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Reply { ARCHIVED } ----------------- Day Zero, Sept 2015
[ Prison Quest ] Supply Run (Max)

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Smerdle

Scamp

PostPosted: Sun Sep 20, 2015 8:44 pm


Supply: Supply Run
It's your job as an underling to go out and find the supplies that the prison faction members need to survive. This is exactly as dangerous as it sounds. Good luck.

Step One: Finding Water
The streets are an absolute wreckage heap of abandoned cars, rotting bodies, and horrid smells. You need to find a building that might have what you're looking for (in this case, bottled water), and fast - your presence has already attracted some attention.

-Roll as many d10 as you dare. You must reach 10 water to proceed, but the more you roll, the more likely you'll find company. If you don't reach 10 water, you can continue to roll until you do. Match your results below.

1. You've found a hardware store. It looks picked clean. (0 water)
2. You've found a small grocery store. The shelves are empty, but if you look in the back store room.. (2 water)
3. You've found a major convenience store. The motherload! (5 water)
4. You've entered the first building you could find, a house. The bedroom still contains what remains of the inhabitants, don't go in there The broken fridge, while filled with rotting food, has a supply of untouched bottled water in the back. (2 water)
5. There's a gas station on the corner. Surely there's at least something left.. (3 water)
6. You enter a toy store. This definitely doesn't - wait, did you check the staff room fridge? (1 water)
7. You've found what was probably once a restaurant, but the sign's long been destroyed. Still, there's a stock room.. (1 water)
8. A giant building turns out to be what was once a wholesale food store. It had food in bulk.. jackpot. (5 water)
9. You enter a pet store. It looks hopeless, until you notice that the sign in the grooming section that claims they give the pets Evian.. thank goodness for pretentious pet stores. (2 water)
10. You enter a computer store. Every single device is broken - and there's no water in sight. (0 water)

Remember, you must obtain 10 water to continue. Step one has a minimum word count of 300 words, that can be spread out between any posts done for step one.

Step Two: You've Been Noticed
Step two is only required if you rolled one of the following numbers at any time during step one: 3, 5, or 8. If you did not roll one of these numbers, you may continue to step three without action. If you did roll one of these numbers, you attracted attention.

Something shambles closer. It was waiting, having holed up here where others have looked. Perhaps this was why you found so much; it was just too easy. Too obvious. And now, too late to run.

-To continue, you must disable the infected coming towards you. It has 5HP and is not fast enough to attack you as long as you keep attacking it. You may use your current dice based on your weapon (starting weapons are 2d6-6) and attack until it reaches 0HP. This does not kill it, it only disables it enough for you to get away. Run.

Step Three: Heading back
It sure is hard to run with supplies, isn't it?

-Roll 1d10.
1-3: You drop the water you've found but make it back alive. That counts for something, doesn't it? (Fail)
4-6: You drop half of the water you've found, but you get back with 5 bottles. Every bit counts. (Pass)
7-10: You make it back alive, unhurt, with all your water intact. Well done! (Pass)

Rewards:
If you successfully pass all three steps, you are awarded an extra 5 bars. (Step two is passed whether you find a zombie, or beat a zombie. There is no fail!) You also receive 25% Supply Cred. If you failed at step three, you only receive 3 bars, and 10% Supply Cred. Please keep track of your Cred in your journal! You will need it in order to complete Officer level quests!
Smerdle rolled 3 10-sided dice: 10, 10, 8 Total: 28 (3-30)
PostPosted: Sun Sep 20, 2015 8:45 pm


[ step one ]

It was a horrible idea, volunteering to go on a supply run alone, but Max was obviously not thinking clearly, and his head wound wasn't entirely to blame. They were vastly better than these Harbinger assholes. So why did they have the weapon? How had they gotten it? The former van driver wasn't about to find answers in... whatever sort of store this was, but at least he was keeping himself busy while he waited for the next opportunity to kiss these blowhards' asses.

Max dragged his fingers along stack after stack of unopened boxed, racking his brain for what might have been left untouched in such massive quantities. The only sorts of supplies that came to mind were electronic ones, and when he pulled one of the boxed open and smelled the plastic scent of new computers, he knew he wouldn't find water here.

The next store he entered was spacious and echoing, a supermarket of some sort. It took him a while, but eventually Max hit the motherlode, grabbing a number of sealed water bottles and placing them in the bag he had looped over his shoulder.

At least he hoped they were water.

Water: 5

Smerdle

Scamp

Smerdle rolled 3 10-sided dice: 2, 4, 5 Total: 11 (3-30)

Smerdle

Scamp

PostPosted: Sun Sep 20, 2015 8:47 pm


[ step one ]

The next place he entered had the same feeling as the last, only it was much smaller. He felt his way down the aisles, checking all of the usual places where water might be stocked, but it was only when he ventured into the back rooms of the store that he found what he was looking for.

When he could see, he avoided houses like the plague, but he stumbled into one soon after he left the supermarket. He speedily bypassed the living areas, making for the fridge and grabbing what he could.

On his way back to the prison, Max entered a roadside gas station. He could see the place in his mind's eye, so well in fact that he went straight to the cooler where they had kept the water. It was moldy and gave off a smell that made him gag, but the water was sealed and still good. It was time to go.

Water: 12
Smerdle rolled 2 6-sided dice: 6, 1 Total: 7 (2-12)
PostPosted: Sun Sep 20, 2015 8:48 pm


[ step two ]

He didn't need his sight to perceive the undying that was waiting for him outside of the gas station. Max hefted his satchel of water and fumbled for anything that wasn't nailed down, coming away with a half full metal postcard stand. He swung it at the creature, barely clipping its arm.

Undying HP: 4

Smerdle

Scamp

Smerdle rolled 2 6-sided dice: 1, 5 Total: 6 (2-12)

Smerdle

Scamp

PostPosted: Sun Sep 20, 2015 8:49 pm


[ step two ]

His second swing wasn't so lucky. All it met was air.

Undying HP: 4
Smerdle rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)
PostPosted: Sun Sep 20, 2015 8:50 pm


[ step two ]

He jabbed forward this time, pushing the creature back. It moaned low, clearly put out by his ineffectual retaliation.

Undying HP: 3

Smerdle

Scamp

Smerdle rolled 2 6-sided dice: 1, 2 Total: 3 (2-12)

Smerdle

Scamp

PostPosted: Sun Sep 20, 2015 8:51 pm


[ step two ]

It moved so far away that when he swung again, there was nothing there.

Undying HP: 3
Smerdle rolled 2 6-sided dice: 4, 4 Total: 8 (2-12)
PostPosted: Sun Sep 20, 2015 8:52 pm


[ step two ]

Max lunged forward. He needed to incapacitate the thing long enough for him to get away, which partially meant he had to be pretty sure of its location. Lucky for him, he smacked it full in the chest, driving it even farther back.

Undying HP: 1

Smerdle

Scamp

Smerdle rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)

Smerdle

Scamp

PostPosted: Sun Sep 20, 2015 8:54 pm


[ step two ]

He tried to move past it, but the undying was quick to block.

Undying HP: 1
Smerdle rolled 2 6-sided dice: 2, 3 Total: 5 (2-12)
PostPosted: Sun Sep 20, 2015 8:55 pm


[ step two ]

Max moved the other way. No luck.

Undying HP: 1

Smerdle

Scamp

Smerdle rolled 2 6-sided dice: 3, 4 Total: 7 (2-12)

Smerdle

Scamp

PostPosted: Sun Sep 20, 2015 8:57 pm


[ step two ]

Pushing at the creature while he attempted to vacate the premises proved to be the most effective plan in the long run. Max slipped past, breaking into a loping jog as he traveled back to where he hoped the prison was.

Undying HP: dead
Smerdle rolled 1 10-sided dice: 1 Total: 1 (1-10)
PostPosted: Sun Sep 20, 2015 8:58 pm


[ step three ]

Unfortunately for him, it only took four more steps before Max tripped, scattering his gathered water in a low ditch. With the creature close on his heels, he decided to run, hoping that he could adequately describe where the bottles had landed to someone back home.

Smerdle

Scamp

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{ ARCHIVED } ----------------- Day Zero, Sept 2015

 
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