Week 5: November, 2287
'I just want to start a flame in your heart~'

You sat inside your home, listening to the radio on your pipboy. It was getting closer to dead winter - and the new year. So far, things are going well, outside of maybe electric heating, but you could easily just burn some would if you really had to. From what the others tell you, after the bombs fell snow has gotten rarer and rarer, for some reason.

You hear the sound of a ball dropping. Turning to your left, you see Duke (once known as dogmeat) happily lolling his tongue looking to play.

You smile and chuckle, picking up the ball and exit your home. You can take some time to play with him, then it's time to get back to work.

Minutemen (Sanctuary Hills)
Week 4
75 caps + 0 caps weekly
Resources: 122 + 0 Resources weekly
Food: 40 units + 12 units weekly
Water: 28 units + 7 units weekly
Power: 0 units + 0 units weekly
Defense: 13
Settlers 11+1 (robot)
1 Martial Dice
2 Infrastructure Dice
1 Research Dice
2 Operations Dice
1 Diplomacy Dice​

Martial:
[ ] Sanctuary Hills Security Force (4/175): With Jun a full member of the Minutemen, you need to focus more on what that means for Sanctuary. As such, you've decided to put Jun under the umbrella of a new 'Sanctuary Hills Security Force', or SHSF. This new Security Force, led by Jun and employing anyone who joined the Minutemen and live in Sanctuary Hills, would at all times be ready to protect the town. (SHSF formed. Sanctuary Hills better protected. Private Jun Long promoted to Sergeant. Locked until the population is at 15 humanoids.

[ ] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???)

[ ] Clear Red Rocket of Molerats (0/100): Now that your settlers have been trained in some combat, you can start focusing on doing other things, like getting rid of a molerat nest underneath the Red Rocket station. It'd take a while to flush them out, but once you are able to, you should have free reign over the Red Rocket station. (Clears Red Rocket of hostiles. Unlocks Red Rocket for expansion.)

Infrastructure:
[ ] Construct fishing hut (0/100): With a basic farm set up, another possible step is to exploit another food resource: fish. The Concord river runs through Sanctuary hills, thus it represents a possible source of extra nutrition for the settlers of Sanctuary. (Settlement produces fish. Cost 30 resources per dice.)

[ ] Construct more hand-cranked water pumps (80/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.)

[ ] More furnishings (15/50): Now that your housing has the most basic of basic furnishings (bed, tables, chairs, etc), you can start adding more. Dressers, cabinets, doors, the works. As such, the homes of Sanctuary are starting to feel more like, well, homes. (Houses feel more homely. Cost 20 resources per dice.)

[ ] Deconstruct collapsed housing (7/100): Several buildings in Sanctuary have long since collapsed after the war, and they need to be cleared. Their materials could be put to better use, and it would clear up spots for new buildings to be built. (Tears down collapsed buildings. Gives 212 resources once complete.)

[ ] Construct candle streetlamps (0/50): While clearing out the debris you've found that several houses have candles in them. You've also found that, without electricity to power the town, you'd need light for the streets for people to walk around. As such, you've decided to make makeshift streetlamps using the candles. (Streets illuminated by candle streetlamps. Costs 10 resources per dice.)

[ ] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.)

Research:
[ ] Project AERM (45/125): While being able to recreate the original laser muskets you have on hand is useful, in order to be a better fighting force you need weapons to match. While these 'laser muskets' are no AER9s, they still pack quite a punch. As such, Sturges has suggested that he could design better laser muskets, which you've tentatively allowed to follow through. It is hoped that this new design of laser musket will be able to hold a larger charge for longer, packing a similar - or more powerful - punch to the current design.

[ ] Better pipe revolver designs (53/125): With an easy-to-make semi-automatic pistol design, you can start to make an even easier-to-make revolver design, mostly to help patch any gaps in possible production you may have.

[ ] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later.

[ ] Basic water wheel generator designs (0/100): Sturges has thought up another way to generate electricity: flowing water. He believes that if he were able to make a viable water wheel design, we could construct it on the Concord river and use it to power anything we may need powered.

[ ] Advanced water pump designs (0/125): And thinking of water, Sturges has come to you with some advanced water pump designs, or at least the bare-bone idea of some, based on other such designs he's seen elsewhere in the Commonwealth. However, the designs would require some form of electrical power in order to work.

Operations:
[ ] Recruit Settlers (68/125): You need more people, both for Sanctuary Hills and for the Minutemen. Recruiting passing settlers is the only way you can think of that will increase numbers for both. (Recruits Settlers to settlement.)

[ ] Loot Concord (0/50): While the battle against the Raiders was brief, you noticed that Concord had some resources left to loot. If you and Preston walked in and went through some of the buildings you're bound to find something interesting to loot. (Gives 50 resources once complete, repeatable)

[ ] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.)

[ ] Establish Chain of Command (4/250): As the Minutemen grow, and the amount of settlements it takes care of do as well, you need a proper Chain of Command, along with the underlying bureaucracy. Quite simply, you need to assign ranks to your current members, set up how to attain higher ranks for everyone, and create a unified system of documentation. Your immense experience in writing reports for the military pre-war will come in handy, along with your own experience with your old chain of command. (Establishes true ranks in the Minutemen, semi-unified documentation created.)

[ ] Prepare to travel to Diamond City (0/200): You've heard from Mama Murphy that you may find some clues as to the whereabouts of your son by going to 'Diamond City'. While skeptical, as the woman has an addiction to 'jet', you still want to find him, and you will grasp at any leads you can get. (Start quest 'Great Green Jewel'.)
[ ] Help the settlers of Tenpines Bluff (0/100): Preston has told you that he's heard that a settlement to the northeast, just north of the old abandoned Hanscom Air Force Base, has requested some help with an issue. He's suggested that both you and him, being the only surviving Minutemen, check it out. (Start quest 'The First Step')

[ ] Help the settlers of Tenpines Bluff (0/100): Preston has told you that he's heard that a settlement to the northeast, just north of the old abandoned Hanscom Air Force Base, has requested some help with an issue. He's suggested that both you and him, being the only surviving Minutemen, check it out. (Start quest 'The First Step')

[ ] Help the Abernathy family (0/100): While they didn't request it, you've decided to take it upon yourself to help find and retake the locket that one of the Abernathy's daughters had before her death. All you need to do now is gear up and head on over to USAF Satellite Station Olivia, take out the raiders there, and grab the locket. (Start quest 'Returning the Favor')

Diplomacy:
[ ] Trade with passing traders DC 10: With a surplus of supplies now on hand, you can now trade some of those supplies for resources or other supplies.
-[ ] Food for resources
-[ ] Food for water
-[ ] Water for resources
-[ ] Water for food
-[ ] Resources for food
-[ ] Resources for water

[ ] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone. (Speak with one settler of your choice.)
-[ ] Sturges
-[ ] Marcy Long
-[ ] Jun Long
-[ ] Mama Murphy
-[ ] Preston Garvey
-[ ] John Hunt
-[ ] Alan Dixon
-[ ] Natasha Ivanna Denisovna
-[ ] Mia Harmon
-[ ] Ella Dawson
-[ ] Codsworth

QM notes: Whoop whoop, fifth week is here! As always, a two-hour discussion before voting begins.
 
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[] Plan:The Dead's Due
-[ ] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???)
-[ ] Construct more hand-cranked water pumps (80/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.)
-[ ] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.)
-[ ] Project AERM (45/125): While being able to recreate the original laser muskets you have on hand is useful, in order to be a better fighting force you need weapons to match. While these 'laser muskets' are no AER9s, they still pack quite a punch. As such, Sturges has suggested that he could design better laser muskets, which you've tentatively allowed to follow through. It is hoped that this new design of laser musket will be able to hold a larger charge for longer, packing a similar - or more powerful - punch to the current design.
-[ ] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.)
-[ ] Help the Abernathy family (0/100): While they didn't request it, you've decided to take it upon yourself to help find and retake the locket that one of the Abernathy's daughters had before her death. All you need to do now is gear up and head on over to USAF Satellite Station Olivia, take out the raiders there, and grab the locket. (Start quest 'Returning the Favor')
-[ ] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone.
--[ ] Jun Long

For martial action Get Alan to join us
While For infrastructure complete the last two actions from the results to get it done
While research to try to get better laser muskets
Well operation deals with the vault bodies since they deserve a burial and start the quest returning the favor
Well diplomacy we talk to our first private
Also @CubicAppalac In the future is it possible to encounter the fake Preston
 
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[ ] Help the Abernathy family: While they didn't request it, you've decided to take it upon yourself to help find and retake the locket that one of the Abernathy's daughters had before her death. All you need to do now is gear up and head on over to USAF Satellite Station Olivia, take out the raiders there, and grab the locket. (Start quest 'Returning the Favor')

This doesn't have any progress listed.
 
I think we should start working on windmill generators given that winter is coming, so the possibility of the greenhouse is within our reach. Hmmm...let's see...

[X]Plan: Finishing, energy, loot and robot.
-[x] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???)
-[x] Construct more hand-cranked water pumps (80/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.)
-[x] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.)
-[x] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later.
-[x] Loot Concord (0/50): While the battle against the Raiders was brief, you noticed that Concord had some resources left to loot. If you and Preston walked in and went through some of the buildings you're bound to find something interesting to loot. (Gives 50 resources once complete, repeatable)
-[x] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.)
-[x] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone.
--[x] Codsworth

Finishing water pumps and defences is obvious, same with Alan. I believe we should start going for power because winter is coming and even if it won't snow, we can't have our asses frozen. Looting Concord for some resources and possibly finding some useful stuff...we could possibly skin the deathclaw. Burying the vault residents because it is respectable and getting possible loot from the vault. And talking to our robot bulter to see how he feels :)
 
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[] Plan: rolling out
-[ ] Private Alan Dixon, Commonwealth Minutemen (0/50): 1 Die
-[ ] Construct more hand-cranked water pumps (80/100): 1 Die
-[ ] Construct better defenses (87/100): 1 Die
-[ ] Basic windmill generator designs (0/100): 1 Die
-[ ] Bury Vault residents (20/40): 1 Die
-[ ] Help the settlers of Tenpines Bluff (0/100): 1 Die
-[ ] Talk with Settlers DC 20:
--[ ] Codsworth

I want to get started on some quests before we start getting warnings about them.
 
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Deconstructing the collapsed housing should be on the agenda at some point in the future. Also we had 7 points in it before.

I believe that Sturges is an escaped synth. He's clearly not an infiltrator because Preston's group was nowhere near important enough to draw the Institute's attention.
 
Yeah, Alan probably is Enclave after all with those hints he has military training.

Also, clearing the broken houses isn't just about resources, it also states it's needed to clear space for us to build new buildings. Like a research lab or workshop or something to get more dice for Sturges to do stuff.
 
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[X] Plan Lawful Good Enclave
-[X] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???) 1 Martial Dice
-[X] Deconstruct collapsed housing (7/100): Several buildings in Sanctuary have long since collapsed after the war, and they need to be cleared. Their materials could be put to better use, and it would clear up spots for new buildings to be built. (Tears down collapsed buildings. Gives 212 resources once complete.) 1 Infra Dice
-[X] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.) 1 Infra Dice
-[X] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later. 1 Research Dice
-[X] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.) 1 Operations Dice
-[X] Help the settlers of Tenpines Bluff (0/100): Preston has told you that he's heard that a settlement to the northeast, just north of the old abandoned Hanscom Air Force Base, has requested some help with an issue. He's suggested that both you and him, being the only surviving Minutemen, check it out. (Start quest 'The First Step')
-[X] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone. (Speak with one settler of your choice.)
--[X] Marcy Long

Train Alan so we can expand the Minuteman and we'll have two trusted soldiers to watch over Sanctuary while we go on Quests. Deconstruct collapsed housing so that way we're not low on resources next turn. Finish defense work to protect Sanctuary. Research windmill designs so we can finally have some power. Bury the vault residents out of respect and to use the Vault. Start Tenpines Bluff quest so Minutemen can have first taste of action. Talk to Marcy to settle out any differences.
 
[X] Plan: Finishing, energy, loot and robot.
-[x] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???)
-[x] Construct more hand-cranked water pumps (80/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.)
-[x] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.)
-[x] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later.
-[x] Loot Concord (0/50): While the battle against the Raiders was brief, you noticed that Concord had some resources left to loot. If you and Preston walked in and went through some of the buildings you're bound to find something interesting to loot. (Gives 50 resources once complete, repeatable)
-[x] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.)
-[x] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone.
--[x] Codsworth
 
[X] Plan: rolling out
-[x] Private Alan Dixon, Commonwealth Minutemen (0/50): 1 Die
-[x] Construct more hand-cranked water pumps (80/100): 1 Die
-[x] Construct better defenses (87/100): 1 Die
-[x] Basic windmill generator designs (0/100): 1 Die
-[x] Bury Vault residents (20/40): 1 Die
-[x] Help the settlers of Tenpines Bluff (0/100): 1 Die
-[x] Talk with Settlers DC 20:
--[x] Codsworth

[X] Plan Lawful Good Enclave

Adding this one because I don't want to delay quests anymore.
 
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[X] Plan Lawful Good Enclave

Oh I hope the windmill isnt the one from the game, since where are we going to get a jet turbine to convert into a windmill? Its more possible for us to woodwork a more plausible design from 100 year old dead wood and a screw and some oil.
 
[X] Plan Lawful Good Enclave

[X] Plan Lawful Good Enclave

Oh I hope the windmill isnt the one from the game, since where are we going to get a jet turbine to convert into a windmill? Its more possible for us to woodwork a more plausible design from 100 year old dead wood and a screw and some oil.

There's an abandoned Air Force base by Tenpines Bluff. Also that's probably the most advanced design we could eventually build. So it's at minimum the third project in the series.

Out of universe it's another example of Bethesda prioritizing aesthetics over plausibility.
 
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US Army look
Another thing about this universe:
I will be taking inspiration for what the old US military looked like before the war from this. I can imagine Power Armor suits being decorated by the people who commonly wear them, so any power armor formerly worn by a soldier that is found out in the wasteland may have such decals.

The Minutemen will also have their own paint scheme, though unlike in Fallout 4 it has more of a modern camo feel rather than being blue with the Minuteman symbol on the chest.

And, retroactively, you now have something of an idea as to what Nate wears while going on adventures thanks to one of the earlier week votes.
 
[X] Plan Lawful Good Enclave

When it comes to the option to travel to diamond City, I'm not sure if it was asked how quests would be handled. Would they be seperate votes from the development of Sanctuary? I really hope that we won't inadvertently permanently lose anyone because we took too long to take it.

I can only wonder how long Danse will hold out, for example.
 
[X] Plan Lawful Good Enclave

When it comes to the option to travel to diamond City, I'm not sure if it was asked how quests would be handled. Would they be seperate votes from the development of Sanctuary? I really hope that we won't inadvertently permanently lose anyone because we took too long to take it.

I can only wonder how long Danse will hold out, for example.

Maybe the ferals only started their latest assault on the police station shortly after Nate entered the area? It's a bit of a cop-out but it's the simplest solution to that issue. Especially since we likely won't be going far past Concord for a while.
 
So I had an idea, we have a mini gun from the Concord quest. That thing is too heavy to be carting it around without power armor and we are not going to be using that very often.

So why don't we set that mini gun on a strategic position and make a gun emplacement of it?
 
So I had an idea, we have a mini gun from the Concord quest. That thing is too heavy to be carting it around without power armor and we are not going to be using that very often.

So why don't we set that mini gun on a strategic position and make a gun emplacement of it?
That sounds awesome. We could make a makeshift turret, using chains and a wheel and some wood, tho I think metal pipes would work better, we place it up high so its got some reach so a tower. Being a minigun it can mow down hundreds of raiders trying to assault the settlement. As long as no one uses a rocket or a mininuke on the tower.
 
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