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
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
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!
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