Fallout: The Bluegrass Wasteland

Session 3

The survivors return to Troublesome Creek as heroes, having ended the raiders and brought back some long-overdue mail. Pappy and his clan celebrate their victory, as well as giving them a reward—not much, but the best the small community can manage. The next day, Pappy asks the heroes if they would mind running another errand for the Fugates. Ever since raiders started threatening the area, the few merchants friendly enough to trade with a clan of mutants have stopped coming around. If the Fugates want to get things back to normal, they need someone to take a message to their contact in Gaptown, a week’s journey to the south.

The heroes agree and set out right away, choosing to follow a shorter route past an abandoned and forsaken town called “Hazard.” They decide to stop into the old town despite its cursed name and reputation, hoping to find some good salvage. Their first encounter with a large pack of feral ghouls is an unpleasant one, but Murphy’s “sight” leads them to a place of safety in the town: a building shaped like a giant duck, apparently known as the Mother Goose House.

The group makes their way inside through an adjoining garage complex, stomping a few radroaches on the way, and proceed to search the Mother Goose House thoroughly. There are a few bits and bobs worth their time, but the next few days see a decent amount of scavenging from the surrounding Apple Ridge section of town. In an old, abandoned National Guard depot, they find a real treasure: a stripped-down suit of T-45 power armor! Unfortunately, they have no fusion core to power it.

Having seen a trickle of smoke over a nearby ridge indicating a settlement, they decide to travel there and see if the community has a merchant to trade with. They find a rambling farm with an attached corn maze. The leader of the community introduces himself as Brother Isaac, and his home as Holliday Farm. After doing a fair bit of bartering, the heroes manage to barely scrape together enough caps to afford the single fusion core the Holliday Farm has to offer.

Before they can make their way back to pick up the power armor, Murphy lets it spill that she’s psychic, to which the merchant reacts poorly. While Brother Isaac is being fetched, Murphy runs off into the corn maze to hide. Isaac comes back to find her already gone; his people frown on “seers” and “witches,” but if she ran off into the maze, then her fate is already in their god’s hands. Apparently, the Holliday settlement worships a corn god called “He Who Walks Behind the Rows”—and their god lives in the corn maze.

The other rush off after Murphy to try and catch up with her before something awful happens. Alone in the maze of maize, Murphy hears something big approaching her. Right before it arrives, she realizes with terror what it is: He Who Walks Behind the Rows is a super mutant!

Session 2
The Blue Fugates of Troublesome Creek

After pursuing the strange blue-skinned man into the woods, the survivors stumbled across another wanderer, a Vault-suited man from a different part of the Wasteland, Vault 37. This well-armed stranger introduced himself as Morgan, and offered to join up with the group for mutual protection. Despite his implication that he had been thrown out of his Vault for being “a huge asshole,” the others decided that they were in no position to judge anything he might or might not have done and invited him along.

Soon enough, the newly expanded group found themselves coming across an old rundown homestead alongside a broad, gurgling creek. Standing at the gate of a rusted-out chainlink fence was an old man in overalls, holding a battered-looking shotgun. The survivors managed to convince him of their good intentions, and he introduced himself as Paul Fugate, better known to his kin as “Pappy.”

Pappy Fugate called back his family, who had hidden in the woods at the approach of strangers. The people of Troublesome Creek were an extended clan of mutants, the Blue Fugates, who had a lineage stretching back to before the Great War. They tended to keep to themselves, since strangers often mistreated them.

Lately, things had gotten tougher for them, since a group of raiders had moved into the old farmstead at Talcum, less than ten miles away. Pappy offered to give the survivors a place to call their own in Troublesome Creek if they could eliminate the raider problem, which the survivors were more than happy to agree with. Persephone agreed to stay behind to start cleaning up the old trailer that the Fugates were giving them, while the others continued on.

Intrigued by Pappy’s directions of Talcum being “south of the old Mine-Made Adventure Park,” the survivors took a detour to the place, finding it to be a huge graveyard of old, rusted-out cars and trucks. They found a few scraps worth holding onto in the rubble, but nothing truly juicy before continuing on.

They arrived in Talcum after nightfall, creeping up on the old farmstead with caution. They counted half a dozen armed raiders in the barn, as well as a lit-up trailer next door. Murphy offered to sneak in and kill the lights, while Horace and Johnny waited for her signal to come in and wreak havoc. Unfortunately, it turned out that the lights were mostly just lanterns and bonfires, so Murphy lived up to her nickname by making her “signal” shooting the raiders’ lookout in the head.

A pitched battle ensued. The raiders outnumbered the heroes by more than two to one, but their tactics were disorganized and their weapons poor quality. Their leader, a woman that Murphy recognized from back in her Commonwealth days as Olivia, tried to rally them together but was too hard-pressed by concentrated gunfire and Morgan’s displays of pugilism. Her pet wampus, Rufus, harried Murphy almost to her death before the other heroes could reach her, but Olivia herself perished with the rest of her crew. Only one raider managed to survive, driven away by Horace’s threatening manner.

With stimpaks scavenged from their dead foes, Del managed to patch Murphy up and get her moving again, though her concern was less about her ruptured internal organs and more about whether or not the raiders had any jet on them. The answer, as it turned out, was yes. Looting the raiders netted some basic caps and a small amount of ammo, as well as a terminal entry that made them think the nearby post office might have something valuable in it.

After camping overnight to heal up their scrapes and bruises, they made their way to the old Talcum post office, where they found the place manned by an old Mister Handy calling himself Postmaster Gray. A bit of banter revealed that the post office had been shut down a few weeks before the Great War, but that no one had ever shown up to take the leftover mail back to the distribution center.

Johnny managed to convince Gray to shutdown for maintenance, and Del used his knowledge of science to initialize a factory reset. When the Mister Handy turned back on, they renamed it Maitre’D and imprinted it on Del so that they could have a robot servant. Among the loot in the old post office, they found a mini-nuke(!), which Murphy demonstrated was perfectly safe by banging it on a counter a few times.

With their (hopefully full functional) Mister Handy in tow, they set off to return to Troublesome Creek.

Session 1
Into the Wasteland

After coming in second place in Vault 43’s annual Hunger Games, the vault dwellers Persephone Fell, Del Monte, and Johnny Gat are sentenced to exile. Thrown out of the Vault with only the clothes on their backs and some basic supplies, Overseer Brown wishes them “the best of luck” and seals them outside with a hideous laugh.

A short distance away, a former Enclave soldier is fighting for his life against four mercs who have identified him from a wanted poster. Horace has been drifting west for months, just trying to find someplace beyond the Enclave’s grasp, but it seems he still hasn’t exceeded their reach.

The mercs are just getting ready to flush him out with grenades when a shot rings out. A sniper on a nearby hilltop shoots the grenade out of its owner’s hand! Murphy the Madwoman is on the scene, lending aid to a man who is clearly outnumbered and at the end of his rope. Making a quick determination, the exiled Vault Dwellers decide that four people will give better loot than one, and that a lone survivor might be grateful for a timely rescue. They descend on the mercs with a will. Between their aid and Murphy’s crack shooting, the mercs are dispatched in no time.

Horace and Murphy are disturbed to find that their new allies are cannibals. Back in the Vault, humans and giant roaches were the only source of animal protein, after all. Horace wonders aloud what stops the Vault Dwellers from eating him and Murphy. Del replies that the two of them are still alive; people don’t become meat until they die, and killing someone for meat is just plain rude. Persephone adds that she would never countenance bad manners in her team. Still, Horace and Murphy refuse to partake of the “bounty” from the Vault team’s cooking spree. “Vegans!” Persephone mutters with disgust.

On the road the next day, the five of them decide to travel together for mutual safety, despite their slight distrust of one another. Murphy reveals that she is a psychic, and that west toward someplace called “the Gap” will lead them to safety (of a relative sort, anyway).

As they travel, Murphy is distracted by the sight of a radstag. They’re good eating! And only a little contaminated! She chases it down, but is almost caught off guard by the appearance of a blue-skinned mutant. She follows after her observer but falls into a pit trap, narrowly avoiding hurting herself in the process.

The others fish her out and they debate whether or not to follow the strange blue man, finally deciding to investigate. The Gap isn’t going anywhere, after all…


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