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OVERCAST: Prater's Rebellion

Lorsh

Varlot
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OVERCAST



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You are Howard Prater and you are the leader of a reformist rebel faction within the dysfunctional Central Home Sector of government clean zones.

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The chaos of the initial outbreak has since become hazy to you, as it all occurred many years ago. Martial law was declared, and evacuation points were set up. However, due to an attempted invasion of the Central Republic's northeastern border by an opportunistic Kazacia, the military's resources were split between two fronts. All the evac zones had ceased operations after a few weeks, and the remaining cops and Civil Guards were pulled back to the clean zones. The power grid shut down, and the rest of the world went dark once the military set up equipment to jam communications. The war with Kazacia ended without a winner, as both nations' militaries were ultimately overrun by the undead after being weakened by extreme supply shortages, lack of morale, and extended combat.

You reside in one of the clean zones, one of the areas where the authorities were able to establish and maintain control while the rest of the country crumbled. However, due to the authoritarianism of the National Provisional Authority, you have recruited an armed militia that is determined to bring about change to this sector.


Your base of operations is located in the forest, southeast of Drewville. Your compound is surrounded by a chainlink fence, albeit one without any barbed wire. It's enough to keep the ghouls at bay, but fresh zombies might be able to climb over it. Still, it's not like you've ever seen any around here. There are gates located on the north, east, south, and western ends of the compound. The only building with power is the planning hall and meeting room, which also serves as the high ranks' quarters. The generator doesn't consume much fuel overall.


Your compound is home to 72 survivors. Each small building, excluding the storehouse, (comfortably) provides enough space for 5 people each, and the leadership hall can house an additional 5. Around 2 people can live comfortably in each tent, making for a total of 24. Around 69 people can live comfortably in the compound, with a few of the houses and tents being overcrowded. This is a cause for disgruntlement among a few of your people, many of whom are used to living in houses or apartments with running water and electricity. Still, they have steeled themselves for life as resistance fighters.





KEN LOVELACE'S REPORTS

The nearby town of Arkwright is under the control of another reformist faction that is currently friendly to you. A rebel commander from Arkwright named Captain Sinclair established contact with your communications officer, Molly Kleiner, over your group's stationary radio setup yesterday. Captain Sinclair says he is part of a larger reformist faction known as the National Reformist Front, whom you have heard of before. Overall, they are the largest rebel faction that has been doing most of the fighting lately.


The large town of Drewville has a brigade of about 1,000 army soldiers stationed at it, commanded by an unknown general. It has an unknown number of police officers stationed at it as well.


The town of Misty Dew is under the control of a leftist rebel faction known as the People's Dawn. Their numbers are unknown, although their numbers were great enough for them to defeat the local garrison of government troops.


The town of Hoslan is under control by the government. Troop numbers are known, but probably over a hundred.


The small town of Wolsey is under control by the government. Troop numbers are unknown, but it is a regional headquarters of the Police Rangers, who are essentially the successors of pre-outbreak provincial troopers. They patrol highways and rural areas, and are somewhat more heavily armed than city departments.​
 
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  • AGENDA

    • Invest in two tents to ensure that everyone in the compound is living comfortably.
    • Scout the forest for any fruit trees or bushes with berries.
    • Scout for any animals such as deer, rabbits, birds, etc.
    • Send two scouts southwest to investigate the structures? just aside from the path (highlighted in red circle).
    • Send two scouts west to the stream to see if there's any fish or other sources of food there.
    • Send two scouts to observe the hills and see what's observable from the top of each.
 
Unfortunately, you do not know how to produce tents. Weber Johnson, an outdoorsman, says that he could try to make some wooden lean-tos out of wood and a small amount of scrap. However, your advisor Lambert tells you that your survivors would probably rather live inside a slightly cramped tent or house rather than a shoddy lean-to.

You dispatch some scouts, and they report that there is a decent amount of game in this region. There seem to be plenty of rodents and birds, but there are likely deer as well.

There seem to be a few fish swimming around in the stream, but considering your group's size, it's definitely not something substantial. There are, however, a few bushes with berries along the stream.

The hills allow one to see over the trees and view the road, making it a possible sniping position.

The two structures to the south are given another once-over. The small one is revealed to just be a shed, and the larger one is a small shack with a few makeshift graves in the back. Your militiamen check out the house, finding some booze, scrap, and useful components. There is also some furniture that could be smashed and used for wood. A first-aid kit is found inside a box that is pried open with a crowbar.


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AGENDA
  • Have Team 2 set up snares throughout the forest.
  • Start production of slingshots/slings and look for smooth, round pebbles if possible.
  • Start production of fishing traps if possible.
  • Station Bartunek and Montes on the closest hill.
  • Station Jensen and Stephens on the westernmost hill.
  • Send Team 1 to forage along the stream within the view of the sentries and collect berries.
  • Have Matthew Poll, Trent Burroughs, Barry Swen, and Jordan Daniels condition the Recruits to make sure they're in the best shape.
Prater paces around the Hall, contemplating how the resistance should move forward. After some internal deliberation, Prater calls in Lovelace and Ruger.
 
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A few of your survivors take some wood from the stockpile and begin making slingshots, while a few others gather up some small, smooth stones to use as sling-bullets.

Team 2 departs to the nearby forest to set up some traps for animals, while Team 1 heads off to scavenge some berries along side of the stream. The snipers are put into position, overseeing them.

None of your survivors have much experience when it comes to fishing or making nets, unfortunately. You make have to find some fishing poles or fashion some spears.

The denoted veterans begin to instruct the recruits in firearms safety, and engage in some physical exercises as well.

--

The lieutenants you summoned, Ken Lovelace and Trevor Ruger, enter the hall and sling their submachine guns on the coatrack. They sit down at the oak table nearby, greeting you. "How's it going, skipper?" Lovelace asks. Lovelace is a younger, spectacled man, maybe in his early twenties. He has short brown hair and a brown leather jacket. Ruger is a man in his forties, usually seen dressed in a "smart casual" outfit in grimy condition. Under his gray baseball cap, he has well-kept black hair down to his shoulders.
 
"How's it going boys?" Prater says to his colleagues. "I've got work for you boys today. Lovelace, I want you to gather information on Arkwright and this Captain Sinclair character. Keep low and cover your ass while you're out digging for information, though," Prater then directs his attention towards Ruger, "We're still printing papers, right? Could you perhaps collaborate with Miss Kleiner on trying to record and distribute cassette tapes throughout large population centers?"
 
Your lieutenants tell you that they have been doing well, and lean forward as they listen to you speak.

"Sure thing, sir," Lovelace says. "Do I head over there personally, with my walk-talkie? What do I tell them when I get there? What am I pretendin' to be?" he inquires. You'll need to give him a briefing later on, by the looks of it.

"Yeah, we still got the printer hooked up to the generator, but we'll need some more ink soon," Ruger tells you. "I'll have a talk with her, yeah. You should find some guys to head over to the cities and start riling people up once we've got enough posters and cassettes ready," he says.
 
AGENDA
  • Try to find out how to make tents so we can have all of our recruits living comfortably.
  • Inquire on how many resources it would take to expand the walls of the compound to include all the small houses.
  • Inquire on how many resources it would take to construct wooden watchtowers.
  • Inquire on where to find concrete.
  • Inquire on how many resource it would take to hollow out Hill 1.
  • Inquire on the locations of industrial plants.
  • Inquire on the locations of oil derricks/refineries/other fuel-related sources.
  • Inquire on government arsenals.
  • Inquire on government warehouses.
"A debrief has been prepared for you in the storehouse. Talk to Nalts," Prater tells Lovelace. Prater then returns his attention to Ruger, "Where can we find more ink?"


  • LOVELACE DEBRIEF
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    SUBJECT: OPERATION GEMINI
    Agent Lovelace, as directed by General Prater, you will
    head to Arkwright, a town currently under control from a
    group called the National Reformist Front. General Prater
    has instructed for you to observe the NRF from afar. Do
    not allow the inhabitants of Arkwright to see you. Count
    how many soldiers are stationed at Arkwright and observe
    the patrol routes, times, and numbers during your
    observation. During the time that you are in the field,
    do not attempt to make contact with the compound. In the
    event that your position is compromised by the NRF, you
    will tell them that General Prater has ordered you to
    create a topographic map of forest and surrounding areas.
    To help sell this ruse, you will be in charge of also
    creating a topographic map of the area and its surroundings.
    Do not mark the location of the compound on this map.
    You are to report back to the compound within three days
    of your departure for a status update. You are allowed
    to take up to two companions for this operation, but they
    are not to know the true intentions of this operation. If
    you do decide to bring two operators with you on this
    operation, their clearance allows them only to know that
    General Prater has instructed you to create a topographic
    map of the area.


    Good luck.
 
Tents would that count as "comfortable" cannot be effectively crafted by your group. You would need to scavenge or purchase new tents.

A wall expansion would have to consist of wooden palisades. Lambert says that the buildings themselves could simply be barricaded.

Your quartermaster estimates that a watchtower could be constructed with 75 wood and 15 pieces of scrap.

It may be possible to find bags of concrete mix, as well as a mixer inside of an occupied town.

Your quartermaster takes inventory and finds six shovels. It would take some time and labor to hollow out the hill, but no resources otherwise. However, more shovels would mean that the job would get done faster.

Drewville is known to possess a coal refinery and several factories. It only has civilian warehouses to your knowledge. The brigade stationed in Drewbille likely has a substantial arsenal as well. The town of Worth is known to possess a police arsenal, which likely mainly consists of pump shotguns, revolvers, and several mini-carbines. Hoslan has a few small workshops and warehouses, but also has a few wind farms along the road. Granger possesses many warehouses, factories and refineries, and is connected to a major gas pipeline running from the south. It also likely possesses several armories throughout the city due to having several brigades and a large police force stationed there.

--

"Only place I can think of that would have any ink in stock is a store in a NPA-controlled town or city that isn't contested," Ruger informs you. "I mean, we could just send a guy over with some scrip money to buy some. He'd probably have to leave his guns and insignia behind, and hope nobody follows him back after it's done."

Lovelace acknowledges his orders, and opts to take recruits Lily Hogg and Ernest Demora alongside him on the mission. He tells you that it would be a good way for them to get some field experience, and that their .22 rifles would be adequate protection against any members of the undead that he may run into, without being a drain on a particularly important ammunition source. Operation Gemini begins after you clear Lovelace's companions, and he gathers up the supplies before leaving.
 
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AGENDA
  • Inquire about where to buy tents.
  • Have Team 3 scout out the forest and count how many trees are in it.
  • Inquire about our inventory of pickaxes.
  • Have Katie O'Leary remove her paraphernalia and get debriefed for her mission.
  • Inquire about the distance between Drewville and Worth.
  • Inquire about the distance between Granger and Worth.
  • Inquire about the distance between the compound and Worth.
  • Inquire about the military/officer presence in Worth.
  • Inquire about the location of iron nearby.
  • Inquire about the location of lead nearby.
  • Inquire about the location of copper nearby.
  • Inquire about the location of zinc nearby.
  • Inquire about the location of nitratine nearby.
  • Inquire about the location of sulfur nearby.
  • Inquire about the location of lead styphnate nearby.
  • Inquire about the location of bullet assemblers.
  • Inquire about the location of munitions storehouses.
  • Inquire about more information for the town of Grady.
  • Inquire about more information for Lake Outpost.
  • Inquire about more information for Tosaco and those who inhabit it.

O'LEARY DEBRIEF
debrief.png
SUBJECT: OPERATION FREE PRESS
O'Leary, as directed by General Prater, you will
head to the town of Granger. Travel through Worth
on the highway to Granger. You will leave all
paraphernalia relating to the Resistance at the
compound. You will be given $100 to purchase
as much ink as you can. When you have successfully
purchased ink, return to worth and package it in
a small box. Because of the nature of the
Resistance's printing operation, you are not to
return to the compound to ensure that you are not
being followed by any unwanted onlookers. You will
remain in Worth for at least two weeks before you can
return to the compound. Once Agent Lovelace returns
from his mission for mapping out the forest, he will
check in with you every two days. He will bring you
food and water. After two weeks have expired, you
will have to return to the compound with the ink
on your own initiative. Lovelace will continuously
observe from afar to ensure that you are not being
followed by any government agents. If, by the time
you reach the edge of the forest and you are not
greeted by two armed comrades, this means that
Lovelace believes that your mission has been
compromised. In the event that you become compromised,
you will simply begin camping outside the edge of the
forest for as much time is needed before Agent Lovelace
believes that it safe for you to return to the compound.
When Lovelace believes that you are safe to return to
the compound, two comrades will meet you at your camping
grounds and tell you it is safe for your return to the
compound.


Do not engage with any military or law enforcement
personnel during this mission. Leave any and all
weapons or objects that may cause bodily harm at
the compound for your own safety.


Good luck.
 
Tents could possibly be bought from a store in a city or town. Though, it seems dubious as to whether or not people would even try selling them anymore, since camping is no longer particularly popular due to the fact that it carries the substantial risk of being eaten by zombies.

You have no pickaxes in stock, and do not have any information regarding the area's minerals.

A few members of Team 3 complain (lightly) about having to count trees, and inquire as to what the point of it is.

Katie is debriefed, and takes off any identifying insignia that would associate her with the reformist movement. She says her goodbyes to her sister, Catherine.

You do not know how substantial the military presence in Worth is, but each small town has at least a small garrison, possibly up to several platoons.

Nobody has much expertise on producing munitions. You'll have to recruit a gunsmith and find blueprints for a bullet mill before getting down to that.

The small town of Grady was abandoned during the initial outbreak, and was not repopulated by the NPA. Sometimes, zombies still linger around abandoned towns. More often, they are frequented by looters and treasure hunters looking for things like jewelry and old booze to sell back at the city.

The Lakeside Outpost is a military installation that was probably built to project force around the towns of Hoslan, Tosaco, and Chauvez. It probably has at least one company stationed there.

It is unknown where the government keeps ammo storage areas, but it seems likely they would be present wherever large garrisons would be.

--

Travelling from the compound to the outskirts of Denmont would take three days on foot, and half a day via car.

Travelling from the compound to the outskirts of Granger would take a day and a half on foot, and less than half a day via car.

Travelling from the compound to the lakeside forest would take two days on foot, and less than half a day via car.

Government forces from Hoslan or the Lakeside Outpost could arrive to the lakeside forest in several hours from their current positions, given that they are highly likely to have access to vehicles.

The walking distance between Drewville and Worth is a few hours, while the driving distance is less than an hour.

The walking distance between Granger and Worth is a few hours, while the driving distance is less than an hour.

The walking distance between the compound and Worth is about a day, while the driving distance is less than hour.
 
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AGENDA
  • Inquire about our recruitment attempts across the Safe Zone.
  • Inquire about how our compound can generate scrip without attracting too much attention to the compound.
  • Take inventory of all weapons.
  • Check on the progress of the Veterans training the Recruits.
  • Send Team 4 to Grady, avoiding Hoslan.
 
Recruitment has been temporarily put on hold with the establishment of your new base. You could use your radio setup and communications/propaganda officer to send out inspiring broadcasts to any civilians in the area, but you probably won't be able to recruit anyone via radio without revealing the location of your base, which probably wouldn't be a very good idea. You may need to send some agents out to talk with people, so they can only bring recruits that they trust back to the base.

If there are any independent traders or scavengers that happen by the compound, trading could commence with them. You do not have the ability to make counterfeit scrip, and probably never will. Alternatively, you could send some of your group members out to trade with nearby outposts.

Your supply officer begins to take inventory of your group's weaponry.

A few lessons have been taught so far, but the day is not over yet. Still, your veterans are recruits are being kept busy.

You dispatch Team 4 to Grady, on foot(?).
 
(Yes, on foot).

Instruct Lambert, Nalts, Ruger, and Keliner to meet with me in the leadership hall. Anyone who is idling in the leadership hall is to be instructed to leave.
 
Your deputies Ruger, Kleiner, Lambert and Nalts all assemble, joining you in the leadership hall of the compound. A few guards escort some other group members outside, before closing the doors and giving you and your lieutenants some privacy. The members of the meeting sit down at the table, some leaning back, some with their arms crossed. After exchanging greetings with their leader, they wait to see what you have to say to them.
 
"What do we do?" Prater says with a playful tone. He sits down in a chair at the table and then chortles.

"What I mean is, we're surrounded by enemies. Yes, we're safe from zombies here in the isolated woods, but we're surrounded by enemies. To the west Provos control four population centers, one of them being a city with an abundance of resources. To the northwest are Commie scum dug into Misty Dew. To the east are those who claim to represent the same idea as we do and continue to fight those fascists but who says that they want to divide the land among other factions?"

Prater takes a breath and regains his posture. "Then comes the fiscal elements of our operation. We either need to start producing scrim or start stealing, and we don't have the trained manpower to start stealing. I've sent a reconnaissance team to Arkwright with Lovelace to gather some more intelligence on our supposed friends to the east. I've also sent Team 4 to Grady. I want to see what activity goes on. Maybe we could go scavenge there. I've also sent out for more ink to continue printing papers."

Prater fiddles with his thumbs for a bit, staring at them. He inhales deeply and then lets out a long sigh. "I've thought about attacking the town of Hoslan to our due south. Lovelace estimates that there's somewhere over one-hundred Provos there, which means we're severely undermanned for such an assault. But holding the town of Hoslan would allow us to expand our infrastructure and manufacturing abilities. If the Provos treat the citizens in Hoslan as poorly as they did us, then I almost would bet that we'd be welcomed with open arms after fighting off the Provos. The issues are, one, the soldiers. We're grossly outnumbered. Two, the garrisons from the Lake Outpost and Granger would mobilize and probably arrive to stomp out our little fight within an hour, maybe two. And three, we don't have nearly enough ammunition to sustain a prolonged fight against the Provos."

Prater's face darkened and he pursed his lips. Prater let out another heavy breath, "So, to circumvent all of these issues, I came up with some ideas. My first idea was to destroy the roads from Granger to Hoslan and the road from Tosaco to Hoslan, which would give us more time to bunker up in Hoslan. My second idea was to find the water supply of the town and poison it somehow. It'd choke out the Provos but would have intense collateral damage. That'd be the last resort. So... any of ideas to remedy our problems?"
 
Sydney Nalts was a woman you vaguely knew back from before you started your little uprising. She was the manager of a stockroom at a food market, with skills in supply management and record keeping. She was one of the people that were swayed by your initial messages and papers that called for action against the provisional government. She armed herself and joined your rebels before eventually rising through the ranks until she became the official quartermaster.

Now, Sydney Nalts speaks up after you relay your concerns to your small inner circle. "We need to get our hands on more explosive weapons, I think. We might not have much ammo or men compared to them, but we'll have a lot less fighting to do if we manage to blow up a few dozen guys before we even have to start shooting at them. Something along the lines of pipe bombs and nail bombs," she suggests, drumming her fingers on the table as she thinks some more. "Or we could steal from one of their armories. They have sophisticated equipment like frag grenades, mines, grenade launchers, and rockets."


Lambert was also somebody you knew and trusted before actually forming the rebellion. In fact, you knew Lambert before the outbreak as a fellow citizen of Lynston who worked as a soccer coach at the local high school. You only got to know him well after the outbreak began however, when he assisted you and your family a few times while defending against some members of the undead. He was a friend who accompanied you to the protests and riots, and occasionally visited you in your cabin in the woods. Having immigrated to the Central Republic from a fascist country before the outbreak, he was aghast that this new nation was beginning to take a turn for the worst. Thus, he was one of the first members to join your militia, and became one of its most trusted members.

Lambert now speaks out. "We need to rely on the element of surprise, chief. They're a conventional army, we're guerrillas. Back in Lancera, the rebels of Cúige killed almost three times more Imperial Allied soldiers over the course of their insurgency than they lost guys of their own. We might still have a chance if we do this right, though we'll need to really catch them off guard, and play our cards right," he says. "To be honest, I think we have a chance of taking Hoslan. Lake Outpost probably can't spare anyone, since the NRF is too close. Granger might try to retake though, so I'm not sure."
 
Prater sits, stroking his chin thinking of what to say. "We already have a few nail bombs in our arsenal if I recall correctly, and we also have firebombs. But Hoslan only has a garrison of around one-hundred units. I doubt the CPA would entrust such a small group with sophisticated explosive devices, which leaves Drewville, Worth, and Granger. Granger's undoubtedly out of the question. It's under firm Provo control. Worth, from Lovelace's intel, has a garrison of one-hundred-thirty-five units at minimum, but has more weapons and ammunition. Although, Lovelace says that the garrison here are officers, not Provo military. It's unlikely that they'd have any sophisticated explosives aside from concussion grenades or smoke grenades. That leaves us with Drewville, which is completely out of the question. There's one-thousand Provos stationed there and it's far too close to the Commies in Misty Dew for the reserves there to not constantly patrol their arsenal."

"As for guerrilla warfare, I completely agree. As you and Nalts were talking, I thought of another plan. Hoslan is between Granger and Lake Outpost. Granger, other than Denmont, is the largest population center in the clean zone still completely under the Provos' fist. Lake Outpost is manned with military-trained units. I bet that the soldiers in Hoslan are soft at this point, feeling pretty comfortable from being in the center of two of the last remaining Provo influence hubs. So, a few nights from now, after Lovelace and Team Four return to the compound, what if we sent a group of fifteen to twenty of our guys into the city and they silently took out all the guards. Then teams One through Four, on foot, enter the town with the infiltrators and help take out the remaining Provos in the area. We'd detain any officers or someone who looked as if they were important so we could extract information before killing them. In the morning, we would use some of the guards food supplies to feed the rest of the town and announce that we're staying there. What do you think?"
 
"Well, there's bound to be quite a few sentries set up around Hoslan. It may be difficult to take all of them out at once without anyone noticing. One tiny mistake, and they'll raise the alarm," Lambert tells you. "I mean, unless there's an elite Motorized Cavalry unit stationed there, they won't be decked out with full body armor, or have very many assault weapons like they did before the outbreak. Most of the soldiers will at least be armed with a semi-auto government-model rifle. But even then, we'll still be outgunned, since most of our guys just have hunting rifles and things along those lines."

Ruger speaks up as well. "And just because they're a small unit doesn't mean they won't have grenades or rocket launchers. Maybe not very many, but there's probably at least a few there. Still, I doubt they'd try shooting our measly cars with a rocket. We don't have any heavy armor at the moment," he says.

Lambert shrugs, scratching his stubble a bit. "Anyhow, there's bound to be smaller, unmarked NPA camps around the map that we simply don't know about. If we do some scout work, we could probably locate one of them and see if we can take it out, to test our abilities. Maybe see if we can discover some new dirt roads which may lead to other locations. If we're going for Hoslan, we'd need backup."
 
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"Excellent thinking Lambert. Let's send out Team 5 on a scouting mission in the surrounding areas around the forest but make sure to stay away from Arkwright or Worth or any of those towns." Prater checks what time it is on his wristwatch.
 
You check your watch, and see that it is getting late. Soon, it will be time for most of your rebels to get their rest, while the others take night watch. It might be a bit late to send out scouts, since it would be hard for them to observe their surroundings in the dark. Moreover, attacks from zombies and unscrupulous survivors carries a greater risk during nighttime.

Your rebels manage to produce 10 simple slingshots, and per your request.
1524025420054.png

Team 2 returns from setting up snares in the forest. They will check them in the morning to see if they had any luck in catching any small animals.

Your foraging party, Team 1, returns. They did spot some small game in the form of squirrels, birds, and other small animals on their journey, but they were unable to get a good shot at any of them. Opting not to waste any bullets, they stuck to looking for vegetation to gather. They ultimately brought back 25 daily rations' worth of food in foraged plant material, which has been added to the compound's storehouse. Nalts updates the supply list.

1524024332680.png
 
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(slings? do you want me to just continue and say it's the morning or do you want to do something during the night?)

Very well. Recall Team 5 back for a good night's rest. Prater sleeps in his bunk.
 
You head off to bed, laying your head down on your pillow. You close your eyes and catch some sleep.


1524025654424.png

You wake up in the morning and receive the usual reports from Sydney Nalts regarding supply consumption. You and your group consumed 72 daily rations' worth of food yesterday, which now leaves you with 553 units of food left. For morale purposes, 18 units of alcohol were consumed, now leaving you with 126 units of alcohol left. The supply logs have been updated.
 
AGENDA
  • Send Team 1 to forage alongside the river and surrounding areas around the compound again, except equip them with slingshots and a plenty of stones so they don't have to use firearms when the find small game.
  • Send Team 1 to check the snares as well.
  • Inquire if anyone in the compound knows how to make moonshine.
  • Send Team 5 to scout out the surrounding area in a 1km radius, prioritizing Provo camps.
  • Have Team 2 do exercises with the recruits.
  • Have a recruit sprint to find Team 3 and tell them to return to the compound.
 

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