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  1. Lowki's The Blood Plague
  2. Lore

Timbercrest Gated Community

TIMBERCREST GATED COMMUNITY

(Timberreach, Redhaven)

Overview

Timbercrest is a small, middle-class gated neighborhood nestled in the foothills of Timberreach. It was designed as a quiet residential enclave before the fall: curving streets, uniform but comfortable homes, a few small parks, and private garages.

After the Blood Plague arrived, the gated perimeter and relative isolation made it safer than most surrounding blocks. Survivors live in scattered homes, keeping doors locked and eyes open. Cooperation exists—but it’s mostly ad hoc: neighbors nod, share a warning, or pass along supplies occasionally. Full organization or governance has not formed.

  • Population: ~20 survivors

  • Homes: 12 single-family houses

  • Perimeter: Low security gate, fencing along partial borders, makeshift barricades at entrances

  • Resources: Limited; one central water source from a nearby stream, small garden plots, a shared tool shed

  • Threat Level: Low to medium (occasional common infected at the edges, rare Skill Retainers hunting in foothills)

This is a starting area—safe enough to explore, but not completely secure. Perfect for slice-of-life survival gameplay with tension.


Physical Layout

Streets & Houses

  • Timbercrest Drive: main street, semi-circular, connecting the main gate to cul-de-sacs

  • 12 homes of 2–3 bedrooms each, medium-sized yards

  • Garages converted into small storage or safe rooms

  • One small park/playground in the center

  • Fencing around the perimeter with a single operational gate

Perimeter Security

  • Chain-link fence reinforced with scrap wood at weak points

  • Barricaded gate using old cars and cinderblocks

  • Watch points: one small elevated deck overlooking the entrance

  • Alarm: a simple tin-can tripwire setup

Shared Spaces

  • Central Tool Shed: communal tools, gardening equipment, repair items

  • Community Garden: vegetables and herbs, mostly maintained by 3 households

  • Water Pump Area: gravity-fed stream with rudimentary filtration

  • Meeting Spot: old gazebo in the small park, rarely used for anything beyond shouting warnings


Daily Life & Social Dynamics

  • Neighbors mostly mind their own business

  • Occasional patrols by two or three people to check for wandering infected

  • Gossip and small favors are common, but no formal hierarchy

  • Supply runs outside Timbercrest are risky, often performed solo or in pairs

  • Morale is fragile; disputes flare over food, garden space, or perceived hoarding

Key Tension: Timbercrest is a soft community. Everyone survives by luck, cooperation is informal, and there’s no official defense protocol if a threat escalates.


Notable Locations

1. The Park/Gazebo

  • Central gathering point

  • Benches and small swing set remain

  • Used for drying laundry, tending plants, or shouting alerts

2. Tool Shed

  • Locked with a combination of padlock and barricade

  • Stores axes, shovels, rope, gardening tools, crowbars, and a small stash of firearms

  • Key characters often hold the key

3. Water Pump Area

  • Concrete basin with gravity-fed stream

  • A few buckets and jerrycans line the edges

  • Small plank bridge allows access without wet shoes

4. Residential Homes

  • Vary in upkeep; some have barricaded windows and reinforced doors

  • Others are barely maintained, abandoned for days at a time

  • Garages used as storage or temporary safe rooms


NPCs of Timbercrest (20)

Here’s a functional cast you can drop in, including motivations, specialties, and social roles:

Marla Jensen, 45, Gardener / Medic — Maternal, cautious, tends the community garden.
Harold “Hal” Kim, 37, Carpenter / Barricade Expert — Pragmatic, builds and repairs fences, grumbles a lot.
Selina Torres, 28, Scout / Runner — Quiet, observant, often volunteers for supply runs.
Gregory “Greg” Lowe, 50, Former Teacher — Talkative, organizes informal reading/storytime for kids, spreads morale.
Sofia Delgado, 32, Cook / Forager — Makes meals from garden and scavenged ingredients.
Jared Fields, 40, Mechanic / Vehicle Repair — Maintains abandoned cars and generators, grumpy and paranoid.
Anya Petrov, 22, Hunter / Tracker — Expert with crossbow, tends traps outside Timbercrest.
Leo Brooks, 36, Security Watch — Keeps lookout from deck, cautious and alert, often lonely.
Rachel Nunez, 30, Scout Assistant — Helps Selina on runs, easily nervous but dependable.
Dmitri Vass, 42, Craftsman / Fixer — Repairs furniture, radios, and fences; reclusive but skilled.
Tina Caldwell, 26, Nurse / Healer — Minimal supplies, improvises, timid but competent.
Eli Morgan, 35, Guard / Patrol — Weapon-savvy, volunteers for night patrols, stubborn and reliable.
Katrina Zhao, 29, Engineer / Tinkerer — Small generator projects, water filters, and plumbing.
Omar Reed, 48, Historian / Storyteller — Keeps journals of Timbercrest events, occasionally gives warnings.
Hannah Price, 34, Childcare / Cook — Shares cooking duties, looks after kids when others run errands.
Niko Salazar, 31, Runner / Messenger — Quick, lightly armed, often the first to spot wandering infected.
Dana Keane, 38, Negotiator / Morale — Tries to keep disputes down, keeps track of ration fairness.
Evan Li, 27, Scout / Forager — Works with Selina and Rachel, dependable but impulsive.
Margot Flynn, 41, Veteran / Arms Trainer — Ex-military, gives basic combat tips, low trust in others.
Tobias “Toby” Grant, 25, Apprentice / General Labor — Learns from others, handles small repairs, obedient, eager to help.

NPCs have overlapping roles, which allows flexible gameplay. You can assign patrols, medics, foragers, and morale leaders for players to interact with. Some may be unreliable or self-interested to encourage tension.


Key Survival Mechanics for Timbercrest

  1. Security

    • Single gate is the weak point

    • Night patrols prevent surprise Common Infected attacks

    • Fences and barricades can slow but not stop Skill Retainers

  2. Supplies

    • Shared garden produces minimal food

    • Water from the stream is limited; filtration is a must

    • Tools and weapons stored in shed are finite

  3. Social

    • Cooperation is fragile

    • Disputes flare over rations, garden plots, or supplies

    • Players can help form real community bonds

  4. Encounters

    • Wandering Common Infected at the periphery

    • Rare Skill Retainers hunting in Timberreach foothills

    • Environmental hazards: fallen trees, landslides from hills, wildlife


Slice-of-Life Hooks

  • Morning: checking fences, tending gardens, watching kids

  • Afternoon: scavenging nearby Timberreach blocks, minor patrols

  • Evening: cooking, sharing stories, watching for movement in foothills

  • Occasional tension: noise triggers wandering infected, or arguments flare

Players experience the slow grind of survival without constant horde attacks, but threats are real and escalating.