Post date: Nov 22, 2009 5:10:47 PM
As the group gathered once more, we added an additional player and started with showing the Game play videos to those who had never played Fallout 3, and then started with the intro video to Fallout 2.
Brecht and Tristan handled the recap, explaining what had come before and getting those that had missed the last game (or portions there of) caught up.
In speaking with the Guard at the entrance of the cobbled together community of "The Pass" they found out that Lenny Mack, who runs the bar Still Here, and Casey Corvega, proprietor of the U Break U Buy might be great sources of information.
Within they encountered their first brahmin, a two headed cow.
So the group first went to see Casey and found her shop occupying the length of a Semi-Trailer. The fine lady behind the counter answered what questions she could and Doc put on his full charm to ensure that every trade was at least fair as gear and ammo exchanged hands. Casey did explain she does make a special gun known as the Rock-it Launcher, but she is all out of stock. Still if they bring her 12 junk she can make one for them. When asked where to find so much junk she mentioned did hear from a Scavenger that there might be a warehouse not far into the ruins where such a stash might be found, somewhere between Midvale and Union.
Meanwhile Brecht (the mad scientist) and Laura (our newest player) wandered over to Deb's Diner, the only true physical structure in the whole town of rusting cars. There they met with Jake who was kind enough to give them a glass of water "on the house." Brecht parlayed his technical skills to repair a toaster and oven, for a meal for the party and some caps on the side.
Once the party reconvened they went to "Still Here" and talked with the owner Lenny Mack. Benjamin and Doc really hit it off Lenny and learned the following tidbits of information:
- Raiders now run the cross region of the ruins and seem to be consolidating from smaller gangs to one power. Either they have a new powerful leader or something has them scared.
- Traders from Salts say this year they may have fish to trade due to the large run-off from the spring, though I am not sure how a 3-eyed walljack will taste and I am still positive that the mutafruit they grow along the Salt Lake still taste like a grape-soda, mixed with a salt-lick. Still the Fish might be better than the 4-eyed Carp they get from Utah Lake and those shacks at Sara’s Springs
- Giant Daemons, I still say I saw giant daemons wander in from the Tooele wastes and their beasts with two heads, eight legs and wings, I tell you there is a portal to hell in those wastes.
- Scavengers in the wastes have seen an increase in the number of ghouls, probably coming from the north where all the bombs dropped on the city and Fort Douglas. It’s a shame that so many fools still get enough radiation to become such beasts. People should've listen to Murray, he knows the ruins better than anyone.
- I tell you, if it weren't for Casey's Rock-it launcher I would have been a goner. Fires damn near anything you find, and when those mole-rats charged me I was glad I had a pack full of billiard balls.
When they asked about finding a Vault-Tec Regional HQ they were told that the best Scavenger in the area, Murray, might have an idea. Sadly, Murray has not been seen for a couple of weeks, but if they see a Scavenger wearing a wide brim Chinese style hat and a gas mask wielding a custom shotgun and an armored long trench coat, they can ask him. They also learned about Ghouls and Molerats.
So with that in mind, they immediately set off to find the warehouse that Casey had mentioned, knowing that with a couple Rock-it launchers they would not expend so much ammo.
"Entering the ruins of the outskirts of town you can get a sense of how far mankind has fallen. From the tight confines of vault 33 to the ramshackle homes of The Pass, you now see before you the ruins of a great city spread before you, large chunks just rubble and burnt wood eroding to the elements out here, as rusted relics of life lie scattered like brown leaves in autumn from a tree that has been cut down.
Every now and then you see scraps of sturdier buildings as you head north, where more buildings seem to have survived.
This is until you have entered ruins of the southern parts of the Greater Salt Lake City area. Here on the outskirts of the once large city the collapsed buildings and treacherous terrain makes travel through the ruins like moving through a maze of concrete canyons where every shadow could hide certain death or untold treasure.
The occasional report of some firearm is heard, but the echoes and concrete canyons make it hard to tell distance and direction, encouraging you to stay close to walls and move with caution."
As night settled in, they believe they found the location of the warehouse that Casey, and the scavenger, had mentioned. Doc suggested caution because "No scavenger would tell where his gold mine was unless something bad was there to prevent him from looting it."
So Ben (two fisted shooter) and Tristan (sniper rogue) snuck up to the old warehouse and took a look around. They spotting in the rapidly waning light some movement in some nearby buildings, and observed a strange creature that looked like a cross between a hairless rat and a dog, they then proceeded around to the front door, where they peered through the broken glass. They spotted a faint two faint glowing sources of light within and shadowy movement. They heard the occasional uuulp and gaaaaah, said in hoarse tones. Benjamin then heard the ominous sound of metal grating on metal and saw that one of the manhole covers lifted from the street and three shadowy forms crept out into the night, their hunched over forms and lopping walk and the fact that they made sounds like what was heard inside they surmised these beasts were ghouls. Observing them from a safe distance these ghouls slaughtered the nearby molerats carrying the biggest back with them and returned via the sewer entrance.
The group quickly debated and decide that they could take out these "ghouls" without too much trouble and the sooner they did it the better.
So activating sneaking to the door and picking the lock they activated their pip-boy lights (to deny darkness to their enemies) and stormed the warehouse.
Inside they could see numerous ghouls and one that glowed because it had absorbed so much radiation. With quick surgical strikes two ghouls were down before they could react, but the ghouls were not to be pushed from their fortress so easily as they charged into the fray. As the party moved to take combat positions to protect flanks the ghouls did their best to bring the party low. Then the glowing one entered the center of the fray and a large pulse of fiery radiation washed over Laura and Beyck (The bruiser formerly known as Brick) burning the later badly in radiation. Sensing a greater threat, fire was focused on this glowing foe and brought him low. The battle teetered as more radiation hazards were discovered in toxic waste barrels scattered around the warehouse and additional ghouls climbed up from the sewers below. But the tide eventually turned for the players, but not before Beyck was nearly knocked unconscious when swarmed by ghouls, but the quick fire of Ben eliminated the last of the threats.
During this fray, Brecht, discovered a terminal to activate a nearby Protectron from its station and activated its "take out the trash program" which caused the protectron to remove all the radioactive barrels and dump them in a waste container, thus enabling the group to acquire 48 junk from the various boxes, and 3 Employee Badges from the lockers upstairs.
After putting the protectron on security detail they slept upstairs with only one "disturbance" for the evening as the protectron did it's duty. In the morning they disable the protectron and went back to "The Pass."
There the group was able to obtain two Rock-it launchers for 24 junk, retaining the other 24 for trade purposes, and are now planning to make another attempt at finding the Vault-Tec Regional HQ. So after getting a discount rate of 20 caps for a night at the Teardrop they player are ready for another run at the ruins.
To Do:
Allow the party to trade for 2 suits of reinforced Leather Armor.
Do some trades with Beyck to get him the right weapons.
Explain reach of melee weapons [pg 43] (and apologize - a weapons reach is adjacent only, unless it is printed to say reach 1").
Damage of a Rifle used as a club. (Str+d4)
Study Bolt: Three shots, is like firing a weapon with a ROF 3, you roll 3 shooting dice and 1 wild dice.
To disengage from combat: Best thing to do is "Defend" so +2 Parry and still retain your move (no running though). The foe still get a free-strike but at least you are harder to hit. Full Defense (+4 parry) does not allow you to move.