Surviving the apocalypse Quest (mutants, zombies and more)

Day 9 Morning
Day 9 Morning

When you got up this morning you felt like face palming several days ago you started to set up furniture but were interrupted by the Idiots injury and only finished the medical area. You fell that you should finish some time in the future but right now you have other thing to do.

You start your daily round. The barricades and traps on the doors are untouched so you move on to the fish traps. Once you get there you find that 2 wire traps have been crushed and 1 net is missing. From the rest you gain another day at full rations. You still wonder what had happened to the traps.(lost 1 net trap, 2 wire traps)(no food reduction until day 13)

By the time everyone is up and active the air is sweltering it looks like the heat wave has arrived.

Improvements:

After being followed home yesterday and finding the crushed traps you decide to focus most of your improvements on defence today.

First you send David and an assistant to start setting up a silent alarm on all the doors you decide to check up on him latter to find out just what he has planned.

You then send a team to start making padded arm guards for everyone. This will give them some protection an has less chance to cause heat stroke in this weather.

Lastly the only improvement today that does not focus on defence is trying to figure out how to move or clear the crates you have opened so you can get to new ones. You still think this setup is crazy, you can not figure out how some of the crates got to where they are now.

General Actions:

You decide to have one person try to find a active radio station using the hand cranked radio. It takes a while but they find one but it only repeats a recorded message tell everyone to avoid big cities and to never travel alone or in small groups.

You decide to have both the crate of sporting supplies and the crate of Warhammer product opened so you could take stock of the contents.
The sports crate contained all the gear for tennis and badminton as well as some more lawn darts. The Warhammer crate look like it was going to a new store as it had everything. Tools, glue, paint, set pieces and all the rule books as well as several novels. When you have time and a place set up you now have something to pass the time with.

You start to set traps around the warehouse and realize that you have the materials to pace early warning traps but you do not have the skills or materials to set up more than that so that is what you do. While this does not protect the warehouse you now can be fairly certain that if anything tries to lurk nearby that you will have some warning.(Gained early warning of any Lurkers)

You decide to finish inventorying the piles in the yard next door. This is easily done and some of the piles will be of great use.
1 set containers of broken wooden pallets(can be used for building or fire wood choose latter)
1 pile dirt
2 piles road salt
1 pile road sand
1 set containers of broken plastic sheeting both clear and opaque.

Finally before lunch you settle down to try and figure out what the ambulance driver noticed and was trying to plot in this log book. you spend the rest of the morning flipping back and forth between pages and entries they had made a list of on the last written page. by the time lunch comes around you have notice that over the last 8 months there has been a sharp increas in the number of slash wounds and animal attacks the ambulance has been called to deal with. There is more here but you will have to devote more time to it to find out what.(Log book 55/100)

Pick 4(if you pick the library you can do nothing else this afternoon and lose 1 action for the evening)

[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Tray to make sense of the ambulance log book(55/100)
[ ]Raid East Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Continue to explore the surrounding area
[ ]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)
[ ]Try to get news from the crank powered radio again
[ ]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)
 
Day 9 Afternoon
Day 9 Afternoon

As noon rolls around the heat wave intensifies leaving you very glad that the water is still running.

Improvements:

Half way through the afternoon David tells you that he has finished the silent alarms. This surprises you as he had said earlier that it would take all day. When asked about it he says he had found that the warehouse already had one form of silent alarm and all he had to do was reroute it to a set of LEDs instead of sending a message to the police and he was done. You have a bit of a laugh thinking about the fact that every time you had opened a door you were leaving a message at some police department.(Gained silent door alarms)(+1 action slot this evening)

Work on making padded arm guards for everyone continues. The amount makes this time consuming but not hard.

After spending the morning bouncing ideas off one another you settle down to try and see if you can use any of them. You also go over any limitations you find with the ideas.
One of the ideas is to complete dismantling and removal of the crates in pieces, then reassembly elsewhere. This has potential but also some limits. First is the fact that there are three main types of crates and containers in the warehouse Wooden crates, Light metal crates and metal shipping containers. The wooden crate could be dismantle and rebuild rather easily. The light metal crates you might be able tear apart but you would not be able to put back together creating scrap metal. The shipping container on the other hand are make of thick metal and you have no means of breaking them down right now.
Looting a forklift from nearby warehouse could work presuming there are some. This would work for all the crates but would not work on the shipping containers. You do wonder why there were none in the warehouse when you got here.
Someone suggests rolling the crates on several metal pipes, like they think the Egyptians might have done with logs/blocks of stone when building the pyramids. This might work but first you would have to find a supply of pipes and/or hard wooden rollers.
You might try to build some of the A frame cranes that they think the Egyptians used as well but you would still need some strong materials for thr frame.
Lili suggested building a trolley. looking at the size of the crates and containers you decided that Diana must have given her some pretty strong painkillers for her to think that would work.
Building a ton of handholds on the crates and lifting with a dozen people might allow you to shift the crates. While this might work with the wooden crates you have no way of attaching handles or the like to the metal ones.

General Actions:

For a while you think you are making progress with the log book as you start to map out listed locations only to realize most of them were for Tim Hortons and coffee shop and have to start over. you do get some work done but not alot.(55+18=73/100)

Having lost thee fish traps over night you decide not only to replace the lost traps but also to build as many of both types as the spit has space for. This results in five more of each type giving you a total of twenty traps, 7 net traps and 13 wire traps.

Having gotten tired of having to turn off all the lights at night you set about making some black out curtains. You find you have the right kinds of fabric for this but you also find a problem. The problem is you lack any way to hang them on most of the outer windows and will only be able to hang them in the second story rooms these being the sleeping room and the medical area. This does allow for better heath care and a feeling of comfort but still restricts the use of lights in the rest of the building.

Pick 4
[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Tray to make sense of the ambulance log book(73/100)
[ ]Raid East Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Continue to explore the surrounding area(bards think this might be a good idea soon)
[ ]Try to get news from the crank powered radio again
[ ]Use Primative tailoring(write in what)
[ ]Make make shift pole arms(pick type)(poleaxe, spear, bladed pole)
[ ]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)
 
Day 9 evening
Day 9 evening

The heat wave shows not sign of letting up as evening progresses so you push on as well as you can.

Improvements:

You now have padded arm guards for everyone. This will give you some protection on your arms and does not weigh you down.

Going over the ideas you seperated out those that you can do now from those that need resources you do not yet have. Now you have a idea what you can and can not do about gaining access to more crates.

Possible now:
Dismantling is possible on the crates(wooden and metal) but it would be time consuming and you can not do it to shipping containers.
Building a ton of handholds on the crates and lifting with a dozen people might allow you to shift the crates. While this might work with the wooden crates you have no way of attaching handles or the like to the metal ones.

Needs more resources/actions first:
Looting a forklift would need you to scout the surrounding areas better.
Rollers needs a source of pipes or strong wooden rollers.
A frames need a better supply of wood

General actions:

Having spent most of the day going over the log book you now have a list of areas to avoid and some idea of the damage being done inside them.(gained list of areas to avoid)

Listening to the radio provides you with a shock. They have made a limited repeal of the looting laws. The limits is that looting is allowed only where it is abandoned or uninhabited and you are not allowed to sell your loot. This shocks you as the looting laws were made to control peoples reactions to disasters and allow people to return to their lives once the disaster is over. With this they are basically telling you that they do not see the possibility of people returning to their lives from before this disaster. You are now fairly glad you do not have a better idea of what is going on with the larger groups out there if this is the governments response.

After you raid on the ambulance station you decided that keeping Bangers at a distance is a good thing. Working with replacement handles from the garden supplies you put together some spears as they are fairly simple to make. Half way through someone mentions how boar spears keeped the boars from pushing up the spears to kill hunters so you add a cross bar to your spears for a similar affect.(Gained boar spears)

With both the forge and smoke hut built you know you will need a source of fire wood some time in the near future. While the building wreckage in the next yard can be used in the forge you dare not use it in the smoke hut or for cooking so you ask for ideas.
The first and most obvious ideas was to break down the wooden crates for their wood. This would both provide wood and give you access to some of the crates that you can not access right now. The down side is this is very limited and the boards might be useful for other uses.
While this warehouse is not built of wood many building are you could try to rip them apart but first you have to find a building at least partly make of wood.
Trees are wooden but there is a lack of trees this deep in the industrial district. If you find some you could cut them down.

You decide to organize your tools to make them easier to find and prevent damage. To this end you make tool trays out of Lego. This is an easy and peace full way to pass the time and lends a bit of color to the warehouse.(Less damage to tools)

As you begin to clean up for the night you receive another group of survivors.(gained 4 people)

Rumors:
The government seems to be losing ground in the areas around major cities.
The Bards point out that the longer you take to raid the fishing shop the more likely it is that someone else will.

Night:

The night passes peacefully just before you fall asleep you realize that you can not hear any fighting tonight.

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 other swimming pool.
[ ]Clothe armor(Pick body part)(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)
[ ]Actually set up furniture everywhere other than the medical area.

General actions(Pick 6 +any leftover from improvement)

[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Raid East Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Continue to explore the surrounding area(general)
[ ]Continue to explore the surrounding area(wood)
[ ]Continue to explore the surrounding area(equipment)
[ ]Continue to explore the surrounding area(theats)
[ ]Try to get news from the crank powered radio again
[ ]Use Primative tailoring(write in what)
[ ]Make make shift pole arms(pick type)(poleaxe, spear, bladed pole)
[ ]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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Fishing Trip 1
Fishing Trip

Today you decide to make the trip to the fishing supply store. Hopefully you will have gotten there before it is picked clean. While Lili is now mobile the two others would need help if they have to run from the warehouse so you leave Diana and four others with them. You take everyone else.

You decide to use the same travel plan as you have on your raids with half the group acting as scouts and guards while the other half bring the packs and baskets to act as salvagers and haulers. This makes the preparations almost routine with the only real change being the boar spears you arm the scouts with. Before you leave you tell Diana to block the doors until you return as with over half the group gone they are going to be in a risky position if trouble turns up.

Leaving the warehouse you begin to head east keeping to the ally ways to avoid any attention. At the beginning you are forced to make several detours to avoid groups of Bangers. Deploying the scouts ahead of the group allows you to avoid notice from the start. This slows you down early on but turns into a bit of luck as you find a supply store for hobby Brewers near the warehouse that you would have missed otherwise. The shop is so close that it will be easy to loot later on.

As you travel you take a good look around you, the roads are either blocked by abandoned or damaged trucks or completely empty. The building show little to no damage save for a few instances of the strange scratch marks you saw before. You also notice that without the sound of normal city life it is almost disturbingly silent.

It is the silence that allows you to notice that you are being followed. You continue on hoping to find somewhere defensible to hide or hole up. Your hopes are in vain all you find are locked doors and blank walls. About three quarters of the way it became clear that whoever or whatever was following was becoming restless so you move three of your scouts to the back to keep the rest covered. This proves to be a wise choice as you are soon attacked. It's the beast that you saw at the warehouse. It charges around a corner trying to catch you from behind but the scouts were ready and aimed their spears at it while setting the ends against the ground. It managed to avoid two of the spears but catches it's leg on the third. The spearhead sinks in up to the cross bar stopping the charge before breaking off. Wounded the beast decides to retreat with the spearhead lodged in it's leg rather the press the attack.

Despite the speed of the attack you get a slightly better look at the beast. It had Leathery brown skin with dappled grayish markings and a massive heavy jaw with large spike like teeth.

You made it the rest of the way to the shop only having to dodge two more groups of Bangers. The shop is in good shape while not untouched It seems to be only lightly raided probably before thing got to bad as only the money and small high priced items seem to have been taken. After the scout declare the place clear the salvagers start to go through and look for anything of use while you look for any form of boat or water transport. The canoe on display is broken but you find two undamaged canoes in the back you also find three inflatable rafts. The salvagers bring you their finds it's no as good as you hoped but better than it could have been. They say that whoever had been here before have taken out much of the non fishing items but they still managed to find three spear guns with some fishing spears.

Gained:
2 canoes
Paddles
3 boxed inflatable rafts
3 spear guns
20 fishing spears(spear gun ammo)
Fish smoking guide and spices
Outdoor coats
Fish gutting knives
Lots of hooks and fishing lines
Local river map

Now you have a decision to make the canoes are to big to take through the ally ways so how are you getting back?

[ ]Leave the canoes and take the allies.
[ ]Take the canoes and use the main roads.
[ ]Take the main road to the river and canoe back to base. You should avoid attacks but you would be heavily loaded and going against the flow.
[ ]Write in.
 
Back from Fishing
Back from Fishing

The canoes while a boon to your ability to move on water also present a problem. They are to long to move through the alleyways and to small to carry everyone and the loot safely. The rafts might have helped but you did not find any pumps and filling them manually will take to long and you do not want to have to stay here overnight. You also discard the option of taking the canoes down the main roads as the number of Bangers you saw on the way here you doubt that you would make it halfway back without being surrounded.

In the end you decide to take the canoes to the river then split up. You will send three people and as much loot as you feel they can safely carry on each canoe to row back to base while the remaining five and any leftover loot will take the alleys back. hopefully the smaller group will be ably to avoid any attention now that you tracker is injured.The trip to the river is short but even then you are glad that you are using scout as you have to avoid another group of Bangers. These Bangers show obvious wound but do to seem to be hampered by them.

Once you get to the river you chose what loot to put in them, who to send with the canoes and who is coming home on foot with you. You end up sending four of the salvagers and two of the scouts back on the canoes with everything they were carrying back on the canoes. This leaves you with yourself(scout), three scouts and one salvager to make your way back on foot.

The first half of the return trip goes smoothly as you already know the way and you find no new groups of Bangers. About half way something changes the Bangers are starting to move around much more than they were before. This makes it much harder to avoid them but knowing where you are going coupled with your scouts allows you to pass them by without drawing attention to your selves at the cost of slowing down.

All the little delays over the course of the day now mean that you will be arriving back much closer to nightfall than you are comfortable but you do not trust any shelter you have seen on the way out so you push on. As dusk sets in you see the warehouse down the main road as there is no Bangers in sight you decide to make a straight dash for home. You are mere meters from the doors when your alarms start to go off. While the Bangers are still out of sight you need to get in right now. Setting the scouts around you you start pounding on the doors to be let in. Just as they round the corner the doors open and you pile in. It turns out the delay in opening the doors was because the canoes had just pulled up and the watchers had been distracted by them and at first not realizing that they were not the entire group.

A.N.
I will do the night post later.
 
Day 10 loose ends and night
Day 10 loose ends and night

Now that you are safely inside you notice how quiet everyone is being. As you turn to ask what is going on you see it. Another of the beasts lays before you, this one larger than the one you had faced earlier today. It take you a moment to realize that it is wrapped in a net and most thoroughly dead. Turning to Diana you ask what had happened while you were away.

Diana tells you that the beast had managed to rip the door off its hinges in only two blows and that by the time the guards got their weapons ready and began to react it had torn through the barricade. At this point your previous paranoia paid off as the beast managed to wrap itself in the net trap so completely that it was unable to attack your people when they arrived to kill it. The beasts hide proved to be tough enough to make killing it very difficult until its struggle flipped it on to its back allowing them to stab it in the softer under belly.

You ask Diana if they were able to repair the door. She tells you that the hings were scraped and the best she was able to do was wall off that entrance with cinder blocks. Looking at the beast you are amazed that it did not do more damage. It is a good 8 feet long with 2 of those feet being make up of a set of jaws that look so powerful you do not doubt that it could have bitten through the barricade.(-1 morale do it it breaking in)(+1 morale for killing it)

Rumor

The bards tell you that not knowing what the beasts are or where they came from is starting to spook your group It is not to bad right now but they would like some kind of answer.

Night

You did not think it was possible for it to get hotter during the night but that is exactly what happened. Other than the heat the night passed quietly.

In the morning you found the power was out but the water was still running

Now what to do with the carcass?(If one of the Butchering options is picked it will automatically count as picking using the smoke hut also)
[ ]Dump it in the river(free action)
[ ]Compost it(1 action)
[ ]Dissect/examine it(1 morning action+1 afternoon action)
[ ]Butcher it for meat(1 morning action+1 afternoon action)
[ ]Dissect/examine it then butcher it for meat(1 improvement slot)
[ ]Write in

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)
[ ]Clothe armor(Pick body part)(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)
[ ]Actually set up furniture everwhere other than the medical area.
[ ]Break down crate(wood)
[ ]Break down crates (metal)
[ ]Blow up the rafts
[ ]Use the canoes to scout by water(chose 1 can be taken twice)
-[ ]Scout by water East
-[ ]Scout by water west
-[ ]Scout by water Marina
-[ ]Scout by water Castle(returns tomorrow lose 1 Improvement tomorrow)
-[ ]Scout by water general area
-[ ]Scout by water Renfair manor

General actions(Pick 6 +any leftover from improvement)

[no]Build better lock/barricade on the shorting yard gate(takes two pick)(bard choice)
[ ]Raid East Gas station(2 actions)
[ ]Raid library(5 actions)
[ ]Raid brewers store (2 actions)
[ ]Continue to explore the surrounding area(general)
[ ]Continue to explore the surrounding area(wood)
[ ]Continue to explore the surrounding area(equipment)
[ ]Continue to explore the surrounding area(threats)
[ ]Try to get news from the crank powered radio again
[ ]Use Primative tailoring(write in what)
[ ]Make make shift pole arms(pick type)(poleaxe, bladed pole)
[ ]Build outriggers for the canoes
[ ]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 11 morning
Day 11 morning

You check the remaining barricades and traps. They are undamaged and the walled off door looks good in the mornings light

Last night you lost your power resulting in 2 days of fresh fish going bad. This mornings catch replaced the loses and you have decided to run the smoke hut today.(food lose restarts)(gain 3 days food{full ration})

Will you go back to half rations or stay on full rations?
[ ]Half rations
[ ]Full rations

Improvements:

The first thing you do after your morning rounds is to send one of the canoes out with 4 people in it to scout out the surrounding waterways. You ask them to get a general feel for the area and if they find anything to make a note of it for latter and not investigate right now.

You also set a small group the task of dissecting and butchering the beasts' corpse and ask Diana to supervise as best she can. You take the beast's corpse out it to the yard so it can be dissected in the best light you have. You also start running the smoke house with the raw fish you have so that as the beast is butchered you can also smoke it's meat.

You are getting tired of referring to it as the beast and decide to call it a:
[ ]Write in name

General Actions:

You have the remaining people split into two groups. One group is coming with you on the Library Raid while the other group explores the surrounding area for equipment and any threats or dangers they can find.(Raid turn)

Exploring the surrounding area yields mixed results. Much of the equipment you find is either you have no idea what it does, is useless to you or unmovable. That does not mean they return empty handed as they are beginning to realize that all they can expect to have is what they have on hand. As this is the case they start to bring any find straight back as the find them.
You gain:
18 car batteries
4 sets of heavy duty block and tackles
assorted mechanics tools
metal scrap
3 stacks of wooden pallets
1 pallet jack(+1 to moving crates not shipping containers)

They might have found more but they cut the search short when the search for threats part of the job succeeded. They found the beasts' lair or more correctly the lair of the beasts. They are lairing in a damage truck yard near the river. Finding signs of the beasts activities they approach carefully. Inside they see what looks like 5 large nests but before they can get a closer look one of the group spots the fact that one of the nests is currently occupied by a sleeping beast. This causes them to decide to leave the area and return to the warehouse.

As for the raid you have 5 people, do you:
[ ]Use the same plan as before.
[ ]New plan(write in)
 
Day 11 Library Raid
Day 11 Library Raid


You get your team organized and ready for the trip. Almost from the start thing go differently than before. First you end up having to detour several times to avoid active groups of Bangers. This causes you to go through areas with few back alleys and poor cover. When you do find cover someone always ends up making a loud noise or gets caught up on something.


By the time you reach the Library you are beginning to worry about how long it has taken. Until you get a look at the library then it is replaced by other worries. Part of the roof has collapsed but that is not what worries you what worries you is that despite the libraries large windows and glass doors you can not see in to the building. This is because the inside looks like it has been plastered with a combination make up of paper mache and shredded carpet even the doors are covered with it. This combined the the sounds of movement coming from inside cause you to call off the raid as you feel that the risk is just too high.


If you thought the trip out was bad the return trip was worse. Almost as soon as you start back you run into another group of Bangers as you leave an alley and have to make a run for it. The scouts provide a distraction as the salvagers try to get a head start. Remembering how the Banger you stabbed before did not react to the wound the scout use the spears to trip them or push them over buying you the time you need to get away.


You manage to get back to base with no more difficulty but your failure hangs heavily over everyone.(-1 morale)
 
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Day 11 Afternoon
Day 11 Afternoon

While everyone is disappointed with how the library raid went life goes on and you are determined that your group will too.

Improvements:

The canoes are still out this could be a good sign or a bad one. You will not know until they return.

When you returned the team dissecting the beast wanted to how you some thing. As you approach the carcass you notice that they are now using gloves and are using sticks and handles to poke something inside the body. Looking inside you see what looks like a black ribbon wrapped around the beasts major arteries. When someone pokes the ribbon it starts to flex for a few seconds before relaxing again. You think it might still be alive.

Talking to the team they say it seems to be found on the arteries inside the torso and not the rest of the body. They are unable to agree on what to do so you must make the decision.

They have not started to smoke the meat. What do you have them do.

[ ]Smoke it all, the smoke should kill it.
[ ]Pick it out then smoke all the beast.
[ ]Remove all the organs and smoke the remainder.
[ ]Remove the limbs and smoke them while you dump the body.
[ ]Nope not eating any of that thing the risks are too high
[ ]Write in

General Actions


You decide to chance one more raid today and are heading out to the eastern gas station.(Raid post)

This time when you check the radio you luck out. Flipping through the radio station you find two that are being use. The first is a group from a different city sharing the information that they have gained so far most of which you have already found out but there are two pieces that are new to you. First that whatever is happening is the infected thing are staying out of the water making waterways one of the safest way of traveling. Secondly that there is a creature that looks like a hybrid between a rat and a termite that seems to be making hives in empty building. These creature seem to be about a foot and a half in size.

The other channel is a local broadcast. It is a small group holed up asking for rescue. While the are safe they are out of supplies and have injured with them. After listening for awhile you decide that they seem to be close enough to the river that they could be rescued by canoe and after looking at your map you decide that you might be able to combine their rescue with scouting the castle. The earliest you can do either is tomorrow as the canoes are still out on the water.

Finally you start to work on building the outriggers for the canoe but between everything you barely get started.(Lock in)
 
Eastern Station Raid
Eastern Station Raid


You had thought you stealth was bad when you raided the library but is was superb compared to what you had today. Your group spend most of the trip knocking over garbage cans and kicking or tripping over anything that can make a noise. Surprisingly you almost avoid any attention on your way out. This caused you to get a little to relaxed. Just as you get within sight of the gas station you manage to emerge inside a small group of Bangers.


At first the longer reach and the crossbars on the spears let you hold the Bangers beyond arms reach. This does not last as even with the spears embedded in their bodies they still try to advance and there are slightly more of the Bangers than there are scouts in your group and your salvagers end up having to hold back one of them while the scouts are occupied. Finally one of the scouts takes his hand axe to the head of the Banger embedded on his spear and after a few blows the Banger drops in place and lays still. See that this is effective the rest of the scouts follow his example.


Finishing the bangers in front of them they turn to the Banger that the salvagers are dealing with the quickly extract it from your people and finish it off. The salvages did not come out of their fight unharmed. While they were able to avoid the Bangers bites it still was able to claw and grab at them. The result is a number of scratches and bruises as well as one of the salvagers being gouged along the back. You bind the gouge but it will need to be looked at one you return to base.


As you are within sight of the station you decide you try and loot it before heading back. The building looks to be mostly undamaged and you can see inside from the windows and it looks clear but you still have the scouts clear it before the salvagers get to work.


The haul is not as good as you hoped as it is clear that you are not the first to come here. Still you do not return empty handed. You gain 3 days of food, 8 jerry cans of gas and number of sunglasses.


With an injured member in your group you manage to return to your preveiosly stealthy ways and the return trip is quickly over with you having to evade only one group of Bangers along the way.


Once back Diana quickly takes charge of the injured and tells you that she will get back to you before you decide what to do for the evening.
 
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