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/tg/ - Traditional Games


File: 1356330209541.jpg-(70 KB, 585x389, bunkerentrance.jpg)
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The year is 2014. Three months ago, a lethal virus swept the globe, ushering in a new dark age. Dubbed the "Roman Flu", this new plague proved to be 100% communicable and 100% lethal, transmitting from person to person via fluid contact. Oh, and it had the neat side effect of reanimating evetyone it killed into undead, cannibalistic monsters. But really, were any of us surprised by that?

In the town of Hope, Indiana, a group of survivors has banded together to weather the apocalypse. Huddled together in a relatively safe location, they're hungry, cold, and almost defenseless: easy pickings for predators both human and undead. What they need is a leader, someone capable of marshalling their scant resources, of organizing their defenses, a shining example to follow in times of adversity.

Well, everyone like that is probably dead or worse by now, so I guess you'll have to do.
>>
Hello and welcome to Safehouse Quest. This is my first quest here on /tg/, so hopefully we'll all have fun and I won't fuck it up too badly.

We've got a very simple system in this quest. Each post represents one day. Every day, options will be presented to you; these options represent possible projects for that day. In every post YOU make, you roll 1d100. The result will determine the quality of the action you've selected, as dictated by the chart below. The final result may be modified depending on numerous factors, such as supplies, weapons, and the like.

>91-100: Astounding success. Holy Hell, how did you pull this off?
>81-90: Exceptional success. A solid effort that will most certainly pay off.
>71-80: Above-Average success. Nothing great, but definitely nothing terrible either.
>46-70: Success. You got the job done. Good for you.
>21-45: Mild failure. A minor setback, but nothing you can't recover from.
>11-20: Failure. This might be a serious problem...
>01-10: Utter Failure. Dear God, how did it come to this? How?

I will accept the most numerous vote, and accept the LAST roll for that option.

Also, be on the look-out for occasional random encounters!
>>
Your safehouse has a number of statistics that dictate its present status.

Location: This is where you and your desperate band are currently holed up. Each type of safehouse carries with it certain benefits and drawbacks.
Population: Think of this as the "HP" of your safehouse. Each point of Population represents 1 survivor. If you hit 1 Population, you're by yourself. If you hit 0, it's game over.
Food: This statistic represents your foodstuffs. Each survivor consumes 1 point of food per day. Should the number of survivors outnumber the food supplies, then 1 survivor will starve to death every other day until an equilibrium is reached.
Morale: Morale measures the general mood of your survivors, and is measured on a scale of -10 to 10. Morale is kept up and increased by succeeding often and by keeping your survivors alive and kind of happy. Morale is lost when you fuck up. If Morale ever hits -10, then your survivors decide that some other chuklefuck would do a better job at keeping you alive, and throw you to the undead.
Weapons: Weapons act as a modifer to rolls involving attack and defense, based on their quality. Each type of weapon provides a different modifer.
Tactics: Tactics aren't so much a statistic as a list of useful knowledge your survivors have. Scavenging techniques, marksmanship, camoflauge; all these things can give you an edge against the undead.
Supplies: This section provides a list of all non-food and non-weapon supplies you have, along with how much. Medical supplies, fuel, building materials, and more fall under this section.
Defenses: The defenses of your safehouse act as a modifer to rolls made to defend your safehouse from attack by both the undead and possible human opponents.
>>
SAFEHOUSE #1: THE BUNKER
This small, backyard bunker was built by your crazy uncle. He always claimed the dead would rise to devour the living, but as far as you knew he'd fried his brain with drugs during the 80s. If he hadn't died of a car accident three years ago, he'd probably be in here now, with a shotgun and shelf full of baked beans.

>ADVANTAGE: The bunker was built with defense in mind. Permanent +25 to Defenses.
>DISADVATAGE: The bunker is kind of cramped, and doesn't have a whole lot of storage space. Supplies can never increase past "Common" rank.
>POPULATION CAP: 20


SAFEHOUSE #2: THE BASE
This spacious Air Force base has seen better days. The U.S. military lost their war against the undead, and thus abandoned numerous installations. This base was one of them. There's no planes and the commissary's almost empty thanks to looters, but the armory was sealed...well, up until you arrived.

>ADVANTAGE: The armory had some leftover guns and weapons. Your survivors begin play with Scarce Assault Rifles for weapons.
>DISADVANTAGE: The base is pretty damn conspicuous, and attracts attention. Zombie and raider attacks occur more frequently.
>POPULATION CAP: 100

SAFEHOUSE #3: THE HOTEL
This luxury hotel has plenty of room, and actually had some people living in it when you and your group moved in. After some initial...misunderstandings involving a sauce pan, a dead poodle, and a distraught Belgian tourist woman, you kicked those fucking squatters out of -your- hotel, and now you and your survivors live in unparalleled opulence.

>ADVANTAGE: This hotel has a still-working generator, running water, AC and heat, and a goddamn bar. Starting morale is +2
>DISADVANTAGE: The original occupants aren't happy about you kicking them out and eating their pets. Every so often, they may try to sabotage one of your projects. It might not be directly lethal, but the consequences might be.
>POPULATION CAP: 200
>>
Sounds good, I'm in.
>>
SAFEHOUSE #4: THE FARM
Your grandparent's farm was where you spent your childhood, or at least the occasional weekend. While happy memories might not be much defense against the living dead, the soil is fertile. At least you won't have to worry about starvation, probably.

>ADVANTAGE: It's a damn farm. This safehouse produces 10 Food per turn.
>DISADVANTAGE: You don't really have much to protect you, other than a spacious farmhouse, a barn, and some barbed wire. -20 to Defenses.
>POPULATION CAP: 50

SAFEHOUSE #5: THE SEWERS
Jesus Christ! You're living in the fucking sewers? That's just sick, man. But it does have some upshots. The undead can't seem to sniff you out down here, and raiders and looters know there's nothing worth taking in the sewer. Of course, just because you've found a dry chamber to live in doesn't mean you're not literally waist-deep shit.

>ADVANTAGE: The smell and general...unappealing nature of the sewer means that you'll almost never be attacked by the undead or by living humans.
>DISADVANTAGE: YOU ARE LIVING IN A FUCKING SEWER. THIS CANNOT BE HEALTHY. Every so often, a few survivors will die from illness. Because you're living in a fucking sewer.
>POPULATION CAP: 30

---------------

And this quest is now open. Vote for your safehouse, /tg/.
>>
>>22196316
I choose The Base.
>>
>>22196334
Well, that's one for The Base.
>>
I'm in. I'll take The Sewers.
>>
File: 1356330740715.jpg-(23 KB, 420x230, vegastunnels.jpg)
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Rolled 34

5. SEWER
>>
>>22196391
>>22196420
Two for Thew Sewers, one for The Base.
>>
Rolled 70

Farm
>>
Base
>>
>>22196328
FFAAARRRMM
farm fags unite!!

Is it possible to abandon safehouse and look for a new one?

Is it possible to have backup safehouses?
>>
I vote farm as well
>>
Is it possible to, with admittedly a great deal of effort, quarantine an area of the sewer for habitation, perhaps with construction materials and so on, and obviate or reduce the disadvantage?

If so, I vote for sewers.

Otherwise, I'll be in your base.
>>
>>22196481
I will permit you to move safehouses ONCE during the quest, though it counts as a project. You may only operate one safehouse at a time.

>>22196500
It may be possible. Difficult, but possible.

Good questions, though. I had yet to think of that.
>>
Sewerfag, here.
>>
by my count, that is 3 sewer, 3 farm, 3 base.

lol.
>>
>>22196500


If we can do that, then we can construct a defensive barrier around the farm, at least arount the most important buildings.

CAPTCHA: Fortress ialirtk
>>
>>22196532
Looks that way. I'll let the voting run for maybe another 15 or so minutes.
>>
Sewer, we can handle a few deaths for the gains it will bring us.
>>
Rolled 88

Go for the sewer. When everybody's dead, we mole people shall repopulate the earth!
>>
>>22196532
Is there some sort of world event timeline or world stats?

For example, scavenging for food becomes harder with time, and the zombie population changes with weather or if you go on killing sprees.
>>
>>22196518
So we can, with some effort and some rolls, change the disadvantages of certain safe houses over time? This is a pretty important concept.
>>
I vote Farm, as well.
>>
Stop same-faging. I'm looking at you farm-boys and sewer-fags.
>>
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>>22196583
>everyone but me is a samefag!

I love 4chan solipsists. Almost certainly engaging in "well if everyone else is doing it I better as well!" amoral rationalization.

I voted for sewer here >>22196420 then took a name and did not revote.
>>
>>22196560
Yes.

>>22196565
Also yes. It's not going to be easy, though.
>>
>>22196612
Will we also be able to expand our areas of influence? Thinking about it again, I realize that we're pretty screwed if we go sewers and have no renewable food source.
>>
Will having access to the farm get us simple firearms like a deer rifle, a .22 and/or a hunting shotgun?
>>
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>>22196632

There is plenty of things that will grow in a sewer.
>>
assuming you havn;t chosen yet Imma go with base.
>>
>>22196632
We can always scavenge for food and set up potatoe and other root veg type gardens down in the sewers. They would have to be raised above the shit filled water but it could work.
>>
>>22196632
We could always eat rats....
I assume we're using the Max Brooks version of the virus?
animals are theoretically safe from infection.
>>
>>22196632
To be honest, I wasn't planning on it. I'd like to keep this as simple as possible, and I already have far too many factors. Plus, the name of the game is more "group survival" than "Post-apocalyptic Civ Quest" (note to self: safe that for later).

>>22196641
It will. Your survivors start with Improvised Melee and Scarce Handguns for weapons.

>>22196658
that's correct. Well, sort of Brooksian, anyhow.
>>
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>>22196648
I have yet to choose. I will probably do so in roughly 10 minutes.

Though it seems as though the sewerfags are leading.

>mfw I realize what I have done by allowing mole people.
>>
>>22196644
I had forgotten about that. We'll really need some proper sanitation, though, if we're going to keep everything contained in the sewer.

I was thinking of expanding out above ground by building some kind of additional structures. Expanding out of the sewer technically means these structures also need no ground-level entrances.

>>22196676
...but apparently that will not be relevant.

How long are you intending to run this for, anyway?
>>
>>22196656
Vegetables will be tough, as there is little sunlight.
Mushrooms and the like need nutrients to grow, (like dead bodies and trash), though planting those will need a lot of luck.
>>
Sewer, because if you aren't retarded it would be fairly easy to sanitize.
>>
>>22196676
Although other options seem best for short-term survival, the farm seems the most renewable. We can trade surplus and set up defenses latter. Early game is going to be tough, though. This isn't a vote, as I've already voted.
>>
bloody tripcode... forget one letter...

>>22196676

Brooks was WWZ right? I felt that book was over rated but whatever.

We'll be able to aquire chemistry sets, books, and the things required to make explosives and a reloading bench right?
>>
>>22196694
>How long are you intending to run this for, anyway?

Until you all died horribly or I decide to bring this to an end.

Who am I kidding, you're all going to die screaming.
>>
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>>22196694

As one of the sewerfags I would totally vote against expanding above ground. It seems like it would neuter the benefits of the sewer.

If you're worried about poo-water a much better idea is constructing a dam or levee to redirect it into alternate channels. Maybe a strategic cave-in.
>>
>>22196715
WWZ was over milking it.
read the zombie survival handbook.

>>22196694
>I was thinking of expanding out above ground by building some kind of additional structures.

This would probably take away some of that safety bonus.
>>
>>22196730
The point of being in the sewer is that the stench and filth will keep others away but kill off our own population.

If we sanitize the sewer enough that its no longer a problem that will lead to us losing the very thing that keeps the undead and bandits away.

if you want to go underground go with the bunker and we can start expanding it once we have some people top heft shovels and pick axes.
>>
>>22196699
lettuces, cabbages, spinach, swiss chard and endive, broccoli, potatoes, beets, turnips and carrots, cauliflower, peas, brussels sprouts will all grow with little sunlight (although obviously they wont be
as good). So we can definetly make due.

CAPTCHA: itzenvi soil
>>
Zombies could fall into open manholes or drains and never climb out.
GM declares the sewers safe from zombies, but I seriously doubt that.
>>
LADIES AND GENTLEMEN, CEASE VOTING.

I WILL HAVE AN UPDATE MOMENTARILY
>>
>>22196762
Perhaps merely a central habitation area that is sanitized, while all the buffer area surrounding it remains as sewer?
>>
>>22196794
This.
>>
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>>22196762

I don't want to sanitize the sewer. I'm fine with living with the danger of it. But I would compromise and accept the risk of a dry creche in the center of a morass of toxic tunnels.
>>
>>22196762

Sanitizing the sections we're living in. Everything else stays covered in shit. It's not like raiders would notice until they were already in our territory, and if we don't have guards to stop that kind of thing...
>>
>>22196747
Meh, his virus felt kinda dumb to me. The zombies popping out of ice in alaska very year, the zombies somehow running around 10 years later after supposedly being dead...

yeah, yeah I know. "Zombies+Logic=Autism" but I always felt that going full apocalypse with it was done best by romero and that its better to play with zombies. Turn 'em into bioweapons and put 'em alongside genetically engineered killing machines and stuff.
>>
>>22196792

Safer*
>>
>>22196810
You do realize that without penicillen, rubbiong alcohol or similar substances the sewers basically become lethal to anyone with so much as a scratch in their skin? Infection is no laughing matter and you can die light scratch if a particularly nasty breed a germ gets in there.
>>
>>22196832
I agree WWZ is dumb, and his books are lacking in plot and drama, but the beauty of his series is that it takes the absurd notion of zombies in a very real and practical light.

Other series have more nightmare fuel or symbolic meanings, but his series is just that much believable.
>>
>>22196861

I'm actually going to let the GM run the game and not you, asshole. Its super clear that you have many opinions and that is awesome. You vote your way and I'll vote mine.
>>
>>22196861

Steal all the hand Sanitizer.
>>
File: 1356332883703.jpg-(31 KB, 540x361, safehousesewer.jpg)
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Location: The Sewers
Population: 10/30
Food: 30
Morale: 0
Weapons: Improvised Melee, Scarce Handguns (+0)
Tactics: None
Supplies: None
Defenses: 0
______________________
Jesus Christ, who the Hell is crazy enough to live in the sewers? Evidently, you are. what's worse is that the nine other people following you are going along with it.

It's not a bad idea, really. Hiding in the sewers. Sure it reeks, but that way the zeds can't sniff you out. You still have to be careful, but it's easier to avoid them in the dark, reeking tunnels. You know. Provided you see them before they notice you.

There used to be 11 of you.

It takes a day or so, but you find a nice, dry chamber. You block off the door with some easily-moved debris, build a small campfire, and lay down your sleeping bags. And pray the smell will wash off of your skin...
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics.
E. Other (Please Specify).
>>
>>22196891


>Infinite energy zombies

I don't know why every survivor doesn't just trap a zombie, and use it to generate electricity via belts/hamster wheels or something.
>>
>>22196901
Develop tactics. Lets start working on our tunnel based guerilla tactis for ambushing and killing zeds and raiders alike.
>>
>>22196901
A.
Food and medicine, maybe some comfort items
>>
Rolled 27

I would like to thank my fellow neckbeards for making this more about -entertainment- than actual survival.

Rolling for development of tactics: Fecal Barrage.

The survivors throw anything they can find floating in the water at whatever target they choose; this can consist of the things -traditionally- found in sewers, rocks, sticks, and even the odd body part.
>>
Rolled 64

>>22196901

I say we look for better weapons
>>
>>22196901

Other:

Shoot the idiot who started a campfire in the methane filled sewers.

(Start cleaning stuff up. See if we can divert the flow of shit sway from our settlement)
>>
Rolled 63

>>22196901
E. map surroundings
look for exits to above, dry areas, pitfalls, service tunnels, grating (light sources)
>>
Rolled 26

>>22196931

I agree with this diceless anon.

A.) Scavenge (Morale items, especially cigarettes and liquor)

We've got a little bit of food but very little morale buffer.
>>
>>22196931

Come to think of it, that's actually a better idea.
>>
Rolled 86

>>22196926
Forgot to roll
>>
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>>22196762
Sooooo the sewer is gross because of poop and everything that gets flushed down the toilet right......but the waters off and an there is next to no one shitting in toilets. Therefore we don't have to worry about anyones shit but out own. Checkmate my good Questfag. Flooding from the rain on the other hand.....
>>
The hell kind of comfort items are we going to find down here?
>>
Rolled 34

>>22196901
split human resources.

half remain to improve defenses

and half search for supplies, food as a primary, weapons second, other supplies on an as-found basis we lead the scavenger party to show that we fear no worldly evil.
>>
>>22196892
I voted my way, I was assuming that we were having a conversation and I was raising my concerns. OP chose sewers, whatever. Me disagreeing with you isn't cause to throw slurs. When I say I hope you have fun with the quest I am expressing a genuine desire that you enjoy the game of pretend that OP is crafting for us even though I think this was a dumb choice. Hard mode engaged I guess.

>>22196891
My problem with the series is that it "looks" real but falls apart under a microscope. Assuming the body was infested by an organism that reanimated it it wouldn't be a virus, it'd probably be a fungus or a bacteria. As far as I'm concerned Brooks stuff is fiction and isn't any more realistic than the comet that Romero placed the blame on in Night of the Living dead.

but hey opinions right? You read the comic based on... was it WWZ or Zombie Survival Guide? I recall there being a cool story about romans and zombies. Nice stuff.
>>
Rolled 36

>>22196968

Dammit, forgot to roll.
>>
>>22196980
No, actually what we have to worry about is the bacteria and fungi that are ALREADY there from years of previous use.
>>
>>22196861
Moonshining is a priority as well as stealing what we need to grow penicillin. It is just a mold after all.
>>
So far, it looks as though searching for comfort goods is leading.

>>22196993
Alas, I must go with what my audience chooses. Such is the nature of running a quest such as this.
>>
I don't think we should improve defenses until we're sure of where we're staying. Look for the largest, driest area we can find. Or perhaps somewhere with other amenities, because, hey, we just might find something worth finding. Then fortify that location.

So yeah, explore and scavenge at the same time is my opinion.
>>
>>22197012
This.

Moonshining is a priority whether or not we're in the sewer. Alcohol is too useful when you're main threat is a disease.

Besides, people are better off drinking their troubles away than killing themselves.
>>
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Rolled 3

>>22197012

A.) Scavenge (Cheesemongers)
>>
Rolled 65

Send 3 guys to map out sewer entrances and exits, make particular note of possible supplies of food, medicine and substances that may allow us to negate the filth of the sewers like breathing masks and sanitation supplies.
>>
Rolled 32

>>22197034

I like Robotjock's plan
>>
>>22197008
>>22196901
True. Once we clean it out she's golden.

A. Supplies. In the order of water, food, medicine, clothing (because you need cold and wet wather gear). Then one of those guide for dummies books. If we find a DIY bookstore we are golden.
>>
Currently a tie between mapping the tunnels and entrances and exits and scavenging for luxury goods.
>>
>>22197022
Been there, done that, stopped running a quest or two due to lack of audience in my time. Just keep going, I see no evidence of irrideemable faggotry on your part so far.
>>
>>22197059
Scratch that. Mapping is leading.
>>
Rolled 12

>>22197059
why not both.

We have 10 survivors
>>
.>>22197081
4 for each task, 2 stay home and tidy up.
>>
Rolled 45

>>22197081
Agreed
>>
Rolled 4

>>22197058
a DIY store is worthless without materials, if we go with that we'll need something to transport materials with like a truck; wagon or trailer...hand carrying lumber is time-inefficient.

and I still think we need to leave between 3 and 5 individuals behind to guard and improve defenses.

>>22196901
any individuals of note aside from ourselves?
>>
Rolled 3

>>22197107

Besides, any DIY store is gong to attract raiders like flies to a shithouse.
>>
>>22197107
Im suggesting once we have the information we can plan out our actions better. Not a Hardware store. A bookstore with a DIY section. A library even. Who on earth would look there in a apocalypse.
>>
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>>22197055

Location: The Sewers
Population: 10/30
Food: 20
Morale: 0
Weapons: Improvised Melee, Scarce Handguns (+0)
Tactics: None
Supplies: None
Defenses: 0
______________________
You send a small scouting party out into the sewers to map the tunnels out. The better you know your new environment, the better you can bend it to your advantage.

And you need that advantage. Soon. The fate of the scouting party proved that much. One of the four you sent out dropped his guard for all of three seconds. That was all it took for the walker he didn't notice to bit him.

It's a small bit, to be sure. It barely broke the skin. But he's still infected. Some time within the next 72 hours, he'll be one of them. Given the lack of depth to the wound, he's likely looking at the latter end of that scale.

The scouting party, panicking after their mishap, turns back.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify).
E. Other (Please Specify).
____________________________
What do we do with the infected survivor?

A. Put him down before he turns.
B. Send him off with a small bundle of supplies.
C. Do nothing. You've got three days to decide.
>>
>>22197134
Anyone sensible enough to realize that a "Carpentry For Dummies" Book is worth 10X its weight in gold after the end.

I think we should keep 4 people at the base, and send 6 people out to map and make note of book stores, and get some water tight containers so humidty doesn't destroy any books we have and so we have a safe place to store guaze and stuff.
>>
>>22197134
Infinite fuel and information, why not?
Anyhow, the stores would most likely only have technical info instead of general information to base our decisions on.
>>
Rolled 68

>>22197163
B, A

Improve defenses by building spikes out of the bones of the bitten survivor. After we kill him, of course.
>>
Rolled 52

>>22197163
Do this.
>>22197180
>>What do we do with the infected survivor?
A, kill him in his sleep, dont waste ammo.
>>
Rolled 77

>>22197163
I say we shoot him right away. We can't risk him turning in the middle of the night and rampaging around camp
>>
Rolled 23

>>22197163

I vote to *BLAM* him. Put him out of his misery.
>>
Rolled 78

>>22197210
Kill the guy for sure.
>>
>>22197163
Save the bullet. Bash his skull in while he sleeps.

Then continue the defence we need to clear ourselves some territory and then go on the hunt for food.
>>
Rolled 92

>>22197163
Give the guy a day to put his affairs in order and then put him down. Make him write out a last will and testement and make certain its carried out.

In the meantime send 6 people out to look for food, water, medicine and other useful items using the information we obtained from our scouting.
>>
Rolled 10

>>22197163
E.Try again with the mapping

E.send him on solo mapping mission

OP, could you roll yourself? It gets very hectic is there are multiple things to resolve.
And could we have the option of splitting our people? (more people for better chances of success maybe?)
>>
>>22197237
Ok people don't fucking roll again, this is good.
>>
Rolled 16

>>22197163

As for the forst bit, I say we continue scavanging like last time. I don't think we'll have to worry about defense just yet.
>>
Rolled 61

>>22197248
major bug with self rolling.
lol.
>>
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>>22197237
No reason to be uncivilized about this. The guy knows he's going to die. We know he's going to die. We might as well snag some sleeping pills and make the guy overdose.

In the meantime lets hope we find some stuff to make life easier.

Oh, and fuck yeah, high roll.
>>
>>22197304
What are you on about? I didn't roll at all...I was point out a roll of 92 saying we should stop at that because it wont get any better.
>>
>>22197304
Location: The Sewers
Population: 9/30
Food: 28
Morale: 0
Weapons: Improvised Melee, Scarce Handguns (+0)
Tactics: None
Supplies: None
Defenses: 0
______________________
You hate to do it. You hate to do this. But you're the leader. These people are looking to you to keep them safe.

"You've got one day." you tell the bitten scout. "One day to get everything in order, say good-bye to your friends. We'll...We'll try to make it as painless as we can." you promise, your hand gripping the bottle of sleeping pills in your hoodie's pocket. He nods, his eyes brimming with tears. He knows it's the end, and that ugly truth is hard for anyone to confront.

But at least you didn't bash his skull in as soon as he came back.

The next morning, as a group of three are leaving to look for food on the surface, the bitten man downs the entire bottle and settles down on his sleeping bag.

Jason Henderson dies in his sleep.

Meanwhile, there is good news. The group heading topside found a semi-truck that was headed to a supermarket. A good chunk of the food is bad, but much of the canned stuff isn't. They carry back a few armloads.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
____________________________

Thanks to Robotjock's humane approach and bitchin' roll, you all only lose a point of population, instead of both population and Morale.
>>
Rolled 25

>>22197398
B, create barriers along the walls to the entrance to our main living area. Not to outright block entrance but to foce people to come in single file. This is so that, in case of attack from raiders or zeds we can easily concentrate fire on a single point and wipe them out.
>>
Rolled 39

>>22197398
E. Dismember Jason Henderson. Use his body parts to make bone weapons. Use teeth to make necklace.
>>
Rolled 44

>>22197398
There, see? A little bit of compassion goes a long way. If you're going to kill a man at least be polite.

We have food, lets try to better arm our guys. Look for a sporting goods store or a super market. Jerry Rigged Nailguns or paintball guns with marbles for ammo would be a step up at this point.
>>
Rolled 48

>>22197398
have a small memorial service for Jason,

"...and in the fullness of times we can have a burial but until then we'll just have to wrap him up and stash him someplace..."

read his will. get some sleep. as for day three send a group under escort back to the food truck for more(unless there wasn't much)

if there wasn't much in the truck then full dedication to scavenge supplies (weapons=prime;;;food=secondary;;;tools=tertiary)
>>
>>22197489
Hey, man. Nailguns get critical hit bonuses in New Vegas. I think they're a decent thing to look for.
>>
>>22197519
Roll is higher than mine and frankly we really should let the guy go out with some class.

Time to dig out the King James Bible and wrap poor old james up in his sleeping bag. We can burn his remains and keep them in a jar until the zombie threat dies downI guess.
>>
Rolled 41

>>22197398
D develop tactics:
sewer camouflage.
Experiment with rubbing sewage on our faces and clothes, while crouching in water or dark corners to look like a pile of trash
Zeds can't smell and have poor eyesight, so we should be able to hide.
Raiders will also not expect people to hide like that, so we can ambush them if they dare come down to our turf
>>
>>22197569
Only problem with them is you need to muck around with the safety features. Most of them are either electric or pnuematic and the either version might be difficult to refuel/recharge once the battery runs down/the air tank runs dry.

Oh, and props for having good taste in RPGs.
>>
>>22197519
>>22197577

Location: The Sewers
Population: 9/30
Food: 19
Morale: 0
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: None
Supplies: None
Defenses: 0
______________________
The day after Jason's death, you hold a small service for him. It's brief, as are many things in life these days. A short eulogy about Jason's life, or what little of it you knew. Through it all, he was zipped up in his sleeping bag.

After the service, you and a few other "pallbearers" dragged him out to a nearby dry tunnel. You cremated him as best as you could, taking the sleeping bag, and his clothes, back to camp. It seems ghoulish, to steal from a dead man just after his funeral. But supplies are supplies.

While this is going on, another trio of scavengers goes topside. They spend the next few hours poking through a Home Depot. Much of what was here is gone, but a small collection of electric nailguns is found, along with copious amounts of nails for them. A few hours' worth of work back in your sewer home, and you've got a few impromptu weapons that are quiet, deadly, and have quite a large magazine.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
>>
Rolled 48

>>22197674

I think at this point we wanna do a bit of food scavenging. Don't wanna get down too low on the stock, because then we're just one bad roll away from starvation.
>>
Rolled 97

>>22197674
Let's develop some tactics. Now we have a general layout of the sewers and comfortable with supplies for the next few days, we can focus on getting better group cohesion when we send groups out. Better tactics could have prevented Jason's death by checking corners.
>>
>>22197721
Please no one else roll.
>>
>>22197721
What Tactics were you thinking of?
>>
Rolled 10

>>22197674
look for food topside.
>>
>>22197747

I put my vote towards just generally improving the ability of our survivors to operate operationally. Basic stuff. Check corners, cover each other, be aware of where the rest of your team is, et cetera.
>>
>>22197747
I was thinking along these lines: >>22197601
>>
>>22197774
>>22197784
So one vote each towards Camo and Disclipline.

Yes, I'm taking notes as the votes come in. Helps me keep track.
>>
>>22197774
voting for this
>>
>>22197784

I cannot help but feel that forcing dudes to rub sewage on themselves is going to result in a morale drop. But fair enough.
>>
>>22197784
>>22197806
Some rolls for those votes, elegan/tg/ents?
>>
>>22197818
Wait, the 97 doesn't count?
>>
>>22197774

I vote to do the same.

However, we need some way to recharge the batteries of the electric nailguns. (I assume they use the same kind of powerpacks like a DeWalt drill or something.
>>
>>22197721
Imma back operator guy, general focus on awareness of your surroundings and teamwork with an emphasis on making sure you and your buddies stick together while keeping an eye out for Zed.

oh and instead of rubbing sewage on ourselves why don't we just loot some paint and make camo paint for our environment?
>>
>>22197848
I'm expecting a roll every vote.

But I am fucking tired. So I'll let it slide this once.

Update incoming.
>>
>>22197875
Thank you.
>>
Rolled 13

>>22197674
E. Raise morale with a general orgy.
>>
Next turn we need a generator to recharge the nailguns. Preferably diesel, we can loot some fuel from the semi we found
>>
>>22197897

Next turn we're gonna be down to one food remaining. I'd suggest working on getting some of that again before we go for the generator.
>>
Rolled 7

I vote next turn we either search for a working generator or scavenge some tools so that we could cobble together a suitable generator from the Engine of the semi.
>>
>>22197897
>>22197917
I agree with the generator thing but anon's right we're gonna need food of some kind.
>>
File: 1356337985156.jpg-(48 KB, 500x375, operators.jpg)
48 KB
>>22197721
Location: The Sewers
Population: 9/30
Food: 10
Morale: 0
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: Discipline (+10 to Attack, Defense, Scavenging, and Scouting actions)
Supplies: None
Defenses: 0
______________________
One of your group used to be a Drill Instructor, back in 'Nam. He's an old fuck now and not much good in a fight, but he can still bellow just like he could when he was one of Uncle Sam's Misguided Children.

You don't have the time or facilities to make any of your followers into proper soldiers of the apocalypse, but after a full day of being shouted at and beaten slightly with a walker, you and the others are more disciplined than before.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
>>
Rolled 32

>>22197917

Did we get ALL the canned food from the Semi? Maybe we can have as many people as can be spared go and bring back food. maybe fashion some sort of carrying devices to bring back as much as we can in one trip.
>>
Rolled 68

>>22197886
This because its hillarious and stupid.
>>
Rolled 94

>>22197936

Scavenge Food. See if you can pick up a generator if an opportunity presents itself (like, if there's a giant Walmart, or a hardware store right next to the grocery store or something. But priority one is More Food.
>>
>>22197963
I'll be generous once more and let you keep that roll.

This will be the last time.

Current vote is food 2, Orgy 1
>>
>>22197963
You get an extra ration beans tonight.

Backing this.
>>
Rolled 44

>>22197936
E.Kill that asshole who keeps shitting in other people's beds. That shit stays in the corner.
>>
Rolled 5

>>22197963
Though, this works, too.
>>
Rolled 27

>>22197976

>>22197304
>major bug with self rolling.

>>22196286
>I will accept the most numerous vote, and accept the LAST roll for that option.


We simply roll until we get something good.
Profit?
If it's only 1 roll per turn, OP roll yourself
>>
>>22198069

or he could have done what the dud running the African Warlord game does. Take all the rolls and average them.
>>
File: 1356339045730.jpg-(50 KB, 320x329, winecaselarge2.jpg)
50 KB
>>22197963
Location: The Sewers
Population: 7/30
Food: 121
Morale: 1
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: Discipline (+10 to Attack, Defense, Scavenging, and Scouting actions)
Supplies: None
Defenses: 0
______________________
Days six. You've almost survived a week down in this reeking pit. It was rough at first but today, God or fate or Lady Luck or whoever smiled down on you all.

A second team went to gather as much as they could from the semi. On the way there, they found an even better prize. A minivan, speeding down the road at a breakneck pace. The vehicle struck one of the undead milling about of Main Street, sending it into the wall of the post office. The driver, probably headed west towards one of the alleged "safe zones" the government set up, was killed on impact.

His cargo, however, was miraculously unharmed. Boxes and boxes of cans, other boxes, and tins, all full of food. Cheap stuff from the grocery, like pork & beans and Vienna sausages...and a small case of cheap wine! What made this even better? The scavenging team looted the entire damn minivan before a single geek showed up to investigate the ruckus the crash made.

Today isn't all smiles, though. Two of you are dead by dusk. That asshole shitting in everyone's sleeping bags? He turned out to have cholera, along with another of you.

Doug Edderson and Nancy Gerhardt died shitting themselves in the dark.

Still, even with a net loss of three people, spirits are slightly better than they have been in recent days. the wine probably helped with that.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
>>
Rolled 54

>>22198116

E - Okay. Now we start cleaning up our locale. See if we can't dam the sewage flow. Direct it through other tunnels or something, rather than straight through our little camp.
>>
Rolled 43

>>22198116
E. Let's improve sanitation. Maybe set up a specified shitting area away from our sleeping area, and see if we can find a source of clean water down here.
>>
Rolled 97

Choppa could you do me a big favor? Don't give OP more ammunition to use against us.

In the meantime. We need more people, start looking for survivors.
>>
Rolled 20

>>22198151
Okay, everyone stop. God damn, these rolls.
>>
Rolled 82

>>22198116
E. Improve morale by making things smell less like shit. (read: improve sanitation)
>>
Rolled 34

>>22198116

Let's search for a generator
>>
File: 1356339411302.jpg-(20 KB, 214x271, 1270701934468.jpg)
20 KB
>>22198156
Fuck me, forgot to turn off dice.
>>
Rolled 24

>>22198116
E. Research camo
supposedly this can apply to the door of our safehouse?

we can look for survivors once once we can hold our own against hostiles.
>>
>>22198151
Oh and lets perform a ceremony for the dead, take out to the cremation site after the funeral.
>>
>>22198168
Little busy trying to survive to have funerals. We'll take care of them later.
>>
>>22198210
At the very least lets wrap them up in their sleeping bags and put them in the cremation tunnel so they don't serve as a hazard or an irritant.
>>
Rolled 97

>>22198219
Right. Don't need the kind of nastiness that rotting bodies can bring.
>>
>>22198228
>>22198156
>>22198151
Okay Op you have a pair of 97s and a 20 for searching for more survivors and keeping the corpses away from Gen-Pop
>>22198138
>>22198149
>>22198158
>>22198161
>>22198167
54 and 24 for Camo research, and 82 and 43 for sanitation.

Oh, and 34 for a generator.
>>
File: 1356340367954.jpg-(25 KB, 400x300, BOILWATER.jpg)
25 KB
>>22198158
Location: The Sewers
Population: 7/30
Food: 114
Morale: 2
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: Discipline (+10 to Attack, Defense, Scavenging, and Scouting actions)
Supplies: None
Defenses: 0 (Clean-ish)
______________________
"Jesus Christ, people!" You exclaim, perhaps a little too loudly. You sigh, shaking your head. You just came from the cremation tunnel. Two more corpses burned, this time with their sleeping bags and clothes, just in case. "We live in a fucking sewer! And yet it never once occurred to you all that drinking the sludge down here was a bad idea?"

Sometimes, you wonder if you're leading a group of people, or a pack of walkers. they seem about as smart as them, sometimes.

"Okay. From this point forwards, everyone boils their water. Twice. Now, I don't want us all surviving the geeks just to die from the fucking flu."

The rest of the day is spent tidying up the shithole you call home. Water is collected and boiled, clothes and sleeping bags are washed, walls are scrubbed...a lucky few even manage to sneak some personal cleaning time in.

Hell of a way to end your first week here.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
>>
Rolled 54

>>22198277

C, we need more hands in this god forsaken shithole. Don't want anybody to end up like me eh?
>>
Rolled 86

>>22198277

Let's look for a generator
>>
Rolled 97

>>22198277
E. Cut off zombie hands, give them to Henderson's Ghost.
>>
Rolled 83

>>22198277
Okay lets get up there and find some supplies.

Emphasis on lumber, paint, bricks and other useful items that will allow us to disguise our presence in the tunnels.

Plus once we have some paint we can start working on camo tech. Maybe make some ghili suits for the city and sewers.
>>
Rolled 72

>>22198322
I like it!
>>
Rolled 66

>>22198320
What the hell? We're gonna need more power for our nailguns after all. I change my vote to this.

>>22198335
Shouldn't you be ghost punching zombies or something?
>>
>>22198358
I think he's going to be, once we get him some zombie hands.
>>
Current votes are at 2 for finding a generator, and 2 for offering up a sacrifice unto the ghostly protector of the sewers.
>>
Rolled 80

>>22198387

Bring me some five fingered tribute!
>>
Rolled 68

>>22198387
Lets go with the search party and kill a zombie while hunting up a generator.

Build a little shrine to our dead in the cremation tunnel and leave zombie offerings there.
>>
>>22198418
This is acceptable. However, first, we must appease the restless spirit of Comrade Henderson.
>>
>>22198427
Comrade henderson's ghost is justgoing to have to be happy with a co-owned shrine.
>>
File: 1356341836909.jpg-(256 KB, 1200x1200, imgres.jpg)
256 KB
>>22198418

Location: The Sewers
Population: 7/30
Food: 107
Morale: 2
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: Discipline (+10 to Attack, Defense, Scavenging, and Scouting actions)
Supplies: 1 Generator
Defenses: 0 (Clean-ish)
______________________
Another scavenging party is sent topside. Poking around the same Home Depot where the nailguns were found, another stroke of luck: a working generator. They take it back to your Fortress of Sewertude.

Later that day, you notice one of the scavengers that went up top throwing severed hands into the water of another tunnel. When questioned, he claimed he was "appeasing Henderson's restless spirit" so that "he can still help protect us". You decided to not do anything about that.

There is no way that decision could ever possibly backfire.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
________________________
Because why the Hell not?
>>
Rolled 36

>>22198458
C. Our numbers are dwindling, we could use more help.
>>
Rolled 50

>>22198458
E. Start throwing more body parts into the well to quell the restless spirit of Henderson. Pray he cleans the sewers and turns them into a well of prosperity and a cradle of mankind.
>>
Rolled 33

>>22198458
Well I'm feeling paranoid.

Lets get searching for building materials so we can disguise our tunnel entrance with bricks, wallpaper, lumber and paint.
>>
Rolled 13

>>22198458
>>22198481

yes...yes...YES!

E. More sacrifices are needed to bring me into the mortal realm once again
>>
Rolled 45

A: Scavenge for some medicine, there must be a small pharmacy thats gone overlooked in the panic
>>
>>22198481
I'm callin' it now zombie bits are gonna serve as lure to a horde of horrible monsters.

>>22198479
Backing recruitment drive.
>>
Rolled 95

>>22198458


Generator needs fuel. If it's gasoline, we can siphon fuel from the minivan, provided the tank hasn't ruptured. If it's diesel, we can siphon diewel out of the Semi's fuel tanks.
>>
Rolled 6

>>22198542
forgot mah dice...
>>
Rolled 19

>>22198546
I take it back, I'm voting for gasoline. Store it in coffee cans, flasks, thermoes... I don't care. Even if its not usable by the generator we can make molotovs with it.
>>
Rolled 65

>>22198558
Too late. You voted for recruitment, and we've got a pool full of severed bodyparts. I'm calling some Frankenstein up in this bitch.
>>
File: 1356342658451.jpg-(330 KB, 993x755, 1399418-bueno_4.jpg)
330 KB
>>22198558
>>22198515

>mfw both leading options presently have terribad rolls.
>>
Rolled 39

Hang onto those posts, people.
>>
File: 1356342810123.jpg-(Spoiler Image, 442 KB, 1280x960)
Spoiler Image, 442 KB
>>22198569
I hope you wake up to this sight OP.
>>
Rolled 60

>>22198558


Ooh. Didn't think of Molotovs..
>>
>>22198558
>>22198515

Location: The Sewers
Population: 6/30
Food: 100
Morale: 0
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: Discipline (+10 to Attack, Defense, Scavenging, and Scouting actions)
Supplies: 1 Generator
Defenses: 0 (Clean-ish)
______________________
Day Nine.

A pair of scavengers were sent up top to siphon fuel from abandoned vehicles for the generator. Unfortunately, they failed to noticed that they had been spotted by unfriendly forces. A sudden shot rang out from the treeline near the highway.

Joseph Carter died bleeding from a gunshot wound to the chest.

The other scavenger booked it back underground, leaving a half-filled gas can behind.

Meanwhile, more severed body parts have been thrown into the "sacrificial tunnel". The combination of plopping noises and rotting flesh attracts a small group of the undead. Thankfully, they're all dispatched without anyone dying or being bitten. Still, the attack was a shock, and people are a little jittery now.
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
>>
Rolled 88

>>22198626

I think we need to start looking for other survivors. We're starting to lose numbers quickly.
>>
Rolled 87

>>22198626

I grow stronger with every offering.

E. attempt to possess zombie bits
>>
Rolled 57

>>22198626
No more damned sacrifices to henderson's ghost.

In the meantime send up a larger group to start syphoning gas and be more careful this time. Emphasis on getting gas for the generator and molotovs, keep an eye out for the fucker who thinks he's Count Orlock.
>>
Rolled 36

>>22198626
We didn't give him the right kind of body parts. Start throwing a bunch of a specific kind of body part into the pool.

>>22198649
That's what got one of us a gunshot wound to the chest. Fuck that shit.
>>
Rolled 12

>>22198649
Backing this.

Seriously OP we had two 97s and a twenty for this earlier.
>>
>>22198670
Well, the upshot is that right now "recruit" is in the lead in votes.
>>
>>22198649
>I think we need to start looking for other survivors. We're starting to lose numbers quickly.

Why, it's almost as though we chose a FUCKING SEWER as our home base or something.
>>
Rolled 64

>>22198686

Don't look at me. I voted for the farm.
>>
Rolled 24

>>22198708
I'll take the blame for that. I was the first one to vote for the sewer, after all.
>>
Rolled 43

>>22198686
I voted for the base, though I probably should've just voted for the farm in retrospect.

I doesn't help that we have what appear to be followers of Armok in this thread.
>>
Rolled 34

>>22198626
A.
Let's try to find some medicine and shit, we are losing more people to desease than anything else

We should also consider building/scavenging a distillery in the long run.
>>
Rolled 68

>>22198747
There seems to be a rampant case of lead poisoning here, too.
>>
Rolled 59

>>22198728

What, you afraid that i'll go all "evil undead horror" on you guys?

You can trust me...
>>
Rolled 10

>>22198764
I see nothing going wrong with this at all. Please continue throwing body parts into the sacrificial pit.
>>
>>22198774
>>22198764
when the end finally comes I'm burning both of you to death before the zombies kill us.

No henderson I don't care that you're a ghost my hate will burn you just the same.
>>
>>22198789
That's what the last group of survivors said, too. :<
>>
Rolled 84

As I can't tell who the latest actual vote was because of all the rolling, I'm rolling this time.

Of course, this being my first quest, I was bound to screw something up. Let me know if you guys would rather just have me roll everything and let you guys focus on voting.
>>
>>22198821
Just Take the Highest roll if its backed by votes you doofus.
>>
>>22198821
Location: The Sewers
Population: 9/30
Food: 91
Morale: 0
Weapons: Improvised Melee, Scarce Handguns, Scarce Modifed Nailguns (+5)
Tactics: Discipline (+10 to Attack, Defense, Scavenging, and Scouting actions)
Supplies: 1 Generator
Defenses: 0 (Clean-ish)
______________________
The next day, a pair of you go topside to retrieve Carter's corpse, only to find it's been stripped of everything and partially-eaten. There is, however, good news. A trio of survivors were found wandering into the city. Like the speeding idiot in the van, they were headed west.

Thankfully, they were convinced to stick around. Even better, of the three, one is a veterinarian and the other is a carpenter.

Maybe things are looking up?
______________________
A. Scavenge Supplies (Please Specify).
B. Improve Defenses.
C. Look for Other Survivors.
D. Develop Tactics (Please Specify)
E. Other (Please Specify).
>>
Rolled 86

>>22198852
Not for long. The carpenter is a callback to a bygone heathen god, one who is not the Savior, our Hend'ersson. We must kill him and throw his body into the sacrificial pit, offering it to our new god.
>>
Rolled 85

>>22198881
+1
>>
Rolled 17

>>22198852
Gasoline and Gasoline related products in anything that can reliably hold liquid without leaking. Go and geddit.

oh and put carters corpse in the cremation tunnel and burn it.
>>
>>22198881
My god yes. +1
>>
File: 1356345144554.jpg-(146 KB, 728x690, screams internally.jpg)
146 KB
>mfw I realize this massive derailment is the fault of one and only one
>henderson
>henderson scale of plot derailment

My God, what have I done?
>>
>>22198923
I hope you learned something from this.
>>
Rolled 9

>>22198881
Fuck henderson
A.) get wood nails and building supplies use that carpenter not fucking kill him
>>
>>22198998
Yes. I think I'm going to call this here. To go any farther would be an offense against /tg/ and all of mankind.

Thank you for participating in the first "Safehouse Quest". There may be more in the future. Better ones.

Ones without fucking ghosts that have sacrifices.
>>
Rolled 24

Nice job guys, no really, great work. God damn retards. Ghosts and shit...
>>
>>22198881
>>22198884
>>22198911
this is why we cant have nice things
>>
File: 1356346314627.png-(43 KB, 344x517, 1268337745698.png)
43 KB
God damn it /tg/, every time.
Every single time.
>>
>>22199038
better luck next time OP.
>>
Rolled 57

>>22198852
scavenge supplies (weapons+ammunition)

be aware of raiders; we aren't well armed enough to deal with them.
>>
Rolled 24

And so, after many sacrifices Henderson was pleased. He had inspired a cult, derailed a thread, and caused OP to flee into the wild zombie infested yonder.

Things were looking up for ole' Henderson, and he couldn't wait for Safehouse Quest 2.0
>>
>>22203897
while scavenging one of the survivors finds a vacuum cleaner and being the dumb-asses they are think they can use it to clean there home in the sewers. wile using the extension to suck up cob webs coincidentally while Henderson's ghost is watching in glee at his potential cult. what happens next in the most unlikely of events she feels a chill down her spine causing her to turn hose in hand and suck up Henderson's ghost screaming and all tramping him inside. she thinks the screaming is caused by the vacuum is a malfunction and thinking of it as a piece of junk discards it on the surface. with the malicious spirit removed the survivors snapped out of his spell and realized that the hole worshiping henderson thing was a bad idea.
>>
>>22199038
But I liked the thread OP... ;_;



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