Adventure of gman 1

Zombie Apocalypse·gman

3 scenes
‹
Scene2
The Broadcast Names BunnySchool basement
›
The Broadcast Names Bunny
Player
Player

Gman and Player move deeper beneath dripping branches, leaving the cabin and unconscious Officer Rusk behind. Wet leaves hush their footsteps as the forest closes around them.

Somewhere beyond the trees, an old public-address speaker crackles awake. The sound is thin and distorted, but the voice carries through the rain.

Player

Player

Hello? Any survivors out there? If you hear this, get to school. Find Bunny and bring her downstairs.

The final word stretches into a burst of static. Then the speaker falls silent, leaving only rain, branches, and the faint settling creak of its hidden housing.

Player

Player

Bunny. That could be the sleeper from the cabin, or someone they were trying to reach. Either way, the school gives us a direction.

Player turns slowly between the tree trunks, searching for the speaker's position. No building shows through the darkness, and the broadcast offers no road, distance, or explanation.

Player

Player

We need to decide whether we follow the message or keep moving blind. Did you hear where it came from?

✓ Quest Accepted

Reach the school

“i say "i know there's a school that way" and i point in a direction that's aimed at the school with bunny in it”

SUCCESS (Good Reasoning, rolled +2)

The Broadcast Names Bunny
Player
Player
gman

gman

I know there's a school that way.

Gman points through the dripping branches, angling his hand toward a faint line of rooftops beyond the trees. A weathered school sign catches a brief flash of lightning.

Player

Player

You are sure?

gman

gman

The school lies beyond the trees, in the direction of the broadcast.

Player follows the gesture and spots the same dark roofline. Rain beads on his revolver as he lowers it, shifting the small pack higher on his shoulder.

Player

Player

Then we go that way. If Bunny is inside, we find her before the dead do.

The forest floor slopes gently toward the school. Through the rain, a chain-link fence and a squat entrance emerge between the trunks, confirming the route.

“on the way to the school, we find the speaker and it crackles to life one more time and says "bunny's hiding in a room" before dying out”

SUCCESS (Good Perception, rolled +0)

The Broadcast Names Bunny
Player
Player

Gman and Player follow the fence line toward the school. Behind a curtain of wet ivy, they find a weatherproof speaker box bolted to a maintenance shed, its cable running into the darkness.

Gman clears the ivy enough to expose the speaker grille. The movement shakes loose a rusted bracket, which clatters against the shed and sends a sharp report through the rain.

Player

Player

Quiet. Let it talk, then we move.

The speaker crackles awake. Static swallows the first syllables, then a thin recorded voice pushes through the rain before the failing unit cuts it into fragments.

The Speaker

The Speaker

Bunny's hiding in a room.

The speaker dies with a dry pop. A tiny red indicator fades, and the shed falls silent except for rain ticking on its metal roof.

Player

Player

A room inside the school, but no floor or wing. We search quickly, before that noise brings company.

“we get to the school where we find out the teacher who is a deer person is infected”

SUCCESS (Good Perception, rolled +2)

The Broadcast Names Bunny
Player
Player
deer woman teacher
Deer Woman Teacher

They enter through a side door into the dark school. Rainwater shines on lockers, and the recorded message guides them toward a hallway marked CLASSROOMS.

Player

Player

We check each room quietly. If Bunny is here, she may be hiding from more than the dead.

A classroom door stands ajar. Inside, an adult deer woman teacher, with a narrow muzzle and dark eyes with a slim build, tawny fur, and a blue cardigan stands motionless beside overturned desks. Her antlers cast branching shadows across the wall.

Her head turns toward the doorway with a stiff, delayed motion. Her eyes are filmed pale, and a dark wound beneath her collar has dried into the fabric.

Player

Player

That is not sickness from the rain. She is infected.

gman

gman

The teacher is infected.

The deer woman releases a low, rasping groan and takes one unsteady step toward them. Behind her desk, a child-sized hiding space rustles, followed by a frightened breath.

✓ Quest Accepted

Get Bunny to safety

Quest Complete

Reach the school

Attribute Upgrade: Perception Good→Great

“i say "infected don't eat brains believe it or not they use weapons to infect you the weapon depends on what they're animal half is" the teacher pulls out a ruler which is her weapon but before she can do anything bunny who happens to have the animal half be a bunny jumps up from behind the table with her hand made bow and shoots the teacher stunning her she wears a black eyepatch on her left eye”

SUCCESS (Good Reasoning, rolled -2)

The Broadcast Names Bunny
Bunny
Bunny
Player
Player
deer woman teacher
Deer Woman Teacher
gman

gman

Infected do not eat brains, believe it or not. They use weapons to infect you, and the weapon depends on their animal half.

The explanation carries across the classroom, raising the infected teacher's attention. Her paw tightens around a wooden ruler, and the desks scrape as she lifts it.

Before the ruler can swing, a young bunny-girl springs from behind the table. Tawny ears frame her frightened face; a black eyepatch covers her left eye, and she grips a handmade bow.

Bunny

Bunny

Get away from her!

Bunny, a slight rabbit girl in a red raincoat and muddy boots, releases an arrow. It strikes the teacher, and the infected deer woman drops rigidly against the overturned desks, stunned. The bowstring snaps with a sharp twang.

Bunny

Bunny

She uses the ruler. They all use something different.

The teacher remains motionless for now, ruler loose in her hand. Bunny keeps the bow raised toward her, breathing hard as rain taps the dark windows.

Quest Complete

Find the missing sleeper

Attribute Upgrade: Reasoning Good→Great

“bunny says "you don't look like you know where you're going here follow me" bunny leads us to the basement where Mr. p the potato is waiting then me and bunny pass out end of scene”

SUCCESS (Fair Agility, rolled +3)

The Broadcast Names Bunny
Bunny
Bunny
Bunny

Bunny

You don't look like you know where you're going. Here, follow me.

Bunny lowers her broken bow and slips through the classroom doorway. Gman follows as she leads him down a dim stairwell toward the basement.

A hidden service door stands open at the bottom, revealing shelves, stored water, and a battery lantern. The route is clear, and Bunny knows the school below.

Beside the lantern waits Mr. P, an adult male with russet skin and a green sprout at his crown,, a large potato resting upright in a small wheeled crate, marked with a handwritten face and name.

Bunny

Bunny

Mr. P, I brought him. We can stay here for a little while.

The basement air grows strangely heavy. Bunny sways beside the crate, and gman's vision blurs behind his white mask as both of them lose consciousness.

Quest Complete

Get Bunny to safety

Attribute Upgrade: Reasoning Great→Superb

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