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Runcible Cat
May 28, 2007

Ignoring this post

Go west!

Ed: I agree there ought to be some kind of sanity autorefill, but on the other hand since the author didn't bother to put one in...

Runcible Cat fucked around with this message at 15:27 on Aug 17, 2021

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Black Robe
Sep 12, 2017

Generic Magic User


Tiggum posted:

It is dumb, but I think doing that would basically make it pointless to even track stats at all.

Fair enough. I just think it would really suck to die randomly in the middle of a paragraph because we couldn't drink some water right at that moment.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
This!

Runcible Cat posted:

Ed: I agree there ought to be some kind of sanity autorefill, but on the other hand since the author didn't bother to put one in...
Maybe there is a reason: resource are minimal and have to be rationated, so free refill would deprive other members of the convoy of their fill.
Sadly, I also think Dever didn't think this out, actually...

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

East.

Tiggum
Oct 24, 2007

Your life and your quest end here.



Highway Holocaust posted:

You pull your T-shirt up to cover your nose and mouth before venturing out into the storm. Visibility is less than five yards and, with the dust constantly gusting into your eyes, you must rely heavily on your sense of hearing for some indication of the child’s location. Repeatedly you call out her name, hoping she will reply, yet all you hear is the incessant howling of the wind.

A wide avenue leads you to a baseball park on the edge of the school grounds. For a few seconds the wind drops and you are able to see a small grocery store on the other side of the avenue, its front door hanging off its hinges. You can make out a thin, faint sound coming from inside the store.

You run towards the entrance, eager to get inside before the wind picks up and you lose sight of the building altogether. The stench of rotting food assails your nostrils the moment you enter the store, making your stomach churn, but you force yourself to ignore it and continue your search. You call Maria’s name and hear the sound again: it is coming from behind the cellar door. In the eerie half-light you find the latch and lift it. ‘Don’t be afraid, Maria. It’s Cal,’ you say, hoping to reassure and comfort the girl, but when you push open the door it is not little Maria who greets you.

A seething flood of squealing rats swarms out of the doorway and breaks like a wave against your feet. You scream in shocked surprise and drag yourself onto a nearby counter as the ravenous rodents run amok. Most of the pack ignore you, but there are a few that have developed a taste for human flesh, and determinedly they claw their way up the counter in an effort to get at your legs.
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 2
Rat Pack: CLOSE COMBAT SKILL 13 ENDURANCE 25
Combat Ratio: 4

We roll: 1
Cal Phoenix: CLOSE COMBAT SKILL 17 ENDURANCE 0
Rat Pack: CLOSE COMBAT SKILL 13 ENDURANCE 22

Death count: 2.

Tiggum
Oct 24, 2007

Your life and your quest end here.


I had to stop and check if it was possible for us to get through this section without dying if we went a different way and (good news) it is. So do we go north or east?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
East!

nelson
Apr 12, 2009
College Slice
North

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Killed by rat bites :gonk:

Tiggum
Oct 24, 2007

Your life and your quest end here.



Highway Holocaust posted:

Using what scraps of cloth are available, you cover your nose and mouth before setting off into the storm. You pass the colony’s vehicles and walk out onto the main street. With visibility less than five yards, you must rely solely on your sense of hearing for some indication of the child’s location. Repeatedly you call her name, hoping she will reply, yet all you hear is the incessant howling of the dust-storm.

As you cross the street, you catch what sounds like a young girl’s voice drifting on the wind. You shout her name and a voice answers faintly: ‘Help me … I’m here!’

A violent gust blows you off your feet and rolls you along the ground. Wearily you rise to your knees and radio Cutter for assistance, telling him what you have heard. He replies that it was probably a trick of the storm, and that you must continue the search or, if the wind is too strong in your area, abandon it and return to the school. Less than a minute later you hear the voice again, and desperately you try to pinpoint its source.

We roll: 8 + 3 (Perception) = 11.

The voice seems to be coming from directly ahead. Slowly you advance until the dark outline of a toy store looms out of the storm. You approach and, as you reach its open door, you are relieved to see little Maria sitting cross-legged in the middle of the store. She is playing happily with a large furry bear, totally oblivious to the panic her disappearance has caused.

You radio the good news to Cutter and Kate, and tell them to return to the colony. Then you gather up Maria and her new playmate in your arms, cover her head to protect her from the storm, and switch your transceiver to Uncle Jonas’ signal to guide you back to the school.

Your return is met with great relief and joy that Maria is safe. Juan and Rosita—Maria’s parents—cannot thank you enough for finding their child, and the others, especially your uncle and aunt, heap you with praise. After the excitement has abated you venture out into the storm once more, this time with Cutter, to retrieve food and other vital supplies from the bus.

‘This is one heck of a blue norther,’ he says, as you climb aboard the bus. ‘Reckon it could hold us here for a day or two before it blows itself out.’

‘I sure hope you’re wrong,’ you reply, as you prise open the floor hatch that gives access to the luggage hold from inside the bus. ‘Take a look at this.’ A fetid smell rises from the compartment, the smell of rotten food.

‘Dadburn it! That’s all we need right now!’ exclaims Cutter, as he examines the swollen food parcels at arm’s length. ‘The heat’s put paid to these rations. Now we’re really in for a hard time.’

The colony reacts to the news of the spoiled food with silent disbelief. What little that can be saved is carefully shared out, but it amounts to barely a day’s ration per person. ‘If we don’t find some food to replace what we’ve lost,’ says Aunt Betty-Ann, as she distributes the last of the stone-hard bread, ‘it’ll be a convoy of skeletons that drives into Big Spring.’

‘Well, at least we’ve got enough water,’ replies Pop Ewell. ‘We can live for three weeks without food, but we’d all be dead in three days without water.’

Some people save their ration but you decide to eat yours before finally settling down to sleep (if you currently have food in your Backpack you must now erase it; all food, including personal supply, was pooled before distribution).

You awake ten hours later in a schoolroom bathed in bright sunlight. The storm has passed during the night and the sun has returned, bringing with it the oppressive heat. ‘Ninety-two degrees already,’ says Cutter, tapping at an old mercuric thermometer that hangs on the wall. ‘And it’s not yet eight o’clock. Today’s a day for fryin’ eggs on the sidewalk … if we had any eggs, that is.’

Soon the colony is busy making preparations to leave. After clearing away the dust you check your roadster thoroughly, making sure that the fuel is clean and that the engine runs as smoothly as ever. Meanwhile, Cutter oversees a group who are working on the bus and Uncle Jonas heads another team who are servicing the tanker. The others, led by Kate, search the school for anything that could be useful on the road ahead. By mid-morning the convoy is back on the road, following Interstate 20 away from the dust-blown ruins of Abilene on the next stage of the journey west.



You have been driving for little over an hour when you see a bridge in the distance and notice a glint of sunlight bouncing off a point near the centre of the parapet. Not until you are within 100 yards of the bridge do you realize what is causing the reflection: it is the telescopic sight of a sniper’s rifle and it is aimed directly at you.

We roll: 4 + 5 (Driving) + 4 (Stealth) = 13.

You pull the wheel hard over to the left in the desperate hope that your move will spoil the sniper’s aim. A moment later you hear the metallic whine of his bullet as it ricochets off the edge of your windshield. Tiny fragments of the high-velocity bullet pepper your neck and shoulder (lose 3 ENDURANCE points), but the sudden pain does not cause you to lose control of your vehicle. You recover quickly and signal to the others to accelerate. By the time the unknown sniper has reloaded his rifle, you and the convoy are speeding away from the bridge, obscured by a cloud of dust.

Death count: 3.


We were so close to making that, that if we dropped one Backpack item we'd have gotten through unscathed. So do we want to get rid of the Fire Extinguisher, the Compass, the Bottle of Bourbon or the CB Radio, or would we prefer to just cheat and say we rolled higher?

Black Robe
Sep 12, 2017

Generic Magic User


Just cheat - this is not a stealth section, we're in a car, and I refuse to accept that how many things are in our pockets could possibly have influenced this situation.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Yeah, what Black Robe said. We rolled higher and the Sniper’s aim was off.

nelson
Apr 12, 2009
College Slice
Lose the Bourbon

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

nelson posted:

Lose the Bourbon

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ofecks posted:

Lose the Bourbon

Highway Holocaust posted:

You react swiftly to the danger by pulling the steering wheel to the left and leaning with your car as it swerves across the freeway. A moment later you hear the metallic whine of the bullet as it ricochets off the edge of your windshield. Tiny fragments of the high-velocity bullet pepper your headrest but you survive the attack unscathed. Quickly you recover control of your car and signal to the others to accelerate. By the time the unknown sniper has reloaded his rifle, you and the convoy are speeding away from the bridge, obscured by a cloud of dust.

It is not until you reach the town of Trent, seven miles beyond the bridge, that you consider it safe to slow down and allow the convoy to resume its cruising speed. The sniper attack and the burning midday sun have left you shaking and streaming with sweat. You must now take a Drink or lose 3 ENDURANCE points.

The battered houses and stores of this Texan town slip past and once again a featureless plain of broken, sun-baked earth stretches before you. Your pulse has just returned to normal when you notice, out of the corner of your eye, something that sets it racing once more. Less than a mile to the north a small cloud of dust is moving across the plain parallel to the freeway. Slowly it draws nearer until you can hear the sound of two motorcycles and glimpse the ugly faces of their riders. They are both standing to help balance their bouncing machines, and as they approach the freeway, they open their throttles and lift their front wheels in a display of bravado. They draw level with your roadster, one on either side, and you notice the symbol that is painted on the sides of their fuel tanks. It is the head of a lion with its teeth bared: the symbol of the Detroit Lions clan.

The clansman to your right shouts something but the rush of wind steals his words. You sense something land in the car, and when you turn to look, you are horrified to see a live grenade lying on the passenger seat beside you.
Death count: 4.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Forget topping up our canteen when we're with the colony, apparently we can't even drink from the shared water supply.

There's no avoiding that, so we'll just carry on regardless.

Highway Holocaust posted:

It is not until you reach the town of Trent, seven miles beyond the bridge, that you consider it safe to slow down and allow the convoy to resume its cruising speed. The sniper attack and the burning midday sun have left you shaking and streaming with sweat. You must now take a Drink or lose 3 ENDURANCE points.

The battered houses and stores of this Texan town slip past and once again a featureless plain of broken, sun-baked earth stretches before you. Your pulse has just returned to normal when you notice, out of the corner of your eye, something that sets it racing once more. Less than a mile to the north a small cloud of dust is moving across the plain parallel to the freeway. Slowly it draws nearer until you can hear the sound of two motorcycles and glimpse the ugly faces of their riders. They are both standing to help balance their bouncing machines, and as they approach the freeway, they open their throttles and lift their front wheels in a display of bravado. They draw level with your roadster, one on either side, and you notice the symbol that is painted on the sides of their fuel tanks. It is the head of a lion with its teeth bared: the symbol of the Detroit Lions clan.



The clansman to your right shouts something but the rush of wind steals his words. You sense something land in the car, and when you turn to look, you are horrified to see a live grenade lying on the passenger seat beside you.

We roll: 2 + 5 (Driving) + 5 (Stealth) = 12.

With terror gnawing at your insides you reach down and take hold of the grenade. In the next instant you hurl it out of the car and slam your foot down on the gas pedal. Seconds later there is a dull thud, and in your rear-view mirror you see the biker to your left disappear in a ball of orange flame as the grenade explodes underneath his motorcycle and ignites the fuel tank.

Cutter sounds the bus’s horn to alert you to the position of the remaining clansman. He is coming up fast on your blind side and, as he draws level, he jerks a machine pistol from his saddle-bag, cocks the bolt with his teeth, and opens fire.

We roll: 4.

You swerve aside as the clansman empties his machine pistol in one long burst of fire. Most of the bullets either penetrate the trunk or pass harmlessly over the car, due to the speed of your reactions. In frustrated anger the biker hurls his empty weapon at you, but that too misses you by a wide mark.

Once more you glance in your mirror and see the biker coax his machine into your slipstream. Behind him the convoy is barely visible; the bus and tanker cannot match the speed that you have maintained in your race against the clansmen. Then you see your enemy reaching inside his leather jacket. He withdraws a grenade, pulls out the safety pin with his teeth, and gets ready to lob it into your car. Immediately you stamp on the brake pedal and fight with the steering wheel to keep the roadster in a straight line as it screeches to a halt. A moment later there is at tremendous jolt as the clansman crashes into the rear of your car. An instant later he somersaults over your head, wide-eyed with terror, before disappearing behind the central crash barrier that divides the freeway. A muffled boom and a plume of dust mark the violent demise of yet another Detroit Lion.

You pull over in order to check the battle damage and allow the rest of the convoy to catch up with you. Fortunately the vital rear sections of your roadster—the fuel tank, axle, and tyres—are still intact. Most of the damage has been absorbed by the trunk and the fender, but the incident makes you sorely aware of the need for better protection, and you make a mental note to ask Cutter to help you reinforce the bodywork at the first opportunity.

A few minutes later the convoy arrives. Having passed the burning remains of your adversaries the others are relieved to find you still in one piece. You inform them that the bikers were Detroit Lions, probably scouts, and that you suspect that the clan is no more than thirty miles away. ‘Well, at least those two you ran into won’t be reporting our position to Mad Dog, or anyone else for that matter,’ says Cutter, wryly.

‘Even so,’ says Uncle Jonas, ‘we daren’t afford t’ stop too long in any one place. We gotta keep ahead o’ that pack all the way to Big Spring.’

The next town on the freeway is Sweetwater. Most of the buildings are still standing, although few have roofs as a result of yesterday’s storm. Except for a few hungry coyote that have come down from the hills looking for jack rabbits, the place is deserted.

Cutter signals for you to stop. The engine of the bus is overheating and, despite the risk of a clan attack, it must be allowed to cool down. The others take the opportunity to search the town for food, and you busy yourself by refuelling your roadster. ‘What do you make of that, Cal?’ says Uncle Jonas, as you finish rewinding the tanker’s fuel pipe. He is standing on the cab of the tanker, pointing at a shimmering ribbon of light to the south of the town. You climb up beside him and immediately you see that it is the sun reflecting off the surface of a small lake. ‘Water!’ you both exclaim, excitedly.

The chance of replenishing the colony’s depleted water supply is too good an opportunity to miss. Uncle Jonas helps you load some empty plastic containers onto your roadster, and Kate volunteers to come with you to help fill and carry them. As soon as she is aboard, you start the engine and drive off towards the distant lake.

The lake occupies the centre of a saucer-like depression and, as you bring your roadster to a halt at the edge of this rocky rim and stare down at the shimmering water below, you are heartened to see that clumps of vegetation are growing close by: a sure sign that the water is not contaminated.

The sides of the depression are steep and covered with loose shale. Rather than risk a fall, you suggest to Kate that perhaps you should go down to the lake alone. When you reach it, she could throw the containers to you, and then help you with them when you climb back out. The idea does not impress her. ‘It’s been so long, I can’t remember the last time I took a dip in some real water. I’m sick a’ washin’ in sand. If you think I’m gonna hang around up here while you splash about down there, you’ve got another think comin’, buster!’

With that she grabs two of the plastic containers and lowers herself over the edge. Seconds later you hear her scream and you rush forward to see her tumbling head-over-heels towards the lake. She hits the water with a loud splash and disappears from view. Briefly she surfaces, thrashing her arms and shouting: ‘Help, Cal! I can’t swim!’

You drop your containers and slide down the slope, riding the loose shale feet-first. As you near the bottom you dig in your heels, using the speed of your descent to lever you forwards into a perfect dive. You reach Kate in a matter of seconds, but she is struggling so fiercely that it takes many minutes before you are able to get hold of her and swim towards the shallows. Eventually, breathless and bedraggled, you crawl out of the water and collapse side by side on the muddy shore.

‘Looks like you got your bath sooner than you expected,’ you say, gently brushing aside a few tangled strands of blonde hair that are hanging down in front of her face.

‘That’s the second time you’ve saved my life,’ she says, sheepishly. ‘It’s getting to be a habit.’ She smiles, holding you with her eyes as she kisses her own hand and touches it to your cheek. You feel drawn towards her and, as your lips meet and you feel the tenderness of her touch, it is as if nothing else in the world exists.

The illusion of peace is shattered by a burst of gunfire. ‘What the … ?’ you cry, as bullets slap the water and punch a line of holes along the muddy shore.

‘Clansmen!’ shouts Kate, pointing across the lake at two figures silhouetted against the cloudless sky. Quickly you grab her by the arm and run towards the cover of some rocks topped with thorny foliage, growing less than twenty yards away. The clansmen snigger as they raise their machine pistols to fire at your fleeing forms.

We roll: 5 + 5 (Stealth) = 10.

There is another burst of fire, and the bullets whistle over your head as you run the last few yards to cover. Kate is in front of you. She dives, and you see her land safely behind the rocks just moments before you make your leap. The jagged stones skin your hands and knees, but your fear blocks out the pain, making you concentrate on finding a way out of the ambush.

Carefully, you raise your head and peer through the foliage. One of the clansmen is beginning to move around the edge of the hollow, while his partner kneels and waits to give covering fire. Your fear turns to indignation when you realize that he is going after your car.

‘One of them’s heading for the roadster,’ you say, watching anxiously as the clansman scurries around the rim. ‘I’m going to stop him before he gets there!’ Kate protests, but you are determined to save your car, and reluctantly she agrees to cover you as best she can with the tiny Derringer pistol that she carries in her boot.

‘I call it “Chihuahua”,’ she quips, as she cocks the double-hammers and gets ready to fire. ‘It don’t look much but it makes one helluva noise!’

You scan the slope. When you have picked out the best place to make your climb, you break cover and zigzag along the shore towards it. Immediately, the machine gunner opens up on you. Kate replies with a single shot and he diverts his fire back to the rocks and bushes. Swiftly you claw your way to the top of the slope and run straight at the clansman, grimly determined to intercept him before he can do any damage to your roadster. He sees you approaching, draws a pistol, and, still running, empties it at your chest.

You attempt to dodge the gunfire, but your legs are too weak to propel you quickly enough. Three of the six shots hit you in the body, wounding you fatally. As your life’s blood ebbs away and darkness encroaches, you see the flash of the explosion that destroys your roadster.
    Tragically, your journey and your life end here at Lake Sweetwater.
Death count: 5.

Tiggum
Oct 24, 2007

Your life and your quest end here.


To survive that you need to have a combined Stealth + Endurance of at least 10, so there was no chance for us. So we'll cheat our way past again.

Highway Holocaust posted:

You dive to the ground, roll over, and then spring to your feet just in time to see the clansman casting aside his empty pistol in frustration. He shouts for help, calling to his partner to cut you down, but you are now too close for the other clansman to risk a burst of fire. With a yelp of surprise, the clansman reaches for a knife as you make your attack.

Electra-glide: CLOSE COMBAT SKILL 16 ENDURANCE 25

Owing to the speed of your attack, add 2 points to your CLOSE COMBAT SKILL for the duration of the fight.
Two extra CCS aren't going to make a difference here.

Death count: 6.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Highway Holocaust posted:

As soon as you strike your killing blow, you raise your eyes, expecting to see the other clansman reloading, but instead he discards an empty magazine and turns to run back to his bike. He has exhausted his ammunition and has decided to make his escape before you have a chance to return fire. As he rides off, Kate reaches the top of the slope and suggests that you search the body of the one who did not get away.

You turn out the pockets of the dead clansman and empty the leather satchel that he carried over his shoulder. Among his personal effects you discover the following items:
  • Pistol (no ammunition)
  • Machine Pistol (no ammunition)
  • Knife (2)
  • Enough food for two Meals
  • Water Canteen
  • Enough water for three Drinks
  • Enough pain killers, antibiotics, and dressings for five Medi-kit units
  • Cigarette Lighter
  • HE Grenade
  • Compass
  • Gold Nugget
You are sifting through his possessions, trying to decide which ones to keep (remember to adjust your Action Chart if you keep any of the items), when you hear Kate calling to you to come and look at the dead man’s motorcycle. Its fuel tank bears the same lion’s head symbol as those of the two scouts you encountered on the freeway, but it is what Kate has found inside the saddle-bag that is of greater interest.
We'll automatically use one Medi-kit unit to bring us back to a positive Endurance score, put the rest of the medical supplies into our Medi-Kit and take the Knife. We have 12 9mm rounds so we could use either of the guns if we took them. We're currently carrying a Rifle with no ammo, so we could just replace that if we want to keep our Stealth at maximum, or we could take both of these guns and either keep or drop the rifle for a -2 or -1 Stealth penalty respectively. Our Backpack contains a Fire Extinguisher, Compass and CB Radio, so if we take anything extra we'll incur Stealth penalties for items 4, 7 and 10. We can, of course, drop any of the Backpack items we currently have. We'll get to refill our Canteen in just a moment, so there's no need to take this water unless we also take the extra Canteen, which will count as a Backpack item.

So what do we take?

Black Robe
Sep 12, 2017

Generic Magic User


Well, most of that was a bunch of horseshit.

I suppose there's no chance we can store anything in the car, of course.

Drop the rifle, take the machine pistol and the lighter.

nelson
Apr 12, 2009
College Slice

Black Robe posted:

Drop the rifle, take the machine pistol and the lighter. HE Grenade.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Keep Rifle, take Pistol and Grenade. Use the Medkits to boost us to highest possible Endurance.

kw0134
Apr 19, 2003

I buy feet pics🍆

The weird incongruity of being the scout and being left on the spearhead while you're on the cusp of death without any sort of way to recover is kind of annoying.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Detroit Lions, lol.

Drop Rifle
Take Everything except Pistol, Knives, Compass, extra Canteen
Use all available charges of the Medi-kit to get our EP as high as possible (:420:)

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Drop Rifle, Take Pistol, 2 Meals and one Medikits.

Use Others Medikits avaliable.

kw0134
Apr 19, 2003

I buy feet pics🍆

certain truths are eternal, even in the post apocalypse, like the Detroit Lions sucking

Tiggum
Oct 24, 2007

Your life and your quest end here.


Black Robe posted:

Drop the rifle, take the machine pistol and the lighter.

Highway Holocaust posted:

Carefully, Kate examines a package she has removed from the saddle-bag. It is about the size of a man’s shoe, covered with a shiny black plastic wrapping, and has a keypad and timer attached to its side.

‘Well, it looks like we got ourselves one mighty big fire-cracker here,’ she says, offering it to you for inspection.

‘What is it?’ you ask.

‘About seven pounds of military grade Zevatec explosive; enough to make a hole the size of this lake.’

‘That’s some fire-cracker!’ you reply, uneasily.

‘Don’t worry, it’s safe,’ she assures you, taking the explosive from your trembling hands. ‘I saw the Lions use this stuff in Oklahoma. It’s as stable as clay until you prime and time it, then … boom! I think I’ll hang on to it. It could come in useful.’ She slips the Zevatec into her bag and then walks back towards the lake.

‘C’mon Cal,’ she says. ‘We’d better hustle that water. When that scout gets back to the Lions, Mad Dog’s gonna be hot on our heels.’

You fill the containers (you may also fill your canteen) and hurry back to Sweetwater as fast as you can. When you tell Uncle Jonas what has happened at the lake, he cancels the food search and recalls everyone to the bus. As soon as all are safely aboard, you head back onto the freeway and begin the sixty-six mile journey to Big Spring.

As you cruise along the deserted freeway you glance frequently to the north, on the lookout for a dust cloud that would herald the arrival of the Detroit Lions. But no matter how hard you try to concentrate on your role as convoy scout, you cannot seem to think of anything but your growing affection for Kate. An hour later, as you reach Colorado City, your romantic daydreaming is brought to an abrupt end as a serious problem looms into view.



The apex of the bridge that carries Interstate 20 across the Colorado River has collapsed, leaving a gap nearly eight feet wide. You stop the convoy and Cutter examines the damage. He returns to report that the bridge is not beyond repair. ‘It’s gonna take at least three hours, maybe four, to rig a ramp across that gap strong enough to support the tanker,’ he says, squinting at the bridge.

At length it is decided that you should scout along the river for another place to cross, while the colony sets to work building a ramp. Then, if your search proves fruitless, at least the repair of the bridge will be well underway.
Should we try to the north or the south?


Endurance: 2/27
Medi-Kit: 4/12
Water Canteen: 4/4
Machine Pistol: 2/6

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Use all medkits, scout north.

nelson
Apr 12, 2009
College Slice
Use all medkits, scout south

Runcible Cat
May 28, 2007

Ignoring this post

nelson posted:

Use all medkits, scout south

moosecow333
Mar 15, 2007

Super-Duper Supermen!

achtungnight posted:

Use all medkits, scout north.

exmachina
Mar 12, 2006

Look Closer
He's on 2hp and getting horny lmao

Black Robe
Sep 12, 2017

Generic Magic User


exmachina posted:

He's on 2hp and getting horny lmao

Gotta seize the moment when you could die at any time from being very slightly thirsty

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Use all medkits, scout south

Highway Holocaust posted:

You follow the Colorado River as it wends its tortuous course south. The level of the water is very low, but the sheer banks dash all hope of fording this once-mighty river.

All the smaller bridges south of Colorado City are no longer standing. An hour slips past, and you are just about to turn around and rejoin the others, when you happen upon a section of the bank that slopes gently towards the river. You stop the car and start walking towards it, hopefully. Standing at the water’s edge, you see that the river is unusually dark. You decide to test its depth and begin to wade across, but you have taken less than a dozen steps and the water is already up to your chin. Sadly you return to the bank.

We roll: 8 + 3 (Field Craft) + 3 (Perception) = 14.

As you emerge from the water, you notice that your boots are covered with mud and you stop to scrape them clean. Unfortunately, you are standing directly in front of a nest of scorpions, and it is not until you are stooping to pick up a stick that you spot the danger. Swiftly you withdraw your hand just in time to save yourself from their deadly sting.

Shaken by this close encounter, you must now take a Drink (or lose 3 ENDURANCE points) before you climb back into your roadster and return to the convoy.

On your arrival at Colorado City you discover that the colony has been busy during your absence. Using materials salvaged from the ruins of nearby factories, they have managed to put down a platform that spans the gap in the middle of the bridge. Now Cutter is supervising the strengthening of this platform to ensure that it will withstand the weight of the loaded tanker, the heaviest of the convoy vehicles.

You tell everyone that you were unable to find an alternative way across the river, expecting the news to be met with disappointment. But most of the colony greets your scouting report with a nod of approval, a reaction that baffles you until Kate offers an explanation. ‘That explosive we found at Lake Sweetwater is now under the bridge,’ she says, pointing towards the newly-laid platform. ‘Once we’re all on the other side, I’ll trigger the timer and two minutes later … boom! No bridge! It might not stop the Lions chasing us but it should keep ’em off our backs until we reach Big Spring.’

You are about to take a closer look when Pop Ewell calls everyone to the bus. He has made radio contact with Big Spring. ‘Here, Cal,’ he says, handing you the headphones, ‘your ears are younger than mine. See if you can figure out what they’re saying.’

You slip on the headphones and listen to a voice that is almost completely obscured by the hiss and crackle of static. You close your eyes and concentrate as hard as you can in an effort to understand what is being said. ‘The guy says he’s going to pay us a visit,’ you say, hesitantly, suspecting that you have not heard the message correctly. Then the static fades and clearly you hear the words: ‘Be with you soon. Watch the skies!’

You relay the message to the others and they begin to laugh. ‘I think the heat’s finally got to you, Cal!’ jokes Hammer Harlan. ‘Here, let me listen to those ’phones. Ain’t nothin’ wrong with my hearin’.’ You pass him the headphones, but before he has had a chance to put them on, the insect-like sound of a small engine draws all eyes to the west.

‘Well, I’ll be … !’ mutters Hammer, scarcely able to believe his eyes. High in the azure sky you see a tin flying machine with fragile, bat-shaped wings. Spellbound, the colony watches as the plane circles above the town and comes in to land on the stretch of freeway that approaches the bridge. Slowly the pilot extricates himself from the tiny, motorized hang glider, and gives a friendly wave as he strides towards the group.



‘The name’s Rickenbacker,’ he says, removing his goggles and shaking Uncle Jonas by the hand. ‘I’m from Big Spring. I saw y’all while I was scoutin’ the freeway and thought I’d drop by. Shame about the radio: ’fraid my set’s seen better days.’

Rickenbacker warns the colony that a large group of clansmen is riding towards the town from the east. They are less than five miles distant and closing fast. He also tells you about another gang of bikers, a clan called the ‘Mavericks’, who have been the bane of the Big Spring colony for the last six months. They control the city of Lubbock, 100 miles to the north, and their raiding parties are in the area foraging for food. ‘I know the next thirty miles ain’t gonna be easy for you folks, but there’s a big welcome waitin’ for y’all at Big Spring,’ he says, as he gets ready to take to the air once more. ‘Don’t delay now. We’re countin’ on you to make it through.’

As soon as he is airborne, the colony sets to work on the bridge with renewed vigour. The Lions are closer than anyone dared imagine and everyone is eager to get across the river before they show up. When Cutter announces that the bridge is safe, you drive the roadster across the platform and park it on the freeway ready for a fast getaway. The colony crosses over on foot, and Cutter drives the empty bus across the bridge. The platform creaks and shudders, but Cutter is able to cross safely to the far side. Together with Kate, the three of you return to help guide Uncle Jonas and the tanker across.

Just as the front wheels are about to mount the platform, Kate screams a warning: ‘The Lions are here!’

You see a cloud of dust approaching; then the roar of 100 motorcycle engines fills the air as the Detroit Lions come racing along the freeway into Colorado City. ‘You gotta hold ’em off until we’ve got this baby across,’ shouts Cutter, as he waves frantic signals to Uncle Jonas, who is having to fight to keep the tanker in a straight line. The sight of the makeshift platform sagging under the weight of the heavy vehicle makes your stomach churn.



‘Count on us!’ you shout in reply; then you turn and follow Kate as she runs back towards the town.

As you reach the end of the bridge you notice two ideal defensive positions. One is a three-storey factory that overlooks the freeway; the other is an auto wreck overturned on the approach ramp to the bridge.
Shall we hide behind the car or inside the factory?


Endurance: 14/27
Medi-Kit: 0/12
Water Canteen: 3/4
Machine Pistol: 2/6

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Last LP of this I read did the factory. I vote for the car, considering our shorter range gun.

nelson
Apr 12, 2009
College Slice
Factory

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Last LP of this I read did the factory. I vote for the car, considering our shorter range gun.

OK

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Let’s get up real close at the car.

Tiggum
Oct 24, 2007

Your life and your quest end here.



Highway Holocaust posted:

You crouch behind the wrecked car and watch as Kate disappears into the factory. Minutes later you see her face at a window on the top floor and notice the barrel of her gun resting on its ledge. Nervously you count the passing seconds, your eyes fixed on the road ahead.

The first of the Lions appears: it is a motorcycle and sidecar. A lion’s head flag flutters from an aerial fixed behind the rider’s saddle, and a heavy-calibre machine gun is mounted in front of the chair. As soon as they see the tanker they open fire, sending a stream of tracer bullets arcing towards your position. As the fiery shells rip through your cover, you fight the urge to throw yourself down on the ground, and take aim at the approaching vehicle. You know that you must make your shot count, for if just one of the tracer shells were to pierce the tanker, it would ignite the fuel and blow it sky high.



You rest the magazine of your G-12 on the side of the auto wreck and, as the enemy vehicle speeds nearer, you pull back the firing bolt and focus your aim at the driver’s head.

We roll: 9 + 3 (Shooting) = 12.

You squeeze the trigger and immediately the rider throws his hands to his face. He swoons, falls backwards, and then tumbles from the saddle. Before the sidecar rider can jump free, the speeding machine careers off the road into the wall of an office building, and explodes in a searing ball of flame. (Remember to deduct the relevant number of rounds from your Ammo Pouch.)

With grim satisfaction you stare at the burning wreckage, but your gaze is soon distracted by a column of motorcycles—the main body of the clan—as it rides into view. They are now less than a mile from the bridge. ‘C’mon you two!’ shouts Cutter. ‘It’s time to go.’ The tanker has made it across the platform and is now parked with the other vehicles on the far side of the river. Kate is running towards you from the factory, and as she reaches the bridge, you call out to her: ‘Set the bomb! I’ll cover you!’



Tensely you watch the clansmen as they gun their bikes along the freeway, and you glance repeatedly over your shoulder, praying for Kate to signal that the bomb is ready. Then the front line of bikers opens fire with their machine pistols, and suddenly the air is filled with the whine and whistle of bullets. ‘It’s ready!’ shouts Kate, and takes off across the bridge at a run.

You spring to your feet and run towards the platform, weaving back and forth in order to present the Lions with a difficult target. Kate and Cutter are screaming encouragement, inspiring you to greater effort when you reach the centre of the bridge. Bullets are flying everywhere: whistling, singing, smacking into the asphalt on either side of your feet as you sprint the last few yards. As you pass the tanker, Cutter steps in front of you and grabs your jacket to slow you down. He points to the ruins of a nearby church and tells you to follow him there.

Inside, the colony is huddled on the ground with their hands over their heads, waiting for the bridge to blow. A few seconds after you enter the church and take cover next to Kate, there is a tremendous flash, followed almost immediately by a deafening roar like a violent earthquake that shakes the walls and floor. Dust and debris fall from the rafters but miraculously no one is injured, and when finally the tremors cease and you go outside to survey the scene, all you can see is a vast cloud of dust hanging over the place where the Colorado City bridge once spanned the river.

Debris from the explosion lies scattered across the ground for hundreds of yards. Cutter is worried that the vehicles may have been wrecked, but after a thorough check the damage is found to be superficial. As soon as the colony is back on board the bus, you slip behind the wheel of your roadster and lead them away from Colorado City. You must now take a Drink or lose 3 ENDURANCE points.

You have been driving for no more than twenty minutes when you see in the distance a small cluster of weathered buildings shimmering in the heat. A sign informs you that you are now approaching the town of Westbrook.

The fatigue of your journey and the glare of the afternoon sun prevent you from noticing the shiny metal spikes that lay strewn across the highway. As you enter the town, there is a loud bang and your steering wheel shudders violently. You pull over to the side of the road and give an emergency signal to the convoy to stop immediately and not to follow you into Westbrook.

The tyre on the right-side front wheel is completely flat. Wearily you climb out of the driving seat and go to inspect the damage. As you stoop to remove the spike, a shot rings out.

Instantly you drop to the ground and take cover behind the engine compartment of your car. A glance over the hood invites another shot; it passes within inches of your scalp and makes you duck, but not before you notice the muzzle flash of the sniper’s gun. The ambusher is hiding in the doorway of a diner on the other side of the highway. Two motorcycles are parked at the side of the building, indicating that he is not alone.

You pull the transceiver out of your Backpack, flick the power switch on, and key in the frequency that Pop Ewell monitors aboard the bus. ‘Red Phoenix to DC1,’ you say, using your emergency call sign. ‘I’m pinned down by sniper fire. It’s coming from the diner across the street. Suspect two clansmen. Request assistance.’

The tiny speaker crackles into life and you hear Cutter’s voice reply: ‘Hang in there, Cal. I’ll circle ’round the back and flush ’em out.’

A minute later you see Cutter jump down from the bus and scurry across the rock-strewn ground behind the diner, cradling a shotgun, which he loads as he runs. He disappears behind the building; then a few moments later you hear a burst of gunfire and see a swarthy-faced man, dressed in western clothes, come running out of the front door with a pistol in his hand.

The fleeing man sees you and fires twice, but his aim is awry and the bullets pass high above your head. You raise your gun and order him to stop but he ignores your call. He shoots again and you return fire, killing him cleanly with a shot to the heart. (Remember to deduct the relevant number of rounds from your Ammo Pouch.)

Cutter appears and beckons you over to the diner. Inside the doorway lies the body of another man, a rifle resting across his bloodstained chest. ‘I reckon these two were from that Maverick gang that Rickenbacker warned us about,’ says Cutter, as he searches through the dead man’s pockets. ‘Seems like the Lions ain’t the only ones we gotta look out for.’

You help Cutter search the bodies and the diner. You discover the following items:
  • Pistol (with two rounds of 9mm ammunition)
  • Rifle (with two rounds of 7.62mm ammunition)
  • Water Canteen containing enough water for three Drinks
  • Serum, sulfonamides, and dressings, sufficient for three Medi-kit units.
  • Flick knife (2)
  • Club (2)
  • Binoculars
  • Rope
  • Fire Extinguisher
If you wish to keep any of the items, remember to adjust your Action Chart accordingly.

As soon as your flat tyre has been repaired and the highway swept clear of spikes, you climb back into your roadster and lead the convoy on towards Big Spring.
Once again, we can take the extra Canteen as a Backpack item if we want; if not, we'll just top up our own Canteen. We'll also take the medical supplies (unless you vote to use them right away¹) and the ammunition. We're currently on 4/5 Stealth due to the four items in our Backpack (Fire Extinguisher, Compass, CB Radio & Cigarette Lighter), so we could take two more without any additional Stealth penalty. We're carrying a Machine Pistol with no ammo², so we could replace it with either of the guns available here, or keep any combination of the three - remembering that carrying extra guns incurs a cumulative Stealth penalty. The two melee weapons here confer the same bonus as the two knives we're already carrying.

¹ If we use all three now we won't get the full value of the third as they can't negate the Endurance losses from dehydration.
² The Machine Pistol uses 9mm rounds but needs a minimum of six per use.

So what do we take? What do we drop?


Endurance: 14/27
Medi-Kit: 0/12
Water Canteen: 2/4
Machine Pistol: 0/6

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Use 2 medkits, drop Machine Pistol; take Rifle, Binoculars, Rope.

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nelson
Apr 12, 2009
College Slice
Drop Machine Pistol; take Rifle, Binoculars, Rope.

Take med-kits but save them for later.

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