A bit less then a day left for voting. It seems to be in favor of 'No need to Rush', but if you still want to vote or discuss then do so.
 
by the looks of it QM. No need to rush is gonna win with a sizeable majority
 
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Prologue 0.6 Results
[X] Plan: no need to rush
-[X] Set up camp
-[X] Explore the area
-[X] Checking the Waves
-[X] Study the Wildlife: Golden Gecko
Set up camp
If you intend to linger in an area without setting up permanently, it would be advisable to set up a rather large camp for your people- whether it be out in the open or among some suitable ruins.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Camp set, prevent morale penalty from staying in an area for an entire turn without moving on, basic supply security.
Needed: 5
Rolled: 73

After finishing the closing of the Vault, you return back to the surface and get to work.

After some thinking, it is quickly decided that rushing off headlong into the unknown would be risky, and what information you had up here dates back primarily to the pre-war era.

As a result, the decision is made to set up camp. This had some minor issues with figuring out how to arrange it, but eventually a two-tier camp near the cave entrance was established, with the first tier taking up the parking lot area not close to the radioactive-waste trucks and other nearby flat area, while the second tier took up more of the surface above heading to the top of the mountain nearby. It's a bit odd, but it's set up none the less- making sure that your people had somewhere to stay for the night and to defend against hostiles.

Result: Camp set up, morale malus from staying in one area and not setting up a camp negated. Basic (tent) housing and inventory security set up.

Explore the area
Exploring around the area does have some dangers, but at the same time it can provide good information on the immediate and beyond lay of the land, possible opportunities, any people or threats, and potential other information. Being currently on top of Frenchman Mountain in particular gives you a good opportunity to see the far surrounding areas.
Cost: 1 Action Point
Chance of Success: 90/60%
Reward: Information on the local area and anything in it as well as beyond, possible +5 bonus to Prospective Salvage action.
Needed: 10/40
Rolled: 48

Once the camp was set up, some of your people spent the rest of the day working. Quick check ups and tweaks of the carts were done, supplies once again sorted, and patrols set up.

One of the biggest things done was the exploring of Frenchman Mountain, and from there the observation of the surrounding terrain. The initial checking around proved to be valuable, with a few more Golden Geckos being found and cleared out with no issue. A couple minor discoveries were made here, namely a shaft that led straight down into the small cave system that Vault 34 was in, with more nuclear waste barrels around. The second was noticing a couple Radio Relay Towers, nothing too impressive as it was just the towers, a small building attached to each, a bit of outside equipment, and chainlink fencing with barbed wire on top surrounding them, along with a couple civilian-grade small turrets for defense. The equipment itself seemed to be in decent condition despite over a century and a half having passed since the bombs had fallen, and it may even still be operational or even running.

After all of this was observed, work was done with surveilling the surrounding terrain. Quickly it is noted that the barren areas around them weren't empty, with distant movement of creatures of different sizes. Not much was identified, but there were reports of both more distant Golden Geckos and some kind of large flying insects, the later being observed in a couple cases to the southeast.

To the south and east the Mojave land seemed to stretch out with no signs of habitation save for pre-war trails and roads close by, although a small collection of buildings is observed far to the east- closer to Lake Mead then they are to you. Southward you also note that, though distant, the area which should have had the Las Vegas Wash and the nearby Clark County Wetlands Park still seemed to have some green to it, although just how much that's transformed many years later and what may dwell there remains unknown. Unfortunately you couldn't quite catch sight of Lake Las Vegas and it's condition without travelling further away from the camp and allotted exploration area.

Westward showed a large sprawl of urban area- the various houses and one to four story buildings that made up eastern Las Vegas was laid before you and starting not all that far from the Mountain. Distantly, the taller buildings of downtown Las Vegas and the Strip stood which... according to what had been theorized down in the Vault shouldn't be happening. True, some buildings still standing after a nuclear strike was expected, but between the damage and time those should have been whittled down to a couple at most barring any with unique construction, defenses, or having been repaired since then!

Between that and a lot of the observable damage seeming to have been from time and the elements or other damage, the realization sparked among many that... Las Vegas may not have been nuked at all. There was no visible large-scale blast damage there, and it would explain the practically normal rad-levels. The Vault sensors had still detected nuclear detonations, so maybe there had been another nuclear detonation relatively nearby?

These observations also proved the idea that Human life still existed on the surface, as many faint distant gunshots and a couple small booms far into the city were heard, and as night approached later on distant small lights- both like electrical lighting and small fires, were seen spotted around a few places deep in.

Nearby Sunrise Community seemed to not be having much in the way of large scale activity, although individual/smaller groups of threats could still be around down there.

The final direction, northward, didn't show too much. Nellis was obscured by the odd cliff formations surrounding much of the base, but the barest hint of it's Air Traffic Control tower was noted- as was the signs of Eagleton nearby. Overland was as expected more wilderness and terrain which would have to be slowly traversed, while the highway going from Northern New Vegas to Eagleton and Nellis was still there to the northwest, providing the quicker but differently dangerous route, as was expected beforehand.

Result: Area of Frenchman Mountain checked over, and surrounding area observed. Notable observations:
- Long-distance observation of large and flight-capable insects of unknown origin and ability.
- Small collection of buildings far to the east, unknown as to if they were around pre-war or not, but they are away from any noted pre-war roads in the area
- Signs that the Clark County Wetlands and Las Vegas Wash still have some greenery.
- Signs of Human civilization in the Las Vegas Urban area.
- Possibility that the Los Vegas area hadn't been struck by nuclear weapons during the Great War.
- Slight sign that Nellis AFB is at least partially intact (very upper bit of ATC Tower visible, along with some of Eagleton visible over the obscuring cliffs and terrain).


Checking the Waves
Everyone's Pip-Boys have an inbuilt radio. While the transmitters are very short range, the actual receivers can pick up from a decent if mostly local range. Furthermore, being on top of Frenchman Mountain provides something of a boost to signal reception.
Cost: 1 Action Point
Chance of Success: 90/60/20%
Reward: Detection of radio signals- both current and potentially old ones continuing to broadcast. Potential information. Verification that people not only survive but are capable of using technology.
Needed: 10/40/80
Rolled: 67

Not long after the camp was set up, people would begin to check the radios built into their Pip-Boys. Some did it out of boredom and curiosity, while others were assigned to the task in an organized effort.

And surprisingly, the results came rather quickly as music quickly began filtering through the Pip-Boy radios, Vault Dwellers listening to some quite familiar songs.

No announcements, talks from anyone running said station, or anything else came through, so thoughts arose that perhaps it was a looped broadcast from a now-dead person or people. Nonetheless a few people would be assigned to keep an eye on the frequency in case such did happen.

Not that long after, in that afternoon, another active frequency was narrowed down. This one seemed to have different music, as compared to the traditional Country and Western-Rockabilly style music played by the first one, this seemed to also include a mix of other genres- such as more modern rock, jazz, and heavy metal. There was even noted to be a couple songs that no one recognized, with the most recent one having lyrics that definitely sounded like it would be post-war.

"From this wasteland they say you are going,"
"We will miss your bright eyes and sweet smile."
"For they say you are taking the sunshine,"
"that has brightened our road for a while~."


What was also noted was that at the end of each song a female voice would come out, mentioning the name of that song and what the next one would be, sometimes with a brief comment or two as well. This one was apparently called 'New Vegas Valley', so very likely a local song or post-war remake of one?


"So come sit by my side if you love me,"
"Do not hasten to bid me adieu."
"Just remember the New Vegas valley,"
"and the drifter that loved you so true."

"For a long time my darling I've waited,"
"for the sweet words you never would say."
"Now at last all my fond hopes have vanished,"
"for they say that you're going away."


All of this ultimately meant that this was definitely a station set up post-war, and one that was most likely still being operated today! Truly fascinating.

"So come sit by my side if you love me,"
"Do not hasten to bid me adieu."
"Just remember the New Vegas valley,"
"and the drifter that loved you so true."

"And that was New Vegas Valley, artist unknown. A shame they left for greener pastures, but I wish that mysterious fellow safe travels and a good life up north."


As that song came to an end, instead of continuing on to the next song there was a brief pause before the female voice came back on.

"Good evening everyone, this is Jane Goodwill of Boulder City Broadcasts, part of the greater Ranger Radio Network. It is time for the Evening Broadcast, first up is the Mojave Segment of our news!" The lady, now named as Jane, spoke as your eyes widdened. A hush fell over the group listening to the Pip-Boy of the man who had it channeled to Boulder City Broadcasts, with a few rushing off to notify others.

Information Roll: 76

"Today, violence continues in the Eastern Vegas Ruins as the Followers of the House continue to fight against the Banda De La Tormenta. Having begun a couple days ago, the offensive by the Followers of the House has come as a great surprise to many as the Banda De La Tormenta was seen as being too entrenched for the Followers of the House to fully defeat. At the moment the Followers seem to be winning, as just four hours ago rumors have surfaced of the capturing of the Mart-Fort, an infamous Tormenta stronghold since the early days of the gang's operations in Vegas. What this will mean for the gang remains to be seen, and the casualties both sides took is currently unknown. As mentioned over the past day, it is advised for people to stay clear of the deeper Eastern Vegas Ruins, as the two sides clash and other local gangs and tribes have hunkered down or struck out themselves. Anyone stuck near the fighting should either do the same or make their way to either to a friendly tribe or Prospector's Birth in the north. The situation will be updated with any new information during the Morning Broadcast at 6 AM when a formal response from the Desert Rangers is expected, but be ready for an Emergency Update should the situation escalate."

"Further south in Sloan, reports of unusual numbers of Geckos have arisen-"

The report continues like this for some time, mostly steering away from major events at the moment as it focus on cases such as wildlife activity and cases of fights or attacks involving groups of people called 'raiders', what they are being pretty easy to deduce.

After this, it switches over to the 'Regional Segment' in which it talks about happenings elsewhere beyond the Mojave, focusing mostly on more of Nevada and nearby Arizona and Southern Utah along with areas around the old American-Mexican Border. Not much more was mentioned here beyond some mentions of things being done by the already mentioned 'Desert Rangers', although supposedly talks between a group of them and place named 'Vault City' to establish an outpost nearby and set up an Affiliate Station like Boulder-City Broadcasts has stalled. Otherwise, the only other notable mentions was of an area named the 'Glowing Dunes' being quiet as of late and activity from the 'Utah' warlords and raider gangs dying down enough that trade can resume normally if cautiously once again on I-80 up to New Canaan, if warning that people should still be cautiously and check into traditional trader stop points like Caliente, Cinderville, and either Wenver or Dried Oasis depending on where they're going. Information which while not that useful for you at the moment still gives you a bit of an idea as to the scope that people are still surviving at.

The Evening Broadcast soon ends there, with Jane Goodwill wishing people well before switching over to the next song.

Result: Unknown Radio Station (Mojave Music Radio) and Boulder City Broadcast discovered. Information about fighting between two groups in the Las Vegas Ruins and that the region is active. Mentions of several settlements, groups, and areas, along with knowledge that Boulder City is most likely populated.

Study the Wildlife: Golden Gecko
You and your people haven't been on the surface for long, and already life has been discovered! It seems that at least one species of pre-war Gecko has mutated, its shape and size greatly changing into the specimens encountered. Some (careful) studying could help identify any more information on them.
Cost: 1 Action Point
Chance of Success: 70/40%
Reward: Some basic knowledge or more about the (Golden Gecko), including locations of vitals and such so that less ammunition has to be spent on taking others down in the future.
Needed: 30/60
Rolled: 69

Using what protective equipment and some Rad-X and Radaway, some of your medical staff proceed to get to work in cutting up the Gecko Carcasses, looking over the internals within and taking note of them.

Internals are examined, and weakpoints and vital organs are catalogued along with other facts, including the presence of radioactive material in it's stomach and intestines which seems to mean it can not only filter such pollution out, but somehow live with it in it's body- using it to help inflict damage via it's bite and claws, with the radiation there being a mixture of remnants from eating waste and general body emissions through those points. The meat itself appears to be too radioactive to consume, but the hides are noted to have a degree of radiation-resistance which could make them useful.

Despite the lack of the equipment to do so, Head-Doctor Sinclair mentions that she felt these mutations felt a bit much for just radiation. True new subspecies or maybe even species could have come up after the many decades, but she mentions that she has a hunch that it may not all be it here. There's nothing she could really do about it at the moment without both more samples and access to the proper (and rare/expensive) equipment, but it's something that she's mentioned that she'll keep in mind.

Results: Golden Gecko corpses cut open and catalogued. Some knowledge of the Golden Geckos obtained, including light Rad-Resistant hides and the fact that the meat is unusable for you due to radiation. Minor suspicion by Doctor Sinclair that radiation and natural competition may not be the sole factors for the rise of such a species here.

Rolled: (Nat) 1. Hard Crit Fail! Critical Severity Roll: 75

As the night passed and rolled into the early twilight morning, you would be woken up by one of the Guards.

"Overseer, we have a critical development." He says, getting your attention.

Quickly you hop out of your sleeping bag, ignoring the awkward ache from the odd sleeping arrangement as you step out of your small tent.

Quickly you pass by many others and some fellow Vault Dwellers hurriedly moving along before eventually reaching a small gathering of Vault Security, one of them holding up their Pip-Boy arm. As you get close, you hear the tail end of the announcement.

"-eats. the Banda De La Tormenta has broken apart. Some are heading into the northwestern part of the city while others flee east and southward. The House of the Followers is not pursuing to crush them, and as such these forces are remaining intact. Residents of northwestern, eastern, and southern Vegas Ruins are recommended to brace, and individuals and groups are recommended to get to the nearest settlement or hiding position if possible. This emergency message from Boulder City Broadcasts repeats."

"Ma'am." One of your Head Security Officers spoke up grimly. "That fighting was in Eastern Vegas to begin with, and some of our sentries mentioned the gunshots and shot flashes getting a bit closer if still into the ruins, so if they're on their way eastward-"

"-They may be coming here." You respond, seeing where he's going as you gaze at the security officers.

"Rally the Guard, we're-"

[ ] "Getting out of here immediately."
Continues in Prologue 0.6-1: Route from Frenchman Mountain
(You decide to awaken everyone, grab what you can, and get out quickly. Conflict with Banda De La Tormenta is avoided, and with it no loss in lives or munitions expended. Guaranteed morale drop, good risk of losing some supplies or equipment (to be determined specifically in interlude Mini-Turn). Other potential results/consequences).


[ ] "Going to try to pack up and leave as soon as we can."
Continues in Prologue 0.6-1: Flight from Frenchman Mountain
(You decide to quickly rouse everyone, try to pack everything up, and get out before the Banda De La Tormenta Gang-Fragment arrives. Mini-Turn to pack up and get out, along with potentially fight against the Banda De La Tormenta in a rearguard action. Possibility of not preparing in time to avoid engagement, and risk of both losing some supplies and morale. Likelihood that few to no munitions and lives are expended. Other potential results/consequences).


[ ] "Going to prepare to defend. If they're coming here, we'll be ready to face them."
Continues in Prologue 0.6-1: The Battle of Frenchman Mountain
(You decide to prepare defenses and await battle with the Banda De La Tormenta Gang-Fragment. Mini-Turn to prepare for battle, and followed by the actual battle. Chance to recover loot and potential morale boost if victorious. Casualties and some using of munitions expected. Possibility that more attention is attracted. Other potential results/consequences).



AN: So, the first random event roll did not turn out in your favor, and now you are faced with a choice.

Either flee quickly, pack up and get out, or stay and fight. The choice is yours, but each may have their own unsaid consequences or results, for better or worse.

You have a moratorium of 24 hours, which will then be followed by a quick vote.
 
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[] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

We are heavily packed with weapons and we got them coming to us after a lost battle this is bte best chance and we can get loot and some info about the region plus we estalbish ourselves as someone not to be fucked with. Also I don't want to lose loot
 
[ ] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

I'm against Leaving right away and losing supplies. So I'll vote for Fight. We got Alot of Guns, ammo, armor, and Decent First aid supply. Unless we lose alot of lives I'm Pretty Sure We'll lose More Stuff Fleeing then would be expended fighting.
 
I'd say defend then head up north to the airport to make a permanent settlement and setting up the GECK.

The last thing we need is a stray bullet or something hitting our magic tech.
 
Yeah, we've got a lot of munitions and ammo; plus the security armor. So we're likely going to be able to take them. Plus they're already on the run, so they may break instead of rallying.
 
[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

Yeah, it's time to send a message that we shouldn't be messed with. Running probably loses us more things we need than fighting does given the arsenal of weapons we possess.
 
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[X] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

No way am I letting some stinkin' wastelander run me off my land.
 
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[] "Going to prepare to defend. If they're coming here, we'll be ready to face them."

Thank you for the update!

Yeah, I think we would want to kill them just so they don't know where the Vault is.
 
I'm really tired of people suggesting Nellis, I want our people to be able to counter the House, NCR, and the Legion since we can form our own nation.
 
Think that running away from an enemy with unknow capacities is a bigger mistake than turtling out. For all we know, they are a biker-remnant raider gang with scrap-bikes, and it was not mentioned on radio because of being a common knowledge for locals

[ ] "Going to prepare to defend. If they're coming here, we'll be ready to face them."
 
Yeah, I think we would want to kill them just so they don't know where the Vault is.
I mean... people could have been camping in front of our door for decades and we wouldn't have had any idea, right?

I'm sure when people start reporting a large group of people in Vault-tec suits with a new number on them, the obvious conclusion is a new Vault just opened.

If they scouted out our door and it's number a decade ago then it should be simple for locals in the know to figure it out.
 
So, since it seems like everyone is thinking of going for the fight option, I think we can skip the Moratorium.

Voting is open! It will be lasting until tomorrow at roughly 6:00 PM Pacific Standard Time.
 
Yeah, I think we would want to kill them just so they don't know where the Vault is.
It doesn't really matter if they know where the Vault is after all in maybe a week or 2 it will become an Irradiated Hellhole. And Fighting is probably the best option, especially with all of the Guns that the Vault has.

Those Followers of house are really interesting. @MajorKO did you take inspiration from The House Always Wins: A Fallout New Vegas Quest? if so then we either have a more practical house or a more caring one and with the Followers winning against other gangs if he incorporates them we will have a much stronger House than in Canon.

And I really don't understand the Hate against Nellis it was already a good choice before this turn and now with the confirmation that just like canon it's encircled by Mountains instead of just being Flat land and that the Tower is still there, we have one of the best-defended areas on the map (especially after we step up overwatch from the tower) That will also allow us to set up our strongest advantage the G.E.C.K in peace after we take it. After all, if we want to maximize our gains from the G.E.C.K we are gonna need a lot of Land to cultivate and farm on and Nellis has a lot of it.
 
If there's one thing any enemy should know. It's to not get between SV questers and loot. That's just asking for a death warrant.

Yeah, id vote going for Nellis. Plus, just because we're at Nellis doesnt mean we cant influence the area. Better to have a safe base of power for a good core.
 
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