
Kora Kirion - Junior Paladin |

Tiny Retcon, trying to get back on a normal posting schedule, work keeps scheduling more training. I haven't slept more then five hours a night lol!
Kora, finding the interesting injuries on the two starts pointing them out to the others before speaking. "Defensive wounds at a minimum, she was killed by blunt force trauma. Broken humerus here and her skull is broken here. He suffered less, two shots, close range with a small caliber round... .30 or .38. Couldn't tell more without digging the rounds out. Looks like they were ambushed and left for scavengers... More then likely they're in the vault..."
He stands takes his position behind Gergg and readies to follow the smaller ghoul in. Small caliber fire versus are armor will be easy to weather... Close quick, ripper perhaps...

Deidre Rose |

"Right behind you fella's. I got the best view." She gives an exclamated wink to the rest of the party. Her sniper rifle is slung behind her back and she has drawn the Grandpa Hall's pistol .38.
Hey GM. So I usually take advantage of "taking 10's and 20's" whenever applicable, but if you want to rule those out, let me know.
Perception: 20+6=26

GM Armadillephant |

Deidre: I do allow taking 10 and 20 when the rules allow them to be used, but keep in mind that taking 20 slows you down. Also, a small retcon on my part, as I want you guys to look around and then decide whether to open the door.
The door opens to reveal a large, simple room obviously designed to serve no purpose beyond hiding the Vault entrance. In the middle of the room is a counter, and to each side are a series of lockers and cabinets. Across the room is a closed wooden door, which looks rather beaten from years of usage, and reinforced with metal strips. Blood is spattered and smeared on the counter, walls, lockers, cabinets, and floor. (Please note that the inside door is clearly not the kind used in Vaults; this isn't the main entrance.)
Deidre, your keen eyes pick up quite a bit of interesting spots in the blood smears. You almost instantly notice a pattern in the smears on the floor that clearly display evidence of bodies being dragged outside, probably by the dogs.
You also see a few items that reveal a battle must have been fought here. This wasn't with wild dogs, either: you notice the gleam of several bullet casings under the counter, and even a bullet hole in one wall near the door to the outside.
Finally, as you move further inside, you notice something very curious in the blood near the door that leads farther into the complex, or more precisely, three somethings. The first is a boot print. Near it are a couple of tracks: a footprint, human-sized, but of a painfully thin and bony bare foot, and next to it, a few small marks that look like fingerprints...
So, it's up to you guys again. Move further in? I'd suggest listening to what Deirdre has to say.

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The small ghoul takes his time surveying the inside of the shack as he slowly moves toward the interior door to make room for the rest of the party.
"Doubt there's much of anything in those lockers or cabinets, but you guys might as well check." he whispers to the party members forming the middle and rear of the formation. "Just keep it down while you're checking. I'm going to see if I can hear anything through this door while I check it for traps."
He crouches near the door to the Vault with his pistol ready, inspecting the door for traps and straining to sense any movement within.
I'll live dangerously... Perception: 1d20 + 6 ⇒ (16) + 6 = 22 (+1 for finding traps)

Deidre Rose |

"Ah! Gergg! Watch where you step!"
"Look." I move up to the door with Gergg and point out what I saw.
"I saw this blood coming in. Must be from our friends outside. Dogs probably dragged them out. Then I noticed the bullet casings under the cabinet. Our boys outside must have been in a fire-fight recently. But now look where we are..." I refer to the boot print and the other tracks.
Are the two tracks the same foot? Or different?
"There's a boot of some kind, then this scrawny foot. Could be a female? It's hard to tell."
Survival to see how fresh the blood is compared to the smeared blood near the entrance (this could also be perception so let me know if you want me to roll that. I have a +1 for Delver.) 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
"What do you guys figure?"

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So are the prints leading toward or away from the Vault entrance?
"Or maybe the kid?" Gergg wonders aloud about the smaller footprint. "Guess those bums from the town guard didn't even make it into the Vault. Best and brightest of Gulchbottom? More like Most Likely To Take A Bullet."

GM Armadillephant |

The blood seems about the same age throughout the whole room, all of it dried out from exposure. As for the footprints, it looks about the same size as one would expect of a humanoid, lengthwise, but it's obviously belonging to someone who's very skinny. The print is facing toward the entrance, but again, it's near the edge of the blood by the door further in.

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Gergg moves slightly to the side to avoid standing on top of the footprints, but continues to listen and inspect the door as the others attempt to decipher the clues and check the containers and lockers for loot.
Once the rest of the party gives him the go-ahead, and assuming nothing he sees or hears at the door dissuades him, he slowly and silently opens the door to the Vault.
Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
He continues down the corridor at the same deliberate and stealthy pace, his eyes and ears actively straining for any signs of other occupants.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Winter MacAllister |

Winter meticulously checks over the lockers and containers while the others stay alert for danger, completely absorbed in his task
Take 10/20 on Perception, so 16/26 ?
Disable Device: 1d20 + 7 ⇒ (5) + 7 = 12

GM Armadillephant |

Winter, going through the cabinets and lockers, you find various trinkets and baubles and bits of jewelery. It's not hard to figure that these items belonged to the dead who've been buried in or outside the Vault. If you collect them all, it's about 5 pounds worth of goods, all told. Someone can use Appraise of Profession (scavenger) to try and determine their value.
Also, unless anyone doesn't like Gergg's moving forward, I'll move you lot forward tomorrow morning/afternoon. By the way, Gergg, have you added the size modifier to your Stealth mod? I don't think you have (not that you really need it...)

GM Armadillephant |

Trying the door, it opens easily, and Gergg realizes why as he does so: a key is still in the lock of the doorknob, on the other side of the door. A narrow staircase descends to a wider landing below, and Gergg can tell that the landing leads to an even wider room that appears lit by dim lights.
Continuing down the hallway, Gergg's steps are so quiet that he doesn't even hear himself... Anyone else who follows Gergg down needs to make Stealth checks, taking 10 is allowed (and will be assumed if you don't post that you're moving stealthily).
Small, dim lights illuminate this chamber. From the landing's shadows where you're currently hidden, a shallow set of stairs leads down into a room obviously used to allow corpses to be prepared for burial. At the bottom of the staircase right now is the corpse of a human woman, crumpled and broken. The statue of a soldier in power armor is in a corner of the room, to the right of the landing. Several tables stand against the walls on the right and left, and all but two of these seven have corpses on them. Farther into the room is a long pile of rubble and scrap metal; apparently someone or something smashed two tables. Aside from the one table you can see beyond the debris, the farthest features you can see are some adapted lockers and cabinets on the far wall, which have been altered to serve as little vaults for the dead. You can see a few of those hanging open, exposing tousled bones within.
By the nearest table on the left and the second nearest on the right, you see two emaciated humanoid figures with rotten-looking skin stretched over their lanky frames--feral ghouls. These creatures are feasting on two of the bodies, one snacking on a leg while the other rips into an arm. Some of the other bodies also look as though they've been eaten, though the woman's body at the bottom of the stairs looks untouched--and it looks to be the body of the missing woman, Desiree Halls. You can tell that the body nearest you on the left is that of her husband, Morgan, and that the other body being eaten is an old man.
The ghouls don't seem to have noticed you.
EDIT
He morphs into a mutant condor and flies off, right?...
As the group moves further into the building, Fitz hangs outside, taking in the surroundings. Heaving a sigh, he's about to turn and enter the Vault's exterior structure when he notices a young man from Gulchbottom running up the path. "I know... you're looking... in the Vault..." the man says, breathing heavily from his run, "but Ian said... to tell you..."
Continuing, the man explains that there was an alleged Super Mutant sighting some ways to the east of the settlement. Turning to the group, Fitz waves and explains that he's off to hunt them down, as that's his calling, and it matters more to him than delving into a Vault that may well have no SMs in it at all. Waving his farewells, the man marches off into the not-quite-sunset, perhaps never to see his short-term companions again...

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Gergg signals to anyone behind him on the stairs, pointing to his own eyes, then toward the Vault room, he holds up two fingers, points at his chest and pantomimes gnawing on a large bone.
After trying to convey the occupants of the room, he signals for the others to fall back into the upstairs room with their weapons ready.
He waits for a few moments for the rest of the party to position themselves upstairs.
A part of him cringes at what he's about to do. The poor, mindless ghouls he's about to lure to their certain demise represent his own eventual fate, after all. He could just as easily be one of them had his circumstances been only slightly different.
He quickly pushes those thoughts aside and aims for the head of the nearest feral, his whole body coiled and ready to take off up the stairs once the brainless ghouls realize they're under attack and begin to come after him.
Sneak Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 3d6 ⇒ (1, 1, 3) = 5
As soon as the ferals turn and notice him, Gergg sprints back up the stairs screaming "Oh shiiiiiiiiiiiiiiiiiiiiiit!!!"

GM Armadillephant |

1d20 ⇒ 19
1d20 ⇒ 12
As Gergg begins readying to fire, Winter creeps down with him. Just as the little ghoul aims, his target raises its head for a moment, then turns to look at the stairs. This happens just as Gergg fires, and his shot falters both due to this, and because the chambered round is faulty. Between the two, Gergg's shot flies very wide. That was the surprise round--Gergg shot, and the feral ghoul noticed Winter.
Around the corner, you all hear the gravelly, rasping voice of a ghoul shout, "What the f*ck was that?"
I'll roll initiative if nobody minds, just to keep things going.
Gergg: 1d20 + 7 ⇒ (13) + 7 = 20
Darius: 1d20 + 5 ⇒ (5) + 5 = 10
Winter: 1d20 + 8 ⇒ (18) + 8 = 26
Terry: 1d20 + 5 ⇒ (11) + 5 = 16
Deirdre: 1d20 + 3 ⇒ (10) + 3 = 13
Kora: 1d20 + 4 ⇒ (2) + 4 = 6
Ferals: 1d20 ⇒ 19
Voices: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Order
Players 1: Winter and Gergg
Enemies 1: Ferals
Players 2: Terry and Deirdre
Enemies 2: Voices
Players 3: Darius and Kora
On your first turn, move yourself onto the map, within 20 feet of the first square of stairs, as a move action.
1d20 ⇒ 6
1d20 ⇒ 15
1d20 ⇒ 20
1d20 ⇒ 11
1d20 ⇒ 5
1d20 ⇒ 2
The makeshift vault in the far left corner of the room has been crudely chained and nailed shut for some reason. You even hear what sounds like a little squeal come from it at the sound of Gergg's gunshot.
Okay, Winter and Gergg are up!

Winter MacAllister |

Round 1, init joint first, HP 11, AC 17
Winter moves forward to D5 , fires off a burst from his SMG Attk: 1d20 + 4 ⇒ (6) + 4 = 10 Dmg: 2d6 ⇒ (4, 2) = 6 at the nearest feral in G3 , then prepares to retreat.

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"Damnit! Best laid plans and what not..." Gergg curses as he aims and fires another shot at the nearest feral.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 ⇒ (3, 1) = 4
"You big guys can get your asses down here any minute now!
Gergg moves to his left and hops onto the nearby table (G1).
Nice of the dice to smile upon my surprise attack.

GM Armadillephant |

Gergg, I'm going to rule that the feral was still flat-footed, since it hasn't actually done anything yet, but otherwise it would've gotten an AoO... Also, you forgot sneak attack!
Gergg's Sneak Attack: 1d6 ⇒ 1 Dang, sorry.
Gergg's bullet also strikes into the feral, giving it two neat holes in its ragged flesh. He then nimbly ducks around and hops onto a table.
The feral ghoul that's been shot at hisses, crawls up onto the table, and swings its arms at Gergg.
The blow catches the little ghoul, though his padded clothing soaks up most of the damage. Take 3 points, Gergg.
The other ghoul lets out a raspy cry and launches itself at Winter, leaping forward and striking.
This ghoul's momentum carries its blow through Winter's garb, and he feels the strike heavily. 4 points, Winter.
Next up are Terry and Deirdre, one of whom may be botted to keep things going--I'll roll for Deirdre once Terry goes, if she hasn't done so already. In case it isn't clear, the ghoul that attacked Winter charged. Also, note in Discussion...

Knight Apprentice S. Morrow |

Terry states on his Power Armor speaker as he moves 5 ft to his current location on the map, "I hope these ferals are not former residents, that means possible radiation contamination or the vault door failed to close during the war so many years ago."
If you are going to center Terry on a square, I prefer him to be along the wall, closest to the statue if possible
He takes one shot at winter's feral ghoul with his W2K Laser (-4 for lacking the precise shot).
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 3d10 ⇒ (4, 7, 9) = 20
(11/12 rounds remaining in MFC)

GM Armadillephant |

Ghoul between you and the statue, so I put you in D3, tucked safely into a corner... I'm gonna give Deirdre a bit to post, but if I get on tomorrow afternoon and she still hasn't, I'll bot her.
Amidst the melee, the feral ghoul moves suddenly, and Terry's shot flies past into the wall, scorching it.

Deidre Rose |

I move to F5 (move action) while simultaneously holstering Hill's .38 (which I believe it is acceptable to holster or draw in tandem with a move action). I will roll an acrobatics check to avoid provoking an attack of opportunity. I will not attack because I would provoke an attack of opportunity. Once I move I will end my turn.
Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

GM Armadillephant |

Simultaneously drawing or sheathing a weapon with a move requires a BAB of +1 or better, sorry. Since you're not doing anything else, though, doesn't really matter.
As Deirdre attempts to skirt around the feral, it lashes out with one arm... Attack: 1d20 + 3 ⇒ (5) + 3 = 8...missing the woman.
From around the corner come three ghouls in beaten-looking clothing, all leather jackets and old trousers and boots. Two hold pistols, and one has an old baseball bat. The bat-wielding one dashes around the corner, clambering over the rubble and running toward the group. "You smoothie a**holes are gonna get it now!"
The other ghouls both come around the corner and fire, one at Deirdre and one at Gergg.
D Attack: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 Damage: 2d6 ⇒ (3, 4) = 7
Confirm: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 Crit: 2d6 ⇒ (4, 5) = 9
G Attack: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 Damage: 2d4 ⇒ (1, 4) = 5
The ghoul shooting at Deirdre aims true, and the woman feels the slug punch into her chest. Luckily, her armor takes the force. The other ghoul's shot is high, and the bullet pounds into the wall.
Finally, Darius and Kora.

GM Armadillephant |
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It is bothersome when one's allies don't understand one's carefully-laid plans. Probably why so many people think rogues are no good in combat--they never stop to think that maybe that rogue knows what he's doing.
I'm kidding, of course, everyone. You should take these guys just fine.

Kora Kirion - Junior Paladin |

Laser Rifle +Point blank shot 1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18
The shots, shouts and coarse oaths echo up the stairs and Kora followed in the wake of Knight Morrow. Stepping into the door way and taking aim at the nearest feral that was harassing Deidre and the Child of Atom. He took aim at the creatures torso, hoping to strike it dead center in the largest part of its mass, before pulling the trigger. As he pulled the trigger back the Laser Rifle thrummed with the release of the concentrated beam of deadly energy...
Damage? +Point Blank Shot 3d10 + 1 ⇒ (6, 5, 5) + 1 = 17
Apoilogies on the slow posting!

GM Armadillephant |

Kora's blast hits the feral ghoul right in the chest, and it barely has time to shriek before the laser courses through its body, dropping it to the earth, the wound cauterized even as it appears.
Darius is the last one in the room, hustling down the corridor and stepping past Kora, his pistol in hand. Hearing Gergg's call, the soldier sights and fires once.
Attack: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Damage: 2d12 ⇒ (12, 7) = 19
Darius' shot also strikes the ghoul in the chest, blowing it across the table as it dies. You hear one of the ghouls in back shout, "Sh*t! These motherf*ckers are crazy!"
End of round 1, round 2 starts now!
Initiative Order
Players 1: Winter, Gergg, Terry, Deirdre
Enemies: Ghouls
Players 2: Darius and Kora
So Winter, Gergg, Terry, and Deirdre are up. Also, I'll need to hear from Darius within 24 hours or I'm going to have to assume that, at least for the time being, he isn't with us. Vote in discussion or via PM whether you think it's better to keep him as a GMPC, or have him exit for the time being.

Knight Apprentice S. Morrow |

Terry takes a 5 foot move next to Darius (E-3) and takes aim at Ghoul closest to the party (H-5) and yells, GET SOME!
Attack1: 1d20 + 3 ⇒ (19) + 3 = 22
Damage1: 3d10 ⇒ (2, 9, 3) = 14
Attack2: 1d20 + 3 ⇒ (14) + 3 = 17
Damage2: 3d10 ⇒ (4, 5, 4) = 13
Confirm Crit: 1d20 + 3 ⇒ (4) + 3 = 7
Damage Crit: 3d10 ⇒ (10, 8, 8) = 26
If the crit shot drops the first one, he will attack one of the ones in the back (if he can)

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Gergg, impressed as ever with his companions' firepower, looks dazed for a moment before hopping back down from his exposed perch atop the table and crouching down to take cover behind it. (F2)
"Dang! Remind me not to piss you guys off," he jokes to his comrades.
Somewhat surprised when Terry doesn't dispatch his target with a single shot, Gergg squeezes off a round from his pea-shooter at the ghoul.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 ⇒ (5, 1) = 6

Winter MacAllister |

Round 2
Sorry - I'm not quite sure how semi-automatic fire works in game. Do I have to make three separate attack rolls (for a three round burst) ?
"Blasphemer! Heathen! Leave Atom's precious vessel alone!
Roaring defiantly (or pathetically), Winter races forward to get out of his companions' lines of fire Move to F7 , then squeezes off another burst.
Attk 1: 1d20 + 4 ⇒ (1) + 4 = 5
Attk 2: 1d20 + 4 ⇒ (4) + 4 = 8
Attk 3: 1d20 + 4 ⇒ (2) + 4 = 6
Dmg 1: 2d6 ⇒ (3, 4) = 7
Dmg 2: 2d6 ⇒ (3, 6) = 9
Dmg 3: 2d6 ⇒ (5, 1) = 6
***k me. What a waste of bullets! ;)

GM Armadillephant |

Sorry, I thought I put this up somewhere. Semi-auto allows you to fire one more attack in a full-attack, but at a -4 penalty (it's like a slightly weaker Rapid Shot); if you also have Rapid Shot, I'll rule that you can fire two shots in a standard action. Full-auto, which is what you're trying to do I believe? That's something I'm still not totally set on. I'll post it in Campaign Info and Discussion shortly. Suffice it to say for now...
In the thick of combat, and perhaps due to the recoil of automatic fire, Winter's shots go wide, pounding into the walls and floor of the Vault.
EDIT: Map Re-Link

GM Armadillephant |

Oh, sorry, Gergg, I forgot to put you in the recap.
Gergg's shot also catches the ghoul, his in the arm, but the jacket seems to stop the bullet from going too far in. It grunts and shoots the small ghoul a snarling frown. "You with these smoothies, you die too, you little b*tch."

Deidre Rose |

Deirdre's plan of attack changed as her companions professionally downed the ghouls flanking her. A ghoul was close enough to her that she could try to swing her machete across its neck.
5 foot free step to G5. Move action: Draw machete. Standard: Attack ghoul is H5.
"Suck it dry to wrinkly b*tch!"
"...no offense, Gerggy."
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Dmg: 1d8 + 1 ⇒ (4) + 1 = 5
Really, Deirdre? What the f*+@!? Stupid f%#~ing level 1. Can't we start at 20 and just work our way down to level 1? ;)