| The Nameless GM |
As Edward and Max head out the door, a man is lying on the ground with his leg shot off by the sniper rifle. It doesn't take a medic to know the man is dead.
A small crowd is gathering around the body, and almost as quickly disperses as Brotherhood Paladins approach with drawn laser rifles.
"That's enough. There's nothing to see here. Move along."
The Paladins carry a stretcher over to the body, placing it and the leg on it before putting a large cloth over it to keep prying eyes from seeing a body.
As they lift the body and carry it away, the body's arm drops for a second before it's shoved back onto the stretcher.
When the arm falls, a note falls to the ground. No one else but Max and Edward see this.
If you wish to read the note, I'll post it.
| The Nameless GM |
When you are clear of the crowds and prying eyes, you can finally read the note.
They found me Vinny.
I can't believe they found me. I thought I was about to leave this all behind, but no.
If you find this, meet me in our usual place. Granpappy will let you in. Just tell him Carl sent you. He'll know what to do.
And I want you to do something for me. I left something for Lorry. Just ask Granpappy. And tell Lorry I love her. I should have said it long ago, but I don't have time now.
See ya round,
Carl
| The Nameless GM |
Blood is splattered all over the ground and the body, so it's hard to tell where the bullet actually hit him.
Was it above the split? Below? Right down the center? It would take a Heal or Survival check to know for certain.
You only have time to do one or the other. Max can do his own check if he wishes, but you don't have much time before the Paladins arrive.
| Marcel the Wise |
Marcel shrugs his backpack tighter onto his shoulders and turns to his new group. "Shall we go hunt some shellfish? Perhaps not the most history-making start to a venture, but a good way of further testing out how we will work as a group."
| Vincent "Scab" |
"Indeed. I am looking to try out this new energy amp mod i installed in my pistol."
| Knight-Brother Edward Monroe |
"Very well," Edward says as he pockets the "Grandpappy" note. "I am quite eager to be out in the field again. I had forgotten what that felt like."
"Plus, I can't wait to see what kind of damage this beast can do," he exclaims, holding his railway rifle aloft.
"Before we go, I need to grab that scrap metal and drop it off at Adam & Andy's. Meet you guys there? Or at the main gates?"
Whichever rendezvous is selected, Edward will set off at a trot back to his barracks, obtain the 12 scrap metal, and drop them off to be processed on the way back.
| The Nameless GM |
Adam gladly accepts the metal, setting it to be turned into spikes for ammo. It will take around 2 days for the ammo to be made.
Edward, are you wearing your power armor? If not, you'll need armor or clothing. You would be considered wearing a Merc Grunt Outfit, as that is the closest to regular Army clothing.
You may pick up your Power Armor if you wish.
| Vincent "Scab" |
Scab finishes his food before gathering his things at the house and heading to the predetermined meeting point.
| The Nameless GM |
After meeting outside the gates, your path is set. Simply heading east down the road will lead you straight to the Power Plant.
It will take you a day and a night to get to the plant in the morning. I'll need perception checks for day and night. Make sure you brought enough food (two drinks and two food/day) for the journey to and back.
On your way out, you manage to pick up the radio signal for the local station on you Pip-boys.
"Greetings once again, Old Orleans. This is K-Night on KWLR, Waste Land Radio.
We have a bit of news today. For those of you who had visited the Vault over the last hundred years were met with a giant steel door. Not anymore!
That's right, the Vault has opened! Turns out, sadly, the inhabitants had a leaky reactor and everyone but the Overseer turned into Feral Ghouls.
And that Overseer now runs a shop in Old Orleans, thanks to our friends in the Brotherhood of Steel. For all your mechanical needs and repairs, visit A&A Mechanics.
That's all we have for now. I'm K-Night, you voice in the Marsh. Now, some music by everyone favorite jazz quintet, the Del Vikings."
| "Crispy" Frank |
"Hey... I love this song. I LOVE THIS SONG!!! Bro, this thing gets radio! I won't have to buy a hand held from Adam! That's so wonderful!" Crispy says as he hears the song on the radio. He heads out of the town with Scab.
"Hey, what was the commotion about? Anything important?" Crispy asks.
Anything of quest importance pop up?
| Max Logan |
Perception,Day 1d20 + 4 ⇒ (7) + 4 = 11
Perception,Night 1d20 + 4 ⇒ (20) + 4 = 24
Preparing himself for the trip, Max inspects his armsand armorsetting up his pack to access his medical supplies quickly should the need arise. Placing his .44 in its leg holster and slinging his shotgun from its three attachment, Logan takes up his pack and heads out with Edward after the knight as suited up in his power armor. "Ready to see what this business is all about, Brother-Knight? Iam stillunsure about these ones we have thrown our lot in with, Edward. You know as well as I do the Brotherhood does not easily welcome the newcomer. We should be wary lest we find ourselves under the eye of the high council."
| Knight-Brother Edward Monroe |
"True, Logan, the Brotherhood holds high standards to be accepted into its arms. That does not mean one must turn a blind eye to potential friends. We must remain open to the possibilities that there are good people here, people who will assist in the reclamation and repair of this devastated badland."
Lowering his voice to a whisper, Edward continues, "Besides, Crispy already possesses a plasma weapon. I would rather he stay near us and on the side of the righteous, than take that technology elsewhere. Their skills are undeniable, you must admit."
1d20 - 1 ⇒ (5) - 1 = 4 Day Watch (awake)
1d20 - 11 ⇒ (7) - 11 = -4 Night Watch (asleep)
| The Nameless GM |
Ghouls, keep that in the discussions
After a good day and night of uneventful travel, the power plant is in full view. The large cooling towers have fallen into disrepair, and the river has already begun to swallow the back half of the power plant.
Mirelurks are present, but you are too far away for them to be any threat to you yet.
A chain link fence separates you and the plant. You can fire through it, but you'll take a -2 to hit.
The closest Mirelurk is 40ft away and doesn't know you're there. (flat-footed and first shot will bypass DR)
A Called Shot on a Mirelurk's face is a Difficult shot regardless if you're using the pip-boy or not.
| The Nameless GM |
Bad GM is bad. I forgot to give you Mirelurk data.
Mirelurks:
Medium, 20ft movement.
HP: 120
AC: 12
DR: Special (see text)
Attacks: 2 Claw (1d4+4) Headbutt (1d6+2, open to Attack of Opportunity)
Due to their hard shells, shots fired at a Mirelurk do 1/2 damage unless it is a critical or a Called Shot to the face.
If that health is too much, I'll change it next time
| Vincent "Scab" |
Scab takes his shot, aiming for any mirelurk that is close (10ft) from another mirelurk to get both of them in a blast.
Scab hits a button on the side of his pistol, then carefully aims a shot at a mirelurk. There is a small hum as the weapon spins up a more powerful charge than usual, then the shot goes off.
Shot: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 5d8 + 1d8 + 4 ⇒ (4, 8, 8, 4, 7) + (6) + 4 = 41 Splash damage 5 fire in a 10ft radius. The Mirelurk hit directly takes another 1d6 fire dmg next turn and every turn thereafter until it takes a full round action to make a Ref save DC 15.
Scab hits the creature (i assume) and an enormous explosion rocks it, engulfing the surrounding area in a small mushroom cloud of flames.
| The Nameless GM |
The Mirelurk literally doesn't know what hits it, the fireball engulfing it one moment and setting it alight the next.
The Mirelurk lets out a high pitched shriek as it flails around in a vain attempt to put itself out. I'm assuming drenching it in water will put it out?
The iron spike does indeed fly true, striking the mirelurk dead in the chest. The armor gives an audible crack as the spike breaks the armor some to hit the soft flesh.
Mirelurk HP: 74
If you want to give Initiative, you may. Fallout 3 and NV are not Turn Based, so you can go whenever you want to
Mirelurk Init: 7
| Vincent "Scab" |
rolling on the ground provides a +2 to the full round reflex save, and 2 or more gallons of water puts out the fire.
initiative: 1d20 + 3 ⇒ (14) + 3 = 17
| The Nameless GM |
The mirelurk is hurt, on fire, and doesn't like life right about now.
I'll roll Initiative for Max and Edward so they can do their stuff whenever. For now, I'll roll for Edward until he can get back to normal.
Max: 1d20 + 3 ⇒ (16) + 3 = 19
Edward: 1d20 + 1 ⇒ (2) + 1 = 3
Because Crispy rolled first, he gets the +
Lilith=23
Crispy=19+
Max=19
Scap=17
Marcel=13
Mirelurk=7
Edward=3
Everyone's actions before rolling will be considered Surprise Round actions.
Lilith, you're up.
| Vincent "Scab" |
Marcel holds off from attacking; his new companions are having much fun, why throw himself into it?
Total Defense
You're all shooting at it, would be very stupid for me to jump into melee.
precise shot is for suckers!!!!
| Vincent "Scab" |
i was agreeing with you, in a party where most people are range and you are melee, its best not to rely on others having taken precise shot to keep you safe heh
Scab takes aim once more with his V.A.T.S.-improved called shot capabilities at the face of the creature.
1d20 + 2 ⇒ (5) + 2 = 7
5d8 ⇒ (5, 1, 1, 8, 7) = 22
...and the bolt of plasma goes sailing past the creature harmlessly
| The Nameless GM |
Marcel holds himself in a defensive position, ready to strike at a moment's notice.
The Mirelurk quickly starts rushing towards the nearby river to put itself out, not realizing it's just cooking in its own shell. 54 - 1d6 ⇒ 54 - (2) = 52
Edward raises his assault rifle, aiming at the Mirelurk as it rushes off
To Hit: 1d20 + 3 ⇒ (8) + 3 = 11
And misses the Mirelurk.