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.
Male Human Paladin 4
1d20 - 1 ⇒ (2) - 1 = 1 perception
Edward thinks he can find the gas masks in his boots. Needless to say, he doesn't.
Marcel finds a few lockers in another room. One of them is locked. In the others are hazmat suits and gas masks. Perception to determine if they're safe to use.
Male Ghoul Alchemist 3
I'll use Craft Alchemy for this, assuming of course that that is ok. If Frank wants to assist in any way then an Aid would be lovely.
Craft Alchemy to tie dynamite wicks together: 1d20 + 10 ⇒ (16) + 10 = 26
Perfectly acceptable. And a good roll at that. No assist required.
By taking two sticks of dynamite and simply using a little tape to tie the fuses together, Crispy found a simple way to make a longer fused stick of dynamite. Both sticks will go off, but hey, the bigger the bang, the harder to get back up!
You can now do this without rolling a skill check as long as you have 2 sticks of dynamite and at least 1 minute of prep time.
M Ghoul Engineer 4 (HP 19/27)
perception: 1d20 + 6 ⇒ (14) + 6 = 20 on the suits to determine safety of use.
Of the four suits and six gas masks, only three of the masks are functioning and only one suit will work.
Female Human Swamp Druid 4
Well...it might be better to just blow the stuff up as there is not enough for all of us.
Male Ghoul Alchemist 3
"Except... you know..." Crispy points to himself and Scab. "We don't really need those. If we remove the gas, then there shouldn't be any problem whatsoever with deadly chemicals in the air. Besides, we only need three, maybe four people down there to move the engine."
Male Human Paladin 4
Does my armor provide for environmental protection? If so, I don't need a mask either
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
Do we need the suits? Are the gas masks sufficient?
If you detonate the gas you won't need the masks, but there still could be radiation. Edward's armor does not provide him benefits against radiation or natural gas or anything.
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
I've got some Rad-Away, everyone else too?
Female Human Swamp Druid 4
Male Ghoul Alchemist 3
M Ghoul Engineer 4 (HP 19/27)
"Crispy" Frank wrote: What's Rad-Away? weak sauce!
Male Ghoul Alchemist 3
We're gonna have to switch condiments cause this weak sauce ain't doing it for us!
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
Can we repair any of the suits or gas masks? Or cobble together a working suit or two out of the broken ones?
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
I have craft weapons; anyone have craft armor? Can we use an untrained skill but only get DC10, and then aid another together to boost it up?
Doesn't work like that. You can't make a craft check untrained, and even if you could, aid another wouldn't help because unless the person who's doing the check has to have the skills in it. That and have you ever heard the phrase "too many cooks spoil the broth"?
M Ghoul Engineer 4 (HP 19/27)
I only have alchemy and gunsmithing.
M Ghoul Engineer 4 (HP 19/27)
"Well, time to burn the gas away!"
whether we use the dynamite as planned, or Scab has to throw a firebomb down there (huge penalties aren't so bad when you're only hitting the AC of a square), we detonate the gas. As long as the entire station doesn't cave in on us, Scab proceeds forward.
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
Okay. Three masks, two suits. I vote we send me and the zombies forward to scout out for a bit, and set the charge if necessary. I'm stealthy and they're the demolitions expert.
M Ghoul Engineer 4 (HP 19/27)
"ey, I'm no zombie. I'm not mindless! "
-Posted with Wayfinder
Time is ticking. And skittering. Wait, time doesn't skitter...
Perceptions.
Male Ghoul Alchemist 3
"I don't know, bro. Without any coffee you don't think very much"
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
M Ghoul Engineer 4 (HP 19/27)
Female Human Swamp Druid 4
perception: 1d20 + 10 ⇒ (19) + 10 = 29
bear perception: 1d20 + 5 ⇒ (13) + 5 = 18
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Ignoring Edward's perception. He can react how he wants to.
There happens to be a radroach skittering down the hall. When it gets closer to you you realize the radiation leak is probably worse than you thought.
This radroach is the size of a couch! There's barely any room to get behind hit. It doesn't seem angry yet thought.
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
freeze Marcel whispers. Stepping quietly, he grabs a molerat corpse and kicks it over towards the radroach.
Male Human Paladin 4
weird, thought I posted...
Drawing his bastard sword, Edward readies to chop the bug if it gets close.
Female Human Swamp Druid 4
Annabell will back up slowly as she drags her gun.
Male Ghoul Alchemist 3
"Maybe it's friendly" Crispy says quietly.
M Ghoul Engineer 4 (HP 19/27)
Male Ghoul Alchemist 3
"What? I thought there were some friendly ones!" Crispy says as Scab bumps his gut three times.
Well it doesn't seem hostile. It's just sitting there, looking at a pile of trash.
M Ghoul Engineer 4 (HP 19/27)
Looking at Annabelle, Scab asks "Can you befriend it like you did that bear?"
Female Human Swamp Druid 4
Anabell will nod and then look over to the roach and start speaking in a low voice to it to try and calm it down.
wild empathy: 1d20 + 3 ⇒ (16) + 3 = 19
The roach looks up at Annabell and tilts its head at her attempt to calm it down.
After hearing her speak, it goes back to searching through the trash. It doesn't attack, it doesn't charge, it just keeps looking for lunch.
M Ghoul Engineer 4 (HP 19/27)
"Well, I guess we can just move around it."
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
The radroach dealt with, Marcel quickly suits up, dons a mask and passes the other two masks to the ghouls. Speaking quietly so as not to disturb the radroach, he speaks "We will scout ahead and ensure that the explosive goes in a place that will take out everything; wait here."
If no one objects, he heads off, moving quietly.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Female Human Swamp Druid 4
Best of luck, if you need any help please hollar.
M Ghoul Engineer 4 (HP 19/27)
Scab follows the directions of the wise one as far as getting into place. Following when asked, staying behind when utter stealth necessitated such.
stealth: 1d20 + 3 ⇒ (19) + 3 = 22
Male Ghoul Alchemist 3
Stealth: 1d20 ⇒ 2
"Shhhhhhh"
Of all the places to step, Crispy stepped on the rubber duck one of the workers brought with him on his last day on the job. The squeak echos down the metal halls. Whatever was down there most definitely heard him.
Male Ghoul Alchemist 3
"Of course. Rubber duckey, you're the one... to make me noticed!" Crispy says in a moderately quiet voice.
Human Alchemist 4|Init +1|HP 39/39|Fort 5|Ref 4|Will 4|AC 15
Marcel swallows a curse, simply letting out a harsh, quiet "Dumb zombie!"
Reaching into his backpack, he pulls out, lays down and arms a mine. He moves back, and presses himself into the wall, hiding.
Male Ghoul Alchemist 3
"Well... no use leaving this behind." Crispy says as he picks up the rubber duck.
M Ghoul Engineer 4 (HP 19/27)
Scab brings his plasma pistol to the ready.
|