[]For the people, by the people
-[X] DC Variable – Highway Jam
-[X] DC Variable – Meet 'n Greet
-[X] DC Variable – Taking Stock
-[X] DC Variable – Special Set of Skills
-[X] DC Variable – A Feel of the Land
-[X] DC Variable – Defense Perimeter
-[X] (Personal) – Check on Lori & Carl
RESULTS
Meet n' Greet -- DC Variable
Dice: 1d100
Rolled: 91
In the days following the bombs dropping on Atlanta, you decided to step it up a notch and assert your leadership across camp as the de-facto leader until something changes in the future. Which is nice and all, but you still didn't know a damned thing about these folks. Lori urges you to go out there and start making small talk with the people, which you grumble back an affirmative, stumbling out of the tent you guys shared one morning while scratching the stubble growing on your chin.
And making your rounds around camp, you find... that many people seem very open and earnest in talking to you. Granted, most of them are always asking the same question you've heard all-week: "Do you know what happened in Atlanta?", "How long are we going to stay here?", and "Will the walkers find us?"
You manage to ease their worries, stating that due to their proximity in the hills, no walkers could try making their way up here without getting lost on one of the many dirt trails and off-road paths that circulate around the main road. They seemed settled down with that, but seemed despondent when you couldn't give them a straight-forward answer on the first two. Regardless, they thank you for all that you've done and give you names to remember.
Granted, some of them were assholes about it. You brood over the way one of the asshole brothers told you to fuck off after asking if they could leave yet, while the other just asked where he could go piss and shit at. Real charmers.
REWARD: +2 to all interactions with campers, even the assholes. Many people, however, are starting to turn to you for answers on what to do around camp. Looks like your role of leader is becoming cemented...
Of all the interactions you had, however, one in particular stood out the most for you-
BONUS REWARD: A New Friend(?)
Dice: 1d13
Rolled: 13
[AN UNSEEN EVENT HAS OCCURRED!!]
-was in someone who seemed to fade into the background of the camp, but you decided to get a little closer towards. If only to make sure that they weren't doing anything that could jeopardize this camp, but it turns out that they weren't.
They raise an eyebrow at your approach, shifting their body in a way to suggest a defensive posture. You raise a hand as you get closer, easing them to relax.
"Can I help you?"
"Nah, you're okay, man," you give your best charming smile at the camper. "Just making my rounds across camp, checkin' in on folks to see if they need help or not. Been a, uh, a rough couple of days if you catch what I'm saying."
The person, a young lad who seemed comfortable with wearing heavy cargo pants in this heat, blinked in surprise before giving you a smile. He looks far more relaxed than he was seeing you come over.
"Oh, okay. My bad if I gave off any weird vibes lately, just tryin' to look around for a decent spot to set up my tent at."
You hum, scratching your stubble idly. "Well, don't wanna boss you around or anythin', but my best bet," you point to near the center of the camp, not far from where the small log fire area was at. "Is somewhere in that vacinity. It's closer to the RV and other cars to take shelter in, in case somethin' were to happen, and you can holler for me or anyone else to help you out if you need something done. Ain't gonna be gettin' that when you're lost in the deep-neck of the woods."
The man snorts, beginning to turn and face in that direction you pointed in. "That's fair. I'll keep that in mind, thanks... what's your name, by the way? I mean, I know that you're some sort of policeman, but I don't actually know your real name."
"It's Shane. Shane Walsh."
The man smiles and sticks his hand out for a shake, one which you take and hold in a firm grip.
"Nice to meet ya, Shane. Name's Axel, lineman for Athens University's football squad."
Your eyebrows raise up and a small chuckle escapes from you. "No shit? You play ball?"
"Well, uh, yeah," Axel's face shifts weirdly, but he quickly puts back on a smile. "Yeah, I play ball. Been on the bench the last season for personal reasons, but I've been part of the team for the past three seasons. This would've been my last year playing if it hadn't been for those damned geeks swarming the arena where we played at."
"I'm, ah, sorry to hear that for you, man. Did anyone you know...?"
Axel's eyes cast to the ground, mood now somber. "Yeah... I was the only guy who made it out of there."
Your skin feels clammy with goosebumps at the young man's hollow tone, but you brush it off and place a comforting hand on his shoulder. He looks up at you, startled, but relaxes slightly.
"C'mon, man," you urge him towards the camp center. "Let's get you somewhere closer without having to worry about waking up with a bear in your tent."
His laughter made the smile on your lips grow wider.
BONUS REWARD: An unnamed camper has been revealed to Shane: a man named Axel, professional football player. He seems kind, but also reserved and wearing strange clothes in the late summer heat. But you ain't one to pry, and will come to enjoy his company.
Axel's thoughts on you have risen +1 point in Reputation following this exchange. He's starting to view you as a guy he can rely on.
DC Variable -- Special Set of Skills
Dice: 1d100
Rolled: 91
As it turns out, just because the world's come to a sudden and horrifying end, that doesn't stop many people from continuing on with what they did prior to the apocalypse. Already, Lori's taken up charge as "Mother Theresa of Laundry", ensuring that all clothes from people in the camp are freshly scrubbed and cleaned down by the bank. You can't help but crack up at seeing her heckle some of the other girls in camp to pitch in, knowing that her fiery attitude is enough to get the blood flowing in some... and liable to piss off others.
Meanwhile, you've noticed some of the men in camp (particularly a dark-skinned man by the name of "T-Dog", a middle-aged father named Morales, and a quiet recluse named Jim) have all pitched in with heading out into the woods and bringing back wood for fires late at night. The old man named Dale has offered to lend his RV to those in use, making great use of the bathroom inside of it, along with what little A/C remains inside on hot, humid days.
Even those asshole brothers have pitched in... somewhat. Turns out that they're hunters and they go out into the woods every few days to bring back some form of wildlife that they find deeper into the woods, usually small game like rabbits and squirrels. Apparently one of them (a man named Merle) tried catching a deer, but it got away from them.
"Goddamned bastard scurried away 'cause dumbass here," he jabs a dirty thumb over his shoulder, to where his younger brother (Daryl, you note) was busy skinning rabbits. "Gots lead for feet."
"The hell ya say about me?" Daryl sneered, earning a similar one back from Merle. "Don't forget who's makin' yer dinner over here, prick."
"Yeah, and sure as shit looks like that! I've seen retarded old hags hold a knife better than you!"
You quickly leave their side of the camp, trying to fight off the growing migraine.
However, the biggest win for you was when some Asian kid came up to you one day, asking if he could go back down to the highway to pick up some things for the group. You have to hold yourself back from calling him a dumbass, as you very carefully explain why that's not such a good idea, based on your earlier scouting of the area that week. But as you're reaching what hopes to be the end of it all, the kid makes a face and tells you:
"Dude, I'm a pizza delivery boy. I've made deliveries in gridlocked areas worse than whatever's down there on the highway, I can handle it."
You roll your eyes and wave at the kid to buzz off, saying that he shouldn't waste his time in getting himself killed out there...
Does Glenn listen to Shane?
Dice: 1d100
Rolled: 7
CRITICAL FAILURE!!
BONUS SCENARIO: Glenn's trip to the highway...
Dice: 1d100
Rolled: 39(+27+18)=84
Success!!
However, you were pissed to learn later on by a frantic blonde (Amy, you learn) that she saw Glenn suddenly leave camp with a tote bag, intent on heading back down to the highway. You gather up a small posse of men and charge down to the highway, preparing yourself to see Glenn added to one of thousands prowling on the highway.
Instead, you find Glenn not far from the edge of the highway... his tote bag stuffed with food and other supplies that he apparently scavenged from the cars. From a basic glance, it looks to be at least a third of the way full.
As you make your way back to camp, amidst the cheers of the other men, Glenn merely turns around and raises an eyebrow at you that says, "Believe me, now?"
The next day, you make Glenn into the camp gopher and hold back a smirk as dozens of people come up to the flustered boy, asking him for things on his next run.
REWARD: You find the people inside the camp are willing to pitch in however they can to make a living up here, such as hygiene, hunting, and wood-chopping. It'll need some organization to get duties lined out on a chore schedule, but so far, things are looking splendid. You even managed to find a guy who could make supply runs into the highway and (potentially) into the city...
HERO UNIT UNLOCKED!! [GLENN RHEE]
CONSEQUENCE: -2 in Reputation to Glenn. He didn't appreciate how you dismissed his claims so easily and is upset by it. Expect small pushback from him in the future in discussions...
DC Variable -- Check In On Lori and Carl
Dice: 1d100
Rolled: 77(+13)=90
SUCCESS!!
Despite most of your time being taken up with making sure the camp doesn't burn down overnight, you still take the time out to check in on Lori and Carl, see how they've been holding up. Carl spends most of his days playing with the other kids in camp, such as Morales' little gremlins and a quiet girl named Sophia. He seems quiet at times, but nothing too alarming to you.
Lori's doing quite well, using the work ethic she's recently garnered in doing chores to take her mind off of everything that's happened to her family in the past year.
"It's been tough," she admits, wrapping her arms around herself. "What with Rick being shot and us having to leave King's County in a rush before... god. It just doesn't feel real, you know? Like how could things get this bad in such a small span of time? Just last week, we were back home having barbeques outside and watching football on TV. Carl was in school and we were at work, trying to make a living? Now? It feels as though we're forced to start living than how we used to work for it."
She turns around and your heart clenches at the sight of her dark-brown eyes staring at you, a misty complexion to them. "And if it wasn't for you... my baby would be trapped at home, surrounded by those monsters and waiting for a daddy who was never going to come home."
"Don't say that," you admonish her, stepping forward to wrap an arm around her. She leans into your embrace. "You did everything you could to keep Carl safe, never forget that. What happened with Rick, well-" Your mind flashes back to the scene of the hospital; armed soldiers lining people up for execution, blood on the walls, Rick's body lying so still, the fear and guilt of leaving your brother behind... "-there was nothing I could do. He was gone, Lori, I'm sorry."
Unexpectedly, you find tears welling up in your own eyes and you have to blink in order to force them back. Lori has no such thoughts, quietly weeping into your chest as you tell your tale.
You stay like that for a long time...
REWARD: Lori and Carl are settling into the campsite quite well, with Carl even making friends with the other children. Lori's begun using work as a way to push the grief out of her head, and shows her vulnerability around you privately.
CONSEQUENCE: You feel as though Lori and Carl need someone to look after them with Rick being gone. And there's only one suitable candidate here for that...
DC Variable -- Highway Jam
Dice: 1d100
Rolled: 53
A few days after the initial bombings, you decide to take a chance and head back down to the main roads to see how things are looking after that horrible night. Lori seemed angry that you wanted to go, but you had no other option; you had to see how things were.
And when you got down there, they were rough, to put it lightly. Dozens, if not hundreds of abandoned cars lined up the road going into Atlanta while none laid on the opposite side of the road, meaning it was hard to find cover against the few dozen walkers still prowling around the road. Thankfully, none of them noticed you scurry your way back up the way you came from, but it left you with an ominous feeling.
If the roads seemed abandoned by people like you and the others, then how do things inside the city look after the bombing runs?
REWARD: You've discovered that some walkers still remain on the highway, making it a challenge to leave through here on-foot. But you can't help but ponder on the state of Atlanta itself on your way back to camp, and whether or not it's a better state than the highway.
QUEST UNLOCKED: Explore Atlanta's neighborhoods
DC Variable -- Taking Stock
Dice: 1d100
Rolled: 51
As you go over the checklist of all you've taken into account from people in the camp, you can't help but click your tongue in frustration.
Sitting nearby, Dale takes off his fisherman's hat and wipes his sweaty brow with one hand. "Everything alright, son?"
"Yeah, yeah, it's fine. Just the heat getting to me, s'all really."
Is what you tell the older man, seemingly placating him for now. In actuality, you're a little rattled based on what you're reading so far. Turns out that while you all have plenty of clothes and a means of sleeping, actual supplies like food & water, medical kits for work injuries or even mild sicknesses, and most damning of all weapons are getting low. Based on your accounts, you guys would have enough food & water to last you for about two weeks tops, even with Glenn's unauthorized trip back down the highway, and medical supplies are reaching nil levels.
Meanwhile, the majority of your weapons in camp seems to be composed of melee weapons like baseball bats, gardening rakes and shovels, and the like. The only ones with guns in camp are you, Dale with his rifle... and the Dixons. Merle's rifle and Daryl's crossbow, and you're not too sure that either one would be keen on giving up their stuff so easily.
REWARD: You've taken a stockpile of everything that the camp has and needs, and right now, you have to figure out something soon before the food runs out and people start going hungry.
QUEST UNLOCKED: Supply Run
DC Variable -- Defense Perimeter
Dice: 1d100
Rolled: 39
Sadly, for all the good progress you've made in making people feel at home this week, you weren't able to settle your own nerves with the actual campsite itself. Based on nightly patrols and the odd breaks you make during the daytime, you quickly learn that what you told Allen isn't exactly true. The camp is big enough to hold the group, yes, but therein lies the problem. Too many people are spread out across the area and many gaps are open for people to wander off and get lost in the woods, let alone the idea of some wild animal or a walker deciding to make a pit stop inside the campgrounds.
"Might wanna start investing in either a tripwire or keep everyone holed up in one place," you mutter to yourself in the dead of night.
REWARD: Your plans to craft some kind of alarm system is rendered moot, due to the camp's area. With so many exposed points, you need to find a way to either keep people in one place or think of some traps to stop intruders.
DC Variable -- A Feel of the Land
Dice: 1d100
Rolled: 37
And in correspondence to your struggles to set up some defenses around camp, you find that it seemingly goes on farther than you would expect. Which is good for hunting, but in terms of protection and keeping things secure, it makes your job a whole lot harder.
REWARD: This land is too big for you to explore alone. You will have to wait another day, and/or with a buddy to see what lies beyond these hills whether it's good or bad.
Next post will have Reputation Listings on Shane Walsh following this first week of camp, along with your first mandatory camp meeting. Have fun with that...