You guys are already ahead of it, so good job there. For any still waiting past the time I was supposed to announce it, the Moratorium has ended.

The Voting will last until roughly the early afternoon (PST) of the 27th, so you have until then to vote, further discuss, or ask questions.
 
Adhoc vote count started by Wilgus04 on Oct 25, 2022 at 5:29 PM, finished with 39 posts and 10 votes.

  • [X] Plan: Preparation for interrogation and trial.
    -[X] Bury Them
    -[X] Give an Offer
    -[X] Imprison them
    [X] Carebear plan
    -[X] Bury Them
    --[X] Justice
    [X] Plan: Clean up, then Trial, then Executions
    -[X] Bury Them
    -[X] Give Mercy
    -[X] Give an Offer
    -[X] Kill them
    --[X] Note: All executions come after a trial, that's just a very quick process
 
Alright, the voting is closed, and as implied with the tally we have a winner. Plan 'Preparation for Interrogation and trial' has won with 10 votes.
 
Prologue 0.7
[X] Plan: Preparation for interrogation and trial.
-[X] Bury Them

Bury the bodies on Frenchman Mountain, where the eight made their ultimate sacrifice
-[X] Bury Them
Dig up an open pit and create a mass grave for them, using some of the captured raiders to help quickly dig this up.
-[X] Leave them be
You can't spare any treatment for them, so they'll have to make do with just what they and their fellow prisoners can fix up on their own.
-[X] Give an Offer
They're 87 complete strangers, but at the same time they have clearly suffered. Future losses for your forces are almost expected, so it may be useful to tag along. Maybe you'll part latter on in good terms, or maybe they'll even fully join your numbers.
-[X] Imprison them
Simple as that, they are now your prisoners for however long and in what manner you deem important.

For the remaining few hours until the sun fully rose above the horizon, the Mountain remained busy.

Those who had been wounded on your side were fixed up, weary security officers took shifts to recover some of their strength, and accommodations were made for the freed slaves who, upon giving them the offer, decided to at least stay with you for the time being.

The raiders are quickly put to work, assigning them under guard to dig out a large pit in which the deceased raiders will be thrown into. The eight officers who died are meanwhile given a more proper burial, makeshift crosses prepared and inscribed as they're put to rest on the surface: the first dwellers to get the 'privilege' to do so. A brief service is held in their honor, but unfortunately there isn't time for a proper one. Nonetheless people make it a point to visit and pay their respects before moving on.

The time also allows for the victory and reality of the situation to sink in. Some of the more eccentric or energetic members are celebratory about the win, and while for the rest it's much more subdued they are nonetheless a bit more optimistic. After all they just drove back this scourge of savages, and have shown their might against them.

Gain: +5 to Morale. Other unknown effects.

Now after a brief power nap and a long while of organizing you face the decision of what to do today- so many new things being on the table to work on whether you intend to stay or keep going.





Note: A few options DC and descriptions/notes have been modified or added on to. A few new options have been added.

Current Vault population: 1048 (32 wounded, 8 unable to walk)

Current Morale: 40/200 (Grimly Determined/In Shock/Slightly hopeful)

Current modifiers:
- Common Defense: +5 for initial defense roll no matter the circumstances (due to entire pop being armed along with a more armed/armored core)
- Heavy-Ordinance away: +10 to fighting Scrap-Tier or below equipped opponents, +5 in other circumstances.
- Military-equipped (Untrained): +10 to combat if your militarily equipped but not specifically trained core troops are specifically deployed
- New land: -10 to gathering food and rations, -5 to exploring rural areas and scavenging without having explored the area first.
- Surprise Exodus Effect: Morale prevented from naturally increasing or decreasing, no random negative rolls unless morale gets to or below 20, broken when morale reaches 65 or a permanent/semi-permanent home is established- upon which Surprise Exodus is replaced by the Effect Home Sickness

You currently have four Action Points which can be used.

[ ] Pack up camp
You have stayed around long enough. Time to get back on the road.
Cost: 1 Action Point
Chance of Success: 100%
Reward: Camp packed up, marching options available to do (can be same turn).
Note: Does not invoke penalty for staying in one place without a camp if this is taken and a marching action isn't.


[ ] 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.


[ ] Prospective Salvage: Frenchman Mountain
You may be currently on the move, but that doesn't stop you from trying to scavenge around for any loot of value. While this will mostly focus on what may be up here pre-battle, there still may be an opportunity to get loot from said battle.
Cost: 1 Action Point
Chance of Success: 70/50/5%
Reward: Potential loot and areas of interest discovered.


[ ] Prospective Salvage: The Battlefield
With the battle won, it's time to go over the spoils. So with that in mind, going over the battlefield to gather surviving equipment and loot would be wise.
Cost: 1 Action Point
Chance of Success: 80/30/5%
Reward: Starting at 20, each increment of an additional 10 provides a normal loot roll. At 70 and up, this turns into a rare loot roll, and 95 nets an elite loot roll.


[ ] Prospective Salvage: Eastern Sunrise
Laid out next to the mountain is the pre-war Sunrise Community. Looting it could net a few interesting things. Plus, the raider's you just dealt with no doubt already dealt with a decent few of the possible close by dangers that lurked in here.
Cost: 1 Action Point
Chance of Success: 90/40%
Reward: Potential loot


[ ] Mechanized Potential
During the battle, two of the raider's technicals were quite smoothly knocked out with likely little damage to the vehicles themselves. It may be of interest to check out these vehicles and get them operational.
Cost: 1 Action Point
Chance of Success: 95/80/50/20%
Reward: One or both vehicles operational, potential intact mounted heavy weapons or support gear.


[ ] Foraging the Wasteland
It seems like a desolate place, but besides a bit of wildlife and abandoned nuclear-waste, radiation levels seem to be pretty normal. With that in mind, perhaps there's some usable food and water around which could be used to supplant what you currently have?
Cost: 1 Action Point
Chance of Success: 75/50/20%
Reward: Food and water for the day discovered, possibility of finding enough for a few days or even beyond.


[ ] Gathering information: The Prisoners
With all the new people, you now have a decent opportunity to collect information. The prisoners from the Banda De La Tormenta for example may have some useful information on just what's going on in the area in and around the Vegas Ruins, given that the area seems to be where they came from.
Cost: 1 Action Point
Chance of Success: 90/60/30/10%
Reward: General information on the situation in the old Las Vegas Metropolitan area. Potential points of interest and more specific information.


[ ] Gathering Information: The Freed
With all the new people, you now have a decent opportunity to collect information. The recently freed slaves for example come from all around, and could give both some good general information and knowledge about the region and how things work. They'll certainly be thankful, so it shouldn't take much to get this out of them.
Cost: 1 Action Point
Chance of Success: 95/40%
Reward: General information about the post-apocalyptic wasteland and general region. Potential points of interest and more specific information.


[ ] Contacting Local Authorities
While you don't know much about the wasteland, you do know that there's some authorities around. Mentions of a group named the 'Desert Rangers', plus Boulder City down south seeming to be inhabited in some capacity. Your transmission capacity isn't all that good, but maybe you can manage to get in contact nonetheless?
Cost: 1 Action Point
Chance of Success: 50/30%
Reward: Radio Contact established with Boulder City and/or Desert Ranger contingent.


[ ] Judgement Time
You have decided that now is the time to hold a (brief) trial for the captured Raiders.
Cost: 1 Action Point
Chance of Success: 100%
Reward: Small Morale boost. Raiders are judged and potentially punished.


[ ] On the March: North
Your people are on the move, and a direction must be chosen. In this you decide to head North, along Frenchman mountain and towards distant Nellis Air Force Base and Eagleton. This will take you over rough terrain, which will let you avoid the ruins of Las Vegas, but in exchange means for a slower pace and potentially coming into contact with any surviving wildlife.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: Northwest
Your people are on the move, and a direction must be chosen. In this you decide to head Northwest, into the eastern edge of the North Vegas ruins and the northern part of the old Sunrise community near Frenchman Mountain. This will pretty quickly take you down from the mountain and into the old city outskirts, from which you could later on choose to follow the old highway northeast to Nellis, getting their quicker then straight north from Vault 34, travel quickly southwards, or split further off into the Vegas Ruins directly west or north.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: West
Your people are on the move, and a direction must be chosen. In this you decide to head directly west into the larger part of the old Sunshine community at the outskirts of Las Vegas. From there you could move along the highway north or south, or head further west into the ruins. This area is pretty cleared out due to the raiders which you have just recently destroyed.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: South
Your people are on the move, and a direction must be chosen. In this you decide to head South, going over some semi-rough terrain in order to reach the area that from pre-war records described as a wetlands with the adjacent Lake Las Vegas. Whether or not these have persisted post-war or are simply dried out lands you do not know, but from there you could travel west into Paradise, south into Henderson, or southeast/east to reach Boulder City and Lake Mead.
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] On the March: East
Your people are on the move, and a direction must be chosen. In this you decide to head east, over rough terrain and to State Routes 147 and 167. There isn't much in this direction until you reach Lake Mead and a small pre-war community named Callville Bay, but perhaps there's things that aren't on the basic maps you have or that's changed post-apocalypse?
Cost: 1 Action Point
Chance of Success: 95%
Reward: Your people are on the move
Note: Cannot be taken if you have taken Set up camp option and have not disassembled the camp. Also, if you choose to go more then one direction, a mini-turn will be initiated on how your group is split up and any complications involving it.


[ ] A New Home
You've decided that this area is a suitable place for a new home, so now it's time to stake your claim
Cost: 1 Action Point
Chance of Success: 100%
Reward: Set up a permanent home, possible mini-turn(s) for specifics.
Note: Ends the Prologue



AN: New post up. Not the most satisfied with it, but I'm not going to delay any longer.

Feedback is welcome, and if you see any mistakes or spots that need better clarification, or even if you think that there should be more options to vote from, then please do make sure to comment and let me know!

There is a moratorium of 24 hours, after which voting will commence.
 
While, eventually, I do want to head north to Nellis it's probably worth taking a turn to talk to the freed and prisoners to get the lay of the land, maybe scout and scavenge a bit.

Then next turn hold the trial and break camp.

Or at least that's my thinking anyway.
 
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While, eventually, I do want to head north to the Nellis it's probably worth taking a turn to talk to the freed and prisoners to get the lay of the land, maybe scout and scavenge a bit.

Then next turn hold the trial and break camp.

Or at least that's my thinking anyway.
That sounds good to me, I really want to look at those vehicles to see if we can repair them since it would make the trip easier.
 
I'm definitely on board with getting as much info as possible from the prisoners and freed people, scavenging the battlefield, and fixing the vehicles. Vehicles would be really good and we have really good odds there.

Next turn we decide on a direction, have a trial, and head out.
 
The trials are definitely going to be a bit weird.

It's a very different world now than when we entered the Vault and standards of behavior have changed.

Hopefully we can get enough information from the prisoners and freed to get a decent amount of info and enough cultural background to judge people fairly instead of "You are all bandits and killers. Death penalty.".

There will most likely be a lot of that to be honest and probably justified.

But fallout has tons of characters that were just in a bad crowd, or born into it, or forced into gangs against their will, or just never had a chance to do better.

It would be great if the trials actually had a decent amount of prisoners put on probation or actually wanting to join up or were only forced to be in the gang or something. It would be interesting to have local talent join up and be part of our group.
 
The trials are definitely going to be a bit weird.

It's a very different world now than when we entered the Vault and standards of behavior have changed.

Hopefully we can get enough information from the prisoners and freed to get a decent amount of info and enough cultural background to judge people fairly instead of "You are all bandits and killers. Death penalty.".

There will most likely be a lot of that to be honest and probably justified.

But fallout has tons of characters that were just in a bad crowd, or born into it, or forced into gangs against their will, or just never had a chance to do better.

It would be great if the trials actually had a decent amount of prisoners put on probation or actually wanting to join up or were only forced to be in the gang or something. It would be interesting to have local talent join up and be part of our group.

I'm skeptical. There's a lot that can be justified by expedience but enslaving people is not generally one of those things, not in a survival situation like this anyway. All these guys are guilty and all will probably die.

We can and maybe should spare any who the former slaves speak up for, but that's gonna be a real small number of people, I suspect. Speaking of which, we don't have to spare a single slaver to have local talent, we already have that in the ex-slaves.
 
I'm skeptical of redeeming(?) the raiders as well, while there might be some who had understandable reasons for how they became raiders it doesn't change the fact that they are raiders and wouldn't have had any qualms about raiding us.
 
I still think we should settle in Boulder City but I'm starting to give up on that since Nellis will get chosen anyways...
 
I'm not all that familiar with Fallout so I could be wrong but isn't Boulder City already occupied?
From what I know about Boulder City, it was a good place to trade and live at but it ended up being used as a trap for the Legion from the NCR by blowing the whole place and since this quest is set before the NCR and Legion started to look at the Mojave for their own.
 
So, this would be the plan, right?

[] Plan: Interrogation and Taking Stock
-[ ] Prospective Salvage: The Battlefield
-[ ] Mechanized Potential
-[ ] Gathering information: The Prisoners
-[ ] Gathering Information: The Freed
 
From what I know about Boulder City, it was a good place to trade and live at but it ended up being used as a trap for the Legion from the NCR by blowing the whole place and since this quest is set before the NCR and Legion started to look at the Mojave for their own.
Sounds like a decent place to open a relationship with for trade, but to be honest I'm more the fan of setting up at the Nellis Base since it would be more defensible and the potential for military salvage.

[] Plan: Interrogation and Taking Stock
Yeah that looks about right for what we should be doing this turn.
 
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