The Web of Fear: A Fallout Game

To: Trumbull
From: The RSPPR

We, too, wish to investigate the Bridgeport phenomenon; we will gladly lend you our full support in this matter.
 
The Grand Assembly of the Free Workers has assembled once more to decide upon the matters that concern the Hoboken Shipper Boys and Girls, and so it proclaims:

1) 30 of our citizens will continue to fish, while 50 of our people will no longer have to farm.

2) With the expedition from Hoboken showing that there are no dangers, we shall begin to scrap within the city, devoting 300 people to it, and 50 more to look for any Tech Parts/general curiosities that our initial expedition might've missed.

3) 30 of our people, armed with 30 laser guns and 30 leather armours will venture out to Newport and see the situation there. As with the Heights expedition before, caution is advised.

4) 20 ghouls will go find the Upside-Down Rams' and offer them a token amount of food as a gesture of friendship. We must make every effort that they don't learn we have humans amongst our ranks. At least for now.

The Grand Assembly has decided that if we approach the Upside-Down Rams with friendliness, maybe we can establish a mutually amicable relationship. With that being said, if they threaten our human friends that live amongst us, we shall defend them just as we'd defend a ghoul member of our community.
 
Currently sitting on 9/24 orders. I'll start updating tomorrow; I'm currently dealing with an unexpected spate of RL stuff, so if I've seemed elusive the last day or two, that is the reason why.

To: Wall Street Traders
From: Cohen Syndicate

We currently have 10; we can give them all to you for what you are suggesting.

To: Wall Street Traders
From: Manhattan Commune

Excellent, we agree.

To: Connecticut State Government
From: Children of Concorde

We're not willing to trade our tech parts. Perhaps another time.

To: Connecticut State Government
From: Strontium Rangers

We have none to give.
 
Spoiler Disciples of Madison Orders :
Spoiler Stats :
Disciples of Madison/Lord_Herobrine
Institution
Religious, Scientific
Total Population: 445 (445 Humans)
Total Slaves: 0
Food: 1055 (+500/+500)/3000 (-465)
Energy: 0 (+0/-0)/0
Scrap Parts: 705
Tech Parts: 16
Ammunition: 725
Other Items: Intact Computers, Fusion Core
Education: Advanced
Military Skill: 1

Pennsylvania Station
(Urban Ruin, Penn Station, Manhattan, NY)
-Population: 445 (445 Humans)
+500 Food: 0/0 (Average), 50/50 (Hydroponic)
-Structures: Fortifications (2), Hydroponic Farm (1), Silo (1)
-Items: 280 1H Guns, 105 2H Guns, 5 Mr Handies

Challenge:
Let them in. Just because they do not look like us, doesn't mean that they are denied the rights of man. To be allowed entry though, they must bring with them bits of knowledge or shows of good faith. Whether that be food, scrap, or insight about the region, the Disciples are a growing community that looks forward to new information and possibilities.

Orders:
-50 people will stay and maintain the farms.
-Build a Water Station (600 Scrap, 5 Tech) [If you decide I am near enough to a source of water; if not, build an Inn (300 Scrap)]
-Coordinate with Habitat 59 to lead an expedition to finally clear the Flushing Line. Send 150 people with 50 2H and 100 1H guns.
-100 people with 50 1H guns and 5 Mr. Handies will salvage more of the surrounding area.
-100 people with 75 1H guns and 25 2H guns will return to the Empire State Building area and continue salvage operations.
-45 people armed with the rest of the weapons will travel across the surface to scout for potential hazards and opportunities. Remain hidden if possible.

Diplomacy:
To: Vault 495

(Over Holotape message)
Greetings Vault Dwellers, We are the Disciples of Madison. A friendly and organized group, we are the remnants of the pre-war peoples. We will not try to actively open your doors, but instead be open to receive your inquires should you be curious. Be warned though, there are others on the surface who are not like us, others who seek to do harm. We and our friends will be willing to protect, should the good peoples of Vault 495 decide to grace us with their presence. Welcome to the world as we know it.
(End message)

 
To: The Cohen Syndicate

We accept your offer. Pleasure doing business with you.
 
Have started working on the update. It likely won't be done until early next week so there's still plenty of time to send orders.
 
Atlantic Maritime League

Spoiler :


Atlantic Maritime League/Nobody126
Boat People
Maritime, Scientific
Total Population: 405 (405 Humans)
Total Slaves: 380 (380 Humans)
Food: 2730 (+1100/+600)/3000 (-785)
Energy: 0 (+0/-0)
Scrap Parts: 675
Tech Parts: 0
Ammunition: 1905
Other Items: Fusion Core, 160 Chems
Education: Advanced
Military Skill: 2
Spoiler :


Fort Delaware
(Bunker, Fort Delaware, Pea Patch Island, DE)
-Population: 280 (280 Humans)
+400 Food: +20/20 (Dock)
-Structures: Dock (1), Silo (1)
-Items: 130 1H Guns, 145 2H Guns, 75 Leather Armour, 8 Mr Gutsies, 7 Canoes
New Castle
(Settlement, New Castle, DE)
-Population: 125 (125 Humans)
-Slaves: 380 (380 Humans)
+700 Food: +50/50 (Average), +10/10 (Dock)
-Structures: Fortifications (2), Farms (1), Dock (1)
-Items: 220 LT Melee, 90 LT Ranged, 18 LT Siege, 270 Leather Armour


Note that scrap is 675, not 450, because you said I would have a scrap refund. I built canoes at full price even though maritime pays 1/2 price for seacraft.

ALSO note that Fort Delaware should contain 2 docks. The food production is accurate, the number of docks in the settlement spoiler wasnt. No big deal, just confused me a bit when I checked.

Population Resettlement/Item Movement

Rename New Castle to "Memorial Anchorage"

170 population will move from Fort Delaware to Memorial Anchorage.

75 leather armor, 130 1-H guns, 80 2-H guns moved to Memorial Anchorage.

6 LT siege, 10 LT ranged moved to Fort Delaware.

Production

600 scrap is to be used to construct 3 more docks at Fort Delaware.

50 scrap is to be dedicated to building 4 rafts.

Take 3 Mr. Gutsies apart for tech parts and weapons (rules say these robots are equipped with laser or plasma weapons) and anything else that can be obtained. The most scientific literate members of our faction will do this. They will be taken apart one at a time so that lessons learned on one can be applied to later attempts, increasing the possibility of salvage.

Food

50 population at Fort Delaware are to be dedicated to fishing at the docks.

10 population at Memorial Anchorage will fish at the docks.

50 population at Memorial Anchorage will farm.

Research

25 people at Fort Delaware, our best academics and maritime minds, are to sit down and spend 6 months exploring the possibility of building wooden ships from scratch. With the loss of our small boat, it is imperative that the AML find another method of mass transport. These 25 people are to determine the most practical types of ships we could potentially build, such as longships, schooners, galleys, etc, then establish a plan for building and operating them, and report back to leadership. This is an urgent need and this research team should explore all available avenues. If necessary they are authorized to use the 2 canoes and 2 rafts at Fort Delaware to travel

Scavenging

Scavenging Force 1 (SF1) will consist of 100 population and all 380 slaves from Memorial Anchorage. They will make their way to New Castle Airport, to the northwest of the settlement. The population will be armed with 60 1-H guns and 40 LT ranged. The slaves will be equipped with 220 LT melee but they will be watched closely to make sure they only use the weapons to defend against external threats. Strict obedience is to be expected and any deviation from that deviation results in corporal punishment. They are to scrap at the airport and search for any intact civilian small aircraft (it was a regional airport servicing smaller planes and privately owned civilian craft) that can be repaired, or alternatively, tech parts or weapons that can be found as well.

Expeditions

Universal notes: All settlements and strangers are to be approached with a friendly attitude and notified of our willingness to establish trading relations. Our main export is food but we can make an effort to obtain whatever trade goods a settlement may desire as long as they are willing to trade with us as well.

Any raiding parties or settlements encountered shall be approached cautiously under a parley flag. Any planned encounter will involve only part of the force showing themselves; the other part of the force will be camouflaged or hidden so that if things turn sour they can provide covering fire in a retreat. These raiders are to be told we mean no harm, and we would be happy to trade with them. We can offer slaves and chems to anybody who wishes to make a fair trade. However we react harshly to the killing of any of our population, and to theft.

Spread the word to travelers that we have an unreachable island to keep them safe and the area around Memorial Anchorage is secured if they want to reach safety from the wasteland. Welcome all new immigrants.

No expedition will engage superior forces encountered.

Expedition 1

E1 will set out from Fort Delaware with 35 people in 5 canoe and 2 rafts, armed with 35 2-H guns and accompanied by the remaining 5 Mr. Gutsys. Their first destination is the Boeing facility on the coast of the Delaware River, just south of Philadelphia International Airport. They will explore the facility, if security circumstances permit, and check for the state of any aircraft manufactured there and especially for any tech parts or weapons they can find.

Their next task will be to return south and explore the Delaware-Chesapeake Canal. They are to take periodical soil samples along the shore to determine facility, check for settlements close to the canal and sail west to the Chesapeake Bay. They can stop at Chesapeake City for provisions and rest if need be. When they pass CC they are to give our warmest regards to their leaders. They are to attempt to sail along the coast of Chesapeake Bay to the mouth of the Susquehanna River and check on the condition of Garrett Island for a future settlement, then return home, exploring and testing soil fertility all the way.

Expedition 2

E2 will set out with 50 people armed with 50 1-H guns and 50 leather armor. They are to explore north along I-95 to Philadelphia and back. They will check the area around each exit from the interstate for soil fertility and loot etc.

Expedition 3

E3 will set out with 50 people armed with 40 2-H guns, 10 LT ranged and 50 leather armor and travel north with E1. They will split off at the junction with I-476 and explore due north as far as Havertown. They will proceed carefully once on I-476.

Expedition 4

E4 will set out with 50 people armed with 50 1-H guns and 50 leather armor. They will travel north with E1 and E2 as far as Wilmington. Then they will explore the eastern half of the city along the riverfront and the downtown area. They will also check the shipyard on the river/bay and check to see if the shipyard facilities are operational or could be easily fixed.

Additionally E4 is to go to Fort Christina, in East Wilmington, and check on the status of the Kalmar Nyckel reconstructed sailing ship (http://www.kalmarnyckel.org/Index.asp) and check to see whether she is seaworthy and whether they can operate her. If they are able to operate her, they are to sail her back to Fort Delaware if possible (maritime faction should be able to do this if it is seaworthy), and if not they will leave her be for a future expedition.

Expedition 5

E5 will set out with 45 people armed with 40 2-H guns and 5 LT melee, with 50 leather armor. They will travel south along route 13, then turn west on route 40 and explore the condition of the area going west.

Challenge: Even with New Castle under our control, the saga may not be over. Some of the captured Brandywine Halflings have been muttering something about “reprisals,” and that there may be other groups of Halflings around the region. The men complaining about this generally seemed to be under the influence of chems…but the spectre is looming of fighting that may not yet be over. .How seriously should we take these alarms?

Acknowledge the possibility that there may be other raider groups in the area. The expeditions are to keep a careful eye out for any evidence of such. Those remaining in Memorial Anchorage and Fort Delaware are to keep a sentry rotation every night on 4 hour shifts with 2 "officers" on duty at the same time to make the rounds and ensure everyone stays awake during their shift. Walkie Talkie devices are to be used to ensure communication. If a raider excursion is noticed the entire settlement is to mobilize and continuously sound horns that Fort Delaware should be able to hear. They can send a small number of reinforcements in 2 canoes and 2 rafts. Keep a sentry on Bull Hill to maintain a distant line of sight as well.

Remind citizens that we already beat the Brandywine Halflings. If more raiders come, we can defeat them too.

 
The Captain nodded in response to the cadet’s salute and waited for him to open the door. The cadet announced her presence, waited for a muffled response, then opened the door and stepped to the side. He was careful not to make eye contact as the Captain walked in, then shut the door behind her. The Captain stepped to attention and saluted, which was lazily returned by the seated Major. He mumbled for her to sit, then stared at a paper for a moment, seemingly forgetting that she was in the room with him.

After a gaunt moment the man shook his head as if warding off a nap, then locked eyes with the Captain. He was disheveled for a man of his rank and held himself worse than the most beat down reserve cadet, but when you locked eyes with him his cold strength was all too apparent. They sat uncomfortably like that for a pregnant moment, both either too stubborn or too afraid to break their stare.

‘I understand you’re due to lead the company.’ He croaked.

She cleared her throat and replied, ‘Yes, sir.’

‘You’re first company command.’ He was looking back down at the paper.

‘Yes, sir.’ He didn’t reply for another long moment. She shifted irritably in the metal chair. She had places to be. ‘Lots of prep work, sir. I won’t let this big of an operation fail.’

‘Yes. Good. Good.’ He traced his finger along the paper, then, seemingly satisfied, pushed it towards the Captain. ‘There’s been some changes to the reserve personnel. I need you to confirm.’

She fought off a shiver as a chill of worry swept over her. There was something in the way he said that like it was a threat. ‘Did you make these changes, sir?’ As she took the paper to look over the names, she already knew what she would see.

‘I did.’

She forced herself to pass over the name. ‘I made the original list myself sir. Standard battle formation. One officer to every cadet. Only F10 and proven reserve cadets, 4 males to 1 female cadets.’ She paused, and when she felt it safe, she continued, ‘Why did you put a full female reserve platoon into a combat op?’

His eyes alone seemed to lower the room’s temperature. ‘You know why.’

She deflated. She looked down at the paper. Then hardened her eyes and matched the Major’s gaze. ‘You didn’t report me.’

‘No.’ The two officers once again stared each other down. To the Captain’s surprise, the older man’s eyes softened. He rubbed his temples and mumbled, ‘I need something from you.’ When the Captain cocked her head, he added, ‘13th Reserve Cadet platoon.’

She traced down the list again. There was a familiar name. ‘He’s yours?’ The Major nodded. ‘16. Didn’t make the cut?’

The Major shook his head. ‘He fought just as hard as the other boys. Harder. But quotas are a kick in the ass, and my family are all too damn short.’ He jabbed a finger at the Captain. ‘If you put him the action, and give him a glowing recommendation, he’ll get that promotion.’

The Captain eyed the finger until it lowered, then said, ‘Cronyism is a serious offence.’

‘So is fraternisation with cadets.’

‘I could report you.’

The chair creaked as the Major leaned back. ‘And I would be happy to have your company as we’re hanged.’ He drummed his finger on the desk as he continued, ‘Or, you can get my boy his bar, and your friend can stay in the fields. Or in your bunk, wherever you’d like.’

Whatever paternal kindness he had shown before had been frozen over again. He was a bastard, and she wondered if it might be worth it to hang if she could watch that icy calmness of his break.

Instead, she stood and saluted. The Major gave a lazy reply, and barked for the door to be opened.

The cadet dutifully let the Captain out, and carefully avoided either of the officers’ gazes.
 
Thought I'd just publicize my set of orders this turn just in case I get obliterated.

Spoiler Poxxy's Chem Dogs' Orders :
Poxxy's Chem Dogs
Summer, 2161


Stats

Poxxy’s Chem Dogs/Zappericus
Raiders
Environmentalist, Warlike
Total Population: 360 (360 Humans)
Total Slaves: 365 (235 Humans, 130 Ghouls)
Food: 1600 (+0/+0)/4000 (-733)
Energy: 0 (+0/-0)
Scrap Parts: 545
Tech Parts: 5
Ammunition: 1610
Other Items: 140 Alcohol, 355 Chems
Education: General
Military Skill: 4
The Underhive
(Bunker, Valley Forge Military Academy, Wayne, PA)
-Population: 360 (360 Humans)
-Slaves: 365 (235 Humans, 130 Ghouls)
+0 Food: 0/0 (Sustenance-Winter)
-Structures: Silo (2), Chemist, Inn, Arena
-Items: 510 LT Melee, 375 1H Guns, 20 2H Guns, 70 Laser Weapons, 170 Leather Armour, 60 Improvised Explosives, 48 Dynamites, 5 Grenades, 10 Mr Handies, 4 Protectrons, 3 Deatharoos

Movement
* A Need for Destruction!

- Vengeance! Send out a massive warband of (360 Raiders, 365 Slaves, 3 Deatharoos, 4 Protectrons, 10 Mr. Handies) hyped up on (300 Chems) with (400 25 LT Melee, 255 1H Guns, 70 Laser Weapons, 200 Improvised Explosives, 5 Grenades, 30 Dynamites, 170 Leather Armour) to explore Haverford, Havertown, Upper Darby and as much of the Springfield area as possible in search of useful goodies and to trace the steps of the raiders we sent out last time to find out what happened to them and to exact terrible and cruel retribution on whatever got them.

As always, lonesome farms, homesteads and wastelanders encountered along the way are to be either press-ganged into joining up, or enslaved if they refuse to become raiders. Those who resist are to be killed off, and their bodies displayed for others to see. After all, we probably have gathered ourselves quite the reputation by now, so we doubt anyone will refuse our demands.

Merchants and traders are to be captured and tortured to tell us where they came from - then all but one are to be killed, looted and chopped up for food. The last survivor is to be sent home battered and humiliated to spread the word of the Chem Dogs.

Every nook and crevice along the way is to be turned upside down for whatever useful materials we can get a hold of. Weapons, chems, munitions, fuel, construction materials, special parts, tech - you name it. Nothing gets left behind.

Any concentrations of mutants, beasts or animals are to be cleared out along the way for future expansion. Their flesh is to be cut up for food. No survivors. No mercy. Only BBQ.

All settlements located along the way are to be tagged, but not approached unless they shoot first. If they do, however, then launch an assault and attempt to seize the settlement by force and kill as many as needed until they surrender.

Diplomacy, or whatever

Production
- Make 140 Improvised Explosives with 140 Alcohol

Construction
- Construct an Armoursmith for 300 Scrap, 5 Tech Parts

Challenge

* Boat magic is real
Boats, boats, boats! Magic boat! Wew! Have a large group of slaves tow it back to the Underhive's arena and place all our Bobbleheads in it. This is our terrible and hungry Blood God now. What could possibly go wrong?
 
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Update 3: The Brink of Disaster

Summer 2161
84 Years after the War

Somewhere across the great mountains to our west lies a city of death once known as Pittsburgh. Hardly inhabitable at all before the War, it became a Pitt worse than any human vision of the inferno in the years afterward. Toxic smoke, industrial chemicals, residual radiation, slavers, and the utter dregs of humanity combined to create a cesspool whose name was feared in hushed tones by even the most hardened raiders, as far afield as Connecticut.

As it would seem, no longer. The zeppelins, it is said, came in a single night, and out came the mysterious power armoured knights. No one is sure who they are or where they came from, but everyone is sure that they put the Pitt to the sword and the gear. The city has been cleansed with such fearsomeness.

What precisely this means is something no one knows, either.

***

Southeast Pennsylvania and Delaware Valley

It promised to be a quiet and bountiful summer for the Kings and Queens. They’d all gone out to scrap in the suburb of Audubon, when they saw strange movement back home across the Schuylkill. When they went to investigate, they found an American flag flying from above King of Prussia--and, worse, a quintet of massive beasts prancing about outside.

In a bizarre and unexpected knot in the weave of time, the dwellers of Vault 77 had happened to arrive in King of Prussia at a time when no one had been home. Tightly fortified as the King of Prussia may have been, the Vault-Dwellers had managed to find a way through the empty gates and secure it without a drop of bloodshed before its true owners had returned.

There was no battle. Between the knowledge of just how fortified the King of Prussia was, and the sight of the elephants trumpeting, the Kings and Queens staggered to Mount Joy in a haze, hoping to regroup. How long the Vault-Dwellers can hold onto the mall-turned-citadel, however, is another question entirely.

Armstrong Gals
Spoiler :

As far as the outside world was concerned, it was a fairly uneventful summer in Lancaster--which is perhaps why, for a time, the case of the dead trader proved to be the buzz of the town, with theories and paranoid accusations flung back and forth, while the Armstrong Gals’ leadership desperately tried to conduct their own, peaceful, investigation. Ultimately, the tense atmosphere made progress on the investigation difficult. As the air cools, so does the case, as few results have been netted. Furthermore, the trader had friends, none have showed up.

Stats Changes:
+5 Humans (Natural Growth)
+450 Scrap Parts, +3 Tech Parts (Salvaging)

Challenge: We have been approached by a party of strangers. Speaking English with thick, rustic accents, dressed in quaint, all-covering clothes, and carrying their meagre possessions on wooden wagons that might have come straight out of a pre-War TV drama on Daniel Boone; they barely seemed aware that any sort of War had happened at all. However, they are clearly weathered and desperate; they say they come from a dying village northeast of here, whose latest harvests have utterly failed, and they are seeking shelter anywhere they can. Should we let them in?


Atlantic Maritime League
Spoiler :

The League consolidated their control over New Castle, or Memorial Anchorage, as they began to call it. The expected attack from more Halflings never came, although the mood remained particularly nervy as the summer months passed by.

The main focus continued to be on exploration. The eastern half of Wilmington itself was explored. Flooding had irreparably damaged the shipyard, although it may prove a fruitful scrapping location.
The city had been spared the nuclear fires, but many of its overgrown streets were crawling with mutated giant insects, keeping sentient life out--including some of the explorers, although the bloodbugs seemed to stay west of Walnut Street--everything east seemed utterly dead, decaying, and even the animals kept away. Any sailing ship at Fort Christina had long since rotted away. What they found instead was a little shining pyramid, a sigil of a stylised eye atop it. The explorers were considering investigating, but were careful enough to not mess with the pyramid, and they left it alone. The insect-free pockets of Wilmington, however, seem safe enough.

Another two parties headed up I-95 north, past Wilmington, in the direction of Philadelphia.
The road by Bellevue State Park had been overrun by vicious deathclaws, which killed a number of the explorers before they were able to flee. In Arden and Claymont, they found a commune of v a vicious war with each other. Both towns viewed the explorers with suspicion, and the explorers moved along before they could be caught in. The area around here was deemed especially fertile. Across the state line, they saw lines of smoke rising from the direction of Marcus Hook, but did not investigate. In Chester, they found a rather large and thriving town, open to trade relations. From there, one party branched up north along I-476, and never returned. Another party proceeded further towards Philadelphia; in these suburbs, the fertility was good, though not as bountiful as in Delaware. They turned back when they sighted a band of fearsome, masked raiders, their banners identifying them as the Dragons of Death, holding sway over I-95 near Ridley Park.

An entirely separate expedition was sent upriver to the edge of Philadelphia International Airport. They similarly contacted Chester. When they tried to land near the airport itself, they found themselves caught up in an automated defence system, who drove them back to their boats. Returning south, they explored the Delaware-Chesapeake Canal, where they found little that was not already known. Emerging in the Chesapeake, the explorers were nervous; the whole coast, especially around Elk Neck State Park, was infested by mirelurks and shadowy swamp creatures. Coming to the mouth of the Susquehenna, they noticed that Havre de Grace had been taken over by a strange cult (see Challenge). On the other side of the river lived more mirelurks. Garrett Island was uninhabited, and insulated enough from both the town and the sea creatures, though not particularly fertile.

Another party headed south past the site of New Castle Airport--where salvagers had found an intact vertibird, as well as some other intact aircraft they were unable to return with them--and as far as Bear, whose inhabitants--the so-called town of New Bear--greeted the explorers with relief. They claimed they were being menaced by raiders from the west; with this news, the explorers decided to simply turn back.

Stats Changes:
+5 Humans (Fort Delaware Growth), +5 Humans, +5 Human Slaves (Memorial Anchorage Growth), +5 Humans (Memorial Anchorage Immigration)
+860 Scrap Parts, +1 Vertibird (Salvaging)
-10 Humans, -10 2H Guns, -70 Ammunition (Expedition 1)
-5 Humans, -5 1H Guns, -5 Leather Armour, -50 Ammunition (Expedition 2)
-50 Humans, -40 2H Guns, -10 LT Ranged, -50 Leather Armour (Expedition 3 Disappearances)

Challenge: When our expedition returned from Havre de Grace, they brought back with them a couple of strange robed figures, bearing sinister three-pronged sigils and carrying what were clearly fragments of irradiated metal. After they were established are peaceful, they claimed to represent a sect of the Church of the Children of Atom. According to them, the Great War was Atom’s gift, the creation of a Glow of life. This particular sect claimed to be the guardians of “Atom’s Blessed River,” with Havre de Grace being merely an outpost. They know of our maritime capabilities, and are interested in establishing closer ties with us in order to expand, even willing to lend us a powered boat--but they would like our fusion core in return.


Kings and Queens
Spoiler :

Leaving the King of Prussia unattended meant the loss of the weapons contained inside, that hadn’t been brought to Audubon to salvage there.

However, if there was any silver lining at all, the salvaging of Audubon proved quite fruitful; the highlight was the find of another group of robots, a handful of Mr Gutsies that appeared to be the remnants of the enforcement of martial law around the time of the War. A number of homesteaders were also salvaged as well. In the end, Audubon was salvaged out.

Furthermore, following harsh interrogations--and a few deaths--it seemed that a number of slaves finally broke, and started chanting strange words in an unknown language. However, the masters were able to determine the words “Eye of Horus,” which they determined to be a shadowy organisation based somewhere in Pennsylvania, working towards a purpose not even the slaves know about. In any case, the misguided slaves have been properly dealt with, the rest of the slaves have been taught a lesson, and it seems that any threat this “Eye of Horus” may pose has long since passed.

Stats Changes:
+5 Humans (Growth), +10 Human Slaves (“Immigration”)
-20 Human Slaves (Eye of Horus-related Interrogations)
+2197 Scrap Parts, +20 Human Slaves, +10 Mr Gutsies (Salvaging), +12 Scrap Parts, +1 Tech Part (Mr Handies)
-315 LT Melee, -5 HT Melee, -100 Leather Armour, -7 Mr Handies (King of Prussia)

Challenge: The loss of King of Prussia thanks to leaving the place completely unattended has been devastating to morale, and the pressure is now starkly on Dilly and Dally to respond with the appropriate force. However, the worst of all are the elephants, creatures once thought mythical. They dwarf even the biggest mutant creature, and their very sight sends night terrors through the minds of our fearsome raiders. How should we regroup, knowing that such creatures are out there?


Order of the Holy Wound
Spoiler :

The Order investigated the chems with its usual blend of kindness and authority, using pre-War-esque group therapy, while simultaneously being put to work around the Shard to improve the area’s aesthetics, as they were. The method seems to have worked; despite suffering through many ill effects, everyone is well along the road to recovery. Unfortunately, the source of the chems seemed to have vanished as quickly as they’d first came; no one could find them around the Shard, nor could any evidence of their activities.

Furthermore, salvaging continued around the airport; they also found some deactivated protectrons, long buried under a collapsed gate. In any case, it seems that the airport has been mined for everything it could possibly give.

The Order also returned to North Trenton, trying to clear out the Capital Health Regional Medical Centre. They laid a trap of explosives around the ghoul-infested hospital, before causing a massive racket that drew the feral ghouls out, before creating an even more massive boom. The trap worked spectacularly well, and the remaining ghouls were hunted down and defeated by Order guns. With the feral ghouls cleared, they Order explorers found the source of the radiation: a faulty cathode ray tube in a scanning device, the polarity of whose neutron flow had been reversed, that had been leaking Rōntgen radiation at copious levels. They also found a stash of what were recognised as useful medication supplies, as well as equipment that they saw fit to take with them. Even the Order decided it was best to leave before being exposed to too much; that did not stop a few of the party from succumbing to ill effects.

Stats Changes:
+5 Humans (Natural Growth), +5 Ghouls (Immigration)
+400 Scrap Parts, +3 Tech Parts (Salvaging), +18 Scrap Parts, +5 Protectrons (mr Handies)
-5 Humans, 15 Improvised Explosives, -50 Ammunition, +20 Chems, +Laboratory Equipment (Hospital)

Challenge: See NPC Diplomacy


Poxxy’s Chem Dogs
Spoiler :

It was a time of vengeance for the Chem Dogs, as they prodded southeast, trying to find what had become of their missing raiders.

At Haverford College, they found the empty remains of what had once been a post-War habitation. But, from the bloody handprints all over, and the piles of rotting corpses around the edges, and the overbearing stench of death, and the general lack of any sign of civilisation, it would appear that the Chem Dogs had been here before. But there was no trace of any Chem Dogs. Furthermore, they found, in the centre of a lawn, a perfect, shimmering pyramid, as good as new, with the sigil of a stylised eye upon it.

The moment one of the Chem Dogs laid a soiled hand upon the surface, a quite well-camouflaged automated defence system popped up from the ground and began spraying away. Within minutes, the Chem Dogs were under attack by Vertibirds, carrying blue-and-gold-armoured soldiers with them. The Chem Dogs scattered, with quite a few--mostly slaves--being gunned down in the process.

Unsure whether that had been real, or the second mass chem-induced hallucination in a year, the remaining Chem Dogs regrouped and decided to press on. In Havertown, they came across a few independent homesteaders, half of whom were eaten on the spot, the unlucky other half of whom were pressed into slavery, all of their possessions taken over. Upper Darby had been overrun by radscorpions, who were fairly easy cleared away. Springfield was under the control of another group of upstart raiders, calling themselves the Gold Cougars, who were easily outnumbered by the Chem Dogs even after the Haverford College strangeness. Contact was avoided.

Meanwhile, a team of slaves was sent to drag the mysterious boat back to the Underhive. After great strenuousness, they managed to do it. Chem-fuelled rumours had been whirling about, claiming that strange men in black would come and punish Poxxy for removing the boat, but nothing of the sort came. The boat was placed in the centre of the Underhive’s arena, and all the Chem Dogs’ bobbleheads were placed upon its holy hull. It would seem the Chem Dogs have claimed the Boat as their new patron deity.

Stats Changes:
+10 Humans (Growth)
+1 Military Skill (Arena)
-300 Chems, -30 Humans, -85 Human Slaves, -20 Ghoul Slaves, -80 LT Melee, -15 1H Guns, -20 Leather Armour, -465 Ammunition, -5 Grenades (Expedition Losses)
+20 Human Slaves, +5 Ghoul Slaves, +25 2H Guns, +10 Leather Armour, +50 Ammunition (Expedition Gains)

Challenge: We are faced with a theological dilemma. The introduction of the Boat has split the Chem Dogs in two major cults: those who venerate the Boat, and those who venerate the Bobble. Most are content to let everyone else worship as they please, but a few zealots have emerged in both cults, demanding the exclusion of the other. (There is also a third, much smaller cult of the Eye Pyramid, but most of its adherents are just hapless slaves believed to be thinking above their standing; most who venerate the Boat and the Bobble think of the Pyramid as a great evil.) What is the ruling of the great Poxxy?


Ursine Order of Hershey
The Ursine Order disappeared from travellers’ stories during the course of the summer. It was speculated that they had disbanded for some reason--or, perhaps, they had simply sealed themselves and gone into deep, dark cover.

Vault 77
Spoiler :

The Vault-Dwellers ended the summer in control of King of Prussia, and all not entirely sure what had just happened. They’d expected a fight, only to end up with much, much more. They do know that they may be in danger; that they are sitting in what had previously been the home of some very angry un-American raiders (they’re monarchists, after all) who might very soon be returning with more raiders.

Stats Changes:
+10 Humans, +5 Dogs, +5 Cattle (Natural Growth)
+315 LT Melee, +5 HT Melee, +100 Leather Armour, +7 Mr Handies (King of Prussia)

Challenge: It was clear that, looking around, this once proud citadel of America known as a shopping mall had been converted into a hive of slavery. Many of the former stores had been converted to slave pens, and many of our Vault-Dwellers, not used to such things underground, have been shocked by the signs of brutality we’re seeing. How should we react to it?


***

New York City and North Jersey

Beastie Boys
Spoiler :

The highlight of the Beastie Boys’ summer was the Hackaton. One day, all of the slaves were gathered in B-Borough’s new arena and told to try and deactivate their collars--with the first five do to so being granted freedom. It turned out that the human slave who had deactivated his last winter while scrapping was an isolated case, of someone with electrical knowledge, whose method carried a colossal risk of shocking oneself. None of the humans knew of it, and they all stumbled about in desperate confusion, much to the Beastie Boys’ entertainment. He had, however, taught this method to the ghouls, whose necrosis-stricken skin proved immune to the electrocution, and five of whom escaped. The remaining ghouls’ collars were quickly patched up. That sequence aside, it was a quiet summer. More farms were built, and scrapping was done.

Stats Changes:
+5 Humans (Natural Growth)
-5 Ghoul Slaves, -15 Scrap Parts (Hackaton)
+547 Scrap Parts, +1 Tech Part (Salvaging)

Challenge: See NPC Diplomacy


Disciples of Madison
Spoiler :

The Disciples of Madison gave shelter to a number of ghouls in from the Wasteland. Some of the Disciples were less than thrilled, seeing the immigrants through the lens of their feral counterparts, and fearing them. Tensions have spiked as a result, but peace held, and slowly, things returned to normal.

Meanwhile, in conjunction with Habitat 59, another push was made into the Flushing Line. Once again, conditions were tense in the dank, claustrophobic subway tunnels. In the end, however, thanks to Habitat 59, this effort was at last relatively successful; the Flushing Line was cleared between 34th Street and Grand Central, and the giant subway rats seemed to disperse…or hide away into even deeper tunnels. In Grand Central, they found a desperate migrant community that had been under siege from the subway rats, and were all but reverent of the Disciples and Habitat 59 for their help.

Other people explored around the surface, looking into neighbouring areas. They found that Hell’s Kitchen seemed to have been badly damaged during the War; the streets were all but impassable, the familiar Manhattan grid warped into a pockmarked labyrinth. However, skirting around the edges of the neighbourhood, they did make contact with people in red-starred naval uniforms who spoke heavily accented English. Once the language barrier was broken, however, these Chinese naval remnants proved friendly.

In the other direction, the explorers found an ostensibly peaceful settlement, calling themselves Big Iron, occupying the remains of the Flatiron Building, who treated the Disciples with coldness. In Chelsea, however, the explorers came across a vicious, cannibalistic, raider band, wearing all-blue, calling themselves the Blue Lions. After some initial firefights, the explorers chose to retreat.

Stats Changes:
+5 Humans (Natural Growth), +20 Ghouls, +10 2H Guns, +20 Ammunition (Immigration)
+100 Scrap, +5 Tech Parts (Madison Square Garden Salvaging), +19 Scrap Parts (Mr Handies)
+100 Scrap, +3 Tech Parts (Empire State Building Salvaging)
-20 Humans, -10 1H Guns, -5 2H Guns, -200 Ammunition (Flushing Line)
-10 Ammunition (Exploration)

Challenge: When our men returned to Vault 495 to deliver the holotape, the door was still tightly shut. But they found something extremely peculiar: a lone man in a ragged, dirtied Vault suit, slumped against the door. He was staring straight into one of the still-functioning mercury-vapour lamps in the Lincoln Tunnel, whispering, “I’m safe in the light, I’m safe in the light, I’m safe in the light,” seemingly on an endless repeat. He was catatonic, extremely weak, and attempts to get him to respond all failed; the explorers tried to get him back to safety, but he let go of life before they reached Penn Station. Hidden on the man’s person, however, was another holotape, apparently stolen--containing the details of a secluded emergency entrance to the Vault within a service shaft of the North River Tunnels, which we have explored and know to be clear. What should we do about this?


Hoboken Shipper Boys and Girls
Spoiler :

It was a relatively quiet summer for the Hoboken Shipper Boys and Girls, focusing on feeding themselves and salvaging the rubble of Hoboken. Inside what had once been an Italian sandwich shop, the salvagers found deactivated, but intact, Mister Handies. Furthermore, an exploration party was sent south, into the Newport neighbourhood of Jersey City. They found little of value--the area had been utterly devasted by a nuclear detonation during the War, with almost every building levelled, replaced by a crater and copious amounts of residual radiation. The party wisely decided to retreat before reaching any further radiation.

A number of ghouls also headed west, into the Heights, to leave a token gift. The Upside-Down Rams were slightly pleased by the small gift, somewhat pleased to know that there were other ghouls in the wasteland--and blissfully unaware that the Shipper Boys and Girls had a sizeable human component.

Stats Changes:
+5 Humans (Natural Growth), +5 Ghouls (Immigration)
+450 Scrap Parts, +6 Tech Parts, +5 Mr Handies (Salvaging)
-50 Food (Gift to Upside-Down Rams)
-10 Ammunition (See Challenge)

Challenge: Various times in the last few months, we have been seeing oddly glowing feral ghouls stumbling out of the remains of Hoboken Terminal, just to our south. Although they have posed little threat to us--being easily shot down--their constancy is a cause for concern, and there are calls to investigate. We do know Hoboken Terminal was connected to the PATH Uptown Hudson Tubes into Lower Manhattan; if they are intact, could these be the source?


Sanctuary Guard
Spoiler :

The Sanctuary Guard put some expense into building a rope-ferry across the Hudson River. The ferry is not the most reliable means of transport in the world, and there has been limited usage thus far, but it has helped link New Jersey and Manhattan.

But it was the fight against the Red Kangs that particularly captured the attention of the Guard. After the raiders rebuffed all attempts at diplomacy. So began as a campaign of guerrilla warfare, as the Guard camped around the Red Kangs’ encampment and continually harassed them, as well as cut off their supply caravans (see Challenge). The Red Kangs’ leather armour and simple weaponry were little match for the lasers and advanced armour of the Sanctuary Guard, and over months, their numbers were ground down. As a last resort, the Red Kangs utilised great deal of dynamite to create a spectacularly massive explosion; the explosions were powerful enough to cause a blast that disabled even some the Guard’s power armour.

Ultimately, what the blast damaged most was the Red Kang’s own fortifications, allowing the Guard to push through and secure what the Guard quickly renamed Red Cliff, driving the remaining Kangs across the Harlem River into the unknown lands of the Bronx. The slaves were freed; some departed, but most stayed under the Sanctuary Guard’s control, although this has had the side effect of diluting the military skill of the populace as a whole. This has made the Sanctuary Guard the undisputed masters of the northern edge of Manhattan.

Stats Changes:
+10 Humans (Natural Growth), +5 Humans, +5 Ghouls (Immigration)
-300 Food (New Harlem)
-60 Alcohol, +6 Energy (Trade)
-1090 Ammunition, -40 Humans, -25 Combat Armour, -20 Laser Weapons, -3 Early Power Armour, -3 Plasma Weapons, -5 Mr Gutsies (Casualties)
-1 Military Skill, +110 Humans, +20 Ghouls, +170 2H Guns, +20 Leather Armour, +210 Ammunition, +330 Food, +490 Scrap Parts (Red Cliff)

Challenge: Our entreaties to the other Kangs’ supply caravans seemed to have been successful--but they could. Following the defeat of the Red Kangs, a pair of emissaries have peacefully arrived at Red Cliff: one dressed in yellow, the other dressed in blue. They explained that they were representatives of the Yellow Kangs of Yankee Stadium and the Blue Kangs of Fordham, respectively. Since we have defeated the Red Kangs, by the Kang Code, they are willing to make us the new Red Kangs, and welcome us into their trading network. How should we respond to this?


The Skylanders
Spoiler :

It was a quiet summer for the Skylanders.
Stats Changes:
+10 Humans, +5 Brahmin, +5 Horses (Natural Growth)

Challenge: The disappearance of the southern expedition last year still causes great concern, for the destination was not a particularly distant one. It became even more worrisome when one man returned, wearing strange white robes, a permanent smile plastered upon his face. He claimed to have gone to a “Garden of Eden, where he had finally become Victorious,” and demanded that everyone else was not “Victorious” and beneath him. He failed to recognise any of his former people, and refused all food and water, before predictably expiring. What, if anything, should we do about this?


Sons of Hope
Spoiler :

The Sons of Hope, in conjunction with their friends in Vault 314, sent even more numerous small parties radiating out to explore neighbouring parts in Essex County. Bloomfield was largely empty, ripe for potential scrapping; the explorers did find a cache of construction equipment, split evenly between the two factions. Belleville was under the control of a stylish raider gang known as the Baritone Family. The expedition to North Arlington failed to return; the townspeople of Lyndhurst heard rumours that they had been defeated by another unknown group of raiders. Rutherford had been overrun by giant swamp creatures--one of the Sons of Hope were killed before the others retreated. In North Caldwell, they came into contact with heavily armed figures in very worn-looking power armour, who refused contact and simply avoided the explorers, heading back in the direction of Essex County Airport. The airport seemed to be under their control, a sort of extremely closed community.

Meanwhile, in Lyndhurst, the townspeople were calmed by Sons of Hope patrols and an investigator assigned by the Sons of Hope themselves. It was this combination that finally caught the serial killer: who, it turned out, was an adventurer sent out by Vault 314 a year ago to find the source of a mysterious signal emanating from Edison. The Sons of Hope decided to turn the culprit over to Vault 314.

Stats Changes:
+5 Humans (Growth), +5 Ghouls (Immigration)
+200 Scrap Parts, +6 Tech Parts (Salvaging)
-3 Humans (Exploration Disappearance), -1 Human, +15 HT Melee (Exploration)

Challenge: See NPC Diplomacy


Vault 314
Spoiler :

The Sons of Hope, in conjunction with their friends in Vault 314, sent even more numerous small parties radiating out to explore neighbouring parts in Essex County. Bloomfield was largely empty, ripe for potential scrapping; the explorers did find a cache of construction equipment, split evenly between the two factions. Belleville was under the control of a stylish raider gang known as the Baritone Family. The expedition to North Arlington failed to return; the townspeople of Lyndhurst heard rumours that they had been defeated by another unknown group of raiders. Rutherford had been overrun by giant swamp creatures--one of the Sons of Hope were killed before the others retreated. In North Caldwell, they came into contact with heavily armed figures in very worn-looking power armour, who refused contact and simply avoided the explorers, heading back in the direction of Essex County Airport. The airport seemed to be under their control, a sort of extremely closed community.

Meanwhile, life in the Vault and its surroundings continued to change. Continual training by the Sons of Hope has meant that the Vault-Dwellers have picked up an iota of military know-how. Effort was put into reconstructing a fledgling history museum out on Montclair State’s campus, something that has quickly been a source of pride for the Vault. An addition to the museum was the Vault-Tec bobblehead, whose owner was wont to keep it, but a quick reassignment on the expedition out to North Arlington, and he failed to return, presumed dead--whatever that might say about fate.

Stats Changes:
+10 Humans (Natural Growth), +10 Humans (Immigration)
+1 Military Skill
-5 Mr Handies, -5 Protectrons, +50 Alcohol (Verona)
-10 Alcohol, -10 Food (Inn)
+1900 Food (Hunting/Gathering), +575 Scrap, +1 Tech Part (Salvaging), +238 Scrap Parts (Mr Handies)
+15 HT Melee (Exploration)
-1 Human, -1 Mr Handy (Exploration Disappearance)

Challenge: We have finally learned the fate of our lone wanderer: they had found themself lurking the shadows in the nearby town of Lyndhurst, driven mad by some unknown horror they had seen in the wasteland--having turned to being a serial killer. When Sons of Hope caught them, they were shouting at them that they didn’t understand, that giving people a quick death was an absolute mercy compared to what “the men of steel” would do. Regardless, the Vault is now fiercely debating how the wanderer should be treated: left to the mercy of a vindictive Lyndhurst, taken back in to us and face the judgement of our own dwellers--or simply cast out and rid ourselves of the problem, but that would simply begin the cycle again.


Wall Street Traders
Spoiler :

The Wall Street Traders’ corporate focus continued to be on expanding their Pier 11 branch office. Docks were built, giving the Traders a potential foothold in the theoretically lucrative East River seafood market. Friendly raider groups in the Two Bridges area continued to be allowed to merge with the Traders, which enabled another burst of expansion of Pier 11’s employee--and intern--count, although all forecasts are that this will not continue.

Meanwhile, the Traders continued their expeditionary operations in the north. A path was cleared from Fulton Street subway station, north along the IND Eighth Avenue Line, to the Manhattan Commune in Canal Street. The operation was surprisingly clean, the Eighth Avenue Line tunnel surprisingly empty.

North of the Manhattan Commune and Canal Street, the Traders continued exploration. Alphabet City was under the control of vicious, cannibalistic raiders who were unaware of the Wall Street Traders’ true nature and fired back. Lower Manhattan’s Chinatown, sombrely, had been the victim of a never-finished pre-War “urban renewal” project meant to evict any trace of Chinese presence from the area; the explorers found some construction equipment there, and there is more to be found from scrap there. North of that, the Bowery was rife with more feral ghouls. Lastly, explorers sent to investigate Greenwich Village never returned.

Stats Changes:
[New York Stock Exchange] +5 Humans (Natural Growth), +5 Humans, +5 Ghouls, +5 Human Slaves, +10 Ghoul Slaves (Immigration)
[Pier 11] +10 Humans, +5 Ghouls, +15 Human Slaves, +5 Ghoul Slaves, +20 1H Guns, +40 Ammunition (Immigration)
-200 Food, +15 Ghoul Slaves (Manhattan Commune trade), -100 Food, +10 Tech Parts (Cohen Syndicate trade)
+410 Scrap Parts (Salvaging)
+Precision Tools, -30 Humans, -25 1H Guns, -25 Ammunition (Exploration)

Challenge: We may have found another business opportunity. While we were clearing out the Fulton Street station complex, we were approached by a rather enterprising trader navigating the tunnels, reaching us from the direction of Brooklyn. He claims to be representing a group called the “Elephant Company,” operating out of the Brooklyn neighbourhood of Dumbo, who requires labour. If we were to sell him slaves, he would offer us a wide variety of alcohol and chems. Should we take advantage of it?


The Warriors
Spoiler :

It was another quiet summer for the Warriors, a far cry from the fact New York had never had quiet summers until the War.

Stats Changes:
+5 Humans (Growth)

Challenge: In the last year we have seen clearly human-made smoke rising from the northwest, from the direction of Fort Hamilton. This is where we know the Verazzano Narrows Bridge once stood; although we don’t believe the bridge has survived, there may still be some sort of intact crossing to Staten Island there, and some of our people believe that we should investigate. Should we?


***

Connecticut

Brotherhood of the Undead
Spoiler :

In a fruitful stratagem the New Britain trader’s caravan guards were eliminated, and her food seized, in a veritable cornucopia.

Simultaneously, a mass of ghouls poked around Hartford police stations, looking for weapons. Those that hadn’t been destroyed were pilfered through. In the process, the ghouls encountered another, somewhat less vicious gang of raiders operating out of West Hartford, who caused a few casualties when they encountered the Brotherhood.

Meanwhile, some punked-up ghouls were sent north, trying to reach Massachusetts. They followed the route of the former I-91 north out of the feral ghoul-infested northern reaches of Hartford. The town of Windsor was controlled by a humble settlement, some of whose people were killed and eaten by the chem-fuelled explorers. Further north, Windsor Locks was infested with more feral ghouls, seeming to be flocking from the direction of the airport to the west, although this wasn’t investigated. It was here that they found the I-91 bridge across the Connecticut River had collapsed, and, after several of the ghouls accidentally fell to watery deaths, they decided to follow CT Route 159 along the west bank, north into Massachusetts.

It was not long after the ghouls crossed the state line that they happened upon something unexpected: a massive pre-War amusement park, once owned and operated by the Nuka-Cola Company, the manufacturers of the best-selling refreshing pre-War drink. In any case, the park had long since been redone with blood and entrails, having been taken over by warring raiders in a conflict of very limited relevance. The ghouls could not hope to understand the intricacies of the raiders’ politics, and wisely chose to avoid entering the heart of the park.

What the ghouls did also find, however, was a strange religious sect known as the Hubologists, who claimed to descend from a pre-war prophet known only as “The Hub.” The Hubologists greeted the ghouls with compassion and gladly showed them a downed UFO, telling them about the Hub's teachings: that humans are descended from a Star Father who hailed from the planet Quetzal in the constellation of Zyphus, and will return once the neurodynes have been cleansed from human minds via alignment.

Stats Changes:
+5 Human Slaves (Natural Growth), +5 Ghouls (Hartford Immigration), +5 Ghouls (Trinity College Immigration)
-32 Chems, -32 Ammunition, +1800 Food (Trader)
-5 Ghouls, +350 Scrap Parts, +6 Tech Parts, +10 Combat Armour, +40 1H Guns, +10 Laser Weapons, +180 Ammunition (Salvaging)

Challenge: In their less-than-entirely lucid state, the explorers fell straight into these sweet words, and returned home shouting about how the Brotherhood of the Undead leaders are “suppressors,” giving them harmful “neurodynes,” and only proper compensation and alignment will solve the problem They are trying to spread these messages to the other Brotherhood members. They have proven to be nothing but a nuisance. How should we deal with them?


Reformed Society for Psychic and Paranormal Research
Spoiler :

The Society’s big move of the summer was an expedition, together with a party from Trumbull, into the heart of Bridgeport. A large and heavily armed party was sent south, to determine and disable the cause of Trumbull’s nightmares.

They were first met with a large collection of feral ghouls, but the sheer numbers involved--and the fact that some of Trumbull’s ghouls had the foresight to come along-- meant that carving a path along CT 8 through the ruins was easier than it first seemed. But the ghouls grew thicker, and thicker, and even though the ghouls were fought off, by the time the party reached south of Beardsley Zoo, they had begun to inflict casualties. This, combined with the ever-worsening visions and the rising radiation. Still, determined to end the nightmare, the group pressed on. The deeper they plunged into the Bridgeport, the worse the devastation became--it appeared that the town centre had been nuked during the War.

But, at the very edge of what was deemed the danger zone, the party found something strange: trails of scorched metal and scrap parts, in perfectly straight lines, as if fallen from the sky and radiating from some centre. They were mixed with other strange, out-of-place objects, such as automotive chassis and metal objects.

It was not long before they found the source: a radio tower, rising from the banks of a former industrial site on the banks of the Pequannock River. The tower had clearly been recently built, long after the War. The tower was defended by a small number of combat-armoured figures and very advanced weaponry. They fired back at the Society and Trumbull on sight, but, despite their technological advantage, they were simply far too outnumbered to last. They were overwhelmed--but, rather than be captured, all of them activated what appeared to be suicide pills.

The tower was quickly deactivated, at last ending the nightmares. But the people of Trumbull, wanting nothing to do with the place, immediately departed, thanking the Society for their help.

Stats Changes:
+5 Humans (Natural Growth), +10 Humans (Immigration)
+60 Scrap Parts, +Precision Tools (Salvaging), +41 Scrap Parts (Mr Handies)
-550 Ammunition, -90 Humans, -35 1H Guns, -10 2H Guns, +15 Combat Armour, +15 Plasma Weapons, +90 Ammunition, +80 Food, +10 Chems (Bridgeport)

Challenge: We have established control of the former transmission site in Bridgeport. The site is useless for any sort of agriculture, and surrounded by dangerous feral ghouls, but we have been able to repurpose the transmission site for own purposes, and we can use it for broadcasting. Furthermore, it is clear this is part of something much larger; subsequent investigation of the area may yield answers as to whose site this is, precisely. Then again, the true owners may decide to return. Should we keep control of the area, or withdraw?


Shepaug Dam Survivors
Spoiler :

Further exploration was done; in Monroe, they found a town peaceful and prospering under the authority of the Reformed Society for Psychic and Paranormal Research. In Easton, they found an area abandoned but heavily used for scrap by the Society. In Redding, they found only a few independent homesteaders generally treating the Society as a sort of distant authority. Finally, explorers returned to the northwest, around Bridgewater. The homesteaders in the area were willing to accept Shepaug Dam’s authority. The explorers then went to scout out the mysterious “Archbishop of Canterbury,” following them back north into New Milford. However, it seems that their stealth must have been broken and the explorers ambushed, as contact was lost.

But the main focus of the self-declared Connecticut state government over the course of the summer was a reclamation against the independent town of Roxbury. The two had been at dispute for some time over Roxbury’s use of slaves. One rainy night, a large number of soldiers took up positions on the two ridges overlooking down upon the town. At dawn, the soldiers announced their presence and demanded that the town surrender. Seeing that they were outnumbered and easily outgunned, the town leadership elected to surrender. Without a single shot fired, Roxbury had been reclaimed; the slaves were freed, and the town leadership placed in “incarceration camps.” A few of Roxbury’s people filtered out into the Connecticut wastes over the following days, but overall the campaign was a success.

Stats Changes:
+5 Humans (Shepaug Dam Growth), +5 Humans (Newtown Growth), +5 Humans, +5 Ghouls (Shepaug Dam Immigration), +5 Humans (Newtown Immigration)
-100 Scrap, +800 Food (Strontium Rangers)
-10 Humans, -10 1H Guns, -10 Leather Armour, -10 Ammunition (Exploration)
+412 Scrap Parts, +1 Tech Part (Salvaging), +45 Scrap Parts, +2 Tech Parts (Mr Gutsies/Mr Handies)
+270 Humans, +30 Human Slaves, +470 Food, +380 Ammunition, +220 Scrap Parts, +5 Tech Parts, +150 1H Guns, +50 2H Guns, +80 Leather Armour (Roxbury Surrender)

Challenge: As part of the trade to the Strontium Rangers, we provided them an American flag. While the Rangers certainly recognised it, they did not fly it correctly. Much to the contrary, the flag was cut up and incorporated into the garments of the Raiders’ leadership; the red stripes demarcating distinguished warriors, the white stripes now the bands of the tribal elders, and the stars becoming a part of the tiara of the Raiders’ chieftain. This has been a great shock to the more patriotic elements amongst us. How should we respond?


Vault 350
Spoiler :

It was a summer of exploration for the dwellers of Vault 350, as they continued to attempt to get a grip of the world they now find themselves in.

One expedition continued searching around the outer reaches of East Haven and the parts of New Haven along the near side of the harbour. All along the way they found signs of areas that had been inhabited, even recently, but completely abandoned or cleared out. Some of the coastal areas, such as the neighbourhood of Momauguin, seemed to have been reclaimed by mirelurks, though these were easily dismissed thanks to the size of the party. Moving east, they encountered a nervous but peaceful settlement in the town of Bronson, who treated the explorers warmly, and who seemed blissfully unaware of any strange happenings--perhaps on account of being too far from New Haven. Following this, they returned to Tweed New Haven Airport to scrap; they lucked out and found a functional Veribird parked on the airport grounds, something they were able to fly back to the Vault.

Another expedition managed to cross the river into the New Haven neighbourhood of Fair Haven. They found evidence that the area that once been inhabited, by a raider group calling themselves “the Skull and Bones,” but here, too, had the area been emptied. It was clear that, whatever the true nature of strange lights the Vault-Dwellers had sighted from the near side, their origin lay somewhere further west, deeper into the tangled heart of New Haven. So, the explorers pressed on. Southern New Haven had been devastated by a nuclear detonation, but that was not what halted the explorers.

Around New Haven train station--the lights now to their northwest, in the direction of Yale--the explorers encountered something horrific, even by the standards of the Wasteland. It was flanked by a quartet of human escorts, dressed from head to toe in lion-themed armour. But that did not compare to the thing, which appeared to be a shadowy hybrid woman, with a lion’s head, a beast’s body, and the feet of a bird. Initial attempts to fight her failed miserably--the thing seemed to absorb bullets, and could kill with a single touch--though it seemed to kill only women. The rest of the party fled en masse, hollow-eyed, a wave of cosmic void seeming to have washed over them. It was clear that this creature was a guardian of the lights.

Meanwhile, the mystery of the figurines and the nightmares continued. Interviews with Vault residents determined that the dreams were variations, or reinterpretations, of the same scene: a dark world, with a claustrophobic sky and cities of darkened stone, with no life and only an ashen rain. The returning explorers from New Haven seemed to report similar visions, persisting even after recovering their initial condition. One thing that was determined to alleviate the visions was drinking water immediately before sleeping.

Stats Changes:
+5 Humans (Natural Growth), -10 Humans, +2 Super Mutants, +8 FEV Abominations (…)
+159 Scrap Parts, +6 Tech Parts (Salvaging Nearby), +500 Scrap Parts, +1 Vertibird (Tweed New Haven Airport Salvaging)
-40 Humans, -5 Leather Armour, -30 1H Guns, -10 2H Guns, -150 Ammunition (Exploration)

Challenge: It was a lone researcher who frantically threw open the doors of the Overseer’s office, breaching all protocol and claiming to have found the answer to the mystery. She had been poring over old pre-War books on mythology during her off-duty period when she happened across a description that matched the nightmares perfectly: Irkalla, the Mesopotamian underworld. This seemed bizarre enough, and the Overseer was about to have her removed by the guards, when she claimed she had identified the beast found in New Haven: a demon named Lamashtu. Others were initially highly sceptical, but indeed, her claim is consistent with facts, and is the only solid answer we have to the increasing weirdness. How should we treat her claim?


***

Other

Big Antlers Clan
The Big Antlers Clan disappeared from its home, never heard from since then. Perhaps they returned north, or some other greener pasture; perhaps the clan simply disintegrated into infighting. Rumours still fly of hordes of radstags roaming Upstate New York, and it is sure that their name will not disappear from the legends of the region.

The Daughters
Spoiler :

It was a quiet summer for the Daughters, yet again. The mood was quite relaxed, knowing they are safe here, in opposition to the conditions the Daughters once braved. Some of the elders even worry that the children are soft.

Stats Changes:
+5 Humans, +5 Brahmin (Natural Growth)

Challenge: Our explorers were too utterly confused by our encounter with the Zinc Devils to refuse their “gift,” but the reality is that we now possess a fair number of chems, for the first time in living memory. This threatens to create somewhat more than a simple splash, and, worse, we do not even know where to start in dealing with this issue.


The Point
Spoiler :

This summer, the military might of the Point was put to use. The armies of the Point marched upon the town of Newburgh. With the strength of power armour and advanced weaponry on their side, they thought whomever may be operating out of the city would be a vicious raider gang quickly defeated.

What they found instead was hardly raiders of any sort, but instead a number of raggedly dressed wastelanders trying to fire back with a combination of impromptu crossbows and fairly primitive pre-War sporting store rifles, looking utterly bewildered and frightened. After a few were killed, with virtually no casualties on the Point’s side, the Newburgh civilians frantically surrendered. After some misunderstandings, the Newburgh civilians frantically claimed that what Stewart had told the Point about the situation was an utter lie; Newburgh was in fact a town founded by rebellious slaves who had fled after successfully defeating their Stewart masters, who had captured them from all around, in battle. All the while, into the scene arrived armies from Stewart itself--seeking to destroy, waiting only for the Point to move out of the way.

The Point now stands at a strange situation, stuck in the middle of a standoff between two rival groups--and with the power to end it in one direction or the other.

Stats Changes:
+5 Humans, +5 Human Slaves (Natural Growth)
+20 Humans, -20 Human Slaves (Promotion)
+295 Scrap Parts (Salvaging)
-325 Ammunition (Newburgh)

Challenge: See NPC Diplomacy


Sovereign Fortuna Guild
Spoiler :

The Fortuna Guild continued salvaging operations in and around Sag Harbour, attempting to build up. There was some resistance from encroaching mirelurks in North Haven, inciting a few casualties1 although they were able to find an additional operational boat in the process. Additionally, the Guild found some intact machining gear in a shop at the southeastern edge of the town. Furthermore, the Guild began exploring the outskirts of the airport to the south, a school located there; they came across radscorpions, but not nearly as many as they had been warned about. In any case, it seemed the school had been thoroughly cleared out by some unknown party, but was now safe enough.

Two brothers, members of the Guild, were sent to accompany the finely dressed man and the tech parts north, to Boston. They promised to return in six months [next turn] with such robots. In the meantime, the Guild eagerly waits their return--and the promised goods the man had been sure to plate in words of chrome.

Stats Changes:
+5 Humans (Natural Growth)
-20 Ammunition, -5 Humans, +60 Scrap Parts, +1 Small Boat, +Machining Gear (Salvaging)
-15 Ammunition (Exploration)
-2 Humans, -10 Tech Parts (Boston Mission)
-200 Food, +5 Mr Handies (East Hampton)

Challenge: Our newly acquired Mr Handies have caused a great deal of excitement amongst people not used to seeing such things. But they have also caused a smaller stir. Some members of the Guild have grown attached to them and their personalities, and have contended that they should be given full Guild membership, equal to humans. How should we react to this?



***

To: Beastie Boys
From: Mapleton

Hello there! There has been an, er, change of leadership here. We, the ghouls, found out that the human leaders of this town had been planning to murder us and eat us as delicacies. This didn’t sit well in our stomachs, of course, so we had them killed instead! You seem like cool people who could use a few more people--would you be interested in buying some of these humans in exchange for food? Human flesh isn’t exactly tasty, you know.

To: Order of the Holy Wound
From: Roscoe’s Horde

We are planning an envoy north, to Princeton; we have heard word of a thriving ghoul town in the area, and they very well might need assistance. Would you like to send some people along? Perhaps there’s something up there you might find interesting, and we could use your experience guiding our way.

To: The Point
From: Newburgh

Please help us defeat the evil slavers from Stewart International Station! They kidnapped us from the surrounding lands and forced us into servitude--all because they needed servants for their military. If you claim to defend anything the United States once claimed to stand for, then you will help us.

To: The Point
From: Stewart International Station

Please understand that we had to fudge a few details--it’s in the name of national security, eh? We were unsure how much we could trust you outsiders to help us; especially as you enslave your own kind. Anyway, if you help us defeat and teach these other fools to respect their betters, all will be forgiven, and we will be forever grateful to you.

To: RSPPR
From: Trumbull

Thank you, again; we are forever in your debt. Accept this gift; it is not much, but it is all we have, and we know it may be of value to you.
(RSPPR: +5 Tech Parts)

To: Sons of Hope
From: Lyndhurst

Thank you for your great help. Here, have some of our food. (Sons of Hope: +600 Food)
Would you be willing to keep some of our people around our streets as a permanent police force? You do a better job than we ever could ourselves, and we can continue paying you in food.

***

Lord_Herobrine: The “PATH” tunnels you explored last turn are actually the (Amtrak/NJ Transit) North River Tunnels; I mislabelled them, apologies. Also, you’re unfortunately not close enough to a source of water.

thomas.berubeg: You didn’t have enough alcohol to get the entire amount of energy from Habitat 59, so I just gave the appropriate amount.

Trigo238: Sorry, I should have been clearer about this: you can’t build farms at bunker locations, regardless of whether they’re indoors or outdoors. You would have to find a different location to do so.

***

I’m experimenting with a slightly altered update format; I might rearrange the stats into this new format as well. Let me know if you have a preference. As always, let me know if I have missed anything. This update was done in somewhat fragmented and disrupted circumstances so there are almost certainly errors.

From this point going forwards, as I’ve said before, we will be moving to biweekly updates because my semester has begun and with it the fact that I am actually doing things; furthermore, it’s just more manageable with how complex this game has gotten (which isn’t a bad thing).

With that in mind, orders for the coming fourth update, Winter 2161-62, are tentatively due Tuesday, 5 September.
 
Last edited:
Stats:

Spoiler :

Armstrong Gals/Everblack
Civilian Survivors
Industrious, Scientific
Total Population: 520 (520 Humans)
Total Slaves: 0
Food: 1875 (+500/+0)/3000 (-520)
Energy: 0 (+0/-0)
Scrap Parts: 1305
Tech Parts: 3
Ammunition: 250
Other Items: Radio Gear, Machining Gear
Education: General
Military Skill: 3
Spoiler :

Lancaster
(Urban Ruin, Lancaster, PA)
-Population: 520 (520 Humans)
+0 Food: 0/100 (Sustenance--Winter)
-Structures: Fortifications (3), Farms (2), Silo (1)
-Items: 290 1H Guns, 40 2H Guns, 47 HT Melee, 60 LT Melee, 10 LT Ranged, 3 Protectrons, 4 Early Power Armour


Atlantic Maritime League/Nobody126
Boat People
Maritime, Scientific
Total Population: 370 (370 Humans)
Total Slaves: 385 (385 Humans)
Food: 3000 (+1700/+1200)/3000 (-785)
Energy: 0 (+0/-0)
Scrap Parts: 1552
Tech Parts: 10
Ammunition: 1785
Other Items: Fusion Core, 160 Chems
Education: Advanced
Military Skill: 2
Spoiler :

Fort Delaware
(Bunker, Fort Delaware, Pea Patch Island, DE)
-Population: 120 (120 Humans)
+1000 Food: +50/50 (Dock)
-Structures: Dock (5), Silo (1)
-Items: 65 2H Guns, 75 Leather Armour, 8 Mr Gutsies, 4 Rafts, 7 Canoes
Memorial Anchorage
(Settlement, New Castle, DE)
-Population: 250 (250 Humans)
-Slaves: 385 (385 Humans)
+200 Food: +0/50 (Average--Winter), +10/10 (Dock)
-Structures: Fortifications (2), Farms (1), Dock (1)
-Items: 125 1H Guns, 30 2H Guns, 220 LT Melee, 80 LT Ranged, 18 LT Siege, 290 Leather Armour, 1 Vertibird


Beastie Boys/Ahigin
Raiders
Industrious, Warlike
Total Population: 460 (460 Humans)
Total Slaves: 105 (90 Humans, 15 Ghouls)
Food: 1180 (+750/+0)/4000 (-565)
Energy: 0 (+0/-0)
Scrap Parts: 662
Tech Parts: 2
Ammunition: 355
Other Items: 180 Alcohol, 120 Chems, Fusion Core, Radio Gear
Education: General
Military Skill: 3
Spoiler :

B-Borough
(Urban Ruin, Midwood, Brooklyn, NY)
-Population: 460 (460 Humans)
-Slaves: 105 (90 Humans, 15 Ghouls)
+750 Food: 150/150 (Sustenance)
-Structures: Fortifications (3), Farms (3), Silo (2), Arena
-Items: 590 LT Melee, 20 HT Melee, 120 1H Guns, 140 Leather Armour


Brotherhood of the Undead/Jackelgull
Raiders
Warlike, Scientific
Total Population: 405 (1 Human, 414 Ghouls)
Total Slaves: 535 (535 Humans)
Food: 2130 (+500/+0)/4000 (-930)
Energy: 0 (+0/-0)
Scrap Parts: 1200
Tech Parts: 10
Ammunition: 938
Other Items: 260 Chems
Education: General
Military Skill: 3
Spoiler :

Hartford
(Urban Ruin, Connecticut State Capitol, Hartford, CT)
-Population: 320 (1 Human, 319 Ghouls)
-Slaves: 395 (395 Humans)
+0 Food: 0/100 (Sustenance--Winter)
-Structures: Fortifications (4), Farm (2), Silo (2), Clinic
-Items: 560 LT Melee, 40 1H Guns, 10 Laser Weapons, 30 Leather Armour, 10 Combat Armour
Trinity College
(Urban Ruin, Trinity College, Hartford, CT)
-Population: 85 (85 Ghouls)
-Slaves: 140 (140 Humans)
+0 Food: (Sustenance)
-Structures: Fortifications (1)
-Items: 350 1H Guns, 10 2H Guns, 6 HT Melee, 260 Leather Armour


The Daughters/Robert Can’t
Migrants
Diplomatic, Religious
Total Population: 635 (635 Humans)
Total Slaves: 0
Food: 5000 (+3035/+35)/5000 (-675)
Energy: 0 (+0/-0)
Scrap Parts: 570
Tech Parts: 0
Ammunition: 740
Other Items: 60 Chems
Education: General
Military Skill: 4
Spoiler :

The Village
(Settlement, Monticello, NY)
-Population: 635 (635 Humans)
+35 Food: 0/150 (Fertile--Sustenance), +35 (Brahmin)
-Structures: Fortifications (3), Farms (3), Silo (3), Radio Tower
-Items: 360 1H Guns, 180 2H Guns, 140 Leather Armour, 40 Dogs, 30 Brahmin


Disciples of Madison/Lord_Herobrine
Institution
Religious, Scientific
Total Population: 450 (430 Humans, 20 Ghouls)
Total Slaves: 0
Food: 1055 (+500/+500)/3000 (-450)
Energy: 0 (+0/-0)/0
Scrap Parts: 624
Tech Parts: 24
Ammunition: 535
Other Items: Intact Computers, Fusion Core
Education: Advanced
Military Skill: 1
Spoiler :

Pennsylvania Station
(Urban Ruin, Penn Station, Manhattan, NY)
-Population: 450 (430 Humans, 20 Ghouls)
+500 Food: 0/0 (Average), 50/50 (Hydroponic)
-Structures: Fortifications (2), Hydroponic Farm (1), Silo (1), Inn
-Items: 270 1H Guns, 110 2H Guns, 5 Mr Handies


Hoboken Shipper Boys and Girls/Tolina
Boat People
Industrious, Maritime
Total Population: 445 (130 Humans, 315 Ghouls)
Total Slaves: 0
Food: 2755 (+1050/+600)/4000 (-445)
Energy: 0 (+0/-0)
Scrap Parts: 915
Tech Parts: 6
Ammunition: 550
Other Items: None
Education: General
Military Skill: 2
Spoiler :

Hoboken
(Urban Ruin, Hoboken, NJ)
Population: 445 (130 Humans, 315 Ghouls)
+600 Food: 0/50 (Sustenance--Winter), 30/30 (Dock)
Structures: Fortifications (2), Farm (1), Docks (3), Silo (2)
Items: 280 1H Guns, 30 Laser Weapons, 80 Leather Armour, 6 Early Power Amour, 5 Mr Handies, 1 Small Boat


Kings and Queens/Shirogane
Raiders
Industrious, Diplomatic
Total Population: 390 (390 Humans)
Total Slaves: 550 (430 Humans, 120 Ghouls)
Food: 1910 (+500/+500)/3000 (-940)
Energy: 0 (+0/-0)
Scrap Parts: 2460
Tech Parts: 1
Ammunition: 350
Other Items: 200 Chems
Education: General
Military Skill: 3
Spoiler :

Mount Joy
(Urban Ruin, Valley Forge Casino Resort, PA)
-Population: 390 (390 Humans)
-Slaves: 550 (430 Humans, 120 Ghouls)
+500 Food: 50/50 (Hydroponic)
-Structures: Fortifications (2), Hydroponic Farm (1), Inn
-Items: 135 LT Melee, 240 1H Guns, 50 2H Guns, 20 Laser Weapons, 120 Leather Armour, 5 Mr Handies, 2 Protectrons, 10 Mr Gutsies


Order of the Holy Wound/Seon
Institution
Religious, Scientific
Total Population: 615 (595 Humans, 20 Ghouls)
Total Slaves: 0
Food: 1060 (+1000/+0)/4000 (-615)
Energy: 20 (+10/-0)
Scrap Parts: 1286
Tech Parts: 29
Ammunition: 435
Other Items: 20 Chems, Machining Gear, Laboratory Equipment
Education: Advanced
Military Skill: 2
Spoiler :

The Shard
(Settlement, Trenton Psychiatric Hospital, Trenton, NJ)
-Population: 615 (595 Humans, 20 Ghouls)
+0 Food: 0/100 (Average--Winter)
-Structures: Fortifications (3), Farms (2), Silo (2), Fusion Reactor
-Items: 345 1H Guns, 150 2H Guns, 11 Mr Handies, 5 Protectrons, 5 Improvised Explosives


The Point/Decamper
Pre-War Military
Warlike, Scientific
Total Population: 260 (260 Humans)
Total Slaves: 350 (350 Humans)
Food: 1800 (+1000/+0)/4000 (-610)
Energy: 0 (+0/0)
Scrap Parts: 920
Tech Parts: 14
Ammunition: 2450
Other Items: Intact Computers
Education: General
Military Skill: 7
Spoiler :

The Point
(Settlement, United States Military Academy, West Point, NY)
-Population: 260 (260 Humans)
-Slaves: 350 (350 Humans)
+0 Food: 0/100 (Average)
-Structures: Fortifications (4), Farms (2), Silo (2), Steam Generator
-Items: 20 1H Guns, 360 2H Guns, 90 Laser Weapons, 390 LT Melee, 9 HT Melee, 110 Leather Armour, 160 Combat Armour, 25 Early Power Armour


Poxxy’s Chem Dogs/Zappericus
Raiders
Environmentalist, Warlike
Total Population: 340 (340 Humans)
Total Slaves: 285 (170 Humans, 115 Ghouls)
Food: 1600 (+0/+0)/4000 (-628)
Energy: 0 (+0/-0)
Scrap Parts: 545
Tech Parts: 5
Ammunition: 1660
Other Items: 55 Chems
Education: General
Military Skill: 5
Spoiler :

The Underhive
(Bunker, Valley Forge Military Academy, Wayne, PA)
-Population: 340 (340 Humans)
-Slaves: 285 (170 Humans, 115 Ghouls)
+0 Food: 0/0 (Sustenance-Winter)
-Structures: Silo (2), Chemist, Inn, Arena
-Items: 430 LT Melee, 360 1H Guns, 45 2H Guns, 70 Laser Weapons, 160 Leather Armour, 200 Improvised Explosives, 48 Dynamites, 10 Mr Handies, 4 Protectrons, 3 Deatharoos


Reformed Society for Psychic and Paranormal Research/Marcher Jovian
Civilian Survivors
Industrious, Religious
Total Population: 515 (515 Humans)
Total Slaves: 0
Food: 2890 (+1500/+0)/4000 (-590)
Energy: 0 (+2/-0)
Scrap Parts: 1304
Tech Parts: 11
Ammunition: 355
Other Items: 10 Chems, Intact Computers, Precision Tools
Education: General
Military Skill: 1
Spoiler :

Monroe
(Settlement, Monroe, CT)
-Population: 205 (205 Humans)
+0 Food: 0/150 (Average-Winter)
-Structures: Fortifications (1), Farms (3), Silo (2), Inn
-Items: 75 1H Guns, 22 Mr Handies, 9 Early Power Armour
Bridgeport
(Urban Ruin, Bridgeport, CT)
-Population: 310 (310 Humans)
+0 Food: (Worthless)
-Structures: Fortifications (1), Water Turbine (1), Radio Tower of Mysterious Origin
-Items: 215 1H Guns, 140 2H Guns, 15 Plasma Weapons, 15 Combat Armour


Sanctuary Guard/thomas.berubeg
Pre-War Military
Agricultural, Religious
Total Population: 450 (395 Humans, 55 Ghouls)
Total Slaves: 0
Food: 1375 (+1600/+100)/4000 (-450)
Energy: 0 (+0/-0)
Scrap Parts: 724
Tech Parts: 0
Ammunition: 1090
Other Items: Intact Computers
Education: General
Military Skill: 4
Spoiler :

The Cloisters
(Urban Ruin, The Cloisters, Manhattan, NY)
-Population: 130 (95 Humans, 35 Ghouls)
+100 Food: 0/50 (Sustenance--Winter), 10/10 (Dock)
-Structures: Fortifications (4), Farm (1), Dock (1), Silo (1), Still, Inn, Clinic
-Items: 30 2H Guns, 140 Laser Weapons, 30 Leather Armour, 10 Mr Gutsies, 1 Canoe, 2 Small Boats
Red Cliff
(Settlement, Harlem River Park, Manhattan, NY)
-Population: 320 (300 Humans, 20 Ghouls)
+0 Food: 0/100 (Sustenance--Winter)
-Structures: Fortifications (1), Farms (2), Silo (1)
-Items: 170 2H Guns, 210 Laser Weapons, 7 Plasma Weapons, 20 Leather Armour, 155 Combat Armour, 7 Standard Power Armour, 30 Mr Gutsies


Shepaug Dam Survivors/Immaculate
Pre-War Military
Diplomatic, Industrious
Total Population: 1145 (1105 Humans, 40 Ghouls)
Total Slaves: 30 (30 Humans)
Food: 3360 (+1450/+200)/5000 (-1175)
Energy: 40 (+10/-0)
Scrap Parts: 2269
Tech Parts: 17
Ammunition: 3915
Other Items: Laboratory Equipment, Machining Gear
Education: General
Military Skill: 4
Spoiler :

Shepaug Dam
(Bunker, Shepaug Dam, Newtown/Southbury, CT)
-Population: 480 (470 Humans, 10 Ghouls)
-Structures: Water Turbine (5), Silo (1), Inn
-Items: 180 2H Guns, 165 Laser Weapons, 30 Improvised Explosives, 185 Combat Armour, 20 Standard Power Armour, 11 Mr Gutsies
Newtown
(Settlement, Newtown, CT)
-Population: 395 (365 Humans, 30 Ghouls)
+200 Food: 0/150 (Sustenance--Winter), +200 (Brahmins)
-Structures: Fortifications (3), Farms (3), Silos (2), Inn, Still
-Items: 230 1H Guns, 20 Leather Armour, 12 Mr Handies, 200 Brahmin
Roxbury
(Settlement, Roxbury, CT)
-Population: 270 (270 Humans)
-Slaves: 30 (30 Humans)
+0 Food: 0/50 (Average--Winter)
-Structures: Fortifications (1), Farm (1)
-Items: 150 1H Guns, 50 2H Guns, 80 Leather Armour


The Skylanders/Shadowbound
Tribals
Environmentalist, Warlike
Total Population: 1215 (1215 Humans)
Total Slaves: 0
Total Food: 725 (+425/+425)/2000 (-1715)
Energy: 0 (+0/-0)
Scrap Parts: 300
Tech Parts: 0
Ammunition: 280
Other Items: Radio Gear
Education: Tribal
Military Skill: 4
Spoiler :

Skylanders Camp
(Camp, Rockaway NJ)
-Population: 1215 (1215 Humans)
+425 Food: 0/0 (Fertile), +425 (Brahmin)
-Items: 1110 LT Melee, 190 LT Ranged, 30 1H Guns, 30 2H Guns, 390 Leather Armour, 425 Brahmin, 150 Horses


Sons of Hope/Trigo238
Pre-War Military
Agricultural, Diplomatic
Total Population: 451 (436 Humans, 15 Ghouls)
Total Slaves: 0
Food: 2565 (+0/+0)/3000 (-451)
Energy: 20 (+0/-0)
Scrap Parts: 700
Tech Parts: 12
Ammunition: 3310
Other Items: Radio Gear, Machining Gear
Education: General
Military Skill: 5
Spoiler :

Nutley
(Bunker, Nutley, NJ)
-Population: 451 (436 Humans, 15 Ghouls)
+0 Food
-Structures: Silo (1)
-Items: 270 Laser Weapons, 40 Plasma Weapons, 15 HT Melee, 60 Combat Armour, 20 Early Power Armour, 20 Mr Gutsies


Sovereign Fortuna Guild/Ailedhoo
Boat People
Diplomatic, Maritime
Total Population: 558 (558 Humans)
Total Slaves: 0
Food: 740 (+700/+200)/4000 (-558)
Energy: 0 (+0/-0)
Scrap Parts: 165
Tech Parts: 0
Ammunition: 265
Other Items: Machining Gear
Education: General
Military Skill: 1
Spoiler :

Sag Harbour
(Settlement, Sag Harbour, NY)
-Population: 558 (558 Humans)
+200 Food: 0/50 (Average--Sustenance), 10/10 (Dock)
-Structures: Fortifications (1), Farm (1), Dock (1), Silo (2)
-Items: 85 1H Guns, 90 2H Guns, 20 Leather Armour, 5 Mr Handies, 3 Canoes, 2 Small Boats


Vault 77/poketwo
Vault Dwellers
Industrious, Religious
Total Population: 890 (890 Humans)
Total Slaves: 0
Food: 1140 (+3100/+1600)/2000 (-1290)
Energy: 0 (+10/-10)
Scrap Parts: 0
Tech Parts: 0
Ammunition: 680
Other Items: 50 Alcohol
Education: General
Military Skill: 2
Spoiler :

Vault 77
(Vault, Valley Forge, PA)
-Population: 570 (570 Humans)
+1600 Food: 0/0 (Average), +1000 (Nutrient Replication), +600 (Cattle)
+10 Energy
-Structures: Nutrient Replicator (2), Fusion Reactor
-Items: 150 2H Guns, 130 Dogs, 200 Cattle, 50 Horses
King of Prussia
(Urban Ruin, King of Prussia Mall, King of Prussia, PA)
-Population: 320 (320 Humans)
+0 Food: 0/150 (Average--Winter)
-Structures: Fortifications (7), Farms (3), Silo (1), Inn, Armoursmith, Fortification, Arena
-Items: 315 LT Melee, 300 1H Guns, 20 2H Guns, 5 HT Melee, 100 Leather Armour, 7 Mr Handies, 70 Dogs, 5 Elephants


Vault 314/Terrance888
Vault Dwellers
Environmentalist, Scientific
Total Population: 973 (973 Humans)
Total Slaves: 0
Food: 2000 (+500/+500)/2000 (-994)
Energy: 60 (+10/-5)
Scrap Parts: 1280
Tech Parts: 29
Ammunition: 0
Other Items: 100 Alcohol
Education: General
Military Skill: 1
Spoiler :

Vault 314
(Vault, Mills Reservation, Montclair, NJ)
-Population: 973 (973 Humans)
+500 Food: 0/0 (Average), +500 (Nutrient Replication)
+10 Energy
-Structures: Fortifications (1) Nutrient Replicator (1 Active/2 Total), Fusion Reactor, Robotics Facility, Inn, Forge
-Items: 184 Mr Handies, 15 HT Melee, 95 Protectrons, 24 Assaultrons, 10 Sentry Bots, 7 Horses


Vault 350/J.K. Stockholme
Vault Dwellers
Scientific, Warlike
Total Population: 674 (605 Humans, 61 Super Mutants)
Total Slaves: 0
Food: 1565 (+1000/+1000)/2000 (-775)
Energy: 0 (+0/-0)
Scrap Parts: 659
Tech Parts: 16
Ammunition: 700
Other Items: None
Education: General
Military Skill: 3
Spoiler :

Vault 350
(Vault, High Ridge, East Haven, CT)
-Population: 714 (645 Humans, 61 Super Mutants)
+1000 Food: 0/0 (Sustenance), +1000 (Nutrient Replication)
+10 Energy
-Structures: Nutrient Replicator (2), Fusion Reactor, FEV Laboratory
-Items: 290 1H Guns, 210 2H Guns, 5 HT Melee, 25 Leather Armour, 59 FEV Abominations, 1 Vertibird


Wall Street Traders/NinjaCow64
Civilian Survivors
Diplomatic, Industrious
Total Population: 315 (300 Humans, 15 Ghouls)
Total Slaves: 260 (180 Humans, 80 Ghouls)
Food: 935 (+650/+400)/4000 (-575)
Energy: 0 (+0/-0)
Scrap Parts: 602
Tech Parts: 14
Ammunition: 220
Other Items: 10 Alcohol, 20 Chems, Radio Gear, Precision Tools
Education: General
Military Skill: 2
Spoiler :

New York Stock Exchange
(Urban Ruin, New York Stock Exchange, Manhattan, NY)
-Population: 220 (215 Humans, 5 Ghouls)
-Slaves: 230 (160 Humans, 70 Ghouls)
+250 Food: 50/50 (Sustenance)
-Structures: Fortifications (2), Farm (1), Silo (2), Inn
-Items: 80 1H Guns, 70 2H Guns
Pier 11
(Urban Ruin, Pier 11/Wall Street Ferry Terminal, Manhattan, NY)
-Population: 95 (85 Humans, 10 Ghouls)
-Slaves: 30 (20 Humans, 10 Ghouls)
+400 Food: (Worthless), 40/40 (Docks)
-Structures: Fortifications (1), Docks (4)
-Items: 45 1H Guns, 10 2H Guns


The Warriors/Grandkhan
Raiders
Industrious, Warlike
Total Population: 290 (290 Humans)
Total Slaves: 170 (120 Humans, 50 Ghouls)
Food: 1615 (+500/+0)/3000 (-460)
Energy: 0 (+0/-0)
Scrap Parts: 1035
Tech Parts: 0
Ammunition: 650
Other Items: 170 Alcohol, 100 Chems, Precision Tools
Education: General
Military Skill: 3
Spoiler :

Coney Island
(Urban Ruin, Coney Island, Brooklyn, NY)
-Population: 290 (460 Humans)
-Slaves: 170 (120 Humans, 50 Ghouls)
+0 Food: 0/50 (Average--Winter)
-Structures: Fortifications (3), Farms (1), Silo (1)
-Items: 360 LT Melee, 200 1H Guns, 160 Leather Armour, 4 Protectrons


NPCs
Spoiler :

Alphabet Company
Raiders
Maritime, Warlike
Urban Ruin, Alphabet City, Manhattan, NY
Population: 150 (50 Humans, 100 Ghouls)
Slaves: 290 (290 Humans)
Food: Insecure
Structures: Fortifications (2), Dock (1)
Items: 130 LT Melee, 10 HT Melee, 70 Leather Armour
Education: General
Military Skill: 3

Arden
Civilian Survivors
Agricultural, Warlike
Settlement, Arden, DE
Population: 290 (290 Humans)
Slaves: 110 (110 Humans)
Food: Plentiful
Structures: Fortifications (4), Farm (2, Average), Silo (2)
Items: 300 LT Melee, 150 2H Guns, 50 Laser Weapons, 50 Combat Armour
Education: General
Military Skill: 4

Baritone Family
Raiders
Diplomatic, Warlike
Settlement, Belleville, NJ
Population: 350 (350 Humans)
Slaves: 190 (190 Ghouls)
Food: Average
Structures: Fortifications (3), Farms (3, Sustenance), Silo (1)
Items: 330 1H Guns, 70 2H Guns, 70 Laser Weapons
Education: General
Military Skill: 4

Battery Park
Civilian Survivors
Diplomatic, Maritime
Settlement, Battery Park, Manhattan, NY
Population: 155 (25 Humans, 130 Ghouls)
Slaves: 0
Food: Average
Structures: Fortifications (2), Farms (0, Worthless), Dock (1)
Items: 70 1H Guns, 90 Leather Armour, 10 Mr Handies
Education: General
Military Skill: 2

Big Iron
Civilian Survivors
Industrious, Warlike
Urban Ruin, Flatiron Building, Manhattan, NY
Population: 350 (350 Ghouls)
Slaves: 760 (760 Humans)
Food: Insecure
Structures: Fortifications (2), Farms (4, Sustenance)
Items: 240 LT Melee, 60 HT Melee, 60 Dynamite
Education: General
Military Skill: 2

Blue Lions
Raiders
Environmentalist, Warlike
Urban Ruin, Chelsea, Manhattan, NY
Population: 402 (301 Humans, 101 Ghouls)
Slaves: 270 (270 Humans)
Food: Average
Structures: Fortifications (3)
Items: 550 LT Melee
Education: General
Military Skill: 2

Branford
Boat People
Maritime, Religious
Settlement, Branford, CT
Population: 270 (270 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (1), Dock (2), Silo (1)
Items: 120 1H Guns, 50 2H Guns, 5 Canoes, 2 Small Boats
Education: General
Military Skill: 2

Buzzing Hornets
Raiders
Environmentalist, Warlike
Settlement, Totowa, NJ
Population: 590 (510 Humans, 80 Ghouls)
Slaves: 180 (30 Humans, 150 Ghouls)
Food: Secure
Structures: Fortifications (3), Farms (2, Average), Silo (1), Arena
Items: 440 1H Guns, 110 2H Guns, 360 Leather Armour
Education: General
Military Skill: 3

Chesapeake City
Boat People
Diplomatic, Maritime
Settlement, Chesapeake City, MD
Population: 570 (550 Humans, 20 Ghouls)
Slaves: 0
Food: Average
Structures: Fortifications (2), Farms (1, Sustenance), Dock (1)
Items: 290 1H Guns, 150 2H Guns
Education: General
Military Skill: 2

Chester
Boat People
Diplomatic, Maritime
Settlement, Chester, PA
Population: 610 (490 Humans, 120 Ghouls)
Slaves: 0
Food: Average
Structures: Fortifications (2), Dock (3)
Items: 250 1H Guns, 100 2H Guns, 50 Laser Weapons, 5 Canoes, 2 Small Boats
Education: General
Military Skill: 3

Children of Concorde
Civilian Survivors
Environmentalist, Religious
Urban Ruin, Waterbury-Oxford Airport, Oxford, CT
Population: 330 (330 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Hydroponic Farm (1), Silo (1), Fusion Reactor, Airfield
Items: 130 Laser Weapons, 24 HT Melee, 15 Protectrons, 5 Early Power Armour
Education: General
Military Skill: 2

Claymont
Civilian Survivors
Industrious, Warlike
Settlement, Claymont, DE
Population: 270 (270 Humans)
Slaves: 150 (150 Humans)
Food: Insecure
Items: 150 LT Melee, 200 1H Guns, 45 2H Guns, 45 Combat Armour, 1 Artillery
Structures: Fortifications (5), Farm (1, Average)
Education: General
Military Skill: 4

Cohen Syndicate
Raiders
Diplomatic, Warlike
Urban Ruin, East Broadway Subway Station, Manhattan, NY
Population: 240 (120 Humans, 120 Ghouls)
Slaves: 130 (80 Humans, 50 Ghouls)
Food: Insecure
Structures: Fortifications (2), Silo (1)
Items: 270 LT Melee, 80 2H Guns, 100 Leather Armour
Education: General
Military Skill: 3

Denville
Civilian Survivors
Diplomatic, Warlike
Settlement, Denville, NJ
Population: 360 (360 Humans)
Slaves: 0
Food: Insecure
Structures: Fortifications (2), Farm (1, Average), Silo (1), Inn
Items: 350 1H Guns, 50 2H Guns, 120 Leather Armour
Education: General
Military Skill: 1

Dragons of Death
Raiders
Scientific, Warlike
Settlement, Ridley Park, PA
Population: 405 (270 Humans, 135 Ghouls)
Slaves: 190 (170 Humans, 20 Ghouls)
Food: Insecure
Structures: Fortifications (2), Farm (1, Average), Silo (1), Forge
Items: 600 LT Melee, 50 LT Siege, 50 Laser Weapons, 135 Leather Armour, 135 Metal Armour
Education: General
Military Skill: 4

East Hampton
Civilian Survivors
Maritime, Warlike
Settlement, East Hampton, NY
Population: 320 (320 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (3), Farm (1, Sustenance), Silo (1)
Items: 220 1H Guns, 200 Leather Armour, 30 Mr Handies, 40 Brahmin
Education: General
Military Skill: 2

Englewood
Civilian Survivors
Agricultural, Religious
Settlement, Englewood, NJ
Population: 350 (350 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Farm (1, Average), Silo (1)
Items: 160 1H Guns, 120 2H Guns, 120 Leather Armour
Education: General
Military Skill: 2

Essex County National Guard
Pre-War Military
Religious, Warlike
Urban Ruin, Essex County Airport, Caldwell, NJ
Stats: ???

Gold Cougars
Raiders
Agricultural, Warlike
Settlement, Springfield Township (Delaware County), PA
Population: 200 (180 Humans, 20 Ghouls)
Slaves: 230 (170 Humans, 60 Ghouls)
Food: Insecure
Structures: Fortifications (1), Farm (1, Average)
Items: 170 1H Guns, 20 2H Guns, 120 Leather Armour
Education: General
Military Skill: 3

Grand Central
Migrants
Diplomatic, Religious
Urban Ruin, Grand Central Station, Manhattan, NY
Population: 255 (255 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (3), Hydroponic Farm (1)
Items: 180 1H Guns, 50 2H Guns, 5 Laser Weapons, 5 HT Melee, 5 Heavy Weapons
Education: General
Military Skill: 3

Habitat 59
Institution
Diplomatic, Scientific
Urban Ruin, 59th Street-Columbus Circle Subway Station (1/A/B/C/D), Manhattan, NY
Population: 340 (340 Humans)
Slaves: 0
Food: Plentiful
Structures: Fortifications (3), Hydroponic Farm (2), Fusion Reactor, Inn
Items: 245 Mr Handies, 143 Protectrons, 77 Mr Gutsies
Education: Advanced
Military Skill: 1

Indian Panthers
Raiders
Agricultural, Warlike
Urban Ruin, Passaic, NJ
Population: 305 (85 Humans, 220 Ghouls)
Slaves: 285 (265 Humans, 20 Ghouls)
Food: Average
Structures: Fortifications (2), Farms (2, Average)
Items:
Education: General
Military Skill: 3

Jamaica Bay Corsairs
Boat People
Maritime, Warlike
Settlement, Floyd Bennett Field, Brooklyn, NY
Population: 350 (270 Humans, 80 Ghouls)
Slaves: 260 (200 Humans, 60 Ghouls)
Food: Average
Structures: Fortifications (2), Dock (3), Airstrip
Items: 220 LT Melee, 100 LT Ranged, 2 Small Boats
Education: General
Military Skill: 3

Julliard Drama School
Raiders
Industrious, Warlike
Urban Ruin, Lincoln Square, Manhattan, NY
Population: 110 (110 Humans)
Slaves: 330 (220 Humans, 110 Ghouls)
Food: Insecure
Structures: Fortifications (2)
Items: 290 LT Melee, 110 LT Ranged, 170 Leather Armour
Education: General
Military Skill: 5

Lyndhurst
Civilian Survivors
Agricultural, Environmentalist
Settlement, Lyndhurst, NJ
Population: 450 (290 Humans, 160 Ghouls)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Farms (2, Average), Silo (1)
Items: 220 1H Guns, 170 2H Guns
Education: General
Military Skill: 1

Manhattan Commune
Civilian Survivors
Diplomatic, Industrious
Urban Ruin, Canal Street (A/C/E) Subway Station, Manhattan, NY
Population: 235 (235 Humans)
Slaves: 175 (175 Ghouls)
Food: Insecure
Structures: Fortifications (2), Hydroponic Farm (1), Silo (1)
Items: 100 1H Guns, 70 2H Guns, 70 Leather Armour
Education: General
Military Skill: 2

Mapleton
Raiders
Religious, Warlike
Urban Ruin, Mapleton, Brooklyn, NY
Population: 50 (50 Ghouls)
Slaves: 290 (290 Humans)
Food: Insecure
Structures: Fortifications (2), Farms (2, Sustenance)
Items: 380 LT Melee, 50 2H Guns, 50 HT Melee
Education: General
Military Skill: 1

Mid-Bedford
Institution
Industrious, Scientific
Urban Ruin, Brooklyn College, Brooklyn, NY
Population: 265 (70 Humans, 195 Ghouls)
Slaves: 0
Food: Plentiful
Structures: Fortifications (4), Hydroponic Farm (1), Still
Items: 50 LT Melee, 70 1H Guns, 15 2H Guns, 15 Mr Handies, 15 Protectrons, 70 Alcohol, 20 Chems
Education: Advanced
Military Skill: 2

National Humane Alliance
Raiders
Industrious, Warlike
Settlement, Derby, CT
Population: 810 (600 Humans, 210 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (4)
Items: 670 LT Melee, 60 LT Ranged, 60 1H Guns
Education: General
Military Skill: 3

New Bear
Migrants
Agricultural, Environmentalist
Settlement, Bear, DE
Population: 570 (420 Humans, 150 Ghouls)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Farms (1, Average), Silo (1)
Items: 450 LT Melee, 200 2H Guns, 200 Leather Armour
Education: General
Military Skill: 2

Newburgh
Civilian Survivors
Agricultural, Diplomatic
Settlement, Newburgh, NY
Population: 350 (350 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (4), Farms (1, Average)
Items: 100 LT Melee, 80 2H Guns, 10 Laser Weapons, 170 Combat Armour
Education: General
Military Skill: 3

New Harlem
Civilian Survivors
Diplomatic, Industrious
Urban Ruin, 125th Street (A/D) Subway Station, Manhattan, NY
Population: 215 (170 Humans, 45 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (2)
Items: 190 LT Melee, 100 1H Guns, 10 HT Melee
Education: General
Military Skill: 2

Nuka World
Raiders
Diplomatic, Warlike
Urban Ruin, Nuka-World, Agawam, MA
Stats: ???

PLA Naval Air Base NYC
Squadron
Pre-War Military
Maritime, Warlike
Urban Ruin, Intrepid Sea, Air, and Space Museum, Manhattan, NY
Population: 285 (285 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (4), Dock (2), Fusion Reactor
Items: 180 Laser Weapons, 90 HT Melee, 10 Small Boats
Education: General
Military Skill: 6

Roscoe’s Horde
Raiders
Industrious, Warlike
Settlement, The College of New Jersey, Ewing Township, NJ
Population: 280 (280 Ghouls)
Slaves: 110 (110 Humans)
Food: Average
Structures: Fortifications (2), Farms (1, Average), Silo (1)
Items: 190 LT Melee, 70 1H Guns, 20 2H Guns, 55 Leather Armour
Education: General
Military Skill: 3

Stewart International Station
Pre-War Military
Diplomatic, Warlike
Urban Ruin, Stewart International Airport, NY
Population: 320 (320 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (3), Hydroponic Farms (2)
Items: 220 2H Guns, 20 Laser Weapons, 250 Combat Armour, 5 Early Power Armour
Education: General
Military Skill: 4

Strontium Rangers
Tribals
Religious, Warlike
Camp, Woodbury, CT
Population: 630 (630 Humans)
Slaves: 0
Food: Secure
Structures: None
Items: 500 LT Melee, 290 LT Ranged, 30 2H Guns, 105 Brahmin, 20 Chems
Education: Tribal
Military Skill: 4

Temple of the Holy Pluto
Institution
Religious, Scientific
Urban Ruin, Hayden Planetarium, Manhattan, NY
Stats: ???

Terminus
Civilian Survivors
Diplomatic, Industrious
Urban Ruin, Inwood-207th Street (A) Subway Station, Manhattan, NY
Population: 140 (140 Humans)
Slaves: 0
Food: Adequate
Structures: Fortifications (1), Hydroponic Farm (1), Chemist
Items: 20 2H Guns, 790 Chems
Education: General
Military Skill: 2

Troy
Migrants
Diplomatic, Scientific
Settlement, Parsippany-Troy Hills, NJ
Population: 1800 (1630 Humans, 170 Ghouls)
Slaves: 1320 (1200 Humans, 120 Ghouls)
Food: Secure
Structures: Fortifications (6), Farms (6, Fertile), Silo (6), Inn, Arena, Forge, Armoursmith
Items: 1610 LT Melee, 530 LT Ranged, 10 LT Siege, 95 1H Guns, 1490 Metal Armour
Education: General
Military Skill: 4

Trumbull
Civilian Survivors
Agricultural, Environmentalist
Settlement, Trumbull, CT
Population: 320 (315 Humans, 5 Ghouls)
Slaves: 0
Food: Adequate
Structures: Fortifications (4), Farms (1, Average), Silo (1)
Items: 300 1H Guns, 35 Laser Weapons, 60 Mr Handies
Education: General
Military Skill: 3

Upside-Down Rams
Raiders
Industrious, Warlike
Urban Ruin, The Heights, Jersey City, NJ
Population: 390 (390 Ghouls)
Slaves: 50 (50 Humans)
Food: Insecure
Structures: Fortifications (2), Farms (2, Sustenance)
Items: 260 LT Melee, 140 1H Guns, 40 HT Melee, 160 Leather Armour
Education: General
Military Skill: 3

Vault 495
(Sealed) Vault, Lincoln Tunnel, NJ/NY
Stats: ???

Verona
Migrants
Agricultural, Religious
Settlement, Verona, NJ
Population: 480 (425 Humans, 55 Ghouls)
Slaves: 0
Food: Plentiful
Structures: Fortifications (4), Farm (1, Average) Silo (2), Still, Inn
Items: 400 LT Melee, 190 LT Ranged, 11 LT Siege, 200 Alcohol, 5 Chems, 5 Mr Handies, 5 Protectrons
Education: General
Military Skill: 1

Windsor
Civilian Survivors
Agricultural, Environmentalist
Settlement, Windsor, CT
Population: 220 (220 Humans)
Slaves: 70 (70 Ghouls)
Food: Insecure
Structures: Fortifications (2), Farm (1, Average), Water Turbine (1)
Items: 150 LT Melee, 70 2H Guns, 15 Laser Weapons, 30 Leather Armour
Education: General
Military Skill: 1

Zinc Devils
Raiders
Diplomatic, Environmentalist
Settlement, Middletown, NY
Population: 340 (290 Humans, 50 Ghouls)
Slaves: 60 (60 Humans)
Food: Insecure
Structures: Fortifications (2), Farms (1, Average), Silo (1)
Items: 360 LT Melee, 130 LT Ranged, 160 1H Guns, 180 Chems
Education: General
Military Skill: 3


Special NPCs

Church of the Children of Atom
Scientific, Religious
Known Locations:
-Havre de Grace, MD

The Eye of Horus
Scientific, Religious
Known Pyramids:
-The Lawrenceville School, Lawrence Township, NJ
-Haverford College, Haverford, PA
-Fort Christina, Wilmington, DE


Map
 
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The Governor's Statement Regarding Roxbury:

With great trepidation and no small amount of sadness, Connecticut State Governor, Richard Weicker has passed resolution 41. Resolution 41 is a punitive resolution directed at Roxbury’s leadership and slave-owners in response to their unwillingness to give up slavery or recognize US law.
 
To Roscoe's Horde

The Colonel Who Cannot be Denied shall show us our way. We'll help in any way we can.
 
To East Hampton
From SFG

Forgive us if this message may be strange but... how sentient are Mr Handies?
 
Diplomacy

Chesapeake City

Winter approaches once again our friends. The AML's leadership has thought long and hard about how we can best give Chesapeake City a long term solution to your hunger over the course of our winter's. Our scientists predict a particularly harsh season this year.

We have come to the conclusion that the most efficient way of running food, supplies, and trade between your great city and our two existing settlements is by joining our two peoples together. As a result (OOC because of mechanics pooling food between settlements) trade will flourish between our settlements and we can ensure you will never go hungry again. Our people can rejoi e in the idea that we co trol the Chesapeake Canal, and can look forward to decades of prosperous trade along that route. We shall forge a single nation from our two peoples.

We propose that such a merged faction will be called the Chesapeake-Atlantic Maritime League. The leader of your settlement would be granted the rank of Vice Admiral our leadership; in other words they would be of equal rank of anyone who runs a settlement and only outranked by our leader, the Admiral. You would become privy to our most condfidential councils and a native of your city, as befitting citizen of our new nation, would of course be eligible to become a future leader of our people once the Commander leaves office.

We ask that you accept, as together, we would be stronger, and better equipped to face the threats of the wasteland.

New Bear

Greetings, and welcome friends. May we look forward to a long and prosperous relationship between our two settlements.

We understand your settlement is harassed by raiders to the west. We have recently dealt with our own raider troubles in New Castle and emerged victorious with hardly a scratch. Because raiders are an impediment to free trade in the wastes, we would like to help you cleanse the land of those who threatened your lives and livelihoods.

However we cannot place the lives of our citizens in danger with no return. If you are interested in our help, we would be interested in a return if scrap, tech parts, and compensating us for any ammunition that we expend on the campaign.

Dragons of Death

Greetings and please dont shoot. We come in peace, only wishing to establish trading relations.

Our scouts noticed that your area is not particularly fertile and you may thus require food to make it through the harsh winter that is coming. We would like to help. However we of course require some benefit in return. We would offer you 1500 food this winter, as well as 50 slaves we captured in a recent conflict. In return we believe 50 laser weapons and 100 metal armor would be a fair trade.

Please let us know if this trade interests you. It is our understanding, based on our calculations, that you may not survive the winter without an influx of food.

Chester

Greetings friends. Our scouts tell us of the warm welcome they received amongst you and we appreciate it.

We come to you with a proposition. We face a grace threat to the South, of a raider gang threatening to overrun our allies. We are in need of better armaments, and we understand you have 50 laser weapons at your disposal.

You also have raiders to your north, so we understand you may be reluctant to spare any arms. However we are prepared to offer you 1000 food this upcoming winter to ease any food shortages that may occur in your settlement. In exchange, we request to borrow your 50 laser weapons for 12 months (2 turns). You will also receive 25% of any loot that is brought back from our canpaign against these vile fiends.

Additionally, we will pledge to rush to your defense should any external force threaten you while we are loaning these weapons.
 
To: Habitat 59
From: The Sanctuary

Now that the dagger poised to plunge into our side has been removed, we may turn our attention to more peaceful designs. We are now prepared for our great crusade into the under-roads, the deep dark, so as to restore the flow of the city's lifeblood. Do you still call upon our swords and fire to do so?

To: New Harlem
From: The Sanctuary

The Sanctuary wishes you the brightest of winters, and hopes that the offerings of food have served you well. Do your larders now overflow, or should we send you more?

This world is also a harsh, dangerous ones, and it is our duty to help protect those who need such protection. Do you wish us to station some of our Knights to assist you in your defence against the dark elements of the world?
 
Diplomacy 2

Children of the Church of the Atom

Greetings friends. We are gladdened to know that there is civilization to our west. Our leadership is I trigued by your religion. Our people have been isolated for much if the last 80 years and so we are still searching for answers.

You ask for our fusion core. As you no doubt are aware, fusion cores are rare and very valuable. A small powered boat is worth far less than a fusion core that can pite tially grant unlimited access to energy, which we prize very highly.

So we instead make this proposal. 6000 scrap parts, 20 tech parts, a set of precision tools, and a set of machining gear in exchange for our fusion core. We believe this is fair exchange. Additionally, should you accept this deal, we will allow your people free reign to travel settlements under our control and expose our people to your religion. And of course we would be more than willing to help with your maritime ventures in the future.

We hope this is the beginning of a long and prosperous relationship.
 
To: SFG
From: East Hampton

It is said they have the intelligence of a child, but, truthfully, we know little of the answers to such questions.

To: AML
From: Chesapeake City

We would be happy with our continued friendship, but we are frankly insulted by the suggestion that you assume we would be so quick to give up our independence to a little island.

To: AML
From: New Bear

Thank you for your help. We have acquired quite a number of scrap parts, and we are willing to trade perhaps several hundred; what sort of numbers are you looking at?

To: AML
From: Dragons of Death

[sends envoy's mangled head back, inked with gothic symbolism and nailed to a stake]

To: AML
From: Chester

We're unwilling to give all of our best armaments to someone so far away, but there is truth in your words. Perhaps we could be willing to give you 20 of them for 750 food.

To: AML
From: The Chesapeake Neutron of the Children of the Church of Atom

For a group who calls yourselves merchants, you should know better than to set a price that is far too high. We can give you 2000 Scrap and 10 Tech Parts. Do remember that it is Atom's will that we collect these fusion cores; we have a purpose for them far more critical than whatever you have in mind.

To: Sanctuary Guard
From: Habitat 59

Absolutely. We can't say we understand the meaning of quite everything you say, but rest assured we will commit all resources to clearing the IND Eighth Avenue Line.

To: Sanctuary Guard
From: New Harlem

We would gladly appreciate more food supplies. We have heard of your victory over some blood-stained eastern raiders, and if that is the power you can wield, we would appreciate even more having some of your knights stationed around here.
 
We would like to welcome and invite the Towns of Verona and Lyndhurst, the brave warriors of the Sons of Hope, the Settlers of Caldwell and the Mysterious Overwatch at the Essex County Airport to a winter sports tournament called the Snowball Bowl!

We accept teams sized 10-25! There will be be both individual and team based events. There will be ice skating and snow skiing! Racing and prancing! Blade hockey! Blindfolded Handy Ice Sculptures! And to top it off, a big team-based snowball fight!

Everyone is welcome to send their team up to a month early to practice these events at our beautiful lake. Your team will be our honored guests. Please, bring your friends and family to our Inn to relax and share a drink! Everyone’s first drink and meal is on us!

This is the first time we’re holding this tournament, so of course we’ll appreciate help and advise judging and setting up the rules of all the events. During the event, five Mr. Handies will provide live feed from various angles, for your viewing pleasure! We wish to provide a safe, fun, and well run events for everyone!

The final winning team of the tournament shall win a prize for their home town! A full year’s service by 5 Mr. Handies and 25 units of booze! Additionally, their names shall be added to a plaque in our Museum to be immortalized in Wasteland History!

Other potential events: Competitive igloo building. Snowman contest. Christmas tree decoration. Snow angel competition. Snow eating contest.

[To Verona - Yeah, the offer for Robots built to order will still be available, as longs you provide the tech part necessary. Prices vary by materials provided.]
 
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