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
[ yes! yes! she's right!
Like the visual confirmation on the screen, Puppy also nods his head emphatically. The bob of his well-worm mask a stiff thing, as he taps his hands to his chest and then points to the room. A gesture that sweeps wide to indicate everyone who is gathered: they're to be protected. It has to be why he's here. If his task was just to do it alone, there wouldn't be a group — like a dog, he immediately knows he needs to herd and guard them all.
Like he'd "told" Shoko, he gestures to Siegwinne, and the littler Henry. ]
— █ SHE: DOCTOR
— █ HE: COMMUNICATION
no subject
When it comes to whatever he's trying to say about Sigewinne and Henry, however, she's reaching her limits. She looks between the two of them with some consternation until she finds her own words.]
She's offered to take care of us. He's small, but he's learning. [Learning what, she doesn't elaborate. It's the best input she can throw in regarding Puppy's decision here.]