Clarity, It's a few days after the events with Cinch at Bill's camp. You're a few hours walk from Monroe, deep in the woods on a path that's been growing over since time immemorial — but the occasional clump of cracked asphalt tells you you're on the right path. The past tends to leave a trail of breadcrumbs, if you know how what to look for.
I don't know how much faith you placed into the rumors, but you spotted a rusted out car a few miles back, and you've got a little bit of time before you should head back for Monroe — if you care about getting back before sunset that is. Birds are chirping in the distance, and a cold wind is gently rustling through the trees. You can see a crumbled brick wall off in the distance, behind a field where tree saplings are only now starting to grow. You approach the field, and find a chain-link fence rusted and felled to the ground.
Why did you come out here anyway, Clarity?
Comments
Did you tell anyone from Monroe you were coming here?
As I cross the field, I'm humming to myself, low, and by the time I'm halfway to the remnants of the grey dog building, it comes out as words. Not loud enough to attract attention, for sure, but enough to get the sound from my mouth to my ears. Keeping my eyes sharp, checking for animals or folks in the field and the ruin.
(Rolled: 2d6+1. Rolls: 2, 6. Total: 9)
You should be on the lookout for whatever killed these people. They look fine, ironically. Like they set up shop here, and just died. You hear some water running not too far away. You've heard people tell stories about some water sources that should be clean, but still end up killing you. I'd stay the hell away from that water...
What do you do?
You get the impression Robinson could probably do more to tell you what happened here, but otherwise there is an impressive amount of scavenge here.
Hey, Clarity... If someone wanted to take this place from you right now, how would you be most vulnerable to that?
Here's the station, for the record:
Something creaks and shifts in the light breeze from outside, forcing my eyes away from the map. Someone knows I'm here, has a shotgun, they could pepper me even through the plywood. They could storm through the front, if they had the numbers, but the small space gives me an advantage - I'd only have to face one or two at a time, and I'm confident against one or two. Hell, if they're really tricky...
I kick the "bathroom" door open, look inside.
You see whoever's in there's got an old 410 gauge leaning against the stall door. You know he's not the only person here. The slamming of the door against the wall seems to have startled him though, as he calls out, "Hugo, that you?" There's a hint of hope in his voice... Oops.
roll+hard. On a hit, they choose:
• They do it, following your order or heeding your warning.
• They freeze.
• They back away, hands where you can see them.
• Theey attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they
like and you take -1forward against them.
XP +1
(Rolled: 2d6+2. Rolls: 5, 3. Total: 10)
This is your victim, by the way... Does the name Hugo mean anything to you?
His eyes keep alternating between his shotgun and the door, but you know he won't dare go for either... At least not while you've got Joy out and at the ready.
I'll wait, not staring, but not looking away. "How many of you are out here, Checkers? Truth, now. Joy hates being lied to..."
But before you have a chance to answer, you hear a loud voice call from outside, "Checkers! What's taking you so long, boy? Get your lazy ass out here and help us strip down these fuckin' busses!"
He squares up with you, and crosses his arms defensively. You don't hear much of anything other than him, but the wind rustling the folliage might be deceiving you. Checkers answers, "sorry, Hugo... He just showed up, I swear!"
Hugo frowns, and looks you over, "so who the hell are you, and what are you doin' in my scrapyard?"
I ignore the second half of his question.
He waits patiently for you to make the next move.
This is Hugo, by the way. He's wearing a thick coat with a bullet proof vest, and steel-toed boots.
I watch for his reaction.
(Rolled: 2d6+2. Rolls: 4, 5. Total: 11)
How can I get Hugo to agree to some kind of partnership?
While he waits for whoever is nearby to come, he adds, "I don't know what it is you folks do for scav rule out here; but where I come from, might makes right. The way I see it, you want some of this scavenge, you either gotta buy it off me, or take it from me. What's it gunna be, Clarity?"
OOC: If you want to work out a partnership with him, those are your options. Either overwhelm him and his gang with a larger gang, or buy a share in it all.
How can I get Hugo to let me walk away with the map?
Four other men come up slowly behind Hugo, and they move to box you in. Hugo raises a hand to keep them from drawing weapons or anything. Most of them are armed with crowbars and the like... One of them has a gas operated sawzall. That'd suck if you went toe-to-toe with him. Hugo speaks plainly, "the past didn't have a damn clue about how to get to the future, buddy. In case you haven't noticed, it fell the fuck apart. You wanna grasp at straws, fine — but buses, and bricks, and anythin' else here, that's ours. That's our future. Tearin' it up is how we move forward. You wanna live long enough to see a future, I suggest you start doin' the same."
He looks to his boys, then to Checkers, "help him get that map down, then back to fuckin' work. I ain't got all day." He looks to you, "square?"
The boys get to work helping you get that map. Anything else to say before they escort you out of here?