cl0ud
Senior Member
The entire group enters Westgrove Apartments.
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.
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.
W E S T G R O V E _ A P A R T M E N T S
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.
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.