Savage Fallout in the Upper Midwest. (Inactive)

Game Master nilesr

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Rapid Town Overworld Map
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Larger Scale Map
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3rd Week April 2157


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Encounter Map

Definately not "The Drop" that's a massive bonus that is only if the enemy never sees it coming at all in any way.

Sorry Jack,

Your GM wrote:
Two of the Raiders disappear behind the trailer and the one on the megaphone bellows

Roland and Vulture combine to snipe the two raiders on top of the trailer.

Although, the raiders were 75 yards(225ft, 45 squares) the attack rolls were good enough to hit, and the damage rolls were good enough to kill.
New Initiative
Bad Guys Queen Hearts
Brand 10 Hearts
Vulture 6 Clubs
Roland 9 Clubs
Jack 4 Diamonds
Ian 9 Diamonds

Round 1
Bad Guys do some things behind the trailer that you don't see. However, a flare shoots into the sky, bursting into a puff of light high in the morning sky. A dog darts off from behind the trailer Run: 1d10 ⇒ 7 running down the road.
Brand
Ian
Roland
Vulture
Jack

Good guys are up. Map is updated, sorry it wasn't up earlier. Oversight on my part.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand continues to huff and puff his way up the road, still rushing through the brush.

Running: 1d6 ⇒ 3


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Vulture runs up following his brother's lead to close distance and drops to a crouch to avoid ranged attacks and stay hidden in the bushes.

Run: 1d6 - 2 ⇒ (5) - 2 = 3
Stealth: 1d8 - 2 ⇒ (6) - 2 = 4


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Roland moves in too.

Run: 1d6 ⇒ 2

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack and Ian, seeing that they are alone on this column, shift over behind the natives and keep running.

Ian run: 1d6 ⇒ 6
Jack run: 1d6 ⇒ 3


Unfortunately, run is the only die that can't Ace.


Encounter Map

I'm assuming yo guys are moving yourselves. If you don't, then please indicate a direction and let me know so I can edit the map
Round 1
Bad Guys do some things behind the trailer that you don't see. However, a flare shoots into the sky, bursting into a puff of light high in the morning sky. A dog darts off from behind the trailer running down the road.
Brand moves through the brush at a rapid pace
Ian follows
Roland hustles forward
Vulture stays low and slow, keeping out of sight while he charges ahead
Jack jogs forward.

New Initiative
Bad Guys Jack Hearts
Brand 6 Hearts
Vulture 2 Hearts
Roland 8 Spades
Jack King Clubs
Ian 2 Clubs

Round 2
Jack
Bad Guys
Roland
Brand
Vulture
Ian

Jack then the bad guys, then the rest of ya

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack keeps jogging up, then drops prone.

move 6 north, drop prone, can't get to map right now.


Encounter Map

Round 2
Jack hustles forward and drops prone.
Bad Guys
R4 spots Brand rushing forward and fires his Pipe Rifle Gunz: 1d6 - 2 ⇒ (4) - 2 = 2 missing the Tribal Warrior.
R2 follows suit Gunz: 1d6 - 2 ⇒ (4) - 2 = 2 his bullet whizzes overhead. Both Raiders take cover behind the trailer.
The Dog sprints at Brand Spring: 1d10 ⇒ 9 and savagely bites at Brand WILD ATTACK!: 1d6 - 2 + 2 ⇒ (5) - 2 + 2 = 5 missing the Tribal warrior
Roland
Brand
Vulture
Ian

Round 3
Brand
Ian
Jack
Roland
Bad guys

Whoo boy. Roland, Brand, Vulture and Ian are up...twice. Jack is also up before the bad guys.

New Initiative
Bad Guys 4 Clubs
Brand Jack Spades
Vulture 2 Hearts
Roland 4 Hearts
Jack 7 Clubs
Ian 10 Clubs


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"Get off my brother, you walking barking Breakfast!"

Move up to J31 and fire at the dog with both guns.

Ruff, Ruff, Sparky: 1d8 ⇒ 4
Damage: 2d6 + 1 ⇒ (3, 2) + 1 = 6 AP1

I'mma Sautee you with Garlic: 1d8 ⇒ 4
Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5 AP1

That was turn 1...for turn two, I'm running full sprint and then dropping prone to avoid ranged attacks (I think that's a -2 on ranged attacks vs me).

Run: 1d6 ⇒ 4
Ending up at J20


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand brings his axe up quickly as the dog leaps forward, and he jams the haft of the weapon in its jaws. "So that's how it is?" He jerks the weapon to the side, throwing the dog to the ground, and quickly brings his axe up and around in a vicious strike at the beast.

Wild Attack: 1d8 + 2 ⇒ (5) + 2 = 7 At least a Success, I'm guessing, maybe a Raise?
Wild Die: 1d6 + 2 ⇒ (4) + 2 = 6

Damage: 2d8 + 2 ⇒ (3, 5) + 2 = 10
Raise?: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4 Total 10, or 20 if the attack was a Raise.

After that attack, Brand's actions vary slightly...

If the Dog is Still Alive:
The warrior growls almost as ferociously as the dog, and strikes again.

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4 Ehh... Might be a Success given its Parry is down.

Damage: 2d8 ⇒ (3, 1) = 4 Okay.


If the Dog is Dead:
Brand wrenches his axe free without pause and continues running toward the raiders.
Running: 1d6 ⇒ 6

EDIT: Ninja'd by my ninja of a brother! If his attacks killed the dog to begin with, I'll just run twice.
Running: 1d6 ⇒ 6
Won't move myself since we have some variables here. If I run once, I get to J-15; if Vulture killed the dog and I can run twice, put me at K3 so I'm up around to beat some Raiders.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Roland moves up a bit and snaps a shot at the Raider that's visible (R2).

Guns: 1d8 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (6) - 4 = 2
Ace!: 1d6 ⇒ 6
Ace 2: 1d6 ⇒ 1

-2 range, -2 cover. Rolled the second Ace in case I missed a mod, but that should be a Raise.

Damage: 2d4 + 1d6 + 1 ⇒ (1, 2) + (5) + 1 = 9


Encounter Map

Roland
Brand kills the dog
Vulture rushes forward
Ian

Round 3
Brand rushes forward
Ian
Jack
Roland
Bad guys
Vulture


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

I guess I save two bullets at least. F***ers are expensive.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Did I actually not roll for level for both NPC's? I swear to God I've thought about making sure I did this a dozen times. I thought I did this, but looking back on my old posts (what? Don't you do that?) I see I haven't. Alright, fine, let's just get this out of the way.

Ian Level: 1d6 ⇒ 6
Well, balls, then Jess level: 1d6 ⇒ 6
STOP BEING AWESOME! You're just extras!! And stop taking all my good rolls! Oh WTFingF!

Ian, feeling like he's much luckier than he has any good right to be, hefts his axe and follows the tribals forward, pounding the ground with quick steps.

Ian run: 1d6 ⇒ 4
run Ian run: 1d6 ⇒ 3

Ian veers to the middle of the road, trying to put the trailer between him and the raiders, so if they just pop out the sides, they can't get a shot.

Jack relaxes and delays, lining up a shot if the raiders stick their heads out again.

If he can get a shot with an interrupt on Hold:
Energy Weapons: 1d6 ⇒ 6
E wpns Ace!: 1d6 ⇒ 5
Jack agility: 1d6 ⇒ 6
Holy freeking agility ace: 1d6 ⇒ 2
aaaand that will conclude all my good dice rolls for the rest of 2016. Thank you good night! =)
Damage, if needed, AP3: 2d6 + 2 ⇒ (5, 1) + 2 = 8


Encounter Map

Roland bangs out a shot and the raider collapses back, dead.
Brand kills the dog
Vulture rushes forward
Ian runs

Round 3
Brand rushes forward
Ian runs
Jack lines up a shot.
Roland lines up a shot Agility: 1d8 ⇒ 8
Bad guys
Raider pops out Agility: 1d6 ⇒ 2 and is instantly popped by Jack's laser. He falls to the ground, very dead.
Vulture

Combat is over, for now.

Loots:
Raiders had no armor on, but they did have Pipe Rifles and machetes (4 total)


Encounter Map

I've placed a link at the top of the page. It's labeled Loot Log. I've placed all the loot there and will do so in the future. If you guys would be so kind as to fill in your personal columns, this will help you keep track of encumbrance and who has what.


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"We should gather their weapons and move...fast. They were summoning more. I will search for cameras or surveillance equipment. Vault boys, strip the bodies. Roland, keep an eye out for incoming. Brother, cover our tracks as we leave, you are a better woodsman than I."

Did anyone at least have a hat?

Notice for cameras or other surveillance (or a hat!): 1d6 ⇒ 4
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
I want my hat to be fancy: 1d6 ⇒ 2 = Total 14, hit and two raises!


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Roland reloads his rifle and climbs up on top of the trailer to keep a lookout.

Notice: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 + 1 ⇒ (6) + 1 = 7
Ace!: 1d6 ⇒ 6
Ace!: 1d6 ⇒ 4

17 Notice. I dare 'em to try and sneak up on me!


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Nothing to see here, just dotting for when my character is ready.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

"Got it." Brand stays on lookout as well, axe in hand, ready to try and clean up after the group once they get on the way.

Notice: 1d6 + 1 ⇒ (2) + 1 = 3
Wild: 1d6 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

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High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

"Roger that. And stop throwing those covetous gazes at mah hat."

Jack and Ian loot the bodies quick as they can.


Encounter Map

Okay so, what's next folks.

The road into Rapid Town is vacant as the heroes strip the bodies of all their belongings.

FYI, I'll be referring to the LOOT sheet at the top of the page and it will be the accurate tally of what you are carrying. So if you are taking something you might want to edit that sheet.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Nothing there I need.

"Let's keep moving. Make up for lost time."


Encounter Map

Okay, if you guys are gonna head into Rapid Town decide if you want the front door approach or the stealthy approach. Front door requires no rolls, if you want to sneak into town I'll need stealth checks for each person and one Survival roll for the party. These will be opposed rolls so don't worry about the TN4.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

As they get ready to move out, Jack speaks up. "How, hold it guys. Seein' as how we don't really know anything about this place, and how you guys is good at sneaking, we should skeedaddle there until we get within sight, then you stealthy folk should just sit an' observe. Get a feel for how big it is, how oppressive it is, how many guards, how many shifts, where our folk' might could be held. Basic stuff. Things look good, we can go in at night, wreck 'em good'n'proper."

Seein' as how neither Jack nor Ian have Stealth, can they just hang back from the stealthy group, so as not to foil them? If you really need rolls, here ya go.

Also, Ian volunteers to take one for the team and carry the loot from the raiders. Jack loans him the backpack and they stuff it in (although some may just be hanging out/tied on.

Jack stealth: 1d4 - 2 ⇒ (2) - 2 = 0
Ian stealth: 1d4 - 2 ⇒ (4) - 2 = 2
Ian ace: 1d4 ⇒ 1 = 3


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"I'm not much of a sneaker either. Though I do have this fancy Stealth Boy now."


Encounter Map

Ok, so Jack is basically proposing you hang out outside the town for an extended period of time and watch the outside of the town. Also, hanging back means? 100 yards? 200 yards? Also, Jack don't forget you have a wild die also.


Hanging back is probably an incredibly bad idea. If someone gets spotted (and eventually they will), that means they have to fight alone.

Shoud I use the Stealth Boy or should we take our chances on the will of the dice?

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Wild stealth?: 1d6 ⇒ 4

Well, I had been hoping for more like 20 yards. Basically, if there are trees near town (and there usually are in non-industrialized areas) then the sneaky people creep up to the edge of the woods and observe, while the non-sneaky are 10-20 yards into the woods, trying not to fart too loudly. If the whole thing is just a flat field-of-fire plain, we'd be better off circling around to one of the other roads, and then just walking into town on that.

Also, we should stay off the road. That flare will probably bring reinforcements...unless we wanted to ambush -them- too. =)


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

I just need you guys to post some actions to help me move the game forward.

-Posted with Wayfinder

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

"Gather 'round children. I say we sneak along the road, going toward town, 20 meters south of it. When the reinforcements come, we drop prone and ambush them too. That'll be two less units of raiders we'll have to deal with. How that?"

Vulture and Roland take point, 20 meters ahead of Jack and Ian and Wolf. We head toward town. At the first sign of movement, we drop prone and open fire when they get perpendicular to us on the road.

Just a thought? =)


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"Sounds like a buncha shootin'. I'm in."


Encounter Map

The "heroes" head toward the town along the verge of the old Highway. Suddenly up ahead there is some movement along the horizon.

Opposed Notice: 1d8 ⇒ 7

Notice at +1:
A single figure is running towards you. You cannot make out any more than that as it nearly 1500 feet away.

Raise:
The figure seems to be female

2 Raises:
And its a ghoul.

Gloria's Eyes only:
You spot some movement nearly 1500 feet away on the side of the road. Could be nothing, but could be whomever whacked those bastards earlier.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Notice: 1d8 + 2 ⇒ (3) + 2 = 5
Wild: 1d6 + 2 ⇒ (5) + 2 = 7

"Someone comin' towards us. Weapons out."


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Gloria hustles down the road. Normally she's more accustomed to running from the sound of gunfire, but things in Rapid Town had deteriorated enough that a risk might be necessary...

Continuing to run along the roadside, she raises both hands to show that they're empty.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack Notice: 1d4 + 1 ⇒ (1) + 1 = 2
Jack Wild Notice: 1d6 + 1 ⇒ (6) + 1 = 7
Jack Wild Notice Ace: 1d6 ⇒ 5 = 12

Ian Notice: 1d4 ⇒ 3

Jack stays standing, and shouts out to the others. "Whoa, whoa, whoa. This...this ain't right. I figured we'd warrant at least a handful a' militia, maybe a horse or two, but we got but a single chick a-comin' at us. An' it's a...a ghoul. Dang. Let's just, let's just take 'er cool an' see what's with this. We can always kill her quick if'n we need to."

Ian gets his rifle ready, but just keeps staring down the road.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Notice: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Wild: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Brand can only make out a humanoid shape, but he looks to Jack and nods. "Alright Vaultie. But maybe if she attacks she goes for you first, yeah?" He grins and hefts his axe, glancing to Vulture. Don't shoot just yet, though. Sometimes burned people aren't so bad.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Roland calls out to her.

"Hell you doin' way out here ghoulie?"


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

The ghoul approaches closer, hands up. She's wearing a platinum blonde wig and a suit of leather armor, a laser pistol holstered at her belt. A nametag is pinned to her backpack strap.

"Seeing as the raiders butchered Rapid Town, I figured it's safer out here, hon.", she calls back in a raspy voice. "And I'm guessing that flare wasn't you boys flagging down Triple A."

She nods to the overturned truck and the dead guardpost.

"That your doing or did their high cholesterol just catch up on 'em all of a sudden?"


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"Poor fellas caught a fatal case o' lead poisoning I'm afraid. We might be at fault."


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

"You're a menace to public health. First raiders, now lead poisoning, property values around here are gonna plummet."

"You boys goin' after raiders on purpose or you just shooting things for fun? I'll tell ya right now I ain't got much blood left so shooting me won't be too satisfying if you're after some sick thrills, hon."


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"6 of one, half dozen of t'other."

"These Raiders ambushed one of Wright Town's caravans and injured some o my boys. I'm gonna enjoy takin' 'em down."

"And o' course the Tribals are in it to sate their savage bloodlust, ain't that right?" he says and smiles cheekily at the brothers.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack says to Ian. "Pssst. What's 'Triple A'? "

"Don't rightly know. Kinda sounds like a type of ice cream."

Jack approaches. "Hey there, uh, ma'am? Can I call ya ma'am? Ya take offense 'r nuthin, will ya? Now, ya, I don't know nuthin' 'bout no lead poisoning, we just done got through shootin' these guys, is what we did.

Now, what's this about someone butherin' Rapid Town? We had a hint from some other guys that we done shot said they might've taken the people what they took from us here. So...is you're saying that they're not here?"

"Well, said, Jack," said Ian. "Hey, if no one's using Rapid town no more, you think we could go an' ask Jessie an' them tribals if'n they would wanna use it? Couldn't be worse'n where they are."


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

"My name is Gloria- Sales Associate and Employee of the month two centuries running for the Gimble's branch in Cedar Rapids. I forget that you kids don't learn to read anymore, but I got an attachment to the nametag."

When no one so much as chuckles at her 'employee of the month' joke, she shakes her head.
"Anyone that would get that is dead and dust. Oh, well. I thought it was funny."

"I don't know who you're looking for, hon, but these raiders came on us in force. Got just about everybody- Slow Chlo, Jimmy Ray, Ralph Malph, Sterling, all of the Jacobs, most of the Tims. Didn't see them moving too many folks, but I also spent a lot of my time playing dead and keeping my head down. But you wanna kill these crumb bums, this old bag of bones might have some advice for you... provided you take me along."


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand lowers his axe slowly as the ghoul introduces herself and it becomes obvious she isn't dangerous. "Well, you seem okay to me. I dunno about em-ploy-yee, but I did see a magazine talked about a girl of the month once." The big tribal pauses in thought. "Course, she was a bit prettier, and didn't wear a lot of clothes."


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Gloria shakes her head.
"They do their best back at the reservation, don't they sweetheart? An employee is someone that works for someone else."
She jerks a decaying thumb at Roland.
"See, he's one of the Wright's employees 'cause they gave him a job where he can shoot people. But I'm not here for an english lesson: you wanna kill Fixit and his goons, right? And you don't want to go through the checkpoints he has set up, do ya hon? I just so happen to know the best way around them so you can get to The Old Schoolhouse with a few less flares."


Encounter Map

Rapid Town is actually Grand Rapids MN....not Cedar Rapids.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"Why a schoolhouse of all things?"


Ghoul/Bennies (1/2)/Wounds 0/Rads 0/Parry 4 /Toughness 7(8 vs. bullets)/Charisma -4 (-2) Laser pistol- Energy weapons 1d6/2d6 AP2/(15/30/60)/ROF 1 [21/30] or 2/SA Crowbar- 1d4-2/1d6+1d4

Gloria's moved around- Cedar Rapids 200 years ago, Grand Rapids today.

"It's a Prewar municipal building, hon. You take over, you gotta take the biggest and most defensible place in town so no one can kick you out easy right?"

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