY ROAD. IT WAS USED HEAVILY BEFORE THE EXPRESSWAY WAS BUILT IN THE FIFTIES AND SIXTIES. SMALL GAS STATIONS LITTER THE ROAD, YOUR GROUP TRAVELS ABOUT TWO HOURS AND YOU ENCOUNTER A SMALL MOM AND POP TRUCK STOP. THEIR COULD BE A CHANCE OF FINDING FOOD, MEDICINE, OR WEAPONS INSIDE. YOU DECIDE TO ENTER THE TRUCK STOP, ROLL AN ALERT CHECK. AS YOU WALK AMONGST THE BUILDINGS YOU REALIZE THAT YOU MIGHT BE ABLE TO MAKE IT TAKING AN ALTERNATE ROUTE, THERE IS A BACK ROAD THAT LEADS OUT OF TOWN THAT LINKS WITH A HIGHWAY ROAD. IT WAS USED HEAVILY BEFORE THE EXPRESSWAY WAS BUILT IN THE FIFTIES AND SIXTIES. SMALL GAS STATIONS LITTER THE ROAD, YOUR GROUP TRAVELS ABOUT TWO HOURS AND YOU ENCOUNTER A SMALL MOM AND POP TRUCK STOP. THEIR COULD BE A CHANCE OF FINDING FOOD, MEDICINE, OR WEAPONS INSIDE. YOU DECIDE TO ENTER THE TRUCK STOP, ROLL AN ALERT CHECK.

25 TRUCK STOP

26 THE JOURNEY CONTINUES ROUTE 2 AS YOU WALK ALONG THE EXPRESSWAY YOU BEGIN TO FEEL ON EDGE, YOU TRY TO WALK AS QUIETLY AS POSSIBLE. ALONG THE JOURNEY YOU BEGIN TO HEAR OLD COUNTRY MUSIC, IN PARTICULAR BLUEGRASS MUSIC. YOU START TO WONDER WHERE IN THE WORLD IS THAT COMING FROM, AS YOU WEAVE AROUND A SEMI THAT WAS BLOCKING YOUR VIEW YOU SEE A GIANT HERD OF ZOMBIES SURROUNDING A HIGHWAY REST STOP. BEING DRAWN BY THE MUSIC THEY HAVE FORMED A WALL OF ZOMBIES AROUND THIS PLACE. ALERT CHECK TIME AS YOU WALK ALONG THE EXPRESSWAY YOU BEGIN TO FEEL ON EDGE, YOU TRY TO WALK AS QUIETLY AS POSSIBLE. ALONG THE JOURNEY YOU BEGIN TO HEAR OLD COUNTRY MUSIC, IN PARTICULAR BLUEGRASS MUSIC. YOU START TO WONDER WHERE IN THE WORLD IS THAT COMING FROM, AS YOU WEAVE AROUND A SEMI THAT WAS BLOCKING YOUR VIEW YOU SEE A GIANT HERD OF ZOMBIES SURROUNDING A HIGHWAY REST STOP. BEING DRAWN BY THE MUSIC THEY HAVE FORMED A WALL OF ZOMBIES AROUND THIS PLACE. ALERT CHECK TIME

27 REST STOP

28 CONTINUING THE JOURNEY ROUTE THREE WHILE WALKING THROUGH THE WOODS, YOU MOVE SWIFTLY AND QUIETLY. THANKS TO THE HELP OF YOUR ANIMAL COMPANION, THE GROUP HAS BEEN ABLE TO BECOME ALERTED TO ROVING PARTIES OF ZOMBIES. YOU EVENTUALLY MAKE YOUR WAY ONTO THE GROUNDS OF A HUNTING LODGE. JUST AS YOU WALK INTO A CLEARING IN FRONT OF THE HOUSE A PERSON RUNS OUT, SCREAMING AND YELLING. A ZOMBIE IS ON TOP OF THEM BITING, AND FEEDING OFF OF THEIR BRAINS. ALERT CHECK! WHILE WALKING THROUGH THE WOODS, YOU MOVE SWIFTLY AND QUIETLY. THANKS TO THE HELP OF YOUR ANIMAL COMPANION, THE GROUP HAS BEEN ABLE TO BECOME ALERTED TO ROVING PARTIES OF ZOMBIES. YOU EVENTUALLY MAKE YOUR WAY ONTO THE GROUNDS OF A HUNTING LODGE. JUST AS YOU WALK INTO A CLEARING IN FRONT OF THE HOUSE A PERSON RUNS OUT, SCREAMING AND YELLING. A ZOMBIE IS ON TOP OF THEM BITING, AND FEEDING OFF OF THEIR BRAINS. ALERT CHECK!

29 ROUTE THREE CAMP GROUND

30 THE SUN SETS… AS THE SUN SET ALL THE GROUPS DECIDE TO SET UP CAMP AND SPEND THE NIGHT AT THEIR PERSPECTIVE LOCATIONS. EACH GROUP MUST POST A WATCH IN THE NIGHT TO PROTECT THE GROUP. AS THE SUN SET ALL THE GROUPS DECIDE TO SET UP CAMP AND SPEND THE NIGHT AT THEIR PERSPECTIVE LOCATIONS. EACH GROUP MUST POST A WATCH IN THE NIGHT TO PROTECT THE GROUP. EACH PERSON IN THE GROUP MUST ROLL AN ALERT CHECK TO SEE IF THEY MAKE IT THROUGH THE NIGHT. EACH PERSON IN THE GROUP MUST ROLL AN ALERT CHECK TO SEE IF THEY MAKE IT THROUGH THE NIGHT. THE FIRST ROUND OF THE JOURNEY IS NOW OVER. THE FIRST ROUND OF THE JOURNEY IS NOW OVER. RECORD THE EVENTS OF YOUR JOURNEY, TALLY UP HIT POINTS, MEDICINE, AND SUPPLIES. RECORD THE EVENTS OF YOUR JOURNEY, TALLY UP HIT POINTS, MEDICINE, AND SUPPLIES.


Download ppt "ZOMBIE APOCALYPSE: MISSION ONE GAME PLAY, WEAPONRY, AND ADVENTURE."

Similar presentations


Ads by Google