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Act I
  • 19 June 456.
  • The band has escorted Paulus to the royal villa of Chedworth where a convocation of priests has gathered to discuss the lack of an archbishop in this region.
  • Word reaches them that a great warband of Saecsens is on approach!
  • Acting as quickly as they can manage, the band assumes command of the warriors in the region but events outpace them and before they can adequately prepare the defenses, the Saecsens swarm over Chedworth, catching the Celts by surprise.
  • Bradan serves as the overall commander, but there are simply too many Saecsens, too few defenders, and the Celts are out of position. Pressed hard and overwhelmed, the defenders are ultimately forced to abandon Chedworth and retreat, leaving the villa to Saecsen pillagers who seem uninterested in further pursuit.
  • The band does not escape unscathed: only Heddwyn and Paulus are unwounded and Meadhbh is very badly injured.

Act II

  • Retreating from Chedworth, the survivors angle toward the king’s city, Corinium.
  • The presence of a large band of bloodied warriors on approach results in Corinium defenders, led by Artorius, to rush out to meet them. Upon identifying them, Artos sends one of his riders back to have his personal physician prepare for wounded. Marcus gives him a brief rundown of the Saecsen force before the prince leads his combrogi on to Chedworth with an intent to harass the attackers.
  • Upon arriving at Corinium, the band is escorted to Artos’ domus, which strikes the band more as a barracks than the home of a nobleman. Physicians stand ready to lend assistance and the band agree to spend all of the next day recovering.
  • Artos returns late in the evening, revealing that the Saecsens burned Chedworth to the ground and then retreated. He, Bradan and Marcus spend several hours discussing the battle and the Saecsen tactics.
  • The following day, Heddwyn spends many hours seeking out rumors and innuendo regarding the king, the Artos-Aurelianius camp, and public perception regarding Baron Caddell. At Angus’ suggestion, he also begins work on a propaganda campaign regarding the events of the Chedworth battle to ensure that there is no political blowback on Bradan regarding the defeat.
  • Paulus also begins researching Church law to formulate how to best craft the letter to Rome regarding the election of a new archbishop. He intends to have Brother Maius write the letter once they return to Caer Tarian.

Act III

  • The return trip to Caer Tarian takes three days, even though Meadhbh has borrowed a horse from Prince Artos.
  • Upon arrival, they are greeted by Lord Caddell.
  • Fourteen days elapse as the band recovers and attends their kingdom leadership duties.

GM Notes: The Mass Combat at the beginning of the game did not play out as I expected. A critical failure on the initial Recon role ended up being catastrophically bad for the PCs. Their force spent the first round “Confused” (per the rules) which allowed the attacking Saecsens to use All Out Attack. We played out three rounds, during which time the PCs were suffering from the usual Fantasy Grounds II dice woes and had a resulting minimal affect on the Significant Actions portions of the battles. In the end, the decision to retreat was necessary as the PC force had already suffered 55% casualties.

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Act I

  • 5 May 456.
  • Diplomacy wins the day in regards to the captured cattle raiders. A team led by Heddwyn and Paulus travel to Alauna to negotiate the return of these men to their lord, one Publius Aemilius Atticus. Angus and Marcus accompany, along with a handful of Baron Caddell’s warriors. The baron flatly forbids Bradan and Meadhbh from going, knowing that their respective personalities are too close to his own and will result in an exacerbation of the conflict.
  • After cooling their heels for some time, the diplomats are finally brought before Lord Atticus and Heddwyn makes his case. What (and others of the team) note, however, is that Atticus is actually surprised at the very mention of the cattle raid in the first place, as if he had not ordered it at all! When the baron promptly agrees to the ransom request without even bothering to negotiate it, Heddwyn further suspects that these men are about to be thoroughly and quite brutally questioned.
  • The exchange is made – men for money – and the diplomat team begins their trek back to Caer Tarian.
  • Shortly before they arrive, at Caer Tarian, a warband is sighted on approach bearing the standard of the war duke himself, Ambrosius Aurelianus. He and his nephew, Artorius, enter the caer alone, leaving the warband to set up camp, and Baron Caddell greets his friend the duke warmly.
  • Once alone with Caddell and Bradan, the war duke declares his intent to gather all of the barons and place an ultimatum before King Vortigern about the monarch’s inaction with regards to the Saecsen issue. Caddell immediately agrees to accompany him but shoots down Bradan’s offer to join.
  • Once the war duke and his adopted son have been shown to chambers, Caddell tells his son that Bradan is to rule in his stead and that rent must be collected soon. He further instructs his son to enlist Angus and Heddwyn in feeling out the locals regarding a potential mass evacuation of this territory. Caddell is thinking of heading north should this Saecsen issue grow worse and he is more interested in saving his people than holding onto his land.
  • Baron Caddell rides out the following morn with many of his warband, leaving Bradan and Meadhbh to wonder if this is the last they will see of him, particularly as his avatar has inexplicably changed to that of Sean Bean.

Act II

  • The following day, once the diplomat team has returned and rested, Bradan leads them out of Caer Tarian, accompanied by his father’s steward, Meical ap Cuill. None of them are especially enthusiastic about gathering rent but it is a necessary job.
  • To that end, Bradan decides to make the best of a poor situation and declares the farm of man he particularly dislikes due to the man’s constant public questioning of and opposition to his father to be their first destination.
  • Upon arrival, however, they realize the farm is too quiet. Angus and Bradan sneak forward, discovering a quartet of scared-looking men arguing amongst themselves. The smell of blood is strong.
  • Acting quickly, the band surround the skulkers and intimidate them with their show of force into throwing down their weapons and surrendering. Almost immediately, these men begin declaring their innocence.
  • In the barn, Angus discovers the bodies of the family that lived here, with the younger son – Enfrys ap Enfrys – strung up, clearly a victim of extensive questioning and torture. Further investigation uncovers that the weapon used was probably a tanner’s knife.
  • Marcus struggles against flashbacks at the sight and eagerly agrees to Bradan’s suggestion that he and Echo try to find tracks and a scent. The trail leads to a stream where it promptly vanishes, a clear indication that whoever this person was, they had some considerable woodcraft.
  • Back at the farm, the interrogation continues and the band learn of the existence of what sounds like (to them) a bandit leader named Morgan. The captured men eagerly agree to lead the band there, providing they themselves aren’t put to the sword. Bradan does not make such a promise and instead makes them dig graves for the dead..

Act III

  • After collecting Meical and escorting him back to Caer Tarian where they leave two of the four skulkers, the band heads northwest for a day and a half, entering the periphery of Baron Caddell’s lands.
  • Within a long-abandoned logging camp now turned into an almost fortified fort, they discover a fairly large group of men, many equipped with tools of war. Viewed tactically, this place has clearly been geared toward defense and the band is able to note indications that this Morgan fellow has at least taken efforts to set up a guard rotation of some sort. This would be a tough nut to crack, they realize, unless they returned to Caer Tarian and brought more warriors and even then, a lot of violence would ensue.
  • After some consideration, Bradan decides to be bold about it and march up to the front gate. Naturally, there is a reaction as the armed men rush to defend themselves, but Bradan simply announces himself and asks for hospitality, knowing that if Morgan is a true Celt, he will grant it without question.
  • And he does. Asking only that Bradan’s band hew to guest rights, he allows them entrance and offers them what little food they have.
  • In no time at all, everyone is seated and discussing the situation, wherein they learn that Morgan was once a warrior for a Celtic lord now overthrown and slain by Saecsen dogs. He and the men that have flocked to him have wandered, seeking refuge and a place of safety as they consider their next options. He is considering heading north soon, as the Picts are quiet at the moment.
  • Bradan offers a counter-offer: stay in the region and serve Caer Tarian. They can provide food which is sorely needed and can use strong arms in this chaotic time.
  • Morgan considers the offer, then asks his men about it. The decision is made: Morgan’s warband will remain and, for a time, serve Bradan. As long as the proverbial check clears, of course…

Act I:

  • 1 April, 456.
  • Marcus is on foot, returning home after 15 years abroad.
  • He hears the sound of fighting and moves to investigation.
  • Discovers a fight between a Celt band and a Saecsen one. Several of the Celts wear distinctive tattoos that he recognizes as belonging to his family, so he draws his weapon and rushes forward.
  • Bradan ends up killing one man by repeatedly smashing his head against the other man’s.
  • ‘Bishop’ Paulus is badly injured.
  • The fight ends with all but one of the Saecsens dead; after Angus interrogates him, this final man is effectively pressed into slavery.

Act II:

  • Reunion transpires. Bradan and Meadhbh are initially surprised, then pleased at the return of their long-lost brother.
  • Due to Paulus’ injuries, it takes them 3 days to reach Caer Tarian.
  • Baron Caddell is overjoyed at the return of his second son and declares loudly that a feast is to take place to celebrate not only Marcus’ return but also Heddwyn’s return from Ynys Môn after he survived his ordeal to become a druid.
  • A few days elapse as everyone prepares for the feast.

Act III:

  • A hunt is declared. Bradan, Marcus and Meadhbh all volunteer to accompany the hunting party. All others are going to loiter around the baron.
  • During the hunt, a bizarre mist rises up to envelop the hunters and when it vanishes, they all find themselves elsewhere!
  • Meadhbh is startled when dozens upon dozens of owls begin hooting at her from the large tree they are all perched upon. Suddenly, four skulkers emerge from cover, see her, and charge. She handily kills one, badly injures a second and sends the other two fleeing in terror. Just as she is about to step forward to pursue one of those fleeing, she hears a bestial roar followed by Bradan’s battle cry and rushes to aid her brother.
  • Marcus catches a glimpse of an ethereal beauty and follows, stumbling upon his own group of skulkers. All three of them fall before his battle skill. Before he can figure out what’s going on, he hears a bestial roar followed byBradan’s battle cry and rushes to aid his brother.
  • Aedan, Angus, and Paulus are near Baron Caddell when spears fly out from concealment, killing the lord’s horse and causing it to trap him underneath it. A fierce fight ensues as the three men defend the trapped baron from the assassins. Several of them are felled, resulting in the others retreating in the face of impending reinforcementsand the general badassness of the defenders.
  • Bradan is startled when dozens upon dozens of ravens begin cawing at him from the large tree they are all perched upon. Suddenly, he hears the sound of something large smashing through the trees and braces himself. The largest bear he’s ever seen appears, pausing to look at him before roaring. Bradan responds with a fierce battle cry and attacks. He is surprised to see the bear actively defends itself! He is further grievously injured by the bear and is in a dire situation when the ravens and the bear all begin to laugh. Bradan braces himself and dances back and forth with the bear briefly, though it looks bad … until Marcus and Meadhbh appear and rush to aid him. The ravens go silent and the bear becomes just a really big bear, which makes it easy game for the twins.
  • On a small hill, overlooking the region, Heddwyn watches the three siblings, recognizing that all three have had an encounter with the Sidhe. Bradan has seemingly drawn the ire of The Morrigan and Meadhbh was warned of danger by Flidais, but Marcus’ encounter is unclear. Suddenly, Paulus joins him and Heddwyn notes the bishop’s eyes are golden. A different voice than his own emerges from the priest’s lips, warning Heddwyn that dark times are coming. He must be prepared for what is to come and what must be done. Within the year, this caer will be in ashes. Heddwyn recognizes that the bishop is being puppeted by Myrddin Emrys himself!

Dénouement:

  • Three of the skulkers are captured, but none of the would-be assassins are. The skulkers are identified as being armsmen for Lord Atticus, one of Baron Caddell’s rivals.
  • The skulkers insist (believably so) that they were just on a cattle raid. They weren’t trying to murder anyone.

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-tenpennytowernight

The One Where They Took Over

1 Sep 2162

In the month prior, following the Rejects’ pact with Dashwood, Sly had gone on a Hearts-and-Minds campaign, swinging all but a handful of security personnel, and much of the citizenry of the Tower, to Dashwood’s favor, who was assumed to be Tenpenny’s successor should the worst occur. The plan thus far was to remove Tenpenny from office as quietly as possible, through weight of numbers against him. They had also discovered, through Lance’s listening-devices, that Tenpenny and his personal guard had been making plan, in the event of a coup attempt, to secure the armory, food storage, and water processing facilities in the Tower.

Now a month later, as the Rejects were coming in from their regular duties and bedding down for the evening, and explosion was heard (and/or felt) rocking the Tower from below; a bomb had been detonated in the basement, the location of Dashwood’s office. The Rejects scrambled, trying to make contact with Dashwood and the security team, and trying to organize the residents of the Tower into an orderly evacuation of the building. Dashwood finally responded, saying he had been injured, but was otherwise fine.

The Rejects individually made their way down to the security office to meet up with Dashwood and his crew. Lance was already in the basement at the maintenance bay, and decided to stay put to defend against attempts to seize the water processing unit; he prepared his Mr. Handy murder-bots for action. Some were caught in the elevator on the way down, as it was hijacked by an unknown party; unable to prevent it, they forced their way out and took the stairs instead. Colt went back to his room for his rifle and gear, and caught back up with Bob at the stairs on the way down. Lenny, already in the security area of the basement, reported “shots fired” at the armory, and later, the mess hall.

  • Sly arrived first at the armory, solo, followed by Lenny, to join a few security guys locked in a firefight with some of Tenpenny’s personal guards and a couple of like-minded citizens. Tenpenny’s force was dropped before they could cut through the armory door
  • A couple of Tenpenny’s guard tried to force their way into the water processing room where Lance had barricaded himself
  • Colt and Bob diverted to the water processing room after the “all clear” was given at the armory, and sneaked up behind the guards trying to break in, intending to subdue them. As they sprang out of hiding, coincidentally, Lance opened the door, setting off a fire-hose trap he had constructed, intended for the guards—the lot of them were sent sprawling by the rush of water. One of the guards was (accidentally?) injured by Bob in the process, but were otherwise unharmed, and surrendered themselves; they were taken to the brig nearby. As Bob and Colt were leaving the brig area, Bob went back for a second and, when nobody could see, slit the guards’ throats to the bone, dead.

A bit afterward, Turk went to check on the prisoners and found the two with slashed throats. Other security personnel arrived to find him holding a bloody knife over their bodies—only briefly did they think him responsible, though none of them knew who was. The bodies were removed to a temporary morgue to make room for more prisoners.

Dashwood and his crew were dusted off, and assembling to storm the penthouse; the Rejects all joined them. Together, they went upstairs, and stacked up on the Tenpenny’s door, as Lance picked the lock. They kicked in the door to find one of Tenpenny’s personal guard on his knees, hands up in surrender; in the corner was Tenpenny, shot dead by the guard, who apparently realized which side would prevail and did what he could to save himself. Dashwood looked around and said, “Well, I guess I’m in charge now…”

In an instant, Bob produced a knife and slashed Dashwood’s throat, severing the carotid artery. The others in the room stared dumbfounded as the former security chief bled out on Tenpenny’s carpet; Bob showed no emotion at all, simply saying that he didn’t think he should be in charge. As the room began to recover their wits, Gustavo matter-of-factly declared that Dashwood and Tenpenny had killed each other, and everyone agreed it was so, and looked to Sly to give the sad news to the citizenry.

With the residents of Tenpenny Tower already gathered in the courtyard outside, Sly emerged, followed by what remained of the former administration of the Tower, and delivered the very sad news of the death of their dear leader, and gave a rousing speech about how they must go on, stick together, and get through the difficult times ahead. It was very moving.

At no time did Sly declare himself to be in charge. But they all seemed to look to him for leadership anyway…

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-tenpennytowerlobby

The One Where Lance Uncovered the Conspiracy

30 Jul 2162

A week passed with the Rejects each performing their assigned (or assumed) duties as would seem normal.

Lance finished a handful of audio bugs, and also a bug detector, to sweep their own living spaces for listening devices already planted by “interested parties” in the Tower. He went to place a couple of bugs in the elevator cars, but when he swept them first with his detector, found bugs already there—which meant that potentially-sensitive conversations they had while in the elevators had likely been overheard. Lance placed his own bugs anyway, and hid them well, but recovered one of the pre-existing devices to show the security chief, to gauge his reactions and determine what his part in this conspiracy might be. He fetched Sly to go along to talk to Dashwood; on the way to his office, Lance set his Pip-Boy to receive transmissions on the recovered bug’s frequency, and made sure it was still active. The two of them showed the device to Dashwood, saying Lance had been fixing a faulty LED in the elevator panel. Dashwood reacted with false-surprise, and told them to inform him of any more that were found. As the two left Dashwood’s office, the security chief could be overheard, via the still-active device, telling another in the office that these new guys “might be a problem”; this was recorded for later.

Afterward, Lance went to each of the Rejects’ rooms and swept for bugs, finding none, though he wasn’t entirely convinced he had done it right.

Later, Lance got a work-order for a light fixture in Tenpenny’s office while the boss was out, so he decided to seize the opportunity to sweep/place bugs there as well. Again, he found multiple listening devices already present in the office, and made note of their frequencies to hijack later.

That evening, Lance swept the rooms for bugs again, this time, locating a few; he let the others know. They decided to set up a hidden camera to watch the room in view of one of them, and tamper with the bug, such that it would need to be replaced by its owner. Around the middle of the next day, while everyone was off working, someone did get into the room and change out the bug with a fresh one. The Rejects later identified the guy in the video as one of the security guys.

Now expecting trouble, Lance started a new under-the-table project to reprogram the Mr. Handy maintenance bots with a sleeper kill-mode, keyed to himself, just in case.

That evening, the Rejects went to the Federalist Lounge to confront Dashwood, expecting that they were not actually his target, but Tenpenny was. Sly sidled up next to him at the bar, while the others tried to look inconspicuous nearby, as backup. Dashwood would admit to nothing until he was presented with the evidence—his conversation after Lance and Sly left his office, the video of the bug swap-out—at which point he reluctantly took the conversation to a more-secluded corner, where he spilled the beans: he had long been at odds with Tenpenny’s genocidal plans, but with the boss’ growing paranoia of late, Dashwood feared a confrontation was imminent. With his now-trademark “Let me help you” speech, Sly pledged the Rejects to Dashwood’s side, and he accepted, and they discussed how they might force Tenpenny into action, and how they all might survive the result.

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-tenpennytowerdawn

The One Where They Moved Into the Tower

21 Jul 2162

The Rejects watched over Warrington Station for the expected two days, on regular watch shifts that included the two security guys from the Tower. They learned as much as they could about the security situation, and that Gustavo wasn’t quite on-board with Tenpenny’s genocide plans; Sly started planting the “Doesn’t Tenpenny look tired?” earwig. When they could get out of earshot of the security guys, Lance confided a plan of his to create some listening-devices to be “discovered” around the Tower, to water the seed of paranoia Sly had planted. On the evening of Day 2, under cover of darkness, the ghoul community moved out en masse as expected. Later, they all went down to the station to confirm that none were left behind. Satisfied, they all returned to Tenpenny Tower to declare the mission a success.

The Rejects were given room keys; bunked two to a room. After settling in with their gear, they ended up in the local bar. Sly chatted up the receptionist, and ended up spending the night at her place. Lance hit the buffet, and discovered a bit late that it wasn’t “free.”

In the morning, they were all summoned to the penthouse to meet with Tenpenny. He was annoyed that the ghouls hadn’t been killed, but conceded the mission had been accomplished anyway, and welcomed them into his service. Lance was cleared to work with the Mr. Handy robots, the only “maintenance department” in the Tower. Bob would take a custodial job. Turk was finally allowed to talk to the doctor. Colt and Lenny would be assigned to the security team. Tenpenny spoke to Sly privately, and confided that he had his own suspicions who the Megaton mole might be, and sought Sly’s assurance that his people would be prepared to “take care of it” when the time came; Sly pledged to help in whatever way they could. Colt was to keep tabs on Dashwood, the head of security, and report back to Sly openly, who would report directly back to Tenpenny under-the-table.

  • Colt and Lenny went to join security the next day, and met with Dashwood; they learned of his relationship with Tenpenny, going back to their days in the Vault—Dashwood wanted to be in charge, even back then, though the two were still friendly to each other—and the two were assigned to gate-guard that evening
  • Colt made a show of reporting back to Sly, making sure Sly looked to be “in charge”
  • Lance and Bob headed down to the robot bay, and looked over the service-order backlog; Lance started hatching a plan to reprogram the robots for his purposes, while Bob explored a bit, and found a very-old dumbwaiter shaft he could potentially use to hide his illicit activities
  • Turk hung out with the doctor, learning about the local medical issues
  • Sly hung out with Rachel at the reception desk, with a dual-purpose mission to further their relationship, but also to listen to tenant problems, which are reported to her—he would slip in and offer solutions, getting Lance working on those old, nagging maintenance issues, and solving administrative or personal issues himself—and in so doing, by force of his personality and ideal placement, began subtly taking over as building manager, the tenants’ go-to guy for all manner of problem-solving

Notes

  • Turk’s player was absent for this session

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-warrington

The One Where They Took Care of the Ghouls

20 Jul 2162

On the road back to Megaton, the Rejects had discussed a number of ideas about how to resolve the Tenpenny threat to Megaton. Outright assassination—meaning Colt shoots Alistair Tenpenny off his balcony from 1000 yards away—was the easiest solution, but would leave a power-vacuum that would have to be managed; too many unknown variables, without being able to spend time to get to know the players inside the Tower. The better solution, which they ultimately agreed upon, was to infiltrate the Tower and turn the citizens against Tenpenny, and then banish him (after which, his death might still occur, as needed). They would attempt to set up Sly to replace Tenpenny, though if another ended up in charge, if no better, he could be similarly managed. Before that could occur, though, they had to gain admittance to the Tower, and that required some distasteful service—blowing up Megaton or killing off the nearby ghoul community. Either would be faked, of course; “eliminating” the ghouls would be easier than faking a nuke, but would require their cooperation.

The night the Rejects arrived back at town, they went to Moira’s shop to see what sort of explosives she had available: turned out to be not a lot; faking a nuke would be pretty much out of the question. So, they decided to make straight for Warrington Station in the morning, and talk to Roy there, hoping to get them to cooperate, for their own sakes.

The trip back out to Warrington was uneventful. It was an abandoned subway station, now occupied by a small survivor-community of ghouls, including women and children. The Rejects approached openly, Sly taking the lead, and asked to see Roy (whom they had met at the Tower gate the day before). Roy came out to talk to them, and Sly held nothing back, admitting that Tenpenny had sent them to kill his people, but had a rather different plan in mind, that would end in the ghouls being admitted to the Tower, under a new administration. Roy invited the Reject inside the tunnels, and they sat down and discussed the possibilities further. Roy knew of a secret way into the Tower where they could sneak in and kill their way up to the top, but the Rejects insisted nobody needed to die. Instead, they suggested Roy and the ghoul community vacate Warrington, in full view of the Tower, so it could be claimed that they had agreed to move on, never to return; when the coup had taken place, a signal would be given for the ghouls to return safely. Roy would rather have killed his way in, but he saw the merits of the Rejects’ plan, and agreed, saying his people would need two days to gather everything up and move out. Hands were shaken.

For show, the Rejects made camp at the top of a hill overlooking the station, to observe the ghouls’ progress at packing-up. Meanwhile, Sly and Lenny went back to the Tower to let Tenpenny know of their “success.” Tenpenny received the news with little enthusiasm that the Rejects had not quite taken his hint—he clearly wanted the ghouls dead—but gone would be good enough. Before leaving, Sly took the opportunity to speak with Tenpenny alone, and suggested to him that Megaton had a spy inside the Tower, who outed Mister Burke to the town, resulting in his death at the Sheriff’s hands. The revelation visibly troubled Tenpenny, who muttered to himself how he might discover the spy, before dismissing Sly to get back to his mission.

He ordered a couple of Tower security officers to go along to keep watch over the station (just to be certain), and sent them on their way; Gustavo, with whom Colt had developed a rapport the day before, and the trigger-happy, drunk-on-the-Kool-Aid “William Jones” went along back to the camp and took up shifts on the watch (though the Rejects took care the two were never the only ones on watch).


Notes

  • Turk’s player was absent for this session

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)


fo-tenpennytower

The One Where They Went to Tenpenny Tower

19 Jul 2162

A day and a half after clearing things up with the schoolhouse “raiders,” the Rejects set out to deal with the “Tenpenny” situation, brought to light by their encounter with the now-deceased Mister Burke a week ago. They had been told that Tenpenny was a former vault overseer that had taken up residence, along with his former-vault-dweller community, in a pre-War hotel high-rise now referred to as Tenpenny Tower; an exclusive and secretive community, not allowing outsiders to join them. The Tower was about five miles to the west, a half-day’s walk—the top of the Tower could be see just over the horizon. The Rejects took along their brahmin, Betty, loaded with their supplies, intending to appear as wasteland traders.

The trip to the tower was briefly interrupted by an encounter with a few feral ghouls, which were gunned down in short order, with little fanfare.

They arrived at the gated entry to the Tower to find a disgruntled ghoul (non-feral) demanding, and being denied entry. Speaking to the ghoul, Roy, afterward, they learned that Tenpenny was screening potential residents and refusing those with “genetic defects” or other contaminants, especially ghouls, but including folks who have lived in the wasteland for any length of time—which means pretty much anyone else. After Roy left, they approached the gate and asked to be admitted; a scanner screened them each for genetic impurity and pronounced them “clean,” and they were allowed inside the gate. Betty was left in the courtyard; Sly elected to remain with the brahmin, as he was feeling unwell (and wearing the now-deceased Mister Burke’s very-fine hat, which might raise some eyebrows if recognized).

They approached the receptionist’s desk and asked for a meeting with Tenpenny, which was eventually granted. They were escorted to Tenpenny’s office at the penthouse; he was out on the balcony with a large sniper rifle, taking the occasional pot-shot at local wildlife below. They learned from him about his genocidal plans for those he deemed impure (everyone not from a Vault); he offered to let them stay in the Tower for 1000 caps per month (an intentionally impossible amount), or for free if they would do a favor or two for him: “take care of” the ghouls living in the Warrington subway system, and/or finish the original job at Megaton, by detonating the bomb. The Rejects said they would consider the offer and return, and were then escorted back down to the lobby where they were allowed to look around.

  • Colt made some small talk with one of the security guys, Gustavo, to get a feel for the employees’ situation at the Tower—turned out the security guys live separate from the other residents, in the Tower basement level
  • Turk tried to talk to the Tower’s doctor but was denied—“Residents only”
  • Turk and Bob talked to some residents at the chow-hall about life in the Tower—some had totally drunk the “master race” Kool-Aid, but some had not

Afterward, the Rejects took their leave of the Tower and returned to Megaton, planning their next moves along the way.


Notes

  • Sly’s player was absent for this session

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-school

The One Where They Went to Raider School

12 Jul 2162

Still at Moira’s store, Lance continued to tinker with her practice mine, with Colt’s input, before Sly eventually convinced Moira to let Lance keep it, as a promise to deal with the minefield later. Lance was getting more confident that he might actually be able to disarm the mines without killing everyone near him—not that the others were so convinced.

Now well into the evening, the Rejects left the store to find Sheriff Simms, to get the details on his earlier report of raiders operating out of a nearby abandoned schoolhouse. He pointed out the location—less than a mile to the north, actually within sight of Megaton—and explained that the raiders keep out of sight most of the time, but have occasionally broken into the town and stolen supplies. They weren’t enough of a bother to expend limited town resources to remove them, but a nuisance nonetheless. The Rejects agreed to look into it.

Colt went to the roof of the highest “building” in town, the water processing plant, and using his night-vision gear, scoped out the school a bit, throughout the night; he observed a couple of guys here and there, on watch outside the school. Some time after sunrise, he went around town and, with the others’ help, scrounged up the necessary materials to put together a proper ghillie suit, intending to use it to creep in close to the school and reconnoiter. He slept through the rest of the day and most of the night, rising a few hours before sunrise. Under cover of the early-morning darkness, wearing his new ghillie suit, he silently crept to within a few-hundred yards of the school, as the others observed from the town wall through Sly’s night-vision optics. Colt stayed in his hidden position for most of the day, observing and reporting back to the others via Pip-Boy, before returning after dusk; he counted five individuals overall, lightly armed, emerging from the school building throughout the day.

In the meantime, Lance hit upon an idea to build a remotely-controlled “scout robot” out of available scrap, and started working on it. It took a few days to put it together, but he ended up with a functional device, essentially a smallish, three-wheeled mobile camera, capable of approaching the school and maybe getting a direct look inside, relaying back video to his Pip-Boy. That evening after sunset, Lance launched his new spybot and guided it in close to the school, using the terrain to mask its approach, while Colt crept out once again to his former post. Upon closer inspection, they agreed that the “raiders” outside seemed a bit…inauthentic, somehow.

Lance positioned the spybot in the shadows just outside the front doors, waiting for an opportunity to slip through and get a look inside. The opportunity finally came, though the spybot was spotted in the process of slipping through the doors, so Lance gunned it through to the interior, hoping to get a quick look before the robot was captured. To everyone’s surprise, the room beyond was populated by a number of small children, supervised by a single woman; as the children excitedly chased the robot ’round the room, darting under tables and around school-desks, Lance also spotted a well-used trapdoor toward the back of the room. In a last-ditch effort to save the robot for future use, Lance ramped the spybot off some junk and out of an open window, but it had exceeded its effective control range, and continued on in a straight line out into the wasteland, out of control, never to be seen again.

16 Jul 2162

The next day, convinced that things at the school were not as they appeared, the Rejects walked out openly to the school under a white flag, and Sly requested a parley, which was reluctantly granted. It turned out that the “raider” thing was an act to keep others away, that they didn’t trust the townies at Megaton, and that they had been gathering up orphans wandering the wasteland and sheltering them here. Eventually, the Sheriff was fetched to the parley, and he, Sly, and the woman leading the school “raiders” hammered out a deal; Megaton would effectively incorporate the school, offering protection, free trade, and freedom to continue operating as they had, in exchange for a cessation of their occasional raids on the town.


Notes

  • Turk’s player was absent for this session

The Rejects (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-superdupermart

The One Where They Went to the Supermarket

12 Jul 2162

The Super-Duper Mart was within a handful of miles of Megaton; the trip was short and uneventful. As the Rejects approached at some distance, expecting raiders, they couldn’t see much through scopes and binoculars, so they headed toward a dilapidated high-rise building that overlooked the area, to recon from there.

As they climbed cautiously up the stairs to the roof, they heard voices above, and creeping out, spotted a few raiders there, and quietly backed off, down to the upper level. As the Rejects lay in ambush below, Lance offered to play the bait; he went up to the roof where he would be spotted, and ran back downstairs, raiders following close behind. The floor erupted in gunfire. Lance was shot in the back, a glancing hit absorbed by his vault-suit and leather jacket. The three raiders were defeated quickly, though none had died as a result—all unconscious—and Turk saw to their wounds, enough to keep them alive. The most leader-looking of the raiders was awakened, and interrogated: he said they were a solo team scoping out the store. Figuring that was the whole of it, the Rejects bound the raiders and left them to their own devices.

Cautiously, the Rejects entered the parking lot and approached the door—locked; they picked the lock open and entered the store. It was dark, and covered in a layer of dust—there was sign of habitation, but not for a very long time. While Colt and Bob kept watch on the front door, the rest checked the pharmacy area in the back and found a rusty, metal, vault-type door. The padlock was easy enough to pick, but Lance had to bring out a drill from his tools to break through the lock on the door itself. With much effort, they managed to force the heavy door open; a grenade rigged as a trap was spotted in barely enough time, and those in the hallway were able to leap clear of the blast without any injury to speak of, save for ringing in the ears. Within the now-revealed room, a feral ghoul leapt from the shadows to attack them, but was gunned down before it could reach them.

Moira wanted to find some medical supplies at the store; the Rejects pilfered everything that could be, along with a small, metal wall-locker/safe; Lance spent an hour or two fiddling with it to get it open. During that time, Colt spotted a few more raiders approaching the store from a hundred yards or so away. He quickly set up his rifle, with Bob holding the door cracked open a little, and shot two of them dead before the third could escape out of view.

The Rejects gathered up their loot and exited the building, keeping an eye out for the third raider but never spotting him—he had probably wisely run away. The trip back to Megaton was as uneventful as the trip out, and they arrived before evening. They went straight for Moira’s store and handed over the goods; she thanked them, and let them keep some of the pilfered meds for themselves. Then Moira told of another job she had for them, to check out a minefield a short distance to the northwest; the Rejects were a bit less excited about taking that one on, but the thought of being able to defuse and recover some mines was very tempting indeed. Moira did have a practice mine that Lance could tinker with to get an idea how to defuse them, which he gleefully accepted, under Colt’s somewhat-more-experienced supervision.