Colonel Agustus Autumn CKII Quest.

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Scheduled vote count started by Calmlikeabomb on Oct 7, 2023 at 5:33 AM, finished with 7 posts and 4 votes.

  • [X] Plan: Save Vault 101
    -[X] Mutant clean up.
    --[X] Companies A,B,D,"Princess" Squad, Wing-1~ 7/7 VB-02c Gunships, 1 VB-02a Transport
    -[X] Establish contact with Locals.
    --[X] Lincoln Memorial
    -[X] Home Improvement with Col. Autumn
    -[X] Build ballistic munitions plant.
    -[X] Establish a Radio station.
    -[X] Interact with someone
    --[X] Random
 
Turn 6 results
[X] Plan: Save Vault 101
-[X] Mutant clean up.
--[X] Companies A,B,D,"Princess" Squad, Wing-1~ 7/7 VB-02c Gunships, 1 VB-02a Transport
-[X] Establish contact with Locals.
--[X] Lincoln Memorial
-[X] Home Improvement with Col. Autumn
-[X] Build ballistic munitions plant.
-[X] Establish a Radio station.
-[X] Interact with someone
--[X] Random



Turn 6 results

Rumor mill turn 6:
Event roll: 1d100= 78

- New Intrigue action unlocked

Enclave Intelligence under Lt. Roberts has managed to identify abnormally frequent and logistically confounding appearances of a suspiciously well supplied group of persons claiming to hail from the Massachusetts Commonwealth these persons have been sighted conducting reconnaissance of enclave positions and have been sighted taking notes of enclave equipment in action such as the resonance barrier at Hostetler Farms and most concerning displaying extremely anomalous behavior such as speaking to crows and most concerningly once secluded remaining perfectly in place without even moving a facial muscle for multiple hours at a time. It's clear that something is afoot though you're not sure what to make of it though perhaps you could have Intelligence look into it more soon.




(Faction Intelligence)


The Outcasts: Enclave Intelligence has through careful observation with what Roberts calls the 'Mk.1 Eyeball' and HUMINT operations, learned that the Outcasts are reevaluating their strategy of enslaving everyone they come across and stealing everything in sight. Instead, the enemy have begun to reach out to surrounding settlements and simply using Rivet Citys reputation and position to simply absorb settlements for the labor they apparently so desperately need. Currently they have had little luck after their actions with Megaton however the brotherhoods reputation in the region is solid due to the propaganda network they have established and many wastelanders doubt that the Brotherhood could commit such an act, some even go so far to proclaim the act as an "Enclave falsehood". It's clear, the Enclave is in dire need of its own voice in this little game the Outcasts are playing, lest the technophilic slavers turn the whole of D.C. against the Enclave.


Hagak's Meat catchers: Enclave Intelligence has little to report on the Super Mutants the Tribe appears to be content to sit within the little fortress they have found and do God knows what.




Martial
-[X] Mutant clean up.

- 1/1 Turns completed
- Combat stage next threadmark
- Assign units here: Companies A,B,D,"Princess" Squad, Wing-1~ 7/7 VB-02c Gunships, 1 VB-02a Transport


Requires: minimum
- 2 Companies of PA Infantry


While less of an immediate concern than the Outcasts the recently coalesced Super Mutant tribe is in an area of interest to the Enclave.



Diplomacy
-[X] Establish contact with Locals.

- 1/1 Turns completed
- 1d100= 2 - 7 (Impatient) = -5
- Choose one location (Lincoln Memorial)


With the last few failures LeMay and Dume have made some suggestions to pivot to, courting less powerful groups instead of established and relatively wealthy groups which by their nature are averse to change. It's now believed by you and your advisors that the initial approach was flawed and that the Enclave and its message and goals will have far more 'traction' with the downtrodden or those who are not favored by the current regional powers that be. To this end they have identified some mediocre settlements and areas observed by virtibirds on patrol to have significant activity however other than that there is little information on these groups so this will be a bit of a shot in the dark.

Arriving at the ruined husk of the Lincon memorial your nostrils are assaulted by the smell of sulfur and rotting flesh your detail advances through the desecrated memorial to one of the greatest leaders the Union ever saw. The statue of Lincoln still sits mostly in place, however apparently the statue had been decapitated at some point after the bombs fell for some unknowable reason. Bodies are strewn about the floor in a manner that indicates a fierce struggle had taken place, the other major detail being the partially intact bomb collars on the necks of many of the bodies present. It would seem you were too late to rescue these people, then again, it's not like you have any space left for them at Adams, and you were already burdening the people of the farms with the new additions. You order your guards to dig graves with tools taken from the virtibird and set off hoping one day you will be able to dispense justice on the scum that murdered the people of the memorial.




Stewardship
[X] Recycling campaign Pt.2
- 3/3 Turns Completed
- Metal roll) 1d100= 96 + 22 (Stats) = 112 x 30 (Urban) = 3,360 M
- Basic Components roll) 1d100= 77 + 22 (Stats) = 99 x 30 (Urban) = 2,870 BC
- Advanced Components roll) 1d100= 33 + 22 (Stats) = 55 x 30 (Urban) = 1,650 AC
- Random discovery roll) 1d100= 76 + 22 (Stats) = 98 = New location and intrigue action discovered


The first step to healing this land is to clear the refuse and dilapidated buildings which dot nearly every inch of the landscape. The added bonus being that the usable materials can be repurposed for your projects. Through judicious usage of explosives and super sledgehammers the teams blast their way through crumbling buildings and uproot ancient ruins, each explosive having been planned and timed with great efficiency after the demo teams finish their work the recovery teams swarm like a colony of ants over the now exposed sections they plan to remove. Unlike their now long extinct insect comparison the teams of the Enclave cannot carry ten times their body weight and so must rely on the Enclaves only Virtibird transport to carry their recycled prizes. Eventual the work is done and now the Jefferson Memorial sits somewhat isolated from the rest of D.C.'s ruin and the Enclave has gained many valuable materials for its cause. However most peculiarly the Teams discover an underground structure underneath an unassuming office building, the structure appears on no Enclave records of secret organizations operating in D.C., as such Roberts has taken investigating the sight under the purview of her department.


[X] Home Improvement with Col. Autumn
- 1/1 Turns Completed
- 1d100= 94 + 22 (Stats) = 116 (Artificial Critical) cost reduced by 50%
- reward: Cabins Building at Hostetler farms (+ 40 Housing capacity)

Cost: 100 (50 actual) BC, 1000 (500 actual) M,

Our people in the settlement Hostetler farms have recently suffered the results of the Outcasts actions in Megaton as a large number of refugees have flooded the town. the towns people have welcomed the refugees into their homes, but this is an untenable situation bound to cause strife and conflict, best the Enclave steps in.

You stare at the leader of the team Dume had assigned to this project with barely contained surprise, so whatdya think sir? the engineer asks. I think that you and your team is getting an increase in shower rations for the next week son, you reply turning your sight to the rows of metal roofed cabins and lines of families being assigned to them.


[X] Build ballistic munitions plant.
- 1/2 Turns Completed
- 1d100
- costs: 100 AC, 100 Metal, and 240 BC,

You have a serious problem; your forces are using more munitions in small skirmishes than your production can keep up with. Thankfully Dume has approached you with a partial solution in that while more advanced munitions like plasma cartridges, and energy cells are currently beyond your Enclaves reach ballistics are not in fact as it stands you could have an actual industrial plant dedicated to munitions given some time.




Intrigue
[X] Establish a Radio station.
- 1/1 Turns Completed
- 1d100= 55 + 22 (Stats) = 77 Success
- reward: + 5 legitimacy


Roberts has suggested your resources be directed towards the establishment of a new radio station to better influence the population of the region because of your previously seen lack of any voice to combat the accusations levied against the Enclave and your objectives in the region. The work to establish said radio station was completed relatively easily and it began broadcasting under a host chosen from intelligence its first few broadcasts were dedicated to an (suitably sanitzed) explanation of what happened to radio enclave and why listeners should avoid that channel for the foreseeable future.




Piety
[X] Interact with someone
- 1/1 Turns Completed
- 1d100= 37
- (random)

You've decided to take a break from your administrative and command duties to speak with the refugees at Adams soon to depart for Hostetler farms. During your time speaking with the people, you have come to realize your actions out in the wastes have had a positive effect however many still regard your Enclave with suspicion for your silence and (to the average wastelanders knowledge) apathy towards communication or really any meaningful interaction with local groups. While the People under the Enclaves care is mighty thankful, the aforementioned perception will only get worse should you fail to effectively communicate or establish a working relationship with a 'local power'. It seems that the Outcasts have been capitalizing on this PR problem and will soon have cultivated enough negative public sentiment towards the Enclave to begin seriously harming Enclave efforts towards reclamation.

- new intrigue and diplomacy actions gained
- should aforementioned actions not be successfully completed in 2 turns the Enclave will receive a - 20 to all diplomacy actions for three turns



  • Food:
    Income: 318
    Consumption: 197
    Stockpile: 905
    Change to stockpile: + 121
    done

    Water:
    Income: 240
    Consumption: 197
    Stockpile: 615
    Change to stockpile: + 43
    done

    Metal:
    Income 300
    Consumption 100
    Stockpile 6,960
    Change to stockpile: + 2,960
    done

    basic Components:
    Income: 20
    Consumption: 100
    Stockpile: 17,653
    Change to stockpile: + 2,790

    Advanced Components:
    Income: 0
    Consumption: 70
    Stockpile: 2,760
    Change to stockpile: + 1,580

    Plasma Ammunition:
    Income: 400
    Consumption: 3,000
    Stockpile: 5,000
    Change to stockpile: -2,600

    Laser Ammunition:
    Income: 1,000
    Consumption: 9,083
    Stockpile: 0,000
    Change to stockpile: -8,083

    Ballistic Ammunition:
    Income: 600
    Consumption: 1,000
    Stockpile: 11,067
    Change to stockpile: - 400
 
Thank you for the update!

I really hope there are survivors at Vault 101, we could use the good PR right about now.
Aye, we really need to find a group that isn't mostly destroyed, Hostile or Tenpenny. Also, the institute showed up, I'm honestly not sure what their goals are but I'm not sure if we can afford them also running a PR campaign on us.
 
official notice of cancelation
Hey SV so you may have noticed I haven't been posting for a while, this is due to several reasons the largest of which are general IRL issues with balancing obligations and leisure time, a growing distaste for my insufficient planning and obscenely convoluted systems (of which I misplaced the paper instructions I created for the operation of several times) for the quest and its directions, and that this quest was never really planned to be anything more than sticking my toe into the water of quests.

I am sorry if this disappoints anyone one day, I might do a rewrite with a far more planned and polished foundation.

Thank you for your time, Peace!

-Calmlikeabomb
 
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