You go North East and find a large part of the beach within this area to be gray with patches of black possibly from oil. There are men covered in oil and soot working around what looks like big old sea rigs that have served their time and are now parked on the beach. There is a wooden shack nearer the shore.
GM: Say what you wish to do now.
Using your binoculars you try to scope out the situation at hand and this is what you can ascertain:
* The workers do not appear to be slaves, at least there is nothing to indicate they are there against their will
* The wooden shack does not have any clean windows that you can see through, but you do notice a young man that comes out to just look around and go back in. He is dressed like a rocker and does not seem to be armed.
* The beach is fairly open so any approach from your location will likely be seen unless someone has disguise equipment and can carefully blend in and approach, but it is still risky.
You double back and head South East instead.
After a few minutes you come across what seems to be an isolated part of the island where the beach is literally littered with all kinds of metal objects that have rusted over time. In general it looks like a junk yard of metal mixed with sand and sea water splashing here and there. An environmental nightmare you think to yourselves.
GM: Say what you wish to do now.
You start searching the area and begin to see why it is so desolate - it is very dangerous. Between rusted jagged metal parts and the moss covering it you find the walking difficult. Occasionally a wave of the ocean will come in and throw you off balance making it a daring search.
GM: Everyone should roll Community Dice: "Walking on Rust" against Body. A number over your Body means you fall and take damage.
Some metal structures look good but they would need to be cleaned up before they could be put to use. To one end of the beach you see an old metal structure that is enclosed. It looks similar to a portable science tent used for experiments but the rust and moss has gotten hold of it.
GM: Say what you wish to do now.
Pun makes his way back to the safety of the forest while you try to check out the unusual structure.
GM: Those that check the structure need to roll again for the same check for damage.
You open the door handle after a great deal of effort stand outside the structure peering in. From your current position it reveals nothing of importance as it contains nothing within, however the bottom has become a good haven for some crabs and oysters that use it as a home. You can see where they came through an open section on the other side. Looking up at the ceiling you notice a lot of old dried blood stains spattered about.
GM: Say what you wish to do now.
GM: Pun should subtract 2 from health for a nasty wound and some loss of blood from a fall on rust.
You make your way back to the path that goes in four directions. You decide to go North East. After a couple of minutes you hear a strange noise from the bushes and suddenly a creature leaps in front of you. It is hideous looking as it seems to be deformed by various breeds of animals making it look like something fit for a freak circus. You find yourself unable to go left or right without it adjusting its hind legs to spring in that direction. The creature roars and gets ready to lunge at you...
GM: Say what you wish to do now.
Klar charges the beast just as it leaps but they seem to bump heads as both fruitlessly miss doing damage to each other. The remainder of the party open fire and kill the beast. As it falls to the ground in a epileptic manner you notice that it has a slight rotten stench and looks as though some kind of smoke is coming from it.
GM: Say what you wish to do now.
You make your way into the forested area trying to hide and see what happens next. The creature you slew starts to sizzle a bit and then smells like if it is burning from within. You do not see anyone coming up the trails.
GM: Say what you wish to do now.