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docs: update content for quests 4 and 5
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qthequartermasterman committed Jan 21, 2024
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50 changes: 50 additions & 0 deletions docs/Background/geography/neighborhoods.md
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### Quests

#### The Harvest Festival Dilemma

_Quest Giver: Bishop Elijah Stone_

Bountiful is preparing for its annual Harvest Festival, a celebration of abundance and community. However, tensions arise when rumors spread that the Lone Star Republic might see the festival as an opportune time to assert control. The player is tasked with navigating the delicate situation, ensuring the festival proceeds smoothly while keeping an eye out for any potential threats or covert actions from Lone Star Republic spies.

#### The Lost Livestock Predicament

_Quest Giver: Sister Abigail Foster_

Bountiful's livestock has been mysteriously disappearing, and the settlers suspect foul play. Sister Abigail, in charge of the settlement's animal husbandry, asks the player to investigate. As the player delves into the mystery, they discover a group of mutated creatures threatening the livestock. The challenge is not only to eliminate the threat but also to find a long-term solution to protect Bountiful's vital source of sustenance.

#### The Lone Star Diplomat's Dilemma

_Quest Giver: Elder Samuel Harris_

A Lone Star Republic diplomat arrives in Bountiful, seeking to rekindle negotiations for a trade agreement. The player is asked to act as a mediator between the diplomatic envoy and the wary leaders of Bountiful. The challenge is to navigate the negotiations diplomatically while uncovering any hidden agendas that may affect the settlement's autonomy.

#### The Hidden Threat

_Quest Giver: High Councilor Esther Thompson_

High Councilor Thompson receives troubling information about a potential internal threat to Bountiful's security. The player is tasked with discreetly investigating the matter, unraveling a plot that involves a group of dissenters within the settlement. Choices made during the quest can impact the community's unity and stability.

#### The Exodus to Zion

_Quest Giver: Brother Jacob Reynolds_

Brother Jacob, a devout member of the Church who holds heterodox views, sometimes finds himself in conflict with Leadership. He believes that the Church should leave the Gulf Coast Wasteland and travel to Zion, a city and land in pre-war Missouri that early church leaders prophesied would be a place where Jesus Christ would return and reign personally upon the earth. He asks the player to help him convince others to start a convoy and travel to Zion. President Ezra Bennet and his Bishop Elijah Stone, although they affirm that one day all the Saints will gather in Zion, the Saints have not yet been commanded to gather there, and thus should remain in the Gulf Coast Wasteland. Depending on the player's choices, Brother Jacob may be convinced to stay in Bountiful, or he may leave with a group of dissenters to start a new settlement in Zion. The outcome will also

## Solaris Sanctuary
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### Quests
#### The Lost Relic of Solaris

_Quest Giver: Blacksmith Thorne Ironforge_

Solaris Sanctuary's blacksmith, Thorne Ironforge, uncovers an ancient blueprint hinting at the existence of a powerful pre-war weapon known as the "Solaris Blade." The blueprint suggests that the components are scattered throughout the wasteland. The player must embark on a quest to locate these rare materials, facing challenges and uncovering the weapon's history. Once assembled, the Solaris Blade could become a symbol of hope and strength for the settlement.

#### The Phantom Minstrel

_Quest Giver: Maestro Lorenzo Bardolino_

Maestro Lorenzo is disturbed by reports of a mysterious phantom minstrel haunting the outskirts of Solaris Sanctuary. The spectral musician's melancholic tunes are said to influence the emotions of those who hear them. The player must track down the phantom, unravel its backstory, and decide whether to help it find peace or confront the potential threat it poses to the settlement's emotional balance.

#### Ephemeral Elixirs

_Quest Giver: Lady Isabella Emberweave_

Lady Isabella discovers an old alchemical recipe for a potion rumored to grant temporary glimpses into the past. In hopes of uncovering lost knowledge or locating valuable resources, she tasks the player with gathering rare ingredients scattered across the wasteland. As the player brews and consumes the elixir, they experience vivid visions that may hold clues to forgotten technologies or hidden dangers.

#### The Great Solar Race

_Quest Giver: Captain Reyna Stormblade_

To boost morale and showcase Solaris Sanctuary's strength, Captain Reyna organizes a grand scavenger hunt and obstacle course known as "The Great Solar Race." The player is invited to participate, competing against other residents and overcoming challenges inspired by the Renaissance fair's activities. Success not only earns recognition but also contributes to the settlement's overall preparedness.

#### The Enigmatic Engineer

_Quest Giver: Lord Cedric Ironheart_

Lord Cedric receives a distress signal from an unknown engineer claiming to possess advanced technological knowledge. The player is tasked with locating this mysterious individual and bringing them to Solaris Sanctuary. Upon finding the engineer, it becomes evident that they hold the key to unlocking dormant technologies that could greatly benefit the settlement. However, the engineer is wary of sharing their knowledge and may have alternative motives.

#### Other Quest Ideas

As Solaris Sanctuary is on the outskirts of the Gulf Coast Wasteland, most players will not likely encounter it organically. As such, it may be worth considering a quest that will lead players to Solaris Sanctuary. A few ideas for such a quest are:

##### Distress Signal from Solaris

_Quest Trigger: Players intercept a distress signal or find a message mentioning a safe haven with a unique community._

The players come across a distress signal originating from Solaris Sanctuary, indicating that the settlement is facing a threat or crisis. The signal may be picked up from a distant radio frequency, a bulletin board, or a survivor's journal. Intrigued by the call for help, the players decide to investigate and offer assistance, leading them to the distant and unique settlement.

##### Trade Routes and Rumors

_Quest Trigger: Players encounter traders or scavengers mentioning a prosperous settlement with valuable resources._

Traveling merchants or scavengers in the wasteland share rumors about a thriving settlement known as Solaris Sanctuary. They speak of unique goods, skilled artisans, and the potential for valuable trade. Intrigued by the prospect of new opportunities, the players decide to seek out this hidden enclave and explore the potential benefits of establishing trade connections.

##### The Wandering Bard's Tale

_Quest Trigger: Players encounter a wandering bard or storyteller mentioning a sanctuary with a rich cultural heritage._

A wandering bard crosses paths with the players, sharing tales of a settlement that blends Renaissance charm with survivalist ingenuity. The bard's stories speak of unique traditions, valuable relics, and a community that has managed to thrive against all odds. Intrigued by the tales, the players decide to seek out this intriguing settlement and experience its cultural richness firsthand.

##### Artifacts of the Ancients

_Quest Trigger: Players discover or are informed about the potential existence of valuable pre-war artifacts near Solaris Sanctuary._

The players come across information or rumors about the presence of rare and valuable pre-war artifacts in the vicinity of Solaris Sanctuary. These artifacts could include advanced technology, historical documents, or even relics of cultural significance. Eager to uncover these treasures, the players decide to venture towards the settlement and explore the surrounding areas for these valuable finds.

##### The Mysterious Invitation

_Quest Trigger: Players receive a cryptic message or invitation from an unknown source leading them to Solaris Sanctuary._

The players find or receive a mysterious invitation, beckoning them to visit Solaris Sanctuary for a purpose unknown. The message hints at unique opportunities, rewards, or challenges awaiting those who choose to accept. Intrigued by the enigmatic nature of the invitation, the players decide to follow the clues and uncover the secrets of Solaris Sanctuary.


Expand All @@ -801,35 +831,55 @@ The players find or receive a mysterious invitation, beckoning them to visit Sol
### Battleship Texas

The <geotag latitude=29.27994354782519 longitude=-94.87713915249228 icon=MARINA name="Battleship Texas" /> is a formerly decommissioned Battleship used by the United States Navy during World Wars I and II. It was decommissioned and converted into a Museum Ship after WWII, floating in the Houston Ship Channel just outside the Buffalo Bayou (near the San Jacinto Monument). In 2280, with the assistance of the Cartels, the Galveston Pirates managed to get the ship operational again, and sailed it to its current location in the Galveston Docks. The ship was then renovated and is now the Galveston Pirates' primary (yet mobile) base of operations, and is used to launch raids on the Port of Houston and other settlements along the coast.

- Ship Retrofitting:

- Purpose: Originally a naval vessel, the Battleship Texas underwent extensive retrofitting to serve as the Galveston Pirates' mobile base.
- Nuclear Engines: Fitted with Fallout-themed nuclear engines for propulsion, providing both power and mobility.
- Weapon Systems: Enhanced with a mix of energy weapons, ballistic cannons, and salvaged pre-war naval weaponry for defense and offense.

- Command and Control:

- Bridge Overhaul: The original ship's bridge has been transformed into a high-tech command center where the Council of Captains makes strategic decisions.
- Communications Array: Powerful long-range communications equipment salvaged from pre-war military installations, allowing the Pirates to stay informed and coordinate operations.

- Living Quarters:

- Captain's Quarters: Each captain has their own private quarters with a mix of salvaged pre-war luxury items and functional, post-apocalyptic necessities.
- Crew Dormitories: Spacious communal living areas for the crew, maximizing efficiency in the limited space available.

- Workshop and Repair Facilities:

- Engineering Bay: A dedicated area for repairs and modifications, equipped with tools salvaged from pre-war military and industrial facilities.
- Technical Expertise: Skilled engineers and mechanics among the crew ensure the Battleship Texas remains operational in the harsh post-apocalyptic environment.

- Security Measures:

- Automated Defenses: Integrated automated defense systems, including turrets and security robots, protect the Battleship Texas from external threats.
- Guard Posts: Manned security posts strategically placed throughout the ship to deter potential internal threats.

- Resource Storage:

- Cargo Holds: Repurposed cargo holds store the plundered resources, weapons, and supplies acquired during raids and smuggling operations.
- Trade Goods: A section dedicated to storing items for trade, including chems, technology, and other valuable commodities.

- Cultural and Recreational Spaces:

- Common Areas: Spaces for socializing and relaxation, fostering a sense of community among the crew.
- Training Facilities: Areas for combat training, ensuring the crew remains proficient in both individual and group combat scenarios.

- Navigation and Stealth Systems:

- Stealth Modifications: Stealth technology salvaged from pre-war military vessels enables the Battleship Texas to approach targets discreetly.
- Navigation Computer: A sophisticated navigation computer assists in plotting courses and avoiding hazards in the treacherous Gulf waters.

- Flagship Aesthetics:

- Pirate Insignia: Prominent displays of the Galveston Pirates' insignia and flags to establish a distinct identity as a formidable maritime force.
- Intimidating Appearance: The Battleship Texas is adorned with fearsome imagery and symbols, reflecting the ruthless nature of the Galveston Pirates.

- Maintenance and Sustainability:

- Resource Gathering: Specialized equipment for gathering resources while at sea, such as water purification systems and improvised farming setups.
- Sustainable Practices: Efforts to maintain the ship's functionality with limited resources, recycling and repurposing materials whenever possible.

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### The Negotiation: Day 1

!!! note
This section is written with Sarah Dawson leading the negotiations. From experience, simply having non player characters
negotiate with each other is not very fun for players. Additionally, it makes the player characters' presence feel
redundant. The gamemaster should encourage the players to lead the negotiations, with Sarah Dawson providing guidance
and support. The gamemaster should also encourage the players to use their skills and abilities to influence the
negotiations. Some gamemasters have even had success with giving the players a character sheet and background knowledge
about Sarah Dawson, so that they can roleplay her during the negotiations. Use the list below of knowledge and
bargaining chips that Sarah Dawson has access to.

!!! note "Things Sarah Dawson Knows about the Negotiations"
- Ranger Intelligence says that the Oil Barons have at least six Fusion Core Stabilizers, but they are not willing to
part with them or even acknowledge their existence.
- Oil Barons want control of [Petroclave Oilfields](neighborhoods.md#petroclave-formerly-pasadena), which is currently
controlled by the Lone Star Republic.
- Oil Barons have struggled to maintained good relations with the Brotherhood of Steel Texas Chapter, which has recently
caused them problems shipping oil and fusion cores west to Caesar's Legion by imposing customs fees and tariffs on
caravan shipments.
- Oil Barons have been planning a railway to transport oil and fusion cores west to Caesar's Legion and to New Vegas,
but they lack the manpower to build or protect it.
- Oil Barons are aware of the Emergence of the Spaceport survivors, and that the Lone Star Republic is planning some
launch, but they do not know the details, including the secret fact that the mission is manned.
- The Brotherhood of Steel, focused on reclaiming pre-war technology, might be interested in the Fusion Core Stabilizer,
and might even be willing to use force to obtain it.
- Leonard Petrovich convinced her former friend [Dr. Emily Wells](oilbarons.md#dr-emily-wells) to join the Oil Barons to
lead "special projects" at the Oil Barons' headquarters in the Energy Corridor.
- The Lone Star Republic needs the Fusion Core Stabilizer for their upcoming manned space mission
- Leonard Petrovich is vehemently opposed to space exploration, believing it to represent the wastefulness and hubris of
the pre-war world that led to its doom.

!!! note "Things Leonard Petrovich Knows about the Negotiations"
- The Lone Star Republic is interested in the Fusion Core Stabilizer, and that they claim to need it for their outskirt
settlements, but Petrovich doubts their intentions.
- The Lone Star Republic is planning some sort of launch, but Petrovich does not know the details, including the secret
fact that the mission is manned.
- Petrovich is working on a [secret army of securitrons](oilbarons.md#the-secret-project-securitron-army), lead
by [Dr. Emily Wells](oilbarons.md#dr-emily-wells), to protect the Oil Barons' interests.
- Petrovich suspects that the Lone Star Republic wants to use the Spaceport to gain control of pre-war military
technology which could be used to threaten the Oil Barons and their interests.
- Petrovich is vehemently opposed to space exploration, believing it to represent the wastefulness and hubris of the
pre-war world that led to its doom.
!!! warning

This section is written with Sarah Dawson leading the negotiations. From experience, simply having non-player characters
negotiate with each other is not very fun for players. Additionally, it makes the player characters' presence feel
redundant. The gamemaster should encourage the players to lead the negotiations, with Sarah Dawson providing guidance
and support. The gamemaster should also encourage the players to use their skills and abilities to influence the
negotiations. Some gamemasters have even had success with giving the players a character sheet and background knowledge
about Sarah Dawson, so that they can roleplay her during the negotiations. Use the list below of knowledge and
bargaining chips that Sarah Dawson has access to.

??? note "Things Sarah Dawson Knows about the Negotiations"

- Ranger Intelligence says that the Oil Barons have at least six Fusion Core Stabilizers, but they are not willing topart with them or even acknowledge their existence.
- Oil Barons want control of [Petroclave Oilfields](neighborhoods.md#petroclave-formerly-pasadena), which is currently
controlled by the Lone Star Republic.
- Oil Barons have struggled to maintained good relations with the Brotherhood of Steel Texas Chapter, which has recently
caused them problems shipping oil and fusion cores west to Caesar's Legion by imposing customs fees and tariffs on
caravan shipments.
- Oil Barons have been planning a railway to transport oil and fusion cores west to Caesar's Legion and to New Vegas,
but they lack the manpower to build or protect it.
- Oil Barons are aware of the Emergence of the Spaceport survivors, and that the Lone Star Republic is planning some
launch, but they do not know the details, including the secret fact that the mission is manned.
- The Brotherhood of Steel, focused on reclaiming pre-war technology, might be interested in the Fusion Core Stabilizer,
and might even be willing to use force to obtain it.
- Leonard Petrovich convinced her former friend [Dr. Emily Wells](oilbarons.md#dr-emily-wells) to join the Oil Barons to
lead "special projects" at the Oil Barons' headquarters in the Energy Corridor.
- The Lone Star Republic needs the Fusion Core Stabilizer for their upcoming manned space mission
- Leonard Petrovich is vehemently opposed to space exploration, believing it to represent the wastefulness and hubris of
the pre-war world that led to its doom.

??? note "Things Leonard Petrovich Knows about the Negotiations"

- The Lone Star Republic is interested in the Fusion Core Stabilizer, and that they claim to need it for their outskirt settlements, but Petrovich doubts their intentions.
- The Lone Star Republic is planning some sort of launch, but Petrovich does not know the details, including the secret fact that the mission is manned.
- Petrovich is working on a [secret army of securitrons](oilbarons.md#the-secret-project-securitron-army), lead by [Dr. Emily Wells](oilbarons.md#dr-emily-wells), to protect the Oil Barons' interests.
- Petrovich suspects that the Lone Star Republic wants to use the Spaceport to gain control of pre-war military technology which could be used to threaten the Oil Barons and their interests.
- Petrovich is vehemently opposed to space exploration, believing it to represent the wastefulness and hubris of the pre-war world that led to its doom.

Sarah Dawson explains the mission: to negotiate the purchase of a Fusion Core Stabilizer (an experimental pre-war device
that stabilizes fusion cores when under highly variable, peaky load) from the Oil Barons, under the guise of improving
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