The Right Choice... (A Walking Dead/Crusader Kings II Quest)

The Right Choice... (A Walking Dead/Crusader Kings II Quest)
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The world as you knew it is gone. In a world where the living are forced to fight for survival, how far will you go to ensure it?

You play as Shane Walsh, a man broken and transformed too quickly by this cruel world of the undead and those more dangerous than them. In one universe, he would fall prey to madness and lust, ending up dead at the hands of a man he calls brother. Here?

Only time will tell whether Shane winds up alive... or will suffer the same fate as intended.
Turn 1 (September 17th to September 24th, 2010)
Hours have passed since the initial bombings, and even now, you can still see the thick stacks of harsh, black smoke billowing out from what you're now calling the ruins of Atlanta. Hell, based on what you've heard so far around the make-shift camp you and the other survivors set up, what you think is a helluva lot more tame than what some of the others are saying.

You sigh in frustration, rubbing the top of your head almost reflexively. You've always been poked fun of for doing so, but you couldn't help it; it was a nervous tic of yours, one used to convey anger, sadness, frustration, or all of the above. Right now, that fourth option feels like the reason for doing so.

Still… things weren't good. Between the government suddenly turning on its own people, the hordes of those undead freaks lurking around in the cities and along the highways, and the strange gathering of folks up here in the hills, the situation had gotten out of hand.

You glance back from your spot on top of an RV belonging to some old man named Dale. He seemed decent enough, even managing to score some hot blondes on his way out of the city.

You shake your head in disgust at the thought.

For Christ's sake, man, the girls probably lost their friends and family on their way out. Show some damned decency right now.

Continuing your gaze, your eyes wander through the camp, taking note of the various cars and trucks parked at the edge of the woods. Some of the people were sleeping inside their cars, while others had set up small tents and sleeping bags to endure through the night outside. Hell, some people had already left in the dead of night, despite your protests at trying to stop them.

But they didn't listen. Or rather, they didn't want to hear the reality behind your words: "The city's fallen and there's thousands of them geeks hidin' away in the dark. What makes you think that you got a prayer of a chance of lastin' it alone out there?"

Some said they were heading back home to find their families. Some wanted to escape the madness and head west. And some just seemed resigned to give up.

You shudder unconsciously, as your mind flashes back to one particular conversation…

"Dammit, Allen, this isn't the right call to make! Think of your family, man! Your wife, your boys-"

"I am thinking of them," a bearded man folded his arms over a thick-barrelled chest, narrowing his eyes at you. Challenging you. You narrow your eyes back instinctively.

"Are you? Cause if you ask me, taking off in the dead o' night with no plan, little food, and your family shaken up from watchin' a city go up in flames' doesn't sound like good planning. It sounds like you're running away."

"Running away? Are you fucking–" Allen clenches his teeth, taking a step forward. You take one back of your own, body tensing up and ready for an altercation. Your time in the police force in King's County got you prepped for such an occasion.

But instead, the man opted to jab a finger into your chest harshly. Though not as harsh as the words that came from his mouth.

"Where the hell do you get off on telling me what's right and what isn't? I just met you tonight, for God's sake, and already you're walking around here, trying to tell people what to do. That ain't the right call to make, and it sure as hell shouldn't be yours to do alone. This is America, goddammit! Home of the free, remember?"

"Yeah, that motto went out the window when I saw our guys drop bombs on civilians three hours ago," you growl back, getting pissed off.

Allen, in response, threw his hands up in the air. "And that's another thing too! Why are you trying to stay here in these woods when you know good and well that we could be crawlin' with those ghouls or whatever you wanna call 'em any day now? What's stopping us from taking up shelter in a house or something like an apartment complex with walls and a roof over our heads?"

"Because I'd rather stay far away from the areas where those things tend to be lurking in," you snap back at him. "Where just the slightest noise of a pin dropping could bring dozens of them down on us. And in a place more cramped than out here, isolated from them? I think I'll take the smart route, Allen."

For a moment, it looks as if the father will blow up on you, something you're more than used to at this point from people back home. But instead… he closes his eyes, takes a deep breath, and lets it out slowly before pinning you with an icy cold gaze.

"It's not just the monsters I'm scared of. I've seen the people piled up here tonight, how many of them are crammed in here and how loud they can get. It's a miracle that none of those things have found us yet with how loud they've been shouting their heads off. And the less said about those two biker thugs, the better. You want to stay here and play army commander or some shit like that? Fine. But while my family and I are miles away from here, maybe you'll think of following behind us when they come for that lady and little boy of yours."

Without another word, the man turns on his heel and marches off to the van where his wife and sons are at. You don't do anything, just staring wide-eyed and incredulous at his decision. He couldn't mean it, could he? Risking everything on a… a hope that things will get better? Just like that? After all you've seen tonight?

The death, the mayhem… the screams of the damned as you ferry Lori and Carl up into the hills for sanctuary.

You want to go over there and knock some sense into Allen, even if you have to get your hands dirty doing so. Drag him into the RV behind you and talk some sense into that thick skull of yours, even if it meant upsetting his family. A small part of you is disturbed by how easily you shrug off the notion of unsettling his wife and two little boys, and it's that thought that keeps you rooted in place as he drives off into the night.

All you can think as Allen and his family leave are three simple words, but words that will forever hold heavy in your heart: Was He Right?


Blinking, you find yourself back in reality and look around frantically, relaxing after a few moments when you spot no sign of the walkers you saw in the roads on the way to Atlanta. So far, so good.

We're safe up here. All we gotta do is wait things out, hope for somebody to roll through and clean things up, and wake up tomorrow back in our normal beds, no signs of those things out in the streets like yesterday.

And yet, as you stare into the far distance of Atlanta and its crumbling skyscrapers, you feel something in your belly recoil at that notion. As if telling you that this is the end of the world you once knew, and the beginning of something else. Of something harsher.

You are Shane Walsh and right now, you find yourself the de-facto leader of a small group of survivors. Right now, the question you have to ask yourself is… what next?

COMMUNITY ACTIONS

Choose One Action From Each Of The Listed Boxes Below

[ ] DC Variable – Go Hunting

Staying cooped up inside the camp will get you going stir-crazy in a matter of hours. You're a man of action, so it's time you put that trusty shotgun of yours to good use. Go out into the woods and take your aggression out on some wildlife you come across. With any luck, you can snag dinner on the way back.


[ ] DC Variable – Highway Jam

The night the bombs fell was the most terrifying moment in your entire life, but you dread to wonder what hellish sights await you at the bottom of this quarry on the highway. Head out alone (or with a small group) and look around for any survivors.


[ ] DC Variable – Meet 'n Greet

You somehow managed to find yourself as leader of a small convoy of people heading up into the hills. While that's nice and all, you don't actually know a few of them real well, outside of Lori and Carl. Perform some interactions around the campsite, get to know the people you're living with.


[ ] DC Variable – Check on Lori & Carl

They've been through a lot in the past year, what with Rick being shot and put into a coma. The end of the world and being forced to leave their patriarch behind has left them emotionally hurt, something you're able to pick up on. See how they're holding up after everything that's happened.


[ ] DC Variable – Taking Stock

The bombs dropping left you with little time to prepare for your quick-thinking and you were forced to abandon the Grimes' family car, packed down with essentials you helped organize for the trip to Atlanta. In order to start setting up camp here, you need to get an idea of who's got what around here.


[ ] DC Variable – Group Meeting

These people are lost and confused right now after what they've seen. Use your authority to organize a meeting to establish the way things are, and where they could be heading in the future.


[ ] DC Variable – Special Set of Skills

In setting up camp, you realize that you can't be a one-man army all on your own. You need help. Lucky for you, therein lays an entire camp full of people that are potentially brimming with skills and other qualities suited to help make your stay out in the woods easier on you all.


[ ] DC Variable – Those Brothers…

You noticed them as soon as they entered the camp late last night, loud and rude as hell. One of them even threatened to shoot a man based on the color of his skin, something you barely managed to get settled before it got out of hand. Find out who they are and where they came from before things get out of hand…


[ ] DC Variable – A Feel of the Land

You rushed up here in a rush, not really thinking of where you were going, only focused on getting to safety. Now that the adrenaline's worn off, maybe now's a good time to start looking around and get an idea of what's around here. You know that there's a lake down by the bank, but what goes beyond there?

[ ] DC Variable – Nutritious Value

There are plenty of bushes and trees around here, and with them, all sorts of strange fruits that are ripe for the picking. But you're not quite sure if they're the safe kind or the kind that'll make you break out into rashes. And with all these kids running around… yeah, no. Find out what around here is safe to eat and what isn't.


[ ] DC Variable – Defense Perimeter

Allen's words ring heavy on your mind and it's one that you realize needs to be addressed quickly before others start following his leave. Scout around the area and look for places that are either weak points, and/or find places to start crafting some form of alarm system in case those things make it far up into the hills.


[ ] DC Variable – Lookout

You spent all night watching the woods for any sign of trouble, only to find none when the sun rose. While that's good and all for the camp, it also meant you were extremely tired and crashed. Hard. Try to find people that would be willing to take shifts with you for lookout and establish some form of schedule.

PERSONAL ACTIONS
Due to the disorganization of the Atlanta Survival Camp as of now, Shane will be limited to one Personal Action to conduct this week, instead of his usual three. This means you can go back up and pick whichever of the unselected options you want Shane to fixate on, while going through the Community Actions without Modifiers.

(NOTE: Once you start making connections with other survivors, you can begin recruiting them to serve as Hero Units and use their attributes to achieve whatever goals you may plan.)

Welcome... to the Right Choice(...)
For those unfamiliar with the setting, this is the world of The Walking Dead. A world where millions, if not billions of people have perished in the early days of the zombie apocalypse, and those that survived the initial outbreak are cursed to roam the lands in search of sanctuary and/or supplies before the undead or the living catches up to them. It is a world without heroes and villains, only a world where might makes right. Only the toughest (and/or cruelest) can survive and make a living for themselves.

And right now, you find yourself playing as supporting character-turned-antagonist, Shane Walsh. Originally a police officer from King's County, Shane adapted to this world relatively with ease in the months following society's collapse... perhaps a bit too quickly. Along with a scandalous affair with his best friend's wife, said best friend returning from the dead and assuming more control over the group, and a world that grows more uncertain with each passing day, Shane's mind deteriorated and ended with him stabbed in the gut by his friend, later put down upon reanimation by his son out of self-defense.

But... what if things weren't so clear? What if you had the chance to decide what Shane could do in the months leading up to Rick's return? Would you keep things the same, or double down on one particular way of thinking? Whatever your decisions, be cautious: for this world is without remorse, and attempting to be a hero will only leave you as one of millions that tried to do the very same... and now roams the Earth as a lifeless corpse.

MORTARIUM ENDS IN EIGHT HOURS
VOTING PROCESS ENDS IN NINE HOURS
 
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Hero Units


ATTRIBUTES

Martial: 28
For many years, Shane has served faithfully as an officer of the law for Georgia. He's been in his fair shares of bar fights, domestic disputes, and even a few shoot-outs over the years, enough so that he's become attuned with combat itself. Along with a powerful build, this man is one you definitely don't want to be on the bad side of in a fight.

Diplomacy: 13
While he usually let his partner play good cop and he played bad cop, Shane still managed to pick up some tricks over the years to get people to listen to him. Not only does having a badge and uniform help out, but you use it as leverage to help people cool their heads before they lose it. Isn't always effective, but it's something you can always try first.

Stewardship: 15
Where you lack in negotiating, you make up for in organization. Spending time on the force, along with years of being close with the Grimes, has given you insight on how to manage things, whether it'd be in terms of time and/or supplies. You're a little rusty after months of throwing yourself into work after the incident with Rick, but now's the time to put those skills to good use.

Intrigue: 20
You've been on the force long enough to know when something isn't entirely right to you, going with a gut instinct that has kept you alive up to now. It paid off when you saw the jets fly over Atlanta and saw the bombs drop, and it saved your life when you found the path to this Quarry. Let's see what mysteries lie out here at the end of the world.

Learning: 14
You're… bull-headed, to put it lightly. You're quick to anger and can get riled up over people doing stupid shit, worse putting those you care about into harm's way. But sometimes, when you put that to the side, you're able to pick up on things you wouldn't when in a state of anger. And when you start picking up on a skill, you're dogged to focus on it until you understand it completely.

Survival: 10
In the past, you've gone on hunting trips with your dad and other family, along with Rick and his own brother, but quit that in the years since you became a police officer. Life got serious and you decided to follow suit with it. But now with those responsibilities over and you being stuck out in the wilderness, it's time for you to start putting that experience to good use.



TRAITS

Lemme Tell Ya Somethin', Man
When extremely passionate about a topic, expect +5 to whatever action you're taking with this trait. Whether it's talking someone down, teaching someone, yelling at someone, etc.


You Gotta Fight For It!
+10 to Martial. When provoked into a violent state of rage, expect your strength and durability to be increased to meet the threat levels of whatever situation you're in.


Tell It To The Frogs
+5 to Learning. That's really it, you just have experience in fishing and playing in wet areas.
 
[]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

Its a really neat idea of a quest, the fall of civilization in the walking dead we're one of the Main points of the series, and i like to see you presentation on the matter

For the plan, i go the most things that can benefit the group, and let the more authoritative options reast until we have the aproval of the group, and for the personal we need a stone for why we are doing all of those thing and lucky that we have our link to our past in lori and carl, maybe with least cheating but a link not the least.
 
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Ooooooooh, I'm interested in seeing how this plays out. While I agree with bruhmoment in some points, I think that establishing our authority needs to be a priority in order to organize and build rapport with others in the group. Group cohesion is necessary for our long-term survival. While it's my first time voting in a forum like this and I'm not sure if I'm doing it right, here are my choices:

[X] DC Variable – Go Hunting
[X] DC Variable – Meet 'n Greet
[X] DC Variable – Group Meeting
[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
 
[X]For the people, by the people

Can we find a other place to set up a base at, this place is not really a good place long term
 
Martial: Highway Jam
Diplomacy: Meet N Greet
Stewardship: Taking Stock
Intrigue: Those brothers...
Learning: A feel of the Land
Survival: Lookout
Personal: Check on Lori and Carl
 
Turn 1: Results (September 17th to September 24th, 2010)
[]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...
 
Overall a good turn, but really do think we should find a place to become our base, and find out how the zombie work, if people know it should be easy to kill a big group of zombies with them being slowing walking
 
Need guns and lookouts along the highway (to see rick), lets collect bikes and dogs as well. Bikes for transport since it needs no fuel and are quiet while dogs bark at zombies. I.e. raid a pound/pet store and bike shop/sporting goods store
 
Turn 1 -- Group Meeting
"Is this everyone?"

You warily look out across camp to scan the dozens of faces lined up in front of you, each one reserved in their own right and holding some sort of pain to themselves. That was good, the less of a chance for outbursts at this meeting, the better. Things have been a little tense as of late, what with your latest inquiries into the area and seeing what kind of set-up you can establish up here. The walkers may be content to keep closer to the city limits, but you weren't gonna take the chance of them coming up here any time soon.

Your eye catches the gaze of Lori, who looks troubled. Lately, she's been having a struggle with letting Carl know the full truth of what was going on here, and you couldn't blame her. The kid saw the bombs dropped, but didn't grasp the full meaning of what it entailed. The other kids in camp seemed to have the same thought as Carl did; that they were dropped to kill the bad monsters. That help would soon be coming for them one day to take them back home.

When you look out into the crowd at the adults, you're quietly relieved to find that they seem to have a better handling on the situation. Although each of them seem to have a different opinion on the current situation; some seem nervous, others better at masking their unease, while a few... appear to not give a shit. Primarily Merle Dixon, the eldest of the Dixon brothers and all-around dickhead.

The man may have been fruitful in going out and bringing back animals for the camp to eat (at least, what little game is up in these hills), but he was still a danger to those around him. Already you've had to intervene in a heated debate between him and Morales over Merle making some racist remarks towards Morales's family, and you heard whispers that he heckles some of the women in camp when they're doing their chores.

This cannot go on. Even if the world had gone to shit, you wanted to make sure that some semblance of normality remained around here. The longer this stuff went on without being talked about, the worst it had time to set in and fester.

"Good," you say. "Glad to see everyone come out today for this. Been meanin' to say something for awhile now, but with how busy we've been with keeping track of heads here and making sure what our stocks look like, things haven't given us a chance to actually sit down and discuss things proper."

Wiping your hands on your pants, you glance through the crowd, hearing some mumbling but nothing else. You nod to yourself, seeing it as good reason to continue speaking.

"'Case some of y'all ain't learn it by now, I'm Shane Walsh, deputy from up in King's County about an hour or so away from here. Now I know that some of you guys might be feelin' a little put-off by the way things have been goin' around here, especially after that night..."

You trail off, seeing some people shift uncomfortably at your reference.

"And yeah, I ain't gonna lie. What happened then, it wasn't pretty. Hell, it was goddamned horrific to put it lightly."

"That's one way of saying it," a blonde near the front quietly remarked. You remember that her name was Andrea.

You frown at Andrea, getting a stare right back at you. Crap, a mouthy one. This was gonna be rough to deal with.

"But," you continue, a bit slower than before. "We can't let it affect us going forward. Government's doin' something to handle the walkers and we're in the dark on it, but that don't mean we just roll over and twiddle our thumbs, waitin' on them to come. It could be anywhere between the next hour to the next year. By then, how many of us are still gonna be here? Hell, how many walkers will be in the city by then?"

At that, some folks in the crowd starting stirring in response to your comment.

"He's got a point," Dale muses. "With the way things are progressing in Atlanta, it's safe to say that other parts of the country are going to be infested with the walkers. Not that I'm saying we should just expect to make ourselves at home here, but that maybe prepping ourselves for a longer wait is what's gonna happen."

"The hell you talkin' 'bout?" a burly man barked out, his beady eyes squinting at Dale. Ed, you recall from your... less-than-savory encounters with him. "The military blew half of Atlanta up a week ago, and by now, our boys are probably stomping the shit outta those walkers in droves. Ain't no way we beat the Commies and Nazis just to lose to some rotting freaks. Damn near stupid to think so."

"'Bout as dumb to think that you expect that to be true," Of all people, Daryl Dixon openly scoffs in contempt. Ed sneers at him.

"The fuck you say to me?"

"Alls I'm sayin'," Daryl drawls, looking unflinchingly at the man. "Izzat the military didn't drop bombs on Atlanta to beat the walkers. Anyone with half a brain outta figure that out by now. Real reason is the exact opposite."

Jacqui, a middle-aged woman with a sweet smile, was trembling at the hunter's words. "A-and that's what exactly?"

If Daryl took note of her fear, he didn't show a shred of remorse as he coldly said, "Their last ditch effort. And it failed."

"Little brother's got a point," Merle snorted, spitting a wad of tobacco on the ground. "Seen and heard it in military trainin' 'fore they booted my ass out. When fightin' something that you can't beat, next best thing to do is to cripple their movements. Droppin' bombs, poppin' smoke, anything that works in stoppin' the enemy."

"Yeah, but like, this isn't a war we're fighting!" Another blonde, this one younger than Andrea, exclaimed. Her eyes were wide and wet with tears. "A walker can't pick up a gun and shoot back at us like a soldier would! And what's with all that crap about stopping the enemy when it involves nuking a fucking city?! This isn't some sort of video game!"

"Bitch, you better be watchin' your mouth around me," Merle growled at the blonde, who hid behind Andrea. You remember now that the girl's name was Amy.

"You better back the hell off, redneck, before you find out what happens when you fuck with other people around here," she growled, the camp shuffling away from the impending conflict.

"I'd like to see ya try, sugah-tits!" Merle chortled, taking a step forward-

"Enough!"

-before you plant your foot down, stepping in between the two. The woman recoiled, but Merle merely looked at you like a pesky fly.

"Boy," he rumbled. "You better think twice 'bout what you're thinkin' here."

"I think I am, Merle," you tell him, voice soft but laced with steel. "And my mind's clear as a river in what I'm about to do if you take one step closer to that girl. So think twice about what you wanna do here."

"That right?"

Your eyes narrow. "Yeah."

With a cocky smirk, Merle takes another step closer to you. The die has been cast, and your bluff called.

Goddamned rednecks.

Behind Merle, Daryl quietly took position, ready to help out his meth head of a brother if possible.

"Carl, get behind me," you hear Lori call out, over the frantic mumblings of the crowd. Other parents ushered their children closer to them, while a few actually prepared to get involved. You notice Axel being one of them, the young man giving Merle a dirty look.

"Don't try it, man," Axel warns Merle. "If you try anything funny, it won't end well for you."

Merle lets out a laugh that sounds more like a choking cough. "And who in the fuck are you tryin' to be, boy? Dudley Do-Right? Get the hell outta here 'fore you break that twig body of yours."

"Fuckin' hell, not even a week and this place's goin' to the damn dogs," Ed snorted, watching the thing from afar. Next to him, his wife and daughter are dwarfed by his imposing shadow.

"Guys, c'mon," Glenn called out, surprisingly. "Can't we just like, I dunno, talk this out? You know, like actual adults?"

"After what that asshole's been sayin' to people 'round here?" T-Dog said darkly. "Hope he tries somethin' so he can get his ass can get a servin' of humble pie."

"No complaint here," A quiet, dour man named Jim scoffed from somewhere.

"For god's sake, people," Dale cried out. "There are kids here, watch what you say! What kind of example are we settin' for ourselves here by solving things with violence?"

"Dale, get back!" Andrea tried calling out to Dale, but to no avail.

"Miranda, watch the kids," Morales commanded his wife, who began leading her children back to their family tent. Their faces are open about the fear they feel right now.

And at this moment, you realize that the eyes of everyone on the camp were on you, and there wasn't a damn thing you could do right now to stem that tide away from you. You curse, realizing that you let them prattle on for too long and now, it's backfired on you in the worst possible way. And it didn't look as if Merle was backing down with just a simple 'please' just like that.

Only one thing to do right now...

How Does Shane Handle Merle?

[ ] Diplomacy -- Try to rationalize with Merle that fighting is pointless and will only attract walkers to your position if the camp were to descend into chaos.

[ ] Intimidation -- Tell Merle straight-up that this isn't a fight that he'll win. The moment he throws that first punch, he better make it count.

[ ] Violence -- Time for talking's past. Don't give Merle an inch of room, go in for the first strike immediately.

[ ] ??? -- Sometimes, the best course to solving problems is by letting them play out.
 
[X] Diplomacy -- Try to rationalize with Merle that fighting is pointless and will only attract walkers to your position if the camp were to descend into chaos.
 
We really can't afford to look like the aggressor or sink to Merle's level here. With that said, we can't let him do as he pleases without a response or pushback. His ego is smarting enough that I don't think he knows any other way but violence. I'll assume that's his go-to defense, so we shouldn't poke it without giving him an out unless we're prepared for this to escalate.

Shane's already made his position clear about walking up on the sisters and we have a greater level of support and respect in the camp. Protecting the others matters first and foremost, so I'll have to vote for the option that plays more to our strengths.

[X] Diplomacy -- Try to rationalize with Merle that fighting is pointless and will only attract walkers to your position if the camp were to descend into chaos.
 
[X] Diplomacy -- Try to rationalize with Merle that fighting is pointless and will only attract walkers to your position if the camp were to descend into chaos.
[X] Intimidation -- Tell Merle straight-up that this isn't a fight that he'll win. The moment he throws that first punch, he better make it count.
--
I'm voting for both.
 
[X] Diplomacy -- Try to rationalize with Merle that fighting is pointless and will only attract walkers to your position if the camp were to descend into chaos.

I really hope for a good roll here
 
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