Greer:
Being a tad bit larger than most, you have some problem sliding down the pipes.
[8-1]
You succeed nonetheless, and find yourself on the ground, next to the hall of ghosts.
There re bright lights eminating from inside the hall, and you know well what those lights are.
Sammy:
You leave the room, and head of to the quartermaster with your newly aquired goods.
The quartermaster sits in the dark, with only a small lamp to light his small storage room.
Without much fuss, you hand on over the box of food, and the quartermaster inspects it.
When he's done, he wordlessly takes out a small bag filled with about 125 caps.
Caps work as an all-round currency when there's little else to trade.
Griffin:
"I suppose that would be alright. We'd need to transport any volunteers back here, and walking is too dangerous. But I'll let Dave drive though, since he built the damned thing."
As she informs Dave of the plan, the garage opens, and in walks a lizard-like mutant. It's a woman, with black hair and a long green tail to accompany her green scaly skin. She's wearing a trenchcoat over some casual clothes, with the symbolic blue cloth on her arm. She's also carrying some gloves, a handgun, and a box of various supplies.
"I'm back."
She notice you quickly, then look at you.
"Who are you?"
Graham:
You are indeen lucky, as you got caught on what you assume is the 3rd floor.
With a quick jolt, you're free to slide down the pipe to the ground.
You're now on the ground of the tower again.
There's no signs of the spy anywhere.