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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M Ghoul Engineer 4 (HP 19/27)

science: 1d20 + 5 ⇒ (17) + 5 = 22

unfortunately i would need 6 successful Aid Another attempts to get me to the 30, unless someone else has the skill.


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

Double-checking the geiger counter on his pip-boy given the active nuclear reactor, it takes Marcel a few seconds to hear the low growl wend its way up through the tunnel. He frowns and tries to match its timber.

K. Nature1d20 + 6 ⇒ (12) + 6 = 18


Rolling for Annabell cause she would roll too.

Annabell's Know: Nature: 1d20 + 7 ⇒ (9) + 7 = 16

Those computer chips are pretty advanced. It's gonna take an expert to figure those things out. You can grab quite a few, so Adam will be able to work out what he needs for them.

Marcel's Geiger counter on his pip-boy doesn't seem to be going off. The reactor is secure. The reactor leaked in the past, but it was fixed, then the Vault had to be evacuated.

Growl:

The great evil that has taken root in this holy place is in fact a Deathclaw. And a big one at that. Admit it, you saw this coming from a mile away.


M Ghoul Engineer 4 (HP 19/27)

Spoiler:
actually, i figured it was something much worse. although something worse would have to be a custom creation haha


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

Do we have to search up our BBG or is he at the far end of a stairway/ramp? Luring him into a landmine-strewn ambush seems a dreadfully valid tactic.


M Ghoul Engineer 4 (HP 19/27)

Scab will try to pull up a map of the downstairs area on the terminal if he can. Best to have the advantage of knowing the layout and planning where to line with mines.


Male Human Paladin 4

"So, what's the deal? It seems like we're waiting for something but I dont see anything to worry about."


M Ghoul Engineer 4 (HP 19/27)

"Pretty sure i just heard something the size of a deathclaw moving around downstairs. It would corroborate the gashes in the walls, heh. I'm trying to see if there's a floor plan on this terminal, maybe someone could look through the drawers for blueprints, heh. We will need tactical advantage."


Male Human Paladin 4

"Deathclaw, huh? That could prove to be problematic. "


Male Ghoul Alchemist 3

"I don't see a problem. We'll just kill it before it can kill any of us."


'Bout damn time Crispy! (jk)

Crispy is able to do a little decoding on the terminal and find a map of the cave system that the Vault is built next to. There is an opening to the West that seems to be how the Deathclaw got in in the first place.

There is a large, round cavern--probably the Deathclaw's nest--with a narrow and winding tunnel that leads to it. Some journal entries listed state the floor is wet with water, and part of the cave is flooded due to the high water table in Louisiana.

Another few key presses and Crispy finds the locked out section of the computer from the cafe.

Cafe Terminal Entry:

June 7th, 2087: I just got hired as Head Chef for the Vault. Good thing I like working with fresh produce! Overseer Colbrin says I'm gonna be getting an apprentice in a few days. I just hope the kid's good with sanitary proceedures!

Sept 30th, 2090: Strangest thing, we got a few new orders from the Overseer today. We're starting to try and cook out built up radiation from plants and old foods. Doesn't sound too hard. I'll put Johnny, my apprentice, on the main cafe while I work with the science advisors on how to do this. Shouldn't be too hard.

July 4th, 2097: Happy 4th! Too bad the Vault doesn't have the right decorations. We hung up red, white, and blue birthday streamers. Close enough. I'm getting through to the plant thing I was told to work on. right now, radiation in food is down to about 45% of what it was. Almost good enough for consumption. A few more tests and trials and we should be good to go.

Dec 15th, 2103: The reactor broke! All of the plants we were gonna try and work on were soaked in radiation. Overseer Colbrin wanted me to try out the process of de-radiation on the plants, but I told him it doesn't work if the plant is still growing. He didn't listen to me. I'm gonna try and convince him again. I hope those microchips in the next room don't get contaminated. Those contained all the information this Vault has uncovered involving cleaning radiation and food.

May 20th, 2105: The plants that Overseer Colbrin gave us were HUGE! I'm surprised those plants are still alive after that much radiation! Still, not gonna look this gift horse in the mouth. Maybe my new Souf Chef Johnny will like working those into a large salad or something.

Aug 14, 2109: There's a big bump in the Vault Atrium's floor. We're hoping it isn't gonna hurt anyone. Then again, the whole Vault seems to be going crazy. Everyone is claiming to hear the voices of the plants. Crazy talk, all of it. Johnny is getting the worst of it. I think it might be something to do with the plants...God I hope this place is gonna last...

Oct 5, 2114: Looks like I'm retiring early. The Vault has a huge problem. There's a tree growing up through the middle of it! Those plants were never supposed to be treated for radiation and grow at the same time! They adapted to the radiation and now they need it just as much as water or air! We've been ordered to evacuate the Vault. According to our sensors, the ground is livable, but the marshes seem to have expanded since we last looked. I hope this is the right thing to do...


M Ghoul Engineer 4 (HP 19/27)

Scab was the one on the terminal, you racist!

"Looks like their experiments on plants went badly, heh. There's a nesting spot for the beastie below, but the floors are likely soaked in water. Not sure how those mines'll hold up that way. There's a narrow tunnel to serve as a choke point, but it is winding so long shots aren't likely."


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

"I'll scout ahead for the beast; hopefully all this water should disguise my scent. I will locate it and report back so we can better establish our ambush position." Apprehensively stepping forward and down, Marcel crouches low against the water and makes a mental note to purchase rubber-soled shoes.

Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


M Ghoul Engineer 4 (HP 19/27)

"heh, be careful. You know the stories."


What stories? The only thing you guys have heard about Deathclaws is that their skin is stronger than steel and their claws can cut through anything. STOP ADDING LORE TO MY WORLD!! D:<

Deathclaw Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Marcel's footsteps are a little sloshy, but otherwise he's silent as the night.

Twisting down the tunnel, Marcel finds out that part of the tunnel leads straight to the surface, but only light and air can get in. Further down, the cave floor turns muddy, and large, five-toed prints can be seen, each toe with a wicked looking nail coming from it.

Marcel needs to make a perception check in the darkness of the cave, since there is no light for him to see his enemy by.

Marcel's Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Marcel is able to see the walls of the cave dripping with water from above, tree roots sticking out of the ceiling and walls, and the bodies of other creatures, but he can't seem to find his quarry...

The Deathclaw's Stealth mod is higher than what you rolled due to an ability of his. Knowledge Nature for more info about this monster of a creature.


M Ghoul Engineer 4 (HP 19/27)

HAH! i didnt want to specify since i figured Scab might not know the real truth or the whole truth. more ominous when i dont specify, as well.


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

Stealthy for such a big mother. Anyone going to roll K. Nature or do I have to tromp back and embarrassingly admit I couldn't find an 8-foot reptile?


M Ghoul Engineer 4 (HP 19/27)

know wastes: 1d20 + 4 ⇒ (12) + 4 = 16


I said Knowledge Nature, not Arcana (Wastes). Oh wait...the druid would know and she left...damn...Imma give you guys a freebe.

Deathclaw Ability:

This Deathclaw is actually used to being in the marshes, so it has Camouflage. Total Stealth, +15.

-Posted with Wayfinder


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

Hmm. Can I use that perception mod to look for electrical outlets/etc? How far would the electricity zap?


We can call it a general perception check.

Marcel remembers seeing a fuse box just before entering the cavern, but it looked blackened and burnt out. Perhaps it could be repaired?

Now you can use a Knowledge Engi to see if you can repair it.


M Ghoul Engineer 4 (HP 19/27)

should i make the check, or has Scab seen that panel? plus Marcel would probably have to tell him that it needs repaired.


Marcel has to tell Scab about the burnt out fuse box, since he was the only one to go down there.


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

Marcel plods back to the others and seeks Scab's help.


M Ghoul Engineer 4 (HP 19/27)

"let's take a look at that box, heh. Hopefully we shock it more than ourselves."

engineering: 1d20 + 12 ⇒ (10) + 12 = 22


Male Human Paladin 4

"So, did you see whatever it was that the others heard down there? Can we blow it up with land mines?"


Certainly, the fuse box can indeed be fix! It just depends on how...

  • Leave it alone
  • Repair for added lighting in the cave
  • Reset fuse to act as an explosive
  • Reset fuse to electrocute the water on the floor

All of these options have the chance to affect the battle.

Edward, when following the other members of the party, see that the water is just deep enough that a dropped landmine will short out, causing either automatic detonation or make the mine a dud. Nice try :D


M Ghoul Engineer 4 (HP 19/27)

"Hmm, you said you didnt see it? You want some lights to help out with that? Heh, Maybe i can also short out the water."


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

How confident are we feeling? Do we think we can kill it if we see it? Do we use it to electrocute banking on it eventually turning up, particularly if we attempt to attract its attention?


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

"F~#+ it, let's put this sewer-sucking gecko-mutant down. Scab, repair the fusebox, light it up. Everyone, assume defensive formations and begin to move through the tunnel until we can see and wipe out this bastard."


So we're going to be repairing the fuse box for lighting in the cavern. Everyone agree?


M Ghoul Engineer 4 (HP 19/27)

"Alright, then." Scab gets to work on the fuse box after eating a goodberry (forgot what those do)


Male Human Paladin 4

"Can we fasten the mines on the walls or stairs? Out of the water but in a way to detonate against this monster?"

Edward readies his weapons for whatever plan is proposed.


A Goodberry in the Fallout universe will feed you for a full day, heal 1 point of damage, and act as a Delay Radiation Poison to the next step down of radiation poison you have (none). Marcel found out that they have a natural enzime that heals radiation, so it also heals 1d8 of radiation damage. It tastes like a blueberry with a lemon twist.

Just simply dropping the mines on the stairs will set them there, so that would work. As for putting them on the walls, you'd have to find a good place to secure them. Know: Dungeoneering to set them up right without finding your arm blown against the other wall.


M Ghoul Engineer 4 (HP 19/27)

"Ah, i wont eat one then, but i will use a cure extract on myself.

heal: 1d8 + 4 ⇒ (1) + 4 = 5


Since no one has Know: Dungeoneering, you can't set up the mines on the walls. The stairs work just fine.

Scab's Know: Engi to repair: 1d20 + 12 ⇒ (13) + 12 = 25

Scab is able to repair the fuse box pretty easily. Just a few wire splices and a piece of gum wrapper around a spent casing and you've got a working fuse box for the lighting system in the cave.

With the lights on, the entire area is considered lit to normal light levels.

Time to go hunting! Last chance to make any preparations.


Male Human Paladin 4

Edward takes off his backpack, setting 5 mines aside and places them in a sack. Bastard sword in one hand and "sack o' mines" in the other, he signals his readiness with a nod.


M Ghoul Engineer 4 (HP 19/27)

good ol' sack o' mines. so good, i can't believe i didn't think of it myself.

Scab will ready action for when the enemy is in view, he will tinker with his pistol to tighten the spread of the plasma shot. a.k.a. cast this extract


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

Can't be bothered waiting for an hour to brew a muta- wait, didn't I brew a mutagen after I landed?


As a matter of fact, you did, Marcel, but there is also a condition to this mutagen.


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

Sweet! Let's do this!

Pulling a hefty vial from his pockets, Marcel carefully presses it into the shunt in his hand and gasps as it explodes into his system. His face drips, growing ursine with jagged teeth, his fingernails sprout into yellowed claws. A lengthened nose sniffs the air, searching for previously undetectable odors.

"Time to kill" Marcel growls.

Feral Mutagen for Scent. Do I smell Deathclaw?


Perhaps......

With his newfound muzzle, Marcel is indeed able to smell something besides the smell of a nuclear powerpack, plasma burns and melting skin, and his own newly created musk. Damn, he needs a shower.

It smells faintly of mud, blood, and very hard bone, almost like burnt steel.


M Ghoul Engineer 4 (HP 19/27)

"They should call him Marcel the gross" Scab things to himself, trailing behind the group with his plasma pistol.


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

Our position is fortified thinks Marcel, his brain still human-quick behind his bearlike visage. We do not wish to leave it... ah.

Taking a deep breath, he raises his muzzle and roars a challenge to the Deathclaw, letting it reverberate throughout the tunnels.

Perception to sniff out- 1d20 + 8 ⇒ (5) + 8 = 13


Marcel isn't able to pinpoint the Deathclaw's location from just the smell, since the entire cave smells like it.

Then again, he doesn't have to. The Deathclaw is gonna come to him.

That roar was a challenge to the Deathclaw's right to hunt and live in this cave. He ain't gonna be taking that laying down! That roar you made was basiclly an Intimidate for a creature.

Marcel's Roaring Intimidate: 1d20 - 1 ⇒ (6) - 1 = 5

The Deathclaw returns the roar, unintimidated by the puny thing that thinks it can take over his territory.

Deathclaw's Intimidating Roar: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

Marcel and Scab both feel a twinge of terror in the back of their minds. Maybe this was a bad idea... Marcel and Scab are both Shaken for 2 rounds.

Edward thinks the roaring thing was a cool display, but totally pointless. Edward is immune to Fear based effects, so he is immune to Shaken. I think...


Male Human Paladin 4

Effectively immune to intimidate at least.

"Get ready. Scab, Crispy, when I toss the mines try to detonate them in his face."


M Ghoul Engineer 4 (HP 19/27)

Scab, now worried that perhaps this was a bad idea, is brought out of his reverie by the walking tank. He hefts his pistol once more, and prepares himself to shoot the mines. readied action


And sure enough, a few moments later, the shadow of a deathclaw can be seen walking up to the stairs from the lower sections of the caverns.

Initiative!

Scab Init: 1d20 + 3 ⇒ (19) + 3 = 22
Edward Init: 1d20 + 1 ⇒ (13) + 1 = 14
Marcel Init: 1d20 + 1 ⇒ (19) + 1 = 20
Deathclaw Init: 1d20 + 5 ⇒ (3) + 5 = 8

Nice rolls guys! You're up first!


M Ghoul Engineer 4 (HP 19/27)

as Scab goes first, he will maintain his readied action to shoot the mines when Edward throws them.


Male Human Paladin 4

"Hey ugly! Catch!"

Edward smites evil (dunno if that applies but what the hey) and tosses the sack of mines at big ugly and scary.

1d20 + 3 ⇒ (11) + 3 = 14 touch (-2 if smite does not apply)

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