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
[ rover wakes up.
the tinny, recorded voice was the one that jolts her just around the time it loops back to the beginning. she felt sluggish as she wakes up and realizes she's not in the ruins anymore. nowhere near norfall pass. not in anything she recognizes from jinzhou - not that she recognizes much to begin with, but for a little while there, she had a history. however brief.
- jiyan isn't with her. didn't they - ?
she looks around her, and doesn't recognize anyone around her.
walking around the townhouse places her in an even stranger situation: a house she can't seem to get out of, and furniture she doesn't even recognize. she stares outside of the window, for the longest time, trying to see if it's raining. trying to see if it's raining the right way. ]
Hey, is this Sol-III?
ROB, THE ZOMBIE.
[ it reeks downstairs in the basement. rover checks out the dresser on the door while the groaning and moaning can be heard on the other side. she has a bat. ]
What do we do with it? It doesn't sound friendly.
STADIUM
[ outfitted in her dodgers costume - jersey, shorts, baseball cap and all - rover walks around with a bag of stale peanuts and goes on the mound. she has a baseball glove and a ball. she tosses the ball up and tries to catch it with the glove, which she fails to do. the ball rolls over, and sighing, rover goes over to pick it up. ]
Guess I can't be a professional athlete at all.
rob zombie
How about I open the door and you... well, maybe don't swing until we know for sure what the situation is?
[ just making sure they don't hurt someone on accident. ]
no subject
[ she listens for a bit for the shuffling, the movement - it doesn't sound big, at least. ]
I don't know if it's safe to just have you moving the door. If we can find a third person for contingencies, we can probably guarantee our safety better.
[ just in case, right? ]
no subject
[ assuming whatever is behind the door might attack them. but if it can't break through the door, then he can't imagine it's very strong. ]
We could also trade places if you aren't sure about the power of your swing.
[ he doesn't really like violence, but he would attack it if it tried to hurt her. ]
no subject
[ she tilts her head a bit, thinking. her strength is considerable, which makes her consider giving him the bat ... but the house was strange. it resists the efforts of people breaking out of it. ]
How about if we have a healer on stand by? Someone ought to be proficient in it amongst us, right?
no subject
Healer as in... [ hm. no, he shouldn't assume magic is involved from the outset. ] I know basic first aid?
[ he does have bandages around his neck! ]
no subject
I'll open the door.
[ rover positions herself right around where the door is slightly open behind the dresser. doesn't seem like it has weapons, although the form is still very human-like ... it's uncanny for her. echoes aren't even remotely similar. ]
... by the way, what's your name?
no subject
[ casual talk over facing a likely threat together! friendship is nice. ]
no subject
[ friendship thru adversity, or something. literally everything else she's experienced in her life. ]
... have you encountered anything like this [ tilting her head towards the door ] before?
no subject
no subject
[ bitch ]
no subject
no subject
Why were they trying to kill you? [ what were you up to. ]
no subject
I accidentally discovered their secret and there are rules that they have to kill any regular people who learn about the existence of magic. But in the end they said they'll just erase my memories when they finish researching a rune to do so.
...The werewolf was trying to kill them, so I saved them by fighting it.
(no subject)
(no subject)
Beginning
…?]
Is that your world or something?
no subject
[ it's a strange place she's certainly gotten kidnapped to. and not for the first time, which is kind of embarrassing for her. kidnapped? is that even the word for this? whatever. ]
I'm Rover.
no subject
I'm Kotoha. Nice to meet you, Rover.
[Huuuh.]
You've got an interesting name, too.
no subject
[ rover looks amused at her own words.
she rummages through the cupboard for something they can share: a peanut butter bar. ]
Would you like to share this with me, Kotoha?
no subject
[She hops to her feet to come closer with a grin.]
In that case, I gratefully accept! Sounds like we're going to be putting a lot of work in soon, you know?
no subject
[ and maybe the jinzhou hospitality way of welcoming friends has rubbed off on her so soon. rover smiles as she comes closer, and breaks the bar, giving kotoha the other half. ]
Not my kind of work, but it can't be helped.
no subject
Chew... chew... chew...
She responds around the food in her mouth, while somehow still managing to sound very clear.]
You mean you're not a zombie hunter most of the time? What kind of work is yours instead?
rob the zombie
[ She waves a hand haphazardly at the door, thinking that just leaving it there for now is asking for something bad to happen. Alas, there are ~20 other people in this house, several of them probably also in this room, so it's not something she can just take up on her own. ]
no subject
[ rover glances at the apprehensive glances a lot of the other denizens are giving each other. 'housemates' is an awkward term for this lot, but that's what they are for now. ]
no subject
[ Hella follows her gaze, then applies that same apprehension to the woman in front of her, pursing her lips into a pout. ]
stadium
[ he's from the medieval times, those two words kind of don't make sense to him in that way. a huff and he adds: ]
More of us are destined to fail than succeed.