Monday, November 28, 2011

The quick and the dead

2nd Month, Day 11 - evening
Cast: Mr. Whiteface (Rep 4 Star), Lynn (Rep 4 Grunt), Dotty (Rep 2 Star)
Objective: gather food 
Area: Whiteville city limits, suburban
Special:
1. This mission uses my Lazarus House Rules.
2. Gather enough food to end month 2 (see chickunnnh).
3. Limited LOS, dawn 

Lynn's soft voice broke the silence that had lasted for more than one hour now.
"Sounds like a great idea...".
"Hmm, what?" Whiteface replied while continuing to check his M16.
"We almost got killed here and now we're comin' back. Do you think this is clever?"
Whiteface looked up from his rifle. 
Using the most convincing voice he could manage he said "Well...they won't expect us to be this dumb, eh?"
"Famous last words...anyway, I'm tired and hungry. Let's go, can't prob'ly get any worse than last time, right?"


Setup: I am using the same 4’ x 4’ setup I had used for my last game. This is what a dedicated man cave is for. Again Team Whiteface is placed in section 7 behind a small shack. Three PEFs are present:
#1 REP 6 in section 2 on the main road behind vehicles.#2 REP 5 in section 2 on the main road behind vehicles.
#3 REP 5 in section 6 behind a tree next to the side road.
This time PEF movement will be done with a scatter die. Works perfectly and is pretty simple.
Oh, something else is different: I've rolled a six on my Lazarus house rule. So, from now on it's possible to meet ragers. 

Comment: I didn't take any pictures during this game. The camera was out of power, out of memory space and most of my lights were in another room for a renovation. So, these two pictures are just for those who missed my last batrep.


Turn 1:
(1 / 5) everone activates, PEFs first

PEFs #1 & #2 move along the main road into section 5. PEF #3 moves into section 9, next to the super market, but still out of sight.

Team W activates and moves between the shacks. PEF #1 & #2 are now just in sight.
The first PEF is resolved as an involuntary encounter. They are three medical assistants and five patients. Ooh, can you imagine how much I want them to join Team W? Well, at least the medical assistants...
We have to get closer, before we will be able to interact, so it's time to resolve PEF #2. I am lucky, it's a false alarm.


Turn 2:
(6 / 3 / 3) Both groups are watching each other.

"What do you think?"

"Can't see any hockey masks or chain saws...oh, and they are not shooting at us. Probably a good sign!"


Turn 3:
(4 / 5 / 5) Only Team W activates.

Team Whiteface walks onto the lawn between the shacks. They end there movement next to a red quad.


Turn 4:
(5 / 4 / 6) Only PEF #3 activates.

The last PEF moves away from the super market and enters the line of cars on the main road and into LOS. I am lucky again, another false alarm. Hah, finally no more bad rolls, I am on a winning streak!


Turn 5:
(6 / 1) Only the medics activate, but the total of "7" generates one rager *eerie music* on the main road next to the white Ford.

The medics and patients move closer, but not close enough for interaction yet.
 

Turn 6:
(3 / 3 / 4) Team Whiteface is still checking the other group. And no, I only count the first two dices for "7" or "double-6".

"Lynn, what are you staring at?" 

"They look like the Arkham Asylum works outing if you ask me."


Turn 7:
(6 / 6 / 1) Only the medics activate and there is a double six. I have a spinning fan and a big heap of something stinky ready for some action...so I guess it's time for a random event.

A barking dogs enters the area. He is followed by two zombies who are now between the trees next to the church. They are noticed by the patients and two of them start to scream in terror. Not good.

The medics & loonies activate and are finally in range for a little small talk. Nothing more. We decide to peacefully co-exist.

12 "shots" generate 5 zombies. All humans are now in a u-shaped zombie ambush, with Team W being in the deep end and not so far away from the rager. Good thing it's just one of those beasts.


Turn 8:
(5 / 2 / 2) No one activates but another "7" generates two more ragers. Yeah, right! They are placed on the side road.

"Shh, I think I've heard something..."

"I bet it's just a cat. Nasty little buggers!"


Turn 9:
(4 / 4 / 6) Everyone stops breathing and listens intently.

"GRROOOAAAARRR!!!"

"*BLEEP!*'in *BLEEP!*! Time to leave, I say."


Turn 10:
(4 / 5 / 3) All humans activate without hesitation.

Both groups leave into section 5 and are now in the centre of the main road. The only route of escape is twoards the humvees. There are zombies on every other side and ragers on two sides. This could get ugly, but Team Whiteface just has to outrun the other humans.


Turn 11:
(2 / 2 / 3) So much for plans. The medic group activates and outruns Team Whiteface and stops in front of the church, section 2. Everone else doesn't move.


Turn 12:
(2 / 5 / 4) The good thing is: only Team W activates. Yep, the medical asssistants are REP 3. The bad news: I rolled another seven. Two ragers appear in the trees next to the church...leaving me with zeds & ragers now on three sides.

Team Whiteface enters section 2 close to the yellow H2. On a side note, Team W is walking, not running. I am not leaving my sports bag with luxury goods behind!


Turn 13 & 14:
(5 / 3 / 3) and (2 / 2 / 4) A shop sign is swinging in the wind and a lone tumbleweed is rolling across the road. The undead watch the living, the living watch the undead, the living look at each other...

"Ruuunnn!!!"


Turn 15:
(3 / 3 / 1) Only the meds activate. They run into the free space between the humvees with the assistants covering the rear of the group.


Turn 16:
(5 / 3 / 6) This is it. Only the zeds and ragers activate.

All of them move closer and one rager charges Little Dotty. Two medical assistants roll for In Sight, but decide not to shoot. Those *BLEEPS!* could have fired at Dotty's assailant.
Lynn and White - being Survivors - decide to hold their fire and everone is in for a Being Charged roll.
Dotty will fire & melee, but misses twice. Lynn and White fire a total of six shots and hit the rager four times. They score three knock downs and one OD.

8 shots generate one more zed. The Team is still alive, but there are four ragers and one zed in charging distance and 6 more zeds not too far away.


Turn 17:
(3 / 2 / 2) Team W is lucky. They activate and move towards the church, away from the ragers.


Turn 18:
(1 / 5 / 6) Team W acitivate and might come out of this alive. They walk through the small gap between the humvee and the hedge of the church yard. Now they are not the closest target for the ragers and zeds.


Turn 19:
(2 / 1 / 4) First Team Whiteface activates, followed by the zombies.

Team Whiteface leaves the board. When they look back they see a medic getting charged by the first ragers. Someone is screaming very loud...


  
Final comment: Sorry for not much action, but I had to run away. If you had seen the board, you would have known why. There was no way Team Whiteface with two REP 4 and one REP 2 could survive that battle. The other group had only three armed grunts and all of them were REP 3.
The most important point for me were the mentally incompetent patients. I used a very soft interpretation of their screaming rule, but it was nevertheless obvious that the whole area would be very crowded if the first zeds get any closer.
This is why I wanted to leave Whiteville. My intention was to be off to the countryside before there were any ragers, but this was made impossible by my own food house rule. The good part of my house rule is that I don't have to roll for REP reduction. Nobody died or freaked out, but I didnt gather any food. This mission is neither a win nor a loss. The bad part is that I have to do at least one more mission in the suburbs again.
Even without much action and without new pictures I decided to post this batrep, just to let everone know that ragers have arrived in Whiteville.

Take care
Whiteface

Monday, September 12, 2011

I was just asking myself...

...if I should keep PEFs for ATZ?

As you may probably know, I am a big fan of the Chain Reaction 3 system by Two Hour Wargames. I like PEFs for most of their settings and I imported them into my ATZ campaign even before ATZ: Better Dead than Zed, BUT I am asking myself if they don't change the tone of my games too much.

My first games (Day One) - without PEFs - had deserted suburbs, some zeds shuffling around and people hiding in buildings. This fits my vision of a zombie apocalypse perfectly. A mission starts with a few number of zeds on the table and the possibility of more zeds in buildings or as a result of gunfire.

My games including PEFs looked more like a game about gang warfare...with zombies. I am not sure if I really want this. My z-apocalyptic world - after the chaos of the first days - is supposed to be lonesome, desolate, bleak etc.

So, what do you think about Possible Enemy Contacts in ATZ? Am I just talking crazy?


Thank you
Whiteface

Thursday, September 8, 2011

A walk in the park...

2nd Month, Day 11
Cast: Mr. Whiteface (Rep 4 Star), Lynn (Rep 4 Grunt), Dotty (Rep ? Special)
Objective: Discover & leaving Whiteville (on foot = one full month) towards rural area.
Area: Whiteville city limits, suburban
Special:
1. This mission uses my Lazarus House Rules
2. Gather enough food to end month 2 (see Chickunnnh!).

"Six days" said Whiteface "I can't believe it took us six *BLEEP!*in' days just to leave town."
"Yeah, but we made it, right? You'll see, everything will be so much easier in the countryside." Lynn replied, smiling weakly.
"Sure, but we ain't ready yet. We need to get as much food as we can before leaving. There won't be many buildings out there."
Lynn took a deep breath while counting to three.
"White...we are talking about rural Georgia and not the *BLEEP!*in' Kalahari..."
He stared at Lynn with a blank face.
"Kala-what?"

Setup: It’s a standard 4’ x 4’ setup. Team Whiteface is placed in section 7 behind a small shack. Three PEFs are present: REP 4 in section 1 next to the church, REP 4 in section 2 behind the army vehicles and REP 2 in section 6 next to a tree.
As far as I know there will be no Lazarus effects.

Turn 1:
(3 / 3) Everybody takes some time to scan the area.

"OK, you're probably right about gettin' some food..."

"Don't worry Lynn, this will be easy. Just a walk in the park or something..."


Turn 2:
(2 / 3) All are active, but two PEFs move first.

PEF #1 moves from the church to section 2 (behind military Humvee).
PEF #2 moves from the Humvees to section 5 (behind yellow H2).

Team Whiteface moves to the front of the wooden shack, but stops at the door.

Turn 3:
(2 / 2) Lynn hasn't been the same person after the incident last week. She tends to be more hesitant.

"Let's be careful, OK?"

"Yeah, sure..."


Turn 4:
(6 / 1) Only the PEFs activate this round.

PEF #1 doesn't move. A double "6".
PEF #2 doesn't move. A double "6" again. Yeah, really! I guess my dice are up to something.
PEF #3 moves to section 6 (behind white van).

Turn 5:
(6 / 2) Only the PEFs activate.

PEF #1 moves to section 5 (behind the white Porsche) and has to be resolved.
PEF #2 moves to section 5 (around the yellow H2) and has to be resolved.
PEF #3 moves to section 8 (next to black car / blue pickup) and has to be resolved.

PEF #1 is an involuntary encounter with a hostile gang. Their fancy convertible has broken down on the road behind them.
Ganger #1: REP 5, BAP (out of range)
Ganger #2: REP 4, SMG
Ganger #3: REP 4, MP (out of range)
Ganger #4: REP 3, SMG
Team Whiteface wins the encounter awareness test and will do an In Sight test with 2d6.
Whiteface and Lynn fire full bursts at the gang. As a result Lynn misses and is out of ammo, while Whiteface kills the boss #1 with two "1" OD.
It's time to test the remaining gangers. Ganger #2 will hold his position, but G#3 and G#4 dive for cover behind the Porsche.
PEF #2 turns out to be a false alarm.

PEF #3 is another involuntary encounter. Maybe someone to help me? Yeah, right...
The new arrivals are three members of the cannibal cult of chtulhu. They are hungry and hostile.
Cultist #1: REP 5 Leader, Assault Rifle
Cultist #2: REP 4 Sister, Shotgun
Cultist #3: REP 3 Follower, Crowbar
Team Whiteface wins the encounter awareness test and is allowed to do the In Sight test with 2d6.
Mr. Whiteface will fire a full burst at the cult leader, but Lynn can't do anything as she's out of ammo. Cultist #1 is going down, OOF.
The other cultists didn't expect this much resistance. Both duck back behind the cars - C#2 just because she's out of range by 1 inch.
9 shots fired generate 4 zombies.


Turn 6:
(1 / 5 / 6) Only Team Whiteface activates. Good thing I downed their leaders.

The whole Team enters the closest shack. They find a REP 3 civilian with a Bolt-Action Rifle. I score a +2 positive reaction...and roll a "1". OK, at least this guy won't cause me any trouble.
Lynn uses this turn to reload her assault rifle, while Mr. Whiteface fires through the open door at Ganger #2.
The ganger - being behind cover - is missed three times. He reacts by snap firing back at Whiteface - who is in cover too - and scores two *BLEEP!*in' hits.
Thanks to being a Star Whiteface is only Out of the Fight. Wrong day, wrong dice. Lynn decides to hold her position.
6 shots fired generate 3 more zombies.


Turn 7:
(1 / 6 / 2) Gangers & cultists acting first, followed by Team Whiteface.

Ganger #2 opens fire at Lynn who's in cover behind the window opening. He can't repeat his lucky roll and scores no hits. His target scores two successes in her Received Fire test and shoots a hail of bullets at the ganger. She doesn't hit anything AND is out of ammo again. I am sure I heard my dice laughing at me.
Now the gangers do their reaction tests and ganger #2 opens fire at Lynn again. He misses and is out of ammo too. Fair enough.
Lynn's following Received Fire test is another blow below the belt. She roll's a double "6" and will now retire. She leaves through the window in the back of the shack.

Ganger #3 and #4 dare to leave their cover and open fire at the single zed in front of them. They score a total of 6 hits. Zombie boy is dead, dead, dead.
The cultists leave their cover and step on the road. An improvised NPC Interaction determines that both groups don't like each other, but will not open fire.

Comment: OK. This calls for some desperate measures. What I need is a...

                            Deus Ex Machina!

Or in this case Dea Ex Machina. You see, Dotty has never taken any action in my missions, but has always been counted as a full character when determining the amount of NPCs in an encounter or when sharing food. She will from now on be a REP 2 character and not beeing protected by the "Bleens" rule anymore (see ATZ, p.40). 

Dotty (REP 2) is the only member of Team Whiteface to be activated this turn. She is already in contact with her father and will allow him to try for recovery during the encounter. With lots of shouting and crying she manages to get her father back into the action.

"Whoa! I think we gotta go now!"

I was wondering for a second or two if Mr. Whiteface is allowed to move directly after regaining consciousness and couldn't find anything about this in the rules. Whatever, with two successes I decided to let them follow Lynn through the back window.
15 shots generate seven zombies.


Turn 8:
(2 / 6 / 2) No side activates.
"Daddy, are you ok?"

"Yeah, but my head hurts like hell..."


Turn 9:
(4 / 6 / 4) No side activates.

"Would Lynn have left us behind?

"I don't think so, but she's tired and everyone has a breaking point. C'mon Dotty, we gotta help her."


Turn 10:
(1 / 4 / 4) Only Team Whiteface activates.

Mr. Whiteface rallies Lynn with full successes. Everyone leaves the battlefield.



Final comment: Well, sometimes surviving is the best you can hope for. This mission was a failure for everyone, but no one loses a point of reputation. I was pretty close to recruit a civilian with a Bolt-Action Rifle, but alas...no.
Team Whiteface hadn't time to gather any food and will have to stay in month 2 & Whiteville for at least one more mission. Because this mission was pretty short, I guess the next mission will probably use the same table. I hope you didn't mind my little...err...improvisation.
What more is to say? Oh, it's pure coincidence that this batrep is puplished at the same time as Bryan's latest batreps. I started playing this scenario last friday.

Take care,
Whiteface

Thursday, June 23, 2011

A hiking we will go!

2nd Month, Day 5
Cast: Mr. Whiteface (Rep 4 Star), Lynn (Rep 5 Grunt), Dotty (Rep ? Special)
Objective: Discover & leaving Whiteville (on foot = one full month) towards rural area.
Area: suburban parts of Whiteville
Special: This mission uses my Lazarus House Rules. I didn’t roll a „6“ this time.

Almost two weeks since they had seen military aircrafts, but no help had come and those zombies were still around. Whiteface wasn’t in a decisive mood, but something had to be done.
“What about Atlanta? There have to be refugee camps and our military wouldn’t let them big cities down, right?” he asked, trying to convince himself.
“Listen White…we’re talkin’ about thousands, no wait, make that millions of potential zeds and don’t get me started about military protection. I had enough of this in the last few weeks, remember?!”
“But…”
“No, you’ll get yourself and Dotty killed or worse! I kinda like both of you, but there’s no way I’m walking into a *BLEEP!*in’ deathtrap!” Lynn replied resolutely.
“So, what ARE we doing?” Whiteface asked cautiously.
“How about a trip to the countryside?”


Setup: It’s a standard 4’ x 4’ setup. Team Whiteface is placed in section 7 behind a house. The scenery is intended to recreate a suburban residential area of Whiteville, but there is a small food factory at the crossroad.
Three PEFs are present: REP 6 in section 3, REP 5 in section 4 and REP 4 in section 1.


Turn 1:
(1 / 2) All are active, but the PEFs move first.

One PEF moves from section 3 to section 2 and another one moves from section 4 to meet Team Whiteface in section 7.
The REP 5 PEF is resolved as three civilians (#1 REP4 Pistol, #2 REP 3 Pistol, #3 REP 2 SMG). This is good! I will try to recruit them for Team Whiteface.

Their leader talks to Lynn because she is the leader of my group. The situation gets out of hand and Lynn is knocked out with an unexpected punch. I hate this!
The last PEF moves from section 1 to section 2.

Now it’s Whiteface’s turn to activate. He fires a full burst into Civilian #1 and kills him. Civilian #2 decides to stay, but #3 retires into the trees.

3 shots generate 3 zeds.


Turn 2:
(2 / 2 / 5) A brief moment of shock.
"*BLEEP!*, can't we all just get along?"

"Lynn?"

"Lynn!!!"


Turn 3:
(6 / 4 / 2) The zombies act first, followed by Civilian #2.

The zombies move closer to the scene of the fight.

Civilian #2 fires at Whiteface but misses twice. Whiteface reacts and sends her Out of the Fight.
5 shots generate 3 zeds.


Turn 4:
(2 / 4) Zeds act first, then Team Whiteface.

Zombies start feasting on Civilian #2 (and will do so for one turn) and some zombies are moving closer. One of them charges Whiteface who holds his position and kills the zombie.
Whiteface activates and grabs Lynn to carry her away. They move along the front of the house.


Turn 5 – 6:
(2 / 2) (2 / 2) A moment of deep contemplation. What to do? Where to go?

"Lynn, don't you dare leaving us alone! We need you. Oh, *BLEEP!*".

"Daddy, your aren't supposed to say these bad words..."


Turn 7:
(1 / 2) All activate, zeds go first.

The zombies move and start feasting again (for two turns).

The Whiteface family carries Lynn around the house. They discover the REP 6 PEF on the road…and all of a sudden I realize something: Blimey, I did it again! I forgot to move the PEFs and I forgot to check for Recovery during the Encounter. Whatever, I’ll try to do everything right from now on.

The PEF is resolved as hostile NPCs. There are 4 more zombies. Great.


Turn 8:
(4 / 3) All activate, but my Team acts first.

Better late than never, Lynn checks for recovery and scores two successes. She’s back in action. Team Whiteface moves and fires single shots at the new zombie mob. Two zeds will now rest in peace.

The last PEF activates and moves into sight. This time I am lucky: it’s just a false alarm.

Finally some zeds move and some continue to feast.

2 shots generate 1 zed.


Turn 9:
(4 / 2) All activate, but Team Whiteface acts first again.

They jump over a hedge and confront the remaining zombies on the road. Two single shots barely manage to knock down to zombies.
The zeds activate an finish their feast. Both knocked down zeds regain feet.

2 shots fired generate 1 zed.


Turn 10:
(6 / 2) Only the undead will activate this turn.

Some zombies are shuffling around, but two of them charge Lynn and Whiteface. Whiteface will fire & melee, Lynn is just preparing for melee. The single shot misses the charging zombie.
Lynn kills her assailant in the first round of combat, but Whiteface has to go into round 2.
In the second round Lynn scores 0 successes (vs. 0) and Whiteface is now down to 1d6 vs. 1d6. I am pretty sure that my dice hate me!
In the third round Mr. Whiteface is forced to use his LUCKY attribute or suffer the consequences of losing a melee versus a zombie. He is kind of LUCKY and wins his melee.

1 shot generates 1 zombie. Yeah, right.


Turn 11:
(6 / 6) A moment of random nothingness.

"Hmm, we should be more careful. That was way too close for comfort..." 


Turn 12:
(2 / 4) All activate, but zeds go first.

Most zombies move around randomly, bouncing against walls, but one zed charges Lynn. Team Whiteface scores two fire & melee results on the Being Charged test, but only manage to achieve a meager Knock Down result.
Lynn, Dotty and Whiteface activate and decide to continue their move & fire tactics. Both score killing shots on their single target.

4 shots generate 1 zed.


Turn 13:
(4 / 4) A moment of puzzled hesitation.

“Did you see that, Daddy?!”

“The chicken?”

“Yes, can I have his costume?!”

“No Dotty, you definitely won’t take this chicken suit!”

“Awww, Daddy…”


Turn 14:
(2 / 1) All activate again, but this time Team Whiteface is acting first.

They do a fast move towards a small blue house in the Whitehair Retirement Homes area.
All the zeds move.


Turn 15:
(5 / 2) All activate and Team Whiteface is acting first again. I am on a winning street.

They enter the blue building to discover two zombies. After winning the zombie surprise Lynn knocks down her target and Whiteface kills the other zed. Almost every zombie on the board is outside of 24”, so this shooting shouldn’t have caused too much trouble.
All zombies move. One of them notices Civilian #3 between the trees and charges him, but he escapes from the board after a failed Being Charged test.
 2 shots generate 1 zombie.


Turn 16:
(4 / 3) All activate and Team Whiteface is acting first again.

Lynn finishes the knocked down zed while White is looting the other. He finds a pistol. Oh great, I could open a gun store.

All zeds move, but without a real motivation.
(notice photoshopped radiator in the background?)



Turn 17:
(1 / 4) All activate and this time the zombies go first.

All the zombies move. One of them arrives at a window, causing an In Sight test from Lynn. She fires but misses, because of her target being in cover.
Lynn moves and continues firing, but misses again. Whiteface searches the second zed and discovers another pistol. Great.

2 shots generate 0 zeds.


Turn 18:
(3 / 6) Only Team Whiteface is allowed to activate this turn.

Both leave the house and charge the zombie at the window. They kill him in the first round.


Turn 19:
(5 / 3) All, but Team Whiteface goes first.

Being in a zombie hunting mood, they run around the house to charge another roamer. The female zed is killed.
 The other zombies activate and move.


Turn 20:
(1 / 1) Hah! Time for a decision. I re-roll my Lazarus check and roll a “5”, so no, no Lazarus effects yet.


Turn 21:
(4 / 5) Only Team Whiteface activates.

They fast move across the road towards the brown apartment block.


Turn 22:
(1 / 4) All activate, zombies first.

The zombies move and with a little bit of luck all of them regain visual contact to Team-W during their move. This is surely going to boost their motivation.

Lynn, Dotty and Whiteface enter the derelict building. There are no inhabitants.


Turn 23:
(1 / 2) All activate, zombies first.

The small zombie horde is moving closer to the apartment block while Lynn is doing a quick search of the ground floor to discover 1 unit of luxury items.


Turn 24:
(6 / 5) A moment of innocent bliss.

“Three layers of velvety paper…can you believe it?”


Turn 25:
(1 / 4) All activate, zombies first.

All zombies move closer, but Team Whiteface escapes through the back door.


Turn 26:
(5 / 2) All activate, but hey! Team Whiteface is faster than a bunch of undead.

The three humans move across the backyard and try to stay out of sight while the zombies reach the front door.


Turn 27:
(5 / 6) This is what I needed. Only the Team activates.

They enter the meat company’s storage area to encounter a solitary zed. He is instantly killed, but who knows what foul creatures may have heard these shots.

2 shots generate 1 foul creature.


Turn 28:
(3 / 2) All activate, but Team Whiteface wins the activation.

Whiteface searches the dead zed to find another unit of luxury items.

The zeds inside the apartment block shuffle around.


Turn 29:
(1 / 4) All activate, but the zeds are allowed to act first.

The zombie mob exits the brown building into the backyard. One zed stops at the open door of the factory where he’s instantly met by two bursts of snap fire. He’s definitely dead, but…
Whiteface decides there is nothing more to gain. They do a fast move and exit the building and the table.
6 shots generate no zeds.



Comment: Well, this mission wasn’t a success for Lynn and yes, I rolled a “1” so her REP is going down to 4. She just isn’t the same person after that incident. This mission was a success for Whiteface, but he wasn’t able to increase his REP. The coming missions are going to be a lot harder.
All in all a pretty basic mission with no real surprises. I really would like to recruit someone for Team Whiteface or at least find someone to barter, but all I get is trouble. Lynn being reduced to REP 4 will probably create some problems, but at least she will let Whiteface lead the Team again. I'll have to do one more mission in Whiteville before I can change into a rural area...if I manage to find some food next mission (you may remember, I don't end a month until I have enough food for everyone

Stay out of trouble.
Whiteface