Here is a new location for you to use in your favorite
zombie roleplaying game such as All FleshMust Be Eaten or Rotworld. The
material will also work for any modern day roleplaying game, especially if the
game involves elements of survival and the end of the world.
The Turnpike
Before the Fall
The turnpike, the highway, the freeway, the toll road.
Different names for essentially the same thing, roads that allow travelers to
drive fast in order to arrive somewhere else quickly. Some require paying a
fee, some have limited access and allow for a high rate of speed, and others do
not.
As the rise begins, the turnpike will become an empty
road to nowhere. Drivers and workers will hurry home to loved ones and the
perceived safety of home. Off-ramps are likely to become the scene of accidents
as the hurrying drivers disregard basic driving etiquette. Road rage may even
lead to altercations.
Locations
The Road: The turnpike proper, itself, is a four to
six lane highway. The area between the east and west bound lanes alternates
from grassy ditch to concrete barriers to steel ropes. A chain link fence
topped with barbed wire lines the turnpike and many buildings exist on the
other side of the fence. This particular turnpike cuts through five states and
is rated for speeds up to 70mph. Access is limited and users pay a toll to get
on or off the road. Ponds with hunting and fishing shacks sit inside copse of
trees. Farmland brings homes, stables, barns of all sorts, and herds of deer.
Trees and farmland line most of the turnpike. Small towns dot the landscape and
a few larger ones allow for users to exit and quickly access outlet malls,
restaurants, and hotels. Along the way, rest stops, travel plazas, Department
of Transportation buildings, State Highway Patrol offices, and access gates are
available to the traveler. Billboard signs point out camp grounds, wine
tastings, and there is always an adult book store just over the next state
line.
Travel Plaza: The travel plaza is a common site along
the turnpike. A smaller state like Indiana will have five travel plazas on each
side of the turnpike. Larger states such as Ohio may only have eight to ten.
Paper maps and online map tools will locate them if the Zombie Master is using
the real world. Travel plazas generally have seven areas: bathrooms, showers, gift shop, travel
pamphlets/information desk, an area for games (could be a video arcade or just
whack-a-zombie), gas station for semi-trucks, as well as, pedestrian vehicles.
Rest Stop: The rest stop is a step down from the
travel plaza with fewer amenities. There are no restaurants serving food. There
may be vending machines. The primary attractions of the rest stop are restrooms
and place to park and rest. Rest stops usually have two sides, one for passenger
vehicles and one for semi-trucks and recreational vehicles. Some will have both
on one side, with a tree lawn separating the two of them. The building housing
the restrooms is centrally located on the property. Rest stops have areas for
walking dogs and for pic-nicks. Some rest stops even have grills for public
use.
Truck Stop: Another step down the ladder from rest
stop and the travel plaza, the truck stop is simply a large parking lot. It is
the same size as the rest stop with one lone building housing a restroom. Next
to the restroom. Next to the restroom is a trash can. The pavement has been
lined for ease of parking by the truck drivers. Passenger vehicles entering
this area will encounter police who will escort them out.
State Police
Outpost: State Troopers have two
outposts along the turnpike. The buildings are the same size as a small gas
station with a garage for working on cars. The building is stocked with five
shotguns, five boxes of shells for the shotguns, eight flashlights with
batteries, ten bullet proof vests, tools, a hydraulic lift in the garage
portion along with tools for working on vehicles, and several days’ worth of
food and a case of water in the refrigerator. The buildings also have an eating
area, stove, microwave, showers, bathrooms, and cots for sleeping. One of the
two buildings also has a dartboard. The property has a gate in the fence
connected to a card reader on both sides of the fence line. The gate allows
access on and off of the turnpike by the State Troopers.
Department of
Transportation Office: These offices
are centrally located, but also within three miles of a travel plaza. The transportation office is the
administration hub for the turnpike. The building is two stories and appears to
be a large, square, school building from the 1970s. Workers can gain access to
turnpike via the gated parking lot.
Department of
Transportation Garage: There are
three garages in each state. The garages store all of the official vehicles
used on the turnpike. These vehicles include snow plows, snow salt trucks, quarter
ton trucks for moving equipment, mowing equipment, a tow truck, and all of the
tools necessary to work on the vehicles. One quarter-mile away, there is a
large salt pile for use during the winter months. In a manner similar to the
State Police Outpost and the Department of Transportation Office, these workers
have access to both the turnpike and city streets.
During the Rise
With an outbreak causing the dead to walk, local
governments may decide to implement martial law or curfews. State Troopers and
National Guardsmen are likely to place roadblocks and guard the entrances to
the turnpike. This makes it hard to gain access to the turnpikes. However,
savvy characters will utilize access roads found at the Department of
Transportation locations to get on to the turnpike.
If the military is deployed, highways of all types are
likely to be commandeered their use. The advantage of using the turnpike is the
ease of access with which the military will have to all cities and states
connected to it via land vehicles. Travel plazas are ideal locations for
military bivouacs. The military can utilize the gasoline (for as long as it
lasts), there is a built in mess hall, bathrooms and showers are in place (if
the water is working, if not, an engineer or two can fix that), and indoor
sleeping for officers. This also means travel plazas make ideal locations for
characters and other non-player characters.
Despite urban legend, every one in five miles of the
highway system is not designed for use by military aircraft. The 1944 and 1956 Federal Highway-Aid Acts do not include
this law. At one point, the law was to include airstrips placed adjacent to highways with access roads
to the highways granting access. However, neither law contained such wording. More
information debunking this urban legend can be found on the U.S. Department of
Transportation’s Federal Highway Administration website.
Yet, this urban legend need not be debunked in AFMBE or Rotworld. If the military using the turnpike as a mobile base of
operations fits into the Deadworld, then use the concept. Players who complain
of reality versus what the Zombie Master is implementing should be reminded
they are playing a game.
As the zombies overrun cities and towns, people will
begin heading towards the highways and byways of the country-side. On and off-ramps
will become clusters of accidents and road rage. Travel plazas are the closest
thing to a grocery store, drug store, or convenience store on the turnpike.
Travel plazas can supply fuel for vehicles, the restaurants inside will have
food, and the convenience stores have a limited amount of medicines and other
supplies.
If the military does not control the turnpike, movement
on the turnpike will only be regulated by car accidents, zombie hordes, and
fellow travelers. Fellow travelers may be safe or they may bring elements of
danger the characters are not prepared for or not willing to tolerate. A pair
of teenagers running from slavering hordes of rotters may be junkies who need a
fix or they could be brother and sister who just lost their parents to the same
horde. Caravans of vehicles can be just as dangerous. There may be signs of
goodly people, such as police cars, but no guarantee of safety exists in a
world filled with the walking dead. There may be a man wearing toes of the dead
from his belt in the Pursuit Special police cruiser.
After the Fall
The turnpike after the fall of man becomes a place where
characters die with the spin of the wheel – steering wheel, that is. Mad Max-like cars, coupled with outlaw
biker gangs who have only become tougher since the fall, and zombies, can only
lead to one place quickly: the grave.
Characters will need to build barricades and develop warning systems if they
plan to successfully base themselves on the turnpike. Or, a party on the run
can use the turnpike to stay one step ahead of the bad guys and zombies. Zombie
Masters can use real world maps for ideas on what could be around that next turn
in the road.
Locations
There are many more locations near the turnpike which
could be used in a campaign. Exit ramps lead to small towns, gas stations,
hotels, state penitentiaries like Cranston Prison in One of the Living, adult book stores (and you thought those
archetypes in The Book of Archetypes
would never have use!), and outlet shopping malls are good places to start.
The turnpike also has many potential non-zombie or
non-pre-zombie hazards. Deer will dart out in front of vehicles, destroying
smaller cars and hampering the driving of all vehicles. A semi-truck crashed
into the supports to an overpass and caused the bridge to collapse down onto
the turnpike. This mess must be driven around. Foggy conditions lead to
pile-ups and if the characters aren’t careful, the vehicles they are driving
may join the pile-up.
Collapsed Bridge: At one time, the turnpike crossed a gorge.
For an unknown reason, the bridge over the gorge collapsed. The sides of the
gorge are steep, nearing 80 degree angles. Characters wishing to cross from one
side to the other would be wise to use rope or climbing gear. The bottom of the
gorge is dry with grass, shrubs, trees, and 4D10(20) zombies. On the other side
of the gorge, the turnpike continues on.
There is no way to bring vehicles across the gorge.
However, there are vehicles parked on either side of the gorge. If the
characters are lucky, one of the vehicles on the other side of the gorge will
be in working condition.
Department of
Transportation Office: This is a
simple, two story, cinder block building. There is an access gate from the
turnpike to the parking lot for the building and on to a road leading to a
nearby town. Several cars and department quarter ton trucks are in the lot. A
shed on the other side of the parking lot is padlocked shut. The two doors in
to the administration building are locked. The keys to the gate, the shed, the
department vehicles, and the building are all on the receptionist’s desk inside
the front door.
The inside of the building has 2D10(10) zombies who need
to feed. Most of the building is office space. There are two restrooms on each
floor, a set of stairs in the back of the building, three conference rooms, and
a break room area on the second floor. All of the food is spoiled. None of the
zombies are carrying weapons. Due to ADA regulations, the break room and
conference rooms being on the second floor, an elevator was added to the
building after it was built. The doors are on ground level, so a ramp did not
need to be added.
The shed is filled with lawn care equipment, snow
shovels, fuel containers, and other random equipment (chains, PVC pipes, etc.).
The building has no use other than as a potential base of
operations. Characters will need to import food, water, fuel, working
restrooms, and sleeping equipment. A cooking area will need to be created. It
will take the characters some time to set it all up. However, they will have
easy access to the turnpike and the local roads. The roof is flat, but in good
condition. The doors are solid and the various desks and chairs can be used to
board up windows.
The Empty Truck
Plaza: As the characters approach
this truck plaza, the road becomes congested with so many parked vehicles that
the characters must use the truck plaza to go around the pile of cars and
trucks. It does not matter if the characters are coming from one side or the
other, both lanes and the meridian are filled with vehicles. There are no
walkers moving and the truck plaza is barren. The fence line is intact and the
forest beyond the fence line appears empty. If the characters move through the
truck plaza and do not stop to do anything more than use the restroom, nothing
happens.
If the characters decide to stop for a break, trouble
comes for them. Hidden in the forest is an old trailer home occupied by a group
of survivalists (see Scavenger archetype from One of the Living, page 125; change Hand Weapon (club) for Guns
(Rifle). There are as many survivalists as there are player characters and
non-player characters traveling together. Once the characters are settled,
making repairs, eating, etc., the survivalists attack from beyond the fence
line. They use a combination of M-16A1s and AK-47s. They do not have explosive
devices. Their aim is to kill the characters and take their stuff. Once they
have killed the characters and looted their belongings, they will drive their
vehicles into the pile in the middle of the turnpike. They will then siphon the
gas from the vehicle and place the characters’ dead bodies in the vehicle.
If the characters decide to move in among the parked
cars, they will find a disturbing scene. Placed in the vehicles are dead
bodies, each with at least a bullet to the head from a large caliber bullet (or
whatever location is appropriate for the Deadworld). The bodies in the vehicles
closest to the characters are the freshest, with those in the middle being from
the original outbreak.
Perceptive characters may find clues that something is
amiss here at the Empty Truck Plaza. As the characters enter the Empty Truck
Plaza, the players should make a Perception + Notice Task check with a -3 to
their roll. Success brings the knowledge that one section of the fence line is
missing barb wire. Further investigation on the turnpike side of the fence will
show a foot path leading from the fence line to the turnpike. If the characters
check the other side of the turnpike, a similar path will be seen leading to
another section of fence line missing barbed wire. One of these paths leads to
the survivalists’ trailer. The trailer home is surrounded by noise maker trip
wires and hound dogs.
Anyone using the restroom will realize it has been used
in the past twenty-four hours due to the “freshness” of the smell.
If the party is in a world of hurt when they arrive at
the Empty Truck Plaza, replace the survivalists with a goodly Camp Counselor
and followers. See The Book of Archetypes
2 page 6 for more information on the Camp Counselor. In campaigns without
Metaphysics, replace those abilities with Skills to help the party heal.
The Farm: As the characters near an overpass, they spy
a farm near the intersection of the turnpike and the bridge underpass. The farm
buildings all appear to be in good condition and there are no visible people on
the property. The surrounding land is planted with corn, soy beans, mint, and
wheat. A large herd of deer are seen in the distance near several copses of
trees. An access road leads from the turnpike to an open gate in the fence line
to the local road, supplying easy access to the farm.
The farm property is in great shape. The three
out-buildings are all pad-locked shut. There is a quarter ton truck parked
facing the street near the back door of the farm house. A near full, 500 gallon
propane tank is next to the soy bean field on one side of the house and a
septic tank is next to the corn field on the other side of the house. A tall
lightning rod runs up the side of the largest barn and is grounded there. There
are two, above ground, 250 gallon, steel fuel tanks for petrol near the second
outbuilding. A small area behind the outbuilding furthest from the home has a
pig pen. It is devoid of animals.
The farm house curtains are closed on the ground floor
and boards can be seen blocking the windows. The upstairs windows are closed,
but are not boarded over. The front door is not locked. The back door is
locked. From the outside, both doors appear to be boarded over. The front
door’s boards are not in place to keep it shut. Opening the door to the house
releases the smell of the dead upon the characters. Moving through the simple
home, the characters will come across two zombies. The former owners of the
home were senior citizens who decided to stay in their home until the end. They
will need to feed upon the characters, unless the characters relieve them of
their immortal coils.
The outbuildings are filled with equipment to run the farm.
The equipment is in working condition. While the pig pen’s former habitants
were previously eaten by the senior citizens, this area does have one useful
thing – a working well with a clean water source.
This farm is designed as a place for a cast of characters
who need a break. Sure, the food has rotted and it is likely none of the
characters know how to operate farm equipment. However, the manuals are all in
air-tight, plastic bags and there is enough petrol in the 250 gallon tanks to
last a few days of driving by amateurs.
There are two hindrances to the farm. The first is a lack
of fencing to keep anyone or thing out. The second is the proximity to the
turnpike. The farmhouse is less than fifty meters from the turnpike. Anyone
driving by will notice the property. Anyone who regularly patrols this stretch
of the turnpike will notice changes to the property. All of this assumes the
characters decide to hide their own vehicles from view of the turnpike and to
never have lights or candles in use on the turnpike side of the house.
Eventually, the brain-dead or violent brain-dead killers
will arrive and put the kibosh on this quaint home on the range.
Highway Patrol
Building: This building is accessed
via a gate on the back of the property leading to local roads or by a simple
on/off ramp to the turnpike. The front and back doors into the building are
steel fire doors fitted with push button locks. The sliding door into the
garage is aluminum and designed to be opened via an electric opener inside the
building. The inside of the building is quite simple. There is a small closet
fitted with a cot for sleeping and shelves for supplies. Next to the closet is
a shower stall and toilet. In the main room is a kitchen/dining area and a pool
table. A doorway leads to the garage. The garage is filled with tools and a
lift for cars. Several spare tires can also be found in this area.
The food in the refrigerator is spoiled. However, there
are several cases of bottled water in the closet. A microwave, toaster oven,
and toaster all sit on the kitchen counter. Cooking and eating utensils fill
the cabinets over the sink and cleaning supplies are under the sink. Extra
rolls of toilet paper and paper towel are also in the closet with the cot.
Other than the garage and behind the building, there is
nothing in the way of hiding vehicles.
Hunting Shacks: These three buildings are downhill from the
turnpike and sit on a small pond. The area was used by hunters and
snowmobilers. The buildings are wood shacks with a window on each side of the
building and one door on the front of the building. Furniture in the shacks
include a dining table with chairs, a moth eaten sofa, a wood burning stove,
several work tables, and some shelves on the walls. One of the buildings has an
old radio with working batteries. A picnic table with benches and random chairs
sit around a fire pit or near the pond.
All three shacks face a small pond fed by a stream. There
are no large fish in the pond. However, frogs, snakes, rabbit, foxes, and deer
all populate the area. The shacks are extremely cold in the winter, too hot in
the summer, and filled with mosquitoes by June. Each shack has a small wood
pile on the side of the building.
These shacks are not an ideal location for characters to
use as a base of operations. Bullets will not be stopped by the cheap, wood
siding. There is no easy escape route other than to run into the forest around
the shacks. Vehicles will need to be left road-side due to the steep decline to
the shacks. The property is good for slowing the characters down, providing a
bit of false hope, or as a place to sleep for the night.
The Camp Counselor, Survivalist, or Great White Hunter (The Book of Archetypes, page 19) are all
potential NPCs using the hunting shacks.
Mountain Tunnel: The far end of the turnpike passes through a
mountain (or very large hill) for a distance of 800 yards. Moving through the
tunnel will need to be done on foot. The tunnel is full of crashed vehicles and
zombies. Attempting to move from one end of the tunnel to the other is a very
bad idea. However, if the characters are chased by road warriors, it may be
their only option. The turnpike is only four lanes wide in the mountain. There
are service rooms or areas every 200 yards.
The players will need to make Difficult Constitution
Tests for every 50 yards traveled in the tunnel. Failure results in a loss of
1D4(2) points of Endurance. The Test represents the characters climbing over,
under, and around crashed vehicles in a potentially pitch-black environment. In
addition to the Difficult Constitution Tests, the characters will be attacked
by 2D10(10) zombies in the same 50 yard span.
The vehicles, including cars, trucks, minivans, buses,
and semi-trucks are filled with potential equipment. It is unlikely the
characters will find more than one or two working handguns or long arms.
However, they may find clothing, first aid kits, survival kits, fuel, packaged
food, bottled water, or even camping equipment. Encumbrance values and lists of
potential equipment can be found in chapter four of both the AFMBE core
rulebook and One of the Living.
Occupied Rest
Stop: A group of survivors have set
up at a rest stop. They have used their vehicles to build a make-shift
barricade to help keep out zombies and other predators. Where they were unable
to use their vehicles, they have attempted to use other items to slow down
intruders. Empty soda machines and wooden barricades have worked, thus far.
These survivors are goodly in nature, but cautious about outsiders. They have
seen the biker gang drive by and heard the engines of the road warriors.
Characters attempting to gain access to this community will have an easier time
if they do not approach with weapons in plain view.
The survivors send out scouts every week to scavenge.
They have created holes in the fence line near country roads which lead to
nearby farming towns. The scavenging teams mostly hunt for food and medicine,
but they also try to return with fuel and other commodities to make their
living easier.
Over-run Military
Bivouac: The characters come over a
rise to see the remains of a military bivouac. Parked in the middle of the
turnpike is a U.S. Marines C-130 Hercules with its tail ramp deployed.
Surrounding the airplane are HMMWVs of all makes and models, Joint Light
Tactical Vehicles designed as infantry carriers, stacks of gear and equipment,
command and quarters tents, and enough Marine corpses to fill a company. All of
this is surrounded by sections of razor wire and sandbags. There are several
points of entry which will allow people on foot or in vehicles to enter the
camp.
The camp was over-run several months to a year ago
(depending on the game’s timeline) and all of the good equipment and gear has
been confiscated by other survivors. The vehicles will run, but may have
trouble starting. There is a 1 in 6 chance the vehicles will not start without
working on the engine or cleaning the fuel lines. This includes the C-130. A
small number of firearms and bullets may be found, but have been exposed to the
weather. There are no explosive devices. There are several tents with furniture
available, as well as, two full sets of radio equipment. A few cases of MREs
can be found under dead bodies of Marines.
Bullet holes can be found in the vehicles and tents. It
is impossible to discern why the camp is deserted. There are dead bodies strewn
throughout the camp and in the vehicles. The bodies belong to the Marines and
people who appear to be attackers. All of the bodies were picked clean by
zombies and carrion feeders.
Zombie Masters looking to crank up their game should
allow the characters to come upon the camp during the attack. An armed gang
combined of renegade bikers and road warriors in armored cars has penetrated
the camp’s defenses and are in the process of killing the Marines. The armed
gang wants the supplies and the women, but they are willing to take just the
supplies. The characters could ride in to help the Marines. In fact, one of the
HMMWVs on the edge of the camp is mounted with a M2 .50 caliber machine gun. The
former Marine is still in the turret. A few meters further in sits another
HMMWV. This one mounted with a Mark 19 grenade launcher, also armed and ready
to be used. If the characters can help the Marines fight off the armed gang,
the Marines will be grateful. In the end, they are still Marines. Civilians
staying with them will need to follow their rules. However, if the characters
decide to move on, the Marines are willing to provide them with supplies of the
Zombie Master’s choice.
People
Outlaw Biker Gang: The outlaw biker gang cruises the turnpike
looking for easy picking where they can and taking what they need by force when
they can’t. These bikers make your OCC look like suburban soccer moms. Their
vests bear a patch with “1%” displayed on it. They are armed to the teeth, but
not heavily armored. Their bikes have been modified from the original stock
models to improve their handling rating to a 7 and speed to 200/80. The gang
sleeps where it can, including that nice farmhouse the characters just moved
into. They do not carry much in the way of gear. Most have a change of clothes,
a sleeping roll, weapons and ammo, a few personal trinkets, and a few have
tents. The gang’s size can range from 20-100, depending on the
need of the Zombie Master.
Road Warriors: These are no traveling salesmen. These are
the survivors of a zombie apocalypse armed to the teeth inside mobile fighting
vehicles. Leather clad, heavily armed, men and women make up this group of
enemies. They have outfitted their cars to function as weapons. Chevy Impala’s
with reinforced grills for windows and zombie skulls stuck to the roof, VW
buggies kitted out with gun mounts, and Studebaker trucks bearing a plow and a
flatbed full of warriors waiting to jump onto enemy cars are all appropriate. This
group is filled with nihilists who are just as happy to take the characters’
property as they are to destroy the characters’ property. Travel plazas and the
occasional Department of Transportation garage are likely places this group
will call home.
Horde of Zombies: A horde of zombies numbering in the hundreds
is just over the next rise. They do not appear to have any motivation until the
characters drive over the hill, complete the bend in the road, etc. At that
point, they become completely interested in the characters. The zombies are a
road block. There is no way the characters can drive through this horde. They
will need to turn around and go back the way they came or find a way out of the
turnpike to continue around the horde.
In most Deadworlds, the horde is not a problem. However,
if the zombies in the Deadworld are the Quick Dead or players miss several
Driving or Notice-based Task checks, the characters could be in trouble.
A list of
Archetypes appropriate to the Turnpike include:
·
The Bookof Archetypes: Bitten Housewife,
Courier, Good Ol’ Boy, Government Agent, Great White Hunter, Hispanic Gang
Member, Paramilitary Geek, Survivalist College Student
Turnpike Zombies
Strength 2
Constitution 2
Dexterity 3
Intelligence -2
Perception 2
Willpower 1
Dead Points 15
Speed 18
Endurance Points n/a
Essence Pool 8
Attack: Bite Damage d4 x 2 (4)
Weak Spot: All (0)
Getting Around: The Quick Dead (+10)
Strength: Dead Joe Average (0), Flame Resistant (+3)
Senses: Like the Living (+1)
Sustenance: Weekly (+4), Braiiiiiins (-3)
Intelligence: Dumb as Dead Wood (0), Teamwork (+4)
Spreading the
Love: One Bite and You're Hooked (+2)
Special Aspects: none
Power: 19
Trucker Archetype
Norm
Strength 3
Dexterity 3
Constitution 2
Intelligence 2
Perception 2
Willpower 2
Life Points 39
Endurance Points 26
Speed 10
Essence 14
Qualities/Drawbacks
(5 +5 from Drawbacks)
Addiction (nicotine) -1 (-1)
Attractiveness -2 (-2)
Contacts (other truckers) (5)
Hard to Kill 3 (3)
Resistance (fatigue) 2 (2)
Talentless (-2)
Skills (30)
Brawling 3
Climbing 2
Dodge 2
Driving (car) 1
Driving (semi-truck) 4
Electronics 2
First Aid 2
Guns (shotgun) 3
Intimidation 3
Mechanic 3
Notice 2
Streetwise 3
Gear
Cartons of cigarettes, matches, radio, semi-truck,
shotgun, tools
Personality
I’ve been hauling cargo up and down this turnpike for the
past 15 years or so. I thought there wasn’t a thing I hadn’t seen until the
zombies came out of the ground and starting eating everyone. Now, I move
people, instead of cargo.
I may not be much to look at and I may sound like a hick,
but I got it where it counts when it comes to driving. There isn’t a biker gang
or pile-up as can stop me and the Pork
BBQ Express, that’s what I call my rig. If you want a ride to anywhere on
the turnpike, I’m your man.
My run takes me from right here where we’re standing to
the far end where the tunnel goes through the mountain. That’s as far as I can
take you. It’ll cost you a carton of menthols per person you want to ride in
the trailer and I do not guarantee safe arrival. There’s a bunch of bikers out
there who aren’t always willing to trade cigarettes for safe passage. I’ve
heard from other drivers who claim to have seen hordes sitting on the
interstate that this turnpike connects to, so that could be another problem.
Quote
Trust me, I never drive faster than I can see.
1 comment:
Awesome work!! Road warriors and zeds what more could you want (except mechs?) :)
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