Surviving the apocalypse Quest (mutants, zombies and more)

Day 7 morning
Day 7 Morning

The night passed fairly quietly with only the sound of distant fighting breaking the still air. As dawn breaks you consider what tasks to hand out. It is not possible to move the group for a while unless you decide to abandon the injured. This has changed your priorities as it looks like it will be at least 25 days before the idiot(Do you even want to find out his name?) can be moved safely.

Improvements:

You set a group to start filling the sprouting trays from the soil pile and to sort out which seeds they will start sprouting. The start to fill the trays and find places in side the warehouse where the trays will get enough light from the window to sprout. Several sections on the walkway turn out to have perfect lighting for sprouting.
(pick up to 5 seed types from the farming knowledge post)

While you now have access to the river you know it is possible to lose that access and as you have started to grow some food you will need more water. You decide to set up two of the 530 gallon pools on the paved section of the yard. You decide to place them where they can be filled from the rain gutters at each corner of the yard. When you open the packing on the pools you run into a problem the instructions are written in swahili. You can understand the pictures and will still be able to build the pools but it will take longer than it would have otherwise.
You still think that the warehouse owner was crazy and this does nothing to convince you otherwise.

General Actions:

Studying the manuals when slowly and added only 3 new type of plants to your farming ability.(Barley, Hops and Radishes)

Cedric makes even less progress. While he does decode one crate it id a crate of Lego of all thing. You have no idea if you could ever use it for any thing. Maybe you will have an idea....maybe, you hope.

Food supplies being a major concern now that you can't move you try again to make fish traps. This time you work on making traps out of netting. These will not catch anything to large but will work well on small to medium sized fish. They are also light enough to be moved easily. You end up completing 3 traps going by their size and the size of the spit when you set them up you can place 20 traps before you run out of room.(3/20 fish traps set)(traps checked at the same time as you check the barricade no action used)

You decide to have both the electrical and wood working crates open while you and a small group go scouting. The wood working crate turns out to be a mix of had tools with a few power tools mixed in.(Gained woodworking tools, new option unlocked). The electrical crate contains a mix of tools, wires, transistors, transformers and other arcane electrical parts. David tells you he can now work on electric projects if you come up with any.(unlocked electronic projects)

While all this is going on you led a small group scouting the immediate area around the warehouse. You do not find any Bangers or creatures as you scout but you signs all over the place. Cars with the windows smashed in or the door clawed open. Builds with their door broken or left open. Here and there you even find blood stains on the ground. You get a good idea of the surrounding area and now have a idea where a few thing are. You now know where 2 Gas stations and a library are.(raiding possible 2 action for a gas station and 5 action for the library) There are a lot of car around but you don't trust them to run for very long, most of the car are pretty banged up and even if they can run the further you go from the warehouse the more the roads are full of stuff meaning you would have to leave the car anyway. Taking a different route back you find two teenagers hiding inside a banks armored car that had been flipped onto it's side. They quickly join you group.(+2 people) They are able to tell you where an ambulance station is near by.

Witch seed do you sprout pick up to 5 seed types from the farming knowledge post:
[ ]
[ ]
[ ]
[ ]
[ ]

Pick 4 afternoon action.

[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Raid Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Raid ambulance station(4 actions)
[ ]Open a door and look out(start outside exploration)
[ ]Make an access to the river spit(takes two pick)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Exit through one of the doors and explore around that way(the Bards are wary)
[ ]Open Shoe/boot crate.
[ ]Try to open a random crate/container
[ ]Finish exploring the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Pimative tailoring(write in what)
[ ]Write in (careful some options may take more than a hour.)
[ ]Write in Lego are not useless I have an idea(what is the idea)
 
What your farming/growing
What your farming/growing in units.

Sprouting needs replanting after day 14 and before day 21
1 Radishes = day 29
1 Green peas = day 62
1 Maize harvest = day 77
1 Onion (Ailsa Craig) = day 97

No replanting needed
1 Micro greens = harvest starts day 21
 
Day 7 Afternoon
Day 7 Afternoon

This morning was fairly fruitful but your group still has much that needs to be done. The weather has other ideas this afternoon after a perfectly pleasant morning it began to down pour so hard you can barely see beyond you arm length slowing all outdoor work to a crawl. David has drifted over to the electrical parts several time this afternoon and seems to be looking for something.

Improvements:

With the trays filled and place where they will get enough light you begin to plant the seeds. Being midsummer you decide to choose fairly fast growing crops. Hopefully they will be harvested before the winter frost have a chance to kill them. You divide the trays into five groups and call the amount of seeds you can sprout in each group a unit so everyone has an idea what you are talking about when you give an order.
You are now planting the following
1 unit Radishes = day 29
1 unit Green peas = day 62
1 unit Maize harvest = day 77
1 unit Onion (Ailsa Craig) = day 97
You also plant 1 unit of mixed Micro greens with will begin to supplement you food beginning at day 21.

Setting up the pools seems to be hitting one delay after another. This time you had to stop work during the worst of the down pour because you couldn't see what you were doing. You are sure you will be able to finish it today but you now have no chance at filling them until tomorrow. instead those working on the pools help out with making the fish traps.

General Actions:

You open the shoe crate to find it is full of runners and flip flops. While not a stunning find you can now replace shoes that are damaged or lost.(no penalty for lost footwear)

Cedric has decided he has had enough of going through the manifests along and begins to try and train one of the new people to help him. While he did not have great success Cedric now has someone who can double check and review anything he finds.(Cedric's apprentice +4 to decoding manifests)
This help has led them to uncover a small crate of hunting supplies. These include:
Hand cranked lanterns
Hand cranked radios
Hunting and skinning knives
and lots rope and twine.

With the extra help from the people that had been setting up the pools the progress on making fish traps goes extremely well. They manage to complete a full 9 wire traps and get them set as the rain begins to die down at the end of the afternoon.(Gained 9 wire traps) This should help stretch out your food supplies thought fish does not keep well and you might lose power to the fridge at any time. Maybe you could figure some thing out.

Pick 3
[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Raid Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Raid ambulance station(4 actions)
[ ]Open a door and look out(start outside exploration)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Continue to explore the surrounding area
[ ]Try to design a fish smoker dryer
[ ]Try to open a random crate/container
[ ]Finish exploring the next building's yard pile(the piles)
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Primative tailoring(write in what)
[ ]Write in (careful some options may take more than a hour.)
[ ]Write in Lego are not useless I have an idea(what is the idea)
 
Day 7 Evening
Day 7 Evening

After a full afternoon of heavy rain the weather cleared with a suddenness that was almost shocking.

Improvements:

After a day of delay after delay you finally managed to finish setting up the pools. The pools are set up and the rain gutters can be redirected to fill the pools. Unfortunately because of all the delays you have not been able to even start to fill them. You could try to fill them tomorrow or you can wait until it rains again.

With the seed planted you set about watering them and double checking that the trays are secure and not going to fall or bet stepped on. Now you just have to wait 7 days.

General Action:

Cedric gets to work with his new apprentice this evening. They manage to find a crate of wicker baskets. The other crate turn out to contain sporting supplies, mostly tennis and badminton with a few sets of lawn darts.

Work on designing the smoking hut does not go for most of the evening. It soon breaks down into a argument loud enough that Lili ends up yelling for quiet from the medical area. After every quiets down she tells you she knows how they were built and asks that someone come and scribe what she tells them as she is in no condition to do it herself. Turns out she really did know what needed to be done.(Gained smoking hut design)

Night fall:

Yet again you spot survivors just as the sun set. This time their are three of them all in their late teens. While they do not bring any new skills you could use more hands to get thing done(+1 action)
They do bring some news and help clear some things up. First the army has given up on clearing the major cities for the time being and are trying to relocate as many people to smaller towns and villages as they can. They also tell you that there are a rising number of stories about strange behavior in animals and even tales about mutate creatures attacking people. They are not happy that one of the mutates is in the area but feel you have made a safe place here.

In the morning what do you do?
Expeditions(can choose 1 takes a full day no other choices can be make)
[ ]Fishing shop expedition.
-[ ]How many go and how many stay.

Improvements(These picks last all day)(Must pick one can pick up to 3)

[inuse]Use the sprouting trays and replant later(Quickest,need to be watered, will need to be replanted, lowest seed lose)
[ ]Plant seeds in the planters both indoors and outdoors takes (medium speed, limited amount can be grown in doors, needs to be watered, medium seed lose)
[ ]Plant seeds in the unpaved section of the yard takes (time consuming,need to be watered only rarely,highest seed lose)
[ ]Fill up one (or two) of the swimming pools.

General actions(choose 6 +any leftover from improvement)

[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals again
[ ]Raid Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Raid ambulance station(4 actions)
[ ]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[ ]Continue to explore the surrounding area
[ ]Try to build a fish smoker dryer
[ ]Open crate of sporting supplies
[ ]Open crate of wicker baskets
[ ]Try to open a random crate/container
[ ]Finish exploring the piles
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Primative tailoring(write in what)
[ ]Write in (careful some options may take more than a hour.)
[ ]Write in Lego are not useless I have an idea(what is the idea)
 
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Day 8 Morning
Day 8 Morning

Getting up you have a new addition to your morning routine. After checking the barricades you check the fish traps. Your investment in making the traps is payed off in spades. While four of the wire traps are empty the rest all caught something. In fact two of the net traps and one of the wire traps are full. Due to the fact you do not have the smoke hut made yet you decide that instead of letting most of the fish spoil you have everyone eat full rations for the next 4 day.(no food reduction until day 12)

Diana had to spent most of the morning cleaning Vincent's burns as they had showed signs of a possible infection. She caught it early enough but it shows just how bad the medical situation is.

You are also told that while you have what is needed to make a Silent alarm it will be a full day job.

Improvements:

You start to fill one of the pools using a hose. Given how slowly it is going you feel you can get away with leaving this job in the care of someone doing another job without worrying about flooding the yard.

General Actions:

The person you have studying the garden manuals tells you that your reaching the end of the information in them. This is not a surprise as they were just beginners manuals. You do gain one more vegetable to you knowledge though. (Okra=65 days)

Cedric also come back with bad news. While there are many unopened crates they are all blocked by the crates you have opened. Moving even the smaller crates is a major undertaking as none of you have found the normal equipment for that job and even a empty crate is too heavy for you to move safely. The last crate that can reached contains Warhammer kits and tools.

You open the container of wicker baskets and while many of them are small, decorative and useless you do find 28 large and sturdy ones.

The design Lily gave you for a smoke hut is simple and goes together easily. There is a down side. The warehouse Does not contain much to burn a few of the crates are wooden but most are metal and if the power fails you will need the wood to cook your food. You need to find a source of burnables. One option id the scrap from the demolished building but you have no idea what chemicals are mixed in with the wood.

Now you prepare to head to the ambulance station.

How many people go?(you can take up to 14 people and a minimum of 4)
[ ]

What do you take with you?
[ ]Full kit
[ ]Weapons, water and an empty pack
[ ]Weapons, water, an empty pack and a wicker basket each
[ ]Write in

Do you use the main streets or stick to the alleyways?
[ ]Mainstreets(higher chance of an encounter but easier to escape)
[ ]Alleyways(lower chance of an encounter but easier to be surrounded)
[ ]Write in.
 
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Ambulance Station Raid Part 1
Ambulance Station Raid Part 1

You and seven others prepare to raid the Ambulance station for any medical supplies you can get your hands on. This is going to be your second trip outside since you set up a base in the warehouse and you don't know how you feel about that. One thing you are sure of is that you will not do this in a haphazardly way.

First you organize the eight of you into four pairs. One of each pair will be responsible for scouting and any fighting that is needed the other half of each pair will be doing the actual salvage work and hauling the find back to the base.

To outfit the salvagers you give them each get a hiking pack and a large wicker basket to carry the finds. They also carry a small hand weapon in case things get desperate. Two of the pick hunting knifes while the other two pick small mineral picks.

You then you dig through the gardening supply container and find four pitchforks. You give them to the scouts, this is so they can keep out of arms length if there is any fighting and hopefully give them an advantage as the Bangers have not shown any intelligence so far. You also equip them with a camel pack each as you do not want to risk being caught without any water. You yourself are going as one of the scouts and you add the gauntlets to you personal loadout.

Now that you are equipped and ready you leave the warehouse. You decide to stick to the alleyways and side streets despite the risk of being cornered hoping that by doing so you will avoid the Bangers and other things. This goes well for a while until you encounter a small group of Bangers stumbling down one of the main streets you have to cross. Luckily your choice at having the scouts actually scout as you are moving pays off as the scout who saw them was able to escape notice in the allies shadow which you doubt would have worked if the whole group was there. You wait until the Bangers had passed by and you are sure that they have gone out of sight you continue on you way hoping they were the only ones you will see today.

Your luck runs out when you reach a T-junction near the station. You find yourselves surrounded by five Bangers two are coming up behind you, another two coming in form the alley to your left and a single one directly in front of the group. Not wanting to be forced into a tight knot and risk more Bangers coming you decide to breakout through the single Banger in front of you. Setting one scout to cover the rear and another to cover your flank you and the the last scout level your pitch forks and charge forward. The Banger does not even try to avoid the pitch forks and ends up impaled on both of them. You literally drive him the rest of the length of the alley and pin him to the side of a car. All the while he makes no sound and ignores the pitch fork so he could try to grab you.

As the last of the group leaves the alley at a run you punch the Banger off you pitch fork with a gauntleted hand and run after the rest of the group. You get away cleanly and soon find your self at the ambulance station. It is clear your not the first to come here. The doors and windows are broken open, the ambulance is clearly no longer here and there are blood stains on the ground. You take the precaution of scouting around the building before entering and it seems clear. So you enter the building and begin salvage operation.

(Continued in part 2)
 
Ambulance Station Raid Part 2
Ambulance Station Raid Part 2

With all the damage you saw outside you start your salvage operation slowly and are careful to avoid any surprises left behind. At first things do not look good on the ground floor. It looks like there are signs of two different groups having comes through before you. The first looks like what you would expect from the Bangers all the doors are open or broken, blood stains and anything that was in the way shoved aside. The second group looks like some one came through and tried to sort out what they could use or needed in a hurry. They left equipment in messy piles out side their packing and most of the cabinets emptied. They were obviously in a hurry and left anything with a heavy lock alone.

Your scouts split in to two pairs one pair keep a watch on the road while the other pair checks the second floor for danger. They find the second floor undamaged and mostly untouched and containing only employ lockers and several offices. You break open the lockers unfortunately there is very little inside that is of any interest or use to you. You end up taking several pieces of jewelry and $100 in cash in the distant chance anyone might want to trade for them.(Gained 7 pieces jewelry and $100) You also take the most recent log book hoping it will give you some idea what is going on.

Returning to the ground floor you find that the salvagers have used their mineral picks to break the locks on the locked containers. Inside they have found painkillers and antibiotic with instructions on how they are to be used. They add these to the medical equipment they have gathered. They have gathered a larger amount of equipment than you thought they would but this is offset by the fact the only usable medicines they found were those found behind the locks. Whoever came before you took almost everything else except what was in the fridge and from what they told you you decide not to look in the fridge.(Gained medical equipment, painkillers/antibiotics)

As you still have some space left you could bring one of the following back as well.(pick 1)
[ ]Local road maps
[ ]2 fire extinguishers
[ ]Pile of ????? papers from the offices
[ ]Write in (remember the place has already been raided before you got here)

With your new knowledge of the way back you manage to return to base without any trouble.

Now what do you do this afternoon.(Pick 4)

[no]Build better lock/barricade on the shorting yard gate(takes two pick)
[ ]Study the gardening manuals one last time
[ ]Read the ambulance log book
[ ]Raid Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Give the medical equipment to Diana
[ ]Continue to explore the surrounding area
[ ]Open crate of sporting supplies
[ ]Open the Warhammer crate
[ ]Finish exploring the piles
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Primative tailoring(write in what)
[ ]Discuss were to get more fire wood(write in your ideas)
[ ]Write in (careful some options may take more than a hour.)
[ ]Write in Lego are not useless I have an idea(what is the idea)
 
Day 8 afternoon
Day 8 Afternoon

When you return from the ambulance station the first thing you do is take the medical supplies to Diana in the medical area. Diana's first action was it give some painkillers to her patients. She then starts to sort trough the medical equipment and medical papers. While you don't understand the papers Diana tells you that between the equipment and information she will be able to treat any future injuries with more confidence.(gained +17 to medical skills)

Leaving the medical area to Diana you take a look at the bundle of maps you shoved in around the equipment. While they are maps, they do not show the roads instead they seem to be maps of the power grid, gas mains and sewage outlets. They might have been used as a reference for what type of hazards they might face in a major disaster but the are no help in navigating the city.

Before you set off on the second raid of the day you take a few minute to look over the log book hoping that it is of more use than the maps. You quickly realize that the writer had noticed some strange patterns in the injures them were being called to treat and was trying to figure out the pattern or causes. If you devote more time to this you might be able to finish his work.(new option)

Now you prepare to raid one of the gas stations. The stations are in different direction from the warehouse.Which station do you head to?
[ ]East station
[ ]West station

Do you use the same gear set up as before or will you change it?
[ ]Same
[ ]Change(write in)

Do you keep to the alleys or take the main roads?
[ ]Alleys
[ ]Main roads
[ ]Write in
 
Western Gas Station
Western Gas Station

To get ready for to raid the gas station you first switch out anyone who are too tired or no longer want to go with fresh people. You then have the scouts wrap their forearms in several layers of fabric to give them some added protection in case the get into close range fighting. You also change your plans slightly an have two of the scout guard the salvagers while the other two scout ahead.

You decide to try the western station first as it is closer to the edge of the industrial area. This means that while it is more likely to have been raided already it was a much larger station to begin with and should still have something of use. Along the way you see more evidence of violence as you get closer to the city center. Smashed windows, wrecked cars even some bullets holes but what really worries you are several tears and scratch marks on the buildings and some of the larger trucks. They were nearly seven feet off the ground and you have no idea what could have made them.

In the end you make it to the station without actually running into anything. The building itself is undamaged and nothing is smashed probably because the doors were never locked but the inside is a mess. You were right in that it has both already been raided and that there was still stuff left. luckily whoever raided this place before you had slightly different priorities. They took all the food from the front area as well as all the money and cigarettes. They left all the bottled drinks and bags of precut fire wood behind. They also took all the maps with is really starting to annoy you at this point. You do find several jerry cans and the gas pumps are still working so fill the cans with gasoline as the salvagers get to work.
You gained:
6 days worth of food
30 litter of gasoline
1 first aid kit

You also pick 45 units of wood and/or bottled drinks. 1 unit equals a two litter bottle and 3 units of wood lets you use the smoke hut for one day.
[ ]

You make the return trip safely but for the last half you feel like your being followed.

Pick 3
[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Study the gardening manuals one last time
[ ]Read the ambulance log book
[ ]Raid Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Continue to explore the surrounding area
[ ]Open crate of sporting supplies
[ ]Open the Warhammer crate
[ ]Finish exploring the piles
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Primative tailoring(write in what)
[ ]Discuss were to get more fire wood(write in your ideas)
[ ]Write in (careful some options may take more than a hour.)
[ ]Make planting trays out of lego
[ ]Make A tool organizer out of lego
[ ]Write in Lego are not useless I have an idea(what is the idea)
 
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Day 8 Evening
Day 8 Evening

Once you return from the gas station and unload the supplies you call everyone together. On the return trip you began to feel like you were followed. the feeling only got stronger the closer to the warehouse you got. Now despite the lack of evidence you feel sure of it. You ask for ideas on how you could place traps or alarms on the doors. You would prefer to set traps outside the warehouse but with whatever followed you out there it is to much of a risk. Once they ideas are discussed you start organizing the evenings tasks.

Improvements:

You never realized just how much water 560 gallons was. You left a hose running all day in one of the pools and by nightfall it was only 3/4 full. While you could have left it running overnight occurred to you the possibility of an over flow attracting attention from the unknown outside makes you nervous and you refuse to send someone out into the darkened yard to turn off the water at night with an unknown out there so you will have to continue some other time.

General Action:

Not knowing what followed you home and having seen a number of broken doors on your raids you feel you need an added level of defence inside the warehouse. Out of the ideas your group came up with you both have the time and resources to do only one before nightfall. The idea is simple you hang weighted nets over and around all the doors of the warehouse and stairwells. While they are easy enough to get around if you know they are there and go slowly anything that tries to force its way trough will get tangled giving you both a warning and time to get ready.

Once the traps are set you feel slightly better about your safety so you turn to other matters. The people you had studying the garden manuals have read them all but thinking back they did not understand what they were reading at the beginning so you ask them to go over the early material again in the hope that they might find some thing they missed the first time. They looked like they wanted to argue but they did as you asked and it turned out they has missed a couple of things right at the start.(gained Millet, Wheat and Rice)

While they are studying you and the rest of you people start yo make sprouting trays out of Lego. You dought they would hold to much soil as the weight would get to heavy but for a sprouting you don't need much soil so that works out okay. You spend the rest of the evening building trays and find it very relaxing after everything that has happened.(can now spout up to 10 unit at a time)

Rumors/Advice:

The sounds of fighting have faded away, no one knows if that is good or bad.
While everyone is armed people are feeling slightly unprotected when they go outside.
You have no idea what is happening beyond your walls.

Night:

As night falls you change the patrols slightly. With the addition of more people you mover from 3 shifts of 3 people to 3 shifts of 4 people. This help to reduce the chance of something being unnoticed or anyone being caught along.

About midnight two thing happened both to small for the watch to wake everyone but enough that they told you in the morning. First it started to rain not heavily but it was a warm rain which surprised the watch. Secondly they saw a large swarm of rats traveling along the road toward the river. They did say the rodents were of an unusual size.(First pool filled)

Expeditions(can choose 1 takes a full day no other choices can be make)
[ ]Fishing shop expedition.
-[ ]How many go and how many stay.

Improvements(These picks last all day)(Must pick one can pick up to 3)

[ ]Use the sprouting trays and replant later(Quickest,need to be watered, will need to be replanted, lowest seed lose)(5/10 in use)
[ ]Plant seeds in the planters both indoors and outdoors takes (medium speed, limited amount can be grown in doors, needs to be watered, medium seed lose)
[ ]Plant seeds in the unpaved section of the yard takes (time consuming,need to be watered only rarely,highest seed lose)
[ ]Fill the othe swimming pool.
[ ]Figure how to move the crates(ideas)(first of option chain)
[ ]Build a Silent alarm.
[ ]Clothe armor(Pick body part)(Arms, Legs, Torso, Head, Gloves, Feet)
[ ]Make 3D map out of lego
[ ]Train at weaponizing the lawn darts
[ ]Build a dark room so you can use some lamps at night
[ ]Operate the smoke hut(costs 3 units of wood)

General actions(Pick 6 +any leftover from improvement)

[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Read the ambulance log book
[ ]Raid East Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Work on the log book
[ ]Set traps around the outside of the warehouse
[ ]Continue to explore the surrounding area
[ ]Open crate of sporting supplies
[ ]Open the Warhammer crate
[ ]Finish exploring the piles
[ ]Try to get news from the crank powered radio
[ ]Make fish traps(only need to be checked once a day)(if pick choose 1 of the following)
-[ ]Netting(-1 action)
-[ ]Wire mesh fencing(-1 action)
-[ ]both(-2 actions)
[ ]Use Primative tailoring(write in what)
[ ]Discuss were to get more fire wood(write in your ideas)
[ ]Write in (careful some options may take more than a hour.)
[ ]Make A tool organizer out of lego
[ ]Write in Lego are not useless I have an idea(what is the idea)
 
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