Surviving the apocalypse Quest (mutants, zombies and more)

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)
 
I think we should open the crate of Warhammer since aside from the boost in morale, our people can get inspired by the tools and weapons the miniatures have.., i.e. muskets, swords, pikes, armor, etc... also I think we should knit something to defend our arms, or what they did in the Walking Dead and wrapped a whole lot of packing tape on their arms...
 
I think we should open the crate of Warhammer since aside from the boost in morale, our people can get inspired by the tools and weapons the miniatures have.., i.e. muskets, swords, pikes, armor, etc... also I think we should knit something to defend our arms, or what they did in the Walking Dead and wrapped a whole lot of packing tape on their arms...
Scanning.... Ideas found.... activating looting protocols..... Ideas looted.
Morale is at max level reachable until we gain a true home.
 
[X]Local road maps

[X]Read the ambulance log book
[X]Give the medical equipment to Diana
[X]Open crate of sporting supplies
[X]Open the Warhammer crate
 
[X]Local road maps

[X]Read the ambulance log book
[X]Give the medical equipment to Diana
[X]Open crate of sporting supplies
[X]Open the Warhammer crate


-in case of fire, we can always just soak some of our extra clothes and use it to smother the fire...
 
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As you still have some space left you could bring one of the following back as well.(pick 1)
[ ]Local road maps
[X]Write in (remember the place has already been raided before you got here)
-[X] Medical journals and reference books. There's bound to be some.

Maps shouldn't take up too much space. Willing to draw them, if we can get them anyway? Please? *hopeful*

Now what do you do this afternoon.(Pick 4)
[X]Read the ambulance log book
[X]Raid Gas station(2 actions)
[X]Give the medical equipment to Diana

Information is power ... And raiding early means we might be the first ones there, hopefully. If we do the raiding first thing there's no chance of not getting back before dark right?
 
[X]Write in (remember the place has already been raided before you got here)
-[X] Medical journals and reference books. There's bound to be some.

None of your people there are medically trained so they can't just grab medical journals. they can grab anything that looks likely that is the [ ]Pile of ????? papers from the offices option.
You can take A map as well usefulness decided by roll.

closing votes in two hours.
 
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Times up
[X] Plan Eri wins

And just so people have an idea about time zone it is now 5pm here in ottawa.
prince84 threw 1 50-faced dice. Reason: right or wrong papers Total: 16
16 16
prince84 threw 1 20-faced dice. Reason: map is useful Total: 1
1 1
prince84 threw 1 50-faced dice. Reason: log book+5 Total: 35
35 35
prince84 threw 1 10-faced dice. Reason: now equiped Total: 1
1 1
 
None of your people there are medically trained so they can't just grab medical journals. they can grab anything that looks likely that is the [ ]Pile of ????? papers from the offices option.
Huh, okay. That sounded more like records or something to me, but okay. I don't think it would be that hard to pick out medical texts from anything else. They're usually called something like "[Placename adjective] journal of [medical term often ending in -ology]" and often mention that they are peer reviewed. I mean I hope we're not just grabbing any kind of paper and end up with random waitingroom magazines, patient's contact-info or the accounts. Even if we can't make sense of them we should be able to tell the difference between those things.

Doesn't look good for the map or the equipment though. Horrible rolls there.
 
It not if you get the medical texts, it is if you can understand them.
 
Well we can't obviously, but Diana might. And we could get lucky raiding the library and get proper medical textbooks.
 
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
 
[X]West station

[X]Same: however the experience with the bangers got you thinking, it would be a good idea to wrap your arms and with something thicker than your normal clothes, also the scouts should bring additional water for the salvagers since this would take a longer time than the ambulance raid, if things get rough though, the scouts must dump the water to help the salvagers escape...

[X]Alleys: you started thinking about formations and such, while 2 scouts lead a little and survey an area, the other 2 would guard the backs and flanks of the salvagers...
 
[X]West station

[X]Same: however the experience with the bangers got you thinking, it would be a good idea to wrap your arms and with something thicker than your normal clothes, if things get rough though, the scouts must dump the water to help the salvagers escape...

[X]Alleys: you started thinking about formations and such, while 2 scouts lead a little and survey an area, the other 2 would guard the backs and flanks of the salvagers...
 
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Guys where did you get the idea that this would take longer or that you would not be back tonight it only takes two of you action slots?
 
Guys where did you get the idea that this would take longer or that you would not be back tonight it only takes two of you action slots?

because I thought that 2 actions slots (2 hours) is a long time walking, running, plus allowance time for avoiding stuff, our folks may get tired so additional water is needed. plus, we must get back to base several hours before dark since i'm paranoid...:D
 
2 actions slots (2 hours)
I am using action slots to represent the amount of work that can be done in that section of the day. I use hours at the start because you had so few people that it was how much work they could do in an hour not how may hours they it would take.
 
I am using action slots to represent the amount of work that can be done in that section of the day. I use hours at the start because you had so few people that it was how much work they could do in an hour not how may hours they it would take.

thanks for the clarification GM, still just ignore the things you don't find relevant...
 
Thanks This is my first quest and I am still getting the hang of it.
 
because I thought that 2 actions slots (2 hours) is a long time walking, running, plus allowance time for avoiding stuff, our folks may get tired so additional water is needed. plus, we must get back to base several hours before dark since i'm paranoid...:D
You realise that the ambulance station raid took four actions, right?

Thanks This is my first quest and I am still getting the hang of it.
You could use a proofreader, but that's the only improvement I can think of, so you're doing pretty good.

Anyway.
[X]West station

[X]Same: however the experience with the bangers got you thinking, it would be a good idea to wrap your arms and with something thicker than your normal clothes.
-[X] Allow people to switch roles if they want to. Or switch with people staying at home.

[X]Alleys: you started thinking about formations and such, while 2 scouts lead a little and survey an area, the other 2 would guard the backs and flanks of the salvagers...
 
...and now some thoughts from the peanut gallery... on Legos.

Legos are useful for several things, not the least of which is boredom control. Making sets for Warhammer games. Art things. Etc... I note there was no mention of actual manuals for the game mentioned.

Legos can also be used to build things. Like extra seedling pots or larger pots if they aren't moved much. Also, custom scaffolding for smaller projects that don't include chemicals or fire. Or custom organizers for small tools. Etc.. If there is plastic glue with those models kits you can make lego thing permanent as well... as long as you don't over do it and melt them with solvents.

You can also use them to make models of things like the base. So much customizable for recyclable objects.

If all else fails you can use them as noisemakers by setting them up to fall over loudly at strategic locations.
---

You could also black out the windows and doors in a room and with the addition of those wind up lanterns have a nighttime activity room.

Also, you have lawn darts. If they aren't the nerfed kind those can be trained with the kill things at a fairly disturbing distance.
 
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