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)

Scab uses his readied action, and fires on the bag of explosives as they get as close as they can to the reptile.

ranged: 1d20 + 6 ⇒ (10) + 6 = 16
plasma: 5d8 ⇒ (2, 5, 7, 7, 6) = 27


Considering you are throwing a potato sack sized bag of landmines, we can reasonably say that there are 3 landmines in that sack. You'll be throwing 6lbs. of explosives, and that is gonna make a very nice boom.

This is a creature, and is not considered Evil, so your Smite Evil ability was wasted.

Miss Square: 1d8 ⇒ 1

Edward's hefty throw falls short, and Scab, in his scared state of mind, fires on the first thing he sees moving: the sack of landmines.

EXPLOSION!!!!!: 9d10 ⇒ (7, 4, 6, 10, 2, 7, 3, 1, 6) = 46 It would be 18d10, but it's only splash, and since I can't find the splash damage on a landmine, it's half the normal damage. Scab is too close, so he also takes the damage with a Reflex save.

Deathclaw's Reflex: 1d20 + 7 ⇒ (11) + 7 = 18 The Deathclaw takes the full blast, screeching in pain as fire and shrapnel scorch and cut into its flesh.

Scab's Reflex: 1d20 + 7 ⇒ (16) + 7 = 23 Scab realizes his mistake quickly, covering his face and avoiding the majority of the damage. Damage 23 minus DR 11 equals 12 damage Scab.


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

Taking advantage of the dazed Deathclaw, Marcel quickly ducks around it and bites into it with his new jaws from behind.

Hasn't acted so he's flat-footed I believe. If not, remove 2d6 from damage
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 1d4 + 9 + 2d6 ⇒ (1) + 9 + (4, 5) = 19


Nat 1! Miss!!

The Deathclaw realizes that this weird half-food half-Yao Gui thing is trying to get behind him. Time to show it why they are called "Deathclaws."

Bite To Hit: 1d20 + 7 ⇒ (11) + 7 = 18
Claw To Hit: 1d20 + 9 ⇒ (15) + 9 = 24
Claw To Hit: 1d20 + 9 ⇒ (14) + 9 = 23

Bite Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Claw Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Claw Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Even with his armor on, Marcel still feels each of those attacks! Deathclaws are no joke! Marel takes 7 damage total.

Another Know: (Arcana) would tell you why even though each attack does less damage than your DR, it still went through.


M Ghoul Engineer 4 (HP 19/27)

The strategy was over. Initial contact had been made. Time to turn up the heat.

Scab, dead skin sizzling inside his armor and heart pounding from the concussive force of the blast, switches his pistol to overload. His disrupted internal organs already repairing themselves, he grabs a bomb from his LBV and hurls it under the creature. the bomb rolls a bit before settling on its weighted bottom, and a targeted explosion erupts directly up under the beast!

using the targeted bomb admixture that was cast before combat, also a free action to use my spontaneous healing for 5 hp healed.

ranged touch: 1d20 + 9 ⇒ (7) + 9 = 16 targets only the deathclaw, no splash
fire: 2d8 + 4 + 4 ⇒ (2, 5) + 4 + 4 = 15 /large
DC 16 reflex halves
he takes 1d6 fire per turn until extinguished with another DC 16 reflex save.

Scab will also back up some, hoping to avoid any ideas the deathclaw might have about charging him.


Deathclaw Reflex for Half Damage: 1d20 + 7 ⇒ (4) + 7 = 11
Deathclaw Reflex vs Fire Damage: 1d20 + 7 ⇒ (13) + 7 = 20

Burn baby burn! The shapecharge goes off like it was supposed to, targetting the Deathclaw in his squishy belly. It somehow avoids being caught on fire, but it still looks very angry!

Good move. Edward, Marcel, your go.


Male Human Paladin 4

Edward steps forward and chops at the mutated beast.

1d20 + 8 ⇒ (4) + 8 = 12 to hit; 1d10 + 6 ⇒ (1) + 6 = 7 post war bastard sword


Sa-wing anda miss!

Marcel, your go.


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

Gritting his teeth through the pain, Marcel tries to focus on his strategic position- flanking the enemy on both sides. Grinning, he gives in to the adrenaline rushing through his system and slashes out at the creature.

Bite: 1d20 + 9 ⇒ (10) + 9 = 19 1d6 + 9 + 2d6 ⇒ (1) + 9 + (6, 1) = 17
Claw: 1d20 + 9 ⇒ (19) + 9 = 28 1d4 + 9 + 2d6 ⇒ (3) + 9 + (6, 6) = 24
Claw: 1d20 + 9 ⇒ (3) + 9 = 12 1d4 + 9 + 2d6 ⇒ (3) + 9 + (2, 3) = 17


Marcel's bite and one claw go through, but not all of it.

That half-food thing hurts! Time to attack back!

Bite To Hit: 1d20 + 7 ⇒ (3) + 7 = 10
Claw To Hit: 1d20 + 9 ⇒ (6) + 9 = 15
Claw To Hit: 1d20 + 9 ⇒ (5) + 9 = 14

Claw Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Marcel takes another 2 damage. Again, that claw still goes through his armor somehow.

It's hurt bad, but still clawing.


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

Who's up?


Male Human Paladin 4

Edward swings again, flanking with Marcel.

1d20 + 10 ⇒ (19) + 10 = 29 to hit, 1d10 + 6 ⇒ (6) + 6 = 12

Crit Threat! Confirmation:1d20 + 10 ⇒ (19) + 10 = 29 to hit, 1d10 + 6 ⇒ (7) + 6 = 13


M Ghoul Engineer 4 (HP 19/27)

Scab takes a shot at the creature, the thin line between victory and death.

overloading his pistol, a fiery burst of plasma issued forth.
ranged: 1d20 + 6 ⇒ (19) + 6 = 25
plasma: 5d8 ⇒ (5, 2, 1, 7, 2) = 17
fire: 2d8 + 8 ⇒ (6, 2) + 8 = 16


Crit Confirmed!

In an explosion of blood, steel, and plasma, the Deathclaw is no longer a threat.

The Deathclaw's body lays on the ground, the head a good 5 feet from it after it was cleaved afore its body, a menacing growl still upon its curled lips.

Good job! You've killed the BBEG. Whatcha gonna do now?


Male Human Paladin 4

"Marcel, are you injured?"


M Ghoul Engineer 4 (HP 19/27)

Scab would like to carve up what pieces might be useful. maybe make a deathclaw gauntlet or something. or at least get a grisly trophy for my armor.


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

However wounded he is, the wasteland scavenger is clearly too enthused by victory to be worried by it. Shaking a head at Edward, he delicately reaches into his pocket and pulls out an assortment of vials. Whistling a jaunty marching tube, he sets to pulling out hairs and taking samples of Deathclaw fluids and storing them for later. Between vials, he turns a head around. "A pretty clean kill. Well done. I'll be a minute."


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Craft: Alchemy Marcel: 1d20 + 10 ⇒ (5) + 10 = 15 Close enough.

The beast lays slain on the ground, a few samples taken for Marcel and his unknown plans.

Craft: Alchemy Crispy: 1d20 + 12 ⇒ (13) + 12 = 25
Survival Crispy: 1d20 + 7 ⇒ (15) + 7 = 22

Crispy is also able to get a few pieces of hide, the skull with horns, and the entire hand. His mind starts whirring, contemplating what could be done with these pieces...

Know: Science Hide: 1d20 + 5 ⇒ (18) + 5 = 23
Know: Science Skull: 1d20 + 5 ⇒ (10) + 5 = 15
Know: Science Claw: 1d20 + 5 ⇒ (10) + 5 = 15

Those hide pieces, when tanned and sown right, could make a very good suit of armor. A suit of Leather Armor with a DR of 10/Large and a +3 to Stealth when in Marsh conditions. A DC 20 Craft Armor check would be required.

The skull could be used for either a trophy or a helmet. A very scary one at that. As a Trophy, you would encounter fewer enemies when traveling. As a Helmet, you'd gain a +4 bonus to Intimidate and Bluff checks and a DR of 2/Large against shots to the head when wearing it, but a -3 Diplomacy to "civilized" people.

The claw could be turned into a gauntlet, assuming a few other items could be collected. Wonder Glue, a Leather Belt, and a Medical Brace would be needed to make a Deathclaw Gauntlet, along with a DC 25 Craft Weapons roll.


M Ghoul Engineer 4 (HP 19/27)

CRAFT KNOWLEDGE BOOKMARK

"Ah, yeah. I can make some good stuff outta this, heh. Suppose we should go topside, but let's look around for more goodies first."


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

What are the normal bonuses of leather armor?

Marcel nods with satisfaction, stowing away the vials in his backpack.

And what would the Deathclaw Gauntlet be like? Would it by chance enhance my claw attacks?


Leather Armor: DR/10, weight: 5, no associated bonuses.

A Deathclaw Gauntlet would give a Medium creature a Claw attack equal to a Large creature. The claw itself would treat DR as if it was halved, which is why it still did damage to Marcel.

The Claw would do 1d6 damage plus the wielder's strength modifier. The weapon is strapped to the wielder's arm, preventing it from being disarmed, but it inparts a -2 penalty to Ranged attacks from a weapon that requires two hands.


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

I already have a claw attack, if I don the gauntlet would it gain the tread-DR-as-halved benefit? And can we make more than one gauntlet?


M Ghoul Engineer 4 (HP 19/27)

if we cant make two, and the gauntlet is better for you, then when we can make it you can have it. i figure the BoS Knight doesnt want gross junk on his armor, and Scab isn't exactly a melee powerhouse.


Male Human Paladin 4

Correct, I am uninterested in dead critter parts being attached to my armor.


Unfortunately, only one claw was recovered, so you can only make one gauntlet. Second, if you wear the Gauntlet, you'll only get the benefit of using the claw during your claw attack. It'll still be applied as half DR.


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

Good enough for me.

Marcel tests out Deathclaws on the floor, nodding appreciatively as it scores deep marks in the hard metal. "Scab, reckon you could make me a gauntlet from these?"

After that discussion is ended, Marcel explores the rest of the area.

Time to go a-searching!


M Ghoul Engineer 4 (HP 19/27)

"Yeah, i was thinkin it. 'ts why i hacked it off! heh."


Marcel doesn't find very much, considering the Druids scavenged this place before.

Still, you found 10 caps and a stim-pack. Worth it.

Return to the Druids for your reward.

-Posted with Wayfinder


M Ghoul Engineer 4 (HP 19/27)

I figure we should search the rest of the complex. I don't specifically remember, but I believe there were other corridors to look in? or have we attained 100% here?


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

Any panels? Technology?


Already been found and either scavenged or broken by time or plants. Except for this:

Through their search of the Vault, not much is found except for one computer, still locked and password protected.

The password doesn't appear in the Overseer's handbook, so this must have been a secret setup.

Anyone want to try it out? This would be a fairly difficult one, but well rewarding. You can't take 20, and taking a 10 wouldn't work.


M Ghoul Engineer 4 (HP 19/27)

engineering: 1d20 + 12 ⇒ (15) + 12 = 27


You get a +2 bonus from having the Overseer's Handbook, which is just enough!

The computer you found was right outside the nuclear reactor. Apparently, this is also where the majority of the plant based experiments took place. This could be important...

As Scab is working on the computer terminal, Marcel and Edward both receive a radio from their respective commanders.

Edward:
"...in....Co-...Edwa-...Star Pa-...Rich-....Turn...rea-...of-...plant...drui-...contr-...come...sir-...r ewa-...Encla-..." The radio cuts out and just static is playing. The reactor is still leaking radiation. Not enough to cause bodily damage, but the depth underground and the radiation made the radio cut out. Try and figure out what he was saying. You can leave the vault and get better reception, but you'll miss out on the next part.

Marcel:
"Come i-...Comma-....rea-...for-...se-...res-...tur-...empl-...rewa-...Bro--ood.. ." The radio cuts out and just static is playing. The reactor is still leaking radiation. Not enough to cause bodily damage, but the depth underground and the radiation made the radio cut out. Try and figure out what he was saying. You can leave the vault and get better reception, but you'll miss out on the next part.


Male Human Paladin 4

Radio: "Paladin Monroe reporting. Repeat last. Did not copy. Reactor unsecure. Radiation leak minor. Repeat: reactor unsecured, minor radiation leak. Did not copy last transmission. "

Speech: "Something is going on. Just received a partial transmission from hq."


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

"Better get all of it, might be important."

Marcel walks over to the computer terminal and frowns for a moment before turning to Scab. "These old Vaults had Radio, didn't they? For intercoms, for local listening, maybe even a small bit of external communication? Reckon you could patch Edward's radio into the system, boost the range, or cut down on the interference from having the signal brought in from a more distant location?"

K. Engineering check please!


M Ghoul Engineer 4 (HP 19/27)

"Good idea, maybe I can do something. Not sure since every vault seems to be a bit different, heh. If anywhere in here could comm out, it'd be here."

engineering: 1d20 + 12 ⇒ (7) + 12 = 19


GM Roll:
Radio Station: 1d100 ⇒ 45 Oh crap. This is gonna be awesome!

After typing into the keyboard for a bit, the sound of static plays over the Vault's intercom, then it shuffles stations, switching between a few music stations before settling on a radio transmission.

Come in Agent Marcel, Come in Agent Marcel, this is Commander Bianca. Enclave forces are ready to secure the aforementioned reactor. Security has been compromised and the Brotherhood knows you're one of our spies. Sever any ties and retreat to Baton Rouge HQ. Repeat, sever any ties and retreat to Baton Rouge HQ."

Looks like Scab tapped into the Enclave radio transmissions.

Role-play this through for a bit. See if you guys can find a good median for how to play this through.


M Ghoul Engineer 4 (HP 19/27)

When Scab hears the transmission come over the intercom, he freezes at the panel, looking at the others in his peripheral vision.


Male Human Paladin 4

"Huh. Never would have figured you for an Enclave spy, Marcel. I believe you have earned enough good will from me to have a chance to explain. Why does the Enclave want this reactor? And just what kind of security forces are inbound?".

Edward seems very calm and confident, despite the revelation of his teammate'so true allegiance.


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

Marcel sits frozen for a moment before he lets out a growl of irritation. Wordlessly walking over to the panel, he gestures for Scab to move and taps up radio transmission to respond. Taking a breath, he yells into the mic-

"BIANCA YOU INCOMPETENT IDIOTIC B&~!! I WILL HAVE YOU COURT-MARTIALLED AND SENT TO ANCHORAGE FOR THIS! First, use of rank and no use of code names over a potentially unsecured channel! Second, this vault is half-flooded and useless, ignoring for a fact the g&&%&~n COLONY of civilians outside who if displaced will go running back to civilization screaming 'the Enclave are here! the Enclave are here!' and do not even TRY to defend extermination as a fool-proof means of stopping the information from getting it! Third, I will bet my next three months' pay the only reason 'security has been compromised' or whatever face-saving summation you're preparing was because of YOUR G+#!$*N AFORESAID INCOMPETENCE AND IDIOCY! And now the last and worse part of your failure- sending forces WITHOUT YOUR OPERATIVE'S KNOWLEDGE into an UNKNOWN SITUATION for assets that are NOT WORTH TAKING and utterly DESTROYING the tactical and economic advantages that have been gained from an incredibly productive partnership with non-enclave personnel!"

Breathing heavily, Marcel wipes some spittle from his mouth before he finishes- "So no, Bianca, I will not 'sever ties' or 'retreat', especially when ordered by the most appalling disgrace of a commander I've ever heard of! I am staying here and telling those forces to f+@! off back to HQ and staying with this group if possible! When you're dismissed and replaced with someone with the common-sense and competence of a pre-war rat I will CONSIDER obeying further orders, but until then, Agent Marcel is signing off. To hell with you."

Slamming his fist onto the console to sever the link, panting hard, Marcel stares for a moment at the screen before turning to the group with a flinty gaze. "Yeah I am- I was- an Enclave operative. If anyone has feelings on that best expressed with bullets, I say sort it out after we deal with Bianca's Enclave patsies up there. It's her so they might go away if I ask nicely or they'll be dead-set on killing the entire colony and us as well. In either case, you need me alive and fighting. Sound good?"

If generally affirmative reactions are proffered, Marcel gestures at the console. "Scab, Monroe's transmissions might give some more information on what's happening, might want to tap into it. And for the sake of my sanity don't hit that last frequency again."


Male Human Paladin 4

"If battle is likely with these Enclave soldiers, we should attend to your injuries, Marcel. I would prefer a diplomatic solution, but it sounds as if that may be impossible. Any idea on the equipment and skills of this force inbound?"


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

"None; if Scab can pick up on your broadcast we might have a better idea." Marcel pulls out a vial and slams it into the shunt in his wrist, grimacing as his wounds close over.

CLW Extract to heal for 1d8 + 4 ⇒ (7) + 4 = 11
Should be enough?


M Ghoul Engineer 4 (HP 19/27)

Scab, once the initial awkwardness has passed, begins clattering away at the panel trying to patch the other comm channel.

engineering: 1d20 + 12 ⇒ (1) + 12 = 13


As Scab is typing away on the panel, he accidentally hits a key code that he remembers from another computer.

That computer had a grenade in the back of it.

fissle fissle BANG!: 2d10 ⇒ (8, 2) = 10 The computer bursts into flames and all the information they could be getting from the computer system and the radio is lost. As well as a Scab's right eyebrow.

The only way to get information is to return to the surface and let Edward's radio pick up the frequencies.

Marcel:
Turncoat: For turning your back on the Enclave, even after they raised you and brought you up to bringing back the American way, you know they made a grave mistake crossing you. You get a +1 to hit and damage against Enclave faction members and a +1 to Knowledge and Perception skill checks involving the Enclave, but you are marked as a KOS. Adjust your alignment to Lawful Good.

Scab and Edward:
Enemy of My Enemy: Your close friend has turned his back on the Enclave. He is now a fugitive of their law, and the only law is Wasteland Justice. You gain a +1 to AC against Enclave attacks and a +1 to all saves involving the Enclave.


M Ghoul Engineer 4 (HP 19/27)

"Well, heh, that didn't go well. So, what's the plan?" Scab's highly analytical mind kicks into overdrive. "What, if any, weapons platforms do they have access to that are bigger than what is typically man-portable that they might also bring to bear here? Unknown: the druids, if we even care, they were kind of dicks to us, heh. Set up this place as a redoubt? We have enough explosives. But how long to wait? There might also be the... other exit."


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

And thus we learnt to take 10! Heh.

Shaking his head, Marcel replies "I've no idea, and we might be able to settle this peacefully; either way with the computer dead staying down here won't work. We should head up, scope out the situation." He pauses for a second and continues "When... when we get up there, guys, I'd appreciate it if you kept my former job quiet. Don't want the druids turning into a lynch mob and killing me before we can solve all this. Fair?"

If agreed to, Marcel heads back up out of the vault.


Male Human Paladin 4

"The past is the past Marcel. I am more concerned with how they will take to my armor."


When Marcel heads to the surface, he finds that night has fallen. Damn, how long were you guys down there?

The first thing Marcel notices is that there is a very large, open field(100ftx100ft) that has some fairly tall grass growing in it. Actually, "growing" is putting it lightly. It may as well be a forest out there! The grass might provide some cover or camouflage, but if it were gone the Enclave would have a hard time approaching unseen. The grass is currently 20ft high and can be burned or cut. With it grown, creatures in the grass have concealment equal to 5%/5ft up to 75% concealment(10ft is 10%, 40ft is 40%, so on). If the grass is cut or burned away, creatures cannot 5ft-step, charge, or run, but other movement is unhindered.

From what Marcel knows about the Enclave and their tactics, they are more than likely going to place ground troops via Veritbird on the outskirts of the clearing. From there, the troops would advance on foot with heavy artillery in the form of Hellstorm Troops with arc incinerators in the back. If combat is turned, the troops would be forced to flee and regroup.

Standard Enclave soldiers are equipped Power Armor, Plasma Rifles, and a combat knife, while the Hellstorm troopers would have an Arc Incinerator, a plasma pistol, and a combat knife. All troops are trained extensively in the use of plasma weapons, so a plasma weapon in the hands of any of the soldiers would be devastating.

With a turn on his heel, Marcel is easily able to find the main Druid encampment. Since his uniform is still muddy, he still kinda looks like one of them. (+1 to Diplomacy and Bluff when dealing with the Druids)

Marcel, tell me who you wish to speak to and/or what you say along with the appropriate Diplomacy, Bluff, or Intimidate check.

Scab, Edward, tell me what you two plan on doing for preparations.


Male Human Paladin 4

"So...scatter loads of mines to slow them down, then snipe the walkers as they approach? Any chance those druid folks would put aside theit enmity for some Enclave butt kicking? Alternatively, could we simply shoot down their aircraft? One big boom and down they go."


How do you plan on shooting down their aircraft? You guys don't have any heavy artillery, and I doubt hurling a landmine like it was a discus would work. The penalties themselves would be out the window!

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