Salma is our first love. She has been with us from the start.
Laura is, while a princess, also posessed by a little girl who is also 300 years old. Also said little girl is merged with a computer. Somehow. And made us really buff. Honestly that just sounds like a complicated relationship to me.
Salma really is the girl for us. Plus she's totes into us. Got all jealous when we were hanging out with Laura and everything.
Salma is our first love. She has been with us from the start.
Laura is, while a princess, also posessed by a little girl who is also 300 years old. Also said little girl is merged with a computer. Somehow. And made us really buff. Honestly that just sounds like a complicated relationship to me.
Salma really is the girl for us. Plus she's totes into us. Got all jealous when we were hanging out with Laura and everything.
Also, tell Salma we love her, here at the end, with death perhaps looming. This should ensure enough tension that we both get out alive. Trust me, I've watched a lot of movies.
1 .44 Magnum Revolver (No Ammo)
1 9mm Pistol (Equipped; 3 Clips)
1 Gladius
1 Mesmetron
1 Pip-Boy (Equipped)
1 Plasma Pistol (No Ammo)
230 Caps
Sealed 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)
Honest Businessman: Ally (40)
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
With no other choice left and the bandits well aware of your circumstances, the situation appears direr than ever. The building is surrounded and they are constantly shooting at you with their own firearms. Together the four of you group up with your weapons and prepare to charge out and shoot your way back to the camp. You look into each other’s eyes and see fear, knowing that with a single unlucky moment any of you could fall in the next few minutes. You pull out the pin on the grenade and brace yourself on the front door. All that remains is to take a deep breath.
You swing open the door and lead the charge, throwing the grenade towards the largest cluster of bandits you can see. Before you are out the door for a moment, your armor takes three rounds within a few seconds. You return fire, and the others rush out behind you. As you all run towards the edge of town, you constantly exchange fire with the bandits who were not as stunned and surprised as you would have hoped. Salma and Gary hobble towards the outskirts as he constantly fires bursts with his submachine gun. Laura seems to nimbly dodge the bullets while taking a surprising toll against the bandits with her laser pistol. Eventually the odds run out in your flight. (Agility Challenge Failed; +40% Damage to OPD SWAT Armor)
You see Salma and Gary collapse into a heap not far before the edge of town. Behind you Laura lets out a high pitch cry as she falls too. Your armor takes a few more rounds in the process and you begin to grow concerned that it may not keep you safe much longer. At this point, it seems likely that the armor is just going to slow you down, as it is too damage to do much more protecting. You tear it off and run back for Laura. You dodge enemy fire while returning it with your pistol, and it seems there are definitely fewer bandits than there once were. You grab Laura, drag her past Salma and Gary, who are struggling to sort themselves out, and put her in the woods. She thanks you and proceeds to provide you with covering fire while you rush back out for the others. (Agility Challenge Succeeded: OPD Swat Armor destroyed)
The bandits have reorganized and seem to be preparing for a final attempt to kill all of you, while it’s clear that Gary took a bad hit while running. Salma has been dragging him, despite her own injuries towards the woods while you dealt with Laura. There is no time, so you determine that your only choice is to try to transport both of them to the woods at the same time. With a great heave, you manage to lift each one up in an arm, and place them on their feet. Both are clearly in great pain, as you force them to walk back to the woods. You escape well before the bandits open fire, and manage to make your way back to camp. (Strength Challenge succeeded)
You fire a few parting shots as you all stumble through the woods, and you can still hear the bandits arguing about whether or not to pursue you. As you near your camp you trip over something and fall to the ground to see yourself face to remains of face with a very dead bandit. The four of you realize you’ve fallen into what is not quite a mass grave, but a pile of corpses that all seem slightly seared and cut up. You walk a few feet more into your camp and the Mr. Handy emerges from the brush, giving you all a bit of a start. “Sir, I beg to report that a number of ruffians have attempted to abscond with sir’s possessions. I have dispatched the brigands and secured sir’s residence from further harm,” the robot reports.
You all sit for a moment and attempt to determine whether or not a pursuit is following your retreat. Thankfully all seems quiet, and you make sure that the robot is put on sentry mode to warn you of any pressing attack. You take a moment to take stock of yourself and your companions. You find that you have suffered a number of minor wounds, mostly just cuts from near misses, but they are all just bleeding and not particularly serious. It’s an easy matter to just patch them up and move on to the others. You first take a look at Laura and she immediately states that she is all right, and despite you knowing that she had been shot, her story checks out. There is not a single wound upon her, though there is plenty of blood upon her clothing.
Salma and Gary are in much worse shape. In addition to Salma’s original wound sustained in Broxton, she apparently took another hit in the shoulder while falling back to the woods. Salma says, “I’ve decided that I do not care for being shot.” Gary on the other hand took a serious hit in the side and is dealing with it significantly less coolly. Each time he has turned to look at his wound, he loses consciousness, and it seems he is not capable of retaining awareness when he spots his own blood. The injury is serious and may require advanced care.
As you finish looking over the injuries you decide to take stock of what these bandits the robot had slain had in their possession. Most of them seem to possess only ad hoc weaponry or relics of the old world which are too badly warped to be of any use anymore. You continue to spend a few hours looking through the bodies with Laura, but cannot find anything of particular value. (Perception Challenge Failed)
(+20 Reputation with whole party)
You are encamped outside the ruins of Broxton, GA
1. Gary and Salma require medical care and treatment. You could spend some time encamped here and make sure they get back on their feet as quickly as possible. Unfortunately, you’re still near the bandit camp, so they could decide to come and try to find you. 8 Days (Intelligence Challenges)
2. You need to put some distance between you and the bandits before camping (Specify Direction).
1 .44 Magnum Revolver (No Ammo)
1 9mm Pistol (Equipped; 3 Clips)
1 Gladius
1 Mesmetron
1 Pip-Boy (Equipped)
1 Plasma Pistol (No Ammo)
230 Caps
Sealed 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)
Honest Businessman: Ally (40)
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, North Selected
The decision to leave turned out to be almost immediately a good one. When you finally make it out into the open you can see the bandits maybe only a few miles behind you in pursuit. Despite the injuries Gary and Salma have sustained, you have to keep pushing forward until you are sure the bandits have made camp. When they do, you feel secure enough to set up camp of your own, though you make sure Mr. Handy is always on patrol between them and you. You find yourselves unable to truly stop and take stock until you reach the ruins of the town of Oconee, where you are trapped. The town is full of bandit raiders, perhaps even better armed than the last group. You settle into a hidden camp, especially when you begin to hear gunfire. When you finally roust yourselves from your spot, you find that the raiders in Oconee spotted and wiped out the raiders that had been chasing you. When you tell the others Gary chokes a laugh and says, “I suppose sometimes two wrongs make a right.” Gary has not done well over the course of the past six days, but does not seem to have gotten any worse. Salma is still aching and occasionally bleeding, but she seems at least on the road to recovery.
You are camped outside the ruins of Oconee, GA
1. You need to take some time for the wounded and give them a chance to recover. There is food and water here, though you are unfortunately close to yet another bandit camp. At least these ones aren’t already looking for you. 6 Days (Intelligence Challenges; moderate risk)
2. You need to put some distance between you and the bandits before camping (Specify Direction).
Option 1. Salma and Gary need medical attention. The raiders aren't looking for us right now, but if we try to sneak past them, they very well may see us too. And with those two injured, we can't move very fast. Plus, we do have a good deal of ammo
1 .44 Magnum Revolver (No Ammo)
1 9mm Pistol (Equipped; 3 Clips)
1 Gladius
1 Mesmetron
1 Pip-Boy (Equipped)
1 Plasma Pistol (No Ammo)
230 Caps
Sealed 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)
Honest Businessman: Ally (40)
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
Despite the nearby bandits you decide to settle in for a little bit, though you agree that quiet will be key to allow survival. You do your best to treat Gary and Salma for their injuries, replacing the makeshift coverings you had provided during the hasty days of travel. The wounds they have suffered are not too much worse than ones you have seen previously, and at this point you have plenty of experience in treatment. You manage to stay well below the radar of the bandits’ in Oconee, although you do have a number of close calls while out hunting. After a few days of treatment and rest, both Salma and Gary are fully recovered and ready to move on to the next adventure. (Intelligence Challenges Succeeded: +10 Reputation with Salma and Gary)
You are camped outside of Oconee, GA
1. Sneak around the bandit camp and continue north. (Agility Challenge; high risk)
2. Head in any direction besides north (specify direction).
1 .44 Magnum Revolver (No Ammo)
1 9mm Pistol (Equipped; 3 Clips)
1 Gladius
1 Mesmetron
1 Pip-Boy (Equipped)
1 Plasma Pistol (No Ammo)
230 Caps
Sealed 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)
Honest Businessman: Ally (40)
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, East Selected
The four of you travelled a number of days, continuing east without any issue. Unfortunate the chaotic state of this part of Georgia could not be denied and eventually you reached yet another set of ruins populated by bandits. This particular camp looked even more disorderly than past ones, and you see a number of icons and symbols marking them as a gang called the Braves. You have heard of them before, rumors of some big fight in a city in Georgia, but never encountered them yourself. There’s only a few dozen here, and you all may be able to take them in a fight. You could probably expect someone to pay for proof of their destruction.
You are camped outside the ruins of Sardis, GA
1. Come up with a good plan of attack and lay waste to the remaining Braves. The firefight is likely to be risky, but if you succeed, end with good rewards for all of you. Not to mention the town may have something interesting inside. 3 Days (Multi-Challenge Event; High Risk)
2. Sneak in and steal stuff from the Braves when they are not looking and continue east. (Agility Challenge, moderate risk)
3. You are pretty tired of dealing with bandits, head off in any direction that is not east (Specify Direction).
OOC
The OPD armor was damaged in that fight beyond repair, and was only an encumbrance. That is why it was abandoned.
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