
A wounded young woman in her mid-twenties, with an athletic build, stumbles against the shuttered entrance. Warm brown skin, dark eyes, and black hair tied in a tight bun show beneath her dusty security gear; a damaged radio hangs from her vest.

India
Please... don't open that door. They searched the buildings across the street.
Her knees give way beside the counter. A folded military route slips from her hand, marked with patrol arrows, while a bloodstained identification card and radio clatter softly across the floor.

Mara
Clarence, she’s hurt, and that route has Biohazard Zero markings. If their patrol is nearby, they could be checking this shop next.

India
India Johnson. Security at Sunlight Prison. I got separated from my team. The radio has their channel, but it’s damaged.
Mara crouches near India without touching her, watching the dark windows. Outside, the street stays unnaturally quiet, broken only by a distant engine and the faint scrape of boots.
The marked route points toward the neighboring buildings, where Biohazard Zero patrols are reportedly searching floor by floor. India lies beside the counter, leaving Clarence and Mara seconds to choose whether to hide her, question her, or move before the patrol arrives.
✓ Quest Accepted
Keep India and Mara safe from the approaching Biohazard Zero patrol
✓ Quest Accepted
Learn what India knows about Biohazard Zero
“*I let her in* were you bit or shot? *I grab the nearby medkit* really hope this isn't searched *I open the medkit*”
SUCCESS (Fair First Aid, rolled +1)

Clarence unlocks the shuttered entrance and pulls India inside. Mara moves aside as India drags herself behind the counter, keeping the door closed against the silent street.

Clarence
Were you bitten or shot?

India
Shot. Left side, through the vest. No bites. I checked myself before I came here.
Clarence grabs the nearby medkit and opens it on the counter. The seal is intact. Inside, gauze, disinfectant, closure strips, and a pressure dressing remain usable.

Clarence
The medkit has enough supplies for the wound.
India presses one hand to her vest while Mara watches the windows. With the kit open and the supplies sorted, Clarence can treat the damaged area without exposing anyone to the street.
+ New Item Acquired
Medkit
“Alright *I walk towards India and kneel down to her level starting to patch up her wound* we can't let you bleed to much it'll attract the zombies, what can you tell me about the biohazard zero group? I've been chasing them for years trying to shut them down this isn't the first time they have started a zombie apocalypse somewhere”
SUCCESS (Fair First Aid, rolled -2)

Clarence kneels beside India and cuts away the damaged edge of her vest. He cleans the entry wound, applies pressure, and secures fresh gauze over the bleeding.

Clarence
We can't let you bleed too much. What can you tell me about Biohazard Zero? I've been chasing them for years. This isn't the first time they've started a zombie apocalypse somewhere.
The pressure dressing holds, but the medkit loses most of its gauze and all of its closure strips. India remains hurt, yet the bleeding slows to a controlled seep.

India
Then you know more than I do. My team found their patrol mapping buildings near Sunlight Prison. They were checking survivors, not rescuing them.
India steadies herself against the counter while Mara keeps watch beside the shuttered entrance. The distant engine fades, leaving the shop tense and quiet again.

India
The route marks a staging point two blocks east. Their patrol carries gas equipment and sealed cases. I don't know what is inside, but they were moving toward civilians.
India folds her fingers over the marked route, keeping it flat on the counter. Her breathing steadies enough for travel, though every movement still pulls at the fresh dressing.
Quest Complete
Learn what India knows about Biohazard Zero
Skill Upgrade: First Aid Fair→Good
“We need to find a safe place to live then, anyone know the time?”
FAILURE (Mediocre Reasoning, rolled -3)

Clarence
We need to find a safe place to live. Anyone know what time it is?
Mara glances toward the covered windows while India reaches for the damaged radio. The shop offers concealment, but neither woman has a working clock in sight.

India
I can't give you an exact time. My radio clock stopped when the casing was damaged, and the patrol route has no timestamp.

Mara
The light is fading, but that only tells us evening is coming. We shouldn't plan around a guess.
India studies the route, then marks the shop with one finger before folding the paper again. The nearby buildings may offer shelter, but moving while she is wounded risks exposing all three of them.

India
This shop can hold for now. If we want a longer-term place, Sunlight Prison is safer than any building we can reach tonight.

Mara
Then we stay hidden until the street gives us better visibility. After that, we head for the prison.
The question settles without a reliable hour, but it leaves them with a workable boundary: shelter here for the night, then travel toward Sunlight Prison when visibility improves.

“That sounds good, how many people are there anyways? *I start searching the shelves for food and water, not forgetting cigarettes and alcohol*”
SUCCESS (Fair Scavenging, rolled +0)

Clarence
That sounds good. How many people are there, anyway?
Clarence searches the shelves methodically, finding sealed water bottles, canned food, a dusty carton of cigarettes, and two unopened bottles of liquor. A shelf shifts under his reach, scraping his shoulder against the wall and leaving a painful bruise, but he keeps everything secured in his pack.

India
I don't know the exact count. The last security roster listed dozens of survivors at Sunlight Prison, plus vendors and guards who came and went.

Mara
That’s more people than I expected. More eyes, more protection, but more noise too.
The recovered supplies settle the immediate search. Clarence tucks the food and water beneath the counter, while the cigarettes and liquor remain sealed for trade or later use.

India
Sunlight Prison has enough structure to organize that many people. If the leadership is still intact, they can shelter us through the next move.
Outside, fading light drains from the covered windows. Inside the shop, the three survivors have food, water, and trade goods, though Clarence's bruised shoulder now aches whenever he lifts his arm.
+ New Item Acquired
Sealed water bottles
+ New Item Acquired
Canned food
+ New Item Acquired
Carton of cigarettes
+ New Item Acquired
Two bottles of liquor
“Help me block the doors and windows we don't want anyone breaking in”
SUCCESS (Good Strength, rolled +0)
Clarence drags the heaviest shelves across the front entrance, bracing them against the frame. His bruised shoulder aches as he lifts, but the barricade settles firmly.
Mara helps shove the remaining stockroom crates against the rear door, leaving a narrow passage for movement while sealing the direct approach.

Mara
That door won't open quietly now. If they force it, we'll hear them before they get through.
Clarence checks the covered front windows and stacks canned goods beneath their frames, then wedges a metal display stand against the largest pane.

India
Leave the small side window usable. We need an exit if the front becomes compromised.
India points out the narrow side window while keeping pressure against her dressing. Clarence blocks the other panes and reinforces the side door without disturbing her wound.

Mara
All unwanted entrances are covered. We can rest here without making the shop look occupied from outside.
“*I relax* get some sleep I'll take watch tonight”
SUCCESS (Good Perception, rolled +0)
Clarence lowers himself behind the counter, keeping his bruised shoulder clear of the hard floor. The barricaded shop settles into quiet as evening darkness covers the windows.

Mara
Get some sleep. I’ll wake you if I hear anything unusual.
Mara takes the first short watch near the side window while India rests behind the counter, one hand near her dressing. Their breathing gradually steadies.
Clarence sleeps through the remaining evening, conserving strength as the shop grows colder. No engines return, and no footsteps approach the barricaded doors.
Later, Clarence wakes and takes the watch. He settles beside the narrow side window, scanning the dark street through its uncovered gap without disturbing the others.

India
The street is still quiet. If anything changes, wake me before you open an exit.
India returns to rest, and Mara settles nearby. Clarence holds the quiet watch alone, the shop secured and the route toward Sunlight Prison waiting for better visibility.