Because this quest is meant for Freshman, the parameters of this one are clear: Stay in the lit areas only. Do not wander into the dark. Do not wander into unexplored territory.
RP Notes for this Quest
Make sure the following are mentioned in your RP:
- Your Character being given a large reusable plastic bag (bearing the Emerston bookstore's name), and a flashlight.
- Once you are finished the quest, please mention them returning the bag and flashlight!
To Complete this quest:
- You must scavenge in TWO different areas, and fill in each post with RP to consider the quest completed.
- Roll a 1d6 to start - This will determine where you are scavenging. Then, follow the information in that area's SPOILER TAG for further information.
- This quest must be done in separate posts - there should be at least 4 posts total (1 to choose location, 1 to scavenge, 1 to choose second location, 1 to scavenge second location).
- Scavenging rolls may be done in one post or three (1 post of 3d6, or 3 posts of 1d6).
- Please note that any items found are considered IC gains only and will not count towards your mini site totals. Any food or water is automatically given to the University storage for later IC rationing!
1: A First Floor Lecture Hall
- You have decided to scavenge in a first floor lecture hall. Any one of them. They are mostly barren, save for dust and abandoned backpacks.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- 1: You flip through someone's notes, and find a recipe for a no-cook meal. Interesting.
2: You trip over something. The Projector in the room screeches to sudden life, sputtering and flashing for a moment before all does still. You find nothing, but you lose a couple of nerves in the process.
3: You find a backpack. You dig through it, and manage to find a half-full (or half empty?) bottle of water.
4: You find a couple sweaters. You may either keep them (IC find only), or bring them back to base to share.
5: Something shiny catches your eye - it looks like someone dropped a toonie. Score?
6: You rifle through an abandoned purse, and discover a few cereal bars. They haven't expired yet! (+1 credit)
2: Emerston University Bookstore
- You have decided to scavenge in the Emerston University Bookstore. It's mostly been picked clean, at least the shelves have, but the floor is littered with debris. There might still be something useful here, right?
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- 1: You find a backpack. It's big, and fairly intact. Cool.
2: Markers and Paper bound. There should be enough plain paper to start a (very ashy) fire, at least.
3: You find a couple of batteries on the floor. Double-A ones too. You perform the Bounce Test, and there's a chance that they'll work! (+1 credit)
4: You dig under a stack of fallen english textbooks, and find a small pack of candy that survived.
5: Somehow, you manage to find an MP3 player on the ground? I wonder if you could find a charging station for it...
6: You dig, and dig, and dig, and end up with nothing but paper cuts.
3: Gym Locker room
- You have decided to scavenge in the Gym locker rooms. While the lights in this area are dimmer than elsewhere, they still work. Luckily for you this Schools lockers did not automatically come with locks, as a student you had to provide your own. As such, they are mostly all openable.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- 1:On the floor you find a few notebooks and pens, partially used.
2: This row of lockers seem to be jammed, you find nothing.
3: Opening a locker you find some (really smelly) old socks and shorts. Do you keep them? (IC only) or you can bring them back to the group.
4: Checking the washroom to the side of the locker room you find a closet filled with new, unused, toilet paper rolls. Something that would be great for the group! (+1 credit)
5: You find a large stack of paperwork in the corner, perhaps good for making fires?
6: Searching a locker you find a pretty nice jacket actually! You can choose to keep it (IC only) or bring it back to base.
4: Guidance Counselor Office
- You have decided to scavenge in the Guidance Counselor office. This would have been one of the first places you saw upon entering the University. Once neat and organized it is now a ghostland of paperwork and chairs everywhere.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- 1: Rummaging around you find some high quality pens, some even look unused!
2: Just a bunch of paperwork everywhere, darn!
3: You find a calculator that runs off solar energy! Neat!
4: Rummaging around in an old file cabinet you notice something sparkling at the bottom, and turn up a small hidden stash of unopened gummy bear packets. (+1 credit)
5: You find a bunch of stuffed animals themed after the Universities Mascot in different costumes. You can keep a few (ICly) or leave them there.
6: You find something smelly, only to discover it is a rotten sandwich left behind, ew!
5: Chemistry Lab
- You have decided to scavenge in a Chem Lab.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- 1: You find some sturdy rubber gloves. Good for touching gross stuff or for taking off to slap people that offend you.
2: You find a pair of goggles. Eye protection is important, even during the apocalypse! Maybe especially during the apocalypse.
3: Something crinkles under your feet. It is a very helpful poster. Good to know.
4: While checking in the cabinets, you find some unmarked chemicals. Someone wasn't following proper lab procedure!
5: You happen across what looks like a stash of sturdy laboratory glassware, all intact. Finders keepers! (+1 Credit)
6: You find a box marked 'HIGHLY FLAMMABLE'. It might be best to take this one back without opening it.
6: Dining Hall
- You have decided to scavenge in the Dining Hall.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- Please roll a 3d6 and match your results to the rolls below to determine what you find.
- 1: You find some packages of vacuum sealed meats! Pre-marinated, too! (+1 Credit)
2: The cabinet you opened has something in it, but it smells awful. You might not want this.
3: Someone has already ransacked the fridge, leaving nothing. Might be for the best - it would probably be spoiled by now.
4: You find a full bag of sugary cereal! Sweet!
5: You discover a stack of dinner trays that look like they were freshly cleaned before this all started. Might be a cool shield or sled. Or you could always eat off of it...
6: One of the students working kitchen staff left their bag. A change of clothes is still inside.
If you wish to complete this in a group:
- You will still need to scavenge in two different locations, but each player must roll a 1d6 in that area.
- Example: Corey and Charlie wish to scavenge together. Corey (by OOC rolling) chooses the lecture hall. Both Corey and Charlie's players need to roll 3d6 in the lecture hall to scavenge. They finish that area. Charlie (by OOC rolling) chooses the bookstore. Both Corey and Charley's players roll a 3d6 in the bookstore to scavenge.
- All posts must be filled in with RP before it is considered complete for either player. ALL POSTS. Meaning, if Charlie's posts are filled in but Corey's aren't, neither Corey nor Charlie can mark that quest as complete.