Adventures of the Traveler

EQandcivfanatic

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The Adventures of the Traveler​

A BOTWAWKI Interactive Story​

So for those of you unfamiliar with the ongoing game I have on these very forums called Beginning of the World As We Know It, we have recently developed a bit of a diversion from the overall game. The game itself focuses upon the interactions of proto-nations in a post-nuclear wasteland that was once the Deep South in the Fallout universe. Wars have been waged and fought over all sorts of things, and we have seen the grand affairs of nations. Here, instead we focus upon a single vault dweller, born in Vault 24, as he journeys across the wasteland and intervenes in the affairs of factions and nations while he seeks whatever it is he seeks.

The Adventures of the Traveler is an interactive story of sorts, but the kind where you can’t go back a few chapters to make a new choice. One or two people have compared it to Twitch Plays Pokemon, but I feel that’s unfair, because we have yet to Praise Helix, blessed be his name. Also, we only have maybe four to six people at any given time making decisions for the Traveler, and the range of choices is far more limited. Essentially, this is a rapid-update story that takes place as the Traveler finds his way across the Wasteland.

There’s been a year of adventure at the time of this writing and probably more to come. However, because the posts relating to the Traveler tend to bury excellent stories, as well as diplomacy and orders, he needs his own thread to bask in glory. So, we are now going to kick things off with just the rules of participation here and some basic explanations of the stats and what the all mean for the Traveler and the choices all of you make.


Participation

In order to join in the fun, you do not need to be participating in the main thread of the game. You can at any time just jump in and make a decision based off of the last update or entry into the Traveler’s adventures. You can make any choice off of what is presented. If the only option is to “find adventure” all you have to do is specify a direction or destination you want the Traveler to head towards. Typically I will be going with whoever manages to post first, but if I do not respond immediately, chances are I will just go with whatever the majority requests. On occasion I reserve the right to let a minority or oft-ignored person to take charge even over the majority. This is mostly for my own amusement.

S.P.E.C.I.A.L.

The basic stats of the Traveler are based off of the basic stats in the Fallout games: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. The primary use of these traits for the purposes of the Traveler are for the passing of challenges that emerge in the course of his adventures. Strength helps in the cases where brute force is needed in a hurry to accomplish a feat. Perception is used primarily when long-ranged weapons are in play or in distant firefights. It can also be used to identify threats or opportunities before they happen. Endurance is used in cases where you have to outlast a lot of physical pressure for a longer period of time. Charisma is used to talk your way through a situation. Intelligence is used when something involving science or medicine comes up. Agility is used in the case of a rapid firefight or sneaking around. Luck affects the odds of whether or not a challenge in the first place in addition to the results of any gambling.

Caps and Stores

Larger towns tend to have stores of various kinds. You can take a good guess at whether or not they will be able to sell anything useful based on the stats on the main thread. A town with a gunsmith will sell guns for example, typically based on what sort of guns and munitions they normally produce in the main game. Caps are earned and lost through a variety of tasks, but most expenses will likely come from renting rooms in inns throughout the wasteland and buying weaponry.


Without further ado, I will now post the previous updates all in a row for the convenience of players to read back. All future Traveler updates will be posted on this thread.

Introduction

*Ron Perlman Voice*

War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God to justice to simple, psychotic rage. In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war, war never changes.

In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters, known as vaults. But when they emerged, they had only the hell of the wastes to greet them. Vault 24 had opened its doors once before, and shut them just as quickly. Only a few years ago, they opened the door once again to truly begin the reclamation of the shattered land once known as America.

The vault dwellers found that what they thought had come to an end continued despite the fire and devastation. The Enclave, true heirs to the American government, appeared at the vault doors shortly after they opened and made a lucrative offer. The Overseer became the new Governor of the Florida Reclamation District, a force for the rebuilding of the United States and everything it had once stood for.

You were born in Vault 24. Two years ago you completed your GOAT test, and were assigned to a clerical position assisting the Enclave embassy staff. One of the Enclave members took you under his wing and has taught you everything you know about the world and all of the wonders – and horrors – it holds. Last year he was reassigned to another Enclave post. You wish to follow him into the wastes, and your reasons are your own.

In all of your journeys be careful, for there are people who seek to take everything you own, and more. Because war. War never changes.


Ahigin’s World Map

Spoiler :
 
January 10, 2259 - April 13, 2259
Spoiler :


The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 4
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Laser Pistol (Equipped)
1 Vault 24 Jumpsuit (Equipped)
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)


January 10, 2259

You have left the vault after spending almost your entire life within its closed confines and the greatest examples of pre-Great War technology. After spending the last two years under the tutelage of James Crowley, the Enclave’s expedition’s science officer, you were devastated when he left. He did not have much in the way of official duties with the rest of the embassy staff, so he took a lot of time to tell you about the world and the wonders he has seen. After he was reassigned last Christmas, you have been filled with a burning desire to see the Wasteland for yourself. His last gift to you was a laser pistol, an antique by Enclave standards, but valuable to most of the people in the wastes.

You are at Vault 24
There are no items for sale here


1. A caravan of the Parker and Sons Caravan Company has gathered outside of the vault and is loading up large amounts of building materials and basic technology. They say they are first going to Newberry in the New Gulf Commonwealth. They are looking to hire guards, and you qualify as you have a weapon. They will provide food and water, and pay you a sum of 300 Caps for the journey from Vault 24 to Newberry (3 weeks)

2. Despite your urge to travel abroad, your sense of caution suggests that maybe you should explore the region around your home first. A salvage team is slated to scour the ruins of Crawfordville for supplies for the Vault. If you join them, the Overseer will pay your wages of 100 Caps (2 weeks).

3. Screw others! A whole world of adventure awaits you, and all you have to do is start walking and see what happens. You have no idea what lies ahead, and you know you could travel in any direction until something occurs. (Pick a direction if you select this choice)


The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Laser Pistol (Equipped)
1 Vault 24 Jumpsuit (Equipped)
350 Caps
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Parker and Sons Caravan Company: Neutral (5)


January 31, 2259

Option 1 Selected, I will try to move pretty fast with these.

For three weeks you travelled with the caravan, along winding roads and through treacherous pits. Old world roads had already fallen into decay or disappeared into the landscape, and this rarely travelled route between Vault 24 and the rest of the Sunshine Wasteland is a dangerous one, even excluding the wildlife and bandits. About two weeks into the trip, the caravan is attacked by bandits, and you fight the best you can but you are badly wounded. You spend the rest of the trip to Newberry riding in the back of a wagon, being cared for by the caravan medic. Upon arrival you were still paid for your service, and an extra fifty caps was thrown in for your injury. (-1 Endurance, +350 Caps)

You are at Newberry in the New Gulf Commonwealth
There are no items for sale here


Newberry is a small frontier town, on the very edge of the civilized Sunshine Wasteland. There are a number of small caravans from the north gathered around the town, but it is only a place for a person to stop and rest, not to trade. A small wall surrounds the city, but you can see where fortified strongpoints have been erected within the walls for a “last stand” against any attack could be made.

1. The Parker and Sons caravan is continuing on from Newberry to the much larger town of Ocala along better roads. Due to the relative safety of this stretch of the journey, they have offered only 100 caps for your continued service as a guard. (5 Days)

2. Look for work around town (1 Day)

3. Head off in any direction on your own in search of adventure (specify direction)


The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Laser Pistol (Equipped)
1 Vault 24 Jumpsuit (Equipped)
330 Caps
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Parker and Sons Caravan Company: Neutral (5)


February 1, 2259

Option 2 Selected: Someone needs to move more quickly than Thomas :p

You rest easy for the night in Newberry and spend a good deal of time in the local bar listening for news and work you could take. According to the rumor mill, a local businessman has put out a 400 Cap bounty on a large predatory cat that has been attacking farmers near the town. The creature’s head is required as proof of completion. (-20 Caps from bar tab)

You are in Newberry
There are no items for sale here


1. Go after the bounty on that damncat. (A combat challenge)

2. Cats are scary, you can wait for a better job offer. Wait in town another night (1 Day)

3. Head off in any direction on your own in search of adventure (specify direction)

February 2, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Laser Pistol (Equipped)
1 Vault 24 Jumpsuit (Equipped)
730 Caps
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Parker and Sons Caravan Company: Neutral (5)


Option 1 Selected: Thomas wins again! Also, <nuke> and Tolni I meant a geographical direction :p . I&#8217;m sure a chance will arise to go to Universe City at some point. No rush.

You venture out into the wastes outside of town, and follow a trail to an old ruined farmhouse. You can hear growls within. You make some noise outside of the building and the damn cat bounds out right into your field of fire. A few shots with the laser pistol and the animal won&#8217;t be preying on any more innocents. Sadly, thanks to the use of your laser pistol, there&#8217;s not enough of the animal to do much more than prove the kill. You return to the businessman in Newberry, and you&#8217;ve become the toast of the town that night, getting your drinks for free all evening. (+400 Caps)

You are in Newberry
There are no items for sale here


1. Wait in town until new opportunities present themselves

2. Head off in any direction on your own in search of adventure (specify direction)

February 5, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Laser Pistol (Equipped)
1 Vault 24 Jumpsuit (Equipped)
670 Caps
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 1 Selected

The gratitude of the town seemed to dry up quickly and there were no more free drinks to be had. You&#8217;ve hung out in town for a few days now. No new jobs have appeared in town, but three caravans have arrived on the same day, all looking for replacement guards. (-60 Caps from room and board)

You are in Newberry
A merchant with a caravan is selling a suit of light leather armor for 500 Caps (450 Caps with Jumpsuit trade-in value)

1. A Parker and Sons caravan is on its way back to Vault 24, loaded to bear with guns and ammunition. They will hire a guard at 300 caps for the journey. (3 Weeks)

2. A caravan backed by the Sunshine Kingdom is on its way east to Queen&#8217;s Deep, bringing a number of miscellaneous supplies. They are not hiring guards, but will provide escort and food for a cost of 30 caps a day. (6 Days)

3. A Weyland Company caravan loaded with cotton is on its way south to Ocala. They are hiring replacement guards for 100 caps for the journey. (5 days)

4. Wait in town for other opportunities while staying at local common houses.

5. Head off in any direction on your own in search of adventure (specify direction)

February 17, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Vault 24 Jumpsuit (Equipped)
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 3 Selected: Like Thomas said, plenty of time now for someone else to get a voice in there.

No one attacks a caravan in midday, especially not so close to the large town of Ocala they told you. Turns out your fellow caravaneers were wrong in that assumption. As a guard on the night shift, you only found out something was wrong when someone hit you until you awoke. Reaching for your pistol, you found that it was taken from you. The caravan day guards had been slaughtered by this group of bandits! You struggled to the best of your ability, but despite your efforts a bomb collar was placed around your neck, and your circumstances explained to you. You have been enslaved.

You are at a slaver&#8217;s encampment

You don&#8217;t know where you are, as they had transported you in covered wagon. You were never allowed to leave during the trip, making the situation very uncomfortable for you and your fellow captives. You are being kept in a gated yard once used for goats with a half dozen others. Thanks to your intelligence and knowledge you can disarm the bomb collar around your neck.

1. Perform labor for the bandits and see what else develops. At least you&#8217;re being fed.

2. Deactivate the bomb collar and escape quietly in the night alone. (High chance of success)

3. Deactivate your bomb collar and those of your fellow captives and attempt to overpower the bandits (Moderate chance of success)

March 24, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Slave Rags (Equipped)
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 1 Selected: The tyranny of Thomas is at an end

For days on end you labored and worked for the bandits, serving them food and water and performing manual labor of all types. You watched as half of the other captives with you died one by one through mistreatment or even as part of sport on behalf of the slavers. You were stripped of even your old jumpsuit by the slavers, and have been forced to cloth yourself in the barest rags. Eventually they loaded you and the other survivors back into the wagon for another stage of your journey. After crossing a river you were unloaded into a much more organized compound. Guards uniformed in brilliant blue, red, and gold colors patrol the area with rigid discipline. There is talk afoot that you are to be sold at the local slave market.

You are at Felix City in the Empire of America
You are to be sold by the slavers here


Felix City is not so much a city as it is a military encampment. Less than five hundred people make up this community, and most of it exists in a heavily guarded bunker built beneath the surface. You and the other slaves for sale are in an enclosed compound being vigilantly guarded by a large number of those oddly uniformed soldiers. They speak in a language you have never heard before and is completely alien to you.

1. Wait for the slave auction and see if your new owners could be more merciful or present a new opportunity for escape.

2. Deactivate your bomb collar and escape in the night (High chance of success; please specify which direction you want to flee in)

March 25, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Slave Rags (Equipped)
Factions
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 2 Selected: The tyranny of Thomas has been restored. :mad:

You escaped the compound easily in the night, with no one any wiser. The guards did not notice your departure, or your subsequent searches around the compound for your equipment. Wherever your equipment is, it&#8217;s certainly no longer in the hands of your captors or in the encampment outside of the bunker door. At least you are free, and you better start running, as the alarm could be raised at any moment! (Perception Challenge failed)

1. Run in any of the eight main compass directions to avoid pursuit!

March 26, 2269

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Empire of America Uniform (Equipped)
1 Gladius
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Southeast selected

You have reached an old building with weathered signs marking it as Auburn University. Unfortunately one of the guards from Felix City caught up with you last night. You were able to turn the tables upon him and beat him to death with a rock. His uniform thankfully fits you. It isn&#8217;t armored and seems garish with all of its gold trimmings and odd color scheme. It&#8217;s significantly better than the rags you had been wearing, however. His sword is in good shape, and is also better than using a rock, though the strength it requires in battle is unfamiliar to you. He had some food and supplies that will help you make it through the coming days. (+1 Empire of America Uniform, +1 Gladius, -5 Reputation with Empire of America)

You are at the ruins of Auburn University

1. You may proceed in any of the eight compass directions.

2. Look for supplies or equipment in the ruins. You are concerned that other scouts may catch up with you. (1 Day)

March 27, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Empire of America Uniform (Equipped)
1 Gladius (Equipped)
1 Hunting Rifle
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


South selected

It must be your lucky day! You&#8217;ve clearly evaded those hunting you and you&#8217;ve reach a sheltered creek running to the south. You stumbled upon a deceased hunter, clearly who succumbed to injuries sustained while hunting, and his camp, with plenty of prepared food and supplies within. You have taken his old hunting rifle for yourself, as he won&#8217;t be needing it anymore.

You are camped in the wilderness

1. Cross the creek and head southeast.

2. Continue following the creek, really a river, downstream to the south.

3. Stay here, if a hunter was here, maybe someone will come looking for him and you can find your way back to civilization.


April 7, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Empire of America Uniform (Equipped)
1 Gladius
1 Hunting Rifle (Equipped)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Maritime Collective: Neutral (-5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 2 Selected

You travel along the water for days, supplementing your supplies with fish caught from the creek and the occasional meet off of the small animals that you occasionally see and shoot in the woods. You had hoped to cover the uniform you wear with the hunter&#8217;s clothing, but it was too torn apart to be of any use. Thankfully, after only a few days of travelling along the muddy river, you were dirty enough that the worst bits of the uniform had already been concealed by the grime. The whole journey felt like a camping trip, and when you began to see the signs of urban ruin, you were almost disappointed and quickly went on your guard. You hit a number of new streams and creeks and have to ford most of them without incident. You breathe a sigh of relief when you see what appears to be an actual functioning community of friendly people. Unfortunately your uniform is recognized by the people here and they seem to have a rather negative opinion of the folks who usually wear it. (-5 Reputation with Maritime Collective)

You are in Linkton in the Maritime Collective.
There is nothing offered for sale here, even if you did have money.
A local merchant offers to buy your gladius for 50 Caps or your hunting rifle for 400 Caps


Linkton is an ever vigilant community, built out of a collection of three collapsed skyscrapers. They form the majority of the wall that surrounds the town, while a makeshift wall protects the north side from attack. A number of crumbling bridges cross the Chickasaw Creek to the wall, one or two have been recently reinforced for caravan traffic. You can plainly see gaps in the defenses and it seems that the &#8220;wall&#8221; doesn&#8217;t do much more than mark the space between the wastes and the limited civilization that exists here.

1. A large and well-armed group of Maritime Collective salvagers sent west have recently returned and are preparing to head back to Pensacola with what they had recovered. They have offered to let you travel with them and offer a safe place to sleep, but you will have to provide your own food. Thankfully, that&#8217;s not a problem. (6 Days)

2. A group of local merchants are putting together an ad hoc caravan to travel to the newly discovered town of The Door on the south side of Mobile. They are looking for guards, but warn you that the ruins are highly dangerous and full of what they call &#8220;chaurus&#8221; insects, highly poisonous and deadly creatures. They offer to pay 500 caps to help them reach The Door. (2 Days)

3. Spend some time in town looking for new work opportunities (1 Day)

4. Head off in any direction on your own in search of adventure (specify direction)

April 8, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Empire of America Uniform (Equipped)
1 Gladius
1 Hunting Rifle (Equipped)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Maritime Collective: Neutral (-5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 4 Selected (Northeast)

You left Linkton without any problems, but local maps seem to indicate there&#8217;s really nowhere to go past the Mobile River until you go further north. Still, there&#8217;s apparently an old oil refinery not far away from the town that has never been scouted or salvaged for supplies. When you arrive there you find out why. There is a massive pillar blocking the entrance into the facility having collapsed there. All other ways in are blocked. You try budging the rubble but just can&#8217;t manage it. You return to Linkton, defeated. You spend the night sleeping under a blanket behind one of the buildings, but now look to make a new decision. (Strength Challenge failed)

You are in Linkton in the Maritime Collective.
There is nothing offered for sale here, even if you did have money.
A local merchant offers to buy your gladius for 50 Caps or your hunting rifle for 400 Caps


1. Spend some time in town looking for new work opportunities (1 Day)

2. Head off in any direction on your own in search of adventure (specify direction)


April 9, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Empire of America Uniform (Equipped)
1 Gladius
1 Hunting Rifle (Equipped)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Maritime Collective: Neutral (-5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 1 Selected: Thus began the tyranny of Polyblank, all hail the new overlord.

You hung around Linkton for the day, hoping to find some work from the local population. Without any caps to grease palms, that has made the effort substantially more difficult. You overheard two outsiders talking about what sounded like some seriously scientific mumbo-jumbo, but despite your education, everything they were saying went right over your head. Still, you did at least learn about local bounties. (Intelligence Challenge Failed)

1. There&#8217;s a local bounty on chaurus chitin. Each dead chaurus will bring in 40 Caps. They are very dangerous creatures, however, and it doesn&#8217;t seem like very many locals are eager to collect. You could always attempt it yourself. 1 Day

2. Wait in town for new opportunities to present themselves

3. Head off in any direction on your own in search of adventure (specify direction)


April 13, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Empire of America Uniform (Equipped)
1 Gladius
1 Hunting Rifle (Equipped)
1,000 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 3 Selected (East to Pensacola): Thus the tyranny was brought to a rapid end.

You had heard the people of Linkton talk about the capital of the Maritime Collective, known as Pensacola. You were able to see a map of the area drawn out by a surveyor and make a copy for yourself. Normally a caravan makes the trip in six days, but on your own, you were able to make better time. As you neared the town, you heard cries for help. You found a woman badly injured in a bear trap, and using your limited medical skills you had learned from Crowley, you helped her escape and fix the injuries. As it turned out she was the wife of a prominent businessman in Pensacola, who joyously rewarded you with caps for your deed. The rest of the town soon heard about this and once again you have the experience of being treated to drinks for your performance. (Intelligence Challenge succeeded, +10 Reputation with Maritime Collective, +1,000 Caps)

You are in Pensacola in the Maritime Collective
A merchant offers to buy your Gladius for 20 Caps or your Hunting Rifle for 50 Caps
Local merchants offer the following useful items for sale:
Light Leather Armor: 500 Caps, 480 Caps for trade-in value of Empire of America Uniform
Leather Armor: 800 caps, 780 for trade-in value of Empire of America Uniform
Polearm: 50 Caps
Longsword: 80 Caps
10mm Pistol: 100 Caps
10mm Submachine Gun: 200 Caps

Pensacola is a bit of an oddity to your eyes. The formidable walls surrounding the town are surrounded by peaceful looking farms and agriculture of all types. Inside the community is smaller than you expected, but they seem prosperous enough. Several small boats are in the harbor, including a larger one which seems under the control of the Collective itself. You can see the scars of numerous battles on the outskirts of the town, all at least a couple of years old, but it seems that this is a town that knows tragedy and war like its second nature. Most of the buildings in the town appear to be buildings built before the Great War, and repaired over the years.

1. Spend some time looking for work in town, as a faction capital, there&#8217;s almost certainly lucrative jobs to be found. 1 Day

2. A very small merchant ship is preparing to depart for the town of New Panama, also in the Maritime Collective. You&#8217;re amazed that it even floats in the harbor, but the salty captain grins at you and said that ship may not look like much, but she has it when and where it counts. He will charge you 250 Caps for the voyage. 2 Days

3. Head off in any direction on your own in search of adventure (specify direction)
 
April 14, 2259 - May 9, 2259

Spoiler :

April 14, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun (Equipped)
1 Gladius
1 Hunting Rifle
1 Light Leather Armor (Equipped)
320 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)


Option 1 Selected

You hang around town and manage to spend the night in an actual room with air conditioning and a nice cooked meal by a chef. You hear plenty of word about things around town and once more have a choice over what you want to pursue.

You are in Pensacola in the Maritime Collective
A merchant offers to buy your Gladius for 20 Caps or your Hunting Rifle for 50 Caps
Local merchants offer the following useful items for sale:
Polearm: 50 Caps
Longsword: 80 Caps
10mm Pistol: 100 Caps

1. An emissary from a shadowy organization known as the Sons of Oscar is looking for someone to relay a sealed package to an agent in Fort Freedom in Jacksonia. They will pay 500 Caps up front and another 500 caps upon arrival. They have already established travel arrangements on a somewhat sturdy vessel heading to the Fruitlands. 4 Days

2. A very small merchant ship is preparing to depart for the town of New Panama, also in the Maritime Collective. You&#8217;re amazed that it even floats in the harbor, but the salty captain grins at you and said that ship may not look like much, but she has it when and where it counts. He will charge you 250 Caps for the voyage. 2 Days

3. The farms need hands for the planting of crops. It&#8217;s boring work, but safe. They will pay 100 Caps. 2 Days

4. Wait around for more opportunities to present themselves.

5. Head off in any direction on your own in search of adventure (specify direction)


April 18, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun (Equipped)
1 Gladius
1 Light Leather Armor (Equipped)
1 Mysterious Package
820 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (5)


Option 1 Selected

A man approaches you in the Pensacola inn you are staying at. He introduces himself as Cassius and refuses to provide you with a surname. He represents the Sons of Oscar, stating it is an organization dedicated to freedom for all in the Wastes. He hands you a large bag of bottle caps and states that there is more where that came from and all you have to do is deliver a package by boat. You accept, and he gives you a code phrase and a note explaining travel arrangements. You board a rusty old bucket sitting at the Pensacola docks and the crew gives you uncertain looks the whole time. (+500 Caps, +5 Reputation with the Sons of Oscar)

The voyage is mostly uneventful, but one day in, a major storm hits and a deckhand is swept overboard. The captain calls for you to help in holding a line to keep the sails in place, but as you try, it slips from your hand and you twist around, hurting yourself badly and losing your hunting rifle overboard in the storm. At least it was only a minor injury and you&#8217;re fully healed by the time you reach the Fruitlands. Tampa Bay teems with small ships of all kinds and a behemoth of a vessel sits not far from a series of makeshift docks. The captain drops you off on the shore and it&#8217;s a short walk to Fort Freedom. (Endurance challenge failed, -1 Hunting Rifle)

You are at Fort Freedom in Jacksonia
Local merchants are selling the following useful items
Leather Armor: 800 Caps or 700 Caps with Light Leather Armor trade-in

You have never seen a town like Fort Freedom. It sprawls across the oasis of the Fruitlands, and the streets are lined with trees bearing all sorts of exotic fruits. People simply pluck the fruit off the trees whenever they feel hungry, and scents of all sorts of delicious meals poor from the mostly wooden homes. A sturdy and lengthy wall surrounds Fort Freedom and smiling guards in body armor greet you and other passerbys cheerily. Only when you look down the back alleys do you see the markers of a town that rests rarely and uneasily when it does. Graffiti displaying &#8220;Junk Jackson&#8221; and &#8220;SOO&#8221; is commonplace and you see a raid by secret police on a house as you wander into an inn. You wonder what you should do with the package you carry.

1. Turn the mysterious package in to your contact in town. 1 Day

2. Turn the mysterious package in to the local authorities. 1 Day

3. Open the mysterious package and keep whatever it is for yourself. 1 Day


April 19, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun (Equipped)
1 Gladius
1 Light Leather Armor (Equipped)
1 Mysterious Package
1,320 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Neutral (-10)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (25)


Option 1 Selected

You spend most of the day looking around town and hearing rumors and word for work. You are relaxing in the inn when you are approached by your contact. You exchange code phrases and hand him the package. With a grim smile he takes it and hands you another bag of caps. You engage him in conversation and by paying close attention to the clues he left behind you learn a lot about both him and the Sons of Oscar. It seems the package you were carrying contained two plasma mines and instructions for placing them under railroad tracks. It&#8217;s likely that they will attempt to sabotage Jacksonia&#8217;s new railroad! You reflect on this as you drift to sleep. (Intelligence challenge succeeded, +500 Caps, +20 Reputation with Sons of Oscar, -10 Reputation with Jacksonia)

You are at Fort Freedom in Jacksonia
Local merchants are selling the following useful items
Leather Armor: 800 Caps or 700 Caps with Light Leather Armor trade-in
Light Combat Armor: 1,200 Caps or 1,100 Caps with Light Leather Armor trade-in

1. Too many people will die if the Sons&#8217; plan is carried out! Turn in the Sons of Oscar and their hideout to the local authorities. 1 Day

2. You approach the Sons of Oscar hideout. They are impressed that you managed to sniff them out. They offer you a job, to assassinate one of the Jacksonian secret police who is getting a little too close for comfort. They don&#8217;t have the caps to pay you, but state that this would be a major blow to the enemy counterintelligence apparatus. They offer you a sniper rifle if you take the job. 1 Day

3. They aren&#8217;t going to blow the train up anytime soon, so better take advantage of it while it still exists. Take the train on one of its daily trips to another destination (Specify between Haven, Davenport, and Terminus). 1 Day

4. A Flatlander Trading Company caravan is getting ready to depart for Bushnell in the New Gulf Commonwealth, loaded with all sorts of delicacies. They are looking to hire guards for the trip, and will pay 400 Caps. 3 Days

5. Wait for new opportunities

6. Head off in any direction on your own in search of adventure (specify direction)


April 20, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun (Equipped)
1 Sniper Rifle
1 Gladius
1 Light Combat Armor (Equipped)
220 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Neutral (-10)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (20)


Option 2 Selected

The Sons of Oscar are surprised when you show up at their Fort Freedom headquarters. They draw their guns before your contact identifies you as the traveler from Pensacola. He deescalates the situation, and in his office, he introduces himself as Apicius. They have identified a notoriously efficient officer in the Jacksonian secret police and they want you to take him out. The Sons of Oscar believe that this officer&#8217;s death will help stall Jacksonian investigations into their operations. They will provide you with a sniper rifle, but you have been allowed to undertake the contract in any manner you see fit. You reveal that you are aware of their plans for the train, but manage to convince them to find a better way to use the explosives, emotionally appealing for the lives of all the innocents who could be on board if they follow their current plan. Skeptical, but considerate of your view, Apicius agrees to look into other options. Now you must figure out how to eliminate your target. (Charisma Challenge succeeded, +1 Sniper Rifle, -5 Reputation with Sons of Oscar)

You are at Fort Freedom in Jacksonia
No local merchants are selling anything you can afford or use


1. This has gone on long enough, and you&#8217;ve come out ahead with a new rifle. Turn the Sons of Oscar in to local authorities. 1 Day

2. A blade in the dark in the best way to go, use your sword to ambush and kill him in the night. 1 Day (Strength Challenge)

3. Freedom! Make a public statement with this killing, gun him down with a barrage of bullets with your submachine gun then run like hell. 1 Day (Agility Challenge)

4. Take position on a distant roof near the police headquarters and take your shot with the sniper rifle at the right moment, easily avoiding the threat of capture. 1 Day (Perception Challenge)

5. Better quit while you&#8217;re ahead and avoid any further entanglement. Take the train on one of its daily trips to another destination (Specify between Haven, Davenport, and Terminus). 1 Day

6. Assassinating is fun and all, but adventuring is more fun! 6. Head off in any direction on your own in search of adventure (specify direction)


April 21, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun
1 Sniper Rifle (Equipped)
1 Gladius
1 Light Combat Armor (Equipped)
120 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-30)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Option 4 Selected: Has the tyranny of Thomas returned? Stay tuned!

In the early hours before dawn, you climb to the top of a marketplace building across the street from the secret police headquarters. You spend a number of hours waiting for your target to make an appearance, avoiding detection. When he appears you take your shot. You miss completely, causing a panic in the market and around the building and the guards scurry about attempting to find you. With the opportunity lost, you head back to the tavern in the more secluded part of town. A few caps convinces the bartender to believe that you were there all day. Still, towards the end of the day, you see people looking at your sniper rifle and rumors abound of a large reward being offered for the location of the criminal who attempted to assassinate the official. A description somewhat matching your face is being passed around. It&#8217;s probably time to leave town. (Perception challenge failed, -100 Caps, -10 Reputation for Sons of Oscar, -20 Reputation with Jacksonia)

You are at Fort Freedom in Jacksonia
No local merchants are selling anything you can afford or use


1. The train is the fastest way out of town. Guards may be expecting this way of escape. For a cheap ticket of 20 caps, you can get a long ways away. Take the train (specify destination of Haven, Davenport, or Terminus). 1 Day

2. Go to the docks at Fort Plenty. It&#8217;s a decent sized town and you may be able to charter a boat with what caps you have left. Or not. 1 Day

3. All you have to do is walk away. Head off in any direction on your own in search of adventure (specify direction)


April 23, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun
1 Sniper Rifle (Equipped)
1 Gladius
1 Light Combat Armor (Equipped; 50% Damaged)
170 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-30)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Option 3: East Selected

You slip out of town shortly after dawn, and none of the authorities are any wiser. You head east, following the railroad tracks for a decent part of your journey. It was at a point where they divided when you encountered a roaming Sentry Bot. Hoping to secure it for yourself, you attempted to sneak up on it and hack it. Unfortunately, you made just the wrong move at the wrong time and it began attacking you. You were able to destroy it, but your armor was badly damaged from sustained gunfire. Thankfully, none of the bullets it took made it through, leaving you with bruises instead of holes. You are able to retrieve some scrap from the destroyed robot, carrying it along until eventually you reach the town of Haven. A scrap merchant eagerly buys the bits off of you. (Intelligence challenge failed; +50 Caps)

You are in Haven in Jacksonia
A local tradesman offers to repair the damage to your armor for 100 Caps
A shady man probably with the black market offers to buy your Sniper Rifle for 500 Caps or your 10mm Submachine Gun for 200 Caps
A local civilian offers to buy your Gladius for 50 Caps
The blacksmith in town has items for sale:
Polearm: 100 Caps
Longsword: 150 Caps

Haven is not much compared to the towns of the Fruitlands. The town consists only of a few hundred people, most working at the railroad or scrapping operations throughout the area. A decent wall surrounds the heart of the town, but not much exists outside except a small area for passing merchant caravans. The town is populated by ruined buildings, and not just ones destroyed by the Great War. You have the feeling that this town used to have a much larger community within it. Whatever the case, no one seems to care about the attempt to kill a secret police officer, except to occasionally furtively wish the assassin didn&#8217;t miss.

1. Take the train to a new location (specify destination of Davenport, Fort Freedom, or Terminus). 1 Day

2. Wait around and see if any job opportunities emerge.

3. Head off in any direction on your own in search of adventure (specify direction)


April 24, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Light Combat Armor (Equipped; 50% Damaged)
170 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-30)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Option 1 Selected: Terminus

You boarded the train without incident, but had a bad feeling about it the entire time. The train left the station, headed east, and you soon discovered the cause for your unease. You found yourself cornered in the passenger car by two secret police officers who immediately detained you and confiscated your weapons. They announced that they have arrested you under suspicion of being involved in the attempted assassination in Fort Freedom. When the train pulled into the station you were placed into the Terminus jail. (Perception Challenge Failed; -1 Sniper rifle, -1 Gladius, -1 10mm Submachine Gun)

You are in Terminus, in Jacksonia
You are being held in the town jail


Terminus seems like not much more than a railroad station and a number of shacks built on a runway with some ramshackle walls surrounding them. The people inside seem friendly enough, besides the ones that arrested you, and most have families back in Fort Freedom. It seems like most people would rather not live there long term, simply doing their job, and the town lacks a market of any substantial size. Large piles of scrap parts and salvaged materials from the nearby ruins of Orlando are scattered throughout the compound.

1. Await judgment from the local magistrate.

2. The guard looks like he has better things to do, why not give him what&#8217;s left of your Caps so you can grab your weapons and leave? 1 Day

3. The local secret police would literally kill for the information you have. Give them the Sons of Oscar in Fort Freedom, and not only will they let you free with all of your weapons, they would probably pay you too. 1 Day

4. Make your escape at night, grabbing your assets and fleeing before they know what&#8217;s happening. (Strength/Agility Challenge, low chance of success) 1 Day


April 25, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Sniper Rifle
1 10mm Submachine Gun
1 Gladius
1 Light Combat Armor (Equipped; 50% Damaged)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Option 2 Selected

The guard was happy enough to accept the money and with mutters of &#8220;I&#8217;m not paid enough for this crap&#8221; he lets you loose with your guns. He does request that you somewhat assault him so he can claim you overpowered him and escaped. You manage to leave town easily enough, and set up camp still within eyeshot of the walls. You see an odd symbol nearby and for some reason it bothers you but you don&#8217;t know why. (Intelligence challenge failed, -170 Caps, +1 Sniper Rifle, +1 Gladius, +1 10mm Submachine Gun; -5 Reputation with Jacksonia)

You are outside the walls of Terminus in Jacksonia

1. The only real choice is to head out on foot and see what happens (Choose a direction).


April 29, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Sniper Rifle
1 10mm Submachine Gun
1 Gladius
1 Light Combat Armor (Equipped; 50% Damaged)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Travel Direction East Selected

You leave Terminus and head east, following an old world road, not knowing where it will take you. The road crumbles in many places, falling into swamp and sawgrass. Signs of occasional other travelers are every and debris from caravans are scattered throughout your entire route, but you never see anyone. You also never see the ancient shotgun trap that you accidently trigger when you take the wrong step in the swamp. You lose a lot of blood before you patch things up and use a stimpack, and you get the feeling that this may be an injury that you feel for a long time. You hobble along regardless and eventually reach a large body of water that appears to be near the coast. (Perception Challenge Failed, -1 Endurance)

You are in the wilderness

1. The route north seems to be heavily travelled, and you fancy that you can see smoke from a community there.

2. The route south is boggy, and it looks like quite a lot of foundations and buildings used to exist in this area, but were stripped to pieces by unknown people.


May 1, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Sniper Rifle
1 10mm Submachine Gun
1 Gladius
1 Light Combat Armor (Equipped; 50% Damaged)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Option 2 Selected

You travel without any difficulty, besides your injuries along the coast road. You start seeing a large amount of migrants and caravans moving along a nearby road, and you join some of them. You follow their path to a town on the coast, entering the domain of the Sunshine Kingdom.

You are in New Fort Cocoa, in the Sunshine Kingdom
There are no merchants with anything you can afford

Local citizens are eager to get their hands on any kind of weapons, they offer the following amounts of caps for yours
Gladius: 100 Caps
10mm Submachine Gun: 500 Caps
Sniper Rifle: 900 Caps

New Fort Cocoa is a peaceful and prosperous town that almost feels like it has never seen any suffering. Only a very basic ramshackle wall surrounds the heart of the community, but for the most part, it does not do much and people walk over and around it freely with no protest from the local militia. Farms surround the town, but most seem to work at the elaborate water reclamation facilities, pumping water from the nearby river and bottling it for sale elsewhere in the Kingdom. In the center of town stands a molten memorial, honoring those who died in the Minorne War, and the original Fort Cocoa that was razed in that conflict. Inns are near the memorial, as it is a popular pilgrimage for people throughout the Kingdom and beyond. A privately owned museum offers &#8220;exclusive looks&#8221; at the enemy that terrorized the Wasteland.

1. A weekly water caravan is preparing to head north to the Kingdom&#8217;s capital of Nasacity. They do not need any guards, but have offered to pay 50 Caps for extra hands in hauling the water. 3 Days

2. Wait around to see if any other opportunities arise.

3. Head off in any direction looking for adventure (specify direction).


May 5, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 Sniper Rifle
1 10mm Submachine Gun
1 Gladius
1 Light Combat Armor (Equipped; 50% Damaged)
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Neutral (10)


Option 2 Selected

You spend a few days hanging around New Fort Cocoa, resting from your injuries and occasionally going out to hunt for food. Game is plentiful in the region, but you are beginning to tire of rare molerat roasted on a fire. Similarly, while sleeping in the outdoors is nice, the weather has turned very hot, even in the evenings. One of the days you&#8217;ve been in town, you&#8217;ve observed people coming and going from one particular house. Careful observation allows you identify it as a Sons of Oscar safe house. (Perception Challenge succeeded)

You are in New Fort Cocoa, in the Sunshine Kingdom
There are no merchants with anything you can afford

Local citizens are eager to get their hands on any kind of weapons, they offer the following amounts of caps for yours
Gladius: 100 Caps
10mm Submachine Gun: 500 Caps
Sniper Rifle: 900 Caps

1. One of the shadiest and most disorganized caravans you&#8217;ve ever seen is apparently heading south to Liberty City in the Survivalist Union. One of the &#8220;organizers&#8221; of the caravan is offering you 200 Caps to help guard the caravan. 8 Days

2. You approach the Sons of Oscar safehouse, looking for work. Recognizing you as an asset in the attempted assassination in Fort Freedom, they offer you a job, escorting an escaped slave from Jacksonia to Queen&#8217;s Deep in the Sunshine Kingdom. They offer 400 Caps up front to cover expenses, with another 400 Caps when you arrive in Queen&#8217;s Deep. You would have to travel first to Nasacity, alone and on foot. 4 Days

3. Wait around for new opportunities.

4. Head off in any direction looking for adventure (specify direction).


May 9, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Haunted Ex-Slave
-Unarmed
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped)
1 Gladius
1 Light Combat Armor (Equipped; 50% Damaged)
1,300 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (30)


Option 2 Selected: Today seems much more even than yesterday I&#8217;d say with input.

You were lucky, the journey on foot to Nasacity from New Fort Cocoa was easy and without any hiccups. You spent plenty of time on the road talking with the haunted ex-slave the Sons of Oscar entrusted you with. He states that he doesn&#8217;t like to give out his name until he is safe at the refuge of Queen&#8217;s Deep. He tells you of his experiences as a laborer in the salvaging of Pinellas under the supervision of a harsh overseer for nearly five years. You can relate, telling of your own capture and enslavement up near the Empire of America. The two of you bond, and he has offered to help in his own defense if you give him a melee weapon. (+20 Reputation with Sons of Oscar, +20 Reputation with Haunted Ex-Slave, +400 Caps)

Most of the land you travel through seems to be barren of any habitation, but it also appears clear that the land was systematically cleaned of Old World rubble, likely for use by the communities of the Sunshine Kingdom. Still, it almost feels like your time in the wilderness of Alabama before you reach the walls of Nasacity.

You are at Nasacity in the Sunshine Kingdom
A local tradesman offers to fix your Light Combat Armor for 150 Caps
The local gunsmith offers the following for sale that you can afford:
10mm Pistol: 200 Caps
10mm Submachine Gun: 500 Caps
Plasma Pistol: 1,000 Caps

Nasacity is a lot smaller than what you expected from the capital of the Sunshine Kingdom and its empire. The walls are surprisingly small and unsophisticated when compared to other places you have visited. There are a few large buildings, mostly Old World in structure, but they appear to be in good repair and common use. One is labelled as the Royal Smithsonian Museum, and has a lot of traffic in and out. Most of the people here seem to be highly educated and well spoken, and there does not appear to be much of a middle or lower class beyond those who work the fields outside. Even at night the town is incredibly well lit as lanterns hang along the streets, providing a feeling of security and safety. A small airstrip exists outside of the town, and though it is well maintained, there are no planes. As you enter the town, automated gun turrets follow your moves until you are cleared as not a threat.

1. There is a local hospital with ample provisions beyond the usual clinics in most towns. They can probably help you recover some of your lost endurance from your past injuries, for a price. They can treat you for 400 Caps. 10 Days

2. In a capital like this, there&#8217;s almost certainly work to be found if you looked for it. 1 Day

3. You should press on by foot to the next stop on your way to Queen&#8217;s Deep, Mims. 1 Day

4. Head off in any direction looking for adventure (specify direction).
 
May 10 - June, 22 2259
Spoiler :

May 10, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Haunted Ex-Slave
-Gladius
-Trusted (30)
Equipment
1 10mm Submachine Gun (Equipped)
1 Light Combat Armor (Equipped; 50% Damaged)
1,300 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (30)


Option 3 Selected

You leave Nasacity almost as quickly as you arrived, and you can tell the ex-slave is grateful for everything you are doing for him. The journey to Mims is quick and uneventful, and you are both thankful for that. (+10 Reputation with Haunted Ex-Slave)

You are at Mims in the Sunshine Kingdom
There are no merchants with anything for sale here


You approach Mims and see it has a similar sort of wall as Nasacity, but is obviously less developed. The town seems to be a sleepy sort of hamlet, and most of the people there work the farms outside of town. Farming is the only real profession and only a single inn exists within the walls, offering rooms for rent. There do appear to be a number of vacant buildings, and when you ask around, you&#8217;re told that a lot of people have recently left for the new settlement of Paradise&#8217;s Heart to the north.

1. Continue by foot to the next stop of Paradise&#8217;s Heart in the Sunshine Kingdom. 3 Days

2. Rest and see if anything interesting can possibly happen in this town.

3. Head off in any direction looking for adventure (specify direction).


May 13, 2259

The Traveler
Spoiler :

Strength: 4 (+1)
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Haunted Ex-Slave
-Gladius
-Ally (40)
Equipment
1 10mm Submachine Gun (Equipped)
1 Light Combat Armor (Equipped; 50% Damaged)
1,260 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (30)


Option 1 Selected

Mims passed so quickly it was practically forgotten before you left it. You did have to pay to spend the night at the inn there, lacking other accommodations, but the both of you were eager to leave the area and make it to Queen&#8217;s Deep with speed. The Haunted Ex-Slave continues to be grateful for your support and haste in getting him where he needs to be. As you travel eventually you began to see more highly ripe fruit trees, well out of season. As you grow closer to Paradise&#8217;s Heart, it feels like the Fruitlands in miniature, as similar trees exist throughout the area. (-40 Caps, +10 Reputation with Haunted Ex-Slave)

You are at Paradise&#8217;s Heart
A local craftsman offers to repair your armor for 100 Caps

Paradise&#8217;s Heart is a civilized center in the new oasis created by the Garden of Eden Creation Kit. The town is under construction at all parts and you can see where most buildings are still planned, and none are completed. Lumber and sheet metal lay in stacks all over the place and hundreds of workmen and women haul supplies and hammer nails as the town begins to emerge from the new garden. Farms and orchards have been established around the new town, and you can see where walls will soon exist, along with other rudimentary defensive positions.

1. The local construction is in constant need of more works to help put the town together. They have offered your party 600 Caps for labor in the construction effort on the new walls. It would be a safe job, but a bit dull. 15 Days

2. Continue on to the next stop by foot to the bridge at Satsuma. 3 Days

3. An Allied Corporation caravan is looking to hire guards for a trip to Oak Hill. They are hauling food from Paradise&#8217;s heart. They have offered your party 300 Caps and free room and board for the trip. 4 Days

4. Wait around and relax, see if any other new opportunities emerge.

5. Head off in any direction looking for adventure (specify direction).


May 16, 2259

The Traveler
Spoiler :

Strength: 4 (+1)
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Haunted Ex-Slave
-Gladius
-Ally (50)
Equipment
1 10mm Submachine Gun (Equipped)
1 Light Combat Armor (Equipped)
1,160 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (30)


Option 2 Selected: Here we go again!

The lands of the Sunshine Kingdom seem safe and prosperous. You and the ex-slave manage to travel to Satsuma without any difficulty, continuing to share stories of adventure and slavery along the way. (+10 Reputation with Haunted Ex-Slave)

You are at Satsuma in the Sunshine Kingdom
An exotic goods merchant trader has offered the following for sale:
Combat Armor Targeting System (+1 Perception): 1,000 Caps
10mm Submachine Gun Advanced Recoil System (Better combat): 700 Caps

As you approach Satsuma you see where there were likely once elaborate fields for farming and agriculture. Not much remains of that, and civilization truly begins at the walls. The walls do not completely enclose the city, extending into the water and leaving the town open to the east bank of the St. Johns River. A large, well-constructed bridge extends across the river, and a number of smaller residential shacks are built on the eastern side of the bridge, but in the middle stands a small wall and guard post. Men in power armor patrol the bridge and make sure that the toll is paid by caravan and citizen. On the west bank a few buildings and large inns stand, acting as place for the backlog of caravans to await their turn to cross the bridge. On the bridge and throughout the town, automated turrets act as the obvious defense for the people of the community, but you can tell that the fortifications here are well set and prepared for any attack.

1. Wait your turn to cross the bridge and head to the west bank of Satsuma. 200 Caps, 1 Day

2. A Parker and Sons caravan is heading northeast to Saint Augustine in the Sunshine Trade League. They are hauling a number of trade goods from Georgia. They will pay you and your friend for guard work at the price of 300 Caps. 3 Days

3. A Weyland Company caravan is heading southeast to Paradise&#8217;s Heart carrying construction materials. They will pay you and your friend for guard work at the price of 350 Caps. 4 Days

4. Wait around for new opportunities.

5. Head off in any direction looking for adventure (specify direction).


May 17, 2259

The Traveler
Spoiler :

Strength: 4 (+1)
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Haunted Ex-Slave
-Gladius
-Ally (50)
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
410 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Trusted (30)


Option 1 Selected

As you cross the bridge one of the power armored guards accosts you. He claims that you violated some ordinance or another and must pay an additional fine before you can be allowed to cross. You see right through this ploy to extort you of more caps, and even manage to coerce him to lower the actual price of costing. You manage to cross the bridge for a pittance. (Charisma challenge succeeded, -50 Caps)

You are on the west bank of Satsuma

You see the lights of Satsuma across the river, and where you are now has a number of small inns and taverns for weary caravaneers. There&#8217;s no real protection from the elements or hostile creatures here, so almost all of the caravans constantly have their own guards posted to watch for danger.

1. Continue on to Queen&#8217;s Deep and complete your quest. 5 Days

2. Cross back over into Satsuma. 200 Caps, 1 Day

3. Wait here to see what opportunities turn up.

4. Head off in any direction looking for adventure (specify direction).


May 22, 2259

The Traveler
Spoiler :

Strength: 4 (+1)
Perception: 4
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
810 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

The road to Queen&#8217;s Deep is not much of a road, more of a meandering path through seemingly endless woods and forests. You frequently have to stop and find ways around fallen trees and lakes that don&#8217;t appear on your old map. When you arrive at the ruins of Camp Blanding, it certainly does not look like the largest town in the Sunshine Kingdom is anywhere nearby. Eventually you manage to locate the vault entrance and you pass by two guards armed with laser rifles that don&#8217;t seem to care at all about you or your companion.

A man meets you just inside the vault door. He hands you a bag of caps and thanks you for your service in escorting the Haunted Ex-Slave. The ex-slave turns to you and thanks you for everything you have done for him over the past few weeks. He says, &#8220;My name is Julius, and now I can rejoin my family. If you ever need a place to stay in Queen&#8217;s Deep, we will always make sure there&#8217;s a bed for you. Thank you again.&#8221; (+400 Caps, +10 Reputation with Sons of Oscar, +10 Reputation with Sunshine Kingdom)

You are at Queen&#8217;s Deep in the Sunshine Kingdom
A local entrepreneur is selling the following:
Vault 44 Jumpsuit: 200 Caps
Reinforced Vault 44 Jumpsuit (400 Caps)

Queen&#8217;s Deep is well concealed in the heart of Camp Blanding, under the ruined remains of an old facilities building. Built within Vault 44, the whole town is somewhat familiar ground to you, and the layout is much the same as Vault 24. Unlike your home, however, an air of apathy and laziness pervades the entire community, and no one seems to do much if any work beyond a handful of specialists. The whole town is surprisingly clean and in good condition for its age, and you&#8217;re surprised at the lack of accumulated damage or filth that almost two hundred years of use brought your home.

1. Wait around and see what new opportunities are presented

2. Head off in any direction looking for adventure (specify direction).


May 27, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
810 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 2 Selected: Northwest it is!

Queen&#8217;s Deep made you too uneasy to stay very long, so you had a nice nostalgic vault dinner, and headed out. For almost a week you travelled northwest across ruined roads and trails through a seemingly never-ending forest, broken only by the occasional burned out ruin or decaying old highway. You were well off of any beaten path when you stumbled upon a Protectron trapped under a fallen tree. With some quick repairs you managed to restore it to working order, and it appears to have taken a liking to you. The Protectron is now following you.

You are camped in an unknown part of the wilderness

1. Head off in any direction looking for adventure (specify direction).


May 28, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
410 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Northeast selected

You are travelling northeast for less than a day and are still deep in the woods, when you&#8217;re jumped by a desperate looking wanderer type. They don&#8217;t have any weapons, but they managed to surprise you while your gun was too far away and you were taking a &#8220;private break&#8221; in the woods. It came down to a test of endurance as you and the wanderer fought fist to fist while you heard the protectron ambling through the woods toward you. Unfortunately, your body just could not stand up to the constant punishment inflicted upon you by the other man&#8217;s fists. You collapsed and the wanderer made off with almost half of your caps before laser fire from the protectron sent him running off. (Endurance Challenge failed, -400 Caps)

You are camped in an unknown part of the wilderness.

1. Head off in any direction looking for adventure (specify direction).


June 1, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
410 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


North Selected

You travel north through the woods, passing a seemingly endless number of lakes and streams, providing you with plenty of fish for eating and water for drinking. The local wildlife never really bothers you and you never even see another sign of human life for almost three full days. Eventually you come out of the woods into a hilly area, and you begin to see signs of farming and even encounter one or two people as you head north. They direct you along the path to the town of Waycross.

You are at Waycross, an independent community

When you reach Waycross, you could almost be convinced that the Great War had never happened. There are no real signs of damage or decay among the town, and neighborhoods have houses with white-picket fences and green lawns. The only sign of the real world is a series of fortifications built around the town, and the guards walking with submachine guns around the perimeter. The town itself seems to be a functioning antique in its style, with people wearing pre-war dress and outfits like they have never gone out of style. You can see cotton fields outside of town, a likely source of the fashionable outfits most of the community wears.

1. This is a large town, if you look around there&#8217;s almost certainly work to be found. 1 Day

2. Head off in any direction looking for adventure (specify direction).


June 7, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
410 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 2 Selected, you become dizzy with all the ways you want to go, but split the difference and head north

You leave Waycross and head due north. You travel along a number of old roads, occasionally crossing paths with caravans, most of whom watch you warily until you are a good distance behind them. The only reliable sounds you hear are the clanks and whirs emanating from your protectron as you walk down the road. After six days of travel you have made camp outside the ruins of a town the signs call St. Louis. It doesn&#8217;t look anything like the town called St. Louis you saw in your history books during your education in the Vault though. The entire town seems to be crawling with formidable looking giant ants.

You are camped in the wilderness outside the ruins of St. Louis, GA

1. Investigate the ruins, stomp the ants so you can find anything of value within. 1 Day

2. Head off in any direction looking for adventure (specify direction).


June 8, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
2 9mm Pistols
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
410 Caps
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

The soldier ants are frightening, but you manage to move around them quickly enough and keep up a constant spray of fire from your submachine gun. For a little while it seemed like you would run out of ammunition or be overrun, but every time you reloaded, the protectron had your back, firing its lasers at the insects with devastating precision. Eventually no ants remain on the surface, but you suspect that more may be underground, waiting for a chance to reemerge. (Agility Challenge succeeded)

You look through the town for anything of value, but you fail to find anything particularly extraordinary. There is an old store on main street that once sold guns, and you look inside to see if anything remains. You find a couple of ancient pistols that are still in working order, along with ammunition for them. You stash them in your bag and return to your camp outside of town. (Perception Challenge failed, +2 9mm Pistols)

You are camped in the wilderness outside the ruins of St. Louis, GA

1. Investigate the ruins, there&#8217;s got to be something you missed. 1 Day (Perception challenge)

2. Head off in any direction looking for adventure (specify direction).


June 9, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
2 9mm Pistols
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
410 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

You take another day to scour the town for anything of interest. A few worker ants have emerged from wherever their main hive is, but they have avoided you with great care. You very nearly miss it, but you see a badly mutilated body in black combat armor, torn apart. Clearly this unfortunate individual fell afoul of the ants and was not as resourceful as you. As you search his scattered parts for anything interesting you find a holotape with a white claw on it and the initials TC. You attempt to play the recording in your protectron, but it appears to be encrypted. You will have to find a specialist to unlock it. (Perception Challenge succeeded)

You are camped in the wilderness outside the ruins of St. Louis, GA

1. Head off in any direction looking for adventure (specify direction).


June 15, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
2 9mm Pistols
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
710 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


West Selected

You head west from the ruins of Louisville, picking a new route for your adventures. There are less woods in this direction, and more ruins. For the most part, you pass them by and avoid any problems in the process. On your journey, you nearly run straight into a massive group of bandits. Knowing you could not hope to take them all on and live, you attempt to sneak by, and succeed. In fact, you are even able to steal a decent amount of caps from their camp as you pass around, robot and all. They should invest whatever caps they have left after you stole from them in glasses. (Agility Challenge Succeeded, +300 Caps)

You travel a ways further and have made camp outside of another ruined town. The ruins appear to be the town of Manchester, based on the signs lingering around. It appears that at one point a community or tribe made this area home, but have since abandoned it. It&#8217;s unlikely there is anything of value left in the ruins, but it could be worth checking anyways.

You are camped outside of the ruins of Manchester, GA

1. Investigate the ruins for anything of value. 1 Day (Perception Challenge)

2. Head off in any direction looking for adventure (specify direction).


June 16, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
Equipment
2 9mm Pistols
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
1 Light Combat Armor (Equipped)
710 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

The ruins of Manchester are a bit haunting, empty of any life, except for the occasional scurrying radroach. You spend the day looking around town for anything interesting that you could feasibly carry for an unknown amount of time. You feel as though you&#8217;re being watched the entire time, but eventually just put it down to nerves when you fail to locate anyone and return to your camp. (Perception Challenge failed)

You are camped outside of the ruins of Manchester, GA

1. Head off in any direction looking for adventure (specify direction).


June 22, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Wandering Protectron
3 Worn-out Slaves
Equipment
2 9mm Pistols
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
5 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Northwest selected

You travel through the ruins of the old world until eventually you hit some mountains and forest, and begin a more perilous part of your current journey. One night, as you are preparing to camp, you hear cracking of sticks in the woods and a small group of eight men charge out at you. They are only wielding swords, but appear to know how to use them. Thankfully, you never let them have a chance. Your protectron incinerates two of them, and you quickly draw your submachine gun and eliminate another three without issue. You dance circles around the remaining ones, and soon enough they are all dead. You search their bodies, and find a deactivated bomb collar, most likely destined for your neck. You muse that these could have been the bandits that caught you that first time, but they&#8217;re too dead to say. (Agility Challenge succeeded)

You follow their trail and find an encampment and there are three hapless captives within. All of them seem to be struggling, and clearly have not been properly fed in days. You remove their bomb collars and they return with you to your camp, along with all of the various supplies that you have managed to take from the bandits&#8217; hideout. These people are in need of help, and the question is if you will be the one to give it beyond the meal you have provided them.
Loot
5 Gladii
800 Caps
3 Worn-out Slaves

You continue another day on your journey and the four of you make it out of the mountains and you can see a new set of ruins not far away. This appears to have once been a fairly large town, and even now it maintains a decent population, of all sorts of nasty looking critters. The local signs mark it as the town of Anniston.

You are encamped outside of the ruins of Anniston, AL

1. Rest and help the freed slaves recover from their condition and injuries. 7 Days (3 Intelligence Challenges)

2. Tell the slaves to move along, you helped them make it through the mountains, but they are on their own now. Then move along to adventure (specify direction).

3. Leave the slaves where they are and explore the ruins. 1 Day (Unknown Challenge)

4. You and the slaves travel in any direction, looking for adventure (specify direction).
 
June 29 - August 6, 2259
Spoiler :

June 29, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7 (+1)
Agility: 4
Luck: 4
Party
Diane
-Unarmed
-Trusted (20)
Russell
-Unarmed
-Trusted (20)
Wandering Protectron
Equipment
2 9mm Pistols
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
5 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

You spend a few hours fortifying your camp and making sure your protectron is on patrol for any sort of attack. Thanks to your own hunting and the supplies of the bandits, you have plenty of food and water for the four of you. You decide to take some time to try to help these poor souls recover. The first one, a woman, had suffered badly at the bandits&#8217; hands. Shortly after making camp she fell asleep, and never woke up. You did what you could, but she passed away quietly, and you never even knew her name. (Intelligence Challenge Failed)

Over the week you were encamped you were more successful with the second slave, a scrawny looking man who never really spoke much. He called himself Russell, stating that he was a marksman, a member of the militia of the town of Jasper up in the Georgia Reclamation District. He said he was grabbed by the bandits almost a year ago, and handed off constantly from one band to another as they fought and wiped each other out. The bomb collar prevented him from ever escaping, and he is very grateful for everything you&#8217;ve done. He would appreciate returning to his town one day, but for the time being he is content to travel with you. (+20 Reputation with Russell)

Your third patient also managed to recover after steady medical treatment over the course of a week. Once she recovered she began to speak more of herself, although she remains quite shy with Russell, not talking to him unless you are present. She has introduced herself as Diane and she was born and raised in the town of Saint Augustine. She said she left shortly after the New Age Corporation took over a few years ago, and has been since a nurse for the Weyland Company caravans. She says she&#8217;s not particularly good at any kind of combat, which is why it was so easy for the bandits to grab her a couple of months ago. She doesn&#8217;t particularly feel like discussing that experience. She has requested that you help her return to Saint Augustine so that she can tell her family she isn&#8217;t dead. (+20 Reputation with Diane)

You are encamped outside of the ruins of Anniston, AL

1. Explore the ruins of the town. 1 Day (Unknown Challenge)

2. Head off in any direction looking for adventure (specify direction).


June 30, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7 (+1)
Agility: 4
Luck: 4
Party
Diane
-9mm Pistol (Equipped), Gladius
-Trusted (20)
Russell
-9mm Pistol (Equipped), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

You leave your camp and head into the ruins of Anniston with your companions. The town is crawling with wildlife of all kinds, but the worst of it turned out to be a massive bear that came charging at you from an old ruin. Your companions fired their pistols, but the bear closed in so fast on Russell that you were not able to fire your weapon without hitting him. The bear&#8217;s jaw lashed on his leg and thrashed him about, sending him flying. When you open fire, it only seems to make the bear angrier, but it backs down enough to give you all a chance to drag Russell back to the camp. He grimaces and says he&#8217;s had worse and he&#8217;ll be fine with a good night&#8217;s sleep. (Agility Challenge Failed)

You are camped outside of the ruins of Anniston, AL

1. That leg looks nastier than Russell is letting on. You should try to take proper care of it. 3 Days (Intelligence Challenge)

2. It&#8217;s time to move on. Head off in any direction, seeking adventure (Specify direction).


July 3, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7 (+1)
Agility: 4
Luck: 4
Party
Diane
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (30)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 1 Selected

You spend a few days encamped outside of the ruined city, helping Russell recover from his injury. This proves to be a wise decision, as it developed an infection. Clever use of stimpacks and local flora helped forestall an amputation, helping prevent what could have been a disaster. (+10 Reputation with Russell)

You are camped outside of the ruins of Anniston, AL

1. Head off in any direction, seeking adventure (Specify direction).

OOC

I&#8217;ve added ammunition for weapons. This should help keep things interesting a bit while the Traveler is wandering in the wild.


July 8, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7 (+1)
Agility: 4
Luck: 4
Party
Diane
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (30)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Northeast Selected

As you have so many times before, you and your party have marched off into the wilderness, leaving Anniston behind and heading north. You travel across roads and mountains and rarely have much of an issue. Russell does most of your hunting, and you are amazed at the types of animals he can bring down with only his pistol. Eventually you stop when you hear a large amount screaming, just south of the ruins of the city of Rome in Georgia.

You are camped outside of the ruins of Rome, GA

The ruins of Rome are impressive, but what&#8217;s frightening is the truly large and barbaric raider camp established there. There are hundreds, maybe thousands of them milling throughout the ruins, drinking, using chems, and doing unspeakable things to unarmed people. It seems likely that if they spot you and overwhelm you, nothing good will come of it.

1. Attempt to sneak into the city and steal from the raiders. (Charisma Challenge; high risk)

2. Bypass the city and continue northeast (Agility Challenge; high risk)

3. Head in any other direction, anywhere is better than here (Specify direction)


July 12, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 3, Southeast Selected: Let a new tyranny begin!

You and your party take a single look at Rome and unanimously say &#8220;Nope!&#8221; You turn around and head southeast. As you travel through a bit of wilderness you arrive at a small stream full of rocks and a rapid current. There&#8217;s a rickety old bridge that the four of you use, and the protectron and Russell cross first. Unfortunately as you and Diane are crossing the bridge breaks and both of you are swept down river. You try to hold on to Diane and keep both of your heads above water, but soon you are overwhelmed and she slips away. You manage to make it to the other bank and meet up with Russell without any serious injuries. You find Diane about a mile downstream, her body shattered upon the rocks and her gear sunk beneath the water&#8217;s surface. There is little else to do besides bury your dead and continue on your way. (Endurance Challenge Failed; Lose Diane and all her gear; -10 Reputation with Russell)

A few more days of travel and the terrain becomes significantly more developed and ruined. You eventually find makeshift signs directing you to Dobbins Air Reserve Base. Eventually you arrive without further issue.

You are at Dobbins Air Reserve Base, in the Georgia Reclamation District
There is nothing for sale here.

Dobbins Air Reserve Base is a large and heavily armed community. A large number of robots and laser-equipped soldiers patrol the perimeter. They view you with suspicion and have forbidden you from actually entering the settlement, declaring it to be a military outpost and restricted against civilians. The fortifications around the base are impressive, and the wall is heavily reinforced and protected, including firing points for howitzers. It&#8217;s hard to see around the wall, but it is obvious that the base is very secure against any but the most well-armed threat.

Russell says: &#8220;A lot of people will tell you that the Georgia Reclamation District is nothing but a bunch of bullies and thugs barely better than bandits. They claim that they use their equipment and weapons to force independent communities to trample on their minorities and join the cause. There&#8217;s some truth to that, but those people forget that before those vault dwellers formed the district, this entire area was chaos. Most of these &#8216;peaceful&#8217; communities raided each other for the smallest amount of food and the fighting was brutal. Now they all like to pretend they&#8217;ve always been beacons of civilization.&#8221;

1. An armed patrol of GRD militia is heading out to the town of All&#8217;s Well. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. Head off in any direction, seeking adventure (Specify direction).


July 13, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 3, East Selected

Only fresh out of the vault types need armed escorts, you say to yourself, as you head out east with your party. This very nearly proves to be a mistake as you are stopped by another patrol of GRD militia. They claim they are tracking a number of bandits and believed you to be one of them. Thankfully you manage to convince them that you are a member of the Florida Reclamation District and not an enemy. You soon arrive at All&#8217;s Well. (Charisma Challenge succeeded)

You are at All&#8217;s Well in the Georgia Reclamation District
There is nothing for sale here.

All&#8217;s Well is a peaceful community built around a park four large pre-war buildings, allegedly former educational institutions. The buildings themselves seemed to have survived the war fairly intact, but signs of repair since then are evident. The town has a number of small inns inside, and for the most part, people stay inside the walls where it&#8217;s safe. Word around town is that it is a scavenger settlement and before the GRD built the new water stations, it was entirely dedicated to salvaging the ruins around Atlanta. The town has a formidable wall, and the local garrison patrols it regularly, protecting the citizens inside.

1. An armed patrol of GRD militia is heading out to Dobbins Air Reserve Base. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. An armed patrol of GRD Militia is heading out to Vault 136. They offer you safe transit for your party in exchange for 180 Caps. 6 Days

4. This is a decent sized town, there must be work to be found. Take a look around. 1 Day

5. Head off in any direction, seeking adventure (Specify direction).


July 14, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Empire of America: Neutral (-5)
Enclave: Neutral (0)
Florida Reclamation District: Member (100)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)


Option 4 Selected

You spend your day wandering around town looking for work, any work. To your surprise there seems to be nothing really going on of interest, no bounties to be collected. You become so bored you almost miss the signs. A man in a tattered suit beckons you to an alley. Concerned about a trap, you have your gun drawn as you enter. He tells you his story, about how he has travelled thousands of miles tracking the group known as the Enclave. He claims that at one point they attempted to wipe out all life on Earth except for themselves, when they were barely stopped and nearly wiped out by a hero out in the west. He says he has come here to finish the job himself. He&#8217;s asked for your help. He&#8217;s asked you to use a pre-war laser sight on the Enclave Outpost Gamma in the ruins of Atlanta. In exchange, he&#8217;s promised you a reward of advanced equipment from the west. He only smiles when you ask what will happen when you use the sight and says &#8220;poetic justice.&#8221; (Perception Challenge succeeded)

You are at All&#8217;s Well in the Georgia Reclamation District
There is nothing for sale here.

1. An armed patrol of GRD militia is heading out to Dobbins Air Reserve Base. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. Accept the man&#8217;s offer and head into the heart of Atlanta to use the laser sight on the Enclave outpost. 4 Days (unknown challenge; high-risk)

4. Crowley was in the Enclave! Using the sight could kill him! Turn the man in to the local authorities. 1 Day.

5. Head off in any direction, seeking adventure (Specify direction).


July 15, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,510 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 4 Selected: Though I suspect the objectivity of the voter base.

You are horrified at the notion of betraying the Enclave to this possibly insane criminal. You cautiously accept his proposal, taking the laser sight. You immediately take it to a leader in the local GRD militia. He thanks you and immediately rallies his men to arrest the suspect. The suspect has fled, but left plenty of incriminating evidence behind him. Towards the end of the day another man approaches you and says, &#8220;We&#8217;ve heard what you&#8217;ve done for America son, I wish we could offer more, but you have the Enclave&#8217;s thanks, and you&#8217;ve done your country a service.&#8221; He hands you a small bag of caps and leaves. That night in your room at the inn, you receive a note: NO ONE BETRAYS ME. I AM THE HAND OF GOD AND I WILL HAVE VENGEANCE. Apparently that fellow was not particularly pleased with your decision, you should stay on the lookout for a while. (+100 Caps, +5 Reputation with Georgia Reclamation District, +5 Reputation with the Enclave)

You are at All&#8217;s Well in the Georgia Reclamation District
There is nothing for sale here.

1. An armed patrol of GRD militia is heading out to Dobbins Air Reserve Base. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. Stick around town and find clues to this man who has it out for the Enclave. Maybe it will be better to find him before he finds you again. 1 Day

4. Head off in any direction, seeking adventure (Specify direction).


July 16, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+2)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 5 Clips), Gladius
-Trusted (20)
Wandering Protectron
Equipment
1 10mm Submachine Gun (Equipped; 10 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 3 Selected

Though the GRD guards at the man&#8217;s house give you some trouble about entry, you eventually are able to convince them to allow you to look through his possessions. The scene is fairly disturbed, as the man fled in a hurry and then the GRD went through everything. Nothing has been confiscated however. You and Russell scan the room carefully and find out a great deal about him. His name is Robert Nelson, apparently he was once a resident of a town called Klamath out west, until an Enclave patrol killed his family. Based on the evidence you&#8217;ve found, he apparently has a camp somewhere in Atlanta with automated artillery systems. They could be used to wreak havoc upon any caravan or town in the greater Atlanta area. You also find some caps he left lying around, and quickly slip them into your pocket. (+50 Caps)

You are at All&#8217;s Well in the Georgia Reclamation District
There is nothing for sale here.

1. An armed patrol of GRD militia is heading out to Dobbins Air Reserve Base. They offer you a safe transit for your party in exchange for 30 Caps. 1 Day

2. An armed patrol of GRD militia is heading out to the town of Vinland. They offer you safe transit for your party in exchange for 45 Caps. 1 Day

3. The GRD already knows what you know, let them deal with the problem. In the meantime, wait for something to happen or more work to come your way in All&#8217;s Well.

4. It&#8217;s up to us to stop him and his sinister plan. At very least, it&#8217;s up to you to find him before he decides to turn his artillery on you. Head into Atlanta to find and attack his encampment. 5 Days (Perception/Agility Challenge; moderate risk)

5. Head off in any direction, seeking adventure (Specify direction).


July 30, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 2
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (15)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 4 Selected

You head out south into the ruins of Atlanta. It is slow going and you&#8217;re forced to fight off a number of ghouls as you travel through the ruined streets. Here and there you see signs of salvage activity, and at one point you even see a couple of robots being directed by an Enclave soldier in power armor deconstructing an old building. He watches you warily as you move through the area. You spend two days looking through the ruins trying to find Nelson and his artillery emplacement, unfortunately, he finds you first. You are rudely awoken one morning when artillery shells start raining down upon your encampment. You and Russell dive into cover, but your protectron is badly damaged and disabled by the explosions. (Perception Challenge failed)

You spot Nelson standing atop an old building nearby, pointing his laser sight at your camp. While Russell remains under cover, you rush into the building and head to the roof. When you reach the roof, you find Nelson swearing at the laser sight, which appears to have failed him. He hears you reach the roof and begins to pull his own gun upon you. You reach for your own, but he turns out to be a quicker draw than you are. He pulls out his pistol and fires two shots into your gut. You feel yourself fading out, and he walks over to you and points his pistol at your head to finish the job. He hesitates a moment, then looks up. An annoyed look crosses his face and he holsters his pistol as you finally lose consciousness and says, &#8220;You should hope you die, because if you don&#8217;t things will be much worse for you. I promise.&#8221; (Agility Challenge Failed)

When you wake up, you find yourself in an old world room set up like a clinic and lit with flickering florescent lights. You find Russell sitting in a chair next to you. He tells you to take it easy after you ask where you are. He walks out of the room and returns with what you assume is the doctor in charge of whatever clinic you are at. They take turns explaining that the Enclave had detected the artillery fire and immediately sent out a response team to investigate. You were airlifted in a vertibird to their nearby outpost and have been in intensive care for a couple of weeks. Your combat armor saved your life, barely. They confirmed that vertibird bombing had destroyed Nelson&#8217;s artillery post, probably saving Russell&#8217;s life too, though the protectron was utterly annihilated by the prolonged shelling. The commander of the outpost visited later and thanked you for your effort in distracting Nelson while the Enclave eliminated his camp. He felt that your services more than merited the medical care they have given you. (+10 Reputation with Enclave)

You are at Outpost Gamma in Enclave territory
As Enclave officers are not allowed to engage in commerce with others, there is nothing for sale here.

Outpost Gamma is built deep within the ruined heart of Atlanta in a large old prewar building that seems mostly intact. You believe it may have been a hospital once, as a helipad on the roof acts as a reasonable landing site for vertibirds. At the moment no vertibirds are present, and a few power armored soldiers and EyeBots patrol the lightly fortified perimeter.

1. The medic advises you take another week to recover, as your past injuries have only come back to haunt you. They&#8217;ll allow you and Russell to stay to aid your recovery. 7 Days (Chance of Endurance Increase)

2. Turn over the encrypted holotape and explain the circumstances behind it to the Enclave. This will indubitably help your reputation with them and grant you some sort of reward, but chances are you&#8217;ll never find out what was on it if you do. 1 Day

3. Head off in any direction, seeking adventure (Specify direction).


August 6, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

You take the medic&#8217;s advice and spend another week around Outpost Gamma, resting and undergoing therapy and healing. By the end of the week you feel substantially better and more rested, but based on the dirty looks you receive from most of the Enclave soldiers present, it&#8217;s likely you have overstayed your welcome. You decide that it is time to be moving along to other adventures and challenges. You are sure that this probably was not your last meeting with Mr. Robert Nelson. (+1 Endurance, -5 Enclave Reputation)

You are at Outpost Gamma in Enclave territory in the ruins of Atlanta
As Enclave officers are not allowed to engage in commerce with others, there is nothing for sale here.

1. Head off in any direction, seeking adventure (Specify direction).
 
August 11 - September 6, 2259
Spoiler :


August 11, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



South Selected

You head south through the ruins of Atlanta and after a couple days of dodging the hazards of the rubble, you finally make it out into what was once the suburbs. The journey south is mostly uneventful as you pass over old roads and around ruined towns until eventually you reach what the signs have marked with the odd name of Zebulon. You are sure that the raiders in the town must have been the ones to come up with such a ridiculous name for a community. They have probably watched too many old science fiction holotapes. The raiders in the town are numerous and vicious, but surprisingly well organized. You can see a large amount of cages in the encampment and you suspect that they are likely on their way to raid somewhere for captives.

You are camped outside the ruins of Zebulon, GA

1. Talk your way into the raider camp and steal whatever you can. 1 Day (Charisma Challenge; High Risk)

2. Sneak around the camp and continue south (Agility challenge; High Risk)

3. You are not getting paid for this, so not your problem, head in any other direction (Specify direction)


August 13, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell (Lightly Wounded)
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 3, Northeast Selected

After looking at your odds in Zebulon you decide to head away from the oddly named town and venture to the northeast. As you travel on the road you are shot at by a distant sniper, and have to deploy your best evasion techniques to avoid death. You manage to make it through easily enough, but Russell is lightly wounded by a grazing shot from the sniper. He is able to laugh it off, and the wound is bandaged without issue. You press on until you stumble across a town that is not on any maps you are aware of, a small walled community. (Agility Challenge Failed)

You are at the independent town of Locust Grove
A local merchant has offered to pay you 100 Caps per Gladius you want to sell
The blacksmith has a number of items available for sale
Polearm: 100 Caps
Longsword: 200 Caps
Crossbow: 500 Caps
Crossbow Bolts: 5 Caps each

Locust Grove is an ominously named town and a pall of despair is draped over the entire community. Something is certainly off about the whole area, and you are unsure what gives you this feeling of unease. There is only a single inn in town, and no sign of any organized marketplace. There is a decent wall, but within it, it seems as though all of the ramshackle buildings are huddled together, leaving a large gap between the wall and the town itself. On opposite sides of the wall, there are large trebuchets, surrounded by possible ammunition. Some old ruins are on the outskirts of the buildings, and there are few people in the streets, except to dart from building to building. The only two notable buildings in town seem to be an open-air blacksmith and a large prewar building that is ablaze with lights and marked &#8220;Outlet Mall.&#8221; That seems to be the leader of this community&#8217;s home and it is barred off by a number of heavily armed guards.

1. In a town this depressing, there has to be work to be found, take a look around, explore the place. 1 Day

2. Too creepy, time to move on (Specify direction)


August 14, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell (Lightly Wounded)
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1,660 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

You explore the town throughout the day, but very few people seem willing to talk to you. At first you figure you could find work from the leader of the town, but the guards are adamant cold, refusing you access to the large structure of the ruling family. You are still looking around when dusk approaches, and you notice people seem to be in a hurry to get home, and you notice the sound of doors and windows being barricaded. You decide that &#8220;when in Rome&#8221; and head back to the inn. The Innkeeper appreciatively awaits you to come back inside before beginning to bar and lock the doors himself. (Perception challenge succeeded)

You and Russell order some drinks and as darkness descends upon the world outside you begin to hear the most horrific howling and screams you have ever heard in yourself. They rattle the walls, and the innkeeper has only a look of abject and irrepressible fear on his face. Every once in a while, a loud thump is heard against the side of the building, shaking the foundations.You ask the innkeeper about all of this, and seeing that it is only you three, he explains.

About three years ago, the old mayor and his family were brutally murdered and the next day a man dressed in white robes declared himself the Great SciTist, rightful ruler of the people of Locust Grove in the name of the powerful god Scinents. When the people refused to follow him, he unleashed horrific beasts upon the people of the town and dozens were killed. He has since ruled the town from inside of the town&#8217;s palace, the Outlet Mall, and every moonlit night the Hunt is unleashed throughout the walls. They savage anyone unfortunate enough to be outside and slaughter those who fail to barricade their homes sufficiently. It is forbidden to speak of this to outsiders, and the innkeeper is taking a great risk in telling you all of this.

You are at the independent town of Locust Grove
A local merchant has offered to pay you 100 Caps per Gladius you want to sell
The blacksmith has a number of items available for sale
Polearm: 100 Caps
Longsword: 200 Caps
Crossbow: 500 Caps
Crossbow Bolts: 5 Caps each

1. The rule of &#8220;SciTist&#8221; has gone on long enough! Storm the Outlet Mall in daylight and end his tyranny directly. 1 Day (Agility Challenge; High Risk)

2. You must defeat &#8220;SciTist&#8221; but his minions have to fall first so that you can rally the people of the town behind you. Go out into the night and turn the Hunt into the Hunted. 1 Day (Perception Challenge; Moderate Risk)

3. Nope nopenope. Traveler out. (Specify Direction)


August 15, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Russell (Lightly Wounded)
-9mm Pistol (Equipped; 3 Clips), Gladius
-Trusted (30)
Equipment
1 10mm Submachine Gun (Equipped; 8 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1 Mesmetron
1,860 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected

After talking with Russell, you decided that these people cannot be allowed to suffer any longer. You scheme through the night you develop a plan of attack and head to sleep in the wee hours of the morning. Waking in the afternoon, you clean your guns and sharpen your swords, and start looking around the village. You find a narrow chokepoint between two shacks with an opening on one end only that will allow you to channel the enemy into a killing field. The people of Locust Grove are too fixated upon going home, that none of them notice the traps you are setting and the preparations you have made.

You wait for the sun to set and you and Russell nervously stand in the alley when the howling finally starts. The first beast comes bounding into your alley and you fire a couple of shots. It goes down and you take a look at it. It appears humanoid but with unusual amounts of fur and giant claws. The back legs seem to be haunches more than a human&#8217;s legs. You see the eyes, and they appear very blue and very human, looking straight at you with only sorrow, before life fades away. The howls intensify and you see shadows bounding towards your alley, and you fall back, reloading your submachine gun.

You both stand side by side through the night, firing your guns as the creatures rampaged in. The howling continues as constantly as your gunfire, but they seem to have no organization or plan, attacking piecemeal and separated. Hours before the dawn, the creatures&#8217; attacks stop and you no longer hear howling throughout the town. Cautiously you peek outside of the alley you see a number of doors open and light begins to pour out into the street. A crowd begins to materialize around you, including a number of armed guardsmen. (Perception Challenge succeeded; +10 Reputation with Russell)

All of the townspeople seemed stunned at what you have accomplished, but for a moment it seems like you may be in more trouble, when one of the guardsmen shouts, &#8220;Hurrah for the outsider! Let&#8217;s go pay a visit to the SciTist and finish this!&#8221; With a crowd appropriately bearing polearms and torches behind you, you and Russell lead them to the doors of the Outlet Mall. The gates collapse quickly and a makeshift battering ram brings down the double metal doors into the building itself. The halls are stained with blood and feces, and most of the building seems to have hosted large wild animals, and cages line the wall, some with corpses. Members of the crowd breakaway when they recognized lost loved ones among the dead. The others steel themselves with fury as you break down the doors of a locked room at the end of the building.

Inside a young man in a white lab coat is sound asleep on a comfortable looking bed, completely unaware of the crowd gathering in his room. He could be no more than twenty or thirty, and he seems rather shocked when several of the townspeople drag him outside. A rope and old tree are found on the outskirts of town and what comes next is inevitable. After the deed is done, the townspeople allow you to be the first to go through the man&#8217;s things inside his room. You find a lot of highly scientific notes on his experimentation with a virus that causes transformations in its victims, turning them into rage-filled killing machines with other side effects. Apparently only a single scratch or bite transfers the infection to another victim. You are immensely relieved that you did not suffer such a fate. You find a decent amount of caps among the man&#8217;s possession and an electric based stun-gun that could come in handy. (+200 Caps, +1 Mesmetron)

The people of the town have celebrated your victory and you and Russell are held as heroes of the community. They say there is more to come.

You are at the independent town of Locust Grove
A local merchant has offered to pay you 100 Caps per Gladius you want to sell
The blacksmith has a number of items available for sale, at a greatly discounted rate
Polearm: 30Caps
Longsword: 50 Caps
Crossbow: 200 Caps
Crossbow Bolts: 1 Caps each

1. A new order must be built for the leadership and protection of Locust Grove, and you think you can help them through the tough times ahead. 7 Days (Charisma Challenge)

2. It is immodest to bask in such glory, it&#8217;s time to leave for new adventures (Specify Direction).

August 22, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 4 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1 Mesmetron
1,860 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

You spend a week in town, working on helping the citizens clean up the mess in the Outlet Mall and even build new, stronger fortifications on the outskirts of town. You made it clear to the town&#8217;s citizens that you have no interest in taking the late ruler&#8217;s place, but you enjoy the luxuries they bestow on you the entire time you are here. The town&#8217;s doctor cares for Russell&#8217;s injuries and she and Russell begin spending a lot of time together towards the end of the week. Affairs in the town have established a new level of normal on the last night you are there, and Russell comes to you.

&#8220;Boss, the people here want me to run things around here, and I am inclined to take the offer. I know enough about town defenses and organization to keep this running and turn these half-ass guards into proper militia. These are good people in a frightening world, and they need my help. I wouldn&#8217;t mind getting to know some them of a bit better.&#8221; You try to talk him into staying with you, but his mind is made up. Russell promises that there will always been an open room for you in Locust Grove, and gives you some caps as a reward for everything you have done. (Charisma Challenge Failed, +500 Caps)

You are at the independent town of Locust Grove
A local merchant has offered to pay you 100 Caps per Gladius you want to sell
The blacksmith has a number of items available for sale, at a greatly discounted rate
Polearm: 30Caps
Longsword: 50 Caps
Crossbow: 200 Caps
Crossbow Bolts: 1 Caps each

1. Head off in any direction, seeking adventure (Specify direction).


August 27, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 4 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1 Mesmetron
1,860 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



South Selected

It feels odd being on your own again, and you look back while you can to the walls of Locust Grove. After a few days on the road you regain your stride and make good time. You come to a stop when you reach the ruins of the town of Butler, and find your way blocked yet again by another large raider band. Georgia seems full of them. This group appears even more brutal than the last, not only holding slaves, but apparently feasting on the ones which disobey orders.

You are camped outside of the ruins of Butler, GA

1. Talk your way into the raider camp and steal whatever you can. 1 Day (Charisma Challenge; High Risk)

2. Sneak around the camp and continue south (Agility challenge; High Risk)

3. You are not getting paid for this, so not your problem, head in any other direction (Specify direction)


September 3, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 4 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1 Mesmetron
2,360 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected

You decide that you cannot run away from bandit camps forever, so you remain determined in your southward course. You wait until nightfall and begin skirting your way around the camp. A bit of revelry or maybe an orgy distracts the bandit guards and you are able to sneak around without too much difficulty. You are able to take a sigh of relief when you make it around the camp and are a number of miles down the road. (Agility Challenge succeeded)

You spend a few more days travelling south without any difficulty, and soon you start seeing new signs of civilization rather than the barbarity you have been faced with so far. Four days into your journey you are stopped by an armed patrol, claiming to represent the Atom Union. After a brief interrogation, they make the judgment that you are likely not a raider and allow you to continue on your way. They directed you towards a nearby settlement, a town called Easebur.

You are at Easebur in the Atom Union
There is nothing available for sale here
The local armory is offering 50 Caps for each gladius you would be willing to sell to them.

Easebur is a settlement under heavy patrol and watch. Power armored guards and protectrons patrol the perimeter of the wall, which appears to be well constructed and defended. There are well trod routes throughout the whole of the community from the arsenal to the walls. The houses are mostly converted pre-war dwellings, though a few metal shacks mark the homes of more recent immigrants. The town itself is highly organized and efficient, with small farms lined outside of the walls, easily within range of snipers from the parapets. An energy reactor hums in the background, and automated laser defenses appear robotically vigilant against any would-be attackers. There&#8217;s only a single inn and no organized market, the town is definitely not the most welcoming you have visited in your travels.

1. The town is small, but there could be decent activity here for the enterprising adventurer. Take a look around. 1 Day

2. An armed patrol is making a daily run to the capital, Albany. They won&#8217;t charge you for a protected and easy passage there. 1 Day

3. Head off in any direction, seeking adventure (Specify direction).


September 4, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 4 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1 Mesmetron
2,360 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected

The journey with the Atom Union patrol was as uneventful as they promised, much to your surprise. The trip was almost downright dull, and you were relieved to see the wall of Albany before you.

You are at Albany in the Atom Union
There is nothing for sale here.
The local armory will buy each Gladius you are willing to sell for 70 Caps

When you arrive at Albany, your first thought is of Easebur, but bigger. The walls are less well established and fortified, but the automated defenses seem better placed and prepared for attack. Patrols constantly walk around the wall and check its stability, and the whole establishment is impressive. Immediately inside the wall is an area for caravans to gather before heading to other destinations. The city itself is fairly large and your experienced eyes estimate that there must be at least a thousand residents. Most of the homes and buildings are repaired or renovated prewar structures, and the largest of them appears to be a school of some kind, under heavy guard and supervision of power armored soldiers.

1. This is the capital of a major faction. There is almost certainly work or other opportunities to be found if you look. 1 Day

2. A New Age Corporation caravan is preparing to set out for the town of Waycross. They are hiring guards for the trip at the fee of 600 Caps. 8 Days

3. Armed patrols are constantly heading out to either Easebur or Arlington. They will not charge you for a safe and easy passage. 1 Day

4. Head off in any direction, seeking adventure (Specify direction).


September 5, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 3 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped; 60% Damaged)
1 Mesmetron
2,360 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

You are looking around town when alarms sound and gunfire is heard outside of the wall. Like a well-organized drill, the entire community goes alert, and the armory doors are swung open. You hear the automated guns on the wall begin to fire at targets outside of the wall. You rush to join the defense against the unknown attacker, and see a band of raiders attacking at all points. For the most part the raiders are cut down before they can even come within range of the defenders&#8217; firepower by the automated defenses. You fire off a clip at the attacking horde, but can&#8217;t be sure you did any real damage. The raiders seem familiar, but at the time you cannot figure out why. Only a few of the defenders were killed by lucky shots by enemy snipers, but it seems for the most part the town was unscathed by the attack. (Perception Challenge failed)

You are at Albany in the Atom Union
There is nothing for sale here.
The local armory will buy each Gladius you are willing to sell for 70 Caps
An artisan at the institute will repair your armor for 400 Caps

1. Armed patrols are constantly heading out to either Easebur or Arlington. They will not charge you for a safe and easy passage. 1 Day

2. There is likely someone at the town institute who can decrypt the holotape you have been carrying, but they will not do it cheaply. At least you won&#8217;t have to give the information up once it has been decrypted. 1 Day, -2,000 Caps. (Charisma Challenge)

3. The Atom Union&#8217;s leadership is looking for more information about the recent bandit attack. You could survey the aftermath of the battle and see if you draw any conclusions. 1 Day (Perception Challenge)

4. Head off in any direction, seeking adventure (Specify direction).

September 6, 2259

The Traveler
Spoiler :

Strength: 4
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 3 Clips)
-Advanced Recoil System
3 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1,960 Caps
Encrypted Holotape
Factions
Spoiler :

Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option Three Selected
Armor Repaired for 400 Caps


You head out into the killing fields around the town wall, and start coming through the bodies. There&#8217;s nothing to identify them as far as you can tell, and you begin to lose hope of finding any information. As far as you can tell one bandit is the same as the last bandit and you return to your room in the inn empty-handed. (Perception challenge failed)

You are at Albany in the Atom Union
There is nothing for sale here.
The local armory will buy each Gladius you are willing to sell for 70 Caps

1. Armed patrols are constantly heading out to either Easebur or Arlington. They will not charge you for a safe and easy passage. 1 Day

2. There is likely someone at the town institute who can decrypt the holotape you have been carrying, but they will not do it cheaply. At least you won&#8217;t have to give the information up once it has been decrypted. 1 Day, -2,000 Caps. (Charisma Challenge)

3. Work is reaching a new point on the construction of an airfield in the outskirts of the town, including an expansion of the town wall. They are paying anyone to help labor on the field or wall. They will pay you 350 Caps for a week&#8217;s work on the construction, more for exceptional labor. 7 Days (Strength Challenge)

4. Head off in any direction, seeking adventure (Specify direction).
 
September 13 - October 9, 2259
Spoiler :

September 13, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 3 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
2,480 Caps
Encrypted Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 3 Selected
1 Gladius sold for 70 Caps


You join the labor teams immediately and participate in the lengthy ten hour shifts in construction. You are surprised to find your own strength in this endeavor, lifting a number of heavy objects and impressing the entire crew. You further demonstrate your prowess in a few arm-wrestling contests at the tavern after construction hours. You definitely earned the bonus you received for not knowing your own strength. (+1 Strength; +450 Caps; +5 Reputation with Atom Union)

You are at Albany in the Atom Union
There is nothing for sale here.
The local armory will buy each Gladius you are willing to sell for 70 Caps

1. Armed patrols are constantly heading out to either Easebur or Arlington. They will not charge you for a safe and easy passage. 1 Day

2. There is likely someone at the town institute who can decrypt the holotape you have been carrying, but they will not do it cheaply. At least you won&#8217;t have to give the information up once it has been decrypted. 1 Day, -2,000 Caps. (Charisma Challenge)

3. Work is reaching a new point on the construction of an airfield in the outskirts of the town, including an expansion of the town wall. They are paying anyone to help labor on the field or wall. They will pay you 350 Caps for a week&#8217;s work on the construction, more for exceptional labor. 7 Days (Strength Challenge)

4. Head off in any direction, seeking adventure (Specify direction).


September 14, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 3 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
480 Caps
Decrypted Talon CompanyHolotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected, 2,000 Caps spent

You head up to the Atom Union&#8217;s institute, and have to pay an &#8220;entry fee&#8221; to the power armored guard outside. You walk through the corridors and catch tantalizing glimpses of the experiments inside, as people seem to vanish into thin air in front of your eyes. Anything you think you may have seen though is quickly shut away as you head towards a computer lab. Inside a technician takes a look at the encrypted holotape, tells you a flat rate and begins to work. You spend most of the day wandering around town, killing time until she&#8217;s finished and when you return, she gives you the decrypted holotape and an opportunity to read the contents on a computer for a couple of hours into the night. (Charisma Challenge failed)

The holotape is apparently property of the group known as the Talon Company, and contains a number of notes and instructions. The majority of the data however appears to be collected information and notes of an experimental log by an Austin Rich. The files indicate that they contain details deleted from the main terminal of the base they were collected from, an old bunker indicated to be somewhere near the town of Sebring, Florida. Talon Company notes indicate heavy fighting around the bunker against the robotic defenses, but reference the recent discovery of the survival of a &#8220;Doctor Berubeg.&#8221; They claim he has been living as a ghoul in the town of Lula for several decades. The Talon Company holotape contains instructions for the kidnapping of the doctor from the town. It seems unlikely that those orders were ever received or conducted.

You are at Albany in the Atom Union
There is nothing for sale here.
The local armory will buy each Gladius you are willing to sell for 70 Caps

1. Armed patrols are constantly heading out to either Easebur or Arlington. They will not charge you for a safe and easy passage. 1 Day

2. Work is reaching a new point on the construction of an airfield in the outskirts of the town, including an expansion of the town wall. They are paying anyone to help labor on the field or wall. They will pay you 350 Caps for a week&#8217;s work on the construction, more for exceptional labor. 7 Days (Strength Challenge)

3. A Parker and Sons caravan is preparing to set out to the town of Nukacity in the Florida Reclamation District. They are looking to hire guards for 500 Caps. 9 Days

4. Head off in any direction, seeking adventure (Specify direction).


September 23, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
480 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 3 Selected

You have worked with Parker and Sons before so you were more than happy to sign up with them again, particularly when you heard they are heading back home to the Florida Reclamation District. You have never heard of this place called Nukacity, and you can only assume there have been some changes since you left. The trip is fairly uneventful, but you are approached by some of your fellow guards, asking about an attempted assassination in Fort Freedom. Apparently there is a bounty out for your capture from the secret police of Jacksonia. You were unable to talk some sense into the guards, and a bit of a firefight emerged. Needless to say, Parker and Sons was less than pleased you killed some of the other guards, and your pay was docked for the journey. (Charisma challenge failed; -1 10mm Clip)

You are at Nukacity in the Florida Reclamation District
There are no merchants here

Nukacity is certainly not the place the name implies. In reality it&#8217;s a small earthen fortification work around an old Nuka-Cola factory, surrounded by a handful of metal shacks. Maybe only a few dozen people live in the factory and the buildings around it, undertaking some sort of task for the Governor. The facilities are barbaric at best, and while the people are familiar, it seems likely that they are clones of people you knew in the vault, and not the people themselves. There is a small area for caravans to stop, as some supplies are offloaded here before laborers carry them to Vault 24.

1. Head over to your quarters at Vault 24 and spend a nice day at home. 1 Day

2. A small group of people are returning from the vault to Nukaloosa, they say you can come with them if you want. 1 Day

3. Head off in any direction, seeking adventure (Specify direction).


September 24, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
480 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Mistrusted (-35)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

The walk back to Vault 24 was pleasant enough when it took a turn to the surreal. It is obvious that cloning has begun in force in the vault&#8217;s old facility, because as you walk towards the door you run into yourself. A copy of you, except a couple of years younger, introduces himself, with the name generated by the random clone name generator in the vault: Nesiot. You spend a couple of hours talking, as he is only recently spawned and interested in the background of his source. Eventually you part ways as he tells you he is on his way to join the fishing settlement at Saint George.(Charisma Challenge failed)

You are at Vault 24, in the Florida Reclamation District
The vault armory is interested in purchasing your extra Gladii for 150 Caps each.
The local general store is selling to you at a discounted price due to your citizen status.
Pip-Boy (+1 Perception): 400 Caps

Vault 24 is just a hole in the ground to some, but to you it is home. The great door is already open when you arrive and people come in and out of the bunker all the time. Even after being months away from home, you still know the layout of the vault by heart, and can find your way around blindfolded. You find your way back to your quarters, and the first thing you do is fling yourself onto the glorious vault-tec mattress and take a nap.

1. Debrief the Enclave ambassador about what you have found out about the Talon Company and turn over the decrypted holotape as evidence. They will certainly reward you for this discovery. 1 Day (Charisma Challenge)

2. Spend some time at home, relaxing and looking for any new opportunities for work.

3. Head off in any direction, seeking adventure (Specify direction).


September 27, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 3 Selected: Technically south takes you to the Gulf, so east it is!

You head out east from the vault, determined to reach this town called Sebring the decrypted holotape references. The journey is uneventful, but you stop when you reach the ruins of the town of Perry. A caravan is camped outside of the town as well, and they may be looking for workers.

You are camped outside of the ruins of Perry, FL

1. A Weyland Company caravan here is on its way to Newberry in the New Gulf Commonwealth. While they are surprised to see you out here in the wild, they are willing to pay you 300 Caps to help guard the caravan for the rest of the journey. 6 Days

2. Explore the town ruins for anything of interest or salvage value. 1 Day

3. Head off in any direction, seeking adventure (Specify direction).


September 28, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4 (+1)
Luck: 4
Party
Eric
-Hunting Rifle (Equipped; 10 Clips)
-Polearm
-Encrypted Holotape
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected

You enter into the ruins of Perry, with an eye open for anything that might be worthwhile for you to retrieve. As you are wandering through the town, you find yourself under fire from on top of a ruined building. A heavily armed man shouts down at you, warning you to leave his town, or he will kill you. You manage to talk him down and the two of you exchange conversation. Apparently he was abandoned here years ago as a four year old child by his parents, who told him to wait for them to come back. He has waited here ever since for his parents to return, avoiding any contact with outsiders, only occasionally talking with caravaneers. He has an odd manner of speaking, as though he was still a toddler trying to use words beyond him, and he introduces himself as Eric. He asks if he can come with you to look for his parents, but he has no idea where they might be, but he has a trinket that he was given by them and has held ever since, you recognize it as an encrypted holotape. (Charisma challenge succeeded; Eric joins the party!)

You are encamped outside of the ruins of Perry, FL

1. Head off in any direction, seeking adventure (Specify direction).


September 28, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4 (+1)
Luck: 4
Party
Eric
-Hunting Rifle (Equipped; 10 Clips)
-Polearm
-Reinforced Makeshift Armor (Equipped)
-Encrypted Holotape
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (10)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



West to Vault 24 selected

After meeting Eric, you believe you know someone who can help him out. You decide to head back to Vault 24 to meet with the Enclave there, to hopefully decrypt that holotape. The journey back is uneventful and you have no issues returning home. For the time being you have agreed to let Eric have your bed, while you take the couch. Eric receives a bunch of odd looks from the rest of the people as you bring him home.

You are at Vault 24 in the Florida Reclamation District
There is nothing available for sale here.

1. Debrief the Enclave ambassador about what you have found out about the Talon Company and turn over the decrypted holotape as evidence. They will certainly reward you for this discovery. 1 Day (Charisma Challenge)

2. Ask the Enclave to decrypt Eric&#8217;s holotape. They have warned you that if the holotape contains sensitive information relating to national security, it will have to be confiscated. In the meantime you can relax at home. 3 Days

3. Head off in any direction, seeking adventure (Specify direction).


October 1, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4 (+1)
Luck: 4
Party
Eric
-Hunting Rifle (Equipped; 10 Clips; Polearm; Reinforced Makeshift Armor (Equipped)
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected

You spend a number of days in the vault with Eric, hanging out and showing him the wonders of the 21st Century present in the old archives and facilities of Vault 24. He is unable to read but was astounded by the old holotapes and films contained the in the vault theater. You talk about teaching him to read, and even begin lessons of a sort, starting with the very basics. You have only managed one or two small lessons before the Enclave summons you back to their quarters. The technician rebukes you for wasting government time with such &#8220;banal nonsense&#8221; and returns the decrypted holotape to you. Eric plays the following tape and you both hear the following message. (-5 Enclave Reputation)

To anyone who may find our boy. His name is Eric, and we are his parents. We are currently running from those who would seek to kill us. Eric doesn&#8217;t deserve the same fate we do. If you find him, please, take care of him. If you find his body, please, give him a proper burial and don&#8217;t just leave a dead child in the road.

Eric, if you are hearing this, we&#8217;re sorry. We&#8217;re heading north to get away from bad people. We didn&#8217;t want you to get caught up in our problems. We hope you survive all this, but if you don&#8217;t, that&#8217;s still a better fate than what awaits us if we&#8217;re caught. Good luck and we love you.


At first you&#8217;re not sure that Eric understands the message, but what seemed like calm failure to perceive turned out to be a bubbling volcano of rage. He begins gibbering in nonsensical phrases and trashing the room you are in violently. He does extensive damage to the vault interior before security arrives to restrain him. The sub-overseer is not pleased with the damage, but accepts your explanation for the outburst before you move along. You decide it may be best to leave the Vault again before another incident. Eric refuses to talk about what he heard even after you left, sulking by himself. (+20 Reputation with Eric; -5 Reputation with Florida Reclamation District)

You are at Vault 24 in the Florida Reclamation District
There is nothing available for sale here.

1. You hear there may be caravans heading to other destinations from Nukacity. You could head over there to see what is going on. 1 Day

2. Head off in any direction, seeking adventure (Specify direction).


October 1, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4 (+1)
Luck: 4
Party
Eric
-Hunting Rifle (Equipped; 10 Clips; Polearm; Reinforced Makeshift Armor (Equipped)
-Trusted (20)
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 2 Selected: Once again, south just takes you to the ocean, so east it is!

You and Eric leave the vault, heading east with Sebring as the destination in mind. You hope that an adventure of sorts will help take Eric&#8217;s mind off of everything he had heard. Unfortunately, there&#8217;s not much talking on this particular trip as he remains silent and sullen for almost all three days you are on the road. You stop outside of Perry at Eric&#8217;s insistence.

You are camped outside of the ruins of Perry, FL

1. Let Eric take some time in the ruins as he has requested. It would hopefully be good for him. On the other hand, with the way he&#8217;s been acting, he may do something&#8230;rash. 1 Day (Charisma Challenge)

2. Better move along before he has too much time to think, onward to adventure! (Specify direction)

October 2, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected

You decide to let Eric have some time alone in the ruins he had spent so many years. He spends the day revisiting his old shelters and haunts before returning to your camp. Eric explains to you haltingly that he appreciates everything you have done for him, but he finds himself unwilling to leave Perry again. He says that this is the only home he&#8217;s ever known and he is not prepared to leave again. He says that you are always welcome to visit him next time you pass through, but for now your time of travelling together is done. (Charisma Challenge failed)

You are encamped outside of the ruins of Perry, FL

1. Head off in any direction, seeking adventure (Specify direction).


October 5, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (100)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



East Selected

You trudge east, alone once again. The journey is fairly uneventful. Once or twice you see others walking the same roads as you, but you never come close enough to talk. Eventually you take a break, camping outside of the ruins of a miniscule little ruin the signs call O&#8217;Brien.

You are camped outside of O&#8217;Brien, FL

1. Head off in any direction, seeking adventure (Specify direction).


October 9, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Southeast Selected

You leave O&#8217;Brien behind and continue to the southeast, with Sebring still on your mind. After only a day of travel you begin feeling a bit ill. Thankfully, due to your training and history with Crowley you&#8217;re able to recognize the symptoms of a simple flu. You take the relevant medicine in your pack, and you are able to walk it off after a good night&#8217;s sleep. After a few more days of walking you reach the town of Newberry, in the New Gulf Commonwealth. (Intelligence Challenge succeeded)

You are at Newberry, in the New Gulf Commonwealth
There is nothing available for sale here

Newberry is a small frontier town, on the very edge of the civilized Sunshine Wasteland. There are a number of small caravans from the north gathered around the town, but it is only a place for a person to stop and rest, not to trade. A small wall surrounds the city, but you can see where fortified strongpoints have been erected within the walls for a &#8220;last stand&#8221; against any attack could be made. The town hasn&#8217;t changed much since the last time you were here.

1. There is a large group of immigrants travelling on to the much larger town of Ocala. You are free to tag along with them. As they say, there are safety in numbers. 4 Days

2. Head off in any direction, seeking adventure (Specify direction).
 
October 13 - November 2, 2259
Spoiler :


October 13, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
380 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



Option 1 Selected: The Enclave&#8217;s tyranny knows no limits, even in a meta sense apparently.

You join a large crowd of immigrants, most of whom seem to be destined for the Fruitlands if possible. They all say that Ocala is the next logical step for people coming from the north, after resting in Newberry. You travel with them and hear stories of the hostile and chaotic northlands which exist in a constant state of decay and war between raider tribes throughout the entire Midwest. While you feel you have seen your fair share of violence in Georgia, it sounds like nothing compared to the anarchy of the uncivilized north.

You are at Ocala, in the New Gulf Commonwealth
Local merchants offer to buy the following items you have:
Gladius: 100 Caps each
Mesmetron: 500 Caps
Pip-Boy: 2,000 Caps
The local gunsmith offers the following for sale:
9mm Pistol: 200 Caps

Ocala is the largest town you have ever seen, even bigger than Fort Freedom in the Fruitlands. Thousands of people run back and forth through the streets, and a truly massive marketplace dominates the center of the town. Exotic goods from across the wastelands find their way here, as they stop in preparation for travel elsewhere in the central Sunshine Wasteland. Hordes of immigrants pass through constantly, and while it is estimated that around three thousand people live here full time, twice that can be found here on a temporary basis. The town is surrounded by large farms, and frequently patrolled by the local militia. The wall itself is obviously formidable, but seems tiny when compared to the size of the town it defends. A radio tower is high over most structures, but you can see what is apparently a massive cathedral built of stone not far away from the marketplace. You can only imagine at the labor and effort it took to build such a large structure. Many of the buildings are your standard metal homes that most people in the wasteland live in, but a large number also live in converted prewar homes and even nicer postwar construction. The inns themselves even seem to have once been actual hotels, and even are known to occasionally have running water.

1. In a town this massive, there has to be work to be found. Take a look around. 1 Day

2. A Parker and Sons Caravan is heading to Satsuma in the Sunshine Kingdom. They are hiring guards for 150 Caps. 3 Days

3. A Weyland Company Caravan is heading to Spring City in the New Gulf Commonwealth. They are hiring guards for 100 Caps. 2 Days

4. Head off in any direction, seeking adventure (Specify direction).


October 14, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
0 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Neutral (10)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (10)



You start looking around through the town, trying to find any local employment that could be an interesting way to make some caps. You stop at a number of inns, the local mayor&#8217;s office, and even the numerous churches that line the street. Towards the end of the day, you just listen in the marketplace and gather any rumors that you happen to hear. Unfortunately, when you head back to the inn you are staying at, you discover that while walking about a clever pickpocket has made off with your caps! (Perception challenge failed, -380 Caps)

You are at Ocala, in the New Gulf Commonwealth
Local merchants offer to buy the following items you have:
Gladius: 100 Caps each
Mesmetron: 500 Caps
Pip-Boy: 2,000 Caps

1. Wait around and see if any other possible employment pops up.

2. A priest at the Cathedral of the Brotherhood seeks a worthy adventurer to retrieve relics of his order from the ruins of the bunker known as Oscargrad in Gainesville. He states that an old chalice, once carried by the Brotherhood for thousands of miles and hundreds of years was lost when the bunker fell to Jacksonia&#8217;s raiders after the Sons of Oscar took over. He offers a large sum of caps ranging from two to three thousand dependent on the condition of the chalice when you bring it back. 8 Days (Multiple-Tiered Challenge; very high risk)

3. An NGC sponsored supply caravan is on its way to Leesburg carrying documents and revenues for government offices there. They would hire a guard for 200 Caps for the journey. 4 Days

4. A bounty has been offered on giant mosquitoes nesting in Citra by the local town council. They are offering 20 Caps per proof of insect killed. 3 Days (Agility Challenge; high risk)

5. Head off in any direction, seeking adventure (Specify direction).


October 22, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
2 Gladii
1 Light Combat Armor (Equipped; 70% damaged)
1 Mesmetron
1 Pip-Boy
3,000 Caps
Decrypted Talon Company Holotape
Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 2 Selected

It takes a few days of travel, but you leave Ocala and head north to where they have told you the bunker called Oscargrad once resided. During the course of the whole trip, you feel as though you are being watched and followed, and you spot a man wearing light leather armor and a prewar hat following you. You manage to pretend noticing he was there, but keep an eye on him the entire time. You arrive without incident and immediately head into the darkened facility. (Perception Challenge succeeded)

The bunker is pitch black in darkness and rubble is strewn everywhere. You can still hear what sounds like machinery deeper within, so you figure that it may be possible to restore the lighting throughout the facility. You attempt to hack into a computer at the bunker entrance, but it proves to be too sophisticated and you quickly find yourself locked out. You are forced to create a makeshift torch and head deeper into the bowels of the bunker. (Intelligence Challenge Failed)

Many access tunnels are caved, likely from the fearsome battle that claimed the independence of the community that existed here. Skeletons and other refuse litter all sides of the corridors you pass through, and there is occasionally a loud crunch under your boots that you refuse to look at. Thankfully you are able to read the signs and directions within the bunker and using the information the priest gave to you, the old temple within is located. Your Pip-Boy proves invaluable in navigating through the ruin. (Perception Challenge succeeded)

You witness the chalice before you, sitting upon a pedestal in the center of the church. The priest warned you about this part and the traps rigged to prevent it from being stolen by the Jacksonians. A few skeletons in the rags of Jacksonian armor attest to the existence of traps. Sadly, the priest did not know what sort of perils awaited. Therefore it is entirely expected when you accidently step on a pressure plate and a shotgun goes off and knocks you off your feet. Thankfully your body armor absorbed most of the blow and the only injury is to your pride. You retrieve the chalice and head back to the entrance. (Agility Challenge failed; 70% damage sustained to body armor)

As you exit into the light the man you had spotted tailing you from Ocala emerges with his gun drawn. He claims to represent the Royal Archeological Society and that the chalice was a relic predating the America of the old world. He demands that you turn it over. Thinking of your reward, you refuse. The man shouts, &#8220;It belongs in a museum!&#8221; Prepared for this ambush, you reply, &#8220;So do you&#8221; and hit him with the mesmetron you had concealed for a surprise attack. As you&#8217;re not a cruel person, you simply take his gun and ammunition so he can&#8217;t shoot you in the back and head back towards Ocala. (+1 .44 Magnum Revolver, +4 .44 Clips)

The journey back to Ocala is uneventful and you manage to return to the Cathedral of the Brotherhood without incident. The priest eagerly takes the chalice from you and examines it closely, declaring it to be in excellent condition. He listens to your story of the recovery of the chalice and warns you that the members of the Royal Archeological Society tend to be members of Nasa nobility, and have long memories. He pays for a room for the remainder of your stay in Ocala and hands you three thousand caps, a tidy sum for a few days work. (+10 Reputation with New Gulf Commonwealth, -10 Reputation with Sunshine Kingdom, +3,000 Caps)

You are at Ocala, in the New Gulf Commonwealth
A local artisan offers to repair your armor for 350 Caps
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps each
.44 Magnum Revolver: 300 Caps
.44 Ammunition: 20 Caps per clip
Mesmetron: 500 Caps
10mm Submachine Gun: 500 Caps
10mm Ammunition: 10 Caps per clip
Pip-Boy: 2,000 Caps

Local Merchants have the following items for sale
Spoiler :

9mm Pistol: 200 Caps
9mm Submachine Gun: 400 Caps
10mm Pistol: 500 Caps
10mm Submachine Gun: 750 Caps
Hunting Rifle: 1,000 Caps
Laser Pistol: 1,000 Caps
Assault Rifle: 2,000 Caps
Combat Armor: 2,000 Caps
Laser Rifle: 3,000 Caps
Reinforced Combat Armor: 3,000 Caps


1. Wait around and see if any other possible employment pops up.

2. A bounty has been offered on giant mosquitoes nesting in Citra by the local town council. They are offering 20 Caps per proof of insect killed. 3 Days (Agility Challenge; high risk)

3. A Parker and Sons Caravan is headed to Newberry and are looking to hire guards. They will pay 300 Caps for the journey. 3 Days

4. Head off in any direction, seeking adventure (Specify direction).


October 25, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
650 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 4, southeast selected
-2,350 Caps, +1 Assault Rifle, Armor Repaired


You head southeast from Ocala, seeking to get a bit closer to your target destination of Sebring. The journey is mostly uneventful, but two days in, you are stopped by Jacksonian bounty hunters. They claim they have been looking for you to collect a bounty placed by the secret police. Thankfully you manage to convince them they have the wrong guy and they leave you be peacefully. You pick up your pace and stop in Leesburg as quickly as possible. (Charisma Challenge succeeded)

You are at Leesburg, in the New Gulf Commonwealth
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps each
.44 Magnum Revolver: 200 Caps
10mm Submachine Gun: 300 Caps
Mesmetron: 500 Caps
Pip-Boy: 1,000 Caps

Local merchants are selling the following items:
10mm Clips: 30 Caps per clip
.44 Magnum Clips: 50 Caps per clip

Some people call Leesburg the capital of the New Gulf Commonwealth. They are wrong, mostly, but it is certainly its first city. It may not be as large as Ocala, but boasts almost as much of a permanent population. The fortifications outside are just as impressive and have the added advantage of natural lakes helping protect various sides of the town. The buildings within are all well maintained and repaired prewar structures, except for a large cleared area marked as the Leesburg Fairgrounds. A festival is currently underway and the streets throng with visitors and immigrants viewing the sites, but the area is closed off without payment of a small fee. A large government office marks the location where most people can petition the Governor and the leadership, though their location, the so-called Emerald Vault remains a heavily guarded secret.

1. Wait around and visit the fairgrounds, as there&#8217;s definitely work to be found among the varied circus-folk who populate the attractions there. 1 Day (Charisma Challenge)

2. A NGC supply caravan with food and water is about to head out to Fort Apopka in the New Gulf Commonwealth. They will pay 150 Caps for a guard&#8217;s services. 3 Days

3. Head off in any direction, seeking adventure (Specify direction).


October 26, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
550 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 1 Selected

You spend some time wandering around Leesburg and looking for work of any type. The fairgrounds are entertaining enough and you manage to win a small metal sculpture after winning around one thousand tickets at the gun range booth. You hand it over to a crestfallen small child who wanted it. As you walk around town, a messenger stops you and hands you a note. (-100 caps)

You are at Leesburg, in the New Gulf Commonwealth
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps each
.44 Magnum Revolver: 200 Caps
10mm Submachine Gun: 300 Caps
Mesmetron: 500 Caps
Pip-Boy: 1,000 Caps

Local merchants are selling the following items:
10mm Clips: 30 Caps per clip
Assault Rifle Clips: 40 Caps per clip
.44 Magnum Clips: 50 Caps per clip

1. You open the letter you were given and it is adorned with the seal of the Ryan family. It references your past services for the New Gulf Commonwealth and asks for your help in a sensitive matter. The note expresses the wish of a member of the Ryan family to meet you in the Emerald Vault. Instructions have been given for meeting an official at the government offices in Leesburg who will take you to the vault. 2 Days

2. Head off in any direction, seeking adventure (Specify direction).


October 28, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
550 Caps
Decrypted Talon Company Holotape
Seal package

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 1 Selected

You meet an NGC official at the government building in Leesburg, and he immediately asked you to remove all weapons and keep them in a locker in town. You were immediately blindfolded and for what seems like hours, walked carefully along a dirt path. When the blindfold is removed you stand in front of a vault door with the numbers 77 upon the front. Looking around you see a surprisingly developed exterior and farms around the vault. Fortifications are clearly well constructed and manned, and you wonder why no one really knows where this place is. The vault interior itself is exactly what you have come to expect from vault interiors, and you feel like you could already navigate the place easily.

You meet with a person identified only as &#8220;an important member of the Ryan family&#8221; and he greets you amicably. He chats with you as though you are already old friends and expresses admiration for your work with the Sons of Oscar, though he commiserates that it is ridiculous you are under so much pressure for failing to assassinate an official. He says that you came highly recommended as a good worker from a friend in the Church of the Brotherhood, and asks that you simply deliver a package for him to Universe City. He asks you do not look in the package and hands it to you, pre-sealed. He tells you that all you must do is go to the new Sunshine Empress Hotel in Universe City and ask for the &#8220;honest businessman.&#8221; He states that he is sure that you will be rewarded there for service and you will have gained favor with the NGC.

You are taken back to Leesburg without incident.

You are at Leesburg, in the New Gulf Commonwealth
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps each
.44 Magnum Revolver: 200 Caps
10mm Submachine Gun: 300 Caps
Mesmetron: 500 Caps
Assault Rifle: 900 Caps
Pip-Boy: 1,000 Caps

Local merchants are selling the following items:
10mm Clips: 30 Caps per clip
Assault Rifle Clips: 40 Caps per clip
.44 Magnum Clips: 50 Caps per clip

1. Wait in town for any new opportunities to arise.

2. Head off in any direction, seeking adventure (Specify direction).


November 2, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
550 Caps
Decrypted Talon Company Holotape
Seal package

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 2, Southeast Selected

You ask around town for the quickest way to Universe City, and most direct you to head around to the south bank of Lake Denham and follow the road marked &#8220;Florida&#8217;s Turnpike.&#8221; Other directions followed and you set out without any further delays. On your way to Universe City you accidentally run into a group of three Sentry Bots, and they quickly deploy missiles and demand clearance information. Quickly thinking you remember back to some of Crowley&#8217;s lessons and utter the universal passphrase for the robots to allow you to get away without a fight. A few more days of travel and you arrive at Universe City.

You are at Universe City in the Universal Reclamation Project
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps each
.44 Magnum Revolver: 300 Caps
10mm Submachine Gun: 450 Caps
Mesmetron: 600 Caps
Assault Rifle: 1,000 Caps
Pip-Boy: 1,500 Caps


Universe City is not the largest community you have ever seen, but it&#8217;s certainly an interesting one. The town entrance is one of the most decorated and illuminated paint jobs you have ever seen, advertising all of the attractions within. You almost think there might be an entry fee, but you are able to walk right on into the town. A roadway leads to the east side of town where a shanty town of metal buildings and farming equipment exists far away from the main drag. In the center exist a large neon sign advertising the Blue Lagoon Hotel and Casino, and there appear to be construction crews working within. A few small private inns exist off the main road, each offering smaller rooms and less sophisticated accommodations. The prize of the main street seems to be a rising new hotel, built from the ground up, using carved good and even glass in the windows. Part of the hotel seems to be open, marked as the Sunshine Empress. Past the main drag of hotels you can see what appears to be a roller coaster making its rounds and a crowd of people in line for it. Smaller electronic rides exist around it, and all appear to be doing good business by a number of families. A large area is set aside as a race track, and stadium stands have been set up, advertising hourly motorcycle races during the day.

1. Races? I love races, time to gamble! Take some time at the motorcycle track and bet on contenders for hopefully great rewards. 1 Day (Luck Challenge)

2. Open the sealed package and take whatever is in there for yourself. 1 Day

3. Head into the Sunshine Empress and deliver the sealed package as requested. 1 Day
 
November 3 - November 19, 2259
Spoiler :


November 3, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
850 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 3 Select

&#8220;I always reward my employees&#8230;fairly,&#8221; the Honest Businessman says to you with a smile that seems far too wide for his face. You have handed him the package you delivered without any incident. You try to inquire about the contents of the package and all he says is, &#8220;Try not to inquire further, friend, for it is not your place.&#8221; You feel a pinch in your side and see you have been injected with an unknown chemical. The next morning you wake up in a side street with no memory of what the Businessman looked like or what happened to the missing time. On the plus side, you&#8217;re three hundred caps richer. (Charisma Challenge failed; +5 Reputation with Honest Businessman)

You are at Universe City in the Universal Reclamation Project
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps each
.44 Magnum Revolver: 300 Caps
10mm Submachine Gun: 450 Caps
Mesmetron: 600 Caps
Assault Rifle: 1,000 Caps
Pip-Boy: 1,500 Caps


1. Races? I love races, time to gamble! Take some time at the motorcycle track and bet on contenders for hopefully great rewards, or maybe information for employment. 1 Day (Luck Challenge)

2. Universe City has a lot of travelers and possible opportunities. Take some time to look around. 1 Day

3. A daily train runs from Universe City to Edgewood, Terminus, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

4. Head off in any direction, seeking adventure (Specify direction).


November 4, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,150 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 1 Selected

You head out to the races and as it turns out you seem to be on a roll. You put down money on a number of motorcycle races, and while you lost a few, for the most part you won money on each race. You come out quite a few caps ahead, even if you didn&#8217;t come away with any information on possible work. (+300 Caps)

You are at Universe City in the Universal Reclamation Project
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps each
.44 Magnum Revolver: 300 Caps
10mm Submachine Gun: 450 Caps
Mesmetron: 600 Caps
Assault Rifle: 1,000 Caps
Pip-Boy: 1,500 Caps


1. Races? I love races, time to gamble! Take some time at the motorcycle track and bet on contenders for hopefully great rewards, or maybe information for employment. 1 Day (Luck Challenge)

2. Universe City has a lot of travelers and possible opportunities. Take some time to look around. 1 Day

3. A daily train runs from Universe City to Edgewood, Terminus, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

4. Head off in any direction, seeking adventure (Specify direction).


November 5, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,100 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Neutral (5)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)



Option 2 Selected

You head out into the town and visit the common places to find information on possible jobs to conduct and do. There&#8217;s not a lot going on, as it seems that most people in the Universal Reclamation Project go out of their way to pretend or act like there&#8217;s nothing wrong they need help with. Eventually you find some reports and information that you could make some money off of, in form of a bounty. Unfortunately, another day in Universe City turns out to be fairly expensive, and the innkeeper tells you that it is &#8220;season&#8221; for tourism in the town. (-50 Caps)

You are at Universe City in the Universal Reclamation Project
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps each
.44 Magnum Revolver: 300 Caps
10mm Submachine Gun: 450 Caps
Mesmetron: 600 Caps
Assault Rifle: 1,000 Caps
Pip-Boy: 1,500 Caps


1. Races? I love races, time to gamble! Take some time at the motorcycle track and bet on contenders for hopefully great rewards, or maybe information for employment. 1 Day (Luck Challenge)

2. The Master of Ceremonies of the Universal Reclamation Project has been offering monetary rewards for anyone able to find traces of bandits who have caused the town problems in recent years. There are some notes on possible routes and locations of their lair. 4 Days (Perception Challenge)

3. A daily train runs from Universe City to Edgewood, Terminus, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

4. Head off in any direction, seeking adventure (Specify direction).


November 9, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,400 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You head out into the wilderness, looking for any sign of the various bandit clans in the area. You manage to pick up the trail fairly quickly, while the other myriad scouts and mercenaries fail to find anything. You travel through the ruins into downtown Orlando, following the trail the entire way, and you find that it leads to a back door into a large skyscraper flying the flag of the Sunshine Kingdom. There appears to be an underground organization to this community, and it seems that the salvagers who work here have been enterprising in an unfortunate way. (Perception Challenge Succeeded)

You bring the evidence of all this back to Universe City and you are met at the gate apparently by a representative of the URP. He looks over the information you gave him and gives you a big smile and hearty thanks. He says, &#8220;My employer thanks you for this information and I suspect we will be able to make great use of it. You have done us a major service.&#8221; He pays you a substantial amount of caps, and it is only as you return to your room that you realize that he never actually said who he worked for. (+300 Caps; +20 Reputation with Honest Businessman, +10 Reputation with Universal Reclamation Project)

You are at Universe City in the Universal Reclamation Project
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps each
.44 Magnum Revolver: 300 Caps
10mm Submachine Gun: 450 Caps
Mesmetron: 600 Caps
Assault Rifle: 1,000 Caps
Pip-Boy: 1,500 Caps

A shady looking merchant comes to you and says, &#8220;Hey, I have some stuff here that a fellow like you might like:&#8221;
Spoiler :

Buffout (Automatically pass strength Challenge): 200 Caps each
Mentats (Automatically pass Intelligence Challenge): 200 Caps each
Med-X (Automatically pass Endurance Challenge): 200 Caps each
Turbo (Automatically pass Agility Challenge): 200 Caps Each


1. Races? I love races, time to gamble! Take some time at the motorcycle track and bet on contenders for hopefully great rewards, or maybe information for employment. 1 Day (Luck Challenge)

2. Hang around town until more work presents itself.

3. A daily train runs from Universe City to Edgewood, Terminus, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

4. Head off in any direction, seeking adventure (Specify direction).


November 10, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,800 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You head out and start betting on the motorcycle races again. You become enraptured in the speed and skill the drivers are using on the track. You vow one day that sort of power and speed will be yours, but in the meantime, you&#8217;re content to make money. Which you do. (+400 Caps)

You are at Universe City in the Universal Reclamation Project
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps each
.44 Magnum Revolver: 300 Caps
10mm Submachine Gun: 450 Caps
Mesmetron: 600 Caps
Assault Rifle: 1,000 Caps
Pip-Boy: 1,500 Caps

A shady looking merchant comes to you and says, &#8220;Hey, I have some stuff here that a fellow like you might like:&#8221;
Spoiler :

Buffout (Automatically pass strength Challenge): 200 Caps each
Mentats (Automatically pass Intelligence Challenge): 200 Caps each
Med-X (Automatically pass Endurance Challenge): 200 Caps each
Turbo (Automatically pass Agility Challenge): 200 Caps Each


1. Races? I love races, time to gamble! Take some time at the motorcycle track and bet on contenders for hopefully great rewards, or maybe information for employment. 1 Day (Luck Challenge)

2. Hang around town until more work presents itself.

3. A daily train runs from Universe City to Edgewood, Terminus, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

4. Head off in any direction, seeking adventure (Specify direction).


November 11, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 3, Edgewood Selected

You board the train early in the morning and pay your fare to the conductor. The ride is quick, but hardly smooth as you and the rest of the passengers are sprawled out across the floor of a glorified boxcar. It proves to be extremely hot within the car, as the armored plating on the exterior quickly heats up in the Florida sun. When you reach Edgewood, you exit the car and head into the town.

You are at Edgewood, in the territory of the Edgewood Militia
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 20 Caps each
.44 Magnum Revolver: 500 Caps
-.44 Magnum clips: 20 Caps Each
10mm Submachine Gun:750 Caps
-10mm Clips: 10 Caps each
Mesmetron: 500 Caps
Assault Rifle: 1,500 Caps
-Assault Rifle Clips: 10 Caps each
Pip-Boy: 1,500 Caps

Local merchants have the following items for sale:
Spoiler :

Polearm: 50 Caps
Longsword: 100 Caps
10mm Clips: 30 Caps Each
.44 Magnum Clips: 50 Caps Each
Assault Rifle Clips: 40 Caps Each
Frag Grenades: 300 Each


Edgewood seems to be an armed camp, more than anything. The fortifications around the town are impressive, as are the automated defenses that adorn them. Large patrols frequent the territory around the community constantly, and they seem to have a bit of a hair trigger when it comes to encounters. There are no inns outside of the town, but they do have a place for caravans to gather before they head to other destinations. Inside of the town, you can see consulates for both the Sunshine Kingdom and Jacksonia, though the latter seems significantly busier. The buildings themselves are mostly more recent structures, built out of metal and other collected scrap, but there are a number of prewar buildings, the largest being a selection of apartment complexes that apparently survived the war mostly intact. There is a small market in town, but most of the population seems suspicious at best towards outsiders, and hostile at worst. You find that many are giving you odd looks, and you are made uneasy by the wanted posters with a drawing that does a good job of resembling you on the front of the Jacksonian embassy.

1. This is a large town and there could be work to be found. Look around. 1 Day

2. A daily train runs from Edgewood to Universe City, Terminus, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

3. Head off in any direction, seeking adventure (Specify direction).


November 13, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 3 Selected, East

Doubts began to fill you about your chosen course. That fellow from the Royal Archeological Society or some of his compatriots may be able to help you receive more information about Sebring and the dangers it might hold. Sure, he may have tried to kill you, but you are reasonably sure he would not try to kill you in the middle of a city. You start walking, and find yourself the next day in the town of Terminus.

You are at Terminus, in Jacksonia
There is nothing available for sale here.

The town has not changed much since the last time you were here. Terminus seems like not much more than a railroad station and a number of shacks built on a runway with some ramshackle walls surrounding them. The people inside seem friendly enough, besides the ones that arrested you, and most have families back in Fort Freedom. It seems like most people would rather not live there long term, simply doing their job, and the town lacks a market of any substantial size. Large piles of scrap parts and salvaged materials from the nearby ruins of Orlando are scattered throughout the compound.

1. Look around for work, there&#8217;s probably something to be found, if only a rumor.

2. A daily train runs from Terminus to Universe City, Edgewood, Davenport, Haven, and Fort Freedom. It would cost 10 Caps to go to any of those locations. 1 Day (Specify destination)

3. Head off in any direction, seeking adventure (Specify direction).


November 16, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 3 Selected: Southish

You head south out of town, finally determined to make your way to Sebring. Not a single day out of town, a major storm comes in, sweeping through with great winds. Much of you camping gear is spread out across the road and the matter becomes a fight of just man against weather. For hours you try to stay safe in the storm, dodging debris and attempting to collect your lost gear. You succeed splendidly, triumphing over the worst of nature. (Endurance Challenge succeeded)

You make a turn to the west, seeking to cross through a passage through the numerous lakes and rivers between you and Sebring. The journey is fairly quick and easy. You manage to make it through without any incidents or unfortunate attention. You set up camp outside of some ruins with signs marking it as Lake Wales. The town itself seems to be empty of much life besides radroaches, and could have some interesting salvage within.

You are encamped outside of the ruins of Lake Wales, FL

1. Investigate the town for interesting salvage. 1 Day (Unknown Challenge)

2. Head off in any direction, seeking adventure (Specify direction).


November 17, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

You head into town, looking for anything valuable or interesting. Not much is appearing at first, but that quickly changes. You start to head into a larger ruined building, when a giant alligator charges out at you. It charges you too quickly and you wind up on your back trying to avoid its powerful jaws. You wind up on its back and holding on for dear life. The alligator flings about, attempting to throw you off, and you are forced to hang on as long as you can. Thankfully you manage to ride the alligator until it tires and slinks back into a nearby pond, allowing you to swim safely to short. In the old house you find the remains of an adventurer who wasn't so skilled, and you retrieve his gun that was not good enough to kill the gator. (+1 9mm Pistol, +3 9mm Clips)

You are encamped outside of Lake Wales, FL

1. Head off in any direction, seeking adventure (Specify direction).


November 19, 2259

The Traveler
Spoiler :

Strength: 5
Perception: 4 (+1)
Endurance: 3
Charisma: 4
Intelligence: 7
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps
Decrypted Talon Company Holotape

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



You arrive at Sebring without any issues and find the bunker that the holotape referenced. There is a computer terminal outside and signs that many people have made camps here over recent years. The bunker itself is wide open and easily accessible. You take a quick look inside and find yourself ankle deep in what can only be blood that covers the entire floor within the bunker. The source of the blood is obvious as the walls are fleshy and have numerous wounds, constantly bleeding and adding to the liquid on the floor. There appears to be hands and even eyes gutting out of the walls around the entrance chamber, and the eyes follow you, locked in an expression of fear. The blood seems to blow further into the facility, and there's no visible light, but a biological glow lights the interior nonetheless. The computer terminal has less information available than your holotape, and you suspect the only way to retrieve more information about the bunker and the project within would to be to go deeper than any previous expedition has. As you set up your camp, you feel like you are missing something, but the answer eludes you. (Perception Challenge Failed)

You are encamped outside of the ruins of Sebring, FL

1. The town nearby has been pretty thoroughly looted by numerous past expeditions, but you never know, they may have missed something. Take a look around. 1 Day

2. This is it, it's time to take the plunge and find the information you hope to glean in the heart of that creepy bunker. (Multi-trait challenge; very high risk)

3. Maybe this was a bad idea, you can find safer things to do in the Sunshine Wasteland. Head out. (Specify Direction)
 
November 22 - December 2, 2259
Spoiler :

???, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You grab your supplies and equipment, and head into the cavern, prepared for anything that it may offer you. You hear the first squelching of the fleshy material beneath your boots as you enter the facility for the second, and hopefully final time. You take a few steps more when you hear a shout from behind you. "I told you if you lived, you would regret it!" You recognize the man before you as Nelson from the ruins of Atlanta and you draw your weapon as quickly as you can, but not quick enough, again. You fancy you can see a smile on his face as he draws out a trigger of some kind. "Let this be your tomb," he says as he pulls the trigger, and a series of detonations are set off around the entrance to the cave. A piece of rock falls on your head and consciousness soon escapes you.

When you awake, you find that the entrance has been sealed by the detonations, and you wonder how Nelson had time to prepare these demolition charges. You can still see by the light of your Pip-Boy and the luminescence given off by the walls around you. Your back is soaked in the blood that you had fallen in, and it continues to flow into the bunker below. With little choice, you push on into the depths. The journey is straightforward and it seems many side passages have been closed by the biological growth. You reach a chasm, that appears to have once been an elevator shaft, and it too is surrounded by the same bleeding masses. You believe you can scale down the walls using the mass as your handholds. You begin climbing down, but when you reach for one handhold you find it is actually a hand protruding from the flesh. When it twitches, you lose your grip and fall into the depths. (Strength Challenge Failed)

The landing is soft and wet, soaking you and gear in blood once more. Looking around, you believe you have fallen to the deepest level of the facility. Here there seems to be less damage to the walls around you, and a rhythmic thumping can be heard further in. You head further in until you reach a junction of four possible pathways. You have no idea which one goes where and you pick a direction at random and find yourself in an area where the mass has not overgrown every single wall. (Intelligence Challenge Failed)

You can see a series of what appears to be twelve different cells, each labeled a faded label and the markings of the prewar military. The mass has overgrown most of the interiors of the cell, and in each one there appears to be a humanoid figure. You open the door to one such cell and find that it is not an actual person, but simply the flesh molded into the form of a child. It is not like the apparently absorbed people in the levels above, but it feels more like a memorial to a person who was once here. One cell appears different from all the rest, as if it is where all of the blood is being pumped to and from. The door is already open and you walk inside.

You walk into the cell, and find two great eyes gazing upon you, watching your every move. In the center, rests a heavily infested data terminal. You wait for a moment but the eyes just stare, and you hear nothing. You put the holotape into the terminal and a readout displays "Access Granted. Subject Approved." The data appears to be loading and you try to shift positions to be more comfortable. You find that you cannot move your legs. Looking down you find the mass creeping up from your feet, and onto your legs. You draw your weapons and open fire all around you, but to no effect. Eventually your arms become pinned, and soon your chest is covered. As the mass creeps up your face you think Finally! This is going to be fun! (Endurance Challenge Failed)

You wake up completely nude and staring at the sky. You sit there a few moments, feeling that this must be a dream as an air of unreality pervades the entire situation. You are fully prepared to wake up at home in the vault at any moment when you think, Let's get moving, I can't wait to make new friends! You propel yourself up and look around. There appears to be a hidden ventilation shaft behind you and some of the same flesh grows around it, but it appears different, dead. Your gear is neatly arranged before you and you pick it up and quickly put on your armor. You feel different, somehow. (+2 Strength, +2 Endurance, -1 Perception, -1 Intelligence)

You have no idea where you are

1. Head off in any direction, seeking friends and adventure (Specify direction).


???, 2259 November 27, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



North Selected

You still have no exact idea where you are, but you decide to head north, easily identifying the direction. You are more than happy to put this whole affair behind you and look towards new adventures and friends in the wasteland. Thankfully you run in little trouble, as you are only slowly becoming accustomed to astonishing new strength that you possess. You seem to tire less easily too, and feel in better shape than you have ever been in your entire life after easy vault living. Whatever happened in the vault must have done you good. You reach a clear, overgrown area, and you assume that this must have been the ruins of St. Cloud before salvagers cleared out everything of value.

You are encamped near the remains of the ruins of St. Cloud

1. Investigate the area, you never know, the scavengers may have missed something. 1 Day

2. Head off in any direction, seeking friends and adventure (Specify direction).


???, 2259 November 28, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

You take a look around the area and try to find anything of value. It is obvious that a very large and organized effort once took place here to remove and reuse every useful item left by the old world. Only the most worthless artifacts remain in any of the ruins. Eventually, however, you begin to notice a pattern in the removal, and you find your way to what appears to be a small indention in the terrain. The little pathway leads to a closed vault door marked 37. (Perception Challenge succeeded)

You take a close look at the doorway entry console and try to figure it out. As far as you can tell, the last user by the name of gjackson left a password on the entryway to prevent outsiders from gaining access after the last vault dwellers left. You decide to take your shot at figuring the password out in the hopes of finding a way to seize some of the treasures of the vault. Sadly, you try over and over and are unable to hack the terminal, eventually leading to you being locked out. You return to your camp, empty-handed. (Intelligence Challenge Failed)

You are encamped in the remains of the ruins of St. Cloud, FL

1. Head off in any direction, seeking friends and adventure (Specify direction).


December 1, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,790 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



North Selected

You leave your camp in St. Cloud behind you and head north, eventually coming across more people in your journey. After a couple days of walking, you begin to walk through long acres of crops and more than the occasional farmer. It is not too long before you reach a town, called Christmas. Thankfully one passerby finally tells you what day it is.

You are at Christmas, in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 200 Caps each
.44 Magnum Revolver: 700 Caps
-.44 Magnum clips: 20 Caps Each
10mm Submachine Gun: 1,250 Caps
-10mm Clips: 10 Caps each
Mesmetron: 500 Caps
Assault Rifle: 2,000 Caps
-Assault Rifle Clips: 10 Caps each
Pip-Boy: 2,000 Caps


You almost could not tell when you were travelling into Christmas. The farms all seem to bleed into each other and the town itself seems to be a collection of metal shacks all clustered together of various sizes and shapes. There does not seem to be much of a town militia or defense of any kind, and the only apparent signs of any effort to create defenses are a half collapsed earthwork encircling the debatable heart of the community. The lack of defenses do not really seem to be much of a problem, as the area looks like it is more peaceful and prosperous than anywhere else you've seen, a sleepy farmland in all ways. There are a couple inns and a rally point for caravans, but it seems that most caravans simply pass through on their way east rather than stop for very long.

You think to yourself, I don't like these people very much. They were really mean to my friends. They have a princess though, and I like princesses! You promptly feel rather confused about your own thoughts, but the feeling quickly fades.

1. You are not holding much hope out for this, but you suppose you could look for work locally. 1 Day

2. A fairly disorganized caravan of farmers is getting ready to head to Nasacity with their produce for sale. They offer you 50 Caps to help guard the caravan. 2 Days

3. Head off in any direction, seeking friends and adventure (Specify direction).


December 2, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,840 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You join up with the farmers and head east, with the caravan of farmers and expect no real issues on the trip, as you are travelling through fairly civilized territory of the Sunshine Kingdom. You are not surprised by the fact the trip is mostly boring, and you are taking a quick rest stop on the side out of sight of the caravan while the animals stop to feed when things become interesting. Your mesmetron is grabbed off your hip from behind and used before you even know what is happening. Well that wasn't very nice, you think before everything goes black. (Perception Challenge Failed)

When you wake up you're rather cold and once again short of your gear. This happens to you too much, that's why you are better now!, you think to yourself. You are surprised how cold it is, and you seem to be tied up in a freezer surrounded by meat. That is probably not a good sign. Thankfully the restraints are rather weak, and you may be able to force your way out before anything terrible happens. You know that the Mesmetron has a very limited effect time, and you cannot be far away from Nasacity, or you could even be in it already.

You are in a shack freezer

1. Wait for something to happen again, probably not a good idea. 1 Day

2. Attempt to break your restraints and retrieve your gear before heading to Nasacity. 1 Day (Strength Challenge)
 
December 3 - 13, 2259

Spoiler :

December 3, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Assault Rifle (1 Clip)
2 Gladii
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
1,840 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You easily break your restraints and force the door, bursting out into a room, holding a meathook in your hand. You see your gear immediately next to the door you broke out of and prepare your gun for battle. You hear conversation from the next room over and charge in with your finger on the trigger. You are more than ready to show cannibals what their crime deserves when something stops you from pulling the trigger. You shouldn't hurt kids you think to yourself. Sure enough, the three people in the room are children, no older than eleven or twelve at the eldest. Something seems to be talking through you as you talk at their own level, promising a new life for them and families if they take you to the city. (Charisma Challenge Succeeded)

The three children agree to come with you, putting down the tiny weapons they possessed, and you take them into your custody. They show you the way to Nasacity and it turns out not to be very far. You are approached by a member of the Cult of the Damned, obvious by his shaved head and goatee. You explain the situation and he promises you that they will find a place in their order and safety in Oak Hill. For whatever reason, you feel confident he is telling the truth and this will lead to a better life for the children.

You are in Nasacity in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps each
.44 Magnum Revolver: 300 Caps
-.44 Magnum clips: 100 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 50 Caps each
Mesmetron: 500 Caps
Assault Rifle: 700 Caps
-Assault Rifle Clips: 80 Caps each
Pip-Boy: 2,000 Caps

Local merchants have the following items for sale:
Spoiler :

Plasma Pistol: 1,000 Caps
Combat Armor: 2,000 Caps
Reinforced Combat Armor: 3,000 Caps
Plasma Rifle: 4,000 Caps


Nasacity has not changed too much since the last time you were here. Nasacity is a lot smaller than what you expected from the capital of the Sunshine Kingdom and its empire. The walls are surprisingly small and unsophisticated when compared to other places you have visited. There are a few large buildings, mostly Old World in structure, but they appear to be in good repair and common use. One is labelled as the Royal Smithsonian Museum, and has a lot of traffic in and out. Most of the people here seem to be highly educated and well spoken, and there does not appear to be much of a middle or lower class beyond those who work the fields outside. Even at night the town is incredibly well lit as lanterns hang along the streets, providing a feeling of security and safety. A small airstrip exists outside of the town, and though it is well maintained, there are no planes. As you enter the town, automated gun turrets follow your moves until you are cleared as not a threat.

Last time they used all these planes and things all over the place! I want to meet the princess! You think to yourself. Once again, the thought seems out of place and confusing, and the feeling just as quickly fades.

1. This is the capital of a major faction, there has to be some work to be found. 1 Day

2. A Space Unlimited caravan is preparing to set out for Edge with a haul of varying types of food. They will hire you as a guard for 150 Caps. 3 Days

3. Head off in any direction, seeking friends and adventure (Specify direction).


December 4, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
2,700 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 1 Selected
-20 Caps for overnight stay
+880 Caps from equipment sales

You spend some time in Nasacity looking around for any sort of work. You are intrigued by the Royal Smithsonian Museum, but when you arrive you encounter some problems. The clerk at the front refuses you access, claiming that the Smithsonian is closed. This appears to be a lie when others are admitted. When you inquire, you are informed that the Smithsonian is closed "to you." For some reason you have been apparently banned from the premises. You argue against this, but the increasingly smug clerk tells you where else to go. (Charisma Challenge failed)

You are in Nasacity in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps
.44 Magnum Revolver: 300 Caps
-.44 Magnum clips: 100 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 50 Caps each
Light Combat Armor: 500 Caps
Mesmetron: 500 Caps
Pip-Boy: 2,000 Caps

Local merchants have the following items for sale:
Spoiler :

Plasma Pistol: 1,000 Caps
Combat Armor: 2,000 Caps
Reinforced Combat Armor: 3,000 Caps
Plasma Rifle: 4,000 Caps


1. The Sons of Oscar are apparently looking for another agent to strike a blow against Jacksonia. They have offered you one thousand caps for expenses and the reward of sophisticated equipment if you travel to Fort Strength and assist in a mass slave escape. All you need to do is meet with them for the details. 1 Day

2. You really want to meet the princess of the Sunshine Kingdom for some reason. After looking around, you have found out where she is, and could pay her a visit. 1 Day

3. Wait around for more opportunities to emerge.

4. Head off in any direction, seeking friends and adventure (Specify direction).


December 5, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
3,700 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

You head over to the Sons of Oscar safehouse in Nasacity and are greeted warmly by the people within. They thank you profusely for your past service and aid. They have asked you assist them in a significantly larger operation than the previous ones you have participated in. The emissary here states that they are preparing for a major slave escape from the salvage areas of Pinellas County. Jacksonia defends these slaves heavily, so gun hands are required for the effort. They have asked you report to the headquarters in Fort Freedom for further details on your role for the operation. They have warned you that the planned date of the operation is at the beginning of next February and they ask you be sure to be briefed before then. They provide you with one thousand caps as a down payment and for any expenses. They have promised that they will be able to equip you with state of the art Sunshine Kingdom produced plasma weapons if you succeed. (+1,000 Caps)

You are in Nasacity in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps
.44 Magnum Revolver: 300 Caps
-.44 Magnum clips: 100 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 50 Caps each
Light Combat Armor: 500 Caps
Mesmetron: 500 Caps
Pip-Boy: 2,000 Caps

Local merchants have the following items for sale:
Spoiler :

Plasma Pistol: 1,000 Caps
Combat Armor: 2,000 Caps
Reinforced Combat Armor: 3,000 Caps
Plasma Rifle: 4,000 Caps


1. You have been feeling odd the past few days since you returned from Sebring. There is a well equipped hospital here in Nasacity. Maybe they could run some tests and find out what is going on. You would probably have to hang around a while if they did, and it's likely to cost a decent amount of caps. 5 Days, 750 Caps (Possible Endurance increase)

2. You really want to meet the princess of the Sunshine Kingdom for some reason. After looking around, you have found out where she is, and could pay her a visit. 1 Day

3. Wait around for more opportunities to emerge.

4. Head off in any direction, seeking friends and adventure (Specify direction).


December 10, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 1 Selected
-750 Caps

You decide to check into the hospital and see what is going on with you and make sure that there were no side effects of your journey into the bunker at Sebring. Over a few days they perform a barrage of different tests and checkups, seeing what sort of condition you are in as a person. On the last day, the head doctor calls you in. He states that you are in peak physical condition and enviable fitness for a person of your age and background. He stated that you are unique in that most wastelanders typically have at least one ailment or disease plaguing them, while you have none. He tells you that you should enjoy your good fortune. Towards the end of the discussion, he does note one anomaly. He states that during a brain scan, segments of your brain that should not have been lighting up would light up at the wrong moments. He states that it was probably a malfunction with the machine, as the readings kept pointing out duplicate results, as though your brain was somehow housing two minds, a scientific impossibility. He offers to run a new test, but you turn him down for now.

You are in Nasacity in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps
.44 Magnum Revolver: 300 Caps
-.44 Magnum clips: 100 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 50 Caps each
Light Combat Armor: 500 Caps
Mesmetron: 500 Caps
Pip-Boy: 2,000 Caps

Local merchants have the following items for sale:
Spoiler :

Plasma Pistol: 1,000 Caps
Combat Armor: 2,000 Caps
Reinforced Combat Armor: 3,000 Caps
Plasma Rifle: 4,000 Caps


1. A Space United caravan is heading to Paradise's Heart carrying construction materials. They are looking to hire guards for the journey. They will pay you 200 Caps for the effort. 4 Days

2. You really want to meet the princess of the Sunshine Kingdom for some reason. After looking around, you have found out where she is, and could pay her a visit. 1 Day

3. Wait around for more opportunities to emerge.

4. Head off in any direction, seeking friends and adventure (Specify direction).


December 11, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

1 .40 Magnum Revolver (4 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (0)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

In your days in Nasacity so far, it becomes clear that Laura Bede, the youngest sibling of Queen Stephanie, is widely beloved by the people of the Sunshine Kingdom. She is still referred to as Princess Laura and is very nearly story book in her appearance as a beautiful child of the previous monarch. She frequents almost all of the finer establishments in Nasacity, usually foregoing any guards. This could be because she is known to be a deadeye with her plasma pistol, on top of being one of the finest students at the Smithsonian Institute. You find it extremely easy to approach her outside of the Smithsonian. She becomes enthralled by the stories of your adventures in the Sunshine Wasteland and beyond, and is simply tantalized by your findings in the bunker at Sebring. You feel a voice behind you helping you along the entire time. Eventually the day grows late, and the two of you share a meal at a vendor's stand in the Nasacity market. You part ways, and she wishes you to return tomorrow for further discussion as you shake hands. As soon as your hands make contact, the world goes black. (Charisma Challenge Succeeded)

The next morning you wake up nude once again in a field, this time not far outside of Nasacity. On a pleasant note, at least you are not the only one waking up naked at this point in time. Princess Laura lays beside you on the ground, equally exposed to the elements. She smiles, but you feel it is different this time, and you both begin dressing. She has this to say to you: "Thank you, traveler, for everything that you have done for me. You freed me from a time of darkness and brought me into the light. In my life, all my lives, I have lost everything so many times, that I sought only to gain what meant most. Your mind and body were good for a journey, but it would have been difficult for us to retain a long-term relationship like that. Now I can finally have everything I have always wanted. You may keep the gifts I bestowed upon you at our first meeting, and I hope you will not shy away from visiting me here in the future as I will always treasure your company." With a kiss on the cheek, she returns into the city.

You are in Nasacity in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 100 Caps
.44 Magnum Revolver: 300 Caps
-.44 Magnum clips: 100 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 50 Caps each
Light Combat Armor: 500 Caps
Mesmetron: 500 Caps
Pip-Boy: 2,000 Caps

Local merchants have the following items for sale:
Spoiler :

Plasma Pistol: 1,000 Caps
Combat Armor: 2,000 Caps
Reinforced Combat Armor: 3,000 Caps
Plasma Rifle: 4,000 Caps


1. Wait around for more opportunities to emerge.

2. Head off in any direction, seeking adventure (Specify direction).


December 13, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 4
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

2 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped)
1 Mesmetron
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



Option 2, West Selected

You leave Nasacity behind you as you head west along the old caravan route. You are a bit more cautious this time travelling alone, as you do not want to be taken off guard again. Your caution serves you well, as you notice the signs of an ambush when you are about a day out of Nasacity. Bear traps are lain under camouflage and you circle around. Behind a nearby bush you see the same archaeologist that ambushed you in Gainesville. You zap him with the Mesmetron as he drools a little bit, slumping to the ground. Once again, you take his pistol and ammunition as you move along. (Perception Challenge Succeeded: +1 .44 Magnum Pistol and 2 Clips; -5 Reputation with Sunshine Kingdom)

You are at Christmas, in the Sunshine Kingdom
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 200 Caps each
.44 Magnum Revolver: 700 Caps
-.44 Magnum clips: 20 Caps Each
10mm Submachine Gun: 1,250 Caps
-10mm Clips: 10 Caps each
Mesmetron: 500 Caps
Assault Rifle: 2,000 Caps
-Assault Rifle Clips: 10 Caps each
Pip-Boy: 2,000 Caps


Once again, you almost could not tell when you were travelling into Christmas. The farms all seem to bleed into each other and the town itself seems to be a collection of metal shacks all clustered together of various sizes and shapes. There does not seem to be much of a town militia or defense of any kind, and the only apparent signs of any effort to create defenses are a half collapsed earthwork encircling the debatable heart of the community. The lack of defenses do not really seem to be much of a problem, as the area looks like it is more peaceful and prosperous than anywhere else you've seen, a sleepy farmland in all ways. There are a couple inns and a rally point for caravans, but it seems that most caravans simply pass through on their way east rather than stop for very long. The town has begun decorating, apparently due to the name, Christmas is a big celebration for the community. Colored streamers and even a few odd-colored glass lamps have made an appearance outside of a number of houses.

1. There may be work to be found here if you hang around a while.

2. Head off in any direction, seeking adventure (Specify direction).
 
December 18 -30, 2259
Spoiler :

December 18, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

2 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped; 40% damaged)
1 Mesmetron
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



Option 1: Northwest Selected

You head northwest out of Christmas and across the grass and open lands of the area. The journey is uneventful enough, until you take a step and hear an ominous beeping. Looking around quickly you see that you have entered the range of a frag mine. As it is too late to run away you dive in to try to disarm it before it can go off. You use the best of your knowledge to try to disarm the mine before it explodes, but it turns out to be not enough. The explosion knocks you back quite a bit and the shrapnel cuts up your face something fierce. There was no permanent damage, and thankfully your eyes and vital organs are all fine, but this has affected what you&#8217;d like to think of as your smoldering good looks. (40% Damage to Light Combat Armor, -1 Charisma)

You stop outside of the ruins of Sanford, and it seems like most of the Orlando salvagers and scavengers rarely make it up this way. There are plenty of wasteland critters lurking in the ruins, but for the most part the ruins feel empty and untouched. You expect to find at least something of value in the ruins if you chose to take the time to investigate.

You are camped outside of the ruins of Sanford, FL

1. Investigate the ruins for salvage. 2 Days

2. Head off in any direction, seeking adventure (Specify direction).


December 20, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

2 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped; 40% damaged)
1 Mesmetron
1 OPD Swat Armor
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

You spend some time looking around in the extensive ruins of Sanford. As you begin pawing through a particularly large building you find yourself under fire from concealed automated turrets. This quickly leads to a test of endurance as you run through an open environment for a number of yards through the building. You manage to outlast the barrage of bullets and firepower and make your way to the other end of the warehouse. You are quite pleased to find within a set of pre-war Orlando Police Department SWAT armor in completely pristine condition that fits your current size quite well. It&#8217;s heavy, but will likely be able to take quite a lot of damage, while being resistant to chemicals and somewhat rad resistant on top of that. (+1 OPD Swat Armor)

You are camped outside of the ruins of Sanford, FL

1. Head off in any direction, seeking adventure (Specify direction).


December 21, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Equipment
Spoiler :

2 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped; 40% damaged)
1 Mesmetron
1 OPD Swat Armor
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



You move your camp north a little ways to a new set of ruins, these called Deland. The area is very similar to Sanford, avoided by most salvagers and scavengers and too far away from the standard Orlando areas of operation. There exist plenty of buildings that could be scouted and explored for salvage.

You are encamped outside of the ruins of Deland, FL

1. Investigate the ruins for salvage. 2 Days

2. Head off in any direction, seeking adventure (Specify direction).


December 23, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Routine-Oriented Mr. Handy
Equipment
Spoiler :

2 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped; 40% damaged)
1 Mesmetron
1 OPD Swat Armor
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

You begin exploring around the ruins of Deland, but find very little to speak for in the first day. The second day you begin tracking an odd noise meandering through the rubble. You spot a Mr. Handy attempting to service the long dead residents of an utterly destroyed suburban home. The robot has apparently carried on its work for hundreds of years, and you can tell it defended the home relentlessly. Seeing an opportunity, you attempt to sneak up and reprogram it. You are extremely successful, and manage to program the robot to accompany you through the wastes. (Intelligence Challenge succeeded)

You are encamped outside of the ruins of Deland, FL

1. Head off in any direction, seeking adventure (Specify direction).


December 29, 2259

The Traveler
Spoiler :

Strength: 7 (+1)
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Routine-Oriented Mr. Handy
Equipment
Spoiler :

2 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Light Combat Armor (Equipped; 40% damaged)
1 Mesmetron
1 OPD Swat Armor
1 Pip-Boy
2,950 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



North Selected

You leave the ruins with your newfound robot companion not far behind. You begin trudging along open roads and eventually open prairies as you pass through varying types of terrain. For a time being you pass through the edges of the Sunshine Kingdom's Paradise, but you choose to push onward. Not much happens thankfully until you reach the outer wall of the town of Saint Augustine.

You are at Saint Augustine in the Sunshine Trade League
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps
.44 Magnum Revolver: 300 Caps each
-.44 Magnum clips: 5 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 5 Caps each
Mesmetron: 300 Caps
Assault Rifle: 750 Caps
-Assault Rifle Clips: 10 Caps each
Light Combat Armor: 200 Caps
OPD Swat Armor: 800 Caps
Pip-Boy: 1,500 Caps

Local merchants have the following items for sale:
Spoiler :

Polearm: 50 Caps
Longsword: 75 Caps
Metal Shield: 100 Caps
9mm Pistol: 100 Caps
-Clips: 10 Caps each
10mm Pistol: 200 Caps
-10mm Clips: 10 Caps each
Hunting Rifle: 500 Caps
-Clips: 10 Caps Each

A local merchant offers to repair your Light Combat Armor for 200 Caps

Signs on all of the approaches to the town of Saint Augustine proudly read "Nation's Oldest City, Founded 1565." You do not know if this is true or not, but it is certainly a lofty claim when compared to the relative youth of all other communities in the wasteland. There is a formidable metal wall surrounding the land approaches to the town, but the main community itself seems to be build on a peninsula of sorts, denying attackers any easy route of attack from anywhere but the west. The town gate is impressive, being carved out of stone of some sort, and the wall itself extends to easily the most formidable fortification you've ever. What could best be described as a castle looms over the town and its main streets. You see an artillery piece and you can tell that as long as any defenders hold the fortress, the rest of the town will never fall. The town itself is incredibly packed into a relatively small area, relying on farms outside of the wall. The buildings are verifiably ancient, and some residents claim ancestry dating back over six hundred years. In a large town square marked by two stone lions and a collapsed bridge to the east sits what is still commonly referred to as the "old slave market." Many vendors ply their wares here, safe from the hazards outside of town. Not far from the market sits what many older residents refer to as "the College" but most know it to be the luxurious palace of the Trade Lord. You can see from outside the black fence surrounding it the obvious beauty of the interior grounds and building, likely dating from long before the Great War.

1. This is the capital of a major faction, and there is almost definitely work to be found here. Better take a look around. 1 Day

2. A Parker and Bros caravan is packing up a number of goods and preparing to head west to Satsuma. They will hire you on as a guard for 150 Caps. 3 Days

3. Head off in any direction, seeking adventure (Specify direction).


December 30, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5 (+1)
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Routine-Oriented Mr. Handy
Equipment
Spoiler :

1 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy
4,100 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (-5)
Universal Reclamation Project: Neutral (10)



Option 1 Selected
+1,100 Caps from sold equipment

You wander around Saint Augustine looking for work, and eventually find some here and there. What really gets offers coming your way is when chaos breaks out in the old slave market. Three Brahmin get loose in the square and start rampaging back and forth. Using nothing but your bare hands you manage to wrangle the beasts and bring them under control. The grateful merchant gives you a small sum of caps and you begin to receive offers of employment. (Strength Challenge succeeded, +50 Caps)

You are at Saint Augustine in the Sunshine Trade League
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps
.44 Magnum Revolver: 300 Caps each
-.44 Magnum clips: 5 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 5 Caps each
Mesmetron: 300 Caps
Assault Rifle: 750 Caps
-Assault Rifle Clips: 10 Caps each
OPD Swat Armor: 800 Caps
Pip-Boy: 1,500 Caps

Local merchants have the following items for sale:
Spoiler :

Polearm: 50 Caps
Longsword: 75 Caps
Metal Shield: 100 Caps
9mm Pistol: 100 Caps
-Clips: 10 Caps each
10mm Pistol: 200 Caps
-10mm Clips: 10 Caps each
Hunting Rifle: 500 Caps
-Clips: 10 Caps Each

Local Black Market merchants have the following for sale:
Spoiler :

Gauss Rifle: 3,000 Caps
-Gauss Rifle Clips: 50 Caps each
Laser Rifle: 4,000 Caps


1. The Royal Archeological Society is looking to hire laborers for a dig to verify the authenticity of the claims of Saint Augustine's age. They look to build a facility in town and begin excavating operations around the College and on the island to the east. They need manual laborers and have offered to pay 700 for a week's work. 7 Days

2. A shady individual approaches you and claims to operate a group of prize fighters in Saint Augustine. He states that he'd like to have you on board as a fighter. You would just have to train for a few days before your first fight. You would be given a third of the proceeds if you win. 5 Days

3. The New Year's holiday is always a rowdy one in Saint Augustine, a local tavern and inn wants to hire you on as a bouncer until the holiday is over. They will pay you with a free room and 400 Caps. 4 Days

4. Wait around for other opportunities to emerge.

5. Head off in any direction, seeking adventure (Specify direction).
 
January 6, 2259

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5 (+1)
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Routine-Oriented Mr. Handy
Equipment
Spoiler :

1 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy
4,800 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

You join the rest of the manual labor at a dig on the island east of the main town of Saint Augustine. Noble overseers from the Royal Archeological Society supervise all operations and you and other workers have to painstakingly excavate everything of potential value. Scaffolding and structures are put up for shelter against the seas, and numerous ditches have to be dug out. For the most part you are ignored, but when you are able to correctly identify the glass you dug up as a lighthouse lens, you are momentarily the toast of the excavation. (Intelligence Challenge Succeeded: +700 Caps; +10 Reputation with Sunshine Kingdom)

You are at Saint Augustine in the Sunshine Trade League
Local merchants offer to buy the following items you have
Spoiler :

Gladius: 50 Caps
.44 Magnum Revolver: 300 Caps each
-.44 Magnum clips: 5 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 5 Caps each
Mesmetron: 300 Caps
Assault Rifle: 750 Caps
-Assault Rifle Clips: 10 Caps each
OPD Swat Armor: 800 Caps
Pip-Boy: 1,500 Caps

Local merchants have the following items for sale:
Spoiler :

Polearm: 50 Caps
Longsword: 75 Caps
Metal Shield: 100 Caps
9mm Pistol: 100 Caps
-Clips: 10 Caps each
10mm Pistol: 200 Caps
-10mm Clips: 10 Caps each
Hunting Rifle: 500 Caps
-Clips: 10 Caps Each

Local Black Market merchants have the following for sale:
Spoiler :

Gauss Rifle: 3,000 Caps
-Gauss Rifle Clips: 50 Caps each
Laser Rifle: 4,000 Caps


1. A shady individual approaches you and claims to operate a group of prize fighters in Saint Augustine. He states that he'd like to have you on board as a fighter. You would just have to train for a few days before your first fight. You would be given a third of the proceeds if you win. 5 Days

2. A merchant vessel is getting ready to set out for the town of Bimini in the Bahamas. He would be willing to give you free transit and food and water to the islands if you help load and unload cargo. He states that adventure of all sorts awaits out in the islands, for those willing to seize the opportunity. 3 Days

3. Wait around for other opportunities to emerge.

4. Head off in any direction, seeking adventure (Specify direction).
 
January 9, 2260

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5 (+1)
Charisma: 3
Intelligence: 6
Agility: 4
Luck: 4
Party
Routine-Oriented Mr. Handy
Equipment
Spoiler :

1 .44 Magnum Revolver (6 Clips)
1 9mm Pistol (3 Clips)
1 10mm Submachine Gun (Equipped; 2 Clips)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy
4,800 Caps

Factions
Spoiler :

Atom Union: Neutral (5)
Empire of America: Neutral (-5)
Enclave: Neutral (5)
Florida Reclamation District: Member (95)
Georgia Reclamation District: Neutral (5)
Honest Businessman: Trusted (25)
Jacksonia: Criminal (-40)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sons of Oscar: Ally (40)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You join the boat&#8217;s crew for its voyage to the Bahamas. The journey is mostly uneventful, but on the third day a major storm strikes the ship and you are all desperately trying to keep things afloat. The captain has you try to hold down a particular line to prevent it from lashing about, but sadly this does not quite work out for you. You are tossed overboard when it breaks loose, you are unable to avoid it, and it knocks you off your feet. The crew manages to haul you back aboard before you are lost to the depths, but it seems that almost half of your caps were lost in the process. (Agility Challenge Failed; -2,000 Caps)

You are in the independent town of Bimini
There is nothing available for sale here.

The town of Bimini is a small one, built around an old resort. What strikes you the most is the complete lack of any organized defenses or wall of any kind. To your eye, it appears the town is almost undefended, but you can see that most people carry about their own arms and munitions. The people in town are overwhelmingly friendly, and it seems obvious that a stranger visiting their town is a rather rare occasion. Most of the buildings are built out of various natural resources, but some old prewar buildings act as the central offices and storage buildings.

1. Wait around here for work to emerge.

2. The captain of your ship is continuing to press on to the east, looking for new opportunity. He is headed to the town of Andros next and is looking for crew to honor the same deal he offered previously. 3 Days
 
Option 2
 
Option 2
 
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