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STATE ZERO | Wolves of Atlano

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The entire group enters Westgrove Apartments.

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W E S T G R O V E _ A P A R T M E N T S
Your team enters the lobby from the bottom floor. The smell of rotting wood leaves a stench resonating in the building. You progress up each level unchallenged until you reach level three. There are just two infected shambling in the hallway. One turns and spots the party and is quickly dispatched by Venita Bailey, who then follows up and gets rid of the other infected.

One of your settlers heads to the roof to see if there's a water tower. Luckily enough, there is, and it has a good amount of water inside it. Kent estimates that the water tower contains 2,500 water. The rest of the party clears out the building, going in each unit and making sure there isn't any infected. After the place is deemed defensible, Kent starts to draw up construction plans on fortifying the lobby and the top floor.

the fortification* of Westgrove Apartments would provide the Wolves with a safe haven to retreat to in the city of Anvik.
400 Wood + 100 Metal
1,000 Production

* - Additional things such as traps will be subject to future projects. This initial project just ensures that the apartments are secure for Kent Huffman's cell to operate out of.

After giving the plans to you, Kent begins to set up trade routes between Anvik and the Missile Silo. He reports that he'll have a quota of 105 rations and 210 water every seven days from scavenging. He also tells you that any time that the compound is in need of water, he'll access the reserves in the water tower and send a convoy to the compound with plenty of water. Every day, Kent will report to the compound with a report of what has transpired in Anvik after you and the ones you are taking home depart back to the compound.
 
Lothar nodded and was excited in the potential and progress of this expedition. However, one thing was clear. There was a lot of work to do to fortify the apartment. They had to gather a lot of material, particularly wood. Metal was abundant in the silo, but wood was a lacking. Thus, Lothar ordered the men to search the apartment and nearby buildings for any wood or other materials to help fortify the apartment, whether it be furniture, or if they were lucky... perhaps there was a hardware store nearby?
 
Kent Huffman suggests heading out to the suburbs and demolishing homes for resources. He warns that demolishing a house, even if it's by hand, will take a long time and it will more-than-likely attract unwanted attention. Scavenging for wood will take a long time but it's probably one of the safest first options. He also suggests sending a logging trip down south, but you'd need a semi truck and a trailer, which aren't too hard to find, but consume a lot of fuel.

After breaking down furniture, scavenging the nearby area, and tearing up some floorboards from older apartment units, the group manages to scrounge up 117 wood that can go towards the project. This is just over 10% of the required wood for this project.
 
Lothar wasn't too pleased with the progress of finding enough wood. However, this seemed to be good enough for now. There was a clear need for more labor, which the militia could provide. Thus, Lothar gave word for the rest of his men not under Kent Huffman to mount the vehicles so that they could head back to the silo. However, before leaving, Lothar asked Huffman to not focus on supplies like food and water for now. Rather, building materials, and equipment/weapons were more important, so he was to prioritize that over food and water until further orders. With that, Lothar and the four others began to head back to base.
 
Huffman acknowledged your requests and swore that the fortification of Westgrove would be the top priority of outpost. After this, your group heads back to the silo. It's quiet as people attend to their daily duties. When you arrive you're greeted by the addition of 37 metal and 10 new machetes.
 
With the machetes made, Lothar distributed them to those who did not have a decent melee weapons. These people were: Herbert Wasserman, Mabel Anderson, Lauren Williams, Michelle Simmons, Heidi Wakefield, and Rossie Walentowski. He also ordered for 4 militiamen to take the sedan and go join and support the outpost. With them, he sent 1 tool box, 3 hammers, and 1 sledgehammer as well as all the metal and wood that they had at the silo. He ordered the 10 remaining men to begin scavenging and taking apart any scrap materials or parts around the silo that was not in use. They had 2 tool boxes, 3 hammers, and 1 sledge hammer to help them accomplish the task. Lothar on the other hand went to the long range radio to see if he could catch any transmissions going on to at least find out some more information about what was going on in the outside world.
 
You arm your militiamen.
Four militiamen head off to Westgrove Apartments to support Huffman and his team.
A group of militiamen continue to scrap the silo, warning that they're running low on places that the metal isn't necessary.
You tune into the radio, flicking through frequencies looking for any signs of life. Suddenly, you tune into a radio station.

A smooth, relaxing voice airs over the radio. "Welcome to New Sentinel Grooves, providing the best jazz 24/7 in the wasteland," says the voice, before the sound of a record scratch booms over and begins to play music. Deeming that it's similar to New Sentinel Radio, you decide to switch to a different frequency, where you hear... people?!

"Zyrm fasa duz blien ka Anvik des londo kor pa zzn bles koko ma loei jento kal zeku pofaso clet junz por," a male voice says. In response, another voice, perkier than the first transmitter, says, "Colo bom. Jettu das deirn let pa."

This transmission definitely isn't in some foreign language. At least none of the ones they taught in school. Possibly code?

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Lothar quickly began to record the message. If there's one thing he knew, it was that they were discussing Anvik. This might be communications for the Republic... such information would be crucial. He himself couldn't figure out what was exactly going on or what was being said. However, perhaps there was someone among the men who were good at solving ciphers? Or maybe someone who was good with radios. Lothar called for everyone in the base through the intercom and even got in touch with the outpost to see if anyone would be able to help.
 
Tony, one of your fellow members from your time in the military, loved breaking puzzles before the war. He starts working on cracking the puzzle. But there's silence on the radio at this moment in time.
 
Lothar sighed. He called the Anvik outpost to be on high alert for any potential movements. Something big seemed to be happening. However, Lothar decided to switch jobs with Tony as Tony would work on the puzzle and keep an eye out for transmissions while Lothar joined the crew to scrap parts for materials.
 
Your settlers' morale is boosted by having you work along with them. You use pickaxes and claw hammers to peel away at the old metal on the walls, throwing it into a wheelbarrow that one of the settlers was walking around with.

Huffman reports that they'll be looking out for any movement and that the sedan with four militiamen arrived promptly, all in-tact. He also reports that salvaging has come along well. He still suggests tearing down some of the houses in the suburbs to get resources faster, though.

Tony listens to the recording as well as staying on the frequency where the message was recorded, desperately looking for more content to help crack the cipher.
 
With little metal left to scavenge, Lothar decided to stop taking the silo apart for now. At least, he didn't want a full crew working on this project. He would take off to start another project for now. He checked in with Tony and suggested that he put the computers to use since they can perform a whole lot of calculations in a short amount of time. Perhaps, brute force was the answer to solving this cipher? Regardless, Lothar pulled four men off the salvaging project in the silo. They would take the humvee and go southwest to scout out the area and see if they can reach Milton safely.
 
As you conclude your project of scrapping the silo, you've accumulated a total of 60 metal.
Tony reported that there's not enough content in the message to accurately decipher it, but from what Tony can report, the message details the following;

"There are new competitors in Anvik but we've eyes on them and we will also need supplies for we are running low."
"Good work. Proceed with the coming supplies."
Tony says that this is the best he could do with what little content provided in the message. He suspects that whoever was communicating between the two is speaking about the Westgrove Apartment outpost. It is still unknown who the voices belong to, and what factions they claim, but there's one thing for sure-- their operatives in Anvik are running low on supplies and they have outside support.

You and a handful of militiamen get prepared and load up into the humvee. You then set off towards Milton. As you head off over the train tracks and join back on the main road, wilted cornfields surround you. Barns in the distance supervise the dead crops and the occasional infected outfitted in farmer gear wanders along the sides of the road. Your contingent doesn't bother themselves with this though. Instead, they play cards as they continue towards Milton. You should arrive in a few hours.

You decide to doze off in the front passenger seat. You wake up to the tap on the shoulder from Kareem, "We're at the town, boss. But, there's complications," he says, staring out the windshield as he delivers the news to you. Your eyes are drawn to a reinforced pickup truck, with a man sat in a lawn chair, wearing a hoodie and hockey mask arming an LMG. There's four others around the car, two on each side. They have an array of weapons, mostly composed of rifles, though. There's one more standing on the roof of the car holding a flood light pointed at the humvee, also holding a loudspeaker with some sort of rifle slung over his back.

"Exit."
 
Lothar quickly tells the men "If things get hot, hit the lmg, and then we bug out. Driver, stay inside, ready to drive on my order. The rest of you, open the door and stay behind cover using the door. Get ready to shoot if things don't turn out too well, but no need to make the situation more tense. Don't point your guns at anyone unless you're going to shoot them." Lothar than got out of the passenger side with the door wide open to provide him with some cover and his rifle casually ready. He then loudly said "Howdy folks. I am Lieutenant Wolff of the Altano Army, Unit 027, Garrison Force of the City of Anvik. Or at least... what remains of Anvik. How are you boys doing tonight?"
 
Your group unloads and uses the doors and any other parts of the humvee as cover. They haven't lifted up their weapons, but they're mostly protected by the armored humvee. Although, their legs are exposed to possible fire. You exit the vehicle, hand on the barrel of your rifle, the other hand up, palm facing towards the men ahead of the humvee.

"You're a fucking govvy?" the one with the loudspeaker asks. The other men in the blockade exchange uneasy looks with each other, but maintain their weapons pointed at your position. "Bullshit. The government pulled out of Anvik ages ago. Plus, why would they send someone down here? I'm calling your bluff, buckethead." the LMG gunner says. He's not so easily intimidated by your words as the others are in his group.
 
"Yep, you're right. The government pulled out a long time ago with all the scientists and big wigs. Guess who made sure that they could get the hell out as the zombies and fucking Republic invaded the city. Guess who had to stay behind and fight to buy time for the helicopters to lift everyone out of the city. Guess who had to figure out a way to survive in that rotten hell. Guess who is still fighting to take back the city and is still fighting a long war. I was and still am an officer. Haven't had orders in a long time... hell. The government probably thinks that I don't exist no more. But, I still lead my platoon cause I've got my own duty to protect and lead my men. Now, who the hell are you?"
 
When you say that you haven't had orders in a long time, some of the men in front of your visibly relax a bit, but still have their guns aimed at you. The man with the loudspeaker speaks again, "We're here to collect your toll. I am Marshal Gibson. The road to Milton is protected by the Green Badgers. Using this road demands you pay the toll. We will use lethal force if you refuse. What do you have to offer?"

When the Marshal says "lethal force", the LMG gunner taps the barrel of his weapon. The others crouch into position, forming a semi-circle around your vehicle and group. Your militiamen adjust accordingly. You are heavily outgunned. Delmer Heacock is the most well-armed militiamen out of your group, holding an assault rifle. The others are armed with 9mm pistols.

♂ Lothar Wolff | Ex-Military | Service Rifle [20/20], Service Pistol [10/10], Combat Knife |
♂ Delmer Heacock | Recruit | Assault Rifle [30/30], Knife |
♂ Kareem Koblick | Militia | 9mm Pistol [12/12], Crowbar |
♀ Heidi Wakefield | Recruit | 9mm [12/12], Machete |
♂ Hank Delamotte | Militia | 9mm Pistol [12/12], Baseball Bat |

Total: 5
 
Lothar laughed and replied "Look, you kill us. The rest of the platoon gets curious as to why we didn't report back. Guess what? They come here in force to investigate. Let's not do anything hasty that we'll come to regret. We can get in touch with the government very easily if we really wanted to back at base and if that's what it takes to live, then we'll do it. Regardless, I'll be glad to forget that we had this... conversation and head back. Maybe next time we can have a bit of a better chat and trade some stuff if you guys are looking for booze, meds or whatever. Friends are a valuable thing to have nowadays. But, know this. In the Military Academy, we were taught to never go down without a fight so that our brothers may live on and carry on the fight." as he took the hand that held the barrel of his rifle and reached for a frag grenade.
 
"You won't do jack shit if I fill you with-" the LMG gunner starts, only to be shut down by a firm hand gesture from Marshal Gibson. "Who says we don't have more men than you? And who says that you even are really with the government, anyhow?" Gibson says, drawing attention from the right flank to the grenade in your hand. They raise their rifles and aim at your head as a precaution.

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"Does it really matter who has more men? You and I both know that a full out firefight or war will hurt both of us more than help no matter who wins. As for being with the government, even if we weren't Altani soldiers, the fact that we're putting up a fight against the Republican soldiers in Anvik. I think the government would love to have a pro - government outpost all the way in Anvik no matter who we are. So, Warden. Your call. Are you gonna let us go, or are we going to tango?" as Lothar readied to duck and lob the grenade if things went south.
 
"Well, from my point of view, your men mostly have small weapons. My men-" he gestures to the LMG, "are much better equipped than yours."

The Marshall proceeds to set down the flood light and the loudspeaker, then placing his rifle into his hands and checking the chamber. He looks up back at you and the humvee. "Just pay your taxes, son," the Marshall says.

Your men are nervous. It was true, they had superior equipment than your militiamen. Giving a brief glance to the other assailants in the area, they're all equipped with ballistic vests and at least some form of helmet. They've already picked their targets out of the men you carry with you. But so have your men. They're keeping tight angles and using the doors of the humvee to the best of their ability, shifting every so often so that the brigands have to move their aim just a bit. The air is tense.
 
Lothar sighed and said "All right, all right. Do me a favor and a least give me some breathing space, will ya? No need to point those guns unless you're actually going to shoot. Give me a minute to figure out what the hell we have." Lothar jumped into the humvee and began to make some exaggerated movements. In actuality, Lothar was trying to rig a simple trap. In the bag was a few rations and mundane stuff, but at the very bottom was a grenade that was held down by the rations. However, the pin was tied to a trip wire with the other end tied to the zipper which rested on the right side of the bag. To open the bag, the zipper would have to be lifted and pulled to the top. This would hopefully pull the pin out and trigger the grenade.

With the pack ready, he would gently underhand toss the bag towards the pick up and say "Is that good enough for your toll?" Then wait for the trap. The moment it exploded he would lift his rifle and shoot at the lmg from behind cover of his humvee door.
 
Your companions stay alert, aware of the trap, but attempting to maintain their best poker face as to not alert the brigands. You toss it very gently to the middle of the crew. Marshal Gibson tells Assailant 1 to bring it to him. The Marshal unzips the pack and looks inside, "This should-" BOOM. Your trap explodes and kills Marshal Gibson, Assailant 1, and the LMG Gunner. It injures Assailant 3 with severe burns. Although, in the process, this also destroys the truck and the LMG.

Assailants 2 and 4 stare in shock at the fireball that plumes from the pickup truck where their comrades were just standing a minute before. Using this to your advantage, your militiamen spring to attack. Kareem Koblick springs up into the air and shoots Assailant 2, his bullet puncturing the femoral artery. The attacker falls backward, clutching the wound and screaming in pain.

Hank Delamotte shoot a few rounds into the back of Assailant 4, but they don't pierce his ballistic vest. He does however, feel the pain and gets on all-fours. Delmer Heacock misses the first few rounds, but one bullet rips through the body armor and leaves a bullet wound in the aggressor's torso, who then bleeds out into a pool around him.

During these events, Assailant 3 is laying on the floor, screaming in pain. Hank performs a mercy killing and shoots the man in the head.
 
Lothar orders the men to quickly scavenge whatever they can find from the bodies of the dead and the remains of pickup. Rifles, body armor, ammo, and anything else that would seem to be of use. Then they're to bug out and start heading back. It was clear that they were a part of a more organized group. Perhaps they were based in Milton... who knew. However, highway brigandry was a crime that Lothar was not willing to allow. He walked to each of the bodies and made sure that they were dead. As he approached the body of the Marshall, Lothar muttered "I told you that it didn't have to end this way if you just let us go back." as he shook his head. Once the others were done collecting whatever they found, the group would turn back and maybe even make a quick stop at the farmland to collect some of the wilted corn plants. Worst case, they could use it to start a compost heap. Best case, they might find some seed to grow corn. Regardless, they were not going to stick around here for too long.
 

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