Surviving the apocalypse Quest (mutants, zombies and more)

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 9 loose ends and night rolls
prince84 threw 1 20-faced dice. Reason: while you were gone Total: 2
2 2
prince84 threw 1 20-faced dice. Reason: reactions Total: 10
10 10
prince84 threw 1 20-faced dice. Reason: pre-set defences Total: 20
20 20
prince84 threw 1 20-faced dice. Reason: for the kill+5 Total: 16
16 16
prince84 threw 1 3-faced dice. Reason: size+3 Total: 3
3 3
prince84 threw 1 20-faced dice. Reason: repair Total: 3
3 3
prince84 threw 1 100-faced dice. Reason: night fright or sleep tight Total: 78
78 78
prince84 threw 1 6-faced dice. Reason: weather-1 Total: 2
2 2
prince84 threw 2 100-faced dice. Reason: ????? & ????? Total: 112
91 91 21 21
 
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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[X]Dissect/examine it then butcher it for meat(1 improvement slot)
[X]Clothe armor(Pick body part)(Torso)
[X]Break down crate(wood)

[X]Raid library(5 actions)
[X]Continue to explore the surrounding area(equipment)
 
I suggest that after 3 turns, we should move the bulk of our operations to the island-castle... hence my vote...

[X]Dissect/examine it then butcher it for meat(1 improvement slot)
[X]Train at weaponizing the lawn darts
[X]Use the canoes to scout by water(chose 1 can be taken twice)
-[X]Scout by water general area

[X]Raid East Gas station(2 actions)
[X]Continue to explore the surrounding area(wood)
[X]Continue to explore the surrounding area(equipment)
[X]Continue to explore the surrounding area(general)
[X]Continue to explore the surrounding area(threats)

-we need to find out more about our area...
 
Improvements(These picks last all day)(Must pick one can pick up to 3)
[X]Dissect/examine it then butcher it for meat(1 improvement slot)
-[X]Write in: But don't eat any until you've checked that it's safe. Have a volunteer try it and wait to see what happens maybe? Or capture a stray cat or dog and test it on them?
[X]Use the canoes to scout by water(chose 1 can be taken twice)
-[X]Scout by water general area
I'm wary about eating anything ... mutated or whatever it is, without checking it out first. I mean, what if it changes us. What if it makes bangers out of us. On the other hand, it's food. We shouldn't just discard it. I considered writing in to dissect it and then compost it, but if it's contagious then anything we used the compost for would probably be contagious as well. This way it's not as if we can eat it by accident.

General actions(Pick 6 +any leftover from improvement)
[X]Raid library(5 actions)
[X]Continue to explore the surrounding area(general)
[X]Continue to explore the surrounding area(threats)

I'm all for finding out more about the area, but I think we should raid the Library first. We need to save as much knowledge as possible. We need to. We don't just want to survive, we want to thrive!

We should make outriggers and blow up the rafts before we move. Also we should explore our options thoroughly. Scout all over the place. From what we know now, the Castle seems like the better option, with the manor a close second that could become better once we've managed to get a wall built, but that might not be the case. We need to check them out and it's not a given that we would know of all the options, so we have to scout elsewhere as well.
 
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