// Game Transcript
I head to the water treatment plant to see what the Harrow gang has been doing there.
SHARP + 3,4 vs DC ?
9
7-9 partial
Mira moves through the Hollows toward the old water treatment plant. The Harrow gang has been running it for three months now -- and they have been selling clean water to the southern camps at triple the old price. She needs to know what they are actually doing to the water. The plant is a half-mile north, fenced with salvaged razor wire. She can see two Harrow guards at the main gate. She marks them: young, armed with pipes, not paying attention. Rolling Act Under Fire: 2d6+Sharp = 7. Partial -- she gets close but not inside. She can see a gap in the fence and hears voices from inside the plant.
I try to talk Vex, the Harrow gang leader, into giving me information about what they are doing with the water.
HOT + 1,4 vs DC ?
6
6- miss, MC hard move
Vex is leaning against the plant control tower, cleaning a pipe. He is built, scar-faced, and has no interest in talking to Mira. She tries anyway. Rolling Hot: 2d6+Hot = 5. Miss. Vex does not just refuse -- he calls her out in front of two other Harrows. "You are sniffing around my plant? You want to know what we are doing? Come back when you have got something to trade, not just questions." The other Harrows laugh. Mira has lost face and the Harrow gang now knows she is investigating them. MC hard move: they establish dominance and make Mira a target.
I check if the water coming from the treatment plant is actually clean or if something is wrong with it.
SHARP + 5,6 vs DC ?
13
10+ full
Mira has lost face with the Harrows. She waits until evening, when the guard rotation is lighter, and slips to the drainage pipe on the east side of the plant. She collects a sample of the water coming out. Rolling Sharp: 2d6+Sharp = 11. Full success. The water is contaminated -- not badly, but enough. There is something in it: a chemical residue that could cause illness over time. The Harrows are selling poisoned water. Mira marks the sample as evidence. She now knows: the Harrows are knowingly poisoning the southern camps. This changes everything.
A Harrow guard has spotted me outside the plant. I need to deal with this before it gets out of hand.
COOL + 2,6 vs DC ?
9
7-9 partial
The Harrow guard has a pipe. Mira has a knife. This is not a good fight to take. She chooses: Act Under Fire. Rolling Cool: 2d6+Cool = 8. 7-9. She gets out -- but the guard gets a parting blow in. He swings the pipe at her as she retreats. Mira takes 2 harm (not enough to drop her, but she is Injured). She makes it back to cover. The Harrows now know she has been near the plant twice. She is marked.
I go back to confront Vex directly. This time I have information to trade -- I know the water is poisoned.
HARD + 4,6 vs DC ?
12
10+ full
Mira goes in hard. She has the sample and the knowledge -- she is not asking, she is telling. "You are poisoning the camps. I have proof. You will stop, or I will make sure everyone knows." Rolling Hard: 2d6+Hard = 10. Full success. Vex backs down. He tells her the truth: the contamination is intentional. "The southern camps are competition. If they get sick, they die. We get the water rights. All of it." He will stop poisoning the water -- but he now knows Mira has evidence, and she is dangerous. The Harrows make a deal, but they mark Mira as a threat. She has won the battle and created a worse war.
I make the hardest choice: do I take the evidence to the southern camps, or do I warn them quietly and let Vex think the fight is over?
WEIRD + 2,5 vs DC ?
9
7-9 partial
This is the moment. Mira has won the water fight but lost the larger war. She has a choice: go to the southern camps with the contamination evidence and start a war with the Harrows -- or keep it quiet and let the camps think they got lucky. She goes to the camps. Rolling Weird: 2d6+Weird = 7. 7-9. She warns them, but the warning has consequences -- the camps immediately mobilize to take the treatment plant. There will be violence. Mira has set something in motion. MC move: the situation escalates beyond Mira control. The water war is starting.
I use my connections and information to get food and water for myself -- I have been pushing hard and need to recover.
SHARP + 2,6 vs DC ?
10
7-9 partial
Mira has been running on anger and adrenaline. She stops at a cache she knows -- a water collector who is not allied with either side. She has a trade: information about the Harrows for clean water. Rolling Sharp: 2d6+Sharp = 8. 7-9. She gets water and food, but the collector wants more than water -- she wants the sample. Mira gives it up. She has the knowledge but not the physical proof anymore. She is Hungry but no longer Thirsty. HP stays the same. She can push on.
I follow the water pipeline from the treatment plant downstream to see where the poisoned water actually goes.
SHARP + 2,5 vs DC ?
9
7-9 partial
The water flows south. Mira follows the pipeline -- it is ancient, corroded, but still functioning. She finds the destination: a reservoir that feeds three camps. The Harrow contamination is systematic. But she also finds something else: the pipeline has a bypass. There is a second outflow, smaller, going underground. It leads somewhere the Harrows do not control. Rolling Sharp: 2d6+Sharp = 7. 7-9. She finds the bypass but does not have time to investigate it fully -- she marks its location for later. This is a lead. The water war will have a second front.
I go to the southern camps and start building a coalition -- the Harrows are going to retaliate and I need allies.
HOT + 3,5 vs DC ?
9
7-9 partial
The southern camps are wary of outsiders, but Mira has the story and the knowledge. She does not come as a hero -- she comes as a warning. The coalition forms slowly. Rolling Hot: 2d6+Hot = 8. 7-9. The camps agree to form a defensive alliance against the Harrows, but the alliance has conditions: Mira must be the liaison. She has tied herself to three camps now -- and she is still marked by the Harrows. She has won a political victory but made herself a target from two sides. MC move: the world pushes back on her success. She is Hungry, marked, and responsible for a fragile alliance.
The water war is coming. I take my final stance -- I will be in the middle of it, leading the southern camps, or I will die trying.
HARD + 1,5 vs DC ?
8
6- miss, MC hard move
The water war hits. Harrow forces attack the southern camps access to the pipeline. Mira is in the center of it -- commanding the defense, negotiating between camps, holding the line. Rolling Hard: 2d6+Hard = 6. 6- miss. Mira takes a serious hit -- a Harrow blade finds her. 3 harm. She is at 3 HP and Injured. MC hard move: she is down. The camps see their leader fall. But the coalition holds -- because she built it right. The camps fight on without her, and they hold the pipeline. Mira survives but is badly wounded. She made the alliance work, but the war took something from her. She will recover. The camps will hold. But the Hollows will not be the same.