Here we go. Kind of a short update that's meant to let you guys soak in this information and start trying to hopefully not die.
We'll be using this roll room:
https://rolz.org/dr?room=Rising%20of%20a%20Strong%20Soul
Your feet hurt. A herd of wild beasts is rampaging in your head. And finally, and perhaps worst of all, your stomach is aching. You hadn't had a chance to eat the previous night, distracted by the shaman's shikigami.
A mistake, perhaps.
In any case, you stumble along, trying your best to keep off the roads while still being close enough to avoid getting lost. It's a tricky balance. But a necessary one. There were always stories of famous explorers and survivalists who managed to navigate solely off the light of the stars. But when you look at the sky nowadays, you'd be lucky to spot more than a couple of planes passing overhead.
Eventually it's too much to take. You manage to find a nice low bush, sparse as they can be in Indiana, and you pass out under it.
Roll: 17
Roll: 13
The night thankfully passes by uneventfully, at least as far as you can tell. It's so uneventful in fact, that by the time you wake up the sun is already setting again.
Well then. You guess you were tired. After
the killing, blood, explosions last night, who wouldn't be?
Still, you're thankful. It's time to be moving, and the best time for that would be night. Or at least, you think it would be. Maybe you should wait for daytime?
In the day you could try and hitch a ride, although hitchhiking probably isn't as noble and safe as the stories some of the other wanderers you've met have claimed. Still, if there's any place to get hitchhiking done, it'd be Indiana. The Crossroad of America.
It would also be possible to find more food, copying what animals do. You've done it before, although there is a bit of caution that needs to be held in doing so.
Skill gained: Survival: 0
In the night you could sneak around easier, and it would be cooler which is a boon thanks to the sweltering summer heat. But the night brings other things too… You shiver at the thought of evil souls, the likes of which necessitated the DWMA in the first place.
In any case, the night would make travelling slower, thanks to your need to keep the road in view, and you'd have to travel closer to the main roads as well. Not necessarily a problem in the night, but in the day, when you'd have to sleep? Well there's a completely different host of dangers there.
There's probably more to it, but you have to make a decision now. Your body hurts, likely from all of the walking you did last night, but that would just make it easier to go to sleep again right now and wait for the sun to come out.
Hmm…
[] Travel by night
[] Travel by day
In any case, now would also be the time to plan on what you're going to do. Laying out all of the information you know, you reach a couple of conclusions.
- You're in Indiana and you want to reach Nevada. Reaching deep inside your repository of possibly useful facts (by which you mean that old ratty map you keep in your pocket) you see that it's about 1,900 miles away. Well then.
- You know that at your average, you go about one mile an hour. You tried counting once, just to see for fun.
- You're probably being hunted. You don't know how good of a luck the obvious bad guy got of you, but at the same time you wouldn't put it past soul-y stuff to be able to track you down regardless.
- You have no money, no food, and no water.
The information doesn't paint a pretty picture. Just travelling, assuming nothing bad happens, would take you a straight 1,900 hours. That's… a lot of days!
But you can't let that get you down! Because- because you can't!
Well with the basics all there, you've got a couple of options. If you really push yourself you could cover a lot of ground. The bad guys wouldn't be able to track you down quite as quickly. At the same time, you probably wouldn't meet quite so many people.
[] Spend about 12 hours travelling push yourself into the dirt. 1 action available, 1 encounter roll.
[] Spend about 10 hours travelling. Hard, but doable. 2 actions available, 2 encounter rolls.
[] Spend about 8 hours travelling. You can definitely do this. 3 actions available, 3 encounter rolls.
[] Spend about 6 hours travelling. An easy day. 4 actions available, 4 encounter rolls.
And if you go that fast, you should be able to spend the rest of the day doing other things. Preparing for the bad guys. Because you can't imagine that they wouldn't be able to catch up to a ten year old girl eventually.
You also imagine that you'll need some food and water.
[] Train a stat
-[] Which one?
[] Train a skill
-[] Survival
-[] Write-in
[] Try to hitchhike
[] Get food and water
So vote by plan please. If it isn't obvious, you can stack actions by voting multiple times. If you go easy and take 4 actions, you can use all four to train your Agility four times. That'll be 4d5.
You currently have 0 food and water. Each day will use 1, and collection actions can fail, so I'd recommend not letting that stay stagnant. Similarly, if you get a big enough stockpile you can go a day without doing that.
Skills can be just about anything, but I reserve the right to veto things. So no training Marksmanship without any long-ranged weapon, please.
And finally, if it wasn't obvious enough, encounter rolls can be good, or they can be bad. Take more of those at your own risk. Don't worry about setting a pace too much though. You choose one each "turn"/day.