Surviving the apocalypse Quest (mutants, zombies and more)

Or read some more to find some that have even shorter growth-times. Lettuce or carrots maybe? By the way. This is totally something well have to do.
Thank you. Thank you. Thank you.
This is exactly how I want you to think. These types of thoughts will allow you not only to live but to thrive.
 
The winner is
[X]Try to design a fish smoker dryer
[XX] Have Cedric try to decode part of the manifesto(can be taken multiple times)
Rolling

Edit:
Okay who did you sacrifice this time? You just got a critical on the smoke hut. that is going to be hard to write.
prince84 threw 1 100-faced dice. Reason: Smokey the fishy Total: 100
100 100
prince84 threw 2 100-faced dice. Reason: Cedric and Apperntice Total: 62
45 45 17 17
prince84 threw 1 100-faced dice. Reason: night fright or sleep tight Total: 86
86 86
prince84 threw 1 6-faced dice. Reason: night weather Total: 5
5 5
prince84 threw 2 100-faced dice. Reason: ????? and ????? -5 Total: 193
100 100 93 93
 
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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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[X]Fill up one (or two) of the swimming pools.

[x]Raid ambulance station(4 actions)
[x]Continue to explore the surrounding area
[x]Try to build a fish smoker dryer
 
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[X]Set up one (or two) of the swimming pools outside. So that any raingutters empty into them (or can be converted to do so later) and they do not cover ground we need to check or want to grow anything in. They are intended as raincatchers. If you have time left consider setting one up indoors too to store more water. Use common sense, you do not want to be cramped or have it be contaminated by the forge or something.
Made a mistake and forgot to change this option. It was replaced by this [ ]Fill up one (or two) of the swimming pools.
 
I found an image that will give you an idea about the creature you have seen just remove the tail.
 
Expeditions(can choose 1 takes a full day no other choices can be make)
[X] None

Improvements(These picks last all day)(Must pick one can pick up to 3)
[X] Fill up one (or two) of the swimming pools.

General actions(choose 6 +any leftover from improvement)
[X]Study the gardening manuals again
[X]Raid ambulance station(4 actions)
[X]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[X]Try to build a fish smoker dryer
[X]Open crate of wicker baskets

Open the crate before the raid on the ambulance station, because we might need some more things to carry stuff in. Obviously we want to do the raid when the sun is high.

@butchock You're lacking two actions. You get six plus whatever is left over from improvement, and since you only picked one improvement, that's eight actions..
 
Expeditions(can choose 1 takes a full day no other choices can be make)
[X] None

Improvements(These picks last all day)(Must pick one can pick up to 3)
[X] Fill up one (or two) of the swimming pools.

General actions(choose 6 +any leftover from improvement)
[X]Study the gardening manuals again
[X]Raid ambulance station(4 actions)
[X]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[X]Try to build a fish smoker dryer
[X]Open crate of wicker baskets
 
Expeditions(can choose 1 takes a full day no other choices can be make)
[X] None

Improvements(These picks last all day)(Must pick one can pick up to 3)
[X] Fill up one (or two) of the swimming pools.

General actions(choose 6 +any leftover from improvement)
[X]Study the gardening manuals again
[X]Raid ambulance station(4 actions)
[X]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[X]Try to build a fish smoker dryer
[X]Open crate of wicker baskets
 
Winner and still champion
Expeditions(can choose 1 takes a full day no other choices can be make)
[X] None

Improvements(These picks last all day)(Must pick one can pick up to 3)
[X] Fill up one (or two) of the swimming pools.

General actions(choose 6 +any leftover from improvement)
[X]Study the gardening manuals again
[X]Raid ambulance station(4 actions)
[X]Have Cedric try to decode part of the manifesto(can be taken multiple times)
[X]Try to build a fish smoker dryer
[X]Open crate of wicker baskets

Rolling(ignore second manual and first smoky rolls hit the wrong button and put in wrong dice size)
prince84 threw 1 10-faced dice. Reason: pool Total: 4
4 4
prince84 threw 3 6-faced dice. Reason: weather Total: 10
6 6 1 1 3 3
prince84 threw 1 6-faced dice. Reason: manual Total: 1
1 1
prince84 threw 1 6-faced dice. Reason: manual Total: 3
3 3
prince84 threw 1 100-faced dice. Reason: cedric Total: 4
4 4
prince84 threw 1 50-faced dice. Reason: smoky Total: 4
4 4
prince84 threw 1 50-faced dice. Reason: wicker Total: 28
28 28
prince84 threw 1 20-faced dice. Reason: smoky Total: 17
17 17
prince84 threw 3 4-faced dice. Reason: net traps Total: 11
4 4 3 3 4 4
prince84 threw 9 8-faced dice. Reason: wire traps Total: 42
5 5 2 2 2 2 6 6 3 3 8 8 6 6 7 7 3 3
prince84 threw 1 20-faced dice. Reason: infection Total: 8
8 8
 
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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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Warhammer kits?! that's awesome! we can tabletop to pass the time!:D

How many people go?(you can take up to 14 people and a minimum of 4)
[X] 4 pairs (8 total)

What do you take with you?
[X]Write in: one member of each pair will carry a large melee weapon (a pole weapon that can be used as a makeshift spear) and the water plus act as the scout, while the other carries a short weapon (knife probably) and would act as the salvager/pack mule that would take the most important yet light salvage first like medicine,radios and bandages.

Do you use the main streets or stick to the alleyways?
[X]Alleyways(lower chance of an encounter but easier to be surrounded)
 
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[X]Write in: have someone go to the roof first to survey the area, he should bring a signaling device like a mirror. Have the teams go to the alleyway if that proves to be clear.
Some minor problem with this first you can not see int the alleys from the roof and second the surrounding buildings are to tall for you to see the ambulance station.
 
How many people go?(you can take up to 14 people and a minimum of 4)
[X] 4 pairs (8 total)

What do you take with you?
[X]Write in: one member of each pair will carry a large melee weapon (a pole weapon that can be used as a makeshift spear) and the water plus act as the scout, while the other carries a short weapon (knife probably) and would act as the salvager/pack mule that would take the most important yet light salvage first like medicine,radios and bandages.

Do you use the main streets or stick to the alleyways?
[X]Alleyways(lower chance of an encounter but easier to be surrounded)
 
in the future, is it possible to connect our roof to the nearest building using some sort of rope bridge?
Maybe only Maybe and you would need some way to get rope across, someone on the other roof and something to secure the bridge to and most roofs would lack the latter.
 
rolls
prince84 threw 1 100-faced dice. Reason: encounters Total: 15
15 15
prince84 threw 1 100-faced dice. Reason: evasion -10 Total: 94
94 94
prince84 threw 1 100-faced dice. Reason: new route Total: 80
80 80
prince84 threw 1 100-faced dice. Reason: encounter 2 Total: 16
16 16
prince84 threw 1 100-faced dice. Reason: evasion 2 -10 Total: 11
11 11
prince84 threw 1 10-faced dice. Reason: #+2 Total: 3
3 3
prince84 threw 1 100-faced dice. Reason: escape/combat+5+5+5 Total: 87
87 87
prince84 threw 1 100-faced dice. Reason: state of station Total: 19
19 19
 
Hm, looks like we ran into something, evaded it, didn't get lost, but ran into something else and failed miserably at evading it.

Yeah, I hope we're right about only the bangers being out during the day. Could be another group I suppose, one that could be anything from hostiles to new allies.
 
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)
 
part 2 rolls
prince84 threw 1 50-faced dice. Reason: ground floor safety Total: 14
14 14
prince84 threw 1 100-faced dice. Reason: ground floor salvage-10 Total: 91
91 91
prince84 threw 1 50-faced dice. Reason: second floor safety Total: 45
45 45
prince84 threw 1 100-faced dice. Reason: second floor salvage +15 Total: 10
10 10
prince84 threw 1 100-faced dice. Reason: what is that chance Total: 15
15 15
prince84 threw 1 100-faced dice. Reason: homeward bound+10 Total: 92
92 92
 
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