Old Orleans, New Trouble: A Fallout Campaign (Inactive)

Game Master SinBlade06

Old Orleans is in need of heros. Is this you? A campaign based off of Fallout 3.


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Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

This is just speculation, have we actually seen any troops? Any estimate on numbers yet? If not I wouldn't mind going out to scout.

If the attack is going to involve anything like the size you're suggesting, I propose we leg it. Hellstorm Troops, vertibirds, Enclave Power Armor soldiers... we can NOT handle all that. Not even assuming we conscript every single druid dirt-sucker.


M Ghoul Engineer 4 (HP 19/27)

popping over to discussion so i dont keep having to type [ o o c ]


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Thinking quickly, Marcel hesitates before pulling out his radio and walking over to Scab. "I need to get out there, scout out what's coming, while you all get the druids warned. Can you set this to lock onto your private pipboy radio channel?"

Whether or not it can be done, Marcel stealthily makes his way through the swamp to find the nearest vantage point- up a tree, up a hill- from where he can see the incoming forces.

Take 10 on Stealth for 19


M Ghoul Engineer 4 (HP 19/27)

Scab fiddles with the pip-boys, trying to get them to sync up (if they indeed aren't synced already).

"I guess I should be going to warn them? They aren't going to like Mr. Tin Can." Scab posits, already on the move towards the druids. do we still have our own druid?


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"They'll suck it up. They have to."


Male Human Paladin 4

"Very well. Let's move. There is no sense wasting more time down here."


And indeed, there was no time to waste. A radio from Marcel alerts Edward and Scab to get to the surface.

They're here.

Edward and Scab get to the surface just in time to see the aforementioned vertibird. On the side panels are two Enclave troops, each with their own power armor and a nasty plasma weapon. The pilot can only be seen as a silhouette in the darkened windshield.

As the Vertibird flies down closer to the ground, hovering in place, one of the troops makes a motion to Edward and raises what looks like a plasma rifle with an extended barrel and a scope, aiming it at the entrance to the Vault. Coincidentally, that's where Edward and Scab are.

After a moment, the troop on the Vertibird looks over at the pilot, then the strangest thing happens.

The Vertibird flies off in the direction from when it came.

At the same moment, on Edward's radio comes a message, this time heavily encoded so only he can hear it. If you want to tell Scab you can.

Edward's Message:
"This is Grandmaster calling for all available units to return to Grand Lodge Omega. Repeat, all units return to Grand Lodge Omega ASAP. A cease fire has been called between Enclave forces and the Brotherhood. Revoke Order 714, repeat revoke Order 714. This message repeats." Grandmaster is the callsign of Elder Charles Williamson, current Elder of the Brotherhood of Steel in Old Orleans. Grand Lodge Omega is what was once the New Orleans Superdome, now converted into a command center for the Brotherhood. Order 714 is the order of open fire on armored or uniformed Enclave if aggression is shown. With the order revoked, no fire may be taken as Enclave would then fall under the category of organized militia, and Brotherhood personal are required to attempt contact and assimilation.

On Marcel's radio, a similar message plays for him.

Marcel's Message:
"Alchemist this is Oracle, Alchemist this is Oracle. New objective assigned. Accompany Lancelot to Camelot, repeat, accompany Lancelot to Camelot." Marcel is Alchemist, Oracle is the Enclave Intelligence Bureau, Lancelot is Monroe, and Camelot is Old Orleans.

What you do now is up to you guys.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Dotting so this reappears

And wait, I'm both Lancelot and Alchemist?


Male Human Paladin 4

"Most unusual. It would appear a ceasefire has been brokered between then Brotherhood and the Enclave. I wonder what to make of that."


Edited. Lancelot is Monroe, Marcel is Alchemist.


M Ghoul Engineer 4 (HP 19/27)

"Well, if it means we aren't being shot at, that's nice for me."


Edward and Scab head back to the Druid encampment, taking a moment for Edward to change out of his armor.

When they arrive, Marcel can be seen in the town square. Father Ahab and Rodrick are beside him, waiting for Edward and Scab.

"'Bout time you got here," Rodrick says as they approach. "Marcel was telling us how you managed to take care of the--what was it? A Deathclaw?--down in the caves. Good work."

Father Ahab takes a step forward. "In honor of your service, we invite each of you to a feast tonight. It shall be concluded with a ceremony. We would be honored if you joined us."

Already several of the druids are setting up long tables and large barrels. A few of the stores have closed down already in preparation.

Father Ahab leaves for his hut, but Rodrick stays behind. He waits until Father Ahab is out of earshot before turning to you, his voice hushed.

"I don't know what's going on, but don't think that an Enclave Vertibird doesn't go unnoticed. I've convinced everyone that it was just a patrol and that they didn't see us, but you'd better hope that was what happened. Otherwise, there's gonna be a lot of trouble. What where the Enclave doing here anyway? No one should know about this place." He expects an answer.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel doesn't dignify the radio with a response.

"...just to check, Father, you're not going to serve up the Deathclaw? The rads on that thing would make you glow like a firefly. That aside... we'd love to come." He coughs, and looks away a little awkwardly. "Does this help remove my previous... indiscretion, father? My arrival?" Diplomacy 1d20 - 1 ⇒ (3) - 1 = 2

At Rodrick's question, Marcel doesn't reply, he just turns to Edward and raises an eyebrow.


M Ghoul Engineer 4 (HP 19/27)

"Heh, looks like once the electronics came online, the place must have lit up on the maps of whoever had the power to monitor. The Enclave, maybe others. I'm obviously not in charge here, but if I were, I would suggest moving elsewhere if feasible, and laying very low. Leaving no trace, heh. Even if you weren't seen by that patrol, they might have added this route to their list and may see you in the future."


Male Human Paladin 4

"This place, no-one likely knows about, or cares about. The Vault, however, is surely on a map somewhere, some kind of record from way back when. It would seem that is what drew the attention of the Enclave. It bears noting, I doubt there will be any future endeavors here. The cost versus the reward for exploring this Vault seem prohibitively skewed."


Father Ahab gives a little chuckle, which sounds like his throat should be bleeding after that. "We let nothing go to waste in the Marshes. Even something that was our enemy will be revered. And yes, it will be cooked, but fear not, we have methods that remove radiation for those that do not want to become part of the Marsh."

Rodrick doesn't like the idea of having the druid's home on a map somewhere, but he's satisfied with your explanation.

Without further interruption, the feast begins at nightfall. The entire village has shown up! There's food, drink, and much merrymaking. Music from woodwind instruments and drums fill the air. The tables you sit at are actually long longs that have been tied together, with everyone sitting down around the table instead of in chairs. The food appears to have been mostly veggies grown around and in the Marsh, along with a few dried and fresh meats. Your pipboys alert you that the food itself is slightly radioactive, but nothing to worry about right now.

Sure enough the Deathclaw you defeated is taken and carved up and served up with a side of cave fungus and prewar mashed-potatoes (It would taste like very gamey alligator. Ever had alligator? Good stuff, especially with some ginger sauce.)

After the meal has been served Father Ahab stands before the crowd. His voice, rough as it is, speaks over everyone gathered.

"Friends, family, we have gathered to celebrate the cleansing of our Sacred Caverns and to thank the three men who have fearlessly taken on the challenge." He raises his hands to you three, and the entire village gives you a round of applause.

"In honor of your accomplishment, I offer you our most sacred rite. You will become full members of the Marshwalkers, and gain insight into your next endeavor. Please, kneel before me."

If you want to take part in this rite, simply kneel before Father Ahab. You won't insult him by refusing, but you won't get this chance again.


Male Human Paladin 4

Edward kneels without hesitation.

"Thank you, Father Ahab, for this opportunity. And also for your welcoming attitude."


M Ghoul Engineer 4 (HP 19/27)

"A little radiation never hurt me, heh." he says in a humorous tone.

Scab kneels at the rite to receive the blessing of the Marshwalkers.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

During the feast, Marcel tries to make nice with the tribe, demonstrating for a few kiddies how to hack together some scrap metal and electronics to make a tiny gizmo that makes an annoying sound when pressed, asking a few questions about Deathclaws and other marsh predators and sharing his experience, resisting the temptation to crack open a can of pork and beans when the dismal veggies are set in front of him.

When the opportunity comes though, Marcel curls his lip in distaste and remains sitting.


GM Dice Rolls:

Edward Fort: 1d20 + 8 ⇒ (17) + 8 = 25
Edward Ref: 1d20 + 4 ⇒ (11) + 4 = 15
Edward Will: 1d20 + 5 ⇒ (18) + 5 = 23
Edward Init: 1d20 + 1 ⇒ (17) + 1 = 18

Scab Fort: 1d20 + 7 ⇒ (17) + 7 = 24
Scab Ref: 1d20 + 7 ⇒ (3) + 7 = 10
Scab Will: 1d20 + 1 ⇒ (2) + 1 = 3
Scab Init: 1d20 + 3 ⇒ (20) + 3 = 23

Marcel is able to impress a couple kids, but then the parents show up and don't want them learning about technology from the past, so his toy is quickly forgotten.

As for the Deathclaws, Marcel is able to learn that Deathclaws in the Marshes are usually fairly social, travelling in packs and herds. A lone Deathclaw is usually cast out for being too weak or after challenging the Alpha Male and surviving the loss.

When Edward and Scab kneel before Ahab, the first thing he does is he takes his gnarled staff and does a "knighting" motion, resting it on each other their shoulders before returning it to his side to steady himself.

Rodrick appears beside Father Ahab with two small flowers, each a vibrant blue and orange hue, and they appear to glow in the light of the torches. "Breathe deep the scent of this flower, grown in the Marshes for this ceremony alone."

Both of them take a deep breath in. It smells like a combination of honey suckle and orange.

Marcel 1:
Edward and Scab let out a long, long breath. Longer than when they breathed in. And then they pass out, falling to the ground limp. Father Ahab kneels down to them, resting his hands upon their heads and whispering into their ear. Then a few druids come and help place your companions onto a couple of stretchers, taking them gently into a nearby tent.

As you jump to try and save them from being "kidnapped", the two druids you were sitting by place their hands on your shoulders, keeping you seated. They explain to you that this is normal, and that they are now having an exceptionally vivid dream. This dream will allow them to see what and where they should do next in their lives, but they should be weary of what they see, for it may not be what they want to see.

Father Ahab turns to you after Scab and Edward are taken away. "I had hoped you would join them in the Dream, allowing insight some of us can never even imagine. Still, your friends will need a friendly face to turn to when they wake, and I would like you to help them determine what to do next. Follow them and wait. They may be out for a while."

Edward 1:
As you breathe in the scent of the flower, you feel a slight lightheadedness. Suddenly, the colors of the flower seem to envelope you, and you find yourself all of a sudden out of breath. You blink your eyes to get rid of the vision, and you find yourself back in basic training, your power armor replaced with a very heavy and clunky training suit.

"I didn't say you could stop, Initiate! Double time! GO GO GO!!" The familiar voice of your Drill Sargent, Paladin Jameson, roars in your ear, and you know you should keep running laps around the Citadel, or your next meal will be cut in half!

So you run. And run. And run. Your run away from the Citadel, heading deep into the Wasteland. The sky turns dark as you run, longer and longer, further and further you run...The sky turns light again, but the sun rises from the west, your shadow resting in front of you. As you turn, the sun deviates, staying behind you so you see your shadow the whole run. You continue to run, fatigue nipping at your heels but never catching you. You've trained for this. This is nothing.

Eventually, you find yourself running towards a rising moon, the sun still behind you, no matter how your turn your back to look to it. Suddenly the sound of thunder echoes above you. No, not thunder. The sound barrier being broken.

An orbital strike.

Before you, a dozen high power artillery shells hit the ground, carving with hellfire a massive canyon. You leap as you reach the canyon's edge, easily reaching the other side before another salvo reaches the ground you were standing on moments before.

As the light of another nuclear explosion hits your back, you feel your armor melt in the heat, no longer a suit you wear, but a part of you. It doesn't burn you. In your minds eye, you see yourself and your new armor, an image of a glowing sword on the brestplate, the armor a piece of ancient history, yet perfect in every way for you now. You are a paragon of justice and law in the desolate and destroyed world, and you will keep going.

As you run past the destroyed canyon, you notice your shadow, stops moving with you, but you keep running. Your shadow extends, growing into a hideous shape, muscles bulging and bones breaking only to form into newer shapes. If nightmares could dream, this shadow would be their night terror.

The shadow rises from the ground, the shape a pitch black against the sky, shadows flowing from it like mist. Two burning white eyes appear where the head would be, and a great maw opens with a roar that would bring the most battle hardened warrior to their knees in fear.

But not you.

You rise to face this beast, no fear in your soul. You take one last leap at this creature, the creature reaching to erase you from existence. But you stand strong.

And then you wake with a start. You're on a cot covered in a blanket. The tent you're in is made of moss cloth. Beside you, Marcel and Scab are talking.

Scab 1:
As you breathe in the scent of the flower, you feel a slight lightheadedness. Suddenly, the colors of the flower seem to envelope you, and you find yourself all of a sudden out of breath. You blink your eyes to get rid of the vision, and you find yourself back in the year 2077. Your skin is back to normal, your hair is in place, and you're in your garage, working on the family car. You're on your back on a rolling cart, replacing a small gasket on the nuclear reactor.

Frank walks in, knocking on the door to let you know he's there. "Hey bro, Mom and Dad are headed to the super market. You want anything while they're out?"

Before you can answer, there's a bright flash outside the garage door and the sound of an air raid siren starts to ring in your ears.

It's happened. The End of the World.

You quickly slide out from under the car, Frank pulling you to your feet. You need to run! Old Man Abernathy had built a fallout shelter and was allowing them to run there if they had to. And you had to.

You start running out the door, the world on fire as you and Frank run down the street. Behind you, the city you lived in has been consumed by a bright light. Everywhere you turn, you see the fires spread and life as you knew it being destroyed. Lamp posts melt, glass breaks from the heat, grass ignites. Your life is gone, but you need to hurry or your life won't last much longer.

You are almost at Abernathy's place. You look back for Frank, and panic fills you as Frank isn't behind you. He's further back, and as he runs to you, he starts to fall apart, his skin burning into ash and his hair falling out.

He holds out his hand to you in fear. You reach out to grab him, somehow knowing you can help him out.

You don't make it.

Your hand passes through his ashes as your own skin starts to burn away, the hellfire sweeping through what was once your neighborhood. You feel your hair burn, your blood evaporate, and your organs cook in your body as the wall of fire reaches you from the fireball that was once downtown.

You're not dead.

In the fire and destruction, you see a shape. A massive, hulking shape of muscle and bone. A pair of eyes appear in the black shape, and a maw lets out a roar that would break your very soul.

You scream in fear as you wake up in a cold sweat on a cot in a tent. You thought you couldn't sweat anymore. Marcel is waiting for you to wake.

Edward 2:
Fires of Courage: You've faced off against your inner demons and came out on top. Because you're already immune to fear, you gain a +10 to Intimidate to demoralize opponents from shear force of will. In addition, anytime an NPC would attempt to demoralize you or your party, you may attempt to demoralize back at a +5 bonus instead as a free action. You can only use this ability once per encounter, but not once per NPC.

Scab 2:
Fires of Destruction: You've faced your inner demons, and you know now the pain of defeat. You gain a bonus to damage on your bomb attack equal to the number of dice rolled. In addition, once per combat, you may reroll your attack or damage on a bomb attack. You must take the second roll, even if it is worse.

Marcel 2:
Wasted Not, Want Not: You chose not to participate in the Marshwalker Ceremony. While you don't know what to expect in the future, you do have your friends beside you who do. You gain a +5 bonus to social skills when dealing with Tribals and are considered an ally to them. In addition, once per combat, as long as you are below your enemy in the initiative order, you may spend a swift action for your enemy to be considered flat-footed as long as you are in swampy areas.

In addition, remove the benefits and penalties of the Turncoat and Enemy of my Enemy perks.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

Marcel shoots a suspicious glare at the Father before shrugging off the druids and going after them. He checks their pulses and breathing and monitors them as they drift back to consciousness.

"F#!+ing crazy tribals" he mutters under his breath.


M Ghoul Engineer 4 (HP 19/27)

"YAAA! What the f!@+?!" Scab wakes, startled, looking around as his hand reaches for his pistol. Before he draws it, though, he calms down a moment.

"A hallucination... I'm wet. Gross." He holsters his pistol and looks for a cloth to dry off with.


Male Human Paladin 4

Edward shares his visions with more aplomb than his colleagues. Internally, the images unnerved him and made him question just what happened, but the resolve ingrained in him by the Brotherhood held true once more.

"That was...weird. I wonder if they drugged us somehow. Either way, it proved quite...enlightening. "


After a few minutes, a young woman in druid garb comes in with a couple jugs of water. Edward and Scab didn't realize at first that they were very thirsty. Tripping balls is thirsty work!

"You have been deemed worthy by the Marshes and granted visions of truth, the future, both, or neither. Do not speak of your experience to any of us, for we do not wish to know, nor is it our right or privilege to hear what has happened to you."

GM Rolls:
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 7 ⇒ (9) + 7 = 16
1d20 ⇒ 15

Before she leaves, everyone notices the hesitant look she gives Edward. Was she blushing?

You guys are free to do what you will now. Discuss it, and when a decision has been reached, we'll press on.


M Ghoul Engineer 4 (HP 19/27)

"So, heh, what do we do now? I don't even remember why we came here." Scab asks, in between gulps of water.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"God knows why you let those tribals stick their drugs up your noses; a stroke of luck we're not all stripped, tied to a post and about to be eaten by marsh ants." Marcel pours a few glasses of water and hands them out.

"As for what to do next... well, I got orders to head back to New Orleans with the tin man there. Someone said something about maybe the Enclave and the Brotherhood have a truce going on? I wouldn't bet on it; sounds like a trap. For me, for you, who knows, but I don't like it."


Male Human Paladin 4

"Visions and prophecy are to be experienced. How better to evaluate their truth and learn from them? I do not fear these tribal folk, no more than I did the monster beneath the earth or your brethren in the Vertibird. What lies before us now is a path of new experiences and novel challenges."

Noticing the young girl looking his way, Edward smiles and excuses himself from his comrades.

"And I believe one such new experience may be coming my way all the sooner"

Edward approachs the girl and offers his hand in greeting.

"Hello. I am Edward Monroe, of New Orleans. And what might your name be?" He continues the pleasantries and flirting as long as she seems interested.


Edward, did you mean to say "New Orleans"? The city is Old Orleans.

When Edward walks out of the tent, night is still in the air, but the lights of fires and torches are plentiful.

The druid woman is stunned that Edward is up and about, and even more so that he's talking to her.

"Uh...Clara...Clara Dunwater..." She's obviously nervous, and even though her druid hood places her features in shadow, she's very pretty with long blond hair and blue eyes. She takes Edward's hand hesitantly. Her skin is soft and her grip gentle.

"Clara!" A voice from the crowd shouts out. "There you are! I was wondering where my lady went." From the crowd walks up a large man, his robes stretching to hold his girth. His hood is down, and his face red from drink. "Oh hey big guy! I saw you granted the Blessings of the Marsh. Good luck figuring out what that crap means!" He lets out a hearty laugh, throwing his arm around Clara's shoulder, pulling her closer to him. Her disgust is evident as her nose wrinkles.

"For the last time, Simon, I'm not," she pushes him away, "Your woman."

Simon just laughs it off. "Oh that wasn't what you said last week!"

Clara grows red as she shouts at him. "Leave me alone you perverted pig!" She starts to walk away, but Simon grabs her wrist to keep her close to him, laughing like it's all one big joke.

Now seems as appropriate a time as any for Edward to do what he will.


M Ghoul Engineer 4 (HP 19/27)

Scab, already sitting up, turns around and fiddles with his armor and whatnot. Brass-checks his ballistic fist and ensures his plasma pistol is in its holster.


Male Human Paladin 4

"Pardon me, Simon. Ms. Dunwater seems to not desire such intimate touching from you at this time. I would kindly ask you to release her and cease such behavior."

Edward strives to keep his tone even and relatively non-threatening, but is extremely ready to deliver violence upon this this wannabe date-rapist.

Move action: detect evil on Simon.


I can't tell if that was a diplomacy or an intimidate. Because of the calm tone, I'll assume Diplomacy.

Edward's Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13 If you wanna roll instead, go ahead, but it'll be at a penalty.

Edward can tell just by looking at the guy he has less than honest moral intentions. He's considered Evil, but not in the sense that he'll massacre an entire town or anything.

[FAILED]"Oh yeah? And whatchu gonna do about it?" He pulls Clara closer, one arm on her wrist, the other around her shoulders. If she wasn't struggling, it would look somewhat romantic.


Male Human Paladin 4

"You have one more chance. Release her and walk away, or experience pain. Your choice, Simon."

Edward steps up as close as possible, giving Simon his chance. If he does anything other than release the girl and walk away, he slugs him.

1d20 + 10 ⇒ (15) + 10 = 25 to hit, Smite evil, 1d3 + 8 ⇒ (2) + 8 = 10 non lethal damage.


"Is that a thre--?" WHAM!! Edward's fist moves faster than anyone anticipated, especially Simon, who drops to the ground like yesteryear's garbage. His nose is clearly broken

Clara jumps a little, but she's otherwise fine. "I uh...thank you..." She blushes furiously, unsure of what to do next. "I should uh....I should get going..."

She starts to leave, but glances back at Edward, then rushes up to him and gives him a peck on the cheek before rushing off on some unspoken business.


Male Human Paladin 4

"I regret the need for violence, but the man would not listen to reason." Edward watches Clara head off safely before turning to speak to Simon again.

"Listen carefully, I am only going to say this once. Leave her alone. She may have returned your affections in the past, but that does not grant you a claim to her body or personage. If I hear you have mistreated her, or anyone else, I will return and exact a furious punishment on you. I will be speaking to the elder post haste, in case you think to spread lies of what a happened here."

Once Simon has been adequately warned, Edward heads to speak to the elder, advising him of Simon's behavior, likely intoxication, as well as the state of his wounds and location. If any punishment or reprimand is coming, Edward accepts it without complaint or heaitation.


I should point out that you did more damage to him than he had hit die. He's out cold.

Edward finds a friend of Simon's and, after delivering his warning turns to Father Ahab's tent, only to find that Ahab giving a public address is usually fairly rare. Rodrick takes the notice instead.

"Simon? That guy gives the Brotherhood a bad name. Uh, no offence. We've been meaning to intervene and teach him a lesson, but I think you did just fine." Simon reaches into his pocket and pulls out a small bag. "Here, something for your troubles." In the bag is 50 caps and a pre-war ring made of gold with a large ruby in it. "You can peddle the ring somewhere for some good caps."


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Hmph; serves him right." Marcel sniffs then looks aside.

"So, what's this 'path of new experiences' we're heading on? What's the plan? I still think there's a trap back in Old Orleans for me or for all of us."


M Ghoul Engineer 4 (HP 19/27)

Scab speaks to his two companions once they are far from the others.

"In my drug trip, heh, I relived the past. The bomb blast. In the fires I saw a hulking shape of muscle and bone. I saw its eyes, and its roar was like an explosion. Don't recall that in the original blast. I wonder what it means. Something with the deathclaw? Who knows, heh."


Male Human Paladin 4

"I am glad I could be of service." Edward takes the caps reluctantly, and bids farewell.

Rejoined with the others, "My vision showed me an attack from the skies. An orbital bombardment of nuclear weapons. I ran and ran, only to be challenged by a monstrous figure of muscles and teeth, with two great white eyes. I do not know quite what it mea s, but I am sure of one thing. I must be the paragon of justice and goodness for this blasted wasteland. Others have tried, and failed. I do not fear their fate, I welcome the challenge, and look forward to changing this place for the better."


M Ghoul Engineer 4 (HP 19/27)

"Sounds like the same beast I saw, heh. I wonder if the bombs created such a beast, like the deathclaws were created?"

@GM - did the beast look like a deathclaw or something worse?


No, it looked very human, but with way more muscle. Think a Roid Raging Super Mutant Behemoth, but with more terror and less green skin.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"...I'm not sure why we're still talking about dreams and fantasies."

"Again, what are we moving forward with? I advise steering clear of Old Orleans for awhile; maybe we could find a few choice spots to scavenge?"


Male Human Paladin 4

"That sounds workable. We did complete our goal out here, if in a roundabout fashion. Perhaps the swamp folks can point us in a good direction?"


M Ghoul Engineer 4 (HP 19/27)

"Where are you supposed to meet your organizations at?"


Edward was told to return to Old Orleans Proper, while Marcel was told to travel with Edward back to his base of operations.


Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15

"Just back at the city. I'm not asking you to disobey that order lightly; or maybe only you head back while I stay away. But I see it worth thinkin' over."


Male Human Paladin 4

"I will comply with the Grandmaster's orders. Our route back to Old Orleans and the outpost may very well take us through some scavenge or other interesting locations."


M Ghoul Engineer 4 (HP 19/27)

"Yeah, I don't imagine two organizations would conspire to kill us when they had a kill squad in a vertibird in place already."


The decision made to return to Orleans, everyone packs up their stuff, making sure Edward's suit is still hidden.

Just before they leave, Father Ahab grants the use of a fanboat for your return trip to the Fanboat Tours Shack. "We are forever in your debt. Please, think upon us when you return to your civilization."

Pop Up:
[Druids]
Idolized

Enough news of your good work has been passed around that people like you.


Male Human Paladin 4

"Of course, Father Ahab. If you ever need assistance, seek me out."

Edward offers his hand to the elder in true friendship, before taking his leave.

Once on the boat, he readies his laser rifle and remains vigilant for threats.


M Ghoul Engineer 4 (HP 19/27)

Scab waves to Father Ahab, then jumps on the boat and looking at it to make sure it'll be able to make the journey.

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