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Chapter One
Hi. This is the first adventure that I ran in Fallout Universe and bothered to put down in
great detail. It is also one of my first attempts to make a more planned adventure, as
opposed to one-shot games or spontaneous games. Therefore I felt it necessary to
comment on some things. Before finishing all the details of adventure, I ran a session
with several players to test this adventure and I can safely say that a minimum of two
players would be able to finish this adventure, if the GM is not too harsh, and it would
take between 4-6 hours depending on how much detail GM puts into session. On the
whole, this is an easy adventure if the players play smart and don’t do completely stupid
things. The object of this adventure is to get the players together, give them a common
goal and introduce them to their brave new world. I think you can adopt this adventure to
any other setting, changing only names of places, names of people and perhaps settings to
some extent. The overall mood of the adventure should be that of alienation; the players
are in completely new and unfamiliar surrounding, with no friends, and plenty of enemies
and no idea how to get back home. I used the following resources in creating the
adventure and the setting:
Encyclopedia Britannica 2000 Deluxe Edition
Encounter creator (I forgot the author but you would be able to find the name of the
author and the program itself on
http://www.iamapsycho.com/fallout/index/htm
)
.
Fallout PnP Rules version 2.0. See the link above.
Character sheet generator (forgot the author but you can find it on the link given above)
I hope you enjoy the adventure. If you have any comments, suggestions, complaints or
what-have-you, send them to
akritchever@hotmail.com
.
Warning:
The following document contains violence, coarse language, mature subject
matter, adult situations and themes. Reader, Gamemaster and player discretion is advised.
No frontal nudity though…
☺
Chapter One.
The setting
.
Town of Ogden not fat from the Great Salt Lakes is a small town of maybe two hundred
people all-together. The town itself is built upon the ruins of a much larger town of pre-
war (maybe a town of 50 thousand). There are many ruined factories, hangars. However,
most of the town is in ruins, the people live mostly on one side of the outskirts of the
town and some live in “downtown”. Most houses are repaired pre-war houses, but many
are constructed the old-fashioned way after the war. Most of the people are farmers, a
few hunters, and a small ‘guild’ of gunsmiths. There’s a general store/city hall in the
center of the town. It is a small unassuming place, there are no stories of past glory, no
faded glitter except for completely bombed out ruins of Hill Air Force Base. Caravans
from up north come twice a year, to get gecko pelts, some food, any scavenged
technology and ammo which local gunsmith guild produces. Nothing comes up from
south of Ogden. South of Ogden is Salt Lake City which is now a huge radioactive crater
in the middle of the desert. Radiation has faded but is still dangerous and the whole place
where Salt Lake City used to stand is now ruins and sand desert turned into glass. South
of ruins of Slat Lake City are The Great Wastes, and no one from Ogden ever attempted
to find out what’s down south. To the east and north of the town are a couple of small
tribes, trying to eke out existence out of hunting, primitive farming and trading.
Townsfolk trade with tribals; medicine, technological trinkets, ammo, metals for gecko
pelts, meats. Relations are good, both sides trust each other and there are some
intermarriages. Essentially, townsfolk pity tribals a little for their hard and primitive
lifestyle, and tribals are amused at townsfolk trying to survive in the ruins, but neither
side is hostile to each other.
Chapter Two.
The beginning and the trigger.
It is another day in Ogden. Let the characters get a little familiar with the town. Maybe
have them make small talk with local people (whom they all know of course since this is
a small community). It’s up the GM to provide whatever NPCs are needed or the
conversation. I omit anything more detailed about the town of its inhabitants because this
is a very quick part of the adventure, it just serves to lead into the adventure itself.
There’s talk of some animals found dead, human tracks outside the city. Perhaps some of
the more outstanding townsfolk (mayor, general store owner, gunsmith guildsman) will
voice their opinion that it’s tribal outcasts of some sort. Everything is quiet.
Then in the middle of the night, PCs are awoken by sounds of gunfire, screaming, people
running around, etc. if characters run outside to see what’s happening, than they
encounter unknown well-armed thugs running around with guns and cattle prods. The
strangers are looting some houses, attacking the townsfolk and setting fire to some
houses. If the PCs try and fight the slavers, they are quickly overcome (don’t bother
rolling, but roleplaying the struggle is advisable) and captured. If the PCs stay indoor,
their house catches fire and forces them to get out, which brings them into identical
confrontation with slavers. If they do fight, they manage to inflict some sort of injury or
indignity upon the slaver they confront.
Chapter Three.
The situation.
When the players wake up the following morning with a splitting headache and stiff from
electrical shock, they are greeted by the shock of captivity. The players have been
captured by slavers from the south. They managed to go by the outskirts of the desert and
Salt Lake City to reach Ogden in search of new markets. They raided the two neighboring
tribes as well. Altogether there are 20 well-armed slavers. They are well armed (equal to
about raiders) with guns, cattleprods and manacles and nets. I have given some slaver
stats in the end of the adventure. It’s up to the GM to decide what to arm them. I strongly
suggest the following possible weapons to pick from: Winchester sawed off shotgun,
beretta silverhawk, colt 10mm pistol, beretta 9mm pistol, colt .45 pistol, .44 magnum
revolver; and a selection of the following melee weapons: brass knuckles, spiked
knuckles, knife, combat knife, spear. In the interests of making this adventure scalable,
depending on how many players participate the slaver’s danger factor should be
modified. What I mean by that is: amount of ammo they have, their combat skills, critical
chance, and most importantly AC and HP. Slavers have 5 brahmin wagons to carry
supplies, water and spare ammo, as well as several horses (up to GM).
All prisoners are manacled and forced to march, and tied to a single rope. Those that
collapse are beaten, given some water and forced to march some more until they collapse
again or die (perhaps during the journey several prisoners die. Up to the GM). The
characters are given very little food and water. During the night all prisoners are chained
up, and 4-5 slavers keep watch during the night. Perhaps one or two prisoners tries to
make escape but are shot during the night, to discourage the players from escaping. PCs
meet with Medved, a captured tribal warrior. During the night they get to talking.
Medved is listening to guards and plans an escape when they reach this ‘Provo’ place
because trying to escape into the wastes is suicide. He explains how he was captured,
roleplaying the conversation and discussion of possible escape is best. Medved’s English
is not the best, but he’s very intelligent and cunning character with great attention to his
surroundings. Make it
very
plain to the PCs that escaping into the desert without any
supplies (and capturing supplies is impossible as the prisoners are constantly chained up
and under guard) is suicide. This is meant just in case the PCs decide to give GM a hard
time and screw up the story by escaping en route to Provo.
Another
very
important point of the story at this time is to introduce the NPC by the
name of Ol’ Blakey. He is a rather short, black haired, weasely but friendly, if not
trustworthy, looking man. He has a slight lisp when he talks, and although he doesn’t
have an appearance of a fighter, he has an air of confidence and his eyes are constantly
scanning for dangers. He notices that the PCs and Medved are talking during the night
and joins them. Ol’ Blakey explains that he himself is from this town of Provo and went
north to see if he could find some new markets with the local tribes and maybe do some
mine prospecting, when he was captured by slavers, stripped of his possessions and
chained up as a slave. He tells PCs that (either paraphrase or read directly): “Lot’s of city
militia in Provo, and they don’t like the slavers. Besides, mayor of Provo by the name of
Sutro, prohibits slavers from enslaving people in the city or catch runaway prisoners, and
he got lots of militia to enforce that law. I tell you, if I can get word to one of my friends
in Provo or manage to get to militia, we’ll be safe from this slaver scum.”
It takes slavers another two weeks to get to Provo. Tell the players that their characters
become used to the rhythm and are able to bear the pace a bit better, though their legs are
all blistered and chafed. A nice twist would be a small encounter when the caravan is
attacked by some giant scorpions, or molerats or some other dangerous fauna (it is desert
after all). Don’t roll the entire combat, but rather describe it. One or two slavers die from
poison. This is meant to demonstrate to players two things:
1) that escaping is
still
not an option
2) even slavers can get hurt.
Chapter Four.
Arrival at Provo.
(80ml/130km from Ogden; 45ml/72km from Salt Lake City in a straight line). The
slavers and their prisoners arrive at town of Provo. It’s a large well-established town on
the ruins of pre-war Provo.
The living core of the town is walled in community of more than two thousand people.
The walls are made of bricks, sheets of metal, wood, barricades, five guard towers with
machine guns (two M249SAW, two MG3s, and one Browning M2) plus extra guard with
a rifle (hunting rifle) on each tower. There are two gates: one main gate with a guard
tower (Browning m2) and three other guards, and a smaller gate used to miners, closed
for the night and guarded at all times by two guards. Outside the community are ruins,
caravan camps (but not trading sites), people too poor to afford houses inside Provo,
bums, junkies, some gangs (involve them in later stories), slave holding pens, slaver’s
guild and farming fields.
Inside the city are: McKormick’s General Store, another general store (“Lomen’s Mart), a
store that provides equipment for miners and mining companies (“Toolbox”), an old pub
and best restaurant in town (“The Wagon”), doctor’s office (the only doctor and hospital
in torn, besides mining companies), an open-air market for caravans, farmers and slavers;
a very large building that serves as city hall plus militia HQ and prison, Guiver’s Guns,
administrative office for caravans, a small hotel for passing caravans, bar/brothel
(“Miner’s rest”), and a competing bar/casino (“Wild horses’). There are also several go-
between traders temporarily in town (maybe a good caravan opportunity for characters to
leave town at some point in future adventures). The people inside Provo are miners,
farmers whose fields are nearby, traders, some craftsmen, militiamen, traders,
establishment owners. Essentially, only those people who are have a constant source of
income and thus able to afford house inside Provo are allowed to live inside the city.
There are more than 100 militiamen. They are all natives of Provo, well-armed and paid
(the stats for militiamen are in the next adventure). Since the militiamen are natives and
free men beside, they are loyal to the city, and hate slavers. They are generally polite to
outsiders as long as no law is broken. The laws of Provo (the ones the PCs have to worry
about) are:
1) weapons have to be holstered. If you draw a weapon, it can be only in self-
defense
2) no firing of weapons in the city unless in self-defense
3) murder (with any weapons or means), large theft (how large is up to GM), rape,
assault on militiaman are punished by hanging or in rare cases being sold into
slavery (a fate perhaps worse than death).
4) Theft, assault, smuggling of weapons, drugs or alcohol into the city (only certain
establishments are allowed to trade in weapons, drugs and alcohol) will be
punished by either: imprisonment, heavy fine, stripping of property, or ejection
from the city.
Militiamen keep the peace well, but in the case of smaller crimes they might be
persuaded to look the other way for a price.
There is no concept of citizenship, or obligation to the city. Instead, if a person can afford
to live in the city, pays a tax, and stays out of trouble, he or she can live in Provo. I
include a far more detailed description of Provo in the following adventure.
Chapter Five.
The Great Escape.
The characters are thrown into the holding pens outside Provo. It’s basically wire fence,
reinforced with barbed wire at the top and wood/metal fence at the bottom. The holding
pen is perfect square, with only one door. There is a torch lighted during the night at
every corner, plus another torch at the door. The ground is just dirt and dust. There are a
few outhouses inside the pen and two long wooden crates for holding gruel and water.
There’s no protection from scorching sun except a couple of small tents that prisoners
constructed out of their own clothes.
The slaver camp is nearby and if any gunshots are fired more slavers will come.
Fortunatly for characters those slavers will be lightly armed with either some melee
weapons, cattleprods or a pistol, and there won’t be more than 4-5 slavers.
When the PCs arrive at Provo they see great many ruins, dirty streets with skulking,
furtive denizens of the shantytown, foraging and looking in fright at the slavers. On the
way to the holding pens, a local gang confronts the slavers, claiming they enslaved one of
gang’s members. The slavers tote their superior weapons and tell the gangsters to fuck off
before they all end up in the pens. The gangsters grumble and withdraw but they swear to
get the slavers one day or another. Soon they reach the pens. The PCs are greeted by
overwhelming stench of the unwashed bodies, never-before-cleaned-outhouses and (even
worse) the stench of ‘food’ that gets thrown to the slaves. The holding pen is already full
with 20-30 other slaves, mostly women and children, but a few adult males as well. From
the looks of the slaves they’ve been in the pen for a couple of weeks. The women and
children are tribal, the men are townsmen from other-than-Provo towns. Slaves look
malnourished, diseased and hanging on only by a miracle. A few slaves are already dying
of gangrene and diarrhea; flies and stench hover around them heralding their close
demise. The new arrivals are thrown into the pen, encouraged by a few ‘mild’ shocks
Plik z chomika:
azzazeal
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Urban_Environments_1.0.pdf
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SEVENTH.PDF
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