Beginning of the World As We Know It 4

To: Vault 107
From: Fair Play Inns

Our first offer is 25 long arms. We have assault rifles, hunting rifles... oh, this baby’s not for sale. It has a sweet scope, see, and pull out shoulder. I have another scope like that tho if you want one, I can throw that on one of the guns. To sweeten the deal, I’ll also throw in 2 tech parts and 25 scrap parts. What are your thoughts on this?
 
To: Fair Play Inns
From: Vault 107

We want at least one use of ammunition to go with any firearms. We'd be willing to take 20 2-H Guns and 40 Ammunition, along with the Tech Parts you previously offered.
 
To: The Republic of Spuds @EQandcivfanatic
From: The Lordship of San Marcos
Hello, our scouts have spotted your thriving city on our travels down the old 207. Such a thing is rare in the wasteland, and much envied. So, we're willing to lend our hand to bolster your defenses. In exchange for 80 food and water (per turn), we'll garrison 20 of our highly skilled men in Power Armor in your town. How does that sound?
 
To: San Marcos
From: Spuds

We thank you for the offer, but our security forces are sufficient for our needs. We are more interested in material items for trade, such as scrap or technology.
 
To: Spuds
From: San Marcos
Such thinking can prove disastrous, but oh well. How bout we give you 80 scrap and 2 tech parts for 120 units of food and water(each turn)?

Edit:ignore the above for now, thinking....
 
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Faction Name: Vault 512
Faction Leader's name: Raoule Cinders
Faction Leader's Trait: Charismatic
Origins: Vault Dwellers
Trait: Industrious
Background: With the unfortunate passing of the previous Leader, Raoule Cinders was elected to lead the people of Vault 512. A woman that is known less about her deeds and more about a single thing: Attitude. A personality that oozed discipline, an aura of icy, cold strength enveloping her each and every single action. A personality that was unafraid to get things done. This was her /ruthless at times/ charm that made people look up to her. However... the people of Vault 512 have gotten inspired by the books and stories of the world of old. A world that is by now ruined. However... that did not stop Raoule's personal ambition from raising. And this ambition... lead to the opening of the Vault's door once again. What will they find? Time will tell.
Starting Location: Outskirts of Florida City
 
To: Vault 107 @EQandcivfanatic
From: Fair Play Inns


We accept. It will take some time to send a group with spare ammo, but I'm sure you're ok with that. It will still happen in the next few months.

Meanwhile, you can consider the ten of us here a, ah, "delegation." We can camp out outside the walls to enjoy the hospitality of the wasteland, but I'll be here to discuss any issues that might pop up.

For example, we're sending a larger scouting party southward along the Savannah River. The last group of about a dozen got ambushed by some locals with guns, and then by some locals with claws, so we wanted to be better prepared this time. Don't worry, I'll make sure things will go smoothly - besides you're alright with our scouting, right?

Oh, since we ARE doing the thing, would you like to send anyone to join us across the river?

(This should be the last diplo I need this turn)
 
To: Fair Play Inns
From: Vault 107

No thank you, we're fine on our own. We'll look forward to long and amicable relations. Let us know if you want to buy any extra food or water.
 
To: Fair Play Inns
From: Vault 107

No thank you, we're fine on our own. We'll look forward to long and amicable relations. Let us know if you want to buy any extra food or water.
 
To: The Ancient City of PENSACOLA
From: Harold Daughter, The Mormon Camp

I have come far across the wasteland as have my people. We journeyed out of the far West in Old Utah and made our way across the Great Planes and the Mighty Colorado. On this journey we were beset upon by raiders and hunted by roving tribes. We fought off hideous creatures at night and endured the glaring sun by day. We found ourselves for a time in Georgia where we thought we'd found our Stake of Zion. The wasteland was not kind to us though, we were attacked and forced into bondage by a tribe called the Copper Angles however we broke free and make the journey south. We lost many in the attack, some of our number were taken slaves and others were kept as slaves by the ungodly. However our determination never faltered. More died in the journey south to unseen predators, giant birds and ill fortune. Our destination was desolate though, nothing grew that we planted and the locals were starving. A great city once stood there but its residents turned to cannibalism, and fighting they mostly died. Some of the few survivors joined us as we picked up our loads once again and made our way here.

We have endured every hardship that this world has thrown at us and our faith remains strong, our wills unshaken and our hearts have been steeled with experience. We were once just missionaries but now we are also warriors, pioneers, and survivors. We make a request to you this day, we have on all our travels done our very best to act fairly and to offer kindness and mercy wherever possible. We have let others join our expedition even when our supply ran low and we have helped any that asked for it with an honest heart.
However this has left our stores near empty and we fear that unless we find some source of food soon we will by the years end fade away and our message of hope with us. I therefore implore you, guardians of this ancient seat, to lend us aid as we have given aid to those who asked us. We seek shelter, food and supplies. We have little to offer you in exchange other that our message of hope. A hope that lends us to feeling confident to ask you for aid. A hope that some of the kindness we have show in our journey will be payed back now.
 
Spoiler :

Lead Archivist's Log, 1.2.2163

Agenda for the next six months:

1) We shall scavenge 300 scrap metal with 300 people

2) With that scrap, we will build an Armoursmith.

3) Send 100 ammo to trade in for our people over in the Kind Flayers.

4) We'll also send a small group of 20 people, armed with 2-H guns, westwards to Arrendondo, to scout it out and see if there's anything of value. Extreme caution is advised; if something goes wrong, the expedition is to retreat immediately.

Lead Archivist's Log, 1.03.2163

The feral dog problem will have to take a two-pronged approach. First, a patrol of 20 people armed with 1-H weapons should defend any travellers that are attacked by ferals around our surroundings. Secondly, however, those same people should try to draw in the less aggressive dogs with food they have on them.
 
To: Mormon Camp
From: Pensacola

We have heard of your plight as you've traveled, and we are willing to help. Should you choose to move on, we will provide 500 Food and Water to aid in your journey. If you wish to live in our city, we welcome you with open arms as new migrants.

(If you choose to live in Pensacola, your faction will be merged with the NPC, and you can choose a new name for the new faction, and it'll be yours to control.)

EDIT: You will receive a new leader, however should you stay, with randomly generated trait.
 
To: PENSACOLA
From: Daughter, Mormon Camp

Your generosity is most appreciated and we gladly accept it. Some of our missionaries wish to settle here with you and I will freely let them go, I hope you welcome them with open arms. However I regret to say I cannot stay. One day I hope to travel back up north again and reclaim our home in Georgia. Some of my people are still slaves there and until I see them freed I can not easily lay down my head to rest. We are wanderers outside of our land, just as the children once were when they were forced out of Zion by Babylon. But the land of Monticello was promised to us by the Saints. As long as Jefferson smiles on us we will continue our journey.

I wish your people well - blessèd are those that lend help to the faithful. If one day in the future we can lend assistance to you do not hesitate to ask for it, the cries of those who aided us will not go unanswered.

-------

Brothers and sisters, our friends here have lended us aid, filled our stocks and have taken us in. Do not ever forget the kindness of Pensacola.

We can not simply stay here though - we need a place of our own, a stake of land where we can prosper. That place - it appears - is not here. Forget not our friends still in captivity in Monticello and remember always what our goals are. We do not just seek a place here to settle but one to rebuilt so that when the day comes we may retake out home.


Spoiler :
Pack our bags, we can't stay here for too long.
Take on the generous gift of Food and Water that Pensacola has granted leaving behind 25 Missionaries to spread the good word in this forsaken land
Continue the journey at a slower pace, heading towards Panama City, Florida. As much scavenging as possible should be conducted on the way and at the destination.
An additional group of 25 shall be dispatched to spread the word in Holt with the hope that after some time among the people the missionaries will reunite with the main group at Panama City to report back on their efforts.
Another 10 shall proceed with similar goals to Bagdad

 
Meet The Raiders - Part 1 (as of Update 4)


So you want to join one of the raider companies, eh? It’s good you came to me first, then. They’ll talk your ears off about their great histories and their historic greatness, and you ‘cn barely put their bs in context. Now me? I ain’t got no skin in their game, but I still got an eye and a tongue, an’ you still got an ear on you, so you better listen carefully.


See that big fellow over there? That’s Timothy McSlay. Now, I didn’t say this, but he’s one of Sassy’s favorites. He’s big, he’s mean, and he eats ants for breakfast. He led the Bug Buster’s attack into Lavonia, and he killed the Ant Queen himself, with his bare hands.


Now, I’m pointing him out not because you can join him - because you can’t - but because those knuckleheads a table down. The ones with the double tipped visers. Those are the McRaiders. They used to be a big deal a dozen years ago or so. Over a hundred peeps. Kept down down dozens of homesteads. From one of them, they recruited young Tim. Now Tim was about as old as you back then, but he’s already over six feet tall! Tim learned quickly, and they made him their enforcer to rough up the homesteaders.


Here’s the thing that they don’t tell you when they recruit you, they’re gunna haze you hard to test you. And Tim, Tim’s not one to be tested. After passing the Inn while heading north, After the gang tried to nail’em with a swamp run. He decided to get revenge. He snuck into their McChief’s tent and beat the **** out of him with his bare hands.


McChief decided to take revenge and humiliate him publically. Bad idea. Tim escaped into the woods after gouging out McChief’s eyes, and killed over two dozen of the best McRaiders hunters before finding his way to the Inn. After that point, several McRaiders got lynched by their homesteads in a revolt and they had to flee with their tails tucked beneath their tails to ol’ grub hole, where Timothy McSlay refused to become their new captain and became a Raider Company of One.


Lesson 'ere is, don’t take their **** when you join a company. Anything that happens to you, you *let* it happen to you. That’s there is strength, and that’s what makes a real raider, not some toe the line eat the **** crap. Take it when it’s worth it, and shove it down their throats when it’s not.


Now, if you want to look at a real raider company, there on those two tables, are the Dethurds. Broad Dick and his brother Richard run a tight ship. Young Richard is wearing his father’s rapier right now. And there, Broad Dick is carrying the big claymore picked up from their main rivals, the DeMans. Those weapons have history, and those boys are living up to’em!


Now, then, the Dethurds used to be several smaller raider groups heading southward. They kept fighting over hunting grounds and camp followers, and almost got into a fight in the Inn itself! After that embarrassment, ol’ Richard Dethurd - their father, this was twenty years ago or somethin’ like that- challenged the other captains, and he beat the **** out them. Poke’em full of holes by the riverside. After that, he whipped his new fellows in line and became quite a force to be reckoned with. Sadly, he died of a stomach sickness a few years back, but his kids are doing alright. Need a bit of advise now and again, but they are good lads, and they run a good company.
 
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Starting work on the update now.
 
Spoiler Freedom :

"Sarah!"

Sarah dashed along the fields of tato crops, crashing into a nearby wheelbarrow and cutting herself deep along the knee before pushing herself up, grabbing her guitar from the nearby dirt and running over to her father. She slung the instrument over her shoulders as she grabbed the hunting bow he held out to her. She inspected it, stringing it with a grip as tight as a young girl possibly could be expected to muster. She reached for her quiver and an old motorcycle helmet decorated with various animal stickers and equipped herself accordingly. She looked to her father, his weary eyes scanning the northern horizon in alarm and worry as he stuck another round of buckshot into his worn family shotgun. He looked to her,

"Baby, go to your room and get your belongings. We need to leave, now." he uttered, pumping his shotgun. Sarah flinched at the sound. Her father was a tranquil man. She had never seen his father upset about anything, ever. What was happening? Would it even be worth asking him? But she simply nodded.

She went into the house, leaving his father behind to watch the porch. It was an old pre-war country house they had cleared out a few years ago. She peeked into the living-room to see her ma' and the other farm aids ducking below the windows, scouting outward. They were armed with whatever they had on-hand; Shovels, hoes, brooms and kitchen knives. Something wasn't right.

"Mama, what's happening?!" she cried out in confusion, startling the group. Sarah's mother turned towards her in tears. "Stay down, baby! Why aren't you upstairs packing? Y-your daddy he-.. he saw some of 'em moving through the swamp earlier this mornin'.. I'm so sorry, girl.. We should've known not to settle 'ere so close to 'em!".

Sarah felt a shudder of terror move up her spine. She had heard and even seen some members of the crazies that had been terrorizing everyone to the west in the burnt out ruins of Winter Haven. She didn't think - no, she couldn't believe that they'd attack her family just like that. Were everyone in this stinking s**tstained world a bunch of f***ed up murderers? Egotistical bastards simply taking whatever they want?! She ran in and hugged her mother tightly for a moment that felt like an eternity, uttering "I love you, Mama" before clearing away her tears and moving up the stairs to her room where she grabbed her belongings, stuffing whatever she could fit into an old dufflebag she kept under her bed.

Before she could close up her bag however she jolted her head up abruptly, hitting herself on the bed as the sudden sound of gunfire had caught her off-guard. She ran up to the window, dufflebag in hand, to see her father walking towards a group of brightly-coloured figures. As he stepped over the body of one of the raiders he cocked his shotgun again, firing square into the chest of one of the incoming brutes. The ensuing hit lifted the poor guy up and threw him to the ground with a massive, gaping flesh wound covering his chest.

The chem dogs charged forward, one more being struck down in a hail of lead followed by a showering of crimson which saturated the soil. One of the larger raiders grabbed Sarah's father, who put down one final round into the man's skull before being tackled down by the rest. With a heavy swing of a razor-bladed mace, one of the raiders slammed him to the dirt, breaking his jaw in the process.

Sarah rushed to open the window, screaming out to her father in a shriek of desperation, who looked back to her and began wailing one of his free arms to her. He tried to speak, but was unable to speak from his injuries.

Before she could bring up another word to him, her eyes widened in horror as the raiders turned him around and held him aloft a few feet above the ground. One of them pushed their revolver into his mouth as they all screamed "THE BOBBLE SEES ALL, KNOWS ALL!". And Bang. His body shuddered its last death throes before finally going limp and falling down. Blood poured out from the open wound in the back of his head, soaking the dirt around him. The raiders snarled in simple victory, charging the house to claim their price. Sarah could hear windows breaking and the door being brought down, followed by screams and fighting below. Her mother..

She turned as her mother rushed into the room, closing and locking the door behind her. She looked to Sarah, holding tightly onto her in an almost painful embrace. "Mama, t-they.. Killed Pa! Why would they do this?!" she muttered, crying into her mother's arms. "I know.. I know. Oh baby.. My poor, sweet baby.."

The door suddenly heaved as the fighting had stopped and the chem dogs had reached Sarah's room, pounding against the frame to break through. Her mother quickly pressed herself against the door, pointing to the window. "Go! Get out of here! Through the window!"

Sarah hesitated for a moment, unable to convince her body to start moving and leave her mother behind. It wasn't until the door broke down that she snapped out of the shock, leaping out the window and rolling down the side of the roofing before landing on the ground. She ran for the woods, crying as she could hear the screams grow fainter and fainter. But she couldn't go back.

She just kept running.

Spoiler :
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Update 5: January - June, 2163
Masters of War

Inter-Faction News Reports​

WAR IN WINTER HAVEN. The emergence of the Reapers in the Winter Haven area has spurred a major armed conflict as the forces of Vault 404 and the Chem Dogs deal with the new reality. Apparently paid off by the vault dwellers in Waverly, the Chem Dogs attacked the Reapers outright, catching them by surprise. Using dynamite, the Chem Dogs blasted through the Reaper fortifications and caught them as many were still sleeping. In the chaos that ensued the Reapers were quickly cut down and the Chem Dogs were triumphant, seizing the Reaper slaves and offering the captured survivors a chance to join up with the winning team, an offer all of them took, rather than become slaves themselves. As the battle came to a close, the Chem Dogs found themselves unexpectedly betrayed, as Vault 404 sent in its militia to seize the Crucible of Lust. With the entire crew at the Reaper stronghold, the vault was easily able to occupy the Crucible with no resistance. The vault dweller army immediately headed east to finish off what they expected to be a weakened Chem Dog force. They met the Chem Dogs in an open area on an old golf course, and what became known as the Battle of Cypress Wood took place. Though outnumbered and facing down enemy robots, the Dogs had one advantage: drugs and guns. With the Reapers mostly intact and having joined the Chem Dogs, the battle that took place was surprisingly evenly matched. Having spent years spilling blood, the raiders were more than a match for the relatively soft vault dwellers. Their chem-fueled ferocity proved too much, and the vault dwellers retreated from the field, while the raiders returned to the old Reaper stronghold. Some scouting has taken place since the Battle of Cypress Wood, but it seems as though this war is set to continue through the rest of the year.

Faction Reports​

Alexandrite Archivists
Spoiler :

The Alexandrite Archivists have at last managed to secure the return of their people from the Kind Flayers, having been taken as slaves when the Crackers were defeated. A small amount of ammunition was traded to the raiders in order to secure their release. The return was met with celebration and relief, as the people of Gainesville welcomed back their long lost family. Other matters for celebration involved the completion of a new armorsmith and the removal of feral dogs from the surrounding area that were preying on travelers and people who wandered too far from the walls. Even better, a group of scouts were sent to the suburb of Arredondo, where they found a large supply of guns from an old Super-Duper Mart. The entire suburb was empty, and it looked like it may have been cleared out by the Kind Flayers as they had moved south to fight the Crackers.

Turn Stat Changes
-100 Ammunition, +10 Population from Kind Flayers’ trade
+300 Scrap Parts from local area scavenging
-300 Scrap Parts, -5 Tech Parts from construction
-5 Population, -20 Ammunition from dealing with feral dogs
+10 Scrap Parts, +1 Tech Parts, +45 1-H Guns from Arredondo scouting
+5 Population from natural growth
+10 Population from immigration
+30 Food and Water from surplus production

Lead Archivist’s Challenge
Recently some of our liberated peoples have claimed that one of those we paid to have returned became a full raider during their time with the Crackers. They reported that he had eaten captives and participated in raids on homesteaders to the south towards the Orlando ruins. They claim that he had fully embraced the raider lifestyle and should be punished. The accused, on the other hand, says that he did none of these things and is being persecuted by the group for unknown reasons. How do we respond to this?


Mr. Bawkes's Box Emporium and Boxing Solutions
Spoiler :

The Box Emporium has made some significant ground in their search for customers. With some hard labor and effort, a canoe and rafts were built to begin exploring the southern bank of the St. Johns River. They crossed the river and immediately found a riverside settlement built partially out of the old Jacksonville Executive Airport. Calling themselves the town of Ceeargi, they appeared mostly peaceful and were pleased to meet someone who did not instantly try to kill them. Sadly, they seemed to have no interest in boxes. On the home front, plenty of salvaging took place, but Mr. Bawkes himself made new ground when he hacked the previously recovered computers and found the location of an intact RobCo storage unit, full of yet even more computers. These were retrieved and were found to be factory fresh, and ready to be used.

Turn Stat Changes
-100 Scrap Parts, -15 Ammunition, +3 Improvised Explosives, +2 Rafts, +1 Canoe from production
+200 Scrap Parts, +1 Intact Computers from local area scavenging
+5 Population, +5 Dogs from natural growth
+25 Population from immigration
-300 Food and Water from consumption
-15 Food from animal consumption

Mr. Bawkes’ Challenge:
A salesman in Ceeargi is offering bottles for sale, rather than boxes. He claims that bottles are a more efficient storage device and can be used to store both liquids and solids. This has outraged some of our people who believe he is unfairly disparaging our product, and they want the mayor of Ceeargi to shut the bottle dealer down. This could of course strain our relationship with the town. How do we respond to this issue?


The Boys in Blue
Spoiler :

The Boys in Blue did nothing, just lurking in their fortress and avoiding participation with the wasteland.

Turn Stat Changes
+5 Population from Natural growth
-140 Food, -290 Water from consumption

General’s Challenge
We seem to be remarkably fortunate. We are surrounded by friendly neighbors and only a handful of hostile forces. The question we must now face, is what role will we play in the new Pensacola Bay trading system?


Citrus City
Spoiler :

The people of Citrus City crossed the Myakka River area heading towards the coastal city of Venice, seeking scrap and treasure. The journey was thankfully uneventful, and they avoided confrontation with any hostile beings. This changed when they reached the ruins of Venice, finding that the city was infested by ghouls among the ruins. The fighting began almost immediately, but the warriors of Citrus City were more than enough to deal with them. By the time the expedition began to return home, there were only the tiniest few pockets of ghouls remaining. Unfortunately, they found only scrap, and nothing much else in the city worth the trip.

Turn Stat Changes
-400 Scrap Parts, -7 Tech Parts from construction
+1,000 Food from hunting/gathering
+35 Scrap Parts from local area scavenging
+250 Scrap Parts from Venice expedition scavenging
+10 Population from natural growth
+40 Population from immigration
-800 Food, -200 Water from consumption

The Fox’s Challenge
Some of our men have begun taking multiple wives for themselves, and the women in general seem fine with the new arrangement. Still, some of the more conservative members of the tribe are opposed to this development, saying that it flies in the face of tradition and should not be allowed. How do we respond to this debate?


Crusaders of the Holy Land
Spoiler :

The Crusaders of the Holy Land have begun to take advantage of the new security in their area by exploring sites of interest around them. The first went to a scientific institute called Mech-Tech, but all they found was a single intact piece of technology and some guns from the security office. The third expedition went into Metro West, where they found the wreckage of a destroyed community, clearly a hold for settlers or raiders, and just as plainly destroyed in combat. They found a handful of small arms that had not been used by the inhabitants of the community. A fourth expedition to Buena Ventura Lakes disappeared entirely, with no sign of what happened to them. The fifth expedition to Celebration also failed to return.

The second expedition went into the metropolitan area of Orlando and made an alarming discovery, as they found four gangs ruling the ruins. The first of these gangs on the west side of the city is the terrifying Bobblers, who wear Vault-Tec bobblehead masks and never speak outside of their fortress, only letting out terrifying screeches. The second, on the east side, is a gang calling themselves the Golden Knights, wearing fashioned metal armor and wielding submachine guns throughout the ruins. Then there’s the Executives in the north, a group of suited cannibals who enjoy both the pleasure of the hunt and looking good while they do it. Lastly, on the south side of the city, are the Felony Lane Gang, who are said to be the descendants of the original criminal looters that existed even before the chaos of the Great War.

Turn Stat Changes
-1,500 Food, +1,500 Water from trade with Elias City Representatives
+15 Scrap Parts, +1 Tech Part, +10 2-H guns from Mech-Tech expedition salvage
+10 1-H Guns from Metro West expedition salvage
-30 Population, -30 Low-Tech Melee Weapons, -5 Dogs from lost Buena Ventura Lakes expedition
-30 Population, -30 Low-Tech Melee Weapons from lost Celebration expedition
+1,750 Food from hunting/gathering
+10 Population, +5 Dogs, +1 Horse from natural growth
+10 Population from immigration
-750 Food, -250 Water from consumption

Grandmaster’s Challenge
One of our scouts who went to Celebration has returned. He however came back without weapons, and is constantly smiling and singing happy tunes in tongues. He insists that everyone needs to be happy, and becomes violent when he sees people not smiling or laughing. What do we do with this obvious shocked veteran of our scouts?


Elias City Representatives
Spoiler :

The Elias City Representatives, after spending years south of Orlando have at least gathered the courage to venture in. After only hearing rumors and chatter from immigrants about the horrors within, they have at last accumulated solid intelligence. They discovered that the ruins of Orlando itself are populated by four vicious and brutal raider gangs, with massive stockpiles of food, water, and munitions of all sorts. They have been apparently fighting over the city for decades, killing off weaker gangs and homesteaders while they build up their own power. As of now, the first of these gangs on the west side of the city is the terrifying Bobblers, who wear Vault-Tec bobblehead masks and never speak outside of their fortress, only letting out terrifying screeches. The second, on the east side, is a gang calling themselves the Golden Knights, wearing fashioned metal armor and wielding submachine guns throughout the ruins. Then there’s the Executives in the north, a group of suited cannibals who enjoy both the pleasure of the hunt and looking good while they do it. Lastly, on the south side of the city, are the Felony Lane Gang, who are said to be the descendants of the original criminal looters that existed even before the chaos of the Great War. The scouts sent into Orlando still were fortunate to find some decent technology and guns before they fled, avoiding any conflict with the raiders, as they were mostly left alone.

Turn Stat Changes
-50 Ammunition from Orlando area scouting losses
+6 Tech Parts, +30 1-H Guns from Orlando area scouting salvage
-1,500 Water, +1,500 Food from trade with Crusaders of the Holy Land
+800 Scrap Parts from Triangle Trade Route area scavenging
+15 Population from natural growth
+10 Population from immigration
-1,075 Food from consumption
+525 Water from surplus production

Senior Manager’s Challenge
The discovery of the terrifying Bobblers has led some of our advisors to believe that the culprit behind the recent bobbleheads could be a Bobbler spy. Recent contact with the raiders could reinforce this suspicion (See NPC Diplomacy). They have encouraged us to redouble our efforts to find this person and illegalize bobbleheads, before they could betray us to the raiders. How do we respond to this pressure?


Fair Play Inns
Spoiler :

Fair Play Inns has been continuing to develop its abilities and assets, building a new forge to complement its production. The forge has enabled the group to produce some of its own weapons, hopefully to supplement its firearms, which are quickly declining in utility as they run out of ammunition. A canoe was also built, to be used to explore the Savannah River. When it was sent out, though, with a small group of scouts, it failed to return from its journey.

The main event for Fair Play Inns, however was the attack on the small town of Hartwell, seeking to acquire its munition stocks and other items for a trade with Vault 107. Unfortunately, the town saw them coming and were able to put up a good fight for the few items they possessed. The raiders paid a heavy price to take the town, and a good portion of the town was destroyed in the process. A decent number of the settlers fled the raiders, while the stocks were damaged and destroyed. Still, the raiders were able to acquire enough ammunition to make a trading deal with Vault 107 for their stocks of precision tools. It was clear that the vault was beginning to make new strides, as their people kept coming out under the Inns’ observation, chopping down nearby trees and scrapping metal for projects unknown.

Turn Stat Changes
-300 Scrap Parts, -5 Tech Parts from construction
+310 Scrap Parts from Lavonia area salvaging
-1,000 Food, -75 Scrap Parts, +100 Alcohol, +25 Low-Tech Melee Weapons, +100 Improvised Explosives, +1 Canoe from production
-20 Alcohol from looting celebration
-15 Population, -15 Low-Tech Melee Weapons, -3 Improvised Explosives, -1 Canoe from scouting expedition losses
-60 Population, -40 Ammunition, -106 Alcohol, -25 Improvised Explosives from attack on Hartwell losses
+20 Slaves, +700 Food, +700 Water, +80 Ammunition, +20 1-H Guns, +5 2-H Guns from Hartwell spoils
-10 Alcohol, -10 Food, -2 Tech Parts, -20 2-H Guns, -40 Ammunition, +1 Precision Tools from Vault 107 trade
+5 Population from natural growth
+10 Population from recruitment
-390 Food, -240 Water from consumption

Innkeep’s Challenge:
Since the most recent scouting expedition disappeared, some of our sentries have reported seeing a dark shadow in the waters of the river, not far from our home base. Some believe it’s the spirits of the lost expedition coming back to haunt us, while more practical others claim that it’s a threatening beast and we should attempt to destroy it. Others suggest we leave it alone and not invite any more trouble. How do we respond to this issue?


Folkston
Spoiler :

The people of Folkston have been forced to deal with an unfortunate outcome of recent scouting to the south. A number of people seemed to have a particularly severe reaction to the gases set out by the trees in the preserve. They would wander around randomly at night and seem to be lost or confused. With no trained doctor in the settlement, the people were locked up and confined for a time, and they all mysteriously died within a few hours of each other. Before the bodies could even be taken out, a shocking discovery was made, as it seemed plants were growing out of the corpses even in the reduced light of a cell. The entire area was quarantined as the leaders of Folkston attempted to figure out their next move.

A major expedition was sent out, towards the small town of Woodbine. They were dismayed to find the ruins occupied by a large raider encampment. The raiders proved to be numerous and well equipped and quickly attacked the people of Folkston. The expedition retreated quickly, pursued by raider scouts the entire way. The raiders identified themselves as the Ruby Vipers, and promised that Folkston would be hearing from them soon.

A second expedition sent across the St. Mary’s went to the ruins of Andrews. The town was surprisingly empty of any habitation, although there were signs that it was once fortified and lived in. This was likely some time ago, perhaps decades, and there’s no real clear sign of why the town was abandoned, as the fortifications and farms have clearly just fallen apart, rather than been destroyed. No bodies were found, and it looked like the people just up and left.

Turn Stat Changes
-30 Ammunition, +6 Improvised Explosives from production
-10 Population from plant losses
-30 Population, -25 Ammunition -3 Improvised Explosives, -10 Dogs from Woodbine expedition losses
+90 Scrap Parts from Andrews expedition salvage
+5 Population, +5 Dogs from natural growth
+10 Population from immigration
-65 Food, -215 Water from consumption
-85 Food from animal consumption

Madame’s Challenge:
The emergence of these plants in our jail has given us all some alarm. Two proposals have been made. First, it has been suggested that we carefully take the time to study the plants and see what we can learn from their odd reproduction and lifecycle. The second is that we should burn the place down and the plants with it, as we do not want to risk this infection from spreading among our population. How do we respond to this issue?


Ganglaw
Spoiler :

The Arsenic Hounds are no longer the only gang in town. They have the Gold Hogs and the Fiddlin Devils to consider. With these new additions, the Ganglaw has been formed, a new form of organization meant to keep the peace between the three raider clans. The Ganglaw has acted as the new organization to head out into the wasteland to find supplies for the clans as they rally together. The first of these “fetch games” has gone out into the wastes to hit a few sites for supplies.

The first site they hit was the small town of Unadilla. There were clear signs that some other party had already investigated the area for anything useful, and it was mostly stripped of valuable salvage. Still, some scrap was recovered by the slaves. At the nearby Dooly State Prison they had more luck, finding a decent amount of technology parts and liberating the arsenal from the prison armory. In Browndale, they found a small raider gang calling themselves the Serpent Squad. Impressed by the Ganglaw and its organization, they were recruited into the order and joined alongside the rest of the expedition. In Grovania, the expedition stumbled across a group of bears, but gave the deadly creatures good distance. This allowed them to find some technology parts in a nearby computer store. In Clinchfield, the group was fired upon by the town’s militia, having recognized the Serpent Squad as raiders who had plagued them. The Ganglaw’s people had some heavy casualties from the militia, and were forced to flee. After fleeing Clinchfield, the Ganglaw was able to recruit yet another band of raiders from the nearby town of Elko. Like the Serpent Squad, those who call themselves “Untamed” were branded outlaws by Clinchfield. They revealed that they had been sitting on a supply of intact technology parts that they recovered, and willingly gave them to the Ganglaw.

Turn Stat Changes
-200 Scrap Parts, -4 Tech Parts from construction
-40 Population, -405 Ammunition from Fetch Game expedition losses
+150 Population, +100 Slaves, +1,000 Food, +1,000 Water, +790 Scrap Parts, +52 Tech Parts, +700 Ammunition, +900 Chems, +100 Low-Tech Melee Weapons +120 1-H Guns, +50 2-H Guns from Fetch Game expedition salvage and gang recruitment
+10 Population, +5 Dogs from natural growth
-1,145 Food, -945 Water from consumption
-45 Food from animal consumption

MacMaster’s Challenge
The “Untamed” have developed a habit of barking at the Arsenic Hounds’ dogs to rile them up for fun, and get them fighting. This has proven to be disruptive and possibly damaging to our dogs, but the Untamed claim it’s just good sport. How do we resolve this rising matter of fighting?


Grackle Felda
Spoiler :

The Grackles in Felda have embraced some of the local traditions, holdings elections to choose a new leader. The old mayor of the town competed with Elder Arl for leadership, but with the Grackle majority and even support from the townsfolk, Elder Arl won the vote handily. He is now once again fully in charge, until the day of his death. Other efforts continued in scavenging in the area around Felda, as it became clear that no more scrap could be collected from Felda and the immediate area, after teams picked the last salvage clean from the rubble. Some more went into the Oakloacoochee Slough Forest, and found some useable scrap, but most of the trees and foliage were beyond usefulness. To make matters worse, the area was full of ghouls, and they proved a tough fight for the expedition, which thankfully only had minimal losses at the end of the day.

Turn Stat Changes
+600 Scrap Parts from local area scavenging
-10 Population -125 Ammunition from Okaloacoochee Slough Forest scouting losses
+130 Scrap Parts, +8 Tech Parts from Okaloacoochee Slough salvage
+10 Population, +5 Dogs, +1 Horse from natural growth
+25 Population from immigration
-485 Food and Water from consumption
-155 Food from animal consumption

Elder’s Challenge
The Brass Lions have sent an emissary requesting a parlay and negotiation to sit down to discuss areas of influence, wanting to end the conflict that took place. Some of our advisors believe that this could be a trap, but others think the risk might be worth it. They have insisted on meeting with Elder Arl for these negotiations. How do we respond?


Guards of the Coast
Spoiler :

The Guards of the Coast have continued to patrol the keys, seeking out areas with treasures and supplies that could be used in the development of their community. The first of these groups went to Sugarloaf Key, which they found a small amount of mirelurks nesting in. The nests were easily cleared out, but the expedition had some losses in the process. Middletorch Key had an even larger population of Mirelurks, but the expedition managed to clear out a few of the nests and keep the scavengers safe while they worked. Only a few minor injuries were reported in the process, and they were pleased to report the discovery of a cache of pre-war melee weapons. The expedition to Big Pine Key found something far more horrifying. A pair of massive amphibious creatures appear to have made Big Pine Key home. These creatures have three heads and a reptilian appearance, earning the nickname of “hydra.” Thankfully, they lack the regenerative properties of those mythological beasts, as one was killed by the expedition’s guards. Unfortunately, based on the noises from the island, multiple more almost certainly remain. The final expedition reached Marathon Key. They found some evidence that a group of scavengers had likely picked over the place less than two years earlier, leaving behind only mirelurk nests that more or less left the expedition alone.

The people of the Guards of the Coast were surprised by one new development, however. Another small boat, much like the ones the Guards used appeared at the docks at Key West. On board was a group of well-armed individuals wearing Vault-Tec suits labeled “299.” Claiming to be from a vault on Key Largo, they were friendly enough, saying that they were merely looking for places where scrap and other supplies could be salvaged from.

Turn Stat Changes
-600 Scrap Parts, -2 Tech Parts, +750 Food from trading with Neuquex
-2 Energy from island expedition usage
-10 Population, -185 Ammunition from Sugarloaf Key expedition losses
+90 Scrap Parts, +1 Tech Part from Sugarloaf Key expedition salvage
-185 Ammunition from Middletorch Key losses
+100 Scrap Parts, +2 Tech Parts, +25 High-Tech Melee Weapons from Middletorch Key salvage
-185 Ammunition from Big Pine Key losses
+50 Scrap Parts from Big Pine Key salvage
+100 Scrap Parts from Marathon salvage
+350 Ammunition from sale of Hemingway cats
+10 Population from natural growth
-490 Food, -140 Water from consumption

Admiral’s Challenge
Our recent killing of the hydra on Big Pine Key seems to have seriously angered its mate! It’s coming towards us and Neuquex lays in its path. They are unaware of the danger, but could possibly kill it without our intervention. Some of our more ruthless advisors suggest that we could let the hydra weaken Neuquex, which will make them more dependent upon us. They say that we cannot afford to risk our single functioning ship to save the town. How do we respond to this imminent threat?


Hermetic Order of the Drowned Temple
Spoiler :

The Hermetic Order of the Drowned Temple has made an aggressive step towards protecting their interests. Decrying the existence of a monarchy in White City, they demanded that the monarch step down and give authority to the Order. Faced with overwhelming firepower if he declined, he agreed, and left White City forever, along with his immediate friends and family. The rest chose to stay under the Order’s leadership, and have nervously watched as they took over management of the town. Nearby Palm City expressed some concern, but remained neutral in the dispute, continuing to supply the Order with water. Not all was cheery news for the Temple, as an expedition sent to retrace the steps of the Turnpike expedition from last year failed to return and is presumed lost.

Turn Stat Changes
+110 Population, +1,320 Food, +965 Water, +120 Scrap Parts, +300 Ammunition, +50 1-H Guns from occupation of White City
+400 Water from Palm City tribute
+185 Scrap Parts from local area scavenging
-20 Population, -120 Ammunition, -20 Laser Weapons, -5 High-Tech Melee Weapons from Turnpike expedition loss
+5 Population from natural growth
+30 Population from immigration
-90 Food, -340 Water from consumption

Dame’s Challenge
The capture of White City has caused us to revisit our immigration policy. The town has stated that it has never welcomed migrants of any kind under the old leadership. Some have suggested that we open up immigration in the town for civilian workers, while we retain our old standards for the Temple itself. Others believe we should apply the same high standards for recruitment in all of our possessions. How do we respond to this debate?


The Lordship of San Marcos
Spoiler :

The Lordship of San Marcos has begun its first step to remaking the world in their own image. A large expedition was sent out with the best weapons they could muster to attack the city of Spuds, and bring it to heel. Unfortunately, due to the large amount of power armor and soldiers involved, they were spotted by Spuds’ scouts and sentries long before they reached the walls. They attempted to launch a nighttime attack, and the people of Spuds were alert. Eventually, through sheer brute force, the Lordship’s soldiers broke through the walls and fortified positions and the fighting started in the city itself. The militia fought house to house against the invaders, and the fighting tore about the town, resulting in fires and major damage to some of the farms and stations. Many civilians were killed in combat, while others simply fled. Eventually, despite traps, last stands, and desperate defenses, the Lordship emerged triumphant. Most of the town’s citizenry were declared to be “serfs,” while a relative handful were acquired as volunteers to join the Lordship’s military or as skilled labor in Spuds. The neighboring town of Hastings has become significantly alarmed, fearing that they could be the next conquest for the Lordship’s war machine.

Turn Stat Changes
-50 Ammunition, +10 Improvised Explosives from production
-90 Population, -300 Energy, -600 Ammunition, -40 T-51 Power Armor Suits, -10 Improvised Explosives from Battle of Spuds losses
+450 Population, +1,110 Slaves, +2,500 Food, +2,000 Water, +750 Ammunition, +920 Low-Tech Melee Weapons, +270 1-H Guns, +110 2-H Guns from spoils of Battle of Spuds
+10 Population from natural growth
-315 Water from consumption
+335 Food from surplus production

Commander’s Challenge
Some of our serfs have apparently learned how to rig their collars to detonate at will. This has caused several suicide attacks on our garrison in Spuds, and even outside of San Marcos itself. They have claimed that they will “live free or die” and seemed determined to prove it. Some of our advisors have suggested that our serfs not use the collars, but if so, it’s likely that many would flee as soon as they had the chance. Others believe that harsher measures could be used to prevent further violence. How do we respond to this issue?


Nuclear Dragon Clan
Spoiler :

The Nuclear Dragon Clan continues to wage war upon the mirelurks of Boca Raton, seeking out more treasure in the ruins and finding death and battle instead. The mirelurks have proven highly aggressive in the area, attacking the expedition sent out relentlessly. Thankfully, superior firepower and weapons helped make the fighting a bit more even. Still, losses were suffered among those sent out, and the people of the Nuclear Dragon Clan even managed to clear out one of the larger mirelurk nests in the area in the process. They recovered a moderate amount of scrap and even a couple of loose bits of technology from the rubble.

Turn Stat Changes
-20 Population, -190 Ammunition from Boca Raton expedition losses
+230 Scrap Parts, +2 Tech Parts from Boca Raton salvage
+5 Population from natural growth
+15 Population from immigration
-35 Food from consumption
+215 Water from surplus production

Emperor’s Challenge:
One of our new immigrants is rumored to have been a raider before he moved here. He confessed that he had done some things he regretted in the past, but he’s now just looking for a place of peace away from his old deeds. Some of our people believe that he’s a spy for a raider band and could be ready to lead his fellow raiders to us. They think we should hang him and prevent his plan from reaching completion. He denies all of these accusations. How do we respond to this issue?


Poxxy’s Chem Dogs
Spoiler :

Poxxy’s Chem Dogs surely faced significant losses in the first half of the year. With the loss of the Crucible of Lust during the war with Vault 404, they are no longer able to produce chems. To make matters worse, before the gang began, the prophet of the Bobblehead cult was killed in an apparent assassination attempt. At first it was theorized that the Reapers were responsible, but it became clear that Vault 404 was truly to blame. With the Reaper Hold now the new refuge of the Chem Dogs, it is uncertain on how and if this war can be won with a determined foe.

Turn Stat Changes
-1,130 Scrap Parts, +20 Alcohol, +230 Low-Tech Melee weapons, +180 Low-Tech Ranged Weapons from trade with Vault 404
-200 Scrap Parts, -10 Tech Parts, -1 Laboratory Equipment from construction
-1,000 Food, +200 Chems, -100 Alcohol, -50 Ammunition, +100 Improvised Explosives, +5 Dynamite from production
-20 Slaves, -20 Population, -230 Chems, -5 Dynamite from attack on Reaper compound losses
+2,000 Food, +2,000 Water, +310 Population, +110 Slaves, +200 Ammunition, +200 Chems, +500 Low-Tech Melee Weapons, +100 1-H Guns, +50 2-H Guns
-1,370 Food, -1,270 Water from capture of Crucible of Lust losses
-450 Population, -150 Slaves, -400 Ammunition, -200 Chems, -100 Improvised Explosives from Battle of Cypress Wood losses
+40 Slaves, +230 Low-Tech Melee Weapons, +60 Low-Tech Ranged Weapons from Battle of Cypress Wood spoils
+5 Population from natural growth
+50 Population from recruitment
-605 Food from consumption
+95 Water from surplus production

Doctor’s Challenge:
The loss of Poxxy’s old lab and the newly built Chemist is bad news for recreational chem users. While it may be wiser to sit in our fortifications and let the vault dwellers come to us, if we don’t reclaim the Crucible of Lust, some of our raiders are likely to start having severe withdrawal symptoms. How do we respond to this rising issue?


The Preservatory
Spoiler :

The people of Vault 99 have decided to embrace a new identity, shedding the old trappings of Vault-Tec, and proclaiming themselves the Preservatory. The Overseer has pledged a new course for the people of the Preservatory, offering the reclamation of old world technologies and luxuries. A new forge has been built to help arm the people for this endeavor, as they are well aware of the dangers of the outside world. A major expedition was sent out to the nearby ruins of Spring Hill, only to find that the ruins weren’t very ruined at all. A small town had emerged there, headed by an authoritarian “mayor.” The people of Preservatory were welcomed, cautiously, but not allowed inside of the walls with their robots or munitions. Other scouts sent south towards Port Richey and Tarpon Springs simply disappeared, not leaving any word about what happened. A second scouting party sent east suffered the same fate.

Turn Stat Changes
-300 Scrap Parts, -5 Tech Parts from construction
-20 Population from lost expeditions
+720 Scrap Parts from local area scavenging
+10 Population from natural growth
+10 Population from immigration

Overseer’s Challenge
Some of our population, especially recent migrants, have objected to the tests we’ve begun performing on captured wastelanders as instructed. Our scientists believe that the information collected from autopsies of those who have lived their lives in the wasteland could be invaluable to long term research, but some of our people argue that it is inhumane. How do we respond to this debate?


The Revenant Corps
Spoiler :

The Revenant Corps has done its best to make civilization in an apparently barren wasteland. They have continued work hard to salvage supplies in Marietta, but faced resistance from the local wildlife. The bears in Marietta proved to be tough adversaries, and took significant amounts of laser blasts without flinching. Eventually the guards reduced the population of bears enough that the salvaging could take place undisturbed. They were eventually joined by scouts from Smyrna, who were done unsuccessfully investigating to see if they could find any signs of what happened to the people who once lived there.

Three scouting expeditions were also sent out from the bunker. One revisited the town of Cumberland and found nothing new. Another was sent out to Sandy Springs, and failed to return entirely, despite being well armed and trained. Lastly, an expedition was sent to the area of Vinings, where they encountered a large number of ghouls. These zombie-like creatures attacked relentless, but the superior firepower of the scouts was more than enough to keep them at bay while they conducted their mission. They were rewarded by the discovery of an intact gun shop and its supplies.

Turn Stat Changes
-75 Energy, -150 Ammunition from Marietta salvaging losses
+190 Scrap Parts from Marietta scavenging
-5 Population, -3 Energy, -15 Ammunition, -5 Laser Weapons, -5 High-Tech Melee Weapons, -1 T-51 Power Armor Suit from lost Sandy Springs expedition
-3 Energy, -15 Ammunition from Vinings expedition losses
+15 1-H Guns from Vinings expedition salvage
+5 Population from natural growth
-280 Food and Water from consumption

Captain-General’s Challenge:
A fault has been discovered in thirty of the High-Tech Melee Weapons we had previously recovered. Apparently, under the exact wrong circumstances, can cause them to essentially explode in the faces of the wielder, killing them. Thankfully we discovered this before anyone used them, and our armorer suggests scrapping them for parts. Others argue that we should hold on to them, just in case of disaster, as they may prove useful someday. How do we respond to this issue?


Sons of Hope
Spoiler :

The Sons of Hope were baffled and angered by the theft of some munitions from the armory. An investigation immediately commenced, but they found nothing that would convincingly incriminate any of the bunker’s residents. With no suspect found, they had to continue with the everyday business of the bunker. Scrap continued to be collected locally, and a small team of scouts found a small cache of technology at the old Gulf Coast University, and recruitment continued from among the local population. All in all, the Sons of Hope enjoyed a quiet start to the year.

Turn Stat Changes
-40 Ammunition from supply theft
+3 Tech Parts from Florida Gulf Coast University salvage
+200 Scrap Parts from local area scavenging
+10 Population from natural growth
+30 Population from immigration and recruitment
-420 Food, -470 Water from consumption

Hope’s Challenge
A smaller amount of ammunition has gone missing! Rumor has it that an opportunist is taking the ammunition and selling it to a raider gang called the Brass Lions. Some of our original residents are blaming the thefts on recent immigrants into the vault, and have called for them to be expelled. Others believe that we need to heighten the guard and take measures to protect the migrants from retaliation by radicals. How do we respond to this issue?


Stake of Monticello
Spoiler :

The Mormons are still on the move, leaving behind the settlement in Pensacola as they seek out a new land to call their own. They have doubled back east, passing by Bagdad and Holt, and following their old trail. The first place they passed that was new was the old Duke Field Air Force Base. They ended up keeping a wide berth, as the base’s defenses were still active and relentless, killing a number of scouts who attempted to approach. They headed south towards Chochtawatchee Bay, where they found yet another large and prosperous settlement, called Niceville. The absolute leader of the city failed to live up to its name and was borderline hostile to the migration. The gates were shut and the local militia encouraged the Mormons to move along as quickly as possible. The neighboring town of Choctaw was much friendlier, though slightly smaller. They even had a fully functional clinic which offered to treat any illnesses and injuries among the Mormons.

The Mormons’ luck ran out in the ruins of Freeport, where they were swarmed by wave after wave of ghouls. The vicious creatures poured out of the surrounding woods and buildings and constantly attacked the exodus as they fled the town. Unfortunately, holding them back consumed the last of the group’s ammunition, making the Mormons almost completely defenseless. Thankfully the town of Bruce was nearby and populated by friendly settlers, who offered a safe haven. This did not last as they passed into Ebro. In that area, they felt the constant apprehension that they were being stalked and hunted. Sentries simply disappeared, and only the gory remains were ever found. In Vicksburg, the exodus found nothing, except for rats and an abandoned gun shop with plenty of functioning firearms. They were relieved to find that the bridge into Panama City was intact, and crossed it with great trepidation, not knowing if at last their wanderings were at an end.

Things started poorly when they crossed the bridge to find the southern end under guard by a group calling themselves the Ivory Angel Company. They claimed that the bridge was under their control and could only be passed by submitting tribute. They demanded and received the guns that the Mormons had recovered on the other side of the bridge, as the Mormons had no choice but to submit with no weapons of their own that had munitions. Unlike past raiders the Mormons had encountered, these seemed incredibly professional and well organized, using military terminology and precision. They were more than happy to leave the Mormons alone after tribute was paid, even as they passed the Ivory Angel Forward Base, a heavily fortified settlement in Lynn Haven. Things also ended poorly when entering Panama City itself, to find that the area was worthless for farming, and crowded with ghouls. With no working weapons, the Mormons were further whittled down as they struggled to survive. They did at least find a system of working computers and some technology as they set up a base within the ruins.

Missionaries sent out to the other towns were apparently unable to return, and it is uncertain where they could have ended up, as the Mormons are not out of contact, with the Ivory Angels controlling the only passage into Panama City.

Turn Stat Changes
+500 Food and Water from Pensacola gift
-50 Population, -280 Ammunition from exodus losses
+115 Scrap Parts +7 Tech Parts, +1 Intact Computers from exodus salvage
-60 Population from people sent as missionaries to the cities of Pensacola Bay
+5 Population from natural growth
+15 Population from immigration
-230 Food and Water from consumption

Overseer’s Challenge
Our wandering appears to be destined to continue forever, and our exhausted peoples have committed themselves to the growing ideology of wanderlust and exodus. With no ammunition, no weapons of use, and unknown future ahead of us, our people are ready to move on once more. How do we proceed?


Vault 117
Spoiler :

Vault 117 has long been overcrowded with people, and at last steps have been taken to make life more comfortable. Under the leadership of the Overseer, a settlement has been constructed among the ruins of Snellville, called New Gwinnett. Established as a farming community, this settlement has been laid out to allow the people of Vault 117 to feed themselves, and offer new and less crowded homesteads for those who wish to live in the wasteland. Meanwhile, the community has also been focused on salvaging everything they can from areas surrounding Stone Mountain and Snellville. Lilburn has been problematic, as it was discovered the traps within were keeping a large amount of ghouls penned in the center of the community. Some of the ghouls were released, killing some of the salvagers.

Seeking to see other areas and their offerings to the growth of Vault 117, scouting parties were sent out to explore. In Pittsburg, they found a decent amount of technology and a large amount of rifles from an old hunting shop. Four other expeditions were also sent out. One found that the community of Norcross was still functioning, and under the rule of a Baptist church. They greeted the vault dwellers cautiously, before sending them on their way. The other expeditions failed to return entirely.

Turn Stat Changes
-3,600 Scrap Parts, -2 Tech Parts from construction of New Gwinnett
-90 Scrap Parts, +90 Low-Tech Melee Weapons from construction
-20 Population from scavenging losses
+1,980 Scrap Parts from local area scavenging
+4 Tech Parts, +45 2-H Guns from Pittsburg scouting
-10 Population from lost Embry Hills scouting
-10 Population from lost Doraville scouting
-10 Population from lost Sandy Springs expedition
+30 Population from natural growth
-200 Food, -500 Water from consumption

Overseer’s Challenge
The raider group we previously saw called the Fangs has noticed the construction of our new settlement. They have demanded that we pay tribute in the form of food and water we cannot spare. Some of our leaders advocate an overwhelming wave of militia to defeat them, but that would come at a heavy cost. Others believe we should do what we can to pay the tribute, and avoid war until we are ready. How do we respond to these demands?


Vault 299
Spoiler :

The people of Vault 299 have launched a new expedition to explore the Florida Keys and discover any new lands for salvaging and scavenging supplies. They stopped first near Lower Matecumbe Key, and found the island to be populated by another raider tribe much like the Panthers. The boat was easily able to keep away from them, though the cannibals’ canoes followed behind as far as they could. The vault dwellers have identified these raiders as “Matecumbes.” They had similar unfortunate luck on Long Key, when the island was found to have been hit directly with a nuke, causing a large number of ghouls to exist. The ghouls drove the explorers back to the boat before they could do any scavenging. Duck Key had a similar circumstance, also full of ghouls, making it impossible to explore. On Vaca Key they found the ruins of a settlement, apparently recently attacked, possibly by the Matecumbes, as there were broken arrows and items left behind. A couple of technology parts were found, but little else was left intact. The island of Marathon was similarly stripped of supplies, and there were signs of a recent presence on the docks.

The island of Bahia Honda Key was much like Duck Key and Long Key, full of ghouls, remnants of the island’s old inhabitants. This time they acted a little bit more passive, allowing the boat’s crew to do some exploration. A large supply of technology was recovered from the ruins. On Big Pine Key, the boat was nearly swamped by a large and aggressive creature with multiple heads, they were barely able to escape. On Middle Torch Key, they encountered mirelurks, but managed to get around through most of the nests via superior firepower. Sugarloaf Key appeared empty and stripped of anything of value, and once again there was clear signs of recent activity. The source of these signs were confirmed when the expedition ended up at the friendly town of Neuquex, built on an old airport. They directed the vault dwellers to a group called the Guards of the Coast, located to the west. Contact was made before the vault dwellers returned home.

Turn Stat Changes
+30 Population from Panther integration
-500 Scrap Parts, +5 Canoes, +10 Rafts
-10 Population, -2 Energy, -135 Ammunition from Keys exploration losses
+11 Tech Parts from Keys exploration salvage

Overseer’s Challenge
The discovery of communities that do not treat us like hostiles on sight is a new one to us with the opening of the Vault. The Guards of the Coast seem to be decent people with some comprehension of diplomacy, and our people are unsure what to make of this. A few have suggested contributing canoes to regular travel between here and Key West, but the Matecumbes stand in the way of regular commerce. They have suggested we eliminate the Matecumbes so that the flowers of diplomacy and trade may blossom in the Keys. How do we respond to this pressure?


Vault 323
Spoiler :

Vault 323 has been focused upon the development and production of things that will help protect them as the threat from the Muharibs continues to rise. A new armorsmith has begun production of new armor to protect the people from threats. This has proven to be a good investment, as the vault continues to face threats on all sides. The Muharibs launched a major raid on the vault’s scavengers, abducting as many as they could from the ruins surrounding the vault in a series of skirmishes. They avoided the vault itself, taking on isolated individuals or small parties in these fights.

A scouting expedition west found a new threat, a band of raiders calling themselves the Mamba Band settled in Plantation. There was a brief skirmish with these raiders, as the scouts held them back, smashing them in melee combat. The scouts were able to continue north as the raiders gave them a wide berth, only to find yet another raider settlement in the ruins of Sunrise. It’s clear that the raiders have carved out territory and continue to fight amongst themselves, but this band is clearing winning the struggle with the Mambas. Calling themselves the Empty Eyes, these raiders are a ferocious group of thugs, and they slaughtered nearly half of the scouts before they fled back to the vault.

Turn Stat Changes
-800 Scrap Parts, -5 Tech Parts from construction
-1,100 Scrap Parts, +300 Low-Tech Melee Weapons, +40 Low-Tech Ranged Weapons, +60 Metal Armor from production
-40 Population, -260 Ammunition, -40 1-H Guns from Muharib raid
+785 Scrap Parts from local area scavenging
-20 Population, -20 Ammunition from Plantation scouting losses
+10 Population from natural growth
+5 Population from immigration

Overseer’s Challenge
We are out of ammunition and it feels as though our enemies are closing in around us. The Overseer is under rising political pressure to make at least some effort to eliminate or destroy one or more of the raider gangs surrounding us. As yet, it does not appear that the western gangs know where we are, but paranoia is rising about the Muharibs and their intentions. How do we respond to the rising pressure?


Vault 404
Spoiler :

The outbreak of total war with Poxxy’s Chem Dogs has been very nearly a disaster. Hundreds were killed in the Battle of Cypress Wood, and while we have seized control of their Chemist, it has come at a tremendous cost. The Chem Dogs have been reinforced by the Reapers who survived their assault, and they proved a truly resilient foe on the battlefield. The Waverly militia tells stories of drugged up Chem Dogs charging through fire to carve apart our men, taking down dozens before they would finally fall to the flames. With plenty of production fueling the war effort, and new weapons being produced, most are confident that overall victory is still in the future.

Turn Stat Changes
+1,130 Scrap Parts, -20 Alcohol, -230 Low-Tech Melee Weapons, -180 Low Tech Ranged Weapons from trade with Poxxy’s Chem Dogs
-1,340 Food, -2,730 Scrap Parts, +830 Low-Tech Melee Weapons, +380 Low-Tech Ranged Weapons, +240 Improvised Explosives from production
-10 Food from donation to the Hunger
-50 Food, -50 Water from donations to travelers
+1,370 Food, +1,270 Water from capture of Crucible of Lust spoils
-430 Population, -90 Ammunition, -10 Alcohol, -250 Low-Tech Melee Weapons, -90 Low-Tech Ranged Weapons, -350 Improvised Explosives, -120 Mr. Handys, -9 Mr. Gutsys from Battle of Cypress Wood losses
+15 Population from natural growth
+35 Population from immigration
+1,185 Food, +1,135 Water from surplus production

Overseer’s Challenge
With so many lost to the fighting, everyone has been touched in some way. With the war still not nearing a close, morale has dipped substantially as most don’t even have the ability to bury loved ones, with the deceased still laying on the battlefield, or consumed by hungry raiders. How do we boost morale in this dark hour?


Vault 512
Vault 512 was believed to be a control vault established in the state of Florida. Residents of Miami and the Homestead area fled to the vault to escape in the incoming missiles of China and to save their families from total atomic annihilation. With the unfortunate passing of the previous Overseer, Raoule Cinders was elected to lead the people of Vault 512. A woman that is known less about her deeds and more about a single thing: Attitude. A personality that oozed discipline, an aura of icy, cold strength enveloping her each and every single action. A personality that was unafraid to get things done. She will need every bit of that determination as the people of the vault ascend the elevator for the first time and explore the world beyond.

Spoiler :

Overseer’s Challenge:
As we open the doors to the vault we must consider something new. Out there are thousands of homeless people and vagrants, seeking out a safe port in the storm that is the nuclear wasteland. How do we treat those who come to us, looking for a new place to live?


NPC Diplomacy

To: Elias City Representatives
From: Bobblers

We will not seek tribute from you should you provide us with one thing: indefinite safe access to your Vault-Tec exhibit and stores. Turn over all bobbleheads and any of those touched by the great Bobble. Noncompliance will be met with swift punishment.

To: Ganglaw
From: Vienna

Who are the Tractors and who are you?

To: Vault 117
From: Fangs

Welcome to the area blueskins. If you want to live in our territory, you’ve got to pay the price. Provide us with 250 Food and Water every six months or face the consequences.

OOC

@robert Can’t: You’ve passed some good sites for farming on your journey, let me know by private message if you want a list of those locations.

Just assume that if you have no Clinic, you do not have an actual doctor on site in your town. Doctors are rare and magical creatures.

World Map

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To: Elias City Representatives
From: Bobblers

We will not seek tribute from you should you provide us with one thing: indefinite safe access to your Vault-Tec exhibit and stores. Turn over all bobbleheads and any of those touched by the great Bobble. Noncompliance will be met with swift punishment.

We are willing to give you the Bobbleheads and we are also willing to provide you access to the Vault-Tec exhibit and stores. However, all residents of Elias City are under the protection of the Orlando City Compact. We will not hand over a single person against their will.
 
To: Elias City Representatives
From: Bobblers

We can accept this for now. Rest assured the Great Bobble takes who he desires, regardless of the wishes of mere men.
 
From Ganglaw
To Clinchfield

You shot a few of our new joiners, but we don't blame you; would've been a shame not to use that giant pile of bullets and rockets you have there. Had we had what you have, we'd shoot each other day and night, with great pleasure. But we digress. You seem to be a settlement that deserves respect, and we are the folks who have some respect to give. So, we propose a deal of mutual coexistence. You convert scrap into ammo for us (for a negotiable payment, of course - we respect your labor, don't we?), and we promise to never attack or threaten your Bullet Farm... we mean, your city or its scouting parties. We'll respect your independence and your turf, and will not demand any tribute from you, ever. What do you say, Clinchfielders?

From Ganglaw
To Vienna

We're the folks who want to bring law to the Badlands. Yes, our laws are harsh, just like the life in the Wasteland is, but fair, unlike it. We want to give everyone a chance to live a life they chose and were willing to risk living. Warriors fight, observe the law, and respect the blood each of them spills. Workers labor for the good of themselves and their warrior protectors, but are guaranteed safety and good treatment. Settlements who respect us, but wish to save their ways and their freedoms, are allowed to do so for a humble price of supporting the law-givers. And various parasites of the Wasteland who failed to see the honor and good of our ways deserve to die.

The 'Tractors... they ate our sh*t. Like, literally. They're the Racketeers of Albany, Cowards-Who-Sit-Behind-Walls, good for only two things: fortify their towers and blow up yours. Most importantly, they lack the vision. The vision of all Georgian Badlands prospering under the same law.
 
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