You have your clothes (jumpsuit, underwear and shoes), some bandages over your wounds, and a backpack. In the backpack, you have one can of baby formula and a baby to go with it. You feel woefully ill-equipped.
>Scavenge around to become more well prepared for the wasteland
There's not much where you are right now, (you're out in the middle of nowhere, next to a road and a boulder) but you should at least have a weapon. You scan the immediate area for anything useful. Okay, here's a sharp rock... Ah, this stick could be a club... OOH! This piece of rebar should do nicely. It's almost as good as the crowbar you had.
You sit down next to the bag, resting your leg. Technically speaking, you own more now then you have in a long while. When the famine started, the crew who worked on the new processors were the first to be blamed. A couple of guys had stolen a few pieces of food, and when they were found out, everyone on the crew was punished. They had to give up all their possessions and sleep in one room together, on bunks. You were unfortunate enough to be one of the crew. A week or so later, the processors shut down, having been forced to produce too much food with too little materials, and the riots started. The worst part was that nobody was entirely sure how it all happened; the system the vault had come up with was perfect. Sasha's crying. You freeze, paternal instincts failing you.
You lift her out of the bag, cradling her in your arms. Her crying is really loud and grating, and you almost want to put her back. She’s swaddled in a teal blanket, which is loose to the point of almost being undone, so you tighten it a bit. This seems to help her, as she calms down almost immediately. Relief rushes through you.
You get a good look at her, up close this time. Her tiny, round face is dirty. You don’t exactly have a sink or any soap nearby, so you lick your thumb and try to rub off most of the filth from her face. She looks a little annoyed as you do this, but she doesn’t protest, squinting up at you with strangely wise-looking little eyes. There’s a tiredness in them that you usually see in old people who feel like they’ve had enough of it all.
>Don't die, and don't let anyone else die. Save whoever you're wondering whether you should save or not.
“I’m so sorry,” you say. Your voice is welling up. “I’m so sorry it’s me and not someone else.”
Sasha blinks at you softly.
“I’m shouldn’t be helping anyone,” you say through clenched teeth, biting back pain. “I shouldn’t be alive right now. I’ve done awful things.” You stop, feeling like you’ve confessed too much, not to her, but to yourself.
The bundle’s come loose again. She reaches a hand up to touch your face. A tear slides down her arm and you promptly use part of your torn sleeve to dry it off.
“I’m not going to die. Not after all that’s happened. And I’m not going to let you die, if I can help it.”
You’re very tired. You sling the bag over your shoulder and put the rebar in it. After a few minutes walking down the road in the dark, you find an abandoned, looted gas station and lay down behind the counter. Every now and then, you hear the pop of a gunshot or wails of despair coming from Amberton. You hold Sasha as close to you as you can.
You wake in the morning to instant terror. Sasha is gone.
>Maybe she crawled off somewhere? Babies do that often, right
You look all over the gas station for her. You check under the counter, between the shelves, in the bathrooms, and everywhere else you can think of. You run outside to check around the building when you notice a set of adult footprints in the dirt coming from and leading back to the west. You are almost certain that your footprints are the set coming from the north.
Deciding to find the source of the tracks, you pick up your bag and head out. While walking, your limp starts to come back and you become acutely aware of the bandage on your leg. You elect to take it off. Your wound still looks pretty bad, so it's likely that that doctor didn't give you any stimpaks, but at least it's not bleeding anymore. You walk on, more comfortable, but still just as slow. The tracks end at the entrance to a tunnel. You try to open the steel door only to find that it's locked, but you spot a conspicuous panel. You pry it open and see a port that one of the adapters for your Pip-Boy could use, so you pull out the cable and plug it in. After a moment, your trusty Pip-Boy pops open the door and you retract the cable. The door opens on an iron staircase that plunges into darkness. You click on your Pip-Boy light and head in. The staircase takes you several stories deep, and ends on a left turn. taking this left brings you to a fork. You could go straight or you could take another left.
Taking the left brings you to another fork, with a path going off to the right and another going straight ahead. You begin to hear a faint wailing, and after listening carefully for a moment, you can tell that it's coming from the path ahead of you. You go straight along the path and almost fall in a giant gap in the floor. Even after lowing your Pip-Boy (the soft, green glow of your Pip-Boy can illuminate anything within a couple yards) you can't see the bottom of it. The gap is four feet long, which you would normally be able to jump, but is big enough that you worry about getting across with your injured leg.
Though you hate the idea of turning back now, when Sasha is likely down this hall and around the corner, you know that won't be able to save her if you're trapped in some hole with a broken leg. You need to find something you can use as a bridge. You turn around and pull up a local map on your Pip-Boy to make sure you don't get lost. As you hoped, it's been mapping the area as you go. You walk forward and take the first left. A few steps after, you hear coughing at the end of the hall. It sounds like it's coming from an adult man. There's a door to your right, which you try to open but is, unfortunately, locked.