WEEK 1
WEEK ONE
!the beginning of the end
That’s what’s playing on repeat on a tape recorder, when the survivors come to.
Characters will find themselves in a humble, American townhouse, which other than being a bit dusty, is still mostly clean. All characters will be sprawled out on the floor and furniture of the living room, in front of what looks to be a giant portal. Characters will also notice they have a seemingly indestructible silver wristband around their wrists, and they have nothing with them but the clothes on their back.
Take a look around, and you'll realize that everyone in the room is likely a stranger. Aside from the tape playing, there's little explanation or proof that what's being said to you is even true. For all you know, one of the people in the room could be responsible for you being suddenly taken here.
Exploring the house's many rooms will reveal that there are small stockpiles food, water, weapons (a few guns, a few bats, a few knives), and maps, along with a large, strange container of blue liquid. The maps all chart a route from Los Angeles to San Francisco, and sport detailed recommended time stamps on them. Strangely, the recommended path occasionally diverges into two separate routes.
Upon searching the house, Haru Okumura finds a set of notes, while Leontuzzo Bellone finds a separate set. They are free to keep these notes to themselves, or share them with the group.
Nothing has anyone's names on it — not the notes, and certainly not the supplies. Everyone will have to compete for the same things. Or maybe all of you can be civilized about this, before anyone goes hoarding weapons and food? Maybe you can even introduce yourselves, while you're at it. For some strange reason, every window and door in this place is locked (and impossible to break), and will be for at least 72 hours, as if someone wanted you all to be cooped up together for a time before heading out.
Most interestingly, in the deepest basement of the house, there's a room with a large, heavy dresser shoved in front of it… and a low moaning and banging emanating from the other side. The door’s slightly ajar, and a closer look reveals a zombie is the source of the sound. Context clues around the basement, like the PhD in interdimensional travel hung up on the wall (for a Dr. Bei), hint that the woman inside is whoever left you this cryptic message - the woman who brought you here, allegedly. But she's long long gone, only this monster left in her wake. It seems she was smart enough to lock herself away to prevent you from being harmed, at least... and it'll give you a preview of the threat that looms outside.
Characters will find themselves in a humble, American townhouse, which other than being a bit dusty, is still mostly clean. All characters will be sprawled out on the floor and furniture of the living room, in front of what looks to be a giant portal. Characters will also notice they have a seemingly indestructible silver wristband around their wrists, and they have nothing with them but the clothes on their back.
Take a look around, and you'll realize that everyone in the room is likely a stranger. Aside from the tape playing, there's little explanation or proof that what's being said to you is even true. For all you know, one of the people in the room could be responsible for you being suddenly taken here.
Exploring the house's many rooms will reveal that there are small stockpiles food, water, weapons (a few guns, a few bats, a few knives), and maps, along with a large, strange container of blue liquid. The maps all chart a route from Los Angeles to San Francisco, and sport detailed recommended time stamps on them. Strangely, the recommended path occasionally diverges into two separate routes.
Upon searching the house, Haru Okumura finds a set of notes, while Leontuzzo Bellone finds a separate set. They are free to keep these notes to themselves, or share them with the group.
Nothing has anyone's names on it — not the notes, and certainly not the supplies. Everyone will have to compete for the same things. Or maybe all of you can be civilized about this, before anyone goes hoarding weapons and food? Maybe you can even introduce yourselves, while you're at it. For some strange reason, every window and door in this place is locked (and impossible to break), and will be for at least 72 hours, as if someone wanted you all to be cooped up together for a time before heading out.
Most interestingly, in the deepest basement of the house, there's a room with a large, heavy dresser shoved in front of it… and a low moaning and banging emanating from the other side. The door’s slightly ajar, and a closer look reveals a zombie is the source of the sound. Context clues around the basement, like the PhD in interdimensional travel hung up on the wall (for a Dr. Bei), hint that the woman inside is whoever left you this cryptic message - the woman who brought you here, allegedly. But she's long long gone, only this monster left in her wake. It seems she was smart enough to lock herself away to prevent you from being harmed, at least... and it'll give you a preview of the threat that looms outside.
sewer diving
After 72 hours have passed, one and only one door unlocks – in the very same basement that the zombie of Dr. Bei can be found. It leads down to a dark, dingy tunnel that connects to the sewers. Not only is the smell awful, but (non-infected) rats scurry about, keeping to the shadows – but the smell of any of the food you've taken from the house will attract them. Careful!
The party will need to create some light to navigate their way out and keep the rats at bay, or they’ll be bumping around in the dark for quite a while. Now might be a good time to share if you have some matches, or a special talent for being a lantern. Mercifully, there's only one exit that actually opens down in this labyrinth, as if it's a route the Doctor designed to take all the time.
At one point, Puppy falls into the sewage, and loses something they brought from the house.
The party will need to create some light to navigate their way out and keep the rats at bay, or they’ll be bumping around in the dark for quite a while. Now might be a good time to share if you have some matches, or a special talent for being a lantern. Mercifully, there's only one exit that actually opens down in this labyrinth, as if it's a route the Doctor designed to take all the time.
At one point, Puppy falls into the sewage, and loses something they brought from the house.
oh! that's a baseball
Once characters make it out of the sewers, they’ll be a day’s travel to the first mark on the party’s map: “Dodger’s Stadium.” The road they’ll have to hike to get there is winding, curvy, and uphill, which will give the party a good overview of the now dilapidated Los Angeles, along with the many abandoned buildings and cars that litter the place. The stadium itself looks to have been cleared of threats and fashioned into a safe spot a long time ago, as all entrances but one have been completely welded shut. The high walls keep zombies out, and the winding path up here deters most of them from even approaching.
Inside the stadium, there’s some baseball merch (and equipment) to scavenge, not to mention some really old peanuts! Delicious. Maybe there are even some old fireworks laying around this place. Setting up camp here won’t be very comfortable… but at least it’s very safe. A luxury the party won’t have for much longer, if the map is anything to go by. You'll be heading through the city, next, so rest up while you can.
Inside the stadium, there’s some baseball merch (and equipment) to scavenge, not to mention some really old peanuts! Delicious. Maybe there are even some old fireworks laying around this place. Setting up camp here won’t be very comfortable… but at least it’s very safe. A luxury the party won’t have for much longer, if the map is anything to go by. You'll be heading through the city, next, so rest up while you can.
!week one objectives
➤ make acquaintances with your fellow travelers
➤ decide what to do with the zombie of dr. bei
➤ arm yourself with what you can find
➤ scavenge some portable food from the house and while traveling
➤ make camp at the stadium
➤ decide what to do with the zombie of dr. bei
➤ arm yourself with what you can find
➤ scavenge some portable food from the house and while traveling
➤ make camp at the stadium
no subject
Are you able to use them here? Even without something to channel through?
[ Though knowing people with powers in his world does mean Leon's automatically putting his assumptions of how they work onto this boy. ]
no subject
[He looks back at Leon, expression flickered with confusion.]
Why would I need that?
[DID SOMEONE CHANGE THE RULES ON HIM WHEN HE WASN'T LOOKING]
no subject
You don't need to?
[ Give him a second here. ]
Where I am from, if you want to use Arts you need something made of originium to channel them through. ... Do you not?
[ Here he is talking about a mineral that doesn't exist in this world at all. That doesn't exist in ANY world outside of Terra. ]
no subject
I don't know what "originium" is. I don't need anything extra to channel my abilities, though, I just have to focus.
[And hope the darkness doesn't overtake; the shadow stays at bay, remains quiet for now. Does it even exist, this far departed from home?
Either way, Henry gives an example: he focuses on the little lantern and it begins to float inches up in the air.]
See?
no subject
I do.
[ Leontuzzo reaches up to rest his index finger against his chin in thought. ]
Is it difficult for you then? You said you were still learning.
no subject
Not always difficult, but sometimes hard to control. And I can strain myself if I’m not careful — that’ll put me out of commission for awhile if that happens.
no subject
Then if we need to ask for that sort of help, we'll save it for emergencies.
[ No point knocking out one party member and forcing another one to lug them around. That'll mean two people unable to fight. ]
It may not be bad to see if we can find you a weapon in the meantime.
no subject
Okay. But I'm not just going to stand around and not use it if it helps us, too.
[As for a weapon, he gestures nearby, where he's gathered up a backpack to stuff in some of his things. Out of it peeks a baseball bat.
steve harrington would be proud (no)]I found a baseball bat.
no subject
Good. That should be easy to use if worse comes to worst.
[ He's making some assumptions as a man who has never played baseball even once in his life. He has never even held a bat. They're made for swinging though, right? So surely... ]
Well... if it comes to worst, that's when you use your power, so maybe just if it comes to worse.
no subject
He offers him a smile, though, a little wan.]
How about we just hope we never run into trouble at all?
[Ah, wishful thinking.]
Um, you can sit, too, if you want.
no subject
Perhaps we don't count on it, but we can certainly hope still.
[ He says it all while moving to take a seat. One of the conveniences of finding this area is there's plenty of hard benches around to perch on top of. Maybe not the most comfortable, but if that's the worst of their problems currently, it's not so bad. ]
no subject
He fidgets a little. Scooting aside to give him room to settle.]
So, what was your name, again?
no subject
Leontuzzo Bellone, but you can simply call me Leon or Vigil.
[ He's happy to answer to any of his names really. ]
And you?
no subject
[Ah, he awkwardly but sincerely extends a hand to shake.]
My name's Henry. Creel. You can just call me Henry.
no subject
[ He doesn't seem offended by the comment though as he takes Henry's hand to give him a firm handshake. He's even mindful of his gloves, which have stupid little metal claws at the end. Look... it's an over-designed anime thing. ]
Leon is just fine by me though. It's nice to meet you, Henry.
no subject
What's it like? [Handshake achieved! He's getting good at this social stuff.] Living in Siracusa, I mean.
no subject
He hums thoughtfully at that question, not sure how exactly to answer it when he's in the middle of a long plan to upend the current social order of his own country. ]
It can be difficult in its own way, but nothing like this world. In Siracusa though people have reasons to walk on eggshells, they can at least go about their day to day lives without fear of becoming the kind of thing the doctor who brought us here turned into.
[ A pause, he has a lot of rants he could go on, but the situation here is dire enough, maybe he can focus on some of the positives instead. ]
It's a good country for entertainment. The plays and opera are both exceptional, and the food is second to none.