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File: lotvdcover2.jpg (765 KB, 1600x1200)
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/qst/ Archive:

>Ch. 1: http://suptg.thisisnotatrueending.com/qstarchive/1827560/
>Ch. 2.1: http://suptg.thisisnotatrueending.com/qstarchive/1840925/


Previous Thread:

>>1840925


Pastebin (player and companion stats, party resources and equipment, locations, factions, quests, contacts):

>https://pastebin.com/h1sXR5sC


QM Twitter:

>https://twitter.com/vaultdweller412


Quick Recap of Chapter 2.1:

>You are Benjamin Ford, 19, now in command of your old classmates and the first mission outside of the Vault in over 100 years.

>Your group rallied from the disaster in the caves to build a litter and get your wounded teammates moving.

>A friendly ghoul named Grayson helped you on your way toward Rockford, a post-war town built around an old mountain community.

>Grayson vouched for your acceptance to Rockford, and Kelly and Scott were stabilized.

>Your party split up to help out around town and earn caps, resources, contacts and valuable information while your wounded recover.

>Mark taught his technique for recharging spent microfusion cells to Rockford's repairman, Mason.

>Mary is already in a relationship with a local, younger boy.

>A caravan returning from Miller's Point and carrying important medical supplies for Kelly radioed that their trade went well, but hasn't arrived.

>Mark upgraded the zap gun at your request, warning you that the new settings are untested.

>You and Regan joined a search party with some townspeople and the town leader's daughter, Lyla, to search the road to Miller's Point for the missing caravan.

>The sun is setting over the mountains.
>>
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>>1856358
You don't ignore your instincts. Not sure whether you hope you're right or wrong, you turn on the spot and yell into the woods behind you, "I know you're out there! Show yourself!"

Regan turns on the spot, bringing her weapon up. Lyla and the hunters duck aside into trees, sliding back out with rifles and bow at the ready. "What's going on, Ben?" Lyla asks, eyes narrowed.

You stare out into the woods behind you. Other than the usual rustling of brush below and leaves and branches above, you don't see or hear anything unusual.

"Hey!" Lyla says, coming over to tap you on the shoulder. "Mind telling us what you're hollering about?" She wears a concerned expression and offers you some water from her canteen.

"I swear there's something back there," you say, drawing your pistol.

"You sure?" Lyla replies, scanning ahead into the area you mentioned. "We've been keeping a pretty thorough eye out..."

"Yeah. I'll check it out, just form a perimeter and cover me," you tell her, moving in. You step quickly from tree to tree, bush to bush, looking for anything out of place. Nothing... nothing... nothing... wait, what the fuck?

One of the bushes about 10 meters out looks different than the others. When you turn back to take a second, more thorough glance at it, it rises with a little explosion of dirt and leaves, and shouts, "Shit!" The bush fires two shots at you.

>Play Holotape: https://www.youtube.com/watch?v=HGBYkeYCSP8

>Roll 1d100 Zap Gun attack on setting 1

>cont.
>>
>>1856371
>Flinch rolls 32, 41
>Agility check 54, 78
>Zap gun attack rolls 51
>all rolls from previous thread

Flinch creeps carefully after the search party, moving low, slow, and silently as he tracks their movement from a safe distance. Suddenly, one of the taller ones turns around and shouts, "I know you're out there! Show yourself!" Flinch nearly shits a brick and lies still as the marks all turn and ready their guns, daring to go for his pistol only when the spooked one looks away. He breathes a sigh of relief.

Then the tall young one quick steps closer, and closer, and his heart hammers in his chest. His palms are sweaty, and he bares his teeth in anticipation as you turn back to look at his bush. He's made.

"Shit!" he leaps from the spot and turns, firing two shots as he turns without bothering to aim, and dashes through the trees as fast as he can.

You hear the sonic crack as a couple of rounds fly by you, but you holster the pistol and draw the zap gun instead of ducking for cover. The bush is running for it and you have one shot. You pull the trigger and the drill spins up, white lightning arcing from the nose of the device and charging the air around with energy. At max RPM, a bolt of electricity shoots forward through the trees before the fleeing bush can get too far, and hits him in the arm before he can zig behind the next tree.

"Ah! Fuck!" you hear him give a sharp and sudden yelp, but he's still staggering through the trees as fast as he can. You're quickly losing line of sight.

Split-second decision:

>I've got him! Hang tight! (chase him down)
>It's a scout! Let's take him prisoner! (everyone chase after him)
>Saturation fire, have everyone open fire in his direction! (everyone shoots as fast as they can)
>Yell something to your teammates (short).
>Write-in.
>>
>>1856452
Forgot option:

>Leave it, whatever that was. We're still on mission. (Let it go, keep moving)
>>
>>1856452
>>It's a scout! Let's take him prisoner! (everyone chase after him)
>>
>>1856452
>>I've got him! Hang tight! (chase him down)

>Yell something to your teammates (short).
MAKE SURE NO ONE ELSE IS AROUND HERE
>>
>>1856460
Switching to this
>>
>>1856600
>>1856460
"Woah!"
"Shit!"
"Ben!"
"Cover!"

You dash forward as fast as you can after the fleeing man, hearing his yelp of pain and seeing that he isn't down. "It's a scout!" you yell back to the search party. "Let's take him prisoner!"

"Ben!" Regan shouts again.

"Ok, let's go!" Lyla yells, and the others are behind you.

Flinch holds his arm close to his chest, teeth chattering, but despite the hit he doesn't seem to have slowed down much as he weaves through the trees. Looking back, he sees that you're closest on his tail, and turns to fire another couple of shots to try and hit or scare you off.

>Roll 2d100 perception and agility
OR
>Take cover.

THEN,

Decide what to do, you're right behind him:
>Stay right on him in a dead sprint, you can do this longer than he can.
>Stop to take a shot as soon as you have a good line of fire, make it a good one (aimed shot).
>Run and gun (snap shots as you chase him).
>Write-in plan.


No matter what you choose, also:
>Roll 2d100 agility and endurance

Your allies will take shots if they get a good line of sight.
>>
>>1856661
Oh, if you decide to shoot, specify which gun you want to use.
>>
Rolled 73, 62 = 135 (2d100)

>>1856661
>>Roll 2d100 perception and agility

>Stay right on him in a dead sprint, you can do this longer than he can.
>>
Rolled 23, 35 = 58 (2d100)

>>1856661
>Take cover
>Stop to take a shot as soon as you have a good line of fire, make it a good one
Aim to the legs. Zap
>Yell Regan to chase him, he's the most agile
>Rolling for agility and endurance
>>
Rolled 94, 21 = 115 (2d100)

>>1856661
>Stop to take a shot as soon as you have a good line of fire, make it a good one (aimed shot).

Zap Gun.
>>
Rolled 58, 91 = 149 (2d100)

>>1856661
Agility
>>
Rolled 86, 25, 85, 85, 8 = 289 (5d100)

>>1856696
>>1856704
>>1856710
I realize that I set up the prompt for confusing rolls again, but I'll just try to interpret it best I can.

Alright it's looking like zap gun aimed shot so far, and call Regan up to continue the chase. You passed the dodge roll first try and didn't have to take cover.

Pick a zap gun setting to use:

>1 Cell
>2 Cells
>3 Cells
>4 Cells

AND

>Roll a 1d100 aimed shot energy weapons attack for the legs.
>>
Rolled 60 (1d100)

>>1856725
1 cell for interrogating and ammo conservation.
>>
Rolled 74 (1d100)

>>1856725
Level 1 again
>>
>>1856741
>Success

Writing.

Regan got line of sight and then rolled a nat 100, you nearly lost him
>>
Rolled 63 (1d100)

>>1856725
1 cell
>>
>>1856661
>>1856741
The camouflaged man turns again, shaking leaves and branches off of his body with the motion. He's the center of your focus right now, and you watch him telegraph his attack almost as if he's in slow motion. You know what to expect now and simply sidestep behind a tree trunk as you continue forward - the gun pops twice, bullets whiz past you harmlessly. In response, you hear the cracks of two rifles behind you.

"Regan, you're on him!" you yell as he turns sharply to the left, heading up onto the roadway to try and get across. At the forest's edge you line up your shot with both hands and breathe, centering the needle sight right on the guy's ass as the drill spins up. The roadway lights up with a bold blue glow as the bolt arcs into his right leg and down through the length of it.

>cont.
>>
>>1856815
"Aaaauuughh-OOF!" he screams, then gasps as he falls, getting the wind knocked out of him. Regan dashes past you as Flinch turns, trying to bring his pipe pistol to bear, but she's faster and kicks his hand hard, then stomps down on the wrist to disarm him.

On the ground, he tries to crawl pathetically with his good arm and leg, grunting with every pull. You catch up, your energy briefly spent from the sprint, and the others join you. Danvers puts a knee on his brush-covered back, while Lyla puts her barrel on the back of his head.

"W-wait! Please!" he stammers through chattering teeth, "Shit!"


Decide what must be done now, you have a prisoner who was likely following you, and definitely shot at you.

>Kill him and get moving (back to town/forward down the road), we just caused a commotion and don't want to be here.
>Have him tied up and sent back to Rockford with (one/two) of our party, he's probably with the Shredders and could have valuable information.
>Drag him off the road and interrogate him now, he might know something about the caravan's location and fate.
>Search and disarm him, make sure he isn't a threat, and let him go. We aren't out here to make enemies.
>Consult/give orders to team.
>Write in plan.
>>
>>1856829
>>Drag him off the road and interrogate him now, he might know something about the caravan's location and fate.
"You get one chance at life, stranger, or we're both going to learn what this does on the third setting."
>>
>>1856829
>Drag him off the road and interrogate him now, he might know something about the caravan's location and fate.
Quick questions. You answer, you don't die. You don't answer, we shot you, starting with your legs and going up.
Who is he and why was he spying?
>>
>>1856839
>>1856888
"Let's do him now!" Hodges whispers hoarsely, keeping his rifle pointing down the road and turning back to you for brief instants as he tries to keep an eye on both situations. Reese keeps an eye down the other way with his bow.

"Agreed," Lyla adds, her voice also low, "we need to be moving, anything could have heard that and be on its way now."

"No," you declare. "He might know something about the caravan, hell, he could be involved." (Per) You notice that his gaze turns to you at mention of the caravan, but just as quickly shifts his gaze again around at the others, mouth open.

"Get him off the road," you order. Lyla relents, though you notice her fiery expression as she and Danvers drag him into the woods uphill. It's a short hike up into a somewhat secluded circle of trees. Reese and Hodges watch the perimeter, joined by Danvers after he and Lyla finish hog-tying the prisoner and lean him up against a tree.

Flinch looks up at you, Regan and Lyla. "Alright, assholes, I know how this goes," he says. "Don't waste your time. I ain't saying shit." He spits at your feet.

It's now dark out. The stars are coming into view over the canopy.


Take any number of actions in any order, Flinch is at your mercy.

>Search him.
>Hit him (where, how, with what).
>Cut him (where, how, with what).
>Shoot him (where, how, with what).
>Torture him (get really creative and sadistic).
>Give him some water/be nice to him.
>Enjoy a nice, tall drink of water in front of him.
>Say something to terrify him (how).
>Ask a question (what do you want to know?).
>Try the old "good security officer, bad security officer" routine (decide who's good, who's bad).
>We don't have time for this, (one/two) party members will drag his ass back to Rockford (who?).
>Consult/give orders to team.
>Write in plan.


>>1856839
>>1856888
>"You get one chance at life, stranger, or we're both going to learn what this does on the third setting."
>You answer, you don't die. You don't answer, we shot you, starting with your legs and going up.
>Who is he and why was he spying?

Saved these questions/lines.

And I think I'll end the session here and leave the decision open, another session tomorrow at an earlier than usual time, I'll tweet when I run.
>>
>>1856936
>>Write in plan.
>Search him, give his ghillie suit to the guy who's best at stealth, rations, drugs/medicine, and water to the communal pile, and any alcohol gets passed around the camp tonight.
>Gag him and get some dinner in you before you have a talk. Eat in front of him to be a dick.
>>
>>1856936
I'll second this guy >>1857000
>Write in plan.
>Search him, give his ghillie suit to the guy who's best at stealth, rations, drugs/medicine, and water to the communal pile, and any alcohol gets passed around the camp tonight.
>Gag him and get some dinner in you before you have a talk. Eat in front of him to be a dick.

Thanks for running Qm

Btw QM, I appreciate you adding the url to the twitter. A mild criticism, if you're in the middle of a session, you don't need to tweet out when you're making a new post.

Standard operating procedure is tweeting out when you've posted the thread, and then if you're done for the day and come back for the next session on the same thread, tweet out again. There's no need to tweet out when you've updated in the middle of session. It just spams the follower's twitter feed.
>>
>>1856936
>Write in plan.
>Search him, give his ghillie suit to the guy who's best at stealth, rations, drugs/medicine, and water to the communal pile, and any alcohol gets passed around the camp tonight.
>Gag him and get some dinner in you before you have a talk. Eat in front of him to be a dick.
>>
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>>1857000
>>1857314
>>1857357
First order of business is to search the man. Regan already picked up his pipe pistol with a couple of rounds in it; the worksmanship is shoddy. Your prisoner squirms in his bindings as you pat him down for all his belongings. On him you find...

>Flinch: Makeshift ghillie gear, goggles, woodland fatigues and leather vest, knife, monocular, two-way radio, small can of water, squirrel bits, jet

His gear is gathered in a pile to be examined save for his fatigues, but you hand the slightly damaged ghillie suit to Reese after picking out the scorched bits. Danvers explains that the red inhaler is likely Jet, a cheap drug ubiquitous down on the plains. You then gag the prisoner - let his anxiety settle in while you make a small camp and have dinner.

No fire, but Hodges lights his lantern and puts the blinders up to keep the light low. The hunters jokingly give the two of you some shit for not bringing your own food and water, but also congratulate your takedown and marvel at the zap gun. As you dig into a very unappetizing trail mix, some juicy squirrel bits, and a slab of radstag jerky, everyone recovers somewhat from the day's exertions. You steal a glance at the prisoner and see him watching your group with wide eyes that narrow at your gaze, and give him a wink.

Now to business. You volunteer for the job at hand, and the others trust you to get it done and kick back. The gag is removed and he immediately shouts, "Fuck you!"

>cont.
>>
>>1858032
You draw and show him the zap gun, letting it spin up slowly for dramatic effect. "You get one chance at life, stranger, or we're both going to learn what this does on the third setting." The small, crackling arcs bathe your face in an eerie light and add to your gravitas. Flinch gulps - whatever it was that took him down hurt like hell, and he isn't looking forward to any more of it.

"You answer some questions, you don't die. You don't answer, I shoot you, starting with your legs and moving up from there. We clear?" You take a moment of silence for a yes. "Let's start simple. Who are you, and why were you spying on us?"

Flinch licks his dry and crusty lips, looking left and right. He sounds a bit more nervous and doesn't look you in the eye as he replies, "I got nothin' to say to you."


"Let me have a try," Lyla says, machete in hand. "He's just stalling us, or really does have a death wish."

>No, you've got this. Follow through on your promise and hurt him (shoot in legs with a weapon, or hit him with level 3 zap gun).
>No, you've got this. Try a different approach (options in previous prompt or be as creative as you like).
>Let Lyla work the prisoner.
>He isn't worth our time, kill him and move on.
>This isn't going to work, have (one/two) party members drag his ass back to Rockford.
>Consult/give orders to team.
>Write in.


ALSO:


List any other questions you want to ask the prisoner, or demands you want to make. So far you have on the table:

>Who are you, why were you spying on us?


AND:


You have a small pile of loot to distribute if you choose, everyone agrees this is your takedown.

>Goggles, Woodland fatigues, Leather vest, Knife (poor edge), Monocular, Two-way radio, Jet
>Reese is already borrowing the makeshift ghillie.
>>
>>1857314
>spoiler

Ah good stuff. I actually thought that was exactly the reason I needed a QM twitter. I'll dial it down to session start, and for random midday updates that move things along.
>>
>>1858035
>No, you've got this. Follow through on your promise and hurt him (kneecap with his pipe pistol.)

For questions, ask about the missing caravan and how many in his group and any information about him.

For loot, I say we give the monocular to the best tracker or most perceptive. For us, goggles are always useful and maybe we grab the jet too.
>>
>>1858114
Correction, shoot in one foot and put the pistol to the kneecap of the other leg before interrogating again
>>
>>1858035
>Do you think your buddies would die for you? Because that's what you are about to do for them. Consider that some of us wanted to kill you straight away.

Then let Lyla go at him.

If he sings, drag him to village. If not, end him cleanly.
>>
>>1858035
Punch him in the stomach and knock the air out of him. We should do the interrogating as we have chr as a high special. Convince him he is all alone and will suffer a painful death unless he gives up his friends that clearly don't give a shit about him.
>>
>>1858035
I'm liking this >>1858114
>>1858122

Doing it ourselves makes sense and I like the shoot in foot, then threaten the other leg's kneecap.
>>
>>1858114
>>1858122
>>1858379
>>1858137
>>1858783
You pocket the goggles and inhaler, and hand the monocular to Reese for the time being.


"No, no," you reply. "I've got this." Regan hands you the pipe pistol and you squat down to Flinch's eye level. He's torn between fixation on his own gun and the expressions of those around him - there isn't an ounce of pity to be found. The panic kicks in when you press the gun to the top of his foot and pull the trigger. The little pop is drowned by the scream the scout emits as the bullet tears through his boot and foot, shattering tiny bones. Before he doubles over to the floor you gut punch him, knocking the wind out of him and leaving him wheezing his agony over the forest floor instead of screaming.

"What's. Your. Name?" you ask again. "And why are you following us?"

As he recovers from the shock, he looks up at you with a mixture of terror and hate. "F-flinch. My name is Flinch," he manages through gasps. Then he coughs, "and I wasn't following you, you came at me, asshole."

"Do you think your buddies would die for you? Because that's what you are about to do for them. Consider that some of us wanted to kill you straight away," you add, motioning toward your allies. "You're all alone and about to find out how much it can hurt before you die, unless you give up your friends."

"Oh they'll come!" he spits. "It doesn't matter what you do to me now. You... all of you are dead! You hear me! Dead!" he laughs manically, showing crooked and yellowing teeth. "Once we get our reinforcements you're all going to... you're all... oh shit," he trails off, wondering just how much he's revealed.

You're about to consider your next move when you hear the out of place noise you thought you heard along the trail before. Everyone else hears it too, a little blip followed by a crackle that lasts less than a second in total, but unmistakably came from Flinch's radio. Everyone stares at it, nothing happens for a beat. Then it beeps again.

"It's for you," Flinch groans, managing a grin in spite of pain setting in and shooting up his foot.


How will you proceed? Take any number of actions or plans, these are just options:

>Continue pressing Flinch for information about his friends. At this point you may need to take drastic or creative measures to get him to squeal.
>Let Lyla take over (he will almost surely die, but will sing like a bird).
>Have him dragged off to the village by (one/two) party members.
>Answer the radio, it's set to channel 18. (What do you say?)
>Demand Flinch answers the radio, at gunpoint.
>(Kill/release/knock out) Flinch and decide the party's next move.
>Consult/give orders to team.
>Write in plan.
>>
>>1858796
Minor correction to a prompt, returning Flinch to the village now requires 2 party members, as he can't walk unassisted anymore.
>>
>>1858796
>Answer the radio, it's set to channel 18. (What do you say?)
I'm listening.

Seems a good idea to feel them out some.
>>
>>1858796
>Turn to setting number 3, charge up Zap Gun, turn on radio and place near Flinch, and fire.
>>
>>1858796
Just buzz them back, see what happens
>>
>>1858829
>>1858835
>>1859015
>3 way tie

Alright I have to step out and be back in an hour or less, hopefully someone else arrives to decide this or the tie is broken somehow. Next prompt shouldn't be long, might just type it from mobile.
>>
>>1858796

>>1858829
Backing this
>>
>>1858835
This
>>
>>1859214
>>1859165
>get home
>another tie

Alright right now it's between:

Respond, "I'm listening."

and

Charge up zap gun with 3 cells and kill Flinch over the radio.
>>
>>1859251
I'll give it 10 more minutes to break and then roll a 1d2.
>>
>>1858835
Sure
>>
You're finished with him - he's starting to piss you off. What the hell is wrong with this guy? What kind of people are you dealing with here? Your patience runs thin and you have an idea as the radio crackles briefly, awaiting a response. They have no idea who they're dealing with either.

You place the radio next to Flinch, out of reach of his hog-tied hands. When you pull out the zap gun, he stammers, "W-wait man, wait, no listen I got more, I can tell you everything, I-" he stops when he sees the look in your eyes. You turn the zap gun to third setting and spin it up; the fiberglass nose glows a solid, almost blinding white that ruins everyone's night vision. Flinch alternates between shouting, "No!" and screaming for help from anyone who can hear, while Regan stands back with a worried look on her face. The hunters just watch, shielding their eyes from the powerful glow.

When you lean in and press the button on the radio, Flinch screams, "SWEETHEART FLINCH, WE'RE-"

The drill reaches max RPM and lets loose a powerful bolt of energy that lights up Flinch's entire body. You see his skeleton spasming within the silhouette of his muscles and flesh, and when it's over he's dead on the floor, unmoving. The smell of charred flesh drifts from a disgusting burn deep in his skin, and smoke rises from one of the microfusion cells which you quickly remove from the gun. (recharged MF cells that are spent burn out and can't be recharged). Regan retches into the dirt and wipes her mouth off. There's a moment of silence as you all take in what just happened, and wait for a response.

>cont.
>>
>>1859371
The radio blips again, this time the crackling is sustained. A husky, female voice asks calmly through the static, "So, Flinch is dead. Shame... for you, more than for me." You hear faint pleas of mercy through the static, making out the voice of a man and woman. A single gunshot silences the man and the woman's scream rises in intensity before it's quickly muffled.

"Let's cut to the chase, no more cat and mouse," the speaker says over the faintly audible sobs of the woman in the background. "If you want to see your people alive, you'll meet us at the caravan wreckage, pronto, and we'll talk face to face. Don't think this frequency's going to do you any more favors either. Out."


Take any actions you wish:

>"Wait!" (say something back to her before she changes the frequency, or even try to get her to keep talking)
>Continue on to the caravan (now/at first light), lives are at stake and we're the only ones in a position to help.
>Abandon the mission, this is getting too dangerous and could be a trap. Turn back (now/at first light). We know what happened to the caravan.
>Consult/give orders to team.
>Write in plan.
>>
>>1859416
>>"Wait!" (say something back to her before she changes the frequency, or even try to get her to keep talking)
Why the fuck would we trust raiders like you? They could all be dead by the time "I" get there, and then you ambush us and take our stuff? How could I possibly trust you? And don't say, "we don't have a choice, because we very easily have one."
>>
>>1859422
"Oh, you have a choice," she replies. "These... poor, helpless traders though..." You hear the whimpering of a woman, close to the speaker of the other radio. "Why don't you tell them your name, dear?"

Her prisoner whimpers, "A-amelia..."

"These poor, helpless traders don't have a choice. You'll just have to take me on my good word," she says. "I'll be waiting another hour. Don't tarry," she taunts before cutting off the transmission.

>Continue on to the caravan (now), lives are at stake and we're the only ones in a position to help.
>Abandon the mission, this is getting too dangerous and could be a trap. Turn back (now/at first light). We know what happened to the caravan.
>Consult/give orders to team.
>Write in plan.
>>
>>1859446
>>Continue on to the caravan (now), lives are at stake and we're the only ones in a position to help.
Okay to my knowledge, she thinks there's only one of us, but probably suspects more. We know she has many, maybe numbering ten. Someone will have to take the Ghillie Suit and the best rifle we have and slowly make their way to a nice position. The rest of you will be waiting fairly close by, trying to hide, if she calls my bluff. Then I will go out myself, trying to negotiate the prisoners back, but be ready to come out shooting.

Worst case scenario, we are all found out besides the sniper, and we have an edge.
>>
>>1859461
Alright, so far:

You plan to parlay with the suspected raider you spoke to.

Lyla will trade her scoped hunting rifle over to Reese, receiving a handmade pistol and shortbow in return.

Reese will try to sneak further out and uphill, keeping the road in sight but as far as possible as he moves.

Lyla, Regan, Hodges and Danvers will split and try to sneak along trees and foliage on either side of the roadway.

Everyone will be anticipating an attack.

You will move down the roadway and decide how to proceed once the caravan wreckage is in sight.

If this is ok let me know, if you need to suggest changes or additions to the plan do it now.
>>
>>1859529
Doesn't Reese have a 10mm SMG?
>>
>>1859560
That's Regan, your party member and fellow vault dweller. Reese is a citizen of Rockford.
>>
>>1859529
Alright make:

>5d100 sneak rolls

>6d100 perception roll

>1d100 ??? roll
>>
Rolled 85, 52, 47, 90, 68 = 342 (5d100)

>>1859578
sneak
>>
Rolled 47, 26, 13, 43, 73, 8 = 210 (6d100)

>>1859578
PER
>>
Rolled 42 (1d100)

>>1859578
???
>>
Rolled 91, 62, 10, 49, 16, 15 = 243 (6d100)

>>1859578
Perception
>>
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Rolled 80 (1d100)

>>1859578
>1d100 ??? roll
>>
Rolled 26, 92, 44, 96, 26 = 284 (5d100)

>>1859578
>>
Rolled 55, 76, 78, 66, 47, 82 = 404 (6d100)

>>1859773
>>
Rolled 98 (1d100)

>>1859775
>>
Rolled 77, 89, 40, 59, 70, 58, 98, 35, 81, 97, 5, 79 = 788 (12d100)

>>1859529
>>
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>sneak success: 3
>per success: 2
??? roll: close success

>Your team: 1. Ben 2. Regan
>Allies: 3. Lyla 4. Danvers 5. Hodges 6. Reese
>Current equipment and team is under ACTIVE PARTY: https://pastebin.com/h1sXR5sC

You decide you'll go and investigate the caravan at once - not only are there still traders' lives at stake, but Kelly still needs that shipment of medicine. Time is of the essence, and you explain the plan as you set off back down to the trail. Everyone looks nervous but determined. Once everyone's clear, they split off into the woods on either side of the roadway, and you find yourself walking down the moonlit road alone. Occasionally you hear a branch snap or a bush rustle, but check from side to side and see Regan and Lyla through the brush, still covering your flanks. The night air is cool and refreshing.

Finally, you spot it - the caravan. A dead brahmin lies in the middle of the road, still hitched to a wheeled wooden cart that's been damaged heavily on one side. In the driver's seat, you see the silhouette of two small figures sitting side by side. One of them waves at you.

(Per) On the downhill side of the roadway, you spot the shadowy outlines of two other human figures amongst the trees.


Decide how to proceed, below are just some options:

>Approach the caravan and speak, (weapon ready/empty handed).
>Surreptitiously signal (Lyla and Danvers/Regan and Hodges/both teams) to move up to flanking positions.
>Get off the roadway and begin the attack now, with speed and surprise.
>Get off the roadway and order everyone to fall back, you don't like the look of any of this.
>Write in plan.
>>
Not really having a session today per se, just going to put slow updates out through the day.
>>
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>>1860251
>Surreptitiously signal (Lyla and Danvers/Regan and Hodges/both teams) to move up to flanking positions.
the "caravan drivers" are Raiders
those 2 outlines amongst the trees are Raiders
there are at least few other Raiders
the floor is Raiders
>>
>>1860251
well, we could approach in the open, trying to stall with negotiation while rest of the team gets in position (and deals with traps and hidden raiders)... but we already pissed them off by that transmitted execution

or we can just hit them hard and hope that our aggression presses them hard enough they don't waste time with executing hostages.

I'm inclined towards getting off the road and hitting them with Regan and Hodges while Lyla and Danvers continue to flank them.
>>
>>1860346
BUT does the Raiders know how many people we have?
>>
>>1860359
I don't think so

>Approach the caravan and speak, (weapon ready/empty handed).
>>
>>1860359
They might, we don't know how long the gillie guy followed us. Better not risk it.
>>1860327
Supporting, even the trees might be raiders with what equipment the raiders had.
>>
>>1860251
First things to consider.

>1 If they had 1 guy in a gillie suit they without a doubt have more.

>2 they are raiders they don't care about the hostages unless they can ransom them.

>3 they will attempt to use the hostages to draw us out where they can finish us off in a crossfire. There is no way they don't have guys hidden waiting to flank us.

>4 they will attempt to force us to send out our leader unarmed to 'negotiate' in the perfect killzone to finish him/her off. Once they kill said leader they can expect to deal with a headless snake and demoralize the enemy.

>5 they got better gear then our forces and are experienced raiders.

First of all we need to accept the fact that the hostages are dead if we can't kill them all at once or can't ransom them. As once the fighting starts the surviving hostages are gonna eat a bullet in the back of the head if they aren't used as literal meatshields.

Secondly we have to convince the other leader to use her troops who know these lands to get into flanking position and hopefully to kill the hidden enemy forces who are gonna be trying to flank us quietly as possible. Make it abundantly clear that if she isn't willing to order her forces to do this then we are fucked and we got no choice but to pull our own people out because we aren't gonna let them walk into a trap to die.

The troops who can't sneak for shit/don't know the terrain are gonna get stuck with the shitty job of walking into the killzone the raiders are trying to set up. We need to make it clear that they gotta get as close to cover as they can without giving it away and we need to give them the best armor we can afford. The reason why we are doing this is to lull them into a false sense of security. Their orders are simple get to cover asap and kill the guards to the hostages so they might be able to survive. The second part to their orders is that they gotta push them...hard.

What we want to do is to trick them into falling back to the reinforcements they have hiding in the flanks. If we succeed then they are going to be divided and caught between our forces in a trap. Basically we turn the trap against them AND divide their forces at the same time.

What we DON'T want them to do is fallback down the road. If they do this then they some of them WILL get away. Unless our flankers somehow are able to sneak to their rear after killing the hidden raider flankers. Frankly I am not sure if they can do this or even have the time to. It would be nice if they could though. As it would ensure even if the first plan goes wrong then we can still catch them because we'll have people waiting behind them.
>>
>>1861519
(You) Kind Sir , you are a Wiseman and a Gentelman of the Wasteland
>>
>>1861774
>>1861519
>>1861393
>>1861106
>>1860359
>>1860346
>>1860327
This all looks good so far, if you guys could come up with a final decision together that would be even better. I'll do a session tomorrow and begin the encounter.

>>1860327
(Per) You have that pricking sensation from before on your neck, but much stronger.
>>
>>1861774
>>1861783
I'm an old dog at this kinda shit. Honestly we are kinda fucked given that somehow we ended up dealing with the ONE group of competent raiders in all the wasteland.

Even ordinary raiders would of a been hard to deal with given our current frankly dire circumstances. Much less somehow winning the bad luck lottery of running into the one and only group of competent Fallout raiders.

Even with my plan I expect for the flankers to fuck up and give us away. As well as the hostages to all die. I expect that to happen in fact. Literally the only thing we have going for us is those assholes are going to be underestimating us.

The only way we can win is if we make sure they keep believing that while luring them into a trap.

Tactics and enemy underestimation is the only feasible way we can win this. Even if they have better gear, outnumber us, and more experience. Having your forces divided and flanked is still gonna get you killed.

I am not about to get my hopes up given the current circumstances and anon intelligence. No matter how i look at it. Things are frankly terrible for us. Literally the only way we can win is using smart tactics and take advantage of them underestimating us. Even then we are still going to suffer losses. I am not joking the flankers probably going to fuck up and the hostages are going to die. Unless we roll REALLY well and use a kick ass strategy.

Otherwise I just don't see how we can silently kill their hidden flankers and rescue the surviving hostages.

Thing is we must NOT tell those facts to the girl and their people.

We are also probably going to be the poor bastard stuck going right in the middle of the killzone without a scrap of cover because we have been identified as the 'leader'. Luckily we have plot armor but I still fully expect us to get wounded and possibly taken out of the fight entirely.
>>
>>1861854
>>1861519
Now for the raider angle.

They have a female officer which means things are going to play out in one of two ways. Sad fact is she is gonna have to compensate in order to survive in that kind of company. If we get lucky this works out by her overcompensating. In other words by taking extreme measures. Which greatly works in our favor not to mention the other raiders hating her guts.

If we are unlucky then that means she actually quite competent and the raiders under her are gonna love her for it.

Unfortunately from how the raider scout we caught acted this points to the former...which is bad news for us. Very bad news indeed.

This likely means she will realize that falling back towards the hidden flanking raiders it the EXACT opposite of what they should be doing. Instinctively the raiders are gonna what to fall back to their own forces. Which works in our favor by splitting their forces. However she is going to likely try to order her forces to fall back further down the road. Which would result in forming a rough battle line. Which would be dire for us because they got more experience and better gear. In that kinda fight we are going to be the losers.

Big time.

Good news is thanks to them underestimating us she will instead likely step forward during the 'negotiations' which is just a trap for us. Now this is stupid for precisely the reasons I explained in my previous posts. See we can turn their killzone/deathtrap against them by targeting the stupid bitch and taking out their leader.

A trap that people know is a trap is one that can easily be reversed upon the trappers if you know what your doing.

Think of it like an ambush if the enemy knows its an ambush...how can it still be an ambush? Why it can because the would of been ambushed instead turn into the ambushers.

If we get lucky enough to kill their leader in that opening fake negotiation. We can ensure the enemy falls for our trap. This however hinges entirely on our ability to kill her. Which thanks to them underestimating us means they will give us one and only one chance to do so easily. Demoralized and without a competent officer to realize its a trap. Their forces will divide and fallback to their flankers. That is what their instincts are gonna tell them to do which is what we want.

Now for the rest of the raider forces. They will likely attempt to disguise themselves as some of the caravan guards and personnel at a distance. Raider common sense. Same with setting up a plan to flank us and catch us in a kill zone due to crossfire.

Another thing to consider is effect of combat drugs. Which will alter their behavior and offer other bonuses to them. Now if their officer is smart she will organize them accordingly.

Meaning the mean bastards hooked on psycho and buffout are gonna be placed in the forefront. To take advantage of their aggressiveness and toughness from the high. Is an example.
>>
>>1861870
Now if we get SUPER unlucky the raiders are gonna have dreaded someone known as the 'sober guy'. Nothing worse then having someone sober who can safely hangout with a bunch of aggressive addicts. Someone like that is straight up nightmare fuel to deal with.

Even more dangerous then the smart asses hooked on mentats.

If the the raiders have someone like that then for the love of god kill that asshole first. As he is going to be the one they look to whenever shit hits the fan...and even more terrifying he is actually going to be able to get them out of it. If he exists given how the officer is likely competent she is gonna want him to be close and serve as an Adviser. In which case take the opportunity to kill them both. As even if she goes down he will be able to easily rally them even if they are a chem fueled rampage.

If we are lucky and she is overcompensating type then she will hate him because of his threat to her authority and the simple fact that the raiders are gonna like him a lot more then her. In which case if it would be best if we attempted to negotiate with him instead of her thereby pissing her off and encourage a mutiny. Between the kiss asses supporting her and the other guys.

Now there is another thing to consider is those on mentats. Even if we take out the officer they may attempt to rally their forces and given how they are likely seen as the 'smart ones' they might actually be able to pull it off.

Hopefully the charismatic morons will prevent that. God bless those charismatic morons. Some of the best enemies to have.

TLDR keep in mind how the raiders are gonna be divided up. Both in terms of their 'specialties' and the effects of their favorite chems.

Beware the sober fellow if he exists.

Fortunately he should be rather easy to spot once we get close enough to get a good look around. Unfortunately given how the raiders are actually competent. They have a very good chance at possessing a Sober fellow among their ranks.
>>
>>1861854
>>1861870
>>1861901
a-are you me
>>
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Just a reminder that we still need a final decision on the game plan, before I run today. Otherwise it will be hard for me to interpret a plan that works with everything that's been suggested so far.

Also this is a loose representation of the kind of terrain you're in, but many of the trees are bigger because SCIENCE and RADIATION and the undergrowth is denser in some places. It's also night and dark as shit in the forest, less so on the moonlit roadway.
>>
>>1862552
We strike first, have the others flank while we pretend to walk up and get into the closest cover when we see or hear something we dont like. Also dial the zapper to 3.
>>
>>1862552
I think the problem is that you threw us in a to fucked situation to early when we don't know what to do and how hard encounters really are.
>>
>>1863195
I wouldn't worry about failing too much, just propose the plan you think is best and roll up some hot dice tonight. I actually do wonder if I've over tuned this encounter but that's why I'm testing, even if you "lose" it should move the quest along.
>>
>>1863231
>>1863195
The entire situation is fucked in terms of difficulty and you gave trap options. There was no option to scout for more info and the other options would have gone very poorly for us on their own. To the point where anons who want a chance of success have no hope but to brew up their own entirely unique and complex plan to stand a chance of success because the difficulty is just so high.

Not to mention there are very few people who can infer the situation like it really is with so little info to go on. To me this is a simple thing but I am a freak like that.

Anons froze up for good reason. Even they could tell the given options are a bad idea but at the same time they do not have the means to come up with a good plan. Hence the silence and unwillingness to vote. They don't wanna fuck up the situation any harder then it already is.
>>
>>1863359
We've come to this point after a series of decisions beginning back in town, but there is still the option in the original prompt to turn back and sneak out. The other party has hostages and probably Kelly's medicine, but the cost of possibly failing the attack is something you have to take into the balance. It's a tough decision for sure, but Rockford and its neighbors are in a dire situation and you're in the middle of it.

Also if anyone needs more information to make a decision, always feel free to ask between prompts. I realize as the writer I have a bigger picture in my head than I may be getting through to you guys in writing. I try to answer player questions between prompts based on Ben's knowledge and those of nearby companions, or knowledge and history gleaned via meeting characters, exploring or experience. I include

>Consult/give orders to team

in every prompt where it's reasonable so you guys can get outside opinions on situations as well.
>>
>>1863546
From how I understood it we have no one nearby atm. So I didnt see that as a option.
>>
>>1863738
You don't in this situation due to the nature of the previous decision, which is why it isn't listed there now. But you can still ask questions to QM and I can answer with your character's own knowledge.


Session will start in an hour and a half, so please get any final input in!
>>
>>1863759
Would we be able to do a perception/luck roll to spot/shoot someone hiding in the bushes/trees?
And how many would our character guess there could be hiding judging from the surrounding area`?
>>
>>1863875
>luck
Heh, did ya check our stats lately?
>>
>>1863875
You already made one perception roll as soon as you spotted the caravan wreck and spotted two silhouettes trying to remain hidden. As you make your next move you may get more checks, depending on the situation and circumstances they will vary in difficulty.

Your companion and allies are under current orders to move alongside you, sneaking and also making their own perception rolls as they anticipate danger.

Luck is usually for other kinds of things, I'll usually ask for a luck roll when it's applicable.

You don't have a solid guess as to how many people you could be dealing with here. That information probably died with Flinch.
>>
>>1860327
>>1861393
>signal team to move up

>>1860346
>stall with negotiation while moving team up

>>1861106
>negotiate with them

>>1862829
>move others up to flank and attack first, dive into forest on hostile contact

>>1861519
begin negotiations, have team move to flanking positions anticipating same moves from hostiles, identify any hostages/guards, dive to forest on hostile contact

Alright, this is what I have so far, writing a solution that tries to represent as many of these as possible.
>>
>>1864167
You flash two, then three fingers to either side of the road, hands close to your legs. Regan and Lyla receive the order and their teams begin moving in slowly and quietly, on high alert for noises, traps, hostiles, and friendlies. Steeling yourself, you approach the caravan.

>1d600 Perception roll

As you get closer, you see two women sitting in the driver's seat - one is gagged and bound, in her underwear and shaking her head at you with tears in her eyes. The other stretches her arms languorously and rolls her neck with a squeaky moan before hopping down to the road to meet you. There is a dead body by the side of the caravan - a trader by his outfit. His blood looks dry; the corpse, pale.

>Sweetheart: Radio, feathers, combat armor (vest, plates, shoulders, thighs), handmade smg, .44 revolver, shortsword, ammo, pouch

She's wearing a large and garish set of red and black feathers over her shoulderpads, and the rest of her getup is impressive. She's skinny but you can see that it's muscle, and her hair is a short and straight bob cut. Her eyes glow with a faint green bioluminescence of some sort, and she smiles at you. "You like? I just love a hit of psycho, don't you?" She walks over to you. "Sweetheart," she says, pointing at her chestplate, and then to you, "Now what do I call a tall glass of water like you, handsome? Shit, you're cute, I didn't know they made 'em like you out here!"

You hear nothing from the woods beside you so far.


Introduce yourself as:
>Benjamin Ford
>Lie (Pick a name optionally)

AND

Do or say something, here are just some options:
>Get down to business, start negotiating for the traders.
>Shake her hand, then attack her with (pick a weapon).
>Tell her this doesn't need to get violent (offer or reason, or threaten).
>Attack her with (ranged weapon).
>Play her game, flirt back.
>Run for cover.
>Demand the bound girl be ungagged and untied.
>Write in.
>>
>>1864326
Meant

>6d100 Perception roll

not 1d600.
>>
Rolled 10, 51, 9, 27, 4, 91 = 192 (6d100)

>>1864326
>Lie (Pick a name optionally)
Alexander of Macedonia

>Get down to business, start negotiating for the traders.
>>
>>1864326
>Lie (Pick a name optionally)
Charles Tesla
>Play her game, flirt back.
>>
>>1864326
>>Play her game, flirt back.
>"Any chance that my looks might make you aim for the legs instead of the face? I'd like to have my second best feature remain intact before you peel it off my body, along with my best feature."

Follow this up with >>1864353's stuff.
>>
>>1864353
(Int) You recognize some of the items on her belt, among them are what looks like a pipe bomb and a molotov cocktail.
>>
Rolled 60, 28, 90, 36, 61, 33 = 308 (6d100)

>>1864414
Oh, yeah, gotta roll.
>>
Rolled 19, 86, 11, 64, 66, 8 = 254 (6d100)

>>1864326
>>
>>1864440
You hear footsteps in the woods to the right. Your heart races in anticipation.

>>1864464
The nearest hiding silhouette looks big, easily a man bigger than Chad.
>>
>>1864486
Ask when her friends will get out from the woods and join your lovely gathering.
>>
>>1864493
"We could roast marshmallows and make s'mores, tell spooky ghost stories, and braid each other's hair before we tell each other which boys we like."
>>
QM died, Todd Howard lied.
>>
>>1864397
>>1864414
>>1864353
>>1864493
"Tesla, Charles Tesla. Any chance these looks might make you aim for the legs instead of the face? I'd like to have my second best feature intact before you peel it off my body, along with my best feature."

She grins, stepping closer. "Oh these? This is all just self defense. I see you're packing some heat of your own," she stares down at your crotch. "But I didn't invite you here to hurt anybody. Right 'melia?"

"MMphphmhm" Amelia shakes her head at you.

"So when are your friends going to join our lovely gathering?" you point a thumb toward some hidden men. "We could roast marshmallows and make s'mores, tell spooky ghost stories, and braid each other's hair before we tell each other which boys we like."

"Alright then, let's get real. You have people out there. I have people back here. Let's just talk business and maybe I won't have to put a bullet through that pretty face." Sweetheart says, narrowing her eyes. Her tone shifts from airy to intense. "I haven't forgotten that you killed Flinch, but you can consider us even on that count. He was a coward anyway. We have something you want..." she points to Amelia, "and you have something we want."

Sweetheart raises her voice. "So here's the deal: I have two more of yours. My guys can bring them out unharmed. They can go back home with you along with your stinking brahmin and half the stuff we took, and you and I, and your friends and my friends, can all be friends, and all we want in return is one little thing."

She then lowers her voice. "There's a girl named Lyla travelling with you. Give her to us, and nobody gets hurt. My boyfriend just wants to talk to her, and you'll see her again in a few days, safe and sound." She shrugs. "I think it's a pretty generous offer."


Decide how to proceed, here are just some options:

>Call Lyla out of hiding, this deal could save lives.
>Make a counteroffer or demand (what will you give for the traders' lives and the goods?).
>Refuse the offer, your people should be in place. Draw (pick weapon) and begin the attack, diving for cover.
>Pretend to accept the deal, shake her hand and attack with (pick weapon).
>Yell something into the woods for everyone to hear (orders to allies).
>Tell her no deal, but nobody has to get hurt.
>Draw on her and negotiate with her life.
>Write in plan.
>>
>>1866131
>>Pretend to accept the deal, shake her hand and attack with (pick weapon).
PISTOL
>>
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>>1866131
Forgot image of moves
>>
>>1866131
That sounds reasonable indeed, maybe - wait, did you hear that? You set us up!
Surprise dive into cover and start zapping
>>
>>1866143
I like this, then maybe we could use the body as cover when the bullets start flying
>>
>>1866143
>>1866480
Fat chance of that happening. You hope your party's ready, because it's time to engage. You feign acceptance of her offer, nodding and extending a hand to shake on it. Sweetheart grasps your hand, looking you in the eye with a grin. "Mmm, what are the odds?" she muses with a knowing wink. "We're both lefties." Your heart hammers as you draw your 10mm pistol. (Quickdraw) Sweetheart goes for her own sidearm.


>Roll 1d100 agility, will take best of first 3 rolls.
>>
Rolled 74 (1d100)

>>1866561
It's just like my wild west animes
>>
Rolled 55 (1d100)

>>1866561
It's high noon, bitch!
>>
Rolled 7 (1d100)

>>1866561
>>
>>1866569
>>1866575
>>1866761
>74 vs. 90

Sweetheart leans backward and yanks your hand with surprising strength, pulling the two of you into a deadly spin toward the rotting brahmin and its wagon. Both of you draw your weapons, but she proves the quicker and puts her gun on target first - the bang is deafening this close up. The .44 round punches cleanly through your armor and flesh, hitting you like a flying ton of bricks before exiting through your back. Your 10mm pistol is pointing at her leg when you reflexively pull the trigger.

>Roll 1d100 endurance.
>>
Rolled 80 (1d100)

>>1866831
>>
Rolled 71 (1d100)

>>1866831
>>
Rolled 91 (1d100)

>>1866831
>>
Important Ally turn events:

Lyla (a3) and Danvers (a4) open fire on Chrome Dome (e4), having spotted him. Danvers scores a hit on his polished metal helmet, knocking him out.

Jecrone (e5) returns fire on Lyla and Danvers from hiding, he scores a hit on Danvers' arm. Danvers can no longer use his hunting rifle.

Hodges (a5) shoots at Chains (a2) as he charges out of the trees, hitting him once but blocked by his shield.

Salamander (e3) hurls a molotov cocktail toward Hodges' muzzle flashes and moves to check Regan (p2) who dashes in to flank. The fire makes easier targets of Regan and Hodges.


>Roll 4d100 perception for allies.

>cont.
>>
Rolled 17, 82, 49, 72 = 220 (4d100)

>>1867244
>>
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>>1867244

Amelia screams into her gag and falls backward into the wagon for cover. You and Sweetheart fall out of the deadly handshake in either direction, torn from each others' grip by the force of the bullets and the spin acting upon you. You fly backward, landing hard on your back, and roll to a stop near the dead brahmin, the wind completely knocked out of you. You are feeling pain though, so you're definitely not dead, and you're not incapacitated by it either; not yet, anyway. You hear the rapid exchange of gunfire in the woods around you as the ambush begins and either side fires weapons as fast as it can. The cracks of .308 rifles echo through the forest and a bright flash of red lights up the trees further downhill from the roadway.

Sweetheart screams and flies in the other direction as she lets go, landing hard on her ass but immediately rolling with an agonized groan. She pulls and pushes herself toward cover with her arms and one good leg, armor plates scraping against the dirt and a trail of blood leaking from her inner thigh.

A small object comes flying out of the woods onto the roadway from somewhere, erupting with a hiss. It starts spewing a dirty, orange smoke, obscuring vision.

Chains comes bursting out of hiding on a direct path toward Sweetheart, bellowing her name and covering himself with a manhole cover strapped to his arm while firing his handmade pistol wildly into the trees in either direction. He's a huge man; bigger even than Chad was, with legs and arms that look as thick and as hard as tree trunks.

>Chains: Leather armor over bulletproof vest, pre-war Army helm, goggles, mace-axe, sewer lid shield, tire rubber shoulders, handmade pistol, jet, healing powder


You're injured and bleeding through an entry wound in your chest, and an exit wound in your back. You're in shock but toughing out the pain and able to act. You're lying on the roadway, exposed. Decide what to do, here are just some options. The longer your plan takes the more actions everyone else will take, so you may prefer a short sequence of actions.

>Crawl off the roadway and take cover by the nearest tree.
>Crawl over to the Brahmin for cover.
>Move (get up and make a normal move to wherever you decide, risking reaction fire from enemies the longer and further you move out of cover).
>Attack (Sweetheart/Chains/visible target) with (weapon/unarmed).
>Try to reach and use the smoke grenade for something. (Int) You know that the canister will be extremely hot to touch.
>Take a moment to survey the battlefield (scan area with little risk if in cover, trying to spot enemies, muzzle flashes, movement)
>Use item from inventory or nearby (personal equipment or nearby item).
>Yell at a nearby teammate (give orders, warn of danger, call for help, etc).
>Try to surrender.
>Write-in sequence.
>>
>>1867244
Forgot an entry:

Reese (a6) fired one shot as part of the alpha strike on Chrome Dome, missing, then scans the area for moving targets.
>>
>>1867252
Crawl closer to Sweetheart, pull our pistol while on the ground, and shoot the pipe bomb she's got on her belt.
>>
>>1867272
(Int) You're reasonably sure that trying to detonate an explosive this close to you is an extreme hazard to your continued existence, if the grade of homemade explosive is on par with those of pre-war subversives.

If you want to confirm this vote, reply to this post with an affirmation.
>>
>>1867283
Fiiiiine.

Crawl under the cart and slice open her belly.
>>
>>1867252
Zap Chains, power 2 or 3, whichever it's on.
>>
>>1867283
Do IT!
>>
>>1867554
Supporting
>>
Fuck it switching my vote
>>1867576
To
>>1867554
>>
>>1867554
>>1867599
>>1867615
Alright, give me 1d100 energy weapons roll, best of first 3 rolls.
>>
Rolled 72 (1d100)

>>1867762
>>
Rolled 47 (1d100)

>>1867762
>>
Rolled 75 (1d100)

>>1867762
Rolling for making him roll on the ground in agony as he slowly dies.
>>
Rolled 85 (1d100)

>>1867762
>>
>>1867782
You rolled to late :(
>>
>>1867763
>>1867769
>>1867779
Alright, resolving allies and enemies and writing...
>>
>>1867833
Ally/Enemy phase:

Danvers tosses his hunting rifle with one good arm to Lyla, shouting for her to catch. He rearms with his wooden shield and hatchet.
Lyla takes up the rifle, firing the remainder of the clip at Jecrone's location. She misses both shots.

Jecrone calls for help, yelling that Chrome Dome took one in the dome. He fires his pipe pistol wildly to suppress Lyla and Danvers in the meantime. He scores no hits but the suppression is close and effective.

Puke (e6) finishes his hit of Jet and moves up to help Jecrone, whooping maniacally. He takes a single shot into the general direction with a handmade hunting rifle and hits nothing.
Reaction: Reese spots movement and fires the scoped hunting rifle at Puke, the bullet hits a tree instead.

Reese chambers another and fires again at Jecrone, missing.

Thrice-Bitten (e7) emerges from his hiding place, creeping out of dense foliage before charging Danvers without a word.

Salamander hurls a second molotov into the woods, trying to form a burning barrier between the would-be flankers and himself. He can't help but watch the pretty flames, exposing his welding mask-covered face longer than he should.

Regan continues moving quickly across the battlefield, ducking the burst of flames and the bullets and firing a burst with her SMG in Salamander's general direction as she moves. She scores a hit right on his welding mask, knocking him backward onto his ass.

Hodges fires a shot at Salamander through the fire and flames, but misses. He readies himself to take a shot on the first thing that breaks cover.

Jaidra (e8) finishes creeping uphill into position stealthily, and grins wickedly as she fires an aimed shot from a handmade hunting rifle at an exposed Hodges. It hits him in the back, and he falls over wordlessly.

Sweetheart (e1) injects herself with a Med-X syrette, dulling the pain and restoring her focus.

Chains finishes dashing to the wagon and takes cover, helping Sweetheart up.

The smoke continues to thicken across the roadway.

The fires spread through the dry summer undergrowth and brush.

>cont.
>>
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>>1867927
Smoke fills the air around you as you reorient yourself and recover from the shot to your chest. You hear Chains charge in and duck behind the cart, and Sweetheart shouting, "Fuck the powder, just get me the fuck up and let's go!" Peeking over the brahmin, you spot Chains through the underside of the wagon, kneeling and helping Sweetheart to her feet. Between the three of you, you hear the Amelia rolling around and coughing into the gag.

You watch the enormous man rise over the wagon as you draw your zap gun, trying to put it on target, but the pain of raising both arms staggers you. As the drill spins up you notice the crackling arcs interacting strangely with the smoke around you. You fire a 3-cell charge at a retreating Chains, but the powerful bolt forks into several arcs as it passes through the particulate smoke, and only a few find their mark. It's powerful enough though, and the last thing you see before the smoke thickens and envelops you is his enormous body crashing to the ground, stunned. You quickly remove another burnt out MF cell from the zap gun.

"Chains!" Sweetheart yells, looking back at first Chains, then at you. With a hateful, glowing stare she fires back into the smoke with her handmade SMG, but continues fleeing down the road into the forest.

>Roll 2d100 perception, agility.

You're losing blood and starting to feel dizzy. Thick smoke envelops you and obscures your vision.

>Roll 1d100 endurance.

And plan your next sequence of moves, here are just some options, be as creative as you need to be. The longer your plan takes the more actions everyone else will take, so you may prefer a short sequence of actions.

>Move (Make a move to wherever you decide, risking reaction fire from enemies the longer and further you move out of cover. Describe the type of movement, ex. crawling, dead sprint, sneaking, climbing, swimming, tactical pace with weapon ready, etc).
>Attack (visible target) with (weapon/unarmed).
>Take a moment to survey the battlefield.
>Climb into the wagon and (check on/free) the hostage.
>Use item from inventory or nearby (personal equipment or nearby item).
>Yell at a nearby teammate (give orders, warn of danger, call for help, etc).
>Execute a fallen enemy.
>Try to surrender.
>Write-in sequence.
>>
Rolled 36, 16 = 52 (2d100)

>>1867950
>dat tacmap
shit's not looking very good desu

Look around for active raiders, try to zap one more before we pass out and hope the rest of the team has enough advantage to mop up...
>>
Rolled 20 (1d100)

>>1867950
I do hope someone else salvages those shitty rolls (and comes up with a better plan)
>>
>>1867973
If I don't specify otherwise in the prompt, I usually take the best roll any anon gets for that roll = more rolls is almost never a bad thing.
>>
>>1867967
Oh, and to clarify, from your current position you can see nothing but thick orange smoke, but you have a general awareness of where the fights are happening, and can spot enemies more easily now that they're shooting instead of hiding.
>>
>>1867988
Well we have a hole in us, every movement we take will make things worse for us.

Suppose we can try to take advantage of the smoke screen and drag ourselves towards the cart and get ready to fire at first hostile that appears in the fog, or pass out - whichever comes first.
>>
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Rolled 66, 83 = 149 (2d100)

>>1867950
Perception roll
and seconding that
>>1867967
>>
Rolled 72 (1d100)

>>1867950
Endurance
>Execute a fallen enemy.
He might be out for now, but hes a big guy 4 us.
>>
Rolled 44, 42 = 86 (2d100)

>>1867967
supporting
Here's perception
>>
Rolled 58 (1d100)

>>1867950
Here's endurance
>>
Ally/Enemy Phase:

Thrice-Bitten finishes charging Danvers seemingly from nowhere, catching him off guard. The tribal raider's long spear smashes through the wood of Danvers' shield and pierces his arm, causing excruciating pain. The two begin melee combat on the ground with Danvers at a disadvantage.

Lyla draws her second pistol and alternates between firing a shot toward the tangled, hollering mass of friend and foe, and trying to keep the contacts to her front from moving in. She fires quickly at either target and her shots go wide, but fortunately don't hit Danvers either.

Reese steadies his aim, focusing dead center on Thrice-Bitten and praying for a clean shot. If the tribal kills Danvers first, he isn't getting away.

Puke moves up and kneels by Chrome Dome, picking up a pipe rifle with expanded magazine and stock. He and Jecrone continue taking shots at Lyla, shouting, "We got 'em! I'm covering, you move in next, rookie!"

Regan finishes a sprint to flank Salamander. She waits for the pyromaniac to empty his pipe rifle into the trees, then makes a pass with the 10mm SMG and veritably hoses the man down with bullets that tear through his leather armor easily.

Jaidra continues uphill, spotting Regan and firing another shot from her hunting rifle that whiffs.

Sweetheart retreats further into the trees, taking cover. She loosens the string on a pouch of healing powder and pours it generously into her thigh wound, hissing at the initial sting but sighing in relief as blood begins to clot and yet another headrush hits her.

The fires spread through the dense undergrowth.

Smoke continues to spew from the canister.
>>
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>>1869086
You duck behind the wagon as you catch your last glimpse of Sweetheart through the enveloping smoke. You spot her attack and narrowly manage to duck the parting shot. The barrage of light rounds she throws your way smashes into the wood siding of the wagon, and you hear Amelia screaming and rolling around inside. You keep the zap gun out and check around the corner, but Sweetheart's out of sight. Chains lies on the roadway, unmoving, and you consider finishing him off... but this battle isn't over yet.

You don't see any other immediate threats as you quickly look around, but hear the exchange of gunshots and the occasional shout through the trees all around you. Regan and Hodges are supposed to be downhill to your left, while Lyla, Danvers and Reese are supposed to be uphill to the right. Your allies are still in the thick of it.

You're still bleeding openly from wounds in your chest and back.

>No pain/shock/bleed test for short sequence.


Decide the next course of action, the battle continues. Here are just some options, be as creative as you need to be. The longer your plan takes the more actions everyone else will take, so you may prefer a short sequence of actions.

>Move (Make a move to wherever you decide, risking reaction fire from enemies the longer and further you move out of cover. Describe the type of movement, ex. crawling, dead sprint, sneaking, climbing, swimming, tactical pace with weapon ready, etc).
>Attack (visible target) with (weapon/unarmed).
>Take a moment to survey the battlefield.
>Use item from inventory or nearby (personal equipment or nearby item).
>Yell at a nearby teammate (give orders, warn of danger, call for help, etc).
>Execute a fallen enemy.
>Climb into the wagon and (check on/free) the hostage.
>Go downhill to assist Regan and Hodges.
>Go uphill to assist Danvers, Lyla and Reese.
>Try to surrender.
>Write-in sequence.
>>
>>1869093
Forgot to move (You) but you didn't go very far, just a few feet across the side of the wagon to its corner.
>>
>>1869093
>>Climb into the wagon and (check on/free) the hostage.
Have them stop the bleeding.
>>
>>1869093
>Press the wound to stop the bleeding and try to help Amelia
>>
>>1869093
>>1869118
supporting
>>
>>1869118
>>1869130
Sounds good, although also keep an eye out on Sweetheart in case she decided to get back. Maybe suppress her with sporadic pistol or zap (lvl1) fire in that direction lest she shots us and Amelia up.
>>
>>1870319
actually nevermind, if she's gone for good (nemesis acquired lol), don't waste ammo. Just keep an eye out for threats in general.
>>
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>>1869093
>>1869118
>>1869971
>>1870319
Supportin saving hostage and keeping eyes open for dangers when geting bandaged
>>
Thrice-Bitten and an injured Danvers fight on the forest floor. The tribal raider has a firm grasp on the hunter's hatchet and easily overpowers him, twisting the long spear brutally embedded into Danvers' other arm. (100) With a primal yell he hacks down onto the shouting hunter's skull with the wrested hatchet, and Reese screams, "No!" as he watches a man's head dashed to pieces through his scope.

Reese takes a reaction shot at Thrice-Bitten, hitting him center mass. The bullet pierces the tribal's bare chest and passes through the other side. He loads another clip, hands shaking. Thrice-Bitten reflexively pulls the pin on his smoke grenade as he falls over Danvers' body, dying.

Lyla goes pale at the sight of Danvers' shattered head and shouts, "We gotta get out of here, fall back!" She runs uphill and a round hits her in the back of the leg. "Aaahh!"

"Haha, we got 'em boy!"

Puke grabs Chrome Dome and slaps him roughly, then barks, "Fuck! Rook get fucknut over here back to fob, I got the guns and the mark!" Jecrone throws their unconscious buddy over his shoulders and begin hauling him back through the trees. Puke advances carefully, with guns in either hand and hanging from his shoulders.


Regan looks back at Hodges' position, shouting, "I got him! Hey! Ho-odges?"

Hodges lies still, bleeding onto the forest floor. Fire leaps from branch to branch, and the tree he's under begins to catch fire.

Jaidra moves in with her rifle, keeping her peeled for any other unsuspecting victims. She spots her kill and moves in, but a burst of automatic gunfire passes around her and she rolls behind the nearest tree, tossing the trader's rifle down for her throwing knife and pipe pistol.

"Get away from him you bitch!" Regan ducks behind a tree as well, reloading her 10mm SMG.


Sweetheart watches the fire rise through a hazy high of psycho, med-x and healing powder. Sal's dead. Chains got toasted by some kind of lightning gun. And one of these out of town merc types these village assholes hired was crazy enough to dance with death and shot her in the fucking leg. She limps her way through the forest. She's not getting wasted out here tonight.

>cont.
>>
>>1870788
You groan as you clamber into the wagon from behind, and the hostage rolls over to face you, eyes wide. You remove her gag and your hands tremble as you cut through her bindings with the combat knife you bought. She massages her aching mouth and wrists, then her eyes go wide. "Y-y-you're... bleeding! She got you!"

"Yeah, astute prognosis, Doc," you joke, wincing at the pain. "You ok to move?"

"W-what? I don't.. yeah, I'm fine, but you're definitely not!"

"I need you to help me stop the bleeding," you tell her over the echoing cracks of gunfire, trying not to imagine which side is winning.

"Healing powder!" she blurts. "They took it! From us, the Shredders, we had a bunch, traded for it, the powder, that is, it's-" She stops when you give her a deadpan stare and point at your soaked armor and chest wound. "Right! S-stay right here, I'll be right back!"

She returns with an already opened satchel and pulls away your leather vest and cloth underarmor. (Per) You notice the handmade pistol she's tucked into her pants.

"Oh jeez," she grimaces, "Ok this is gonna hurt." She pours in a fine white dust and your world is pain. You voice breaks as you scream and jerk away, clenching onto the side of the wagon while Amelia quickly pours more powder into your grislier exit wound. The powder soaks your blood and begins to coagulate immediately as you spasm a second time, filling your wound up and sealing over for now. Then the headrush hits you and your world spins, though you don't know whether that's the primitive medicine or the blood loss affecting you (-2 PER).

You're seeing spots from how painful that was, but you feel better knowing you won't bleed out immediately. A Rockford hostage, Amelia, is with you and has a handmade pistol with a fresh magazine.


Decide what you're doing next, here are just some options:

>Move downhill, you see the light of a rising blaze through the smoke and trees and heard the distinctive sound of Regan's SMG.
>Move uphill, you heard unfamiliar voices shouting and the tempo of gun fire is dying down.
>Flee the battle back the way you came from, this has become a clusterfuck and you aren't dying today.
>Search/execute/bind Chains.
>Consult/give orders to Amelia.
>Write in plan.
>>
>>1870802
>>Search/execute/bind Chains.
Search and execute, we could really use more firepower. And he might have meds/chems we can use.
>>
>>1870806
Also have Amelia cover us.
>>
>>1870806
Since he's pretty close I'll repost his full inventory now, you can be specific about what you take from him.

>Chains: Leather armor over bulletproof vest, pre-war Army helmet, wastelander outfit, goggles, mace-axe, sewer lid shield, tire rubber armor (shoulders armguards thighs), jet
>>
>>1870802

Finish off Chains. He could be used as leverage when dealing with Sweetheart later but she won't expect us to honor a deal and he's likely be more trouble than he'd be worth.

Ask Amelia to cover us but only shoot at who she recognizes as Raider. Hopefully Reese will stay out of sight.

Not sure whether we should try to head up or down though... it might be worth to try take a shot at Puke, but Regan might need help more.

Don't bother with anything from Chains' gear, we're in no shape to melee anyway.
>>
>>1870936
This
>>
>>1870806
>>1870936
>>1872163

Alright so far you're putting down Chains, and Amelia will go with you and cover you, but I need a decision as to whether to continue uphill, downhill, retreat, or something else you think of.


Session in 1 hour, probably in a new thread but will take any input from this one.
>>
>>1872166
After we put down and loot Chainz (remember, guys, we'll need some sort of proof that we "have him taken care of" to con, Sweetheart. Also, we'll need the healing powder), head towards Lyla.
>>
>>1872166
Link new thread here in that case.
>>
>>1872526
Nearly missed this, new thread is up for tonight's session http://boards.4chan.org/qst/thread/1872497#bottom

But this vote is noted. Also what happened was that Amelia looted Chains for his healing powder and gun.
>>
>>1872540
gotchufam




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