Adventures of the Traveler

June 12, 2260

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4 (+1)
Luck: 4
Party
Laura Bede
-Laser Pistol (10 Cells)
-Trusted (20)
Salma
-9mm Pistol (3 Clips)
-Friend (70)
Equipment
Spoiler :

1 .44 Magnum Revolver (No Ammo)
1 10mm Submachine Gun (Equipped; 1 Clip)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy (Equipped)
1 Plasma Pistol (3 Cells)
30 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 (35)
Jacksonia: Enemy (-60)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sawgrass Tribe: Trusted (30)
Sons of Oscar: Trusted (20)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 2, West selected

You head out of Mims to the west, and after a day or two of traveling in open wetlands you reach the northernmost outskirts of the Greater Orlando area. For the most part, salvagers have not operated in this area so plenty of rubble and wreckage remain throughout. On the third day of traveling you encounter a trapped Protectron underneath some of the wreckage, still attempting to perform security services. Thinking that you could retrieve and reprogram this robot like you have with others in the past, you attempt to move the wreckage alongside Salma and Laura. Unfortunately your combined strength was not enough and a slipup was made, crushing the robot completely under the wreckage. Disappointed, your party presses on to Fort Apopka. (Strength Challenge Failed)

You are at Fort Apopka in the New Gulf Commonwealth
There is nothing for sale here.

Fort Apopka is a number of prewar commercial buildings, miniature skyscrapers, with a passable wall built around it. The wall itself is not the most formidable you have ever seen, but other security measures more than make up for it. The town’s militia is exceptionally well armed and equipped, and there’s plenty of them, constantly patrolling the gate and wall. The majority of people live within the old skyscrapers, with the wealthier ones on the lower floors, and the poor on the upper floors. Looking around it seems that for every one person working there are another two or three just lounging about doing not much at all.

Salma says: “This is what happens when a people no longer have anything driving them or encouraging them to be better. All they see here is what they can get from others with as little effort as possible. I am not a huge supporter of the old ways in Al-Maghrib, but at least back there the people still showed some enthusiasm for accomplishing things.”

Laura says: “This place and these people are filthy. Don’t they care at all about disease or attractiveness? There is disorder here, when there should be order.”

1. There is a large community here and there is almost certainly work to be found. 1 Day

2. A Parker and Sons caravan is preparing to set out to Leesburg in the New Gulf Commonwealth with a large supply of scrap and materials. They will hire you as a guard for 150 Caos. 3 Days

3. Head off in any direction in search of adventure (specify direction).
 
Option 1

I should also note that Princess Laura is Certainly Carrying a Seal of the Kingdom, which could come in handy.
 
June 13, 2260

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4 (+1)
Luck: 4
Party
Laura Bede
-Laser Pistol (10 Cells)
-Trusted (20)
Salma
-9mm Pistol (3 Clips)
-Friend (70)
Equipment
Spoiler :

1 .44 Magnum Revolver (No Ammo)
1 10mm Submachine Gun (Equipped; 1 Clip)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy (Equipped)
1 Plasma Pistol (3 Cells)
10 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 (35)
Jacksonia: Enemy (-60)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sawgrass Tribe: Trusted (30)
Sons of Oscar: Trusted (20)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 1 Selected
-20 Caps from inn costs

You and the others spend some time wandering through the halls of the main buildings of Fort Apopka, seeking out any signs of work. You are able to take a quick break during the day and take a break in the cafeteria. You spend some time relaxing there and later you come back to wait for Laura and Salma to return from their own investigations. You notice that there seems to be a message relay system among a number of the guests and workers arriving in the area. As you sit, you begin to notice a few things, and with some further thought and investigation you manage to break the codes and find your way to other possible employment. It seems that Fort Apopka is a hive of malcontents of practically every flavor. (Intelligence Challenge Succeeded)

You are at Fort Apopka in the New Gulf Commonwealth
There are no merchants here

1. You were able to track down an undercover representative of the Regulators. Though initially surprised and hostile at your appearance, he offers to subcontract some work to you. 1 Day

2. You were able to recognize codes being used by the Sons of Oscar. They are surprised when they learn you have cracked those codes, and less than pleasant when they realized you had failed to support an effort in Fort Freedom. Still, they may have work for you. 1 Day

3. A courier of the Honest Businessman has set up shop in town, likely in preparation for expanding future operations. He knows of your past support for his employer and states that with your impressive resume, the Businessman may have more direct employment for you. He offers guard and quick transit on a truck to Universe City to meet with him. 2 Days

4. A meeting is being held tonight in one of the upper floors of this building. The local population is occasionally unruly and most are resentful of the reclusive Ryan family that rules the Commonwealth from the Emerald Vault. If you make an appearance uninvited, they may have work for you. 1 Day

5. Head off in any direction in search of adventure (specify direction).
 
Option 2. Do your best to explain that you failed to meet the Sons of Oscar representative just because you were jettisoned on an uninhabitable island by a ship crew. "I wish I could've made it to Jacksonia on time, but humanoid rats wanted to use me as a war machine in their battle, and Colonel Fluffypants didn't accept "No" for an answer. Hope you understand, sir."
 
Option 2. Do your best to explain that you failed to meet the Sons of Oscar representative just because you were jettisoned on an uninhabitable island by a ship crew. "I wish I could make it to Jacksonia on time, but humanoid rats wanted to use me as a war machine in their battle, and Colonel Fluffypants didn't accept "No" for an answer. Hope you understand, sir."

Roll 1d20+3 Diplomacy.
 
June 14, 2260

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4 (+1)
Luck: 4
Party
Laura Bede
-Laser Pistol (10 Cells)
-Trusted (20)
Salma
-9mm Pistol (3 Clips)
-Friend (70)
Equipment
Spoiler :

1 .44 Magnum Revolver (No Ammo)
1 10mm Submachine Gun (Equipped; 1 Clip)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy (Equipped)
1 Plasma Pistol (3 Cells)
10 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 (35)
Jacksonia: Enemy (-60)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sawgrass Tribe: Trusted (30)
Sons of Oscar: Trusted (20)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 2 Selected

You show up at the local office of the Sons of Oscar. They are surprised when you show up and offer to provide your services. They initially refuse to offer you any job, stating that you blew your chance when several dozen slaves failed to escape from Jacksonia. You do your best to explain that you failed to meet the Sons of Oscar representative just because you were jettisoned on an uninhabitable island by a ship crew, "I wish I could've made it to Jacksonia on time, but humanoid rats wanted to use me as a war machine in their battle, and Colonel Fluffypants didn't accept ‘No’ for an answer. Hope you understand, sir." This explanation was met with silence, and then an outburst of laughter. They are still upset that you failed them previously, but they agreed to let you have a probationary job with them. They state that they are preparing to launch an expedition to retrieve a cache of weapons from an old cache stored in Pinellas County, in the salvaging territory of Jacksonia. They need additional muscle and offer you and your companions new laser weapons and ammunition if you meet the expedition there no later than July 10, 2260. They warned you however, if you fail to arrive, you can expect no more work from the Sons of Oscar.

Salma says, “These Sons of Oscar really don’t understand the world we live in. So much of the world relies on the backs of broken labor, whether they are paid or not. If you try to bring that apart you collapse the foundations of the civilized world. Civilization in the Sunshine Wasteland isn’t perfect, but it’s better than most places. I wonder who Oscar was anyways.”

Laura says, “The Sons have many secrets they don’t share with outsiders. We should be cautious when dealing with them, their intent may be noble, but the noblest of intentions can be used to justify the most horrible deeds.”

You are at Fort Apopka in the New Gulf Commonwealth
There are no merchants selling anything useful here.

1. Wait around and see if any other opportunities present themselves.

2. Head off in any direction in search of adventure (specify direction).
 
June 25, 2260

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6
Agility: 4 (+1)
Luck: 4
Party
Laura Bede
-Laser Pistol (10 Cells)
-Trusted (20)
Salma
-9mm Pistol (3 Clips)
-Friend (70)
Equipment
Spoiler :

1 .44 Magnum Revolver (No Ammo)
1 10mm Submachine Gun (1 Clip)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy (Equipped)
1 Plasma Pistol (Equipped; 3 Cells)
10 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 (35)
Jacksonia: Enemy (-60)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sawgrass Tribe: Trusted (30)
Sons of Oscar: Trusted (20)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 2 Selected, West

The three of you collect what supplies you have and begin following the old world roads west and then south. You pass by a number of ruined old towns but choose to focus simply upon reaching Pinellas County so that you can honor the contract with the Sons of Oscar. You pass by plenty of people on the roads and witness a large number of migrants heading south to the Fruitlands, but rarely offer more than a passing hello or goodbye. You grow nervous when you enter what is largely claimed to be territory of Jacksonia, but you push southward anyways, eventually meeting with your Sons of Oscar contact.

He guides you through the remaining ruins in the area and you can see the signs of forests and swamps returning where there were once buildings. The guide tells you that the region used to be choked from coast to bay with ruins and settlements, but under Jacksonia, slaves and robots have cleared large areas systematically of everything used for construction. Therefore you are surprised when you reach an intact ruin with a heavily guarded camp around it. You can see a cleared entryway and an open Vault, though the numbers have long since faded. The leader of the Sons of Oscar encampment informs you that they have a Doctor Gary Flowers who will be retrieving a few items of value for their organization, including what they can retrieve from the vault armory. The systems inside have gone haywire and animals have likely moved in too. They simply require you protect the doctor while he undertakes his mission. They state that they will watch the horizon for any attack by Jacksonian militia or patrols.

You are in a Sons of Oscar encampment outside of a vault west of the Fruitlands

1. Join the Sons of Oscar expedition. 2 Days (Multi-Challenge; moderate risk)

2. This whole affair has begun to put you uneasy for some reason. Let’s head anywhere else for adventure (Specify Direction).
 
Option 1
 
Option 1, but raid the armory ourselves while we are there to take our pick of the weapons before handing them over to the Sons of Oscar.

EDIT: Also who are the regulators?
 
June 27, 2260

The Traveler
Spoiler :

Strength: 7
Perception: 3 (+1)
Endurance: 5
Charisma: 3
Intelligence: 6 (+1)
Agility: 4 (+1)
Luck: 4
Party
Gary Flowers
-Unarmed
-Neutral (0)
Laura Bede
-Laser Pistol (Equipped 8 Cells)
-Trusted (25)
Salma
-9mm Pistol (Equipped; 1 Clip)
-Friend (75)
Equipment
Spoiler :

1 .44 Magnum Revolver (No Ammo)
1 10mm Submachine Gun (1 Clip)
-Advanced Recoil System
1 Gladius
1 Mesmetron
1 OPD Swat Armor (Equipped)
1 Pip-Boy (Equipped)
1 Plasma Pistol (Equipped; 1 Cell)
10 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 (35)
Jacksonia: Enemy (-60)
Maritime Collective: Neutral (5)
New Gulf Commonwealth: Trusted (20)
Parker and Sons Caravan Company: Neutral (-5)
Sawgrass Tribe: Trusted (30)
Sons of Oscar: Trusted (20)
Sunshine Kingdom: Neutral (5)
Universal Reclamation Project: Neutral (10)



Option 1 Selected

Even though it does not matter in the vault, your group decides to go into the vault around dawn. You are still fairly sleepy and not fully alert when you wake up, and therefore you are caught as off-guard as the rest of the Sons of Oscar when the Jacksonian militia surprises the encampment. The Sons of Oscar guards are slaughtered where they stand with little hope of repulsing the vicious assault. You, Salma, Laura, and Doctor Flowers are the only survivors of the attack, fleeing into the Vault. A small number of Jacksonians pursue you, though for the most part they seem more interested in wiping up the armed resistance than in taking care of the survivors. Alternatively, they could just have decided to wait for you to leave to ambush you. (Perception Challenge Failed)

You are forced to flee far more quickly and deeply into the vault than you would have otherwise preferred. Thankfully between your own years living in a vault, the Pip Boy on your wrist, and a makeshift torch created by Salma, you are able to see where you are. You determine that you must be near the overseer's office, and are able to direct Doctor Flowers in the direction of the armory. When you arrive, you all find that the armory has been completely looted and nothing of value remains. Even the cabinets have been stripped out, likely used as barricade elsewhere in the vault. You head instead to the reactor and computers cores, hoping to find anything else useful there. (Perception Challenge Succeeded)

When you enter into the lower levels of the vault, you find that the lowest ones have been flooded from the sea. There must be a breach further in the vault, and you are forced to take some time to find a new route around the obstacles. In the process of scouting through the corridors, you are ambushed by a group of mirelurks who must have found their way in. A pitched gun battle ensues as the doctor cowers behind your party. For once your shooting has improved and you outmatch both Laura and Salma in the fight, even saving both of their skins in the fighting. They are duly impressed by your skill, and Salma even claims that she may stop mocking you for failing to hit anything at the battle with the rats. (Agility Challenge Succeeded; +5 Reputation with Laura Bede and Salma)

When Doctor Flowers reaches the main computer server you find that the power cables are detached and incapable of operation. Thanks to your own knowledge of repairs and vault-tec technology, you manage to restore limited power to the area and restart the computers. Sadly, Flowers finds next to nothing of value on the computer systems and moans, claiming that the entire expedition had been a waste of time. He is nearly inconsolable, and you manage to talk him around from his depression and offer to let him join the rest of your in traveling across the wasteland. You set up a camp in this lit area and plan your next move. (Charisma Challenge Succeeded; Gary Flowers joins the party)

You are encamped in the reactor level of an unknown vault west of the Fruitlands

1. Wait here for a few more days so you can be sure that the Jacksonians are not preparing an ambush outside of the vault. Maybe you'll find something inside salvagers have missed. 4 Days

2. Head out now into the wasteland, guns blazing until you make it through Jacksonian territory (Specify Direction)


OOC

@arya126: The Regulators are a mercenary group in the wasteland that specializes in small unit operations, like escort or rescue. They only take honorable jobs rather than ones people could qualify as "evil"

As before, that concludes this chapter of the Traveler's adventures. As before I ask the usual questions. What did you like? What didn't you like? What else could we use here?
 
Back
Top Bottom