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: Criminal (-40)
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
The Jacksonian secret police convoy leaves just before dawn from Poinciana and you and a half dozen former bandits are being dragged for the ride. After a day's worth of travel, the secret police set up camp and establish a perimeter as the seven of you are held together in a small pen. The shooting starts just after the sun sets and you can tell that Salma has begun her ambush. Your first goal is to bring down the fence surrounding you, which you are able to do with ease. The fence collapses and you and the others are more or less free. (Strength Challenge succeeded)
The guards are immediately alerted, and while most of them are patrolling the perimeter of the camp, looking for the one harassing them, the rest attack you and the bandits. Two bandits are mowed down before close quarters combat can start, and you come in close for a bare-handed battle. The other bandits surprisingly hold their own, and you manage to overpower the guards, and head into the woods. The bandits head off together in a different direction into the woods, and you begin looking for Salma so you can recover your gear and escape. (Strength Challenge succeeded)
You finally encounter Salma in a firefight with three of the guards, pinned down, and in a bit of a tight spot. She's behind a few logs that have been created as an impromptu stronghold for the fight. A few guards have already been killed by her firepower and the rest are bent on vengeance. You attempt to sneak up on them and give her some support, but one of the guards spots you, turning his weapon towards you. You hear Salma cry out, and her gun goes silent, though the guards continue firing at her position. You are forced to engage the other guard in hand to hand combat. (Agility Challenge Failed)
You charge the guard as he begins to reload his gun and begin pummeling him. Your overwhelming strength soon overpowers him and he loses consciousness, or at least decides to end his part of the fight. The other two guards came up close to help him as you two were too close together for them to begin shooting. The fight was brutal but you manage to beat both of them down and into unconsciousness. You rush over to Salma and find that she is badly wounded from multiple gunshots. She hands you a pack with your equipment and you quickly equip everything you can, hearing the shouting from the direction of the Jacksonian convoy. (Strength Challenge Succeeded)
You head out east from the scene of the battle as quickly as you can and eventually the noise and shouting begins to die down. You are carrying Salma as quickly as you can and you can tell she has greatly weakened from the wounds she has suffered. You put her down and immediately began emergency medical treatment to make sure she survives the injuries she sustained. You patch her up the best you can, but in the darkness, you are not too sure you did such a great job. (Intelligence Challenge Succeeded)
As you prepare to carry her a bit further away from the Jacksonians you hear a cracking branch behind you. Two bandits appeared, both who had been previously held captive alongside you. "Look what we have here, a dashing heroine and her dumbass in distress," chortles one of the bandits, "You can either hand over everything you've got, or we can take it off your corpse. We won't even take your woman if you don't piss us off." You try to talk them down and negotiate, but they will not even consider it, blaming you for the predicament. You pull your gun and make sure Salma is safe as you begin firing on the bandits. (Charisma Challenge Failed)
Your submachine gun is more than a match for the firecrackers that the bandits had taken from the guards. You manage to avoid the gunfire and thankfully keep Salma out of the line of fire. Your hail of bullets brings both of them down, but you can hear shouting as the Jacksonians have once again managed to find you from the sound of firing. You pick up Salma once again and charge east, attempting to evade capture once more. (Agility Challenge Succeeded)
By the time dawn breaks you have lost the enemy pursuit and made it to relative safety. You have set up a new camp in the wilderness, but Salma will not wake up though she is still alive. The Jacksonians could still be pursuing you, but you are greatly concerned that Salma will not last much longer without proper medical treatment.
You are encamped in the Florida wilderness by a lake
1. Treat Salma yourself and attempt to care for her with your own medical knowledge and equipment. 10 Days (Intelligence Challenge; Salma will die if you fail)
2. Your only other hope is to find a nearby settlement and any facilities they may have for treatment. Unfortunately, you have no idea exactly where you are. (Select Direction)
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: Criminal (-50)
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
You set up a number of traps and defenses around your camp before you begin treating Salma for her injuries she sustained in the recent battle. You strip her of her clothing in order to begin operating, removing the cloth that had gone into the wounds. After hours of surgery you remove four bullets from various points within her body, as you did not dare stop at any point. For two days she remained unconscious afterward, and you did your best to make sure she remained both fed and hydrated. Salma did eventually come out of the stupor, but remained incoherent for another few days before she regained her faculties to a significant extent. Her injuries still remain severe, but thankfully, after a few more days of recovery, she is able to now move on her own without your support. She thanks you for everything you've done, though she takes the time to point out that if it was not for the fact she needed to rescue you, she would not have been injured at all. (Intelligence Challenge Succeeded; +20 Reputation with Salma)
You are encamped in the Florida wilderness by a lake
1. Salma is still not completely recovered from her injuries. You could rest here a little bit longer to help her recuperate completely. 5 Days (Intelligence Challenge)
2. Head off in any direction, in search of adventure. (Specify Direction)
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
You decide to remain in your camp a bit longer and help Salma rest and recover the rest of the way from her injuries. You spend a good time together camping and fishing by the lake, and mostly relaxing as you change her bandages and treat her wounds. Thankfully your medical skill is far more suited to this sort of maintenance and treatment than you were to the surgery itself. Salma makes a full recovery during your time by the lake, and by the end of it, she's just as ready as you are to adventure into the rest of the Sunshine Wasteland. (Intelligence Challenge Succeeded; +10 Reputation with Salma)
Unfortunately, on the last day of being camped here, a group of Jacksonian militia happen upon your encampment, finally having found you. You attempted to talk your way out of the situation and claim you were someone else, but they saw through your lies. A brief firefight ensued and you and Salma were forced to flee further east, hiding at an old spring in a nearby lake. The Jacksonians thankfully lost you, but with little ammunition left, you can scarcely afford another encounter with them. Salma has asked for another weapon as her gun is out of ammunition. Based on what they have told you, you are now a full-fledged enemy of the Jacksonian empire and notorious among the guards. It is highly unlikely you will be able to pass through Jacksonia's territory without a fight in the future. (Charisma Challenge Failed; -10 Reputation with Jacksonia)
You are encamped in the Florida wilderness
1. Head off in any direction in search of adventure (specify direction).
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)
Northeast selected
Concerned about the possibility of further Jacksonian patrols, you head northeast. The journey is completely uneventful and you muse that you must be well ahead of your pursuers. You head around a large number of lakes which makes what should have been a fairly short journey a lengthy one. Eventually, you reach the town of Nasacity, traveling through the plains with little difficulty.
You are at Nasacity in the Sunshine Kingdom
Local merchants have offered to buy some of your items:
Spoiler:
9mm Pistol: 100 Caps
-9mm Clips: 30 Caps Each
Mesmetron: 300 Caps
.44 Magnum Revolver: 300 Caps
-.44 Magnum Clips: 60 Caps Each
10mm Submachine Gun: 500 Caps
-10mm Clips: 40 Caps Each
Gladius: 100 Caps
Pipboy: 1,000 Caps
OPD Swat Armor: 4,000 Caps
The capital of the Sunshine Kingdom has not changed much since the last time you were here. 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. A courier meets you at the front gate when you enter. Laura Bede requests your attendance in court for dinner and entertainment. She offers you lodging for a week to stay as her guest and enjoy all of the luxuries of Sunshine nobility. She may be offended if you do not accept her invitation. 7 Days
2. Stay in town and look around for other work. 2 Days
3. Head off in any direction in search of adventure (specify direction).
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