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Previous Thread: >>1827560
/qst/ Archive: http://suptg.thisisnotatrueending.com/qstarchive/1827560/


Quick Recap of Chapter One:

>You are Benjamin Ford, 19, a dweller of Vault 41. You grew up independent of parents, learned the value of things working as a storekeep and spent class time daydreaming about high-tech weapons and military equipment.

>History 2C began a very unorthodox program of extracurricular activities over the next few months.

>You beat your rival and the class Chad, Chad Thurman, in a wrestling bout turned boxing match, impressing everyone.

>Mark Miller taught you a technique he uses to recharge spent microfusion cells, and an amateur design of his called the Zap Gun, a device that arcs electricity into targets.

>You couldn't get your teacher Mr. Jones to reveal the big secret, but had a good tumble between the sheets with Valerie Lin anyway, angering Kelly Rivas.

>You received a special assignment to leave the vault with your class to recover components, chemicals and supplies necessary to keep the vault running. The only re-entry code to the vault was uploaded to Chad's pip-boy.

>You were assigned second in command to assist in leading the mission, and left the vault into a deep network of tunnels and large caves.

>During a battle with a large radscorpion, Scott Wylde and Kelly were badly wounded.

>Chad died a hero while protecting your fallen teammates from the radscorpion, and was dragged deep under the earth. The group lost some weapons and much of the extra gear and rations.

>Mary Berg fled the battle in panic and encountered a mutant bear, but wasn't attacked.

>Mark and Valerie performed some basic first aid procedures on Scott and Kelly, stabilizing them for the time being.

>Eight remaining vault dwellers of your team of nine left the caves at last and looked upon the sky for the first time. It is the first time anyone has left Vault 41 in over 100 years.


>Play Holotape: https://www.youtube.com/watch?v=Aj4mYvz5wQM

There is no lake in front of you, pic not an actual representation
>>
>>1840925

You emerge from the tunnel, kicking up ancient dust with every step as you continue running through a barren, poured concrete pre-war checkpoint. Mold grows on ancient piles of paper scattered into the corners. Sweat runs down your forehead and through your Vault suit; you turn a sharp corner through a three way intersection, following your comrades' voices. "There!" Zeke gasps, running up ahead. You spend the last of your energy running to a strongly fenced checkpoint with a narrow entry, the gate long since removed. Through the rusty chain-link "windows" of the checkpoint you can see the mouth of the cave, and your feet notice the transition from poured concrete to sheer rock. The air feels cool and refreshing. You emerge from the caves at last, and see the sky for the first time.

You've seen pictures, of course, memorized and dumped the statistics, but nothing could have prepared you for just how... BIG it is; for the visual depth of it. The night sky, dark blue and bright with stars, stretches endlessly above you, and the unfamiliar scent of pine is overwhelming. Before you, a forest of great and gnarly trees, their stretching limbs and foliage blocking your view down the slope you're standing on. Behind you is the rocky surface of the cave, which you now realize is part of a hill, or maybe even a mountain. The air out here is so fresh that you catch yourself sucking it in greedily, as if your lungs want to make up for lost time. The night breeze is cool and bracing to the face and hands, but your helmet and vault suit keep the rest of you comfortably warm.

On the rock before you lie Kelly and Scott - badly wounded, but being further bandaged and tended to by Mark and Valerie. Zeke paces around them, occasionally hopping, asking what he can do to help. Mary leans by the edge of the cave's mouth, arms crossed and unable to stop her trembling as she stares at the bloodstained group on the floor. Regan sits further out in the night, staring at the full moon from the rock's edge.

>cont.
>>
File: vsecarmor.png (838 KB, 884x660)
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>>1840928
Personal Stats:

Benjamin Ford, Level 2 Human
S6, P6, E7, C8, I8, A5, L2
Tagged skills: Energy Weapons, Barter
Perks: None


Party and Equipment:

Benjamin Ford (Cha/Int, Energy Weapons/Barter) - 2x 10mm pistol, baton, polycarbonate shield, personal bag, security armor and helmet, vault suit
Kelly Rivas (Cha/Luck, Speech/Sneak) - 10mm pistol, security baton, personal bag, vault suit, WOUNDED, POISONED
Valerie Lin (Int/Per, Medicine/Science) - 10mm SMG, 10mm pistol, security baton, personal bag, security armor and helmet, vault suit
Mary Berg (End/Agi, Sneak/Survival) - 10mm SMG, security baton, personal bag, security armor and helmet, vault suit
Regan Harper (Cha/Agi, Speech/Guns) - 10mm SMG, security baton, personal bag, security armor and helmet, vault suit
Mark Miller (Int/Per, Repair/Science) - 10mm pistol, security baton, personal bag, security armor and helmet, vault suit
Zeke Baker (Str/End, Melee Weapons/Unarmed) - 10mm pistol, security baton, polycarbonate shield, personal bag, security armor and helmet, large ammo bag (10mm), vault suit
Scott Wylde (Str/Agi, Melee Weapons/Guns) - Security baton, personal bag, vault suit, WOUNDED, CRIPPLED

Every personal bag was packed with 7 days' food and water, a bedroll, medical supplies, survival holotapes, and basic tools like dinnerware and fire starting kits. The ammo bag contains many boxes of 10mm rounds to reload your magazines with. Some of your water and medical supplies were used. Almost all of your party members' personal magazines are empty and will need reloading.


Level 2 perk options:

>Strong Back (less affected by encumbrance)
>Awareness (intuitively analyze a target, identifying weak points and resistances)
>Inspiring Presence (bonus to leadership/morale checks for party members)
>Ambidextrous (no penalty for akimbo shooting or dual wielding)
>Intense Training (choose one primary stat to increase by 1, occurs gradually)
>>
>>1840928
You take in the scene before you, all of it. Chad is dead, and you wonder if any of your group will ever return to the vault, or meet as horrible a fate as his. After things going so wrong you wonder what the mission really is at this point. No matter what though, you have to decide, as the mission leader.

Mark reports that Scott has bled heavily out of an enormous wound, he needs a transfusion ASAP to stabilize and his wound must be cleaned and changed every 4 hours.

Kelly has suffered moderate bleeding out of a gash in her leg, and has a radscorpion sting that's swollen and blackening underneath the bandages. She may soon be experiencing hallucinations, vomiting, excruciating pain, dehydration, or inability to regulate body temperature. A tourniquet has been applied above the sting, the leg is almost sure to die but it might slow the poison. Valerie recommends amputation of the leg, as soon as possible, but this would require a fire.


Decide what the group needs to be doing, this is a plan of your making but here are some options:

>Send (someone) to search for a suitable camp site.
>Send (someone) to find a better vantage point to find out where you are.
>Send (someone) to try to find help, surely humanity survived the war?
>Make camp right here outside the checkpoint and start attending to the wounded, reloading magazines, talking, sleeping.
>There's nothing we can do for the wounded, we leave/euthanize them.
>Get everyone up and moving, up/downhill.
>Consult/give orders to team.
>Write-in plan.
>>
>>1840983
Oh and you can also redistribute gear however you want.
>>
>>1840955
>Ambidextrous (no penalty for akimbo shooting or dual wielding)
I assume that carrying heavy gear will increase our strength over a period of time, or are we going with pure fallout logic in this?

>>1840983
>There's nothing we can do for the wounded, we leave/euthanize them.
This is absolutely fucked, but we literally cannot care for them. I guess we can keep them alive if we send a few people scouting the general area to see if there is some sort of settlement near. We'll go and try to find help
>>
>>1840993
Over a long period of time, maybe.
>>
>>1840994
It would probably be easier to just include it as a perk, as deciding what a "long time" is could just be an extra head ache
>>
>>1840955
>Inspiring Presence (bonus to leadership/morale checks for party members)
This will be the most useful since we just became the leaders of this little shitshow.

>>1840983
>Send (someone) to search for a suitable camp site.
Mary Berg, she's got survival and sneak as skills even if she is a coward.

>Send (someone) to find a better vantage point to find out where you are.
Mark Miller. He's got high perception.

>Consult/give orders to team.
We wait until Mary and Mark get back, and in the mean time have Valerie and Benjamin work on fashioning some sort of litter/platform on which to carry Scott and Kelly. Regan and Zeke will work to seal off the entrance to the tunnels as best they can to prevent anything from following us out, and then they'll stand watch until the others return.

Then head to the campsite Mary (hopefully) finds with the wounded in tow. There we can start a fire and amputate Kelly's leg. Scott is kind of fucked.
>>
>>1840955
>Strong Back (less affected by encumbrance)
You can never carry too much stuff

>>1841119
I agree with this anon's actions.
>>
>>1841126
>>1841119
>>1840993
You're still undecided on your perk.

And ok, roll 1d200 to Mary, 1d200 to Mark, who balks at the task but does believe he can try to figure out where you are. Their bonuses will be applied.

Regan and Zeke go back to the checkpoint to hear the monsters have gone quiet, but take no chances and move some very rusty filing cabinets and a desk into the gateway, not much else remains of the place. They also reload the team's magazines and reminisce about Chad, and how cool he was as they stand watch. She seems to feel a little better as Zeke tells his favorite Chad stories.

You and Valerie break out what you have in the bags and put your wounded comrades into sleeping bags, and go out to find some branches and make bark rope, then return and make something. (1d200)

>Just roll 6d100, bonuses will be applied in order Mary Mark You
>>
Rolled 12, 97, 16, 37, 31, 29 = 222 (6d100)

>>1841160
>>
Rolled 26, 96, 3, 96, 62, 29 = 312 (6d100)

>>1840955
>Inspiring Presence (bonus to leadership/morale checks for party members)
>>1841160
>>
>>1841165
>>1841188
Making bark rope is a lot more time consuming than it sounded, and according to Valerie you need a lot. The low breeze rustles the trees and and layer of leaves, every so often the two of you stop on instinct and look around, paranoid. The work is slow but you get it done; you did your best and hope it'll hold. The two of you find four long branches and haul it all back where it's whittled down, and used to fashion a double litter to let four of you carry both of them all together.

Mark returns first, breathless, and takes a drink before reporting. He sinks to the cave floor, saying he has to sit, and feels dizzy. Nevertheless he recovers and reports that you're on the edge of a mountain range that abuts a large desert landscape below, dotted with buildings, scrub and the occasional rolling cloud of haze. Above you a good distance is the snow line and all around looks like rough terrain of forest or rocks, except for a winding and cracked pre-war roadway.

Mary returns afterward, brush sticking onto her suit and armor, having worked out most of her jitters. She tells you that she found a good, flat clearing, but spotted a tiny tent by the smoking ashes of a campfire and snuck away. On her way back, she just barely managed to spot a small smoke trail leading up from within a deep forest 2 valleys over.

Decide what must be done next, here are some options:

>Stay at the vault entrance for the night, perform operations, move when we have daylight, assign a second watch.
>Send (someone/group) to investigate the tent further.
>Everyone to the campsite to take it one way or another, Kelly doesn't have time.
>Have Mary lead the team to the smoke trail, assign four to carry the wounded.
>Take the wounded and follow the roadway, looking for civilization.
>Leave the wounded and go to one of the above.
>Leave the wounded and head down the mountains, into the hazy plains.
>Split the party.
>Consult/give orders to team/teammate.
>Write in plan.
>>
>>1841225
>>Have Mary lead the team to the smoke trail, assign four to carry the wounded.
Us and mary will go to that possible camp site for help, while the rest will carry the wounded, following us, but we'll be trying to haul ass
>>
>>1841230
Just to clarify, is this going for the small campsite, the distant smoke trail in the forest, or both?
>>
>>1841233
If the small campsite was abandoned, then the distant smoke trail
>>
"We're going to check out the camp site, Mary lead the way, Regan, Zeke, Mark, Valerie, take Scott and Kelly," you order. Zeke balks at the prospect of going into the forest, but Mark reminds him of the wounded. Once all hands are on the makeshift litter there's no doubt in their minds - their friends need them.

You trust Mary to lead the way as the two of you take point for the team, keeping within sight of one another amidst the trees, and turning back every so often to check that the glow of the litter bearers' pip boys is still following yours. Over the crunching of your own footsteps against the leaf you hear the occasional hoot or distant howl, your gun and shield are at the ready. Mary orders a stop, all lights go out and the wounded are laid gently onto the forest floor. You move up as quietly as you can toward Mary to see what she's motioning toward.

>Roll 1d100 sneak.
>>
Rolled 78 (1d100)

>>1841290
>>
Rolled 81 (1d100)

>>1841290
>>
>>1841300
Creeping up noiselessly is near impossible, but you manage to get close enough to spot what Mary's motioning toward without actually getting too close. Through a gap in the layers of trees you peer into the clearing and see that it glows with the soft light of a small fire, and see the outline of a man hunched over its source. Casting a long shadow off his shoulder is what looks like a gun, and the bulky silhouette could be armor of some kind.

Below are some options:

>Go back to the team and include them in your plans, leave (someone) with the wounded or don't.
>With Mary, approach the man and speak to him (what do you say?).
>With Mary, take the man at gunpoint and demand (what are your demands?).
>With Mary, attack the man with lethal intent.
>Try to sneak closer to listen in or because you have another idea.
>Call Mary back, try to leave back the way you came and head for the distant smoke trail.
>Consult/give orders to team/teammate.
>Write in plan.
>>
>>1841320
>>Go back to the team and include them in your plans, leave (someone) with the wounded or don't.
Leave whoever is most capable of caring for our wounded, and have the rest nearby. Preferably within shouting distance, rather than trying to sneak too close.

If we are spotted, or if we aren't, have Mary say "Hello" from a distance. Maybe a female voice won't be so alarming.
>>
Rolled 26, 45, 59, 66, 74, 37, 1, 4, 91, 89 = 492 (10d100)

>>1840925
The Thread have came
So have I
>>
>>1841320
Remember guys
- Females are a RESOURCE in post-apo
So at least try to hide their looks and keep them quiet
A Fresh, clean woman for a wasteland brute is like 5 star lunch
- Don't be itimidating BUT ALSO don't cover in fear, look natural like this is everyday thing you do
- Never go alone, 2 people groups minimum
>>
>>1841346
You creep through the brush back toward the others, and Mark volunteers to cover the wounded. "Be careful!" he whispers as the others spread out and take positions a bit further out, guns ready. Returning to Mary, you catch her attention and she sneaks back over to you. You tell her she's going to make contact.

She creeps from tree to tree, getting a little closer to the site and holding still. Sounding more than a little tense, she calls out, "Hello?"

"Oh shit!" the man rasps. He rolls from his seat to his belly onto the dirt of the clearing, turning to face the voice and drawing his rifle in one, fluid motion, and calls back, "Who's out there?" Mary presses herself close to her tree and doesn't say a word.

>Respond to him, tell him who you are or lie, or say something else.
>Say nothing, keep waiting, and watching, be ready for any threatening moves.
>Say nothing, move in to attack.
>Tell Mary to get out of there and fall back, run for your lives, taking the wounded.
>Write in plan.
>>
>>1841385
>>Respond to him, tell him who you are or lie, or say something else.
We just want to share fire and we don't mean any troubles to you
>>
>>1841393
You call out reassuringly, "We just want to share the fire, we don't mean any trouble to you." At the sound of another voice, he shifts in the brush and mutters, "Shit."

"Is that so?" he rasps back, "Well that still doesn't answer my question, who the hell are you? How many of you are out there?"

>>1841382
>- Females are a RESOURCE in post-apo So at least try to hide their looks and keep them quiet
You may find that this isn't necessarily true everywhere you go, but I'll make it a group precaution going forward if someone else supports it
>>
>>1841401
"A lot more than one, but we mean no harm. We have wounded, and we need directions and help"
>>
>>1841443
"A lot more than one, but we mean no harm. We have wounded, and we need directions and help," you assure the man. He doesn't say anything for awhile, someone behind you bristles audibly.

The stranger says, "Alright, let's pretend I believe that. Come on out where I can get a good look at you," he says, "With your hands where I can see 'em."

>Signal the others to stay put and come out alone to meet the lone camper.
>Signal everyone to come out into the clearing, holster your guns.
>Signal everyone to come out into the clearing, keep your guns up and ready.
>Respond to him with a counterdemand, or just say something else.
>Consult the team/a teammate.
>Write-in.
>>
Alright QM is going to sleep but I will continue tomorrow after 18:00 or 6PM EST
>>
heh. These sorts of situations where things can go easily wrong are always a bit dry on the votes. few people want to be blamed for making a really bad choice

>Signal the others to stay put and come out alone to meet the lone camper.
Might as well go through with it. We initiated contact after all.
>>
>>1841465
>>Signal everyone to come out into the clearing, keep your guns up and ready.
>>
>>1841465
>>Signal everyone to come out into the clearing, holster your guns.
>>
>>1841465
>Signal the others to stay put and come out alone to meet the lone camper.
Let's see how (un)friendly he is before exposing everyone.
>>
>>1841465
>Signal the others to stay put and come out alone to meet the lone camper.
>>
>>1841465
>>Signal the others to stay put and come out alone to meet the lone camper.
>>
Still amazed that the sent a group outside without meds.

Or that they'd open the vault door for a day every months/year on the day we went out in case something happened to the code holder.
>>
>>1842614
Chalk it up to first time mistakes
>>
>>1842623
I guess, though I hope mr. Jones come up with the idea.
>>
>>1842633
I like Mr. Jones, he's alright in my book
>>
>>1842614
>>1842623
From what the fallout games do Overseers and vaults in general can be very untrusting fo anything that comes from the outside, including their own exploratory teams, and will readily lock them out to be as paranoid and safe as possible. Probably with how they are conditioned to think about the outside world.
>>
>>1842826
Of course that depends on how our Vault functioned and what its people were like too. Hopefully nothing crazy was planned for ours.
>>
>>1842829
The experiment was that one family was full of megalomaniac geniuses who are more charismatic than a cult leader
>>
File: radman.png (476 KB, 362x532)
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Sorry everyone could not update tonight, brain hurts something happened. Will continue tomorrow throughout the day.
>>
>>1842894
O-ok
>>
>>1842894
damn this game looked bad ass
>>
>>1842894
Is quest dead?
>>
>>1845267
QM here, not dead. Something happened yesterday that affected my brain, couldn't write. Will be updating today starting in 30 minutes from this post.

>>1842614
You have medical supplies, they're part of the personal bags which I listed the contents of in vague terms. Nothing quite as powerful or easy to use as a stimpack, unfortunately. Those supplies were used in the vault long ago. As for the reason why you're cut off, I hope to explain that a little better throughout the quest.
>>
>>1842121
>>1842228
>>1842474
>>1841566
You signal the others to stay put and be ready for anything, and brace yourself for first contact. As you step out of the trees and into the clearing, he rises from the prone and the two of you get a good look at each other.

"Holy shit" he rasps, narrowing his eyes at your clothes with a mixture of amusement and amazement. Holy shit, indeed. What you see before you is... a rad-man? What you thought was a person is clearly a mutant of some sort, wearing a woodland camo outfit with some painted pre-war combat armor and a funny looking hat. His long hunting rifle rests easy in his grip but is pointed away from you. It's his face that catches your eye - it's utterly twisted and his skin is sallow and unhealthy looking. He's staring at your outfit with wonder; his eyes dart from your armor to your weapons to your pip boy and back.

"Well would you look at that," he says, tilting his head. "You said you had wounded? Go on and bring them out here, let's see 'em." He kneels down and reaches into his tent for something.

What do you say to your first contact on the surface? You can say or ask any number of things you like, here are just some options:

>Introduce yourself and the group. (Who do you say you are?)
>Who are you?
>Are you out here all by yourself? What are you doing?
>Jesus Christ, what the hell are you!? Does everyone look like this now?
>Hey, I don't mean to be rude, but what's going on with your skin and face?
>My friends here are badly wounded and running out of time, we need your fire and any help you can give us.
>Can you point us toward civilization? Somewhere our friends can receive medical treatment?
>We have you outnumbered and outgunned, kick over your weapons and walk away rad-man. No one needs to get hurt.
>Write-in.

>>1842894
>pic related
>>
>>1845333
>>Introduce yourself and the group. (Who do you say you are?)
>>Who are you?
>>Are you out here all by yourself? What are you doing?
>>Does everyone look like this now?
>>Hey, I don't mean to be rude, but what's going on with your skin and face ?
>>My friends here are badly wounded and running out of time, we need your fire and any help you can give us.
>>
>>1845333
>He kneels down and reaches into his tent for something
FREEZE MUTANT SCUM!
>>
>>1845333
>Introduce yourself
Make it a game, for each question he ask we ask one as well.
>>My friends here are badly wounded and running out of time, we need your fire and any help you can give us.
>>Can you point us toward civilization? Somewhere our friends can receive medical treatment?
>>
>>1845363
Kek, I'll include this if it gets another vote of support.

Will start answering questions and writing in about 10 minutes.
>>
>>1840925
?
>>
>>1845375
I've got a number of dialogue stuff I'd like to say.

>>1845333
>Get the Wounded, he seems like he may have some medical experience
"You seem surprised. I gather you don't see many of us around these parts."

I think tactically asking questions without revealing too much, and slowly revealing ourselves is good
>>
>>1845359
Supporting
>>
>>1845333
>Introduce yourself and the group. (Who do you say you are?)
he seems genuine enough
>Who are you?
>Hey, I don't mean to be rude, but what's going on with your skin and face?
>Can you point us toward civilization? Somewhere our friends can receive medical treatment?
>>
Ok so on the table it looks like we have this:

>>1845359
>>1845388
>>1845392
When you introduce yourself, what specifically will you say? Do you give your names? Do you tell him you're vault dwellers, where you came from? Do you make up some sort of lie or bluff? Just be generic and leave out the details?

>>1845364
>>1845386
And we're going to try to answer questions back and forth, trying to learn a little from him as well.

Will leave things open for a few more minutes if anything needs to be changed or added, then write it.
>>
>>1845398

Well we have our vault suits and literally no knowledge to base bluffs on so might as well come clean.
>Give names
>Vault dwellers
>>
>>1845400
Support
>>
>>1845400
Suportan
>>
>>1845400
This seems prudent. It would be a bad idea to lie that we're from "far away" or something if he does know the surrounding area far better than us.

Don't actually point in the direction of the Vault yet. Be truthful, but leave out details.

>>1845398
"We're Vault Dwellers from a Vault 41, my name is Ben. This is Mary."
>>
"Come on out," you call back to the team, eyeing the rad-man. "It's... alright," you assure them, not quite sure yourself. He crawls backward out of his tent, setting a small pack by the campfire, and pauses rummaging through its contents to get a look at the rest of your group as they emerge from the tree line. Mary emerges first and can't withhold a gasp, the others seem equally shocked but more at ease when they see you standing beside the mutant.

"Jesus," he mutters, peering up at your bloodied group from under the brim of his hat, "just a bunch of kids... I'm gettin' too old for this shit. Come on," he orders the litter-bearers, "quit gawkin' and get those two over by the fire." Your companions hustle over and set Scott and Kelly down gently, stepping back as the rad-man checks them out.

"My name's Benjamin Ford, these are my friends... my team. This is Mary, Valerie, Zeke, Mark, and Regan. And.. this is Scott and Kelly. We're from-"

"Oh I know where you're from," he interrupts, clicking his tongue as he peels away Kelly's bandage. "Yeah, no hiding it with that get-up, and the looks on your faces say it all. Been a lo-ong time since I've seen a vault dweller. What happened to this one?"

Mark breaks the awkward silence that follows, "It was... well it was a giant scorp-"

"A radscorpion, eh?"

"Oh, you call them that too?"

"Everyone does. Alright you did right tying off the leg and the other one doesn't look too bad, but the girl's leg is dying and it's going to kill the rest of her if it doesn't come off soon."

"Can you point us toward civilization?" you plead, "Somewhere our friends can receive medical treatment? There has to be somewhere, some place, right?"

The mutant looks you in the eye, holding your gaze for a beat. For a moment he seems to gaze past you. "No. No there doesn't, kid, and sometimes there just ain't."

>cont.
>>
>>1845436
Seems like there is/was another vault nearby.
>>
>>1845436
The camp clearing is silent but for the crackling of firewood and the rustle of leaves. Then the rad-man cackles, a raspy, coughing cackle, and slaps his kneepad. "But today there is," he rasps, "and lucky for you I'm in the business of helping folk like you be on your way through these parts! You can call me Grayson. Mountain rangers, at your service." He pulls his hat off and tips it, revealing a disgusting, balding scalp with a single neatly knotted tuft of yellow-brown hair. In just moments, his bags are packed and he kills the fire.

"Rockford is a short hike over the hills here, we'll take the old road and be there in an hour," he says, motioning for you to follow him before setting off into the trees.

>Roll 1d100 for a possible random encounter, will take highest roll.

>Roll 1d100 endurance for Mark.
>>
>>1845448
I haven't forgotten the rest of your dialogue choices either, I'm still writing them in as well
>>
Rolled 49, 58 = 107 (2d100)

>>1845448
Rollan.

Let's chat on the way there.

"Thanks.

So, you know about other Vault Dwellers then. Then you probably know we have a lot of questions about. . .everything really.

Maybe you can fill us up on what we've missed here."
>>
Rolled 21, 33 = 54 (2d100)

>>1845448
>>
I wonder what the chances are of him actually being a very clever slaver and this transitioning into a very different kind of quest
>>
Rolled 78, 27 = 105 (2d100)

>>1845448
We are all going to die.
>>
>>1845492
the 78 hopefully shield us from the worst encounters, though Mark isn't holding that great.
>>
>>1845448
"...So."

"So..."

"So your skin..." you begin. You've been hiking for a good half hour up and occasionally down a gently sloping pre-war roadway. The pavement is cracked, blistered, and in some places utterly warped by the passage of time, but the

"Ghouls," he says, stopping and staring up at the full moon. "We're ghouls, me and my kind. I've been called other things: mutant, zombie... freak... monster. But ghoul is what most everybody knows us by." You catch up and catch your breath, hands on your knees. Behind you the litter-bearers struggle on, sweating furiously. Zeke leads from the rear, trying to pump everyone up with words of encouragement while Mark slinks behind them, utterly defeated by altitude sickness and having vomited long since.

"Is everyone... like-"

"No, and not all of my kind are like me either, in fact most aren't." Grayson explains to you the nature of ghouls, how radiation creates and affects them and how he believes it drives them feral over the ages. "Hell I think I was practically feral for awhile back there, too," he laughs, then gazes outward into the valley beside you and into the mountain above. "Then I found this place. Clean, beautiful, worth protecting. Good people, too, 'til recently anyway. Out here a man can find peace, and rediscover who he truly is."

You and Grayson take a turn relieving Valerie and Regan, and continue up the mountain. On the way you spot a small herd of hulking mutant sheep, called Bighorners according to your guide. They're herded for food and milk, and absolutely useless as pack animals.

"So, you know about other Vault Dwellers then." He nods. "Then you probably know we have a lot of questions about. . .everything really. Maybe you can fill us up on what we've missed here."

"You're asking me to fill you in on a hundred plus years of local history kid?" he chuckles. "I'm not your history teacher, and we're almost there, but maybe we can do some catching up some other time? Here we are," he says, pointing to an ancient signpost, Rockford 1/2 mi ->

>cont.
>>
not to stop you overseer you mention the location here is entirely new.

do we as Vault Dwellers know something about the surface location? Like what state it is, if its near any old world places? If its not a real state name or town you can say so too
>>
>>1845511
You arrive at the cabin town of Rockford as dawn breaks over the mountains. Civilization doesn't look quite the way you expected it to, but then again what were you supposed to be expecting? The town is surrounded by a manmade clearing, and a shoddy looking palisade of wood and scrap metal reinforcement. On a platform behind the palisade, you see silhouettes of people; men draped in hides and furs, closer up you see fur caps, helmets, they're holding what appear to be spears or bows. "It's me, we have wounded!" Grayson calls up. "Open the gate!" one of the watchmen calls as you struggle up the winding path to the wooden gate. The gate swings open and you enter Rockford.

>cont.
>>
>>1845544
Before you is the main street, an old but cared for roadway of what used to be shops and city buildings but now house families or important community facilities. All around are cabins of wood and scrap metal, and the occasional trailer home or two, a faint smoke trail drifts from the rooftops of each dwelling.

Above and around you are intimidating looking men in hide outfits and metal armor, gazing at you with a mixture of awe and fear, and then concern for your wounded. Before you stands the leader of this community, Murdock, with his daughter Lyla, and some other village elders. You note that they're armed with hunting rifles and wear long coats with furs.

Grayson steps forward and speaks for you, explaining your situation and expressing the critical nature of Kelly's wound. "Say no more." Murdock orders his men to relieve your exhausted friends and to escort the rest of you to a guest house. You're exhausted and feeling a little tired yourself, and nearly miss it when Grayson calls to you, "Alright, see you kids around!"

You nearly miss the steps up to your cabin and sleep takes you the moment your head hits the bunk.

>cont.
>>
>>1845567
It's... Wednesday. Afternoon, according to your pip-boy and the sun beaming brightly down through your window.

You remember it all in a flash, jerking from drowsy to awake in an instant, then settle down. You've arrived at some sort of village. Grayson. Kelly and Scott, what happened? You look around the room and see Mark passed out in a bunk across from yours, Zeke snoring in the bunk above his. Regan, Mary and Valerie must be in another cabin. Your gear is right where each of you left it.

What do you do? This is a free form decision but here are some options:

>Wake Mark and Zeke.
>Let them sleep.
>Look for the girls.
>Look for Scott and Kelly.
>Look for the town leader, Murdock.
>Ask for directions to a bar or tavern, like in those holotape games.
>Look for a place to stock up on rations and supplies, maybe do some bartering.
>Write in plan.
>>
>>1845581
>Look for the girls.
>Look for Scott and Kelly.
>>
>>1845524
Ok it's in the northern commonwealth states area but not a real state or specific place. So far to your knowledge just some mountains, and the hazy plains/ruins down below on this side of them. More will come as things happen.
>>
>>1845581
Check our gears, mark the location of the place on our pip-boy. Start a journal and report what Grayson told us about.

>Wake Mark and Zeke.
Never move in a foreign place alone. Then do the things in order, search for the girls, ask about our wounded and meet the town leader.
>>
>>1845587
>>1845585
These.
>>
>>1845581
>escort the rest of you to a guest house
>You nearly miss the steps up to your cabin and sleep takes you the moment your head hits the bunk.
That was very kind of them.

>Let them sleep.
Let em get some rest.

>Look for the town leader, Murdock.
Ask him if he has the time for a few questions
"Grayson knew about Vaults and Vault Dwellers, I think it safe to assume you do too. So you know we've lived our hole lives underground with no idea about the outside world.

Can you tell us a bit about the history of this place? What the local area is like? Are there other towns and settlements out there, or maybe people we should be concerned about like bandits or killers?"
>>
>>1845585
>>1845587
>>1845589
>>1845599
>nobody wants to go to a bar/tavern

Writing
>>
Oh and your level 2 perk is still undecided and open to voting, I'll put it in after today.
>>
>>1845637
>Inspiring Presence (bonus to leadership/morale checks for party members)
>>
>>1845631
Business before pleasure

>>1845637
>Strong Back (less affected by encumbrance)
More things
>>
>>1845581
You check your gear, spot the dried blood on the SMGs and the bags, and you remember Chad. The mission. The vault. What is the mission now?

"Mark, wake up, Zeke, get up man, let's go," you shake them awake, ignoring their groans of protest - they too slept the sleep of the dead. They have the same realization and reaction in turn, and then the three of you gather your gear and step outside. The sun is blinding.

You find the girls in a cabin across a dirt path from yours, watching as each of them wakes up and has a jumpstart of their own before moving out. They too, recoil from the sheer brightness of the sun, but like you are soon enjoying the warmth of a late summer day in Rockford. Children scream, dogs bark, bighorners bleat deep and horrible bleats, and the people you see marvel at your vault suits, and some of the adults, you notice, are eyeing your guns and armor in particular.

>cont.
>>
>>1845637
What's our "carry limit"
>>
>>1845637
seconding
>Presence
Need to be able to survive and win in encounters before we begin to loot in the first place
>>
>>1845656
People are kind enough to point you toward the "sick house" as they call it, though you notice some others give you a wide berth as the six of you make your way through town, heavily armed.

In a dark but clean and cool concrete structure built into a slope, there are 8 beds laid out for wounded villagers, all are occupied. A dim lantern lights the room, it and the medical equipment are powered by a small, portable microfusion generator. Kelly and Scott lie unconscious in beds, bandaged and pierced by many tubes of fluids, breathing One villager is awake and tells you your friends are in critical care but resting, that Kelly woke up during the surgery and screamed as her leg was removed, not about her leg but about wild, insane things she was hallucinating. "You vault dwellers sure know how to make one heck of an entrance," he says. The doctor's assistant arrives and informs you that they will be cared for to the best of their ability.

>cont.
>>
>>1845659
You will be told when you feel you are reaching your limit, but it's more how much you carry affects you, when you need to do things like jump or swim, crawl through a tight space, sprinting from cover to cover in combat. It affects you less with Strength.
>>
>>1845702
Well I don't see us carrying much junk in the future, so I'll go with the Ambidextrous
>>
>>1845688
Murdock welcomes you at his hall, his daughter and the old radio operator Mason beside him, they were looking forward to your
company. "Your friends will be cared for, and you're welcome to stay as long as you like," he offers, "But if you've got any better place to be you'd best be on your way."

"Grayson knew about Vaults and Vault Dwellers, I think it's safe to assume you do too. So you know we've lived our whole lives underground with no idea about the outside world. Can you tell us a bit about the history of this place? What the local area is like? Are there other towns and settlements out there, or maybe people we should be concerned about like bandits or killers?"

"Holy shit kid, ok slow down there killer, alright, you got questions, we got answers."

>This is Rockford, a community of herders, hunters, trappers, fishermen, lumberjacks, families, kids, good people trying to live free.

>There is a network of communities like this, tribes or towns who live up here where the raiders don't like to come because of the mountain rangers, the wildlife, and the terrain.

>Down across the plains is the ruins of the kingdom of Barclay, now just the city of Barclay and the slavers, raiders, mobsters, gangsters, and families that rule over the outlying communities with force and demand tribute and subservience.

>Lately things have been more dangerous around the villages because of a group of particularly sneaky raiders that climbed straight up past the towns and assaulted a ski lodge outpost above the snow line.

>From there, this gang, the Shredders, and their leader Rad Tonio, have been menacing tribes and towns into paying tribute after the settlements failed in a combined attack on the summit that cost them some good fighters.

>Raiders are not good people, they are drug addicts, violent and unreasonable people, they're killers and thieves.

>Rad Tonio sent word with one of our beaten and whipped scouts that his people were coming under peaceful terms next week to arrange the terms of tribute, and the town is on high alert.

"There, happy?"
>>
>>1845688
Well shit, one leg Kelly joined our party.
Hopefully she will learn some useful craft for us.
>>
>>1845741
Haven't you guys tried to just finish them off? I know they're menacing, but the way that you guys are going, you're going to be bled dry. I know I don't have room to talk, just coming from a vault, but it seems society is never going to progress if people like this stick around.
>>
>>1845741
Ask if there is any work to be done and where you could get the parts that's needed for the vault.
>>
>>1845741
Happy, well I cannot say that but at least I know a bit more of this world.
I would ask you a bit more about certain locations but I fear I might be asking too much of you already.
>>
>>1845810
kek wrong fallout thread

I got a sneak peak
>>
>>1845810
YIKES wrong thread! I will delete this.
>>
>>1845741
"Now, you owe us nothing for our hospitality, but if you don't have anywhere else to be, I hope that you kids will offer to help out around town," Murdock says. "For the week, at least, you should be safe, be welcome to come or go as you please. I'm sure you could earn some caps helping out around town, you basically grew up in the old world, didn't you?"

You know what caps are.

Decide on a plan for the future. What is the mission? What are we doing? This is a free form decision but here are just some examples:

>Go to the marketplace to barter with the equipment your party has now.
>Go to a bar or tavern, like in those holotape games!
>Offer to help solve the raider threat as thanks for their hospitality.
>Offer to help solve the raider threat for some serious caps, your crew is the best.
>Offer someone's skills in helping the town healers.
>Offer someone's skills in repairing radios, generators and motors.
>Offer someone's skills on guard duty.
>Offer someone's skills in the bar/tavern.
>Offer someone's skills on whatever you can think of.
>Consult/give orders to team.
>Write in plan.
>>
>>1845814
Good job.
>>
>>1845780
Ask as much as you want, I will continue answering questions according to knowledge of any characters you've had a conversation with.
>>
>>1845818
>>Offer someone's skills in helping the town healers.
>>Offer someone's skills in repairing radios, generators and motors.
Also we could barter while they do that.
>>
>>1845818
>>Offer to help solve the raider threat as thanks for their hospitality.
If we can get them off your backs, will you help us find the material. Do you know where they are based at, their numbers, and what gear they have?
>>
>>1845830
Be specific on who you choose for the jobs, you are losing a party member for the time being for each choice.
>>
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Hmm, I want to think it'd be great if we somehow got our Vault to work and trade with the surface people here. I presume our Vault has some things of value, even if its just making clothes, fresh water, food, maybe even ammo and weapons production.

Knowing Vault mentality, they'd probably lock us out for good if we suggested opening the Vault. Notwithstanding the monsters in between it and the outside of the cave.

>>1845838
>Consult/give orders to team.
Let's talk among ourselves to see who is skilled in what. We're Vault Dwellers, and I don't know about you but I don't see any School or G.O.A.T. tests up here.

Can we check what the primary skills of our companions are? If they are good at [Science][Repair][Medicine][Small Guns] etc.

Then we can apply each person to a job best suited for them.
>>
>>1845818
>Consult/give orders to team.
Before anything else, tell them what we know and what they think would be the best for now. Sure helping the people is nice but it's better if Mark is on point and okay with that without us having to twist his arm.
>>
Huh, I must really be jumping the gun wanting to help rid the town of the raider problem then
>>
>>1845908
The quester in me says we should be stronger, more prepared and wait for our friends to heal.

the Vidya in me says the Lone Wander did this with a 10mm pistol the first day he left the vault
>>
>>1845908
Were not really that strong. With only 6(?) capable people where we dont know how well they will do. Let's start small.
>>
>>1845914
>>1845913
Well we seem to have some of the best gear around, and we aren't completely green with it, as we've been practicing for years it seems
>>
>>1845880
You can't communicate with the vault in any known way, or open the door.

The six of you return to the cabins and sit around on the bunks after removing your armor and cleaning yourselves at last. "Well?" you ask your team, "What do you guys think?"

Valerie says you need supplies and currency, you lost both ration/gear bags as well as one of the ammo bags, human casualties notwithstanding this is still a huge loss. The group won't last long anywhere without food and water, and likely better protection.

Mark thinks he could be of use helping to repair the radios, generators and motors, and mentions he was already interested to see what kinds of technology these villagers had.

Valerie offers to help the town healers, the state of the infirmary was already triggering her and she knows she can offer better advice.

Zeke says he could join the watch, or help out in the bar, Regan also doesn't mind these ideas.

Mary isn't sure what she can do but is willing to do whatever you decide is necessary. Everyone agrees you will have the final say.
>>
>>1845932
Bear in mind you can find a job yourself, anything you can think of spending a week doing, and that you don't have to assign all your team to work. You can explore, do other things with your time, think of something else to do, if you wish.
>>
>>1845932
I mean if we can be help around town, then sure. Tell them to look after their gear and carry a gun on them.

We should be looking for a more permanent situation for us, asking about areas for us, or even start making plans about a certain raider squad
>>
>>1845919
We're well armed certainly, and practiced, but we're still able to make mistakes and get seriously injured by dangerous wildlife.

Hmm, I wonder if all of us have V.A.T.S.

How do you guys forsee us helping the town? I sort of want to direct us to using our old world knowledge to help make the town better, maybe even get paid for our skills.

It's that or we become paid adventurers/explorers.

>>1845932
I vote:
Mark goes to study their tech and help how he can
Valerie goes to their infirmary
Mary - go and see what education is like here. If they have schools, or books, or anything else you can find. Its a safe job for her, and we should have a record keeper.
Zeke you can join the watch or help anywhere a strong back is needed like the lumberjacks. your discretion of preference
Regan and us will help out in the bar. Its the best place to scout out the locals an and hear rumors. Regan has a pretty face and a good tongue so she'd make a good waitress.
>>
>>1845932
Mary could train to become a hunter/tracker/scout and also do menial labor stuff to raise her endurance and gain some caps.
We could also do some stuff like that and when the crisis with the raiders is other for the time being join a carravan as a guard to barter for our own stuff in the nearby settlements.
>>
I'll leave the option open for another half hour, for anyone else to weigh in and vote. It would be better if you guys came to a consensus on what you want but if not I can work it out of the posts.
>>
>>1846067
Cool beans op. That is a good way to do it.
>>
>>1845961
I'll support, but don't come crying to dear ol' anon when the raiders are at the gates

Heh, tough luck kiddo
>>
>>1846084
Oh no thats perfect.

Settlement defense is fun!
>>
Ok so I think what I have here is

Mark helps mechanic/repairmen
Valerie to healers
Zeke working with town watch and manual labor
Regan and Benjamin in bar/tavern

If that looks right, decide whether Mary should try to gather intel and lore, or offer to work with hunters and trappers in the wild.

>Historian
>Hunter

And, roll 5d100 to see how the week is going.

>5d100
>>
Rolled 53, 87, 5, 56, 4 = 205 (5d100)

>>1846212
>>Hunter
More dangerous, but more helpful, unless there is a schoolhouse here
>>
Rolled 99, 35, 22, 29, 26 = 211 (5d100)

>>1846220
Its risky especially if its just her and the hunters without any one of us for help, but maybe this will help her build some confidence and nerves. A yaoi gui attack could traumatize anyone.

>>1846212
>Hunter
>>
Someone else better roll....
>>
Rolled 63, 1, 80, 23, 87 = 254 (5d100)

>>1846212
>>Hunter
Perhaps she'll learn how to build traps and disarm them.
>>
Rolled 88, 87, 59, 72, 80 = 386 (5d100)

>>1846212
Hunter
She needs to get some balls.
>>
>>1846220
>>1846228
>>1846305
>>1846323
Ok writing but anyone else can keep rolling, you're having a pretty good week so far. I will continue tomorrow with updates through out the day.
>>
Rolled 17, 98, 37, 20, 47 = 219 (5d100)

>>1846212
>>
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Rolled 31, 21, 88, 99, 47 = 286 (5d100)

>>1846212
>>
Rolled 10, 39, 91, 75, 43 = 258 (5d100)

>>1846354
I like your writing op[/spoiler
Also get a twitter prt pls
>>
QM comeback ;(
>>
Overseer?
>>
Alright, it's Sunday, but first let's see how the first half of your party's week is going:

>Mark: 53, 99, 63, 88, 17, 31, 10
>Valerie: 87, 35, 1, 87, 98, 21, 39
>Zeke: 5, 22, 80, 59, 37, 88, 91
>Regan Ben: 56, 29, 23, 72, 20, 99, 75
>Mary: 4, 26, 87, 80, 47, 47, 43

Your party members are working, and earning caps if they do a decent job. As mission leader do you let them spend some of their money on purchases of their own, or decide for yourself?

>Let party members spend what they earn as they wish.
>Collect all earnings and decide as leader what caps are good for.

>cont.

Sorry for not updating yesterday, hope to make it up today but will be taking it slow.
>>
>>1849562
Take half and let the others decide the rest. But be sure to mention that we should use most of it for the group.
Also Overseer, what perk did we get? Because inspiring presence might help out here.
>>
>>1849562
It's Thursday evening. You and Regan arrive at Mom's, the local watering hole and inn. It's another remnant pre-war structure with a post-war log cabin built into its side. You follow a swinging wooden signpost around the side to the older edifice, then enter through a creaking metal door downstairs into the tavern proper.

As you enter down the metal stairway into the basement, you feel warm air and the smell of something delicious roasting over a fire. All heads turn to regard you and your strange outfits momentarily, then return to their tables and the business of pleasure.

By the old pre-war jukebox, a burly blonde man with a great beard and ruddy expression sets down his guitar and lets the machine take over as he heads to the bar. Behind it, an enormous woman cleans mugs while appraising her clientele with one watchful eye. A serving girl in an out-of-place and revealing outfit sways amongst the tables with a tray of mugs and a bored expression on her face. Among the tables of patrons are some groups of heftier and tougher looking men who drink boisterously and shout as they come, but most seem to be couples or singles drinking in a more subdued silence. There's a pool table near one corner, and a scraggly looking man running games of chance in another.

(Per) For an establishment where troubles are supposed to be forgotten, you see a lot of rifles leaning against tables and chairs, and axes and knives on hips. You also recognize Murdock's daughter Lyla in a booth, two glasses untouched on the table before her.

You notice that some of the men are grinning and whistling at Regan, and some teenagers at a table in the corner stare right at her, jaws wide open. You wonder if she's used to this kind of attention. Your gaze drifts and you catch one crusty old woman's eye - she winks at you, making very lewd motions with her tongue.


What's your business at Mom's Basement?

>(Cha) Barkeep, a round of drinks for everybody! Let's get shithoused! (Roll 1d100)
>Meet the owner, Mom, and ask for jobs.
>Sit down with a group of hunter-trappers.
>Sit down with a group of teenage boys.
>Strike up conversation with the serving girl.
>Sit down with Murdock's daughter, Lyla.
>Try to earn some caps doing a little gambling (games of chance or billiards).
>Try to start a bar brawl, like in the holotapes!
>Consult/give orders to teammate.
>Write-in plan.
>>
Rolled 77 (1d100)

>(Cha) Barkeep, a round of drinks for everybody! Let's get shithoused! (Roll 1d100)
Nothing like making an impression. Do we have the caps to cover it?
>>
>>1849582
I need to tally all the votes, will do that now and finalize your level 2 perk.

>>1849617
You have earned no caps at this point in time. All you have to barter with is your personal and party equipment.
>>
>>1849562
Oh and to be clear this vote is also still open, so anyone can weigh in on this too until closed out. There may be times today where I have more than one decision up at a given time.
>>
>>1849605
>Meet the owner, Mom, and ask for jobs.
Probably better to build up reputation before we go pestering random NPCs
>>
>>1849605
>Sit down with Murdock's daughter, Lyla.
>>
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Alright, votes are tallied and your level 2 perk is

>Inspiring Presence: (bonus to leadership/morale checks for party members)

This will usually take the form of one bonus die for party leadership/morale checks, and smaller, varying bonuses when trying to affect NPCs and possibly even enemies.
>>
>>1849605
>Meet the owner, Mom, and ask for jobs.
>>
>>1849617
>77
The two of you head straight for the bar. "Barkeep, a round of drinks for everybody! Let's get SHITHOUSED!" you announce. Some of the patrons have been watching you and rise up, raising their mugs and cheering. Mom glares at you with her evil eye but nods at the broad-chested minstrel, who laughs. "Alright, Mom likes you, newcomers! A round of drinks for everyone!" Mom mumbles incoherently, you don't like her tone but she and the big man start pouring out the booze.

>>1849646
>>1849698
"We're not just here to drink," you begin after introductions, accepting a cold, tall glass of dark brown. "We came here for work, you hiring?"

Mom looks the two of you over, mumbling and tilting her head back. She shakes her head and mumbles at the minstrel, her son Burt. "Hm," he says, bringing a thumb to his goat beard. "Ma you sure? Alright, Mr. Smoothtalk, you can go ahead and give the bar a spin, let's see how you handle some customers. The lady she wants working the tables."

You look out at the blushing serving girl, who pulls her dress away from a table where the partying hunters are all reaching to give her a pinch on the cheek. Regan gives you a look, "You want me to wear that? Like in Dungeon Siege?" You blink.

"It's a compliment, really!" Burt laughs nervously. "'Course, if the two of you aren't up for it, there's always the kitchens, and during the day you'll both be helping to clean and reset the place," he adds hastily.

Decide what jobs you'll work.

>Take Mom's offer, you'll work the bar and Regan will serve drinks.
>You'll work the bar, but Regan works the kitchen.
>Counteroffer, Regan works the bar, and you get to strut your stuff around the tables.
>Both of you work the kitchen.
>You can do better than this yourself, try your hand at gambling instead.
>One/either/both of you tries your hand at entertaining for tips (how?).
>One/either/both of you try your hand at the world's oldest profession.
>Forget the offer, find something else to do.
>Consult/give orders to teammate.
>Write in plan.
>>
Also for those who requested, I set up twitter. https://twitter.com/vaultdweller412

Follow for a tweet whenever I update the quest with a decision/encounter.
>>
>>1849866
>>You'll work the bar, but Regan works the kitchen.
Nice, we can be the charismatic bartender who gives out sound advice, just like my Billy Joel anime
>>
>>1849866
>Counteroffer, Regan works the bar, and you get to strut your stuff around the tables.

That or >>1849879.
>>
>>1849879
Supporting
>>
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Mark meets Mason, the town's old radio operator and repairman, and the two hit it off easily, bonding over a mutual curiosity of each others' worlds. As a demonstration of his skills, Mark digs into the electronic scrap collection and assembles a makeshift zap gun. Mason was impressed enough to let him keep the parts, and the 2 recharged microfusion cells he rigged to it, for free. (short range, 1 shot per attack, can disorient or stun targets)

Mark points out the defensive buildup happening across town, and mentions that so far he's just been jury rigging low-tech fixes for things like lamps and radio components. He could show these people how to recharge spent microfusion cells, which could improve their power situation for awhile and possibly even help them against the Shredders.

>Great idea, Mark. This could help improve their quality of life and maybe even make the town safer.
>You're not teaching them a thing, Mark. They want electricity, we need caps and resources. Let 'em do the math.
>Forget the generators, Mark, I want you to start building more weapons. Let me decide what to do with them.
>Your choice Mark, do what you think is right.
>Write-in.
>>
>>1850247
>>Great idea, Mark. This could help improve their quality of life and maybe even make the town safer.
Your zap guns probably won't be enough compared to their rifles, but you should keep improving your idea in your free time
>>
>>1849879
>>1850029
>>1850035
You shake your head, "I'll work the bar, but Regan isn't going into the meatgrinder over there. She'll work the kitchens." Mom grumbles but Regan crosses her arms and stares right back at her. The older woman turns away and waves a hand, Burt grins and tells you, "You're hired!"

>cont.

>You're working bar, Regan is in kitchens. Less money and tips, but probably safer for her.
>>
>>1850247
>>Your choice Mark, do what you think is right.
Be careful and write down everything built in case it's destroyed or stolen, we don't want things we craft used against us.
>>
Just a reminder for any voters that we also still have this decision open:

>>1849562
>>1849562
>>1849562

It will affect upcoming choices.
>>
>>1849582
This, we'll take half of it for the running total for supplies needed by the group
>>
>>1850247
>Your choice Mark, do what you think is right.
>>
>>1850290
>>1850311
"It's your decision Mark, do what you think is right." you reply, putting a hand on his shoulder.

"Thanks, man," he says. "I just feel like we can really make a difference for these people, y'know? I'll let you know of any further developments."

"Just remember to log your work," you remind him, "We don't want to lose track of technology out here. Who knows how it could change the status quo."

"It's all going in here!" he says, tapping his pip-boy.
>>
Valerie offers her services and knowledge to the town healers, elderly Brianne and her tall, dark and handsome orderly, Colton. The infirmary is made as sanitary as possible and new beds are moved in in anticipation of upcoming conflict. From Colton, Valerie learns more of the failed attack on the ski resort: 14 of Rockford's bravest hunters and watchmen left to join a coalition to push the Shredders out of the mountains. Only 6 of theirs returned, all wounded and a few on death's door. The talkative survivor laments the attack, reflecting that the Shredders were well prepared to defend their summit.

They're present when Scott wakes up. He's in great pain, surrounded by strangers in a strange place, and panics. He's kept in a foggy and dreamlike state with healing powder and fungal tinctures so he can have an easier and speedier recovery. Kelly wakes up on Friday and is sedated and moved to a solitary chamber deeper under the infirmary. In the brief and horrible moments she's awake it's discovered that she's blind and can't regulate her body temperature. Fortunately, the caravan due back from Miller's Point in a few days should have some much needed herbal remedies.

Valerie and Brianne are butting heads constantly over procedures and practices, each insisting her own methods are better than the other's. "She keeps trying to smear the wound sites with these disgusting jars of old piss! And last night I came to change the dressings and there were maggots, or grubs or something festering in Kelly's... oh God," she shudders and catches herself, trying not to lose her dinner over the memory. "When I tried to pick them off she chased me out, shouting!"

Roll 1d100 and decide:

>Valerie's right, have her tell the village healers to mind their own business when it comes to our guys and let her apply her methods.
>Valerie needs to suck it up and trust in the healers, this is their world and they know what they're doing.
>Leave them to work it out on their own, this is probably good for them.
>Write-in.
>>
Rolled 93 (1d100)

>>1850544
>Valerie's right, have her tell the village healers to mind their own business when it comes to our guys and let her apply her methods.
Try to explain to them that we have extensive knowledge on pre-war medicine tactics, and we could easily combine our knowledge. Have her and the healers sit down and try to talk it out
>>
Rolled 17 (1d100)

>>1850555
Supporting
>>
>>1850544
Maggots eating dead flesh is actualy a working treatment but it needs to be done carefully, the piss can be used if you don't have any alcohol to treat a wound if you have no clear water.
If the local medic knows all that, having her explain the logic in that and it's sound viability could earn everyone a bit of respect.

That said we'll have to explain that there's way to treat that doesn't require maggots and piss.
And maybe built a water filter if the town doesn't have one already.
>>
Rolled 66 (1d100)

>>1850645
Forgot something.
>>
>>1850555
>>1850641
>>1850645
By some twist of fate, you actually remember something from your classes that Valerie must have missed: maggots and urine. More specifically, that ancient civilizations would use primitive methods like these to treat their wounded. Oh, right. It wasn't class, it was an old holotape about real barbarians.

You bring the healers together to help work out their differences. Brianne explains that her methods are tried and true, but reluctantly agrees to Valerie's explanations as to why things should be done her way, muttering about "fancy old worlders who think they know everything." In turn, Valerie allows the unorthodox treatments to be applied to your friends, under careful supervision, and learns a little about such methods.

>mfw was googling images of maggot treatment to post
>>
>>1850715
Zeke and Mary both report rocky starts in their assignments.

The new watch captain Rylock isn't trusting of outsiders, and your group is no exception, he tells Zeke. "I need good eyes up here, good eyes and cool heads, and I don't know yet that you got either." Zeke remains persistent and volunteers behind the town gate, offering a strong back to kids moving materials to reinforce the wall, helping load up a caravan to Miller's Point, and shooting the breeze with gate guard Mert in the meantime. "I think I've got an in," he says, "I know that old dude knows that I've got the stuff, and Mert's vouching for me."

>Keep trying to get a position on the watch, we'll need a connection.
>There are better ways to spend your time, let's find something else for you to work on.

Mary goes out with the hunter-trappers, who have a laugh at her outfit and weapons and use her mostly as a load-bearer. It's tough work carrying packs, spears, arrows and traps through rough terrain and brush all day, and she comes back to town exhausted in the evenings. However, it fascinates her to watch the hunters use stealth and tactics to flush and take down a radstag, or their local knowledge and context clues to avoid a dangerous beast. The hunters won't let her touch a bow yet, but they seem to like her, especially a younger boy named Tred who's fallen completely in love with her. She thinks she likes him, too.

>Sure, why not? It's kind of cute and maybe she needs this.
>Forbid this, it will have consequences. Everyone stop fraternizing with the locals.
>>
>>1850715
It's disgusting but it does the job quicker than the modern treatments.
>>
>>1850720
>>Keep trying to get a position on the watch, we'll need a connection.
As long as he doesn't pass as overbearing, up there they are the jock and he's one of the nerds if that makes sense.
>Sure, why not? It's kind of cute and maybe she needs this.
Be sure to have him finish outside, if she's not on the pill.
>>
>>1850720
>Keep trying to get a position on the watch, we'll need a connection.
>Sure, why not? It's kind of cute and maybe she needs this.

Check around to see if prophylactics still exist in this brace new world.
>>
>>1850743
>>1850793
You're not sure yet what will come of this, but encourage Zeke to keep gunning for a post on the palisade.

You don't interfere with Mary's ardent admirer, she seems happier and less withdrawn than she was leaving the caves. To your dismay you find that the people of Rockford don't really have the means of producing pre-war contraception methods, and warn her what this means. She turns red, saying it isn't like that.
>>
>>1850843
Wait a second, wasn't Mary Chad's girlfriend?
>>
>>1850843
It's Saturday night, and you and your companions have been working for about 3 days. You're at the bar of Mom's as usual, and normally Regan would be struggling to master the messy art of cooking back in the kitchen. Tonight the Basement is especially full - of men and women, Rockford's family leaders gathering for a council. Regan and Burt stand beside you, watching. Murdock addresses his audience.

"As you all know," he announces, "and have probably guessed, the caravan we sent down road to Miller's Point was due back earlier this evening." He pauses before continuing, "They radioed in from Miller's Point and reported in that they made their trades and picked up the goods we needed, but they're running late. You all know we're at an elevated threat level, and that this could mean anything," he raises his voice over the growing murmurs of concern and speculation. "It could be a lame brahmin, it could be those damned raiders, it could have been a damned yao guai," he says, "but whatever it was, we are going to find out where our people are."

(Per) You read the room and see that the crowd seems half assured, half nervous about this.

"You know how this works," Murdock continues, "I'm only asking for volunteers, I know many of us have suffered losses." A couple of hands go up, he picks out their owners. "Alright, Reese, Hodges, Danvers, you're in. Anybody else? Anybody?" he asks, disappointed. "Alright, we'll assemble the search party by noon tomorrow at the gate. If anyone else is able," he stresses the last word, "to help find our missing people, please send them my way. Meeting adjourned."

>cont.
>>
>>1850851
Regan was Chad's girlfriend.
>>
>>1850858
That night, the six of you meet in the girls' cabin to discuss what you've heard.

"That caravan..." Mark begins. "They called us, they reported in from the other town. There were six of them..." he trails.

"That caravan had medical supplies," Valerie interjects. "Tinctures, salves-"

"Jars of stale piss?" Mary jokes.

"Very funny," Valerie replies dryly, but shrugs. She can't deny that she's had a funny smell trailing her after spending so much time using the stuff. "The caravan had supplies Kelly needs if she's going to survive. She's not doing well on her own."

"So what are we talking about?" asks Zeke. "Let's get on that road and find that caravan!" He looks around for support, seeing no one latching onto his bright idea.

"We should join the search party," Mark says, "it only makes sense. Don't we already owe these people for taking us in? Doing everything they can for Kelly and Scott?"

Ultimately, the decision must fall to you.

>Assemble the team and your gear, lead/assemble your own search party for the missing caravan now.
>Wait until morning to assemble your own team and send them out.
>Wait until morning to volunteer up to (2) party members to join the search party.
>Consult/give orders to team/teammate.
>Write in plan.
>>
>>1850934
>>Wait until morning to volunteer up to (2) party members to join the search party.

Us and Regan.

See if we can trade our security armor for some locally made leather. If there's raiders, wearing the iconic apparel of a society that has lots of food and supplies and are somewhat pacifistic will lead to some unwanted attention, and might lead them to Vault 41.

That, and bright blue and yellow makes for a pretty good target.
>>
Rolled 2 (1d100)

>>1850984
Supportan
>>1850858
Also (Per) roll
>>
>>1850984
sure
>>
It's Sunday morning. You have with you a list of your collective gear, equipment and supplies. You also have a list of possible contacts in town, and a final destination.

Your party earned 32 caps of which you kept your share (6) and received 13 caps from the group. Mark also contributes an extra 8 caps he received as tips to your pool.

You have 27 caps to barter with.

You volunteered yourself to join the search party, and so did Regan, and the two of you will be meeting Murdock's party by the town gate at high noon.


You have some time to prepare. Below are just some options, form whatever plan you want:

>Head to the marketplace to barter equipment and caps for whatever these people have that you need.
>Go to the tavern, look for people to try to recruit!
>Meet someone in town, for whatever reason (who?).
>Decide someone else is going with the search party (reassign 2).
>Consult/give orders to team.
>Write in plan.


Party Equipment (Decide also what equipment you and your companion are using):

1x Zap Gun (2x Recharged MF Cell)
6x 10mm Pistol (12 rd)
3x 10mm SMG (20 rd)
8x Security Baton (telescoping steel)
2x Polycarbonate Riot Shield (light rounds)
8x Pip-Boy (wrist computer-radio w/ internal power source)
8x Vault Security Helmet (polycarbonate visor, hard plastic shell)
6x Vault Security Armor (thermal-dissipative bulletproof vest, ceramite breast, back and groin plate, ammo carrier)
6x Vault 41 Suit (synthetic fiber body suit leather boots)
2x Vault Suit (damaged)
8x Personal Bag (Rations 5 days, Pre-War medical equipment and supplies, bedrolls, Water 5 days, survival holotapes, basic tools and utensils, spare magazines)
1x Large Ammo Bag (Gym bag, 10mm boxes)

Contacts:

Murdock and Lyla
Mason
Mom and Burt
Rylock, Mert
Tred
Brianne and Colton, Scott and Kelly
>>
>>1851265
You suspect nothing out of the ordinary.
>>
File: securityarmor.jpg (622 KB, 906x1064)
622 KB
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>>1851414
Pic related
>>
>>1851414
>Go to the tavern, look for people to try to recruit!

Us
2x 10mm Pistol
1x Security Baton
Ammo
1x Vault Security Armor (paint over the vault markings)
1x Vault Security Helmet

1x 10mm SMG
1x Security Baton
Ammo
1x Vault Security Armor (paint over the vault markings)
1x Vault Security Helmet
>>
Rolled 60 (1d100)

>>1851414
>Head to the marketplace to barter equipment and caps for whatever these people have that you need.
Also talk with Reagan to make sure she is ready for this, maybe switch with Mary or Zeke if she isn't.

Also this >>1851433
and we should borrow Mark's Zap Gun since we've got energy tagged.
>>
>>1851440
roll was for PER at the market
>>
I'll leave these decisions open until I start tomorrow at some time at which I will tweet on this twitter: https://twitter.com/vaultdweller412
>>
>>1851414
>Head to the marketplace to barter equipment and caps for whatever these people have that you need.
See if they have any knives or hatchets they could give up or trade for a few batons.
>Go to the tavern, look for people to try to recruit!
>Consult/give orders to team.
Ask Mark to look into further developing the Zap Gun, particularly with a lethal setting.
>>
File: handmadeguns.jpg (322 KB, 1184x553)
322 KB
322 KB JPG
I should actually just leave this around too:

Handmade Hunting rifle 50 caps
.308 rounds x50 for 20 caps
Handmade Pistol for 25 caps
.38 rounds x 50 for 10 caps
Handmade Hunting shotgun for 70 caps
Shot shell x 50 for 25 caps
Pipe Pistol for 10 caps
Pipe Rifle for 15 caps
Combat knife for 5 caps
Hatchet for 5 caps
Machete for 10 caps
Long Spear for 6 caps
Longsword for 42 caps
Throwing spear x4 for 2 caps
Shortbow for 6 caps
Longbow for 8 caps
Quiver and 20 arrows for 10 caps
20 arrows for 5 caps
Wood and hide shield with leather rim for 6 caps
Wastelander hide and cloth outfits for 5 caps each
Fur and leather coats for 10 caps each
Leather armor for 40 caps or 8 caps a piece
Padded cloth underarmor for 6 caps
Hammered metal plates for 55 caps or 10 caps a piece
Small tent for 15 caps
Large tent for 30 caps
Healing powder 1 pouch 10 caps
Pack Dog 30 caps
Attack Dog 40 caps
Bighorner 50 caps
Pack Brahmin 250 caps

This doesn't represent everything the town has to offer but is a base line and you can think to look for anything you want, roll 1d100. Caps are not meant to be used as a primary currency but as yet another thing to barter with. Everything has value.
>>
Btw, throw up a link to the thread on the twitter when you go live. Most people don't want to try and search for the thread in the catalogue.
>>
Rolled 11 (1d100)

>>1851508
Buy hunting knife x2 and take them with us in our boots or something. Also try to haggle.
>>
>>1851508
>>1852063
Supporting this fine Gentelman
>>
Rolled 4 (1d100)

>>1852144
Sorry I forgot to roll
>>
Rolled 68 (1d100)

>>1852163
>>1852063
Check this silver tounge
>>
>>1852164
Well it's better than copper senpai.
>>
>>1852170
Admit it, you rolled straight up lead.
>>
You guys don't have to roll, I haven't asked for any yet.

So far I have:

>Head to marketplace
>See if we can trade our security armor for some locally made leather.
>See if they have any knives or hatchets they could give up or trade for a few batons.
>Buy hunting knife x2 and take them with us in our boots or something. Also try to haggle.

>Go to the tavern, look for people to recruit!

along with

>talk with Reagan to make sure she is ready for this, maybe switch with Mary or Zeke if she isn't.
>we should borrow Mark's Zap Gun since we've got energy tagged.
>Ask Mark to look into further developing the Zap Gun, particularly with a lethal setting.
Currently team equipment is:

Ben
1x Zap Gun
2x 10mm Pistol
1x Security Baton (12rd)
4 magazines
1x Vault Security Armor (paint over the vault markings)
1x Vault Security Helmet
Vault Suit

Regan
1x 10mm SMG (20rd)
1x Security Baton
4 magazines
1x Vault Security Armor (paint over the vault markings)
1x Vault Security Helmet
Vault Suit

If any changes or additions should be made to the plan or your equipment, let me know before I start later today.
>>
>>1852254
>Vault Security Armor (paint over the vault markings)

Wait, what's the new paint style on the security armor? If it's forest camouflage, all we really need then is something under the armor that can blend in to the environment. In that case, just buy the under armor, sell off Mary's and our spare 10mm pistols, the torn Vault Suits (for material), and three or four batons.
>>
>>1852254
>talk with Reagan to make sure she is ready for this, maybe switch with Mary or Zeke if she isn't.

You remind Regan of the possible dangers you could be facing outside the palisade. She gives you a steely look in return, and tells you she's ready. Ultimately, it's still your call.


>we should borrow Mark's Zap Gun since we've got energy tagged.
>Ask Mark to look into further developing the Zap Gun, particularly with a lethal setting.

You head back to Mark at the radio station, and ask to borrow the zap gun for the mission. "Of course! Don't forget you can turn this dial to switch between lethal and nonlethal settings, but using a lethal charge will drain both cells at a time."

You could also, optionally:

>Have Mark spend the morning working on another upgrade for the zap gun (needs 2 spent MF cells for 20 caps, high charisma roll, or theft)
>You have an idea of your own, on upgrades you could try to make for your weapons (repair/science roll with bonuses from energy weapons or guns, costs varying amount of caps depending on what you want to make, takes time)
>>
>>1852270
>Mary's 10mm
Sorry, I meant Kelly. If she's blinded forever, I don't think she'll need it, unfortunately.
>>
>>1852270
It's whatever you choose to paint it, you will find a can and brush at the marketplace later.

You'll consider bartering

>2 10mm pistols
>2 damaged vault suits
>a few batons
>possible security armor
>27 caps

later on at the marketplace.
>>
>>1852275
And of course anyone can suggest changes to this as well.
>>
>>1852270
We just want to make sure people can't immediately tell we're from a vault
>>
>>1852271
>Ask Mark to look into further developing the Zap Gun, particularly with a lethal setting.


>Have Mark spend the morning working on another upgrade for the zap gun (needs 2 spent MF cells for 20 caps, high charisma roll, or theft)
>>
I'll begin a session tonight in 3 hours from this post, I'll tweet on the twitter as well: https://twitter.com/vaultdweller412

Voting is still open for any of the decisions you have to make before the mission.

>>1852407
>Have Mark spend the morning working on another upgrade for the zap gun (needs 2 spent MF cells for 20 caps, high charisma roll, or theft)

Alright decide if you're going to trade for the needed cells, or steal them, or try to convince Mason that he should give them to you for free.

>If you're stealing or begging, roll 1d100.
>If you're trading, make an offer.
>Never mind we can't afford this.

>And roll another 1d100 to see if he manages to make something good.
>>
Rolled 46, 71 = 117 (2d100)

>>1852890
1st for begging and second for Mark. If we fail to beg, I say we just trade.
>>
Rolled 63, 56 = 119 (2d100)

>>1852890
>>
>>1852940
>>If you're trading, make an offer.
Tell them that if they don't give us the cells, when the raiders come knocking, they'll come and take a lot more than that
>>
>>1852897
>>1852940
>>1852943
You tell Mark you need even more zap in the zap gun, and the two of you explain to Mason that you need components to help protect the town. The old man is up to date on the current situation and concerned for Rockford, and believes Mark's sincerity toward helping his town. Mason offers you two more MF cells free of charge.

Mark whips up and attaches housing assemblies for both and warns you that turning the dial to use 3 cells hasn't been tested, and that he honestly doesn't think you should use the fourth setting at all.
>>
>>1853369
>and that he honestly doesn't think you should use the fourth setting at all.
So use the fourth setting, got it
>>
>>1853369
>>1852254
Your next stop is the market, which is really an open roadway where craftsmen and women ply their trade and vend their wares from their porches and front yards. There isn't a single vendor running a centralized one shop stop, instead you have to ask around for prices in caps and negotiate your own deals. After your first pass around the marketplace you have in your "cart"...

>2x full set leather armor - 80 caps
>2x padded cloth underarmor - 12 caps
>2x hatchet - 10 caps
>2x combat knife - 10 caps
>1 can paint and brush - 1 cap

So far, you've decided you're willing to barter:

>2x 10mm pistols
>2x damaged Vault 41 suits
>2x security batons
>27 caps
>2x Vault Security Armor
The craftsmen and traders offer you this deal:

>1 can paint+brush, 2 combat knife, 2 hatchet, 2 cloth underarmor, 2 leather armor
for
>2x security batons, 2x 10mm pistols, 2x damaged Vault 41 Suit, 27 caps


Is this an acceptable deal, or do you have a counteroffer?

>Accept (make the trade).
>Counteroffer (arrange your own offer with what's on the table and receive a final counteroffer based on that).
>(Barter) Haggle down the price in a battle of wills (roll 1d100).

Also, do you continue trading and managing equipment, or move on?

>Continue bartering (list any other equipment you think you'll want before leaving, can barter with any party equipment)
>Move on to the tavern.
>>
Rolled 92 (1d100)

>>1853402
>>(Barter) Haggle down the price in a battle of wills (roll 1d100).
These batons are in almost perfect shape, made out of pre-war material, and these pistols might as well be straight from the factory with how pristine and cared for they are, and these vault suits? They're an oddity by themselves, more than likely to attract the occasional eye. You'll have to throw in something extra for us
>>
>>1853408
"These batons are in almost perfect shape, made out of pre-war steel, and these pistols might as well be straight from the factory with how pristine and cared for they are, and these vault suits? They're an oddity by themselves, more than likely to attract a buyer. You'll have to throw in something extra for us," you say, brandishing each of the items in turn and speaking loudly for others around to hear. Evidently you crushed it, because the woman offering the deal says, "Aw'righ, aw'righ..."

>She drops the 27 caps from your end of the table, and adds 8 of her own to her side. You effectively have 35 caps to barter with, good for any item in the marketplace. Or you can use it to pay off a purchase and keep some of your own equipment.

The deal as it is:

>1 can paint+brush, 2 combat knife, 2 hatchet, 2 cloth underarmor, 2 leather armor, 8 caps
for
>2x security batons, 2x 10mm pistols, 2x damaged Vault 41 Suit

Is this acceptable?

>Accept
>Counteroffer
>>
>>1853428
>>Accept
>>
>>1853428
>Accept
>>
>>1853428
The deal is closed, your party equipment is now:

35 caps
1x Zap Gun (4x Recharged MF Cell)
4x 10mm Pistol (12 rd)
3x 10mm SMG (20 rd)
6x Security Baton (telescoping steel)
2x Combat Knife
2x Hatchet
2x Polycarbonate Riot Shield (light rounds)
8x Pip-Boy (wrist computer-radio w/ internal power source)
8x Black Security Helmet (polycarbonate visor, hard plastic shell)
6x Black Security Armor (thermal-dissipative bulletproof vest, ceramite breast, back and groin plate, knee pads, ammo carrier)
2x Leather Armor (leather thighs, arms, vest, knee pads, ammo carrier)
6x Vault 41 Suit (synthetic fiber body suit leather boots)
2x Padded Cloth Underarmor (quilted gambeson)
8x Personal Bag (Rations 5 days, Pre-War medical equipment and supplies, bedrolls, Water 5 days, survival holotapes, basic tools and utensils, spare magazines)
1x Large Ammo Bag (Gym bag, 10mm boxes)


Before you move on you can re-equip your current team with any new or pre-existing equipment:

Ben
1x Zap Gun
2x 10mm Pistol
1x Security Baton (12rd)
4 magazines
1x Vault Security Armor (paint over the vault markings)
1x Vault Security Helmet
Vault Suit

Regan
1x 10mm SMG (20rd)
1x Security Baton
4 magazines
1x Vault Security Armor (paint over the vault markings)
1x Vault Security Helmet
Vault Suit

>You move on to the tavern to look for recruits...
>>
>>1853479
You don't really know what you were expecting from the tavern during the daytime, but it's quiet and almost empty. Burt looks surprised to see you, "Hey there, shouldn't you two be enjoying your day off? Don't tell me you're here to drink it away!" The serving girl scrubs beer stains off the cellar floor in her ridiculous dress. Mom sleeps in a corner, rocking in her chair.


Well it isn't exactly the selection you expected...

>Ask Burt to join your party.
>Ask the serving girl to join your party.
>Ask Mom to join your party.
>None of these guys are right for the mission, pass.

Roll 1d100 charisma if you choose to recruit anyone. Getting villagers killed may have consequences.
>>
Rolled 87 (1d100)

>>1853500
>>Ask Burt to join your party.
>>
>>1853500
Flirt with the serving girl, but don't recruit any of them.
>>
>>1853515
>>1853517
Hmm ok, I'll wait 23 minutes for a tiebreaker before flipping it and moving on, hope a third player joins by then.
>>
>>1853551
Lets just talk to them, one man probably won't make a difference
>>
>>1853608
>>1853517
>>1853515
You decide one body probably isn't going to make or break the search, and simply drop in to say hello to your pals from work, Burt and... serving girl.

"What's your name?" you ask, approaching her. "Marisa, sir," she replies quietly, looking at your feet. You ask her if she's from around here and she shakes her head, pointing down and out toward the plains. "From a village, sir." While getting to know her she reveals she came from the outskirts of the old kingdom of Barclay, and used to be a slave. Many girls like her meet such a fate in the wasteland.

>You continue to the town gate to meet Murdock's search party...

>You still have a chance to change your loadout before embarking...
>>
>>1853631
>>You continue to the town gate to meet Murdock's search party...
>>
>>1853641
Leave the second 10mm we have behind. Ammo is scarce enough without dual weilding pistols. Also replace the batons with hatchets and knives.

Also, put on the leather and underarmor. It's time to blend in with the crowd. Keep the helmets, though.
>>
File: lyla.jpg (29 KB, 610x349)
29 KB
29 KB JPG
>>1853641
It's not a choice, I'm just telling you guys you still have a chance to change your gear. You still do WINK WINK NUDGE NUDGE.

>>1853631
Just before noon, the two of you finish lunch and head for the town gate to meet the gathering search party. Three hunter-trappers, Danvers, Reese and Hodges are checking each others' vests and bags, while Murdock argues with his daughter Lyla.

"I'm going, end of discussion!" the latter stomps her foot into the dirt. "The party's already short on firepower. What was all that you were saying this morning about 'us needing to stick together, strength in numbers, sum of our parts?' Was all that just talk, then?"

"I can't lose you too, Lyla," Murdock sighs, knowing he's defeated. "Please, just be careful," he says, and to the others, "Bring her back, boys. Bring them all back."

The two of you step forward and all eyes turn to you. "Our guests," Murdock says, with a glimmer of hope in his eye. "Could it be that-"

"Yeah, we're here to lend a hand," you wave, cutting to the chase. Murdock explains that the six of you are going down an old, winding mountain roadway downhill toward Miller's Point, the nearest village. It's about a day and a half for a caravan to travel there, but the caravan should be somewhere along the way, as they reported leaving Miller's. Best case scenario, you'll find them alive and give them the help they need. Worst case scenario...


>cont.

>>1853680
You make the proposed changes.
>>
>>1853680
Wait, you wouldn't have pants or boots on. The padded cloth underarmor is a quilted gambeson and the leather armor is a set of vest, arms, and upper leg but not clothes.

Do you want to just buy 2 sets of wastelander clothes? Or go through the woods without pants?
>>
>>1853721
You should have mentioned that, I was under the impression it was like Fallout 4's system which gives you a set of clothes that you can layer armor pieces over.

Buy two sets of clothes.
>>
>>1853729
Yeah, we don't want to be nude
>>
>>1853729
>>1853733
>-10 caps
>+2 Wastelander Outfit

>>1853700
>>1853700
CURRENT PARTY AND LOADOUT:

Ben:
1x Zap Gun (4 Cells)
1x 10mm Pistol (12rd)
1x Hatchet
1x Combat Knife
4 magazines
1x Black Security Helmet (polycarbonate visor, hard plastic shell)
1x Leather Armor (hardened leather vest, thighs, arms, knee pads, ammo carrier)
1x Cloth Padded Underarmor (quilted cloth)
Wastelander Outfit

Regan
1x 10mm SMG (20rd)
1x Hatchet
1x Combat Knife
4 magazines
1x Black Security Helmet
1x Leather Armor
1x Cloth Padded Underarmor
Wastelander Outfit

Lyla: Machete, scoped hunting rifle, handmade pistol, leather vest, thick leather coat and wastelander outfit, aviator cap w/ goggles, day pack, flashlight
Danvers: Hand axe, wood and hide shield w/ leather rim, knife, handmade hunting rifle, wastelander outfit, day pack, lantern
Hodges: Hand axe, wood and hide shield w/ leather rim, knife, handmade hunting rifle, wastelander outfit, day pack, lantern
Reese: Hand axe, knife, handmade pistol, shortbow, wastelander outfit, leather armor, day pack


>You can let Lyla take charge of her guys, or assume command of the mission with a charisma roll, 1d100.

>cont.
>>
Rolled 67 (1d100)

>>1853740
>>You can let Lyla take charge of her guys, or assume command of the mission with a charisma roll, 1d100.
Listen, we did study advanced tactics in the vault. I'm not trying to undermine your authority, but if you want me to take control....
>>
>>1853740
>>You can let Lyla take charge of her guys
She knows the area better, let her take charge.
>>
Murdock wears a look of worry but gives the thumbs up to Rylock. "Open the gate!" the watch captain calls down, and the town leader wonders if he's just made a foolish mistake.

You step out into the clearing and the wall of trees looks more menacing than you remember, and looms over you before you're swallowed by it save for the ruins of the pre-war roadway.

>Travel by the roadway, daylight's burning and saving time could mean lives saved.
>Travel slightly off the roadway, slower but possibly from raiders.
>Travel through the forest, much rougher terrain and danger of wildlife.

>Also roll 10d100.
>>
>>1853745
>>1853766
If this tie isn't broken I'll flip it if it becomes relevant
>>
Rolled 39, 33, 4, 31, 89, 40, 29, 80, 39, 66 = 450 (10d100)

>>1853774
>Travel slightly off the roadway, slower but possibly from raiders.
>>
Rolled 60, 54, 85, 69, 31, 20, 17, 22, 26, 39 = 423 (10d100)

>>1853774
>>Travel by the roadway, daylight's burning and saving time could mean lives saved.
>>
Rolled 57, 92 = 149 (2d100)

>>1853745
1st roll over 50
>>1853766
1st roll under 50

>>1853780
2nd roll over 50
>>1853782
2nd roll under 50
>>
>>1853774
You follow the hunters, moving from tree to tree off the beaten path through a slightly sloping terrain of dirt, roots, scrub, and slippery leaves. It is hot as hell in your new cloth padding and leather, but you aren't carrying much which lets you move quickly. Conversation is kept to a minimum and the hunters communicate by hand signal. Compared to them your footsteps crunch noisily.

>cont.
>>
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>>1853745
You failed the roll anyway, Lyla has command of her guys.

You've been realizing that mammals haven't been affected nearly as much by long term global radiation as insects seem to have been, and this theory proves true yet again. A long column of gigantic ants, disgusting in their enormity, is making its way down the mountain. You're about 3 hours out.

>Wait for the ants to finish moving, they don't seem to be attacking us. (Could take awhile)
>Try to hop over the column of ants (3 foot high and 5 foot long jump, strength agility test encumbrance check)
>Clear a way through the ants with weapons, shoot and hack your way through quickly(Combat)
>Look up or down the column for a safer way to ford (Survival and Luck)
>Consult/give orders to teammate/allies.
>Write in plan.
>>
>>1853861
Fuck, we could have someone lead them off, someone very fast
>>
Alright I'll leave this decision open, I'll continue tomorrow, twitter is: https://twitter.com/vaultdweller412
>>
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Rolled 41 (1d100)

>>1854080
Followed
>>1853861
>Look up or down the column for a safer way to ford (Survival and Luck)
>>
Rolled 75 (1d100)

>Look up or down the column for a safer way to ford (Survival and Luck)
>>
Rolled 16 (1d100)

>>1853861
>Look up or down the column for a safer way to ford (Survival and Luck)
>>
Rolled 43 (1d100)

>>1853861
>>Look up or down the column for a safer way to ford (Survival and Luck)
Fuck it
>>
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>>1854300
>>1854436
>>1854816
>>1854818
You search up and down the bristling column of ants for a safer way to ford the obstacle. The ants don't seem to pay you any mind but Lyla warns you that they can sense things with their feelers, and know you're there. "They don't usually bother folk when they're all together like this. I think it's some sort of higher guidance, like they're following orders from... something. There're too many down there," she says, pointing into the earth, "to deal with to get rid of 'em for good. They come out of the mountains during autumn and head down to the plains to forage."

You have to walk a ways, but eventually find a tall enough rock near the living stream that all of you can hop over and across the ants with no risk of catastrophe. By the time you make your way back up to the roadway it's been another hour, and you set off to make up for lost time. It's very hot and you regret not bringing your personal bags, but the hunters are happy to stop for awhile and share their water as you make your way down the road. The sun is still bright in the sky but will soon cross over the mountains.


The search party should:

>Continue down the roadway quickly, we've lost time and still haven't found the caravan.
>Continue off the trail, moving slowly but safely.

You may also decide on a group formation if you wish, pic related is the current default.

I also need 4 sets of rolls, if you roll just one set declare which.

>Roll 1d100 ???

>Roll 1d200 perception (Ben, Regan)

>Roll 1d100 luck

>Roll 1d100 loot

Not starting a session yet just moving the quest forward a bit, will tweet when I start a session later today.
>>
Rolled 89, 4 = 93 (2d100)

>>1854961
>>Continue down the roadway quickly, we've lost time and still haven't found the caravan.

Here's perception
>>
Rolled 28, 8, 30 = 66 (3d100)

>>1854961
Can we roll them all?
>>
>>1854967
Yes, but you should declare all rolls when I'm asking for multiple different sets. You rolled 3 dice and idk which you wanted, so I can't count this. If you'd rolled 5 I could just take them all in order I listed.

So just for example you would say 1st roll luck, 2nd roll loot, 3rd roll ???
>>
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Rolled 27 (1d100)

>>1854961
>Roll 1d100 loot
Stick to current formation

>Continue off the trail, moving slowly but safely.
>>
>>1854961
>>Roll 1d100 loot
Here's the loot roll
>>1854964
>>
Rolled 55 (1d100)

>>1854980
>>
Rolled 163 (1d200)

>>1854961
Perception. Please dice gods.
>>
Rolled 96 (1d200)

>>1854964
Shit I misread that, here's the correct perception
>>
>>1854999
>>1855001

>realizing you wrote the prompt incorrectly

It actually should be 2d100, separate die for each party member. So 89, 4 from before is good.

>>1854999
You can reroll that set as 2d100 or I can give you 82 for the first die and you just roll one more.
>>
>>1854961
RETCON:

>Roll 1d200 (Ben, Regan)

should be

>Roll 2d100 (Ben, Regan)
>>
Rolled 86, 23 = 109 (2d100)

>>1855003
Rerollin
>>
Alright so far I have rolls for perception and loot, anyone who hasn't already rolled for those can keep rolling for them to try and get better results too.


I still need:

>Roll 1d100 luck

>Roll 1d100 ???
>>
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Rolled 32 (1d100)

>>1855036
We got poo poo luck though
Here goes nothing
>>
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Rolled 68 (1d100)

>>1855036
Can a person who rolled before make a roll for OTHER roll - ??? or Luck
?
IF YES then I want to roll for ???
>>
>>1855050
Yes, you can. You can roll as many sets as you like as long as you're specific about your dice.
>>
Rolled 72 (1d100)

Luck
>>
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Rolled 41 (1d100)

>>1855043
And here goes the last roll for ?????????
>>
Alright I have all rolls I need to set up next encounter, anyone else can roll for better results on any set they haven't rolled already.


I still need this tie broken:

>Continue down the roadway quickly, we've lost time and still haven't found the caravan.
>Continue off the trail, moving slowly but safely.

So far 1/1
>>
>>1855064
>Slowly
>>
The party continues beside the roadway, keeping it in sight but staying deep enough in the trees that cover or concealment is all around and close at hand. You travel for another 3 hours, and feel the air cool as the sun begins to cross over to the other side of the mountain range. Regan's looking pretty tired and dragging her feet, and the sweat has completely soaked your clothes under the stifling underarmor, but the two of you press on with the hunters. Lyla stops and scans forward through her hunting scope every once in awhile, while Reese, Danvers and Hodges keep an eye on either side.

(Per) Suddenly the hair on the back of your neck stands up and you could swear you heard an unusual noise, very faintly, from somewhere behind. You're not sure from where or what exactly you heard. No one else seems to pay any mind.

What do you do? Below are just some options.

>CONTACT REAR, TAKE COVER! (Yell and dive for the nearest tree)
>Stop the group, report your suspicion and start sweeping the area behind you.
>Stop the group, form a perimeter and wait.
>Take a shot into something suspicious looking.
>Stop the group, have everyone take a shot at something suspicious looking.
>Pretend you heard nothing but keep going, listening extra carefully.
>Turn back and shout, "I know you're out there! Show yourself!"
>It was probably nothing, press forward.
>Consult/give orders to team/teammate.
>Write in plan.

I'll leave this option open until I start session later today, get your plans/votes in!
>>
>>1855105
>Turn back and shout, "I know you're out there! Show yourself!"
>>
>>1855105
>>CONTACT REAR, TAKE COVER! (Yell and dive for the nearest tree)
Worst case scenario, they think we're a spaz, best case, we save our group
>>
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>>1855105
>>Turn back and shout, "I know you're out there! Show yourself!"

yet I would Pretend you heard nothing but keep going, listening extra carefully.
>>
>>1855113
How will you pretend you heard nothing after shouting into the woods that you heard something?
>>
>>1855120
I think he means that is what he would do personally
>>
>>1855120
>>1855122
Yes, I would to choose that
BUT we need to choose something so I choose to follow someone else
>>
>>1855129
What if he's made a bad choice and you're right? Someone might like your idea during voting too later on and your vote might have tipped the scale.

Do it however you like though, I'm just saying.
>>
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>>1855148
Maybe it is not AMERICAN WAY
And I sound like DIRTY COMMUNIST
But sometimes we have to choose what we have to choose even if somebody else choose it for us

Also I REMEMBER that you have said that "fighting is not always good option" here
>>
>>1855165
Considering the last few fights we've gotten in, I'm glad we're a more civilization character
>>
I'm also working on a pastebin and will hopefully have it for you guys before I start today. Hopefully this will make it easier to keep up with what's going on with your companions, possessions and current equipment.

>>1855165
I can respect that decision, comrade.
>>
>>1855182
You are a fine QM and I hope that you will make those quest for loooong time (even if time zones are killing me here in Central Slav Land aka. Poland)
>>
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>>1855108
>>1855113
Alright, I need a quick 1d100 roll for Ben from anyone, I'll apply relevant bonuses. Session starts in 1 hour 10 minutes from this post, will tweet it.
>>
Rolled 16 (1d100)

>>1855757
>>
>>1855784
>>1855108
>>1855113
You don't ignore your instincts. Not sure whether you hope you're right or wrong, you turn on the spot and yell into the woods behind you, "I know you're out there! Show yourself!"

Regan turns on the spot, bringing her weapon up. Lyla and the hunters duck aside into trees, sliding back out with rifles and bow at the ready. "What's going on, Ben?" Lyla asks.

You stare out into the woods behind you. Other than the usual rustling of brush below and leaves and branches above, you don't see or hear anything unusual.


"Hey!" Lyla says, coming over to tap you on the shoulder. "Mind telling us what you're hollering about?" She wears a concerned expression and offers you some water from her canteen.

>I heard something behind us, I swear I did. We need to sweep that area.
>Maybe it was just some animal, maybe I'm just imagining things. Let's keep going, we have a caravan to find.
>On my mark, have everyone pick something suspicious looking at fire a shot into it.
>Have the group form a perimeter, (someone) should go check the area behind us.
>Yell again.
>>Consult/give orders to team/teammate.
>Write in.
>>
>>1855808
>>Have the group form a perimeter, (someone) should go check the area behind us.
I'll go check real quick
>>
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I'll post the pastebin in a minute.

>>1855818
"I swear there's something back there," you say, drawing your pistol.

"You sure?" Lyla replies, scanning ahead into the area you mentioned.

"Yeah. I'll check it out, just form a perimeter and cover me," you tell her, moving in. You step quickly from tree to tree, bush to bush, looking for anything out of place. Nothing... nothing... nothing... wait, what the fuck?

One of the bushes about 10 meters out looks different than the others. When you turn back to take a second, more thorough glance at it, it rises with a little explosion of dirt and leaves, and shouts, "Shit!" The bush fires two shots at you.

>Play holotape: https://www.youtube.com/watch?v=HGBYkeYCSP8


Split-second decision:

>Aim and fire back immediately.
>Draw the zap gun and fire (setting 1/2/3/4).
>Drop to the prone, fire back.
>Take cover, dive for the nearest tree trunk.
>Charge after the weird bush.
>Yell something (short).
>Write in.

Also:

>Roll 2d100 agility check.
>>
Rolled 65, 34 = 99 (2d100)

>>1856136
>>Draw the zap gun and fire (setting 1/2/3/4).
>1
>>
Rolled 54, 78 = 132 (2d100)

>>1856136
>>Draw the zap gun and fire (setting 1/2/3/4).
2
>>
Legend of the Vault Dweller paste: https://pastebin.com/h1sXR5sC

I'll post it at the top of any new threads along with twitter from now on.

>>1856140
>>1856155
I'll give this decision 10 minutes, then write it, but you'll have to decide on a zap gun setting.
>>
>>1856140
I think level 1 only gives him a little jolt, not enough for a grown mam
>>
>>1856192
According to what Mark told you, first setting is for stun, second is for lethal, third hasn't been tested and he really recommends against trying fourth until he's had more time with the zap gun.

He's never tested the weapon on humans, only radroaches.
>>
>>1856197
Ah well shit nevermind turn that down to 1

Also, have you thought about a new thread?
>>
>>1856201
I think I might. I wanted to get one chapter done per thread but I don't think there's enough traffic coming through now to move the quest along quickly. Do QMs usually do that when the thread permasages?


Also writing, I need:

>1d100 energy weapons attack with Zap Gun setting 1.
>>
Rolled 51 (1d100)

>>1856226
>>
Rolled 43 (1d100)

>>1856226
Yeah, as no one sees it on the main page. They usually make a new one after page 3, unless they get a huge following
>>
Rolled 11 (1d100)

>>1856236
>>1856232
Hmm... alright, I'll start the new thread, it'll be a minute but I'm also writing the next result/prompt. I'll also archive this thread and tweet when I start.




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