I imagine the Red Rocket would just be folded into Sanctuary, as its literally down the road.

It would make for a nice fort/garrison since it would be close but not get in the way of the settlement proper.
And it was kinda like a place to repair vehicles so...it is too small but would be useful for a repair station.

And I realise when we find some tech, we would possibly need to deal with Brotherhood of Steel.
 
And it was kinda like a place to repair vehicles so...it is too small but would be useful for a repair station.
Yeah, plus if we build tall (like I usually do in my playthroughs) we could make an observation post/ sniper nest that could watch over the interstate and Concord.

And we will have to deal with the BoS anyways when they shove their giant metal dong over the Boston skies.
 
If I remember correctly there is a lake feeding water into the river with some mirelurks within. Could get some fishing done within if needed. (And maybe a reusable source of eggs if we somehow contain the lurks, as they really are just mutated snapping turtles)
 
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If I remember correctly there is a lake feeding water into the river with some mirelurks within. Could get some fishing done within if needed. (And maybe a reusable source of eggs if we somehow contain the lurks, as they really are just mutated snapping turtles)
Ph yeah, that actually reminded me of quarry being near by and one guy wanting to use that as raider base...additionally with mirelurk ranch(?)
 
Ph yeah, that actually reminded me of quarry being near by and one guy wanting to use that as raider base...additionally with mirelurk ranch(?)
Yeah, Thicket Excavations would be a great source of raw granite if we can get it operating again.....and get rid of the raiders. Though we could also leave it full and use it to farm lurks (if the lake pen goes south).
 
So I'm looking at the map and Thicket is directly east of Red rocket but going past Concord. So not exactly next door.

Also, the lake besides Sanctuary does not have Mirelurks. Are you talking about the small one west of Ranger Cabin?
 
keep in mind that we are still 6 people, we will not build a big army anytime soon
 
Week 1: Outcome
[X] Plan No Longer A Sole Survivor
-[X] Training with Preston (0/50): Since Preston and yourself were the only Minutemen in the Commonwealth (to your knowledge), you needed to establish an understanding between yourselves. And, as your former Drill Sergeant has proven with you and your former squad, that type of understanding goes a long way between dying in a random ditch and surviving to tell the tale. (Establish basic understanding of Preston, Preston comes to understand you better, Preston is now better at fighting than before.) 1 Martial Dice (43)
-[X] Construct farms (0/50): The basics of the basics. Marcy Long, while hostile, has taken it up to you that she wants to set up some basic gardens behind a house she and her husband have claimed for themselves. While it'll take you, Sturges, Jun, and Preston some time to help Marcy construct the barriers and plant the first crops, this should let you get self-sufficient in regards to food. (Settlement now produces food. Cost 25 resources per dice.) 1 Infra Dice (83)
-[X] Construct hand-cranked water pumps (0/75): Another of the basics. Building a few water pumps outside the houses claimed by the Quincy survivors will give you a source of water that you don't have to decontaminate and boil every time you want to drink something. (Settlement now produces water. Cost 25 resources per dice.) 1 Infra Dice (83)
-[X] Minuteman Laser Rifle (0/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.) 1 Research Dice (37)
-[X] Bury Nora (0/25): She deserves a burial with all proper respects. (Buries Nora. Mind somewhat put to rest.) 1 Operations Dice (30)
-[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.) 1 Diplomacy Dice (18)
--[X] Sturges


Training with Preston (0/50): Since Preston and yourself were the only Minutemen in the Commonwealth (to your knowledge), you needed to establish an understanding between yourselves. And, as your former Drill Sergeant has proven with you and your former squad, that type of understanding goes a long way between dying in a random ditch and surviving to tell the tale. (Establish basic understanding of Preston, Preston comes to understand you better, Preston is now better at fighting than before.) 1 Martial Dice

43/50

Training with Preston goes smoothly for most of the week, though not as fast as you'd like due to a lack of knowledge on his part in regards to various things, like breaching and clearing a building successfully. However, all you need to do is slightly extend his and your training regime into the next week, which shouldn't cut into much more of anything else.

And throughout your training with Preston, you've learned some things about him. Most especially, you've learned about why he joined the Minutemen. It almost reminded you of why you joined the army (outside of being drafted).

Anyways, you feel that both you and Preston are better prepared going forward, and that you are more willing to travel on your own to other locations. Though, right now you think you should still keep to Sanctuary for now until the rest of the settlers are better capable of protecting themselves without you or Preston around.

Autocompletes next turn.

Construct farms (0/50): The basics of the basics. Marcy Long, while hostile, has taken it up to you that she wants to set up some basic gardens behind a house she and her husband have claimed for themselves. While it'll take you, Sturges, Jun, and Preston some time to help Marcy construct the barriers and plant the first crops, this should let you get self-sufficient in regards to food. (Settlement now produces food. Cost 25 resources per dice.)

83/50

In regards to farm construction, you've outdone yourselves. The farm built behind the Long's house is a little larger than needed, and it will be quite easy to expand it once more if you needed to, though right now the current crop amount is good for the current population, leaving you a surplus in case of population growth or in case you want to trade.

Marcy seems to be a little less hostile, but that's saying little what with her personality normally. Now, however, you're far more okay with the food situation in Sanctuary.

Overflow assigned to subsequent projects. Settlement has a slight surplus of food, allowing for small trade or growth of population up to (2) humanoid pops.

Construct hand-cranked water pumps (0/75): Another of the basics. Building a few water pumps outside the houses claimed by the Quincy survivors will give you a source of water that you don't have to decontaminate and boil every time you want to drink something. (Settlement now produces water. Cost 25 resources per dice.)

83/75

Similar to constructing the Long farm, you, Preston, Sturges, and Jun put similar effort into the water pumps as you did the farms' construction. While primitive for now, it does allow you to - if you clean out a few bottles - trade excess water you don't need to passing traders.

Overall, everyone's very glad that they don't have to head down to the Concord river to get water, and that they don't have to boil or decontaminate it as much.

Overflow assigned to subsequent projects. Settlement has a very slight surplus of water, allowing for small trade or very light growth of population up to (1) humanoid pop.

Minuteman Laser Rifle (0/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.)

37/75

However, progress on Sturges being able to reverse-engineer the hand-cranked laser rifle used by both you and Preston has hit a snag. From what you could gather from him, the focusing array of the weapon is quite finicky, and requires a certain technique to even be able to install it correctly into the rifle, let alone making sure the array isn't damaged by too much wear and tear.

Along with that, you've found that his attempts at reconstructing the hand-crank mechanism from random parts he had on hand was not that much of a success, as they were underpowered compared to the original thing.

Sturges insists he'll find out what the issue is, though you think he'll tire himself out at the rate he's going on this one singular project without anyone to help him.

Bury Nora (0/25): She deserves a burial with all proper respects. (Buries Nora. Mind somewhat put to rest.)

30/25

Burying Nora was a minor affair, just you and Codsworth. You said your eulogies, goodbyes, reminisced, and listened to the tape she recorded for you. You also renewed your promise to find Shaun and avenge her.

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

Roll: 18

You weren't quite able to speak to Sturges as much as you wanted throughout the week, as both of you were focusing on your own things for most of it. Sturges on his Hand-cranked laser rifle project and you on training with Preston and building the farm and water pumps.

QM notes: And here's the first week. I'll post the second week's post later once I've gotten everything in order. And yes, I'm taking some inspiration from the Black Mesa quest, some of you might remember me from there. Anywho, I'll let y'all discuss things while I write up next turn's stuff.
 
So I'm looking at the map and Thicket is directly east of Red rocket but going past Concord. So not exactly next door.
True, something to keep in mind for later down the line then.
Also, the lake besides Sanctuary does not have Mirelurks. Are you talking about the small one west of Ranger Cabin?
Got the geography a bit off then, but yes, that's the one I'm referring to. They are connected though, so it wouldn't be much of a stretch to see a few within (even though they are not there in-game)

QM notes: And here's the first week. I'll post the second week's post later once I've gotten everything in order. And yes, I'm taking some inspiration from the Black Mesa quest, some of you might remember me from there. Anywho, I'll let y'all discuss things while I write up next turn's stuff.

Thought ya looked familiar, now I know why.
 
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So we are pretty muche settled in terms of food and water.

Next turn we should do defenses and clear debris for more resources. This should allow Nate to go further afield on expeditions.
 
Week 2: November, 2287
It's been almost a week since you first exited Vault 111, and you feel like you've done much in that time.

From the farm to the water pumps, you think the people here in Sanctuary could live comfortably… outside of needing some protections, along with many other things.

Chewing on a mutfruit, some type of mutated berry at your guess, you watch from your kitchen as dogmeat (really have to think of a better name for him) plays around with a dog toy you were able to scrounge out from your old stuff. You really missed Rover.

Finishing up your mutfruit, you left your house to see if anyone needed any help.

Minutemen (Sanctuary Hills)
Week 2
75 caps + 0 caps weekly
Resources: 50 + 0 Resources weekly
Food: 8 units + 8 units weekly
Water: 7 units + 7 units weekly
Power: 0 units + 0 units weekly
Defense: 2 (6 needed)
Settlers 6+1 (robot)
1 Martial Dice
2 Infrastructure Dice
1 Research Dice
1 Operations Dice
1 Diplomacy Dice​

Martial:
[ ] Combat lessons (0/50): You have just got to train these survivors in combat. It'd help lessen the chances of losing against raiders and mutants, and will give a basis for extra training later on. (Settlers of Sanctuary Hills better prepared for hostile encounters.)

[ ] Training with Preston (43/50): Since Preston and yourself were the only Minutemen in the Commonwealth (to your knowledge), you needed to establish an understanding between yourselves. And, as your former Drill Sergeant has proven with you and your former squad, that type of understanding goes a long way between dying in a random ditch and surviving to tell the tale. (Establish basic understanding of Preston, Preston comes to understand you better, Preston is now better at fighting than before.) Autocompletes this turn.

Infrastructure:
[ ] Expand farm (33/100): With a basic farm set up, the next possible step is to expand it. A larger size, along with more varied crops, will give you even more of a surplus for trade and growth. (Settlement produces more food. Cost 25 resources per dice.)

[ ] 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 (8/100): 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.)

[ ] Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.)

[ ] Deconstruct collapsed housing (0/100): 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 basic defenses (0/50): While your town was still open to any who can come waltzing in from across Sanctuary's bridge or from the Vault you exited, you aren't safe. Constructing some basic walls and guard posts in those locations will make you far safer. (Defenses established, Sanctuary Hills more resistant to invasions. Cost 25 resources per dice.)

[ ] Clear debris (0/75): Debris clutters the streets of Sanctuary Hills. From fallen trees to wrecks of cars to scraps of buildings being flung across the street into other buildings. Clearing this material away will give you extra materials to work with, and will clear away more areas to walk around. (Random debris cleared. Gives 132 resources once complete.)

Research:
[ ] Minuteman Laser Rifle (37/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.)

[ ] Better pipe pistol designs (0/100): You've noticed that the majority of the weapons that your settlement has access to are cobbled-together guns made up of wood and pipes held together by ductape and prayers. This won't do. As such, you've suggested to Sturges to, if he had the time, make better designs for these types of weapons that are easy to make using whatever you have on hand without as many jams, explosions, and other issues caused by the current ramshackle designs.

[ ] 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 (0/100): 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. Gives +1 Operations dice)

[ ] 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 skeletons (0/25): While you may not have known all of them, they still need a proper burial. (The skeletons finally have a proper burial.)

[ ] 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')

Diplomacy:
[ ] Establish talks with local settlements (0/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.)

[ ] 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
-[ ] Codsworth

QM notes: And now the second week. There will be a two-hour discussion before voting can begin. Once those two hours are up you are free to vote.
 
[ ] 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')
Damn classic one. It will long time until we have a good amount of manpower.
 
On the other hand, it is a way to get the word out that Minutemen are back in town.

So I think we should do it once defenses are established in Sanctuary.
 
We should do low hanging fruits first things almost done or could be done quickly. Mostly so Sanctuary has some resources and infrastructure set up for when we finally do go out secured in knowing the settlement is going to be ok.
 
We should do low hanging fruits first things almost done or could be done quickly. Mostly so Sanctuary has some resources and infrastructure set up for when we finally do go out secured in knowing the settlement is going to be ok.
I imagine if we don't do that in few weeks...the action will disappear...or given it is "first step" it doesn't have a time limit.
 
We should do low hanging fruits first things almost done or could be done quickly. Mostly so Sanctuary has some resources and infrastructure set up for when we finally do go out secured in knowing the settlement is going to be ok.
We already have foor and water covered, once basic defenses are set up Sanctuary should be able to hold on on its own enough for us to start going to nearby locations.
 
Probably throw 2 dice at tearing down busted houses this turn, get some building supplies. Train up settlers this turn, then we hit the quest next turn. (What do you mean the whole town died while I was looting enough desk fans and phones to build the world's largest turret array? :V)
 
[ ] Combat lessons (0/50): You have just got to train these survivors in combat. It'd help lessen the chances of losing against raiders and mutants, and will give a basis for extra training later on. (Settlers of Sanctuary Hills better prepared for hostile encounters.) 1 Dice
[ ] Clear debris (0/75): Debris clutters the streets of Sanctuary Hills. From fallen trees to wrecks of cars to scraps of buildings being flung across the street into other buildings. Clearing this material away will give you extra materials to work with, and will clear away more areas to walk around. (Random debris cleared. Gives 132 resources once complete.) 1 Dice
[ ] Minor refurnishing (0/25): The survivors of Quincy have claimed several houses, and those houses require some form of furnishing. They aren't required, but more comfortable furnishings will help alleviate the mood in Sanctuary Hills. (More comfortable beds, tables and chairs, and other basic necessities of homes. Cost 10 resources per dice.) 1 Dice
[ ] Minuteman Laser Rifle (37/75): Sturges has taken an interest in the laser rifles used by the Minutemen. He wants to know if he can get a hold of one of them and see what makes them tick, along with if he could construct more. (Unlocks Hand-Cranked Laser Rifle.)
[ ] 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')
[ ] Establish talks with local settlements (0/100): While the northwest of the Commonwealth was particularly empty of settlements, there were still some in the area. Establishing contact and basic diplomacy should be a priority. (Diplomacy begins with minor settlements.)

This is my ideal selection.

combat lessons are the only option, minor refurnishing is the last basic neccessity fulfilled and we will need more resources and clearing debris is cheaper and will make everything a little bit easier by cleaning up paths

im still not convinced that trying to build a gunsmithing industry is the greatest idea but we have already sunk our dice into it so lets get the rifle and maybe it can be useful.

going to tenpines is pretty much neccessary to establish our rep and lay the groundwork for expansion and establishing talks with the local settlements is incredible synergy with it, its a lot easier to make friends if you saved them after all
 
The world
Another thing about the world of this quest.

The world will be a mashup of what we see in the games and their real life locations. (ie, Hanscom AFB is just northeast of Concord and east-southeast of Sanctuary hills. Tenpines Bluff is just north of Hanscom AFB, etc.) As such, the distances you are working with will be more realistic (it'll take about an hour to head into the core of Sanctuary, a few hours to loot it of interesting things you find at the moment, and an hour to get back). To give you an example; the Red Rocket station just outside of Sanctuary hills is where the restrooms are east of Old North Bridge in our timeline. As such, Sanctuary hills is a bit west of that area and is still an island thanks to the government of 2032 deciding to make it one. I'll probably share the map I have made once I've completely worked every area out, so if I do be on the lookout for that.

I will also take inspiration from several mods I currently have on my load order, so be on the lookout for that as well.
 
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