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The year is 2200, well over a century after the governments of the old world destroyed each other in an hours-long global nuclear exchange. You and eight gifted peers were slated for a special training program by the Vault Overseer himself, and were summoned in secrecy to his office months later. You've been sent on a mission to the surface, a world unknown to you or anyone you've ever known and replete with dangers from the get-go. Vault dwellers have emerged from the caves of 41 once again, and the legend of the vault dweller has begun anew.


Quick Recap of Chapter 2.1:

>You are Benjamin Ford, 19, now in command of your old classmates and the first mission outside of the Vault in over 100 years.

>On the trail between Rockford and Miller's Point you discovered a concealed scout tailing your group and gave pursuit.

>Your search party captured and interrogated the stubborn raider, Flinch, but got little information from him before executing him over his two-way radio.

>A raider named Sweetheart made contact with you, executing a prisoner of her own and inviting you to negotiate the others' release.

>You instructed the group to split up and sneak outward, searching for enemy positions and taking flanking positions while you parlay with the enemy leader.

>Sweetheart made an offer you couldn't accept, and the two of you shot each other at close range as the battle began.

>You zapped the enormous bodyguard Chains and freed a hostage, Amelia, who helped you staunch the bleeding with the healing powder the raiders took.

>Uphill of the roadway, Danvers was killed brutally and Lyla was injured in an ongoing skirmish with Thrice-Bitten, Jecrone and Puke.

>Downhill, Regan killed Salamander and turned around to spot Jaidra approaching Hodges' unmoving body.

>Sweetheart treated her injury and retreated from the scene, living on to fight another day.


Previous Thread:

>>>1856358


/qst/ Archive:

>Ch. 1: http://suptg.thisisnotatrueending.com/qstarchive/1827560/
>Ch. 2.0: http://suptg.thisisnotatrueending.com/qstarchive/1840925/
>Ch. 2.1: http://suptg.thisisnotatrueending.com/qstarchive/1856358/


Pastebin (player and companion stats, party resources and equipment, locations, factions, quests, contacts):

>https://pastebin.com/h1sXR5sC


QM Twitter:

>https://twitter.com/vaultdweller412


Rules:

All decisions are free form decisions, options are provided after prompts purely to get a train of thought going and show the most obvious possibilities. Players are encouraged to think outside of the box, add their own tweaks or flavor to prompt options, come up with their own plans and motivations, and take the proverbial wheel in whichever direction they think is best for the MC or party.

Dice rolls and combat rules have changed many times and will probably continue to. High rolls are better unless specified, difficulty checks are based on your relevant SPECIAL and any opposing.

>cont.
>>
>>1872497
Thrice-Bitten and an injured Danvers fight on the forest floor. The tribal raider has a firm grasp on the hunter's hatchet and easily overpowers him, twisting the long spear brutally embedded into Danvers' other arm. (100) With a primal yell he hacks down onto the shouting hunter's skull with the wrested hatchet, and Reese screams, "No!" as he watches a man's head dashed to pieces through his scope.

Reese takes a reaction shot at Thrice-Bitten, hitting him center mass. The bullet pierces the tribal's bare chest and passes through the other side. He loads another clip, hands shaking. Thrice-Bitten reflexively pulls the pin on his smoke grenade as he falls over Danvers' body, dying.

Lyla goes pale at the sight of Danvers' shattered head and shouts, "We gotta get out of here, fall back!" She runs uphill and a round hits her in the back of the leg. "Aaahh!"

"Haha, we got 'em boy!"

Puke grabs Chrome Dome and slaps him roughly, then barks, "Fuck! Rook get fucknut over here back to fob, I got the guns and the mark!" Jecrone throws their unconscious buddy over his shoulders and begin hauling him back through the trees. Puke advances carefully, with guns in either hand and hanging from his shoulders.


Regan looks back at Hodges' position, shouting, "I got him! Hey! Ho-odges?"

Hodges lies still, bleeding onto the forest floor. Fire leaps from branch to branch, and the tree he's under begins to catch fire.

Jaidra moves in with her rifle, keeping her peeled for any other unsuspecting victims. She spots her kill and moves in, but a burst of automatic gunfire passes around her and she rolls behind the nearest tree, tossing the trader's rifle down for her throwing knife and pipe pistol.

"Get away from him you bitch!" Regan ducks behind a tree as well, reloading her 10mm SMG.


Sweetheart watches the fire rise through a hazy high of psycho, med-x and healing powder. Sal's dead. Chains got toasted by some kind of lightning gun. And one of these out of town merc types these village assholes hired was crazy enough to dance with death and shot her in the fucking leg. She limps her way through the forest - she's not getting wasted out here tonight.

>cont.
>>
>>1872505
You groan as you clamber into the wagon from behind, and the hostage rolls over to face you, eyes wide. You remove her gag and your hands tremble as you cut through her bindings with the combat knife you bought. She massages her aching mouth and wrists, then her eyes go wide. "Y-y-you're... bleeding! She got you!"

"Yeah, astute prognosis, Doc," you joke, wincing at the pain. "You ok to move?"

"W-what? I don't.. yeah, I'm fine, but you're definitely not!"

"I need you to help me stop the bleeding," you tell her over the echoing cracks of gunfire, trying not to imagine which side is winning.

"Healing powder!" she blurts. "They took it! From us, the Shredders, we had a bunch, traded for it, the powder, that is, it's-" She stops when you give her a deadpan stare and point at your soaked armor and chest wound. "Right! S-stay right here, I'll be right back!"

She returns with an already opened satchel and pulls away your leather vest and cloth underarmor. (Per) You notice the handmade pistol she's tucked into her pants.

"Oh jeez," she grimaces, "Ok this is gonna hurt." She pours in a fine white dust and your world is pain. You voice breaks as you scream and jerk away, clenching onto the side of the wagon while Amelia quickly pours more powder into your grislier exit wound. The powder soaks your blood and begins to coagulate immediately as you spasm a second time, filling your wound up and sealing over for now. Then the headrush hits you and your world spins, though you don't know whether that's the primitive medicine or the blood loss affecting you (-2 PER).

You're seeing spots from how painful that was, but you feel better knowing you won't bleed out immediately. A Rockford hostage, Amelia, is with you and has a handmade pistol with a fresh magazine.


Decide what you're doing next, here are just some options:

>Move downhill, you see the light of a rising blaze through the smoke and trees and heard the distinctive sound of Regan's SMG.
>Move uphill, you heard unfamiliar voices shouting and the tempo of gun fire is dying down.
>Flee the battle back the way you came from, this has become a clusterfuck and you aren't dying today.
>Search/execute/bind Chains.
>Consult/give orders to Amelia.
>Write in plan.

===============================

>3 votes for execute Chains and order Amelia to stay with Ben and cover, here is his inventory if you decide you need something before you move on: Leather armor over bulletproof vest, pre-war Army helmet, goggles, wastelander outfit, mace-axe, sewer lid shield, tire rubber armor (shoulders armguards thighs), jet

I still need a decision on whether to move uphill, downhill, retreat, or do something else.
>>
>>1872519
So because we're kinda winning, we should run up and execute Chains, one clean shot to the head, and have Amelia go and try to help Regan

We need to go after Sweatheart
>>
>>1872519
My previous answer >>1872526
>>
>>1872606
Actually scratch that, have Amelia try to group up the rest of our party members
>>
>>1872608
>>1872606
>>1872630
Hm alright, currently tied between

>Kill Chains help Lyla's team with Amelia
and
>Kill Chains have Amelia rally the party, pursue Sweetheart

If the tie isn't broken in 30 I'll flip.
>>
>>1872748
Seems like you got a couple of stubborn fucks
>>
>>1872519
"Come on," you pant as Amelia helps you rise. You're shaking but steady yourself and point through the dissipating smoke into the woods uphill of you. "This fight isn't over yet, the search party needs our help."

"Alright," she says nervously, staring into the forest.

"First things first, though," you add. You stumble over to Chains, his massive back still heaves with labored breathing and the smell of burnt leather and flesh fills your nostrils. The combat knife slices through his throat easily, and the huge man doesn't make a sound as his lifeblood pours onto the roadway.

Amelia shudders at the execution, relieved by the death of another of her captors but shaken all the same by it. She thinks of her captive friends and steels herself before following you into the darkness.

You move from tree to tree, stealthily following the dying gunfire and the hiss of another smoke canister. Ahead, you spot a raider shooting with an automatic weapon into the darkness ahead of him. On the forest floor next to him is Lyla, hopefully unconscious and not dead. The sharp cracks of a hunting rifle tell you at least someone's fighting back. "Gotta run out of ammo sometime, asshole!" Puke shouts, reloading his gun.

>Puke: leather and metal armor, metal helmet, handmade hunting rifle, pipe pistol, pipe rifle expanded mag and stock, hatchet, healing powder


Decide what to do, here are just some options:

>Ranged attack Puke with (choose ranged weapon).
>Sneak in closer for a better shot, or to use (melee weapon or unarmed).
>Sneak right up to Puke, put a gun to his head and tell him to drop it.
>Have Amelia try to do any of the above instead.
>Consult/give orders to team.
>Write-in.
>>
>>1872889
Kek I'm used to it now, two and three-way ties are kind of my players' specialty
>>
>>1872925
Get on your belly with Amelia, commando crawl towards fuckface, and put a couple bullets in him with her as backup.
>>
>>1872982
supporting
>>
>>1872982
>>1872990
Alright, roll me 2d100, one for sneak, one for shooting the 10mm pistol.
>>
Rolled 25, 77 = 102 (2d100)

>>1873000
Are you rolling for Amelia?
>>
>>1873008
I was going to, but if you want to go ahead, I'll take the better result for her from our rolls.
>>
>>1873029
Nah, go ahead. My rolls have been kind of meh lately.

Speaking of, care to save our ass from a .308 Winchester round, tbXIbLKQ?
>>
Rolled 46, 47 = 93 (2d100)

>>1873000
ROLLAN
>>
Rolled 66, 72 = 138 (2d100)

>>1873008
>>
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>>1873178
>>
>>1873008
>>1873057
>>1873186

>66, 77
>Amelia 21, 4

You speak through hand motions, first lowering your arm parallel to the forest floor, making an army crawl motion, then drawing an invisible pistol and simulating recoil. Amelia nods and the two of you drop to the prone.

Reese slams the last of his clips into the scoped rifle, and waits. He can't afford to fire his last rounds, not until he absolutely has to. He watches for movement instead.

Midway through your crawl you set your wound right onto a rock you didn't see, and can't contain a tiny yelp of surprise and pain.

"What the- shit!" Puke turns, then dives as you and Amelia fire your pistols at him quickly. Puke takes a bullet to his metal chestplate and rolling into a thick bush that rustles loudly. The sudden burst of gunfire causes him to panic and he bolts as quickly as he can through the trees, tossing down a handmade hunting rifle. Reese fires a shot that flies close enough to sear the skin on his neck, and the raider takes off swearing, "Shit, shit, shit!"


>Roll 1d100 endurance

AND

Decide what to do next, here are just some options:

>Call out to Reese and link up with him, safety in numbers.
>Check on Lyla, she might be hurt, or worse.
>Gather and distribute any loot or equipment among teammates.
>Head downhill toward Regan and Hodges, you can still hear gunfire.
>Take off after the raider, he isn't getting away.
>Consult/give orders to team.
>Write in plan.
>>
>>1873220
>>Consult/give orders to team.
"Amelia, check the wounded and see about getting her to the cart. Reese, let's get to Regan and Hodges."

Pick up the rifle and head down to where Regan is.
>>
Rolled 98 (1d100)

>>1873220
Oh yeah, endurance. Shit.
>>
>>1873254
nice...
>>
>>1873239
>>1873254
You feel unsteady for another moment, but shake it off. Others could be depending on you and you aren't finished yet.

"Reese! Down here!" you call ahead, hoping he's alright. "Hey," you grab Amelia's shoulder, "go check on her, see if you can get her down by the wagon."

Amelia nods as Reese arrives and goes over to Lyla. "Lyla?" she says, surprised. "Oh come on Lyla, wake up now," she says softly, checking for a pulse and touching a bloody leg. Reese looks shaken, his jaw is set and his eyes are wide. "They got Danvers, nearly took Lyla," he says, voice breaking. "I was just about out of rounds, but I've got 4 left here." You pick up a hunting rifle of your own from the forest floor.

The two of you race downhill and check both ways for enemies before crossing the ancient roadway. Your heart races - you don't hear any more gun fire. You move around a cluster of burning trees and the blaze spreading beneath them, avoiding burning foliage falling from above and passing a burning pit trap.

"Look!" Reese spots Hodges on the other side, dead or unmoving and perilously close to the spreading flames.

Further out, you see Regan and another female raider in a revealing outfit wrestling in close quarters. Both have a knife in one hand and their opponents' wrist in the other. Regan's back is to the tree trunk and it looks like she's on the back foot.

>Jaidra: leather armor and wild purple hair with bones woven in, 2x daggers, throwing knife, handmade pistol, jet, healing powder


Decide what to do next, here are just some options:

>Shoot Jaidra, with (ranged weapon, can aimed shot to try and avoid overpenetration).
>Sneak up and attack Jaidra with (melee weapon or unarmed).
>Charge Jaidra and attack with (weapon), shouting loudly.
>Sneak up and wrestle Jaidra off Regan, put a gun to her head.
>Try to save Hodges and his gear from the blaze.
>Consult/give orders to Reese.
>Write in plan.
>>
>>1873407
>>Shoot Jaidra, with (ranged weapon, can aimed shot to try and avoid overpenetration).
Zap Gun, level one, kneel down and aim first. Have Reese aim his rifle at Ms. Stabhappy's back in case we hit Regan.
>>
"Reese," you point at Regan and the female raider. "I'll shoot first," you order, drawing the zap gun and dialing it down. "If I miss you make it a good one."

"Gotcha," the hunter raises his rifle and sights his target.

Regan's eyes widen and she grits her teeth as her hand slips - the proximity of the spreading blaze is making both her and the bitch attacking her sweat. Jaidra grins down, dripping sweat onto Regan as her custom made dagger begins to tear the leather armor over her opponent's heart.

>Roll 1d100 energy weapons attack.
>>
Rolled 73 (1d100)

>>1873494
>>
>>1873498
Anyone else want to roll?

...anyone?
>>
>>1873498
You kneel and wince at the pain, but draw the zap gun and level it. You can't keep the heavier gun in position long, so you spin it up quickly, pulling the trigger back all the way as soon as you put the needle on the raider's back. The drill whines as it spins up quickly, and a small white arc of electricity reaches out and touches Jaidra.

The shock hits both girls, but Regan less so. She only needs the instant to overpower Jaidra, pushing her back with a savage roar and bringing her knee up hard into the raider's exposed belly. "Augh!" Jaidra groans, doubling over, then looks up one last time to see Regan slam a combat knife hard into her face. The blade cuts deep and blood splashes across Regan's armor and pants as the raider screams, but Regan doesn't stop and dives onto her. She stabs again with a feral grunt and the knife embeds itself almost to the hilt in Jaidra's skull.

"Holy shit."
"Holy shit!"

Regan turns with a lost and confused look toward you as you come closer, raising her knife reflexively. "Ben you're shot," she monotones. "Where are the others?"

"I'll be alright, I hope. Danvers is gone, I think it's over," you tell her. "I think we got 'em." Hodges burns with his gear, you hear the pops of cartridges exploding and smell burnt flesh through the thickening smoke. Salamander is consumed by the flames as well. "Let's get out of this inferno."

>You collect one ceremonial dagger, empty handmade pistol, jet, healing powder from Jaidra and leave the forest...

Updating pastebin and writing
>>
Rolled 91 (1d100)

>>1873498
Emotional support
>>
>>1873602
Moments later, the three of you emerge onto the roadway, where the smoke is dissipating. Lyla's sitting by a tree rubbing her head while Amelia inspects a sealed leg wound. Reese runs up to them, relieved to see Lyla alive. Regan steps clear of the smoke billowing from the forest behind you and stares up at the moon, taking in a huge breath of fresh air.

After a short discussion, you gather that Amelia doesn't know where she was held and was blindfolded, but that two of her fellow traders were still captive to her knowledge. She hopes it's not too late for them. If there is a raider camp nearby, the stolen shipments may be there as well. Reese is helping Lyla walk on one leg. Her wound has been bandaged and so has yours. Your head throbs and your vision blurs. You're feeling pretty terrible about getting shot right about now but you gave it back with some change. Was it worth it?

You must decide the next course of action, here are just some options:

>Stay awhile and gather any loot from bodies you left in the forest or the road.
>Try to track down the raiders and pursue them, search for any trails.
>Find someplace safe and make camp for the night, it's too dangerous in the dark.
>Get back to Rockford as fast as possible, the mission is over and we are going home.
>Split the party to accomplish more.
>Talk to anyone or everyone.
>Write in plan.
>>
>>1873773
That will probably be last update tonight, doing more tomorrow
>>
>>1873773
>>Get back to Rockford as fast as possible, the mission is over and we are going home.
We're wounded, we're down two dudes, and while we've killed a good portion of them, we need to get some fresher bodies out here to flush them out. We barely scraped by, and they're definitely trying to kidnap our benefactor's daughter to put the squeeze on the town. Once we have about eight more dudes, then we can smoke them out, and it has to be done within a day.
>>
>>1873773
Take a look around for anything useful as well as for tracks or indices as to where the raider camp might be.

We might consider sending fastest one amongst us to Rockford to get rest of the team, well non crippled ones, on this. The raiders made off with bounty, still have hostages and will seek to avenge themselves. If we could clear them out now, or as soon as we get help, we could forestall retribution for a bit.

On the other hand, we're pretty fucked up and on drugs now. Heading back might be a better idea.

Consult with others.
>>
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>>1873773
>quick looting for ammo, healing powder etc.
+
>Get back to Rockford as fast as possible, the mission is over and we are going home.
During the walk back home talk to everone about "job well done"
>>
>>1874121
Supporting
>>
>>1874121
Supporting.

Though I'd also send a scout to check the raider camp to see what we're facing then go back to the Rockford
>>
>>1874371
Never send ONE guy
At least 2 should be fine
>>
>>1873813
>>1874121
>>1874371
>>1874383
Alright so far it looks like loot what you can, get back home, with a possible secondary plan to let one or two healthy people scout for the raider camp.

>>1874071
You consult the group for opinions. The others all agree the wounded (you and Lyla) need to head back to town quickly, you especially, or the injuries might become permanent. Healing powder is a first aid measure, not a replacement for actual medical treatment. Reese says he doesn't want to be out here any longer than he needs to. Amelia says she's just a trader and not a fighter. Regan is calm but thinks the group should stick together right now.


After a quick sweep, you've gathered what loot could be found on or near the bodies. Jaidra, Salamander and Hodges were lost in the blaze with all their equipment. Chrome Dome and Jecrone escaped, as did Puke with most of their guns. Amelia takes a hunting rifle and gives Chains' pistol to Lyla to defend herself with. She also still has Chains' healing powder and Danvers' day pack. You toss the hunting rifle you were carrying into the pile. There's just enough spare clips and magazines on Chains and Danvers to load the party's equipped guns. You have:

>Army helmet, goggles, burnt leather armor, bulletproof vest, mace-axe, sewer lid shield, tire rubber armor (shoulders armguards thighs), 2x Jet, 1x bag healing powder, 2x handmade hunting rifle, 2x throwing spear

In a pile in front of you, you can distribute whatever you want among the team and keep or equip some things. You can't carry too much personally because you don't have a bag.


You have a little longer to decide whether or not to send one or two uninjured party members to try to find the raiders' camp.

>Send (pick one or two of Amelia, Reese, Regan, they will do their best) to follow any leads and optionally give additional instructions.
>Don't split the party, let's gather what's useful here and head back to town together.


Also, roll 1d100 for extra loot, 4d100 investigation/perception. (separate rolls or 5d100)

>1d100 extra loot

>4d100 perception

Session today 1AM UTC
>>
Rolled 64 (1d100)

>>1875071
>>Send (pick one or two of Amelia, Reese, Regan, they will do their best) to follow any leads and optionally give additional instructions.

Reese and Regan
>>
Rolled 91, 11, 67, 72 = 241 (4d100)

>>1875071
Roll for Perception
+
>>Send (pick one or two of Amelia, Reese, Regan, they will do their best) to follow any leads and optionally give additional instructions.

Reese and Regan
>>
Rolled 71 (1d100)

>>1875071
Ehh let's just head back. Rolling for booty
>>
Rolled 88, 96, 48, 97 = 329 (4d100)

>>1875071
perception
>>
Rolled 78, 47, 98, 3 = 226 (4d100)

>>1875071
And per. I'd rather not leave two able combatants out without backup.
>>
>>1875200
As you search for bodies and gather any loose loot and ammo, Reese identifies some recent footpaths. The group also finds some sporadic brahmin tracks alongside a sloppily concealed trail - it appears that the raiders may have dragged the stolen shipments off in some kind of sled.

>>1875193
You check over the caravan wreckage, the dead trader and the brahmin carefully, but find nothing of worth other than the bloodied clothes on the trader's back. It seems the raiders had time to take everything.

>>1875112
>>1875145
Reese and Regan will follow any leads and try to find a raider camp nearby. They don't have much ammo so they'll prioritize remaining unseen and getting back safely.

>Roll 2d100 to find out how it went...


You wish them luck and hope for the best, then set off down the road for home, staying just off the beaten path and going as fast as you can without hurting yourselves. It'll be early dawn by the time you get back at this pace, Lyla reckons. It's tough going on her but Amelia supports her. Along the way you try to raise their spirits, calling the skirmish a victory. Amelia's certainly thankful but Lyla says this is only the beginning of their troubles.

>Roll 2d100 endurance.
>>
Rolled 31, 67 = 98 (2d100)

>>1875810
how it went
>>
Rolled 71, 50 = 121 (2d100)

>>1875810
endurance
>>
Rolled 30, 28 = 58 (2d100)

>>1875810
>>
Rolled 100, 4 = 104 (2d100)

>>1875810
>>
>>1875865
>Nat 100
>We flex so hard the bullet hole reseals itself.
>>
Rolled 62, 46 = 108 (2d100)

>>1875810
Scouting operation...
>>
Rolled 100, 6 = 106 (2d100)

>>1875810
not falling apart
>>
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>>1875951
>>1875865
What's going on here
>>
Rolled 91, 29, 70, 30 = 220 (4d100)

>>1875810
Scouting and endurance
>>
Session will be an hour late tonight, some idiot bought a TV and needs me to set it up.
>>
>>1875951
>>1875865
Your wounds aren't getting any better, but you feel like things aren't getting worse either. Your head clears, and the walk back to Rockford isn't as hard as you were expecting.

>>1875836
>>1875997
On your way back Regan and Reese catch up to you. They followed the sparse brahmin tracks uphill and found a small camp tucked into a concealing rock face. Without being spotted by the recuperating gang, your two scouts returned to the roadway and caught up to you on the way back to Rockford.

>Location added: Shredder FOB

By the time you get back to Rockford you're shivering and pale, and the sight of the palisade and smoke trails across the clearing is a welcome one. There's a commotion at the gate as you approach. Murdock, several of Rockford's families, and your companions are already gathered by the time you enter, and the sight of your bloodied search party minus two causes tears and wails, murmurs of concern, and relief that you made it back alive. Men and women crowd your group, asking what happened out there and what this means for the town now, but Murdock lets go of his daughter and speaks up. "That's enough, everybody! Our volunteers are tired or worse, and in need of rest and healing. I'll call a council meeting tomorrow, once we've had a chance to debrief, but for now please return to your homes."

Mark, Zeke and Mary follow you, Regan, Murdock and Lyla to the infirmary, elated that both of you made it back. You can tell them your side of the story later - Valerie and Brianne set you down in a new bed and everyone marvels at the gunshot. Valerie tells you the good news - no vital organs were damaged and the flesh is already mending well. Bad news is you're laid up for the next three days and get to enjoy the piss treatment. Beats sepsis, you suppose. Things went a lot worse for the other volunteers.

After saying goodnight to his daughter, Murdock thanks your party, you and Regan especially, for stepping up in a time of need. He offers you a reward in caps, and welcomes you all again, this time as citizens of his town. You're welcome to stay in your cabins as long as you please, and he'll make the news official tomorrow.


>+125 caps for finding the fate of the caravan, +10 for Lyla returning, +5 for Reese, +10 for one hostage: 150 caps

>cont.
>>
>>1876874

You're now level 3, and can choose a perk:

>Quickdraw (bonus to melee and shooting at close range, unlocks special interactions in dialogue)
>Toughness (bonus to ignoring pain from injuries and resisting shock/fatigue)
>Child at Heart (children are always happy to see you)
>Awareness (intuitively analyze targets, approximating relative strength, resistances and weak points)
>Strong Back (less affected by encumbrance)
>Ambidextrous (no penalty for left handed shooting/melee or dual wielding)
>Intense Training (increase one primary attribute by 1)


Regan is level 2, choose a perk for her:

>Action Girl (faster and more action packed, improves one-liners)
>Black Widow (seduction options and charisma bonus to actions vs. men)

>cont.
>>
>>1876879
>Quickdraw (bonus to melee and shooting at close range, unlocks special interactions in dialogue)
Would have helped us a few engagements ago

>Black Widow (seduction options and charisma bonus to actions vs. men)
>>
>>1876905
It shouldn't even be available to Ben at his agility level, but it seems fitting to add it to the perk pool now that it's relevant to him personally.
>>
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>>1876879
>>Quickdraw (bonus to melee and shooting at close range, unlocks special interactions in dialogue)
Hey, are those homemade pistols revolvers or automatics? I think it's time for something new...

>Black Widow (seduction options and charisma bonus to actions vs. men)
>>
It's Monday morning. Three more days before the Shredders are supposed to arrive at Rockford to discuss peace. Your senses were dulled with a fungal tincture while they removed any fragments and disinfected your wound the other night - you remember the pain distantly, as well as Valerie squeezing your hand every so often. You awaken hungry as hell and sit up to find your gear in a pile beneath your bed. You rub the bandaged area where Sweetheart shot you, wincing. Flexing anything on your left side hurts, but you feel fine otherwise. Lyla's in a bed in the other corner of the room. She's still resting, so you gather your things quietly and leave.


Decide what things you want to do for now, below are just some options:

>Visit someone here in the sick house (Valerie, Kelly, Scott, Lyla, the other healers, or talkative survivor).
>Leave and go to your new home, the guest cabins.
>Head to the traders, these caps are burning a hole in your pocket.
>Go to Mom's, you need a beer and a meal.
>Visit one of your companions at work (Mark, Zeke, Regan).
>Visit Murdock to debrief, you have knowledge he could act upon.
>Scare the hell out of Lyla.
>Meet someone else (Contacts in pastebin).
>Write in plan.


AND


>Roll 1d100.

Will tally and apply perk choices at end of thread.
>>
Rolled 40 (1d100)

>>1877069
>>Visit Murdock to debrief, you have knowledge he could act upon.
>>
>>1876963
Handmade pistols are semi-automatic and shoot .38, they're made by gun nuts and perform better than pipe pistols. You can always ask for something at the marketplace and roll for it, the town itself may not produce it but you never know what a trader has in store for the right price. You could also try to buy or loot your own materials and try your hand at building some of the pre-war schematics you you learned back in History 2C - weapons and military gear were your favorite subjects.
>>
>>1877097
I'm angling for the whole "Mysterious and smooth talking stranger with two six-shooters" but we need a NICE pair of revolvers
>>
>>1876879
Ambidextrous and action girl are my vote

>>1877069
Visit Murdock for debriefing and then let's go see whats in the market place

>>1877097
Could we get a list of things we and our crew know how to craft?
>>
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>>1877069
>Visit Murdock to debrief, you have knowledge he could act upon.
See if we need to send out another team for the rest of the traders and their goods.

>Head to the traders, these caps are burning a hole in your pocket.
HOMEMADE REVOLVER TIME

>Go to Mom's, you need a beer and a meal.
If we're not told to rescue the other traders and bring back the shipments.
>>
>>1877127
It'd be easier for me to answer questions you guys ask, and I encourage you guys to use any Fallout knowledge you have. For example, you guys decide you want a laser rifle, I tell you that Ben knows that schematic front to back, but building one from scratch requires components and materials you currently have no access to.

An example of something Mark can do is crafting weapon mods, though you'd need to get the materials yourself from somewhere or negotiate the scrap from Mason or another source. Some things can be done with skill and tools alone, like a serrated edge on your knife. Machining something like an expanded magazine or a scope would require some rarer things like glass and working springs, for the sake of simplicity that means it'll cost more caps.
>>
Rolled 20 (1d100)

>>1877069
>Visit someone here in the sick house (Valerie, Kelly, Scott, Lyla, the other healers, or talkative survivor).
Let's see how the group is doing in general
>>
Rolled 74 (1d100)

>>1877069
GODDAMN IT FORGOT MY ROLL SHIT
>>
>>1877093
>>1877127
>>1877155
>>1877189
Alright, so far the day involves

Visit sick house companions briefly

Debrief with Murdock

Marketplace to spend some caps

Mom's for a beer and meal

Writing, but everyone feel free to discuss anything else you guys think needs to be done while you're in town, or roll that d100.
>>
Rolled 31 (1d100)

>>1877127
>>1877127
>>1877069
Forgot my roll
>>
>>1877228
You head upstairs to find Valerie curled up on a sofa, just settling in for a nap. "Oh heyyy..." she yawns, smiling at the sight of you. "Ben, you're awake, good. 'Member to drink plenty of water out there, doctor's orders," she adds, conking out.

Colton enters the room, surprised to see you up and about as well. "Wow, didn't expect you up so soon," he says in a thick voice. "Your friend, Scott, he's awake." His expression darkens. "Kelly is not so good. Without the antivenom shipment the poison has reached her brain, we don't know what else we can do now."

You visit Kelly and the sight of her shocks you. Thick, black veins spiderweb around her eyes, bulging against her skin. Her leg is neatly bandaged below the knee, but below her gown you see more dark veins streaking upward. "We can only wait and see," Colton says. You nod, remembering the good times you had growing up with your childhood friend.

Scott is in a recovery room upstairs, reading a badly weathered comic book for the dozenth time this morning when you enter. You notice he's downcast, but he fakes a smile and says he's doing alright, telling you to give 'em hell out there. "Zeke told me about Chad last night," he says, haltingly. When he looks up, you notice his eyes are watery. "What's going to happen to us out here, man?" he asks, "Chad, Kelly, my leg... I asked about prosthetics out here, they said they're working on a damned peg leg! What are we doing out here anymore?"


What do you say to him? What really is your mission out here? Do you even know yet?

>The mission remains the same. We left the Vault to save it, and one way or another that's what we're going to do. Chad didn't die in vain, and the Vault will remember him as a hero.
>We may never return to the vault, Scott, but why would you want to? There's a world out here we've always wanted to see, and we're doing it for real! You can't get this experience in a classroom or holotape!
>This place will be safe for you, Scott. Do whatever you like. As for me, I plan to conquer this world. The surface is a mess, and I just need to rule it.
>I don't know any more than you do, Scott. We're just people out here now, survivors like everyone else. We'll stick together and make it one day at a time.
>Write in.

AND

>Roll 2d100 charisma.
>>
Rolled 34, 70 = 104 (2d100)

>>1877407
>>The mission remains the same. We left the Vault to save it, and one way or another that's what we're going to do. Chad didn't die in vain, and the Vault will remember him as a hero.
>>I don't know any more than you do, Scott. We're just people out here now, survivors like everyone else. We'll stick together and make it one day at a time.

A mix of these two
>>
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Rolled 9, 61 = 70 (2d100)

>>1877407
>The mission remains the same. We left the Vault to save it, and one way or another that's what we're going to do. Chad didn't die in vain, and the Vault will remember him as a hero.

Charisma roll
>>
Rolled 52, 43 = 95 (2d100)

>>1877407
>>The mission remains the same. We left the Vault to save it, and one way or another that's what we're going to do. Chad didn't die in vain, and the Vault will remember him as a hero.
>>
>>1877407
>>1877228
Also we should talk to Mark about making Scott and Kelly if she lives prosthetics he has a int of 10 and related skills
>>
>>1877419
>>1877420
>>1877423
>104

"The mission remains the same, Scott. We left the Vault to save it, and one way or another that's what we're going to do. We're just people out here now, survivors like everyone else. But we'll stick together and make it one day at a time. Chad didn't die in vain, and the Vault will remember him as a hero."

Your speech inspires Scott, who looks up at you and sheds a single tear. "Thanks man, I needed to hear that... and hearing it from you, I actually kind of believe it," he chuckles. "Rest easy bro."

You bid him farewell and return his strange "fist bump" greeting for pity's sake. You hope you don't ever end up losing a limb.

=============


You find Murdock on the palisade's platform, overseeing the placement and wiring of spotlights around the town's perimeter. Thanks to Mark's innovation of recharging old microfusion cells, the town has the spare power to survey the entire clearing, night or day. You approach and he waves two guards aside. "Our hero arrives, sooner than expected!" he shakes your hand. "They must make you vault dwellers out of sterner stuff. Let's walk and talk."

You walk along a low wall of sandbags atop the palisade as you debrief, going over what you learned and the events of the skirmish. He thanks you again for rescuing his daughter, and laments the loss of two good men. Flinch's slip up about reinforcements and his threat may have been the ravings of a tortured or desperate man, but if true is cause for serious concern. Murdock informs you that he's put the town on lockdown until the parlay is over, and that he hopes Rad Tonio will honor a truce, but is preparing for the worst. You inform him of the raider camp you found, a possible lead to more captives and a missing shipment of goods, but he's reluctant to send anyone outside of the walls until after the parlay. The townspeople are now dealing with a second series of losses after the disastrous battle for the ski resort.

>Convince Murdock to send a team of his people to act on the raider FOB lead. Roll 1d100 charisma opposed or write in a convincing argument. (or both)
>Convince Murdock to lift the lockdown entirely, you and the team have things to do outside the walls. Roll 1d100 charisma opposed or write in a convincing argument.
>Volunteer the services of your team once more (pick any number of uninjured companions), to take on the mission (for free/for caps).
>It's not important enough to risk losing people out there, Murdock's right.
>Write in.
>>
>>1877466
Alright, roll 3d100 intelligence, repair, medicine for Mark to come up with a design with what's at hand.
>>
Rolled 82, 40, 82 = 204 (3d100)

>>1877505
I'm just going to roll the 3d100 for inventing, I gotta go to bed. Night boss.
>>
>>1877498
>>1877505

>>It's not important enough to risk losing people out there, Murdock's right.
Though mostly can't think of much to do outside

Here's hoping for the best
>>
Rolled 68, 91, 22 = 181 (3d100)

>>1877518
Whoops
>>
>>1877517
That will probably be the night for me as well but I'll probably run tomorrow. After this thread permasages I think I'll just do updates on weekends from now on.

Don't forget that anyone can vote on Level 3 and 2 perks for Ben and Regan until next thread. >>1876879
>>
>>1876879
>awareness

>action girl
>>
>>1877498
Well it's his call as leader of this community, really, but I figure the raiders will feel compelled to hit us after we stood up to them to ensure others don't get ideas.

As for me I'd volunteer to raid the FOB with any volunteers from our team before they hit back. Barring that, we should double check village defenses and make sure nobody goes out alone.
>>
>>1877553
Support
>>
>>1876879
>Awareness
Id vote Quickdraw but given that we have energy weapons, our strategy should be to avoid close combat all together
>Action Girl
Regan is already at 9 charisma. Lets boost up her 7 agility
>>
Rolled 37 (1d100)

>>1877498
We need some of that antivenom to treat Kelly. Ask Mark if he can produce some. Also, did the abducted traders had any? If so, try to convince Murdock for a team. If not, just let it go and wait for the parlay.

>Charisma roll if the abducted traders have antivenom
>>
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Rolled 77, 97, 20 = 194 (3d100)

>>1877498
>>1877518
>>1877553
Supportin and rollin
>>
>>1877669
Mark says it seems simple enough to mix up with the right ingredients and can be done with primitive tools, but he'd need glowing mushrooms, xander root, and a sample of radscorpion venom. Someone would have to forage for the first two things (send someone out to forage), but getting radscorpion venom will involve finding a radscorpion. Leaving now would require permission from Murdock.


The caravan left after you arrived at Rockford and went specifically for antivenom as well as healing powder and other supplies on its shopping list, but you didn't find any shipments at the caravan wreck. The raiders might have them at their camp.


>>1877556
You can't go out while wounded, but some time later ask your team if anyone's willing to investigate and bring back as many supplies or captives back from the raider camp as they can.

>Roll 2d100 charisma.


>>1877517
>204
Mark sketches a more rugged design than you're used to from old pre-war images. He says it'll be made mostly of wood, but requires springs, screws and a length of pipe (6 caps per leg). The leg will flex and be more comfortable than a peg leg, but won't be good for running. He has another more complex design that will require some more commissioning fees and time to supervise (11 caps per leg), which would give more natural mobility though nowhere near the level of a leg. They could also just have the standard peg legs installed for free - a long, carved piece of wood with a rounded bottom attached to an end cap over the stump.

>Order (one/two) simple prosthetics. (-6 caps each)
>Order (one/two) of the more complex prosthetics. (-11 caps each)
>Let the villagers install peg legs for now.


>>1877669
>>1877842
>>1877556
>>1877518

So far we're tied on keeping everyone in town or sending some companions out to investigate the raider camp, this decision is still open to vote on: >>1877498


Session tonight 1AM UTC
>>
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>>1878064
>>Order 1 of the more complex prosthetics. (-11 caps each)
We will not give our men any shity peg legs
>Rollin 2d100 for charisma

WE know where is wounded Radscorpion (not sure how much wounded and how MANY MORE there can be), maybe this time it would be easier for us?

Does locals know about our Valut? Maybe we should go there and at least left some sort of message on carved wood/metal plate or even maybe on real paper (if it is closed)?
>>
Rolled 54, 70 = 124 (2d100)

>>1878078
sorry I forgot about puting dieces in
>>
Rolled 50, 28 = 78 (2d100)

>>1877498
>>1878064
I'm back.

Volunteer the services of your team once more (pick any number of uninjured companions), to take on the mission (for free/for caps).
See if he's willing to spare a few more dudes to help us. Raiders or Radscorpion, we need a few more bodies to get that medicine/venom back to town.

>Order (one/two) of the more complex prosthetics. (-11 caps each)
>>
Rolled 7, 41 = 48 (2d100)

>>1878064
>rolling for inspiration
>order more complex prosthetics
hopefully we'll be able to find something even better later on.

Hold on Kelly. We'll get you and Scott back on your feet, both.
>>
As for obtaining the antivenom. I'm not sure if we can take the giant radscorpion on even with the zap gun, although I suppose it depends on how well it's been able to lick its wounds...

In either case dealing with the raider base might be more viable, although we'd have to overcome dug in raiders on their home turf which presumably includes traps. How good are our people at spotting them?
>>
Rolled 94, 39 = 133 (2d100)

CHR roll
>>
>>1878204
>although we'd have to overcome dug in raiders on their home turf which presumably includes traps. How good are our people at spotting them?

Depends on who you send, if you guys do decide to send out a group/individual. During the day perception and spotting is easier and sneak matters more. From your previous encounter with raiders you expect whoever goes out to encounter pit traps, and if unlucky possibly any remnants of the gang you fought with, as well as possible encounters along the way. Either way, it'll be out of your hands once they set out, unless you set up some way to communicate with them.


>>1878079
>124
In a later conversation you find out that Zeke, Mary, and Regan volunteer to check out the camp. Valerie says she'll go if you think she needs to, and Mark tells you he honestly thinks he'd be more of a liability to any team that goes out.


>>1877498
This vote is still tied and open for a tiebreaker before session tonight, as well as perk choices.
>>
>>1878299
So the three could go to the raider camp? And we can't since we're recovering. Yeah, that won't do.

That leaves checking on vault cave infestation or finding a smaller specimen... or another source of serum.
>>
Rolled 30 (1d100)

>>1877498
>>Convince Murdock to send a team of his people to act on the raider FOB lead. Roll 1d100 charisma opposed or write in a convincing argument. (or both)
We can sit in this town getting bled dry until the raiders think we're worth too much trouble and wipe us out, or we can strike now and take the initiative. I volunteer to lead the strike team that is gonna completely wipe out that raider FOB and teach them not to mess with is. What's the alternative?

>This place will be safe for you, Scott. Do whatever you like. As for me, I plan to conquer this world. The surface is a mess, and I just need to rule it.
No one picked this? Maybe something is wrong with me...
>>
Lockdown and scared townspeople or not, you can't sit around and watch Kelly die while the bastards get away with her medicine. "We can sit in this town getting bled dry until the raiders think we're worth too much trouble and wipe us out, or we can strike now and take the initiative. I volunteer to send out the strike team that is gonna completely wipe out that raider FOB and teach them not to mess with us. What's the alternative?"

Murdock rubs the greying stubble on his chin, looking you up and down. He nods, "Well Benjamin Ford, when we first met I assured you and your friends that this was our home, our fight. Now it seems you're in the same boat as us, stuck sharing our troubles whether you like it or not. If our positions were reversed I'd probably have said the same to you, so I won't deny you the right to go. I don't need to caution you about the dangers."

The old leader says he'll go privately among families and try to find any volunteers to accompany yours, but doesn't have much hope, realistically. The people of this town aren't so much giving up on each other so much as they're afraid to suffer even more losses to the Shredders.


>>1878078
>>1878144
>>1878183
On the way to the marketplace you commission one of the more complex prosthetic designs, giving Mark the caps he needs to source the materials, tools and any help he needs. (-11 caps) He estimates the work should be done in a few days. You also tell him you need to gather the team at Mom's later and he says he'll let everyone know.

>cont.
>>
>>1879487
You're back at the marketplace, thinking of what you could spend some of this hefty reward on. You plan to send a team out into the wilderness again, perhaps you're looking for something they can use, or perhaps not.

These are base prices and stock goods, to give you an idea of what the town can produce and how it values things. You'll receive discounts based on your standing with the town, barter, and charisma. You can ask for a custom commission, or try to look for something that isn't on the list, as common as a can of paint or as rare as a missile. You can buy things with caps,barter with equipment and items of your own, or do both.


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
Quilted gambeson 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


Take any number of actions while you're here:


>Put an offer on the table. (List anything you want, roll 2d100 barter/charisma, and make a trade offer)
>Put an offer on the table. (List anything you want, roll 2d100 barter/charisma, pay in caps)
>Commission something to be made for you. (weapon, armor, etc.)
>Look around and try to find something else. (tell me what you want and roll 1d100 luck).
>Meet up with the team at Mom's, we've got everything we need now.
>Write in.
>>
>>1879527
Sorry for starting another session late!

Remember that all the gear you have on you, your resources, and all of your group's possessions are listed in the pastebin linked in the OP of every thread: https://pastebin.com/h1sXR5sC
>>
Rolled 33, 75 = 108 (2d100)

>>1879527
>Combat knife for 5 caps
>Fur and leather coats for 10 caps each
A nice coat to go over our armor

>Healing powder 1 pouch 10 caps
5 pouches

>Put an offer on the table. (List anything you want, roll 2d100 barter/charisma, pay in caps)
>>
Don't mind QM, just dumping some pics of clothes. I haven't added pics to the quest in awhile and I don't do a great job of describing things.
>>
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>>1879598
>>
>>1879603
>>
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>>1879527
Alright so there's two more people from our group going, so let's buy them what we got for clothes and armor last time and a Security Helmet each. Zeke can grab a spare SMG, hatchet and knife, Mary should get a rifle and a knife, and Regen an SMG, hatchet and knife.

2x Leather Armor (hardened leather vest, thighs, arms, knee pads, ammo carrier)
2x Cloth Padded Underarmor (quilted cloth)
2x Wastelander Outfit
6x Healing Powders

Also, see about finding a revolver, .45 pipe is acceptable, but if they got a non-homemade .38 revolver, see how much it'll cost.
>>
>>1879662
This plus a nice duster makes us too OP
>>
>>1879606
>>1879662
For the time being, you decide on:

>1x combat knife, 1x fur and leather coat, 6x healing powder, 2x wastelander outfit, 2x quilted gambeson, 2x leather armor sets.

This would normally run you 162 caps, but thanks to your good standing in town and some adept haggling on your part, you take it all back with you for 127.

>-127 caps

If there's anything else you think you want or need, you'll be able to return to the market for something any time you're in town. Anyone can still reply to >>1879527 or just mention they need something whenever Ben is in town.


>>1879662

>Roll 1d100 luck to see what kind of revolver you found in stock...

=================

You head over to Mom's. Burt's snoring by the jukebox, and your team is seated at a table and talking about last night. You discuss the matter at hand with them and Zeke, Mary, and Regan volunteer to check out the camp. Valerie says she'll go if you think she needs to, and Mark tells you he honestly thinks he'd be more of a liability to any team that goes out. First thing to decide though is who's going, and where.


What is the mission?

>Return to the burned forest and up into the raider camp Regan discovered, bring back any stolen shipments and hostages you can.
>Forage for glowing mushrooms and xander root and go radscorpion hunting. We'll make our own remedy.
>Why not both?

Pick any number of uninjured companions to leave town for a mission, if you send two teams decide who goes where:

>Zeke
>Mary
>Regan
>Valerie
>Mark
>>
Rolled 12 (1d100)

>>1879662
>>
>>1879684
Anyone want to save me from this embarrassment of a roll?
>>
>>1879662
Equipping the team(s) will be done after it's decided who's going, but I'll keep what you said in mind for then.

>>1879684
>>1879691
Yeah, I'll give anyone else a while to try and save this guy's revolver.
>>
>>1879676
If we get at least 3 other people with us:
>Return to the burned forest and up into the raider camp Regan discovered, bring back any stolen shipments and hostages you can.

If we get less then 3 or none at all:
>Forage for glowing mushrooms and xander root and go radscorpion hunting. We'll make our own remedy.

>Zeke
>Mary
>Regan

If we go Radscorpion hunting, we need something with an extra kick to keep it from killing the team.

Also, how many doses of antivenom can we make with a stinger?
>>
>>1879704
From what you hear from locals, a radscorpion of the size you described is truly a monster and bigger than the ordinary radscorpion. A tail like that could produce plenty more venom than you need, you really only need a regular sized tail to squeeze for Kelly. You're warned that a regular radscorpion is still plenty dangerous on its own, and that their shells can be tough.
>>
>>1879718
Well, while the rest of them try to find an antidote, lets see if we can ask Scott and some of the hunters for some help with our regular gun skills, and see what we could do to help Val in the clinic.

After that, see about making the cabins a bit more like a home.
>>
Rolled 60 (1d100)

>>1879684
Rolling for a cheap 50 cal revolver sniper meme gun
>>
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Rolled 79 (1d100)

>>1879704
>>1879748
Supporting this fine lad
>>1879676
Rolling Luck
>>
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>>1880215
>79
You ask around for revolvers, and you're in luck. One gun nut returns from within his house and rolls out a red cloth, then lays out 3 revolvers. "Ain't many askin' for these nowadays but I always liked 'em myself. Simple, quick, an' rugged - likely to outlive you out there."

"Got anything bigger? Something in the .50 cal range, I'm looking for a real monster killer."

"Hey just what you see here, pal."

>.38 pipe revolver (6rd)
>.38 handmade revolver (6rd)
>.38 snub nose revolver (6rd)

"For you," he says, "any one of these for 15 caps. Gotta make a living, you know."


>>1879704
>>1880215
You tell the team that Zeke, Mary and Regan are going to go foraging for xander root and glowing mushrooms, then hunt for a radscorpion. There are uneasy looks around the table but you assure them that any on the surface shouldn't be as big as the one you fought underground, according to locals. Mary says she can identify the plants they need. Mark says he's had an idea and dashes off to the radio station, shouting that he'll catch up with you. Mary also tells you her boyfriend Tred, the younger hunter-trapper, has volunteered to come out with them, and asks if that's ok.

Tred comes downstairs then, surprising everyone. He's younger looking than you imagined... He begs you on bended knee to let him accompany his love into danger. He gushes on about how beautiful she is, how he's never met anyone like her. Valerie awws, Regan and Zeke stifle giggles, and Mary blushes but gives you a pleading look on his behalf.


Let Tred accompany the party?

>Sure.
>No.


The group of you return to the cabins and start gearing up.

>cont.
>>
>>1880537
>>.38 handmade revolver (6rd)

Let Tred accompany the party?
>Sure.
>>
>>1880537
You've chosen Zeke, Mary and Regan from your party to leave the town for the day. They are currently in their last used set of equipment. Equip them in any way you like or propose any changes from anything in the WEAPONS AND ARMOR, EQUIPMENT AND CLOTHING section of the pastebin: https://pastebin.com/h1sXR5sC

>Zeke:
10mm Pistol (12rd)
4/4 spare magazines
Security Baton
Polycarbonate Riot Shield
Black Security Helmet
Black Security Armor
Vault 41 Suit
Personal Bag
Pip-Boy

>Mary:
10mm SMG (20rd)
4/4 spare magazines
Security Baton
Black Security Helmet
Black Security Armor
Vault 41 Suit
Personal Bag
Pip-Boy

>Regan:
10mm SMG (20rd)
4/4 spare magazines
Hatchet
Combat Knife
Black Security Helmet
Leather Armor
Padded Cloth Underarmor
Wastelander Outfit
While your companions equip themselves for the day, Mark returns, out of breath. He waves around a small device as he catches his breath, then tells you he'll attach it to the radio you took from Flinch the other night. "We'll be able to keep in touch while they're out," he says, "just give the radio to someone and have your Pip-Boy on hand."

Give the two-way radio to:

>Zeke
>Mary
>Regan
>Don't give the radio to anyone.
>>
>>1880537
>.38 snub nose revolver (6rd)
While the barrel of the handmade one would be more accurate, I'm pretty sure that it's single action. The snub nose would probably be quicker firing, and we wouldn't need to pull the hammer back with every shot.

To Tred in front of everyone:
>You know how to hunt these Radscorpions?
>You think you can lure one of them without anyone getting stung?
> You're in.

Then take him off to the side and say:
>Just make sure, if you two decide to fool around, use protection, because if you don't, I'm holding you accountable if something happens. And no hanky-panky until you come back safe, pal.
>>
>>1880577
Give it to Regan.

Also if Mary's shota insist on going, for the love of God ensure that he doesn't get himself killed while playing hero for Mary. Have Regan talk to him maybe.
>>
>>1880604
Supporting. If he's really young, I'd suggest asking his parents/whoever takes care of him.

Also, let the group know that the point os getting the venom to cure a teammate. It'd be pointless and counterproductive if any of them get hurt in the process. If they feel like things aren't going well, just back off.
>>
>>1880537
>.38 snub nose revolver (6rd)
It looks like shit but it'll work for now
>>
>>1880577
>>Regan
Regan a cute
>>
>>1880537
>.38 snub nose revolver (6rd)

Let Tred accompany the party?
>Sure.

>Zeke:
Add the zap gun and padded underarmor

>Mary:
Add padded underarmor and 2 more Mags

>Regan:
Add 2 more mags
>>
>>1880577
>Zeke
Give hatchet, combat knife, leather armor, padded underarmor, wastelander outfit and 2x 10mm mags.
Remove security armor, vault suit, and security baton.
Paint over Vault Tec iconography.

>Mary
Give combat knife, leather armor, padded underarmor, wastelander outfit and 2x SMG mags.
Remove security armor, vault suit, and security baton.
Paint over Vault Tec iconography.

>Regan
Give 2x SMG mags and radio.
Paint over Vault Tec iconography.

For us:
Practice at the shooting range, scrounge up some more recharged microfusion cells, work on Zap Gun with Mark, invent stun baton with Mark.
>>
>>1880577
>>1881640

And Ill back this guys more detailed and thought plan
>>1881705

Also We should look into acquiring or building machining tools so we can craft higher grade whatever
>>
>Tred goes with team

>Questions and stern talk with Tred

>Snub nose revolver for Ben

>Team loadouts per >>1881705 and >>1881640

>Radio to Regan

>Hang out with Mark, visit Val, practice shoot with Scott or hunters, make homes more comfortable and consider possible facilities all on the table for the day.


This is what I've gathered from the votes, I'll put out an update later tonight after I settle in. Glad to see you guys are starting to make your own goals, wants and plans. Announcing once again that weekday updates will probably come out at a slower pace now, while I will still try to have sessions on weekends.
>>
Oh, and another reminder that level 2 and 3 perk choices are still open to vote on. >>1876879 I'll tally that tomorrow. Dumping one relevant pic for the team right now.
>>
>>1880537
"I'll take the snub nose."

>-15 caps

"Good choice," the gun nut says, taking your caps. "Nice and compact, you can fit that just about anywhere. My advice, just fire your six and forget. Reloading the old fashioned way's a pain."


>>1881891
The outgoing party has:

>Regan:
10mm SMG (20rd)
6/4 spare magazines
Hatchet
Combat Knife
Black Security Helmet
Leather Armor
Padded Cloth Underarmor
Wastelander Outfit
Two-way Radio

>Zeke:
Zap Gun (2 Cell)
10mm Pistol (12rd)
6/4 spare magazines
Hatchet
Combat Knife
Polycarbonate Riot Shield
Black Security Helmet
Leather Armor
Padded Cloth Underarmor
Wastelander Outfit
Personal Bag
Pip-Boy

>Mary:
10mm SMG (20rd)
6/4 spare magazines
Combat Knife
Black Security Helmet
Leather Armor
Padded Cloth Underarmor
Wastelander Outfit
Personal Bag
Pip-Boy

>Tred: Long spear, knife, shortbow, light and heavy arrows, fur and leather coat, wastelander outfit, day pack


You look down at Tred, still on one knee. "Please sir, I know I'm not yet a man, but I know the trail, been walkin' it near about... some years now," he surmises. "Let me go with Mary, I'll make myself useful sir!"

You give Mary the side eye. "How old did you say this kid is?"

"He... doesn't know," she admits. "He looks young for his age!"

"Seen at least ten summers," Tred offers unhelpfully from the floor. By your guess he's... probably 16.

"Got parents? Family? Anyone who wouldn't want you coming out here with us?" you ask.

"Just my older brother 'til recently, sir."

"Alright kid, on your feet. You know how to hunt radscorpions?" Tred's eyes widen. "Think you can lure one of them without anyone getting stung?"

"I... I never gone looking for trouble of that size, but I heard sometimes folk do downhill a ways when other game's scarce. I know some places we can try," he says.

"Alright, you're in, but you follow Regan's lead." Tred nods shyly toward Regan, who just grins. "No heroics," you lower your voice, pulling the boy aside, "and no fooling around out there, got it?"

"I'm right here, I can still hear you," Mary groans, annoyed.

"And if you do at any point, you better use protection, because if you don't, I'm holding you accountable if something happens."

"Oh my God!" Mary buries her face in her hands. Valerie and Regan burst into laughter.

"Protection from what, sir?" he looks between the two of you, confused.

>cont.
>>
>>1882159
At the gate, Murdock meets with you and orders the gate opened for your chosen people. He apologizes that he couldn't find any volunteers, and wishes your team the best of luck outside the walls. Regan checks the radio before they set off, and you hear her voice clear through your Pip-Boy's speaker. You, Valerie and Mark watch from atop the palisade until the four of them are swallowed by the forest surrounding the clearing.


It'll take some time for your team to complete their assigned tasks, and you have a few ideas on how to spend that time. Here are just some options:


>Hang out with Mark and Valerie and start building that prosthetic leg for Scott.
>Hang out with Mark at the radio station or scrap pile, you have some ideas for equipment upgrades.
>Visit Valerie at the sick house and take Scott out for some fresh air, he could probably use it.
>Take some guns down to the shooting range and work on your marksmanship.
>Back to the cabins for now, you have some ideas that'll make them feel more like home... or a base of operations.
>Write in plan.


AND


>Roll 1d100, best of four.
>>
Rolled 21 (1d100)

>>1882167
Hang out with mark and Valerie and start building the prosthetic
>>
Rolled 30 (1d100)

>>1882167
>Visit Kelly and Scott in the clinic
>Hang out with Mark and Valerie and start working on the prosthetic
>>
Rolled 20 (1d100)

>>1882167
>>Hang out with Mark at the radio station or scrap pile, you have some ideas for equipment upgrades.
Reliability upgrade of the zap gun would be great. If that does not work, we might try to build some flechette ammunition for better armor penetration.
>>
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>>1882302
>>1882438
>>1882496
>>
Rolled 6 (1d100)

>>1882167
>Hang out with Mark and Valerie and start building that prosthetic leg for Scott
Saving toll!
>>
>>1882579
I blame the typo.
>>
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>>1882579
well 30 should be enough for nobody to die outright, but I'm guessing things are slowly going down the drain anyway
>>
Rolled 67 (1d100)

>>1882167
>>Hang out with Mark and Valerie and start building that prosthetic leg for Scott.
>>
Rolled 58 (1d100)

>>1882167
>Start building that prosthethic leg
>Back to the cabins
Can we paint some vault designs on our stuff like anon suggested? Maybe even try to get some dog tags or equivalent.

Rolling even though past four
>>
>>1882617
Let's just hope it drains time and resources instead of something worse.
>>
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Rolled 38 (1d100)

>>1882167
Rollin
>>
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The three of you leave the palisade and head back down the main street. "Come on," you tell them. "Mark, we're getting that leg made. Valerie, we could use your help."

"I miss coffee," Valerie groans, but accompanies you anyway.

"Think we'll ever see any again?" Mark conjectures on your way to the scrap pile. "It's a long way from here to any place that used to grow the stuff."

"If it even still exists," you wonder.

"The coffee? Or the rest of the world?" Valerie asks.

"Both, I guess."

Mark and Valerie lug a box of parts he bought to one of the workbenches, and the three of you have some more trouble than initially imagined machining and lathing each individual piece. The tools are old and the machines are mostly hand-driven. Mark laments the lack of composite material production in the new world, and you're less confident about the finished product before you than you were of Mark's schematic. Valerie's made sure it'll fit Scott like a glove; you just hope it'll support his weight under stress. Mark imagines that once he's adjusted to it, a process that could take awhile, Scott should be able to walk again.

You couldn't help much with the actual process, but you feel you learned a bit about crafting and the precision such work requires. Measure twice, cut once, as Mark is fond of saying.


What else do you want to get done today?

>Hang out with Mark at the radio station or scrap pile, you have some ideas for equipment upgrades.
>Go with Valerie to take Scott out for some fresh air, he could probably use it.
>Take some guns down to the shooting range and work on your marksmanship. (with or without someone)
>Try to find a way to train up another type of skill (choose a skill).
>Back to the cabins for now, you have some ideas that'll make them feel more like home... or a base of operations.
>Meet up with someone else from your contacts (in pastebin).
>Go somewhere else in town.
>Write in plan.


>cont.
>>
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>>1884479

You finish up at the scrap pile just in time for a two hour check-in, and you're about to ping Regan when your Pip-Boy's speaker crackles to life first.

"Ben, it's Regan."

"Copy, go ahead?"

"We headed downhill, found some xander root growing outside the caves, a bunch of it. Tred's been helpful," she reports.

"Great news, any trouble out there?"

"Sort of. We had to crush some bloatflies, they're these disgusting-"

"Let me stop you right there and take a guess. Mutant flies?"

"Giant mutant flies, smartass. And they... ugh, they shoot maggots-"

"Oh dear, maggots?"

"Giant maggots, with stingers! Alright, Regan out-"

"No no, wait, is everyone ok?"

"We're fine, their stingers can't pierce two layers and we pulled them right off. Zeke would've taken one to the face if it weren't for his visor. We're going to check out a cave Tred's seen before, we should be able to get the mushrooms we need without going too deep."


>Alright, keep up the good work out there.
>Give additional orders to the team (write in).
>Say something else (write in).
>>
>>1884479
>Go with Valerie to take Scott out for some fresh air, he could probably use it.
Should spend some time with him. Who knows what might happen later on.
>>
Regan's level 2 perk is Action Girl.

Ben's level 3 perk is tied between Quickdraw and Awareness, need a tiebreaker for that. Please just vote again replying to this post.


>Quickdraw
>Awareness


>>1882675
I thought you guys wanted to remove all vault markings and iconography? Earlier in the quest anons voted to paint over the security armor and helmets so you wouldn't be recognized as vault dwellers.

You can buy paint for a cap and customize your gear any way you like, if others vote for it.

>>1882496
Keeping this in mind for possible upgrades.
>>
>>1884488
>Alright, keep up the good work out there.
Break a leg.

Maggot shooting flies. Is there no end to travesties of surface wildlife?
>>
>>1884524
I thought you guys wanted to remove all vault markings and iconography
Didn't know that, my bad. Anyway, I don't particularly want to be recognized as vault dwellers. Just something that identifies us a group. If we become strong enough and known in the wasteland, messing with someone with our mark means strong retaliation. Also dogtags in case one of us dies out there, for identification purposes.

But if anons voted against this, its ok
>>
>>1884524
Also my votes

>Go with Valerie to take Scott out for some fresh air, he could probably use it.
>Keep up the good work
>Awareness
>>
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>>1884568
I get the idea now. Your helmets and security armor used to have this on them but were painted over. You could draw up or find a logo, and maybe it'll gain support. Or propose putting the vault tec logo back on at some point. It's not a symbol many will immediately recognize after over a hundred years of post-war era, but there are still people who do - Grayson the ghoul recognized you for what you were immediately. And there may be others that aren't so friendly.
>>
Also roll 1d100, best of four.

>1d100, best of four.


>>1884479
Damn, knew I forgot something.
>>
Rolled 20 (1d100)

>>1884619
>>
Rolled 50 (1d100)

>>1884619
>>
Rolled 28 (1d100)

>>1884619
Jesus guide my dice!
>>
>>1884619
>>
Rolled 14 (1d100)

>>1884619
>>1885065
damnit
>>
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>>1884640
>>1884653
>>1884839
>>1885089
>rolling the dice
>not voting on any other prompts
>>
>>1885103
>Alright, keep up the good work out there.
>Go with Valerie to take Scott out for some fresh air, he could probably use it.
>>
>>1885103
>>Go with Valerie to take Scott out for some fresh air, he could probably use it.
>>Take some guns down to the shooting range and work on your marksmanship. (with or without someone)
>Alright, keep up the good work out there.

Happy now?
>>
Rolled 14 (1d100)

>>1884479
I'll back this guys
>>1885103
but add
>Hang out with Mark at the radio station or scrap pile, you have some ideas for equipment upgrades.

Maybe get some MF Cell powered machining Equipment or at least hash out details on how to make it
>>
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Update tomorrow

Alright important stuff, I am going to try another new set of rules for resolving some types of events but I will need to lower everyone's SPECIAL by one each, I gravely underestimated what each number actually meant.

So for example Ben is now

S5 P5 E6 C7 I7 A4 L1

working off a base line of of 5 for being a vault dweller. If you want to change any stats as a result of this go ahead and tell me what you want to do. Everyone else's stats will be lowered by 1 each. Some companion stats have been reassigned. All future companions will reflect this.

>Make any changes to your primary stats.
>>
>>1886064
Take one from charisma to put in luck
>>
>>1886064
Fine to me.
[/spoiler] I don't get it. Are you making it more difficult?
>>
>>1886240
I *think* he's just adjusting stats to reflect narrated characters' performance so far. Including bad guys presumably.
>>
>>1886165
nah
>>
>>1886165
Nah, we are a smooth talker.
>>
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>>1886376
Our talk is smooth like velvet
We are the silver tongue of Vault/Wasteland
We fly like atomic jet
But we sting like pile bunker
>>
>>1886240
>spoiler

I think it'll be slightly more difficult but we'll have to see. I have no clue what the fuck I'm doing. I'll explain it better beforehand when it becomes relevant but it's basically using primary stat advantage/disadvantage as degrees of difficulty that give more or less dice to meet a DC

>>1886244
Pretty much this, for boss enemy encounters, companions and some other things.

>>1885129
>Happy now?

:)
>>
"Alright, keep up the good work out there," you sign off, pleased with their progress. Mutant flies shooting barbed maggots as projectiles... how else has life changed out here? Not just the bugs and beasts, but the people too, you muse. This isn't the world you studied in history, and it sure as hell isn't life in the vault.

You're on your way back to the sick house with Valerie, Scott's new leg in hand. It should come as a surprise to him, and Valerie seems pleased with the thought of brightening his day, both figuratively and literally. Along your way children wrestle in the dirt, dogs yap, and a woman is hanging clothes off a line, presumably to dry in the warm sun.

Valerie begins, "You know, I couldn't stop shaking that night... in the last cave."

"Well that mutant was enormous, I think it's safe to say we all just about shit ourselves trying to kill it."

"No," she chuckles, shaking her head, "that was scary, but in a different way. I mean Chad being killed, Scott and Kelly hanging in the balance... I knew what I had to do but I couldn't stop my hands shaking, not seeing them like that..." she sniffles, remembering the sight. "If Mark hadn't been there to actually stop the bleeding, I don't think we'd be paying Scott a visit right now," she admits quietly, looking up.

>Don't say that, Valerie. You got some first time jitters, it could have happened to anyone. Fact is, you knew what had to be done, and you made sure it happened. Next time you'll be ready, I know you will.
>It was a stressful situation, nothing could have prepared us for what we faced in those tunnels. But we made it out together, the way we were meant to, and we're among good people now.
>Well... maybe you aren't cut out to be a paramedic, but you fought with us, helped carry Scott and Kelly up here, and you're working late to make sure they don't die. I'm glad you're on this team, shakes or not.
>Hold her hands.
>Write in (sarcastic, joking, mean, anything).
>>
>>1886814
>>Don't say that, Valerie. You got some first time jitters, it could have happened to anyone. Fact is, you knew what had to be done, and you made sure it happened. Next time you'll be ready, I know you will.
And if you aren't ready next time, then we'll know this isn't for you, not everyone can be a natural, besides me, of course.
>>
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>>1886814
>>>Don't say that, Valerie. You got some first time jitters, it could have happened to anyone. Fact is, you knew what had to be done, and you made sure it happened. Next time you'll be ready, I know you will.
>>
>>1886814
>It was a stressful situation, nothing could have prepared us for what we faced in those tunnels.
>You got some first time jitters, it could have happened to anyone. Fact is, you knew what had to be done, and you made sure it happened. Next time you'll be ready, I know you will.

>Now we need to make sure to help Scott... and Kelly. We lost Chad mere moments after leaving... I don't want to lose anyone else. This surface world is playing hardball. So will we.
>>
>>1886872
Supporting
>>
>>1886814
Supporting >>1886872
>>
OP pls don't kill
>>
>>1892984
Maybe if we give OP some cocaine he will start writing.
>>
So this is the end?
>>
OP come back
You can blame it all on us
>>
>>1897955
>>1897702
>>1893592
>>1892984
Sorry I haven't been writing, things happened two days ago that got me really depressed and I couldn't do anything. I'll continue the quest tomorrow.
>>
>>1898432
Sorry to hear that OP. May you overcome all the difficulties life throws at you.
>>
>>1898432
Don't worry Boss
For you we can wait as much is needed
>>
>>1898432
Sorry to hear, boss. Hope that you come out of your situation swinging for the fences.
>>
>>1899891
Woah, buyers of stolen goods are hard to come across.
>>
Sorry guys, nothing from me tonight or for the next few days. Thanks for the kind words, I'll pick up with a new thread on Friday if this one dies.
>>
>>1903330
Hang in there QM, we'll be here when you get back.
>>
>>1903330
As long as you promise to not let the curse of the QM take you we will be waiting. Take your time Overseer boss senpai.




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