Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[LFP] Fallout: Quincy, M.A. - Tuesdays at 7 PM EDT / 23:59 PM UTC

1530893952

Edited 1534762763
Lex
Pro
Start Date: Tuesdays Time: 4 PM PDT / 6 PM CDT / 7 PM EDT / 23:59 UTC Play as a band of survivors in the Boston region in the years prior to Fallout 4. I am a GM looking to start a group for a post-apocalyptic survival campaign set in the Fallout universe. The system used will be Fifth Edition Fallout . It uses the Dungeons & Dragons 5th Edition system modified to support Fallout. I have played and GMed hundreds of hours of tabletop RPGs, and hosted many one shots on Roll20 as well as successful months-long campaigns. This game will require payment to the Game Master at a rate of $5 via PayPal (or Venmo) for each session. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. Campaign Background After many days of travel, a band of survivors in need of water, food, and rest spots a settlement up ahead. Located in the Houghs Neck part of Quincy and surrounded by a palisade of wood and scrap metal, could this be just the haven they are searching for? The campaign will take place in 2280, over 100 years after the Great War, and 7 years prior to the events of Fallout 4. Recap of Session 1 The players got introduced to The Neck, a small settlement in the northeast of Quincy. The general store owner had gone missing two nights prior and after investigating the scene the players found a maze of pre-war smuggling tunnels hidden beneath his shop, including an illegal pre-war gambling parlor. Following the tunnels they encountered the kidnapper, a woman who wore the severed face of a mole rat atop her own and called herself the Rat Queen. She escaped out a secret back exit after tossing a grenade painted like a tiny mole rat at the group and making a run for it. The players gave chase, but unfortunately the room she was in was booby-trapped and one of the players fell into a pit filled with vermin remnants of the pre-war era: rat ghouls! Some quick-thinking pulled the fallen comrade out, and the group fled out of the tunnels, barricaded the doors, and rested to tend to their wounds. Continuing their search of the hideout they encountered a giant Cave Moray, much larger than a man that sprung out from a crevice within the tunnels and dragged the doc back into its lair. Luckily the doc's bodyguard sprung into action with a Fireman's Axe in hand and slayed the enormous eel. To their dismay, the father was not found in her hideout. But the players did find some awesome loot: an issue of Grognak the Barbarian, an Electric Lamp, a few doses each of Rad-Away, Psycho, and Stimpacks, some Bottle Caps, and a working Radio! Campaign Features The adventure is a healthy mix of combat, exploration, and role-playing. I expect the session should take about 4 hours. It will focus around exploring the new town, interacting with the locals, and getting paid to do some work for them. For the future I see the campaign heading toward a hex crawl based around player goals. Application (4-6 seats total) Please post applications and questions here. 18+ only. Voice with Discord is mandatory. Please use push-to-talk. 1) Describe yourself and a bit about your roleplaying experience 2) What do you enjoy most about tabletop RPGs? 3) Have you played Fallout before? What draws you to a post-apocalyptic RPG? 4) How did you find my LFG? 5) What made you pick my LFG post? 6) Do you accept the payment requirements for the session? Why paid GMing? 1. Defray the content costs. I'm hoping to use the money to buy a year sub to Roll20 and more RPG materials. 2. Prevent flakes. Players (and GMs) are far more likely to show up and be on time if there's payment involved. 3. It takes a lot of extra time to GM. I spend about 2 hours per game-hour prepping. Reading the adventure, taking notes, cross-referencing rules, finding and making tokens, finding and making maps, setting them up in Roll20, adding NPCs to Roll20, going over character sheets, and organizing the session all takes a lot of time outside the game. It's part of the hobby, but as I'm having to put in prep time I'd rather not have to spend so much on the content costs too. LFG Listing
We are looking to pick up a few more players if anyone is interested!
1532051607

Edited 1532051659
Lex
Pro
Still looking for another player or two. We are only a couple sessions in, and the game lends itself to easily add players so please apply if you're interested in a Fallout game!
If you ever consider doing fallout PnP 2.0 and not paid I'd be willing to join.
Elhazzared said: If you ever consider doing fallout PnP 2.0 and not paid I'd be willing to join. Why is using the Fallout PnP 2.0 system so important? I looked it over and did not like how mechanics-oriented it was. Do you only play Fallout PnP 2.0?
Any new blood out there?
We are still looking to pick up at least one more player. Here's a recap of the 2nd session. We had our second session tonight. While recuperating in The Neck, a Diamond City caravan arrived in terrible shape. One was a wanderer who came across the caravan and followed them. After sharing what he'd seen, they determined the attackers were a gang called the Radiation Cats. Not only had the gang beat up the caravaneers, but they'd stolen their brahmin, medical supplies, and filtration material that's needed for the Neck's water purifier. Hearing how much this all was worth, the wanderer joined with the party to help recover it. The group purchased supplies including rations, canteens, weapons, and a tough duster jacket. The store owner Laura told them the Rad Cats used to operate out of North Quincy High School many years ago. Before setting out they thought it prudent to find where these Rad Cats were currently. The guard captain advised they talk to the settlement's Guardian who is very wise. They were directed to the Town Hall, which turned out to be a repurposed Drumlin restaurant with a bunch of brown stones lining its base. Inside the party spoke to Mayor John Finley and seemed upset by his decision to kowtow to the Gunners. The Mayor agreed to speak to the Guardian. After 10 minutes in the back, Mayor Finley told the party Rad Cats were likely hiding out in a place called Anna's Diner in Adams Shore. Finley also said the Guardian had a special mission: they were to acquire a chemical reagent the Rad Cats have in their possession. Under the Guardian's direction, Finley offered them 1,000 Bottle Caps for its retrieval. The party then headed to the bar and picked up a mercenary, Dylan Barnett, who charged 50 caps a day for his services. The party headed out. Arriving first in Adams Shore they spotted the Quincy High School, then to the Norfolk Downs they came across Merrymount Park, and last into North Quincy where was the North Quincy Station. While scouting the station, raiders snuck up from behind, but Hayden's quick sword finished a charging raider and spooked the remaining two who retreated, but not before taking down Talos. The group carried their comrade to a nearby gas station. Searching the station they decided to use a hammer to bust the register open. When opened, they heard the cry of a nearby ghoul intrigued by the smashing. They also picked up two expensive rum cases in the back. Resting in the gas station, the group realized they had gotten side tracked. The party talked and determined none of them remembered what the Mayor said about where the Rad Cats were, so they searched North Quincy for other points of interest. They found the North Quincy High School and called out to whoever was inside. Two feral ghouls burst out the front and attacked but were quickly dealt with. Discussing their destination further, the party finally recalled that the Guardian said the Rad Cats were in Adams Shore, not North Quincy, so the group headed back to Adams Shore. They found an abandoned house not far from Merrymount Park to sleep in. After sealing a Radroach in the kitchen, they retired to separate bedrooms. Hayden barricaded himself in his and went to sleep. About an hour later he awoke to the sound of glass breaking by the window and fluttering insectoid wings in the pitch black. We ended there.
This message is going out to all you Fallout fans in the LFG wasteland. Swing by GNR plaza if you're interested in signing up! Recap of Session Three: The creature that burst through the window attached itself to Hayden by digging a hole into his chest. He flipped on his electric lamp and recognized it: a Bloodbug. He looked over to the bedroom door as his friends slammed against it. If only he hadn't barricaded himself in for the night! After a moment of shoving they managed to push the dresser out of the way and enter the room. Talos rushed over with his greataxe and cleaved the beast in two, pulling the proboscis off Hayden's chest. Unbeknownst to them, downstairs a door slid open and Doc found himself face to face with the Radroach which had been trapped in the kitchen. Dylan ran down the stairs, aimed his rifle, and shot the roach in the face, showering Doc with bits of radroach flesh. Hayden went into shock from the blood loss, withdrawal, and horror of being eaten. The group heard the sound of more Bloodbugs outside and made a run for it out of Merrymount Park. They eventually found a home a distance away and started a fire in the living room fireplace with some steel wool found in the kitchen and the battery from the electric lamp. Doc tended to Hayden and got him stable, but still suffering from withdrawal. He searched through the bathroom medicine cabinet for something to stave off the symptoms and came across a carton of abraxo cleaner under the sink. Combined with some RadAway, purified water, and some basic chemistry skills he managed to cook up some homemade Fixer to alleviate the symptoms. They also found a broken rifle in the basement and a whole bunch of spools of yarn. The next day the group made it back to Adams Shore and found Anna's Cafe where the Rad Cats were holed up. Three took up recon spots outside while Doc and Hayden approached the main entrance. They talked with the group's leader, Harvey Rivers, and agreed to treat one of the Rad Cats injured  in exchange for 50 caps. The two were allowed in and Doc managed to fix him up, noticing that the Rad Cats had a lot of extra medical supplies not unlike the ones stolen from the Diamond City caravan. Hayden asked if they had anything for purifying water for sale, and the Rad Cats freely handed over the filtration materials stolen from the caravan which the settlement at The Neck desperately needed. Offering other items for trade, Doc purchased a mutt. The Rad Cats mentioned the Lurks at the nearby Marsh, and that they had a plan to deal with them but would need someone to enact it. They offered 1,000 caps for setting up some electrical poles along the Marsh perimeter, but the two agreed they'd have to come back some other time. The party met up and returned to the Neck. They gave over the filters to Mayor Finley, and upon hearing they'd not acquired the reagent from the Rad Cats a loud disapproving whistle was heard from the back of the Town Hall where the Guardian resides. The group headed to the bar where their Mercenary friend Dylan was drinking away his recent wages. Dylan said he thought there was no Guardian and that the Mayor was actually insane, but the bartender Julie said the Guardian had kept their town safe for years and was the reason they had running water. With that, the party went to sleep, planning to head back to the Rad Cats hideout and help them with their Mirelurk problem, hopefully in exchange for the reagent the Guardian is after.
1534621375

Edited 1534621418
Lex
Pro
Still looking for up to 3 more players. Session Four: The Guardian was upset last time that thet hadn't retrieved the reagent from the Rad Cats. So today the group began by heading back to the Rad Cats hideout in Adams Shore. The local leader Harvey invited them in and the party asked if instead of the cap reward they could setup the electronic poles in the marsh in exchange for the paint cans the Rad Cats had. Harvey, surprised that the group wanted some old pre-war cans in the back of his hideout instead of 1,000 BC, was more than happy to make the swap. The group loaded up the poles and was off. Stinking from fumes of brine and rot, the Broad Meadow Marsh in the south is filled with mirelurks so everyone had to be on their guard as they made their way toward it. Nearing the edge, they spotted smoke rising from the river beyond the marsh from a small shipping boat. Moving around the marsh to get a better view of the boat, they called out to whoever was onboard. A raspy voice responded to them and the man on board said he liked to keep to himself. They asked if he would ferry them. He said he was reluctant to do so because if they saw him they might not accept his help. One of the group asked if the man was a Ghoul, and he confirmed he was. The group said they did not mind, so he invited them on his ship and introduced himself as Howard. Howard ferried them and said he lived on the boat alone because the nearby settlements are unwelcoming to his kind. He said he used to fix boats and worked on larger vessels before the bombs fell. He agreed to help the group setup the poles. The party got outand swam to the marshland to setup begin. As soon as Eddy hit the water, a Lamprey Floater attached itself to him and he went unconscious. Bill rescued him and fended off the creature, with some help from Howard's rifle, and they killed another one that snuck up on the Doc. The Doc tended to Eddy back on the boat while Bill, Dogmeat, and Howard setup the poles. 5 of the 6 were already in the ground when Bill hammered the last one and heard a strange crunching sound. In an instant he was hoisted 15 ft. in the air on the back of a Mirelurk! Thinking quick he swung his axe down into the face of the beast before falling into the low waters of the marsh. Dogmeat leapt forward and Eddy and Bill jumped into the river to try to get a shot on the beast. After a few strikes from the group, the crustacean slunk off into the marsh, looking for an easier meal than these. They hammered in the last pole and returned to the boat. Howard fed them a meal of freshly caught fish before taking them to shore. While returning to the hideout, they spotted a retreating gang with whiskers painted on their clothes. They followed the gang to their hideout at the historic Josiah Quincy House in Norfolk Downs. There they heard a woman calling out from within whose voice sounded much like Laura, the shopkeeper. They called out to a guard and asked to come in, offering their services as a wandering doctor. With guns trained on the party, the guard laughed and said, "Sure, come on in folks." Once inside the gang called themselves the Whiskerfolk and said they had use of a doc. They asked him into the living room and told the rest to hand over their all their belongings. The Doc decided here was as good as any to make a stand, and drew his Chinese Officers Sword and sliced open the nearest Whiskerfolk. The rest began to fight and Eddy went down, while two more Whiskerfolk entered from the living room, followed by four more from a room beyond the stairs. Overwhelmed, the group threw down their weapons and surrendered. They were tied up, stripped of their gear, but tended to. Laura came down from upstairs and said that her father had apparently never been kidnapped but was instead in league with these Whiskerfolk. She tried to help the players, and Doc offered to tend to their wounded in exchange for their guns back. The leader of the Whiskerfolk, Brian, agreed to the terms, and the group was set free after an hour with their emptied guns, and emptied cap pouches, out onto the street. They were told they had two days more before the Whiskerfolk would return to the Neck and demand 3,000 BC. The group returned the Rad Cats hideout and took the cans of reagent. They told the gang about the Whiskerfolk's demands and convinced the Rad Cats to help raid the Whiskerfolk if they would be allowed back into the Neck. The group returned to the Neck and delivered the cans to the Town Hall. The mayor was most pleased and said the Guardian would like to meet with them. They were taken into the back where they finally got to meet the mysterious Guardian of the Neck: a camo-painted Mr Handy with the letters P.A.M. stamped on the side. The Guardian accepted the party's offer of allowing the Rad Cats back into the settlement in exchange for their help against the Whiskerfolk. The session ended there.