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FALLOUT TRADER QUEST
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You are a trader having only recently inherited your fathers farm in the independent town of Kindport.
The only issue is that your farm doesn't exactly have anything growing in it any longer due to long periods of drought and a few harsh winters. Your family has been living off of loans for the longest time now, and you owe a total of 5000 caps to a wealthy NCR Rancher by the name of Richard Clamit.

News of your father's debt is likely to spread soon enough, and you only have 300 Caps to your name. Rather it be to escape this loan or finding a way to pay it back, you've decided you need to run from Kindport and make your way in The Wasteland as a true merchant.

The only issue now is finding a few traveling partners and managing what kind of caravan you'll be riding on.

First let's decide out mode of transportation:
>A. Salvaged Boat
>B. Pack Brahman
>>
>>355077
C. Deathclaw that we've had as a pet since birth. He will always be our friend and protector. Unfortunately, he also scares off potential customers.
>>
>>355077
>>A. Salvaged Boat
>>
>>355077
>A
>>
>>355077
>>A. Salvaged Boat
>>
>>355077
You've taken it upon yourself to take to the seas and establish yourself as a proper tides trader along The Coasts. The Waters belong to no man after all.

You've taken a boat as your own, a once fishing boat that's certainly stout enough to carry you and a few more passengers with what goods you can squeeze on. The motor even works.

Now you need a few traveling partners, for going it alone out in The Wastes will likely enough end out with you shot or killed by something or another. Who knows what you'll find out there. It's not like you've ever left Kindport anyway.

We can bring 2 partners.

There are these people willing to follow you:
>Derek Millers: Young son of a mechanic that's ready to get out of this dead end town and explore The Wastes for real. Derek is an apprentice mechanic and carries a .357 revolver.

>Burk: A Grizzled merc that's traveled from town to town protecting caravans ever since he was young. Now at the age of around fifty, he's still not yet decided to stop risking his life for cargo. He has a rather long beard, and carries a 9mm Sub Machine Gun.

>Juilia Witt: A Spanish girl from The Southern Tribes, she was drug up all the way to Kindport by means of Sea Slavers, and has been raised by the local Mormon mission that bought her freedom all those years ago. She speaks Spanish, and has no weapon.

>A Dog: This is a yet to be named dog. He's been living around the streets of Kindport as a stray for a long time now, and nobody has seemed to take them in as their own. He lives mostly off of scraps that people toss him.
>>
>>355229
>>A Dog: This is a yet to be named dog. He's been living around the streets of Kindport as a stray for a long time now, and nobody has seemed to take them in as their own. He lives mostly off of scraps that people toss him.
>>
>>355251
>Burk
>>
>>355229
>Burk: A Grizzled merc that's traveled from town to town protecting caravans ever since he was young. Now at the age of around fifty, he's still not yet decided to stop risking his life for cargo. He has a rather long beard, and carries a 9mm Sub Machine Gun.

>Juilia Witt: A Spanish girl from The Southern Tribes, she was drug up all the way to Kindport by means of Sea Slavers, and has been raised by the local Mormon mission that bought her freedom all those years ago. She speaks Spanish, and has no weapon
>>
>>355229
Derek millers he has a little knowledge of the boats mechanics im sure. A crack-shot as well id imagine.
>>
>>355229
>>Derek Millers: Young son of a mechanic that's ready to get out of this dead end town and explore The Wastes for real. Derek is an apprentice mechanic and carries a .357 revolver.>Burk: A Grizzled merc that's traveled from town to town protecting caravans ever since he was young. Now at the age of around fifty, he's still not yet decided to stop risking his life for cargo. He has a rather long beard, and carries a 9mm Sub Machine Gun.
>>
>>355379
+1 I guess.
>>
>>355229
>>Derek Millers: Young son of a mechanic that's ready to get out of this dead end town and explore The Wastes for real. Derek is an apprentice mechanic and carries a .357 revolver.
>>Juilia Witt: A Spanish girl from The Southern Tribes, she was drug up all the way to Kindport by means of Sea Slavers, and has been raised by the local Mormon mission that bought her freedom all those years ago. She speaks Spanish, and has no weapon.
>>
What would Julia even be good for? Burk and Derek sound like the greatest choices.
>>
>>355410
Probably high int and cha
>>
>>355410
Translation and survival skills, I'd suppose. She'd be a more attractive (no pun intended) choice if she had a weapon, even a melee one.
>>
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The vote has concluded with the following results:

Derek:III
Burk:III
Julia:II
Dog:I

Derek and Burk will be accompanying us on our journey. Derek is excited to go, and Burk is only half drunk in celebration. Hopes are high and Kindport is all too ready to be but a memory, along with every cap of that loan of yours.

With your crew assembled, and your boat waiting at the dock for you to happen on by, we have just two more things to decide before we start the long trek into Merchant Life.

We can hold two kinds of cargo to start out with.
Starting Trade Cargo:
>Food
>Bullets
>Guns
>Armor
>Scrap and Salvage
>Luxury Items
>Drugs

And after that, we should decide on where to sail off to.

This will be write in, all we need is a direction, but you're The Captain here, feel free to issue out any travel plans you desire.
>>
>>355467
Guns
>>
>>355467
Armor and food.
>>355472
>Selling guns for people to shoot us with
>>
>>355467
>>Food
>>Drugs
What everyone needs!
>>
>>355476
Supporting

We should travel in through the Gulf of Mexico trading with various tribes. The base of operations should be somewhere near the mouth of the Mississippi
>>
>>355467
>Scrap and Salvage
>Luxury Items

Everyone buys scrap. Specially in the northeast.

We can gouge a bit with luxuries.
>>
>>355476
+1 we would probably gain more caps from this merchandise
>>
>>355482
Oh shit nigger just realized where we were at. Well obviously if we can sail south then we should, it is more populated and safer.
>>
>>355467
>Scrap and Salvage
>Food

Im sure people are less likely to kill us for these
>>
>>355467
>Food
>Bullets
Necessities to live!
>>
>>355493
And to make the profit even more lucrative and safe the type of food should be from large local plantation owners because they have the best selling prices and the drugs should be soft core/more pharmaceutical to try and grab a larger consumer base.
>>
>>355496
I don't think people realize we're going to get gunned down by junkies if we carry chems.
>>
>>355506
Lol
>Implying Junkies don't have worse aim than Stormtroopers
>>
>>355506
>>355467
>Sea Fiends
Fuck that shit
>>
>>355467
Hold up I got a good idea. Instead of selling luxuries or scrap how about we get a load of simple trinkets and tools.
>>
>>355467
>Food
>Luxury Items
>>
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>>355512
>>
>>355506
>>355514
Exactly, helping people building up will help us in the long run anyways. Peddling dangerous goods is good in short term, but can have some negative repercussions along the road
>>
>>355467
>Food
>Luxury Items

Head south for NCR territory.
>>
>>355521
The dangerous life will come with adventuring. Moral crusader! Deus vult!
>>
>>355533
Also final vote for me is
>1 food
>1/2 trinkets
>1/2 tools
>Head south
>>
>>355517
I guess I'll vote South as well.
>>
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>>355542
The Vote Results are:
Food:IIIIIIII
Bullets:I
Guns:I
Armor:I
Scrap and Salvage:II
Luxury Items:II
Drugs:III

You and your crew have decided to take up Food and Drugs as your beginner cargo. Be it that Kindport is an agricultural town, and a port town as well, there's loads of corn and fish that's been dried and preserved for the journey ahead.

On the case of drugs, there are certainly some in town, but the relative distance from the more populated areas has left the inhabitants without much of the harder stuff. A lot of what you carry is Buffout and Mentats, but trace amounts of jett find their way on your boat, albeit meager. Burke says not to worry about it, he's seen a lot worse.

The journey has started southward, bound for crossing along Panama, or into NCR Territory. The team hasn't entirely come to a conclusion about that yet. Derek advises that you keep going on towards The Gulf, and Burke claims that's just his wanderlust, but he's sure he can help make a profit anywhere.

On your water journey you've come crossed The port of King. Burke says he knows this place, and it might be good for food selling.

King is a place of around 80-100 citizens, a lot of them ghouls. It's been a blind spot on The NCR's radar for a long time because the inhabitants there are in a mighty screwed position. The place was meant for a vault to be built back before the bombs, but the nukes went off before they really started building anything. As a result The Citizens of King were left with a cavern built for a vault, but of course nothing worthy of protecting them from nuclear annihilation. Their proximity to LA has also caused the land there to grow infertile and the fish to be highly radioactive.

Their main business there is salvaging and selling off parts of Mr. Buildy units that were scattered around during the construction of The Vault Cavern. They even sell these robots on occasion as well.

Shall you do anything in King?
>Dock at King
>Keep sailing south
>Write in
>>
>>355579
>dock

They seem to need food so they probably will buy some at really high prices
>>
>>355585
Supporting, I don't know about jewing such a close contact though.
>>
>>355579
>>Dock at King
We probably shouldn't even mention our drugs. We can wait until someone wants them more, and it'd damage our rep to refuse to sell them.
>>
>>355579
docking time
>>
>>355579
>>Dock at King
Ghouls are alright for stuff that decreases rads, seeing as while they don't need them, but they might keep some for trading.

Also, what are we armed with?
>>
>>355590
Its fine were probably basing ourselves elsewhere like Panema or The Mississipi
>>
>>355598
Probably pool noodles.
>>
>>355579
>Dock at King
>>
>>355579
You dock at King.

The state of the people seem ever angry and discontent as Burke Remembers. Most of the city is underground, and it seems as if it's quite well built on account of all the Mr. Buildy units that are ever pleased to slave away at all hours to form those scrap walls.

The place itself seems more angry for its position instead of being mad at you for simply being there. Burke isn't phased in the slightest about the bad attitudes of those around him, but Derek seems mighty concerned that these people don't have the kind nature of the town he grew up in quite literally named Kindport. He's decided to stay on the boat to watch the cargo. Burke tells you he thinks Derek is a pussy once you two are in the city.

The Markets are stalls built into the walls of King's Cave Main Hall. The scent of motor oil and Mr. Handy Fuel is strong here.

Your Cargo is currently:
>10 Units Food
>10 Units Drugs
>300 Caps

King's Market:
-Buy and Sell-
Food: 30caps
Bullets: 10caps
Guns: 10caps
Armor: 10caps
Scrap and Salvage: 5caps
Luxury Items: 30caps
Drugs: 10caps
Radiation Cures: 40caps

-For Sale Only-
Mr. Buildy Robot: 100caps

Action:
>Trade (Write in offered deal)
>Search for New Crew
>More Town Lore
>Continue Sailing
>Write in
>>
>>355598
Nothing right now.
>>
>>355619
>Search for new companion
>Buy 10 units of scrap
>Sell 5 units of food 35caps each
>>
>>355619
Buy-Robot & 100caps worth of scrap
Sell- 8 units of food
>>
>>355625
That's not Market Price.
Roll 1d100 for haggle.
Beat a 20 to succeed for 35 caps
>>
>>355628
>>355619
I guess search for companion too
>>
>>355619
>>10 Units Food
Sell the food, buy bullets, look around for rumors about UltraJet or other specialty drugs. Try to buy a hunting rifle and some sort of melee weapon for defense.

Take a look at the Mr. Buildy. Can we take him on the journey?
>>
Rolled 53 (1d100)

>>355633
>>
Rolled 40 (1d100)

>>355633
The gods of luck are with me
>>
Rolled 87 (1d100)

>>355633
>>
Rolled 26 (1d100)

>>355633
Can i bump it up to 45?
>>
>>355637
>>355639
Good job.

>>355636
Yes you can.
Mr Buildy is a construction oriented model of The Mr. Handy unit, popular in The West Coast and during the later half of the vault construction program. They still have all the servility of the common handy, but speak in gruff construction worker tones.

>>355645
Nope!
>>
What do you guys think? I'd say buy the robot. So we can turn it into a Mr. Gutsy.
>>
>>355647
>speak in gruff construction worker tones.
If he doesn't speak in a stereotypical "Noo Yawk" accent, and won't carry a stogie in its pincer, then no sale.

Also, BUY A PERSONAL WEAPON, FOR GOD'S SAKE.
>>
>>355650
Ya lets get a nice long ranged hunting rifle

>>355649
Unless were going to make upgrades to the ship soon it would be a waste
>>
>>355650
And god help you if he doesn't wear a construction helmet.

BECAUSE I WON'T
>>
>>355653
>>355649
>>355647
Chances are slim we'll be able to upgrade the ship, but another set of sensors never hurts. Check for a wielding laser or other long range armament before we buy.
>>
>>355619

As your first act of A Real Wasteland Trader you make a deal in King and bargain out 35 caps a piece on a food deal with a crater merchant.

You sell out 10 units of Food and gain 350 Caps
You now have 650 Caps.

You search around for rumors of Ultra Jet, but The Inhabitants of King say that's not their business. One trader making his way up from Copper Canyon warns you that there's a band of Pirate Raiders that run a town called San Lucas at the very tip of The Mexican Peninsula. He warns that, while they do sell and deal in drugs there, they're also raiding hell beasts that paint themselves red and torment the west coast of Mexico.

San Lucas was added to your map.

Two concerns have popped up, a personal purchase and a major purchase.

The personal Purchase is what you're going to be carrying as a weapon. The stories of San Lucas fill you with a pit of worry knowing that if you want to get to The Gulf, you'll have to pass by there, and it may be better to have more than your fists to work with.

You look at what some local merchants have to offer.
>Hunting Rifle: 20caps
>9mm Sub Machine Gun: 15caps
>Machete: 5caps
>Vault-Tec 10mm Pistol: 10caps
>Pipe Rifle: 5caps

The second purchase is about your Buildy.
You're concerned about the price, but the prospect of having a building robot is very alluring when dealing with ship damage and other forms of mechanics. You do have Derek, but he's only an apprentice worker after all.
>Buy Mr. Buildy: 100caps
>Don't Buy
>>
>>355672
Here's San Lucas.

>>355653
>>355658
You can buy another boat for your trade fleet if you ever find an opportunity.
Or steal one.
>>
>>355672
> Buy Hunting Rifle, Machete, and 100 caps worth of Scrap
>Fon't buy mr buildy
>>
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>>355674
>I forgot the map twice
>>
>>355676
Going with this. If Buildy can't gun down degenerates then there's no real point.
>>
>>355672
>Hunting Rifle: 20caps
>Machete: 5caps
>Buy Mr. Buildy: 100caps
>>
>>355672
>Vault-Tec 10mm Pistol: 10caps
>Machete: 5caps
We have no gun training, at all. Maybe we should stick with something easy to use, for now.
And no opinion on Mr. Buildy.
>>
>>355681
>>355676
He didn't mention what he's armed with, but if there's no weaponry on the buildy, don't buy.
>>
>>355688
Mr Buildy is armed with a welder, a Nailgun, and a claw.
>>
>>355672
>Hunting Rifle: 20caps
>Vault-Tec 10mm Pistol: 10caps
>Machete: 5caps
>Buy Mr. Buildy: 100caps
>>
>>355672
You have decided not to buy The Buildy.

Though in turn you have bought a Hunting Rifle, a Machete, and a 10mm Pistol. The Merchants seem to like you here, you actually buy things and bring things they're happy to buy.

You also bought 20 units of Scrap
You spent 135 Caps
You have 515 Caps remaining.

Your current Cargo:
>10 Units of Drugs
>20 Units of Scrap
(50 Unit Limit)

Your time here in King has been profitable and all around good, even though the people seem in quite a poor mood. At least you managed to feed some of them, right?

Burke has been at a bar for a lot of this time, and by the time you meet back up with him, you two sit at the town well just outside of The King Cavern Gate and share a bag of fried fish.

I mean it's probably fish.

Regardless, now that you've bought all you seemed to need, is there anything left to do?:
>Trade
>Search for New Crew
>More Town Lore
>Continue Sailing
>Write in
>>
>>355712
Onwards, to asshole territory.
>>
>>355712
>Search for new crew
>See if you can find someone to teach you how to shoot
>>
>>355727
+1
>>
>>355712
you decide to stay a bit longer and get a few more things, both of them being people!

Firstly you set out looking for someone to teach you how to shoot, but when Burke hears this little ambition, he reminds you that he's a professional caravan guard. You spend some time out by the docks practicing shooting, ans manage to learn some shooting proficiency out of it.

Gained: Shooting proficiency 1 (+5 to shooting rolls)
You can find more teachers whenever able to increase the skill further.

As for crew members you do happen upon a pair that catch your interest:
(Your boat can hold 4 crew total, including you.)

>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.

>Kegger: A Ghoul Man that stands around 6ft tall. He's a brute of a guy, and it seems as if the whole rotting flesh ordeal hasn't left him any weaker. He works as a bouncer for some of the bars around King Crater. He uses a pair of brass knuckles and a 10mm pistol. He will want 30caps to join your crew.
>>
>>355777
>>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.

>Kegger: A Ghoul Man that stands around 6ft tall. He's a brute of a guy, and it seems as if the whole rotting flesh ordeal hasn't left him any weaker. He works as a bouncer for some of the bars around King Crater. He uses a pair of brass knuckles and a 10mm pistol. He will want 30caps to join your crew.
>>
>>355777
>>Kegger
Deserters bring trouble with them. Stick with the big guy.
>>
>>355777
>>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.

Other guy might ruin trade deals by being a ghoul or stink up all day under the sun. Can we get a picture of our boat?
>>
>>355784
Your boat already has 3 people in it.
Can't take both.
>>
>>355791
>>>Donna Phish: A woman that's hiding out in King Cavern drinking her life away. She's an NCR Deserter, but during her time in the army she was a medic. She'll go with you so long as you take her out of NCR territory. She carries a Service Rifle.
:^)
>>
>>355777
>>Kegger: A Ghoul Man that stands around 6ft tall. He's a brute of a guy, and it seems as if the whole rotting flesh ordeal hasn't left him any weaker. He works as a bouncer for some of the bars around King Crater. He uses a pair of brass knuckles and a 10mm pistol. He will want 30caps to join your crew.
>>
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>>355788
>>
>>355801
Good god that's real shit.
Let's go with Kegger. Maybe we can dress him up in armor or something.
>>
>>355777
You decided to hire Kegger.
You're gonna need a Frankenstein to scare off those San Lucas bastards anyway.

You spent 30 Caps hiring Kegger
You now have 485 Caps

As Derek was introduced to his first ghoul, and had a subsequent hard time getting used to the sight of a walking corpse. Burke and Kegger get along though, apparently Burke was raised around some ghouls like him around The Washington Area. Kegger says he's always wanted to head out to The Capital, and the two spend some time talking about how destroyed the landmarks are now.

As Captain, you take the helm of your ship with your new load of cargo and one fresh crew member and un-dock yourself from King. You're sure you'll be welcome there again if you ever head back.

You sail southward a bit, passing The Great Hotzone of LA. From The boat you can see its great glow in the distance, and in some spots in the water you could swear The Sea's Floor was hot with green light. Further on south you see a small dock, and a series of small patrol boats sitting in dock.

It's night now, but even you can see the watch tower constructed off the top of a warehouse that seemed all too fortified. Hitched to the loading dock that surely once saw commercial ships unloading there before the war are NCR Navy rigs. You've found yourself crossing near Fort Border. Here's where NCR jurisdiction ends, anything further south is all in the hands of whatever dwells in Mexico.

Do you wish to stop at Fort Border for the night?:
>Dock at Fort Border
>Keep Sailing
>>
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>>355853
Forgot map again.
>>
>>355853
>Dock at Fort Border
>>
>>355853
>Dock at Fort Border

They would probably pay well for scraps
>>
>>355853
Docking time
>>
>>355853
>>Dock at Fort Border
>>
>>355853
>>Dock at Fort Border
>>
>>355853
You decide that docking here seems like a safe idea.

The rest of the crew seems okay with it, though as you're pulling into dock Burke quietly makes his way under the deck and hides the drug stashes that you have put away behind the loads of King Scrap.

As you pull in, you have to sign the dock registry and it's all quite official. The only thing is that you have to put a boat name on the register, but you've yet to give it any real title.

What do you write down?:
>Name your boat.
>>
>>355888
Hand Me Down
>>
>>355888
Small beginnings
>>
>>355888
Piece of Ship
>>
>>355888
Ship name: Goldfish
>>
>>355898
Ill second this
>>
>>355898
Gonna go with this here.
>>
>>355898
Thirded
>>
>>355898
>>355888
Pretty great
>>
>>355888
You've decided to formally name your Vessel
Piece of Ship

The Dock Master looks at the registry as you hand it back to him and spends a good few minutes laughing as he files the papers away. You and your friends are allowed inside. Your crew seems okay with NCR, and they seem okay with them. A lot of the recruits are around Derek's age, and Caravan Guard is a respectable business around here. As you enter the chain link fence that separates the actual fort from the dock, it becomes apparent that this is a refurbished warehouse. The Nuka Cola sign along The Fort's entry shows that well. outside you see crates upon crates of Nuka Cola. The soldiers claim they were there when they moved in. Sadly these aren't the classic Nukas everyone knows and loves, this is Cherry Nuka Cola.

Apparently even back then the whole idea of Cherry Nuka was such an economic disaster that warehouses like this were stuck holding their shipments for lack of ability to sell.

As this place has no real market, it does have a quartermaster, and he's willing to buy and sell.

Your crew turns in for the night and sleeps with the soldiers as you're left to haggle.

Fort Border Quartermaster:
-Contraband-
Drugs

-Buy and Sell-
Bullets: 10caps
Guns: 10caps
Scrap: 10caps
Luxury items: 50caps

-For Sale Only-
Cherry Nuka Cola: 1cap

Actions:
>Trade
>More Town Lore
>Continue Sailing
>Ship Upgrades
>Write in
>>
>>355961
Oh yeah
Your Cargo:
>10 Drugs
>20 Scrap
Cargo Capacity: 50
>>
>>355961
Buy 20 Cherry Nuka Colas. Hell even if it's lethal to consume we'll just get the caps back. Haggle to buy in bulk and get a discount?
>>
>>355961
>Buy- 10 units of bullets, 5 of guns, 15 colas
>>
>>355974
Roll over 35 for a 2 for 1 deal.
>>
Rolled 66 (1d100)

>>355961
>>Ship Upgrades
>Practice shooting with Burke

>>355977
Rolling
>>
>>355961
Buy
>Bullets: 10caps
>Guns: 10caps

See if we can give Kegger a better gun, or upgrade the 10mm to full auto.

See if the Cherry Nukas could go well with any booze on hand. Get inventive.
>>
Rolled 24 (1d100)

>>355977
lodsamone
>>
Rolled 52 (1d100)

>>355977
Rolls
>>
>>355980
>>355983
The first guy rolled higher.
We'll go with that.
>>
>>355961
You buy some Cherry Nuka.
At the same time you make it out with a 2 for 1 deal that leaves you only paying 10caps for 20 units of Cherry Nuka.
You absolute mad man.

You now have 475 caps.

You talk to The Quartermaster about getting a gun personally sold, but he tells that he's only allowed to sell in standard cargo units, so unless you wanna buy a crate of guns he can't offer you any guns.

You break into Burke's Scotch Stash and try to mix up some Cherry Nuka with it, but upon tasting it, it all seems that the cherry tang is not a good aftertaste to hang on the tongue after the burn of alcohol.

You question about Ship Upgrades, and The Dock Master is sure he can hook you up with something.

He offers:
>Improved Reactor Heat Syncs (+5 to evasion rolls) 40caps
>Greater Hull Ram (Gain The Ship Ramming Ability) 30caps
>Black Paint (+20 to Ship Sneaking rolls at night) 20caps
>NCR Captain License (Allowed to buy NCR Ships at Available ports) 50caps
>>
>>356027
>>Improved Reactor Heat Syncs (+5 to evasion rolls) 40caps
>>Greater Hull Ram (Gain The Ship Ramming Ability) 30caps
>>Black Paint (+20 to Ship Sneaking rolls at night) 20caps
>>NCR Captain License (Allowed to buy NCR Ships at Available ports) 50caps

>Buy goods
>5 guns
>5 Bullets
Go ham
>>
>>356031
This guy gets it
>>
>>356031
Our Cargo Space is full.

Cargo:
>10 Drugs
>20 Scrap
>20 Cherry Nuka
Max Capacity: 50
>>
>>356038
>>356038
Sell 10 scraps then
>>
>>356031
>>356038
Do this, sell 10 scrap at market price?
>>
>>356027
>Improved Reactor Heat Syncs (+5 to evasion rolls) 40caps
>Black Paint (+20 to Ship Sneaking rolls at night) 20caps
>>
>>356038
I forgot the cola weighed at all, good god. What the hell are we going to do with it?
>>
>>356049
Save them to make nuka grenades which we can use to fuck up the bandits near Mexico then steal all their shit
>>
>>356049
Well, you got 20 cases of it.
You could always try to trick people into thinking it's higher quality stuff.
>>
>>356053
save some of it sell the rest?
>>
>>356053
As nasty as it is, I don't think it's radioactive or explosive enough.
>>356043
>>356044
Voting for this, I guess
>>
>>356027
agreed on all upgrades and license though, could the dock master possibly be able to upgrade our cargo space as well? We are sending alot of caps his way
>>
>>356071
Nah just save it, we'll probably fuck up a couple of them when we start making gernades

>>356073
You would be suprised, their one of the strongest grenades in the game
>>
>>356081
If we're crafting them, we need some Quantum. Or not, all you, OP.
>>
>>356027
You decide that the best ship i a well prepared ship.
You buy them all.
All The upgrades.

It costs you 140 Caps all together.
You also sell all your scrap, which pulls in 100 Caps on its own.
You then buy some Guns and Bullets to fill your cargo space for 100caps.

You now have 335 Caps.
This is about 35 more caps than when you started, but oh well!

Your cargo space is now
>5 Bullets
>5 Guns
>10 Drugs
>20 Nuka Cherry

You are now a legal captain in the eyes of The NCR. You are free to pilot NCR official vessels, and even join the navy if you wish. You're trying to make your way to The Gulf though. Maybe by the time NCR pushes back The legion enough to meet you back in Louisiana you'll be ready to be a grizzled Navy Officer.

In the mean time you're still at Fort Border. Your crew is asleep and it's night time. You'll be heading out in the morning to face San Lucas.

Is there anything else you want to do before you turn in?:
>Trade
>More Town Lore
>Sleep, then Continue Sailing
>Write in
>>
>>356096
>Walk around the fort hitting on chicks trying to get laid

Gotta up that persuade stat
>>
>>356092
You need someone with some Chemistry know-how to make Nuka Bombs. It's totally possible though.

>>356077
Cargo Space is related to The Ship's Hull
Cargo space can't really be increased.
>>
>>356096
It's time to sleep
>>
>>356100
Oh, but if you want to carry more goods you can buy another ship, or salvage one if you find something.
>>
>>356100
Ah, a fine point.
>>
>>356099
>>
>>356096
'Ey guys
It's like 1AM here, s OP has to BRB
If I don't come back I probably actually fell asleep like our Merchant Here.
If that's the case we'll pick this up when I get up.

May many good deals come to you anons.
>>
>>356123
Was fun, have a nice dream. Of cherry nuka cola
>>
>>356123
Was fun OP didn't catch most of it but I'll be back later
>>
>>355786
I like the way you think sir.
>>
>>356123
Ill see you hopefully tomorrow OP fare tidings friend. Cool thread dude!
>>
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>>356096
OP has returned.

You awaken in Fort Border, and by the time you're up and about Kegger has already set your trusty Piece of Ship ready for the water once more. He claims he's a morning person. As you first step out of The Fort you can see that your ship has been already fitted with all the attachments you've purchased. They're certainly not pre-war craftsmanship, but by all means they're good enough for getting the job done. Piece of Ship now sports a hefty ram and is painted in a dark shade of night black. There have also been heat syncs attached to the nuclear engine, but you're not experienced enough with mechanics to tell exactly what a Nuclear Heat Sync looks like.

You're well aware that now's the time you need to face off with San Lucas if you ant to breach your way to Panama. How you're going to deal with them you're not quite sure.

You sail off from Fort Border and right out of NCR Naval Space. Halfway down The Mexican Peninsula you see warning signs painted along the shores announcing the beginning of lawless territory.

At least you don't have to worry about Contraband Checks, right?

You can tell what San Lucas is once you draw near it. Their docks are filled with mismatched ships decorated in gang symbols and hanging tattered flags of blood dipped red.

The City Itself isn't desolate by any means, but the people that inhabit it don't seem to be the nicest types round. The once grand resort location that had housed weary vacationers before the war was marked with the show of neglect and decay.

One Billboard that once greeted guests by the apparent visage of a fade 'Welcome' has since been re-marked to serve its new owners. There now decorates it a single skull, a helmet upon its head sporting two devilish horns.

The words "Viking de Muerte" lay in a thick red paint underneath.

Kegger and Burke don't seem to like the look of this place.
Derek is scared pretty shitless.

What do you do, captain?:
>Attempt Docking at San Lucas
>Speed out of there
>Explore elsewhere until night
>Write in
>>
>>356338
>perfect opportunity to sell drugs and make friends
Dock that shit nigger
>>
>>356338
>>Speed out of there

>>356341
I don't think we have the firepower to make them buy it instead of just steal it from us.
>>
>>356338
Dock but keep watch our ship
>>
>>356338
You decide to dock at San Lucas
You immediately stick out on account of the fact that you're not a raider, and your ship isn't covered in gang symbols like water trash.

Before you step off Derek has already announced that he'll be keeping a lookout on the ship as he holds his revolver and sits in the hull where nobody can see him. Kegger volunteers to babysit the mechanic and the cargo while you and Burke step off The Piece of Ship.

You're greeted by an apparent dock manager that's already started heading to you and Burke. He's accompanied by two large men with machetes of their own, each one tanned in a deep sun bathed tone that contrasts against The Dock Master's own, much paler figure. He's very much Latino, but at least he speaks English, unlike his guards.

He tells you that this is of course San Lucas and that these waters belong to a gang boss by the name of Saint Lucas of The Death Vikings. All ships that come into his port wither do so with his permission, or flying his flag.

He then states that permission to dock is the price of 200caps.

What now, Captain?:
>Pay Docking Tax
>Run
>Shoot then Run
>Write in
>>
>>356369
>if your boss wants the good stuff he is gonna get a damn good deal worth more than 200 caps. unless you want some juicy stuff too, which case your gonna pay for it, but I'm in a good mood today so you can have some for free sampling

This is a fine line we are crossing. We fall on one side and we are dead. Fall on the other and we have unconventional strong friends that will be willing to help us out for a really nice deal.
>>
>>356373
Supporting
>>
>>356373
Seconded
>>
>>356373
Thirded
>>
>>356373
Full speed ahead
>>
>>356369
You talk The Dock Master up. He seems surprised, apparently he hadn't taken you for a drug pusher. Kegger brings up a unit of the good stuff and cracks it open for the manager. He gets excited at the sight. You seem to lack any grand amounts of the hard stuff like jet and psycho on account of having taken your drug stash from far up north, but what you do have he voices that they need. It's Buffout.

Burke has never traded with raiders before, but it's apparent that The Vikings value strength above all else. These pill bottles you're backing are battle brew to them, and they certainly see a lot of battles this way.

The Dock Master insists that you sell your loads here, and that they can offer a good deal, but there's no official traders in town that manage drug deals. Instead Saint Lucas is going to have to take a look at your chem stash and name a price himself.

He's out preparing for a raid against an enemy gang right now, but he'll be willing to see a trader during his training.

Do you follow Captain?:
>Go see Saint Lucas (Write in which crew you bring with)
>Insist that he come to you
>Run
>Write in
>>
>>356396
We logging the drugs over to him for him to see?
>>
>>356396
>>Go see Saint Lucas (Write in which crew you bring with)
Kegger.
This is a bad idea, but dammit I'm all for it.
>>
>>356407
You'll bring a case, and you can unload the rest when you have a deal.
>>
>>356396
>>Insist that he come to you
>>
>>356396
>1 case of drugs
>20 cases of Nuka Cherry
>"Battle Brew, eh? I guarantee this'll make your warriors angrier than you've ever seen."
>Kegger
>>
>>356418
seconded.
we're like walter white dealing with tuco, mane
as a sales pitch, make sure to tell him that our goods have had minimal contact with humans and every container of buffout is completely full.

if this works out, we should get a chem cook onboard. drugs are a huge industry in the fallout world
>>
>>356418
Roll me a d2
Hope for a 2
>>
>>356409
Kegger, we need one muscle with us and the other on the boat
>>
Rolled 2 (1d2)

>>356428
I'll roll it!
>>
>>356428
>>356418
They'll be angrier at the taste of the nuka more than anything.
>>
>>356431
Now we're talkin
>>
>>356431
god bless
>>
>>356396
You accept The port Master's invitation.
Kegger accompanies you while Burke and Derek stay behind to watch the goods. You are still in viking territory after all.

As you head through town it's become apparent that this place is better organized than it is maintained, the real warriors all decorate themselves in layers of red the likes of which you're not entirely sure rather paint or blood is layered upon them. They're all in the midst of training for something, and training hard at that.

There wanders men dressed in the likes of heavy robes and many, many necklaces sporting crosses. They seem to be doing their duty in drilling the men. They carry about clubs in which they beat upon the backs of men who are falling behind the others.

When you meet Saint Lucas, he seems... off.

His face is layered in red, and even through the sheen of scarlet pigment you can see that a heavy cross is carved into his face, from the top of his hair line all the way to the cleft of his well pronounced chin. He's massive, beating Kegger in height by merely an inch or two. His hair is black, and long enough to reach down about the midsection of his back. He's donned in heavy robes, same as the other trainers, save for upon his neck he carries more crosses than is even sensible, possibly numbering to at least a hundred of mismatched shapes and sizes, some simply polished wood, some gilded crucifixes.

He looks down upon you as it seems you've interrupted his training. He carries a broad machete, and the men he's drilling show gashes along their backs where he's laid punishment upon them. These are the elite vikings, for the red they wear upon their figures are their own blood.

The Crates are presented, and he doesn't seem to have any facial disturbances as he scours over the goods.

>>356431
The first thing he says is in reaction to the Cherry Nuka that you've brought. In a deepened tone, he only announces, "It's Red. I like that."

Kegger seems relieved, he had been worried about showing the failure of a cola to The Saint.

He offers you a deal, claiming that he'll pay you out 10caps for each crate of Cherry Nuka, and 40caps for each Chem Crate.

What do you do, Captain?:
>Trade
>Run
>Write in
>>
>>356443
Seems reasonable. Mention the possibility of this place having a spot on a more permanent trade route. This place could use more chems.
>>
>>356443
Haggle a bit, mention that you could be a drug supplier for them
>>
>>356453
Seconded, but we may want to gauge their opinion of us after we unload the cola before returning.

>It's Red.
kek

>Ask if they have any weapons or such to trade.
>>
>>356443
Try to haggle up the chems to 50.
>>
>>356472
>>356462
Roll a d100
Beat a 60
First roll to reply to this post is the one we use.
>>
Rolled 91 (1d100)

>>356475
>>
>>356477
Nice roll
>>
>>356477
well done

>>356475
i still wanna see about getting a chem cook after this if we're gonna go through with providing to them, we could get our first regular trade route going

also, i wanna see these caps go somewhere at some point. maybe we could expand our industry to jet manufacturing facilities like in fallout 2 later on
>>
>>356482
You can always start your own Trade Colony at any time.
Or take over one that already exists.
The possibilities are endless.
>>
>>355077
Wow another fallout thread? And the main character is a merchant as well? Damn.
>>
>>356443
You haggle hard.
You make a fairly convincing point about how these men are going to need some better pick me ups during their raid, and The Saint seems to see a lot of reason in that argument. He agrees.

You sell 10 units of Drugs for 500 Caps.
You sell 20 units of Cherry Nuka for 200 Caps.
You now have 1035 Caps.

You've broken a trade value of 1000 Caps. Congratulations, you're now a proficient Merchant, far more than the simple farmer's child you were when you first left Kindport.

In all your new trade experience you've gained:
Haggling Proficiency 1 (+5 to Haggle Rolls)

Saint Lucas says that he'll be willing to take up a trade deal with you if you manage to get some chem operations started up, and he doesn't catch you trading with their rival gang, The Oilmen.

You're left alone as The Saint returns to his training. He's a hard face to read on account of those firm features never moving or reacting to anything, but Kegger says he thinks The Saint likes you guys.

After a while you unload all your chems and cola, and find yourself in the town's center. Saint Lucas must have been a beautiful place before The War, as a lot of it was preserved, and only the wear and tear of old age is causing it to fall into ruin. There's no formal Trader or Markets here, so trying to strike some deals seems like it's not an option. Though these men are Vikings and Pirates, The Dock Master is selling stolen ships and there is one catholic that's empty enough as is.

What do you do, Captain?:
>Buy another Boat
>Go to Church
>Stay until Tomorrow
>Set Sail
>Write in

Note:
You could search for Crew here, but you have no more space for crew on the boat.
>>
>>356522
>Check out boat stock
Also, bad idea to stay the night, folks
>>
>>356522
View the other boats and get some information on the other gangs, who to avoid and who's not a complete douchbag kinda deal.
>>
>>356522
I got a good idea.

We go to the oilmen from a different angle. Put on disguises and sell them really strong faulty drugs and powerful deficient ammo. Then we have our friends come in to finish them off

Effectively the oilmen will be having seizures and hemorages whilst having their weapons jam and explode.

Then we take a part of their base as our chums operation.
>>
>>356537
seconded, although we probably shouldn't rely on offensive raider boats. try to prioritize captured boats from more civilized factions like the ncr
>>
>>356542
>chums
Autocorrect is lovely sometimes
>>
>>356542
shit that actually sounds really cool. the saints may turn out to be good allies. let's take this idea up with some of their leading officers when we can
>>
>>356522
Look into goods they have for sale.
I want to leave port with something to sell at the next stop.
>>
>>356546
We can also sell them false information that a merchant sold them some secret nuka cola along with the recipe and that they should do everything to stop them from using it as they plan to use it to take over the oilmen. We gain trust, go back to the Vikings and tell them about where they store their shit and how the base functions. We bring back a bottle of Nuka cola filled with mustard gas and other nasty shit with a detenator inside.

The magic happens when we set off the bottle and the attack starts

We win in every exchange
>>
>>356537
This
>>356542
I wonder what could go wrong
>>
This sounds like one of those plans that end with "Well, it seemed like a good idea at the time."
>>
>>356561
A hell of a lot of things actually, but I think it's a solid plan.
In addition, where is your sense of adventure mate? Ya gotta be aggressive!
>>
>>356573
I'd like to trade as a trader not get too involved in gang warfare.
>>
>>356576
Meh fine just wanted to throw some ideas out there
>>
>>356578
If the chance comes up I suppose we'll take it or i'll be outvoted but we've just got here and don't know a thing about the gangs and the differing strengths.
>>
>>356576
this is fallout, man. we've gotta take life by the bighorns and do stupid shit while we still can
besides, if we do this we may have a stake in the oilmen's territory and we won't have to buy a house or settle in some shithole in the wilderness. this sounds like a good first step to starting a trade empire in the fallout world
>>
>>356522
You talk with The Dock Master a bit, Kegger follows in behind you, but doesn't seem too concerned with talking as well. He's a brute, and doesn't try to be more it seems.

The Dock Master, who by now you've learned is named Juanti, shows you some boats as you talk.

It's explained that Mexico has been ravaged by a lot of gangs ever since The Bombs, and it gets worse the further inland you go. San Lucas is home of The Vikings of course, but they've managed to keep dominance over the coasts all around The Mexican Peninsula for years now. The oilmen are based off an oil rig further on down south, though the rig they live on was abandon and run dry before The Bombs even fell. Now they use it as a dock and a fishing platform, for at one time they were a much more prominent land based gang called The Snake Eaters, based off the images depicted in The Old World Mexican Flag that they claimed as their own. At least, they were until The Conquistadors drove them off and they escaped into the sea. The Oilmen is actually a nickname that everyone calls them, but they call themselves Eagles, and worship olden gods. They claim all the world is but snakes, and cannibalize as their traditional Snake Eating name implies.

The only issue he finds with your plan of ill-drugs and broken guns is that The Vikings don't have access to either of that, if you want to cause trouble like that you'll have to seek out dangerous goods on your own.

These boats are presented:
>Fishing Boat: A boat that was taken from a fishing village off the coast of Mexico. It's rather small, only having a cargo space of 10 and a Crew Space of 2. 100caps

>NCR Navy Transport Rig: A boat taken from an NCR Coastal Trader, it still has all its NCR tags decorating it, but they can be ground off. It's a ship built for cargo movement so it can hold a Cargo Capacity of 60, and a Crew of 4. It's slow and causes a -10 to evasion rolls. 200caps.

>Cadillac Rig: A boat crafted out of spare parts and a boat hull. It's frankly more welded metal than original boat, but it's reliable enough. The front of it is a fine Atomic Cadillac though, something certainly not to be fucked with. Any attempt to ram with this hard nosed rig gets a +10. It has a cargo capacity of 50 and a crew capacity of 3. 200caps

Note:
All boats need at least one crew member to drive.
>>
>>356601
>NCR
>Cadillac
Retrofit that NCR when we can, and hope the NCR doesn't throw us in the brig as pirates
>>
>>356601
No larger ships? We'll settle with the Cadillac then we shall go find some new crew
>>
>>356601
ask why the prices are so generous here. (in new vegas, the price of a single 10mm is 750 caps)

just out of curiosity, not to give them accidental financial advice or anything

buy cadillac
>>
>>356601
We can actually get spare parts and make all of that stuff on our own if we get a chemist on our crew.
>>
>>356601
>>Cadillac Rig: A boat crafted out of spare parts and a boat hull.
I'm worried that the cargo boat might be too hot to buy now. NCR likes paperwork, and the previous registration might still be on the books.
>>
>>356638
The prices shown in this quest aren't very reflected of the actual values in The Games. If they were we'd be dealing with much, much bigger prices.
>>
>>356643
The Cadillac seems easy to outfit honestly, room for a lot of upgrades, let's just get it.
>>
>>356647
Do we have to get someone to pilot the boats or will they hold it for us?
>>
>>356601
>>Cadillac Rig:
It costs as much as the transport and only seems to have 10 less cargo capacity and 1 less crew cap.

I'm more interested in buying cargo than buying empty cargo vessels, though.
>>
>>356651
One of your crew needs to pilot the ship.
You do have three crew members though.

>>356653
This Place doesn't have a trader, a lot of Raider dens probably wont.
>>
>>356601
Purchase the NCR Ship and the Cadillac. However make sure to purge any potential way of the NCR finding out its a stolen ship.
>>
>>356601
You for sure decide that you want to by The Atomic Cadillac. You pass off the caps to The Dock Master and he gives you the keys. You're the proud new owner of a car welded onto a boat.
No regrets.

Kegger is frankly excited about this, he was quietly hoping you'd choose that one.

You spent 200caps
you now have 835caps

The point of concern is rather you want to buy The NCR Cargo Vessel, and now that you have a new boat you can hire some new crew members. As The Atomic Cadillac is brought in to port with your Piece of Ship, you stand on the docks waiting on what to do next.

Voting decision:
>Buy The NCR Cargo Ship
>Don't buy The NCR Ship

Actions:
>Search for Crew to Recruit
>Go to Church
>Stay until Tomorrow
>Set Sail
>Write in
>>
>>356699
>Nope
>Find some crew
>>
>>356699
>raider infested territory is no place for two ships with crew we can barely afford and recover from
>get crew for new ship.
>>
>>356699
>Don't buy The NCR Ship
>Search for Crew to Recruit
>Set Sail
>>
>>356699
I'd say buy the Cadillac Rig for the second ship in our fleet, it'd go well with what we've got and our crew is full right now. It'll double our cargo space not to mention if we're desperate the ship can ram.

After that look for more crew in order to get into the new ship.
>>
>>356699
>Search for Crew
Specifically a chemisit for drugs, a medic, and a good shot
>>
>>356718
>>356740
seconded; combine these
>>
>>356740
Seconded
>>
>>356752
>>356773
Fourthed
>>
>>356699
You decide to leave the NCR ship.
As for what you currently have, your fleet currently looks like this:

Piece of Ship
40 Cargo Capacity
4 Crew Capacity
>Improved Reactor Heat Syncs (+5 to evasion rolls)
>Greater Hull Ram (Gain The Ship Ramming Ability)
>Black Paint (+20 to Ship Sneaking rolls at night)
>NCR Captain License (Allowed to buy NCR Ships at Available ports)

Atomic Cadillac
50 Cargo Capacity
3 Crew apacity
>Car Ram (+10 to Ramming Rolls)

-Crew-
>You: Merchant
>Derek: Apprentice Mechanic
>Burke: Caravan Guard
>Kegger: Ghoul Brute

With a new ship in your command you now have the ability to seek out more crew members, any you decide that it would be wise to look for some while you can.

It's rather hard trying to pick out people that want to come on your journey with you, because a lot of the people here only speak Spanish. You do find the following though:

>Armen: A Catholic Priest that's been maintaining The Church in San Lucas for quite some time now. He's already taken in an apprentice, but now that the boy is old enough to run the church on his own, he wants to take up the life of a Missionary. He carries a Single Barrel Shotgun and speaks Spanish. He has first aid training.

>Cardejo: A Viking that's already served his time in the mandatory service for The Gang. He's been allowed to go his own way. At one time he had decided to travel north and register for The NCR, but was rejected for his affiliation with The Gang. He's been waiting around in Las Lucas ever since, only spending all his time training and getting fat. He's a great shot, and uses a Trail Carbine. He also speaks Spanish.
>>
>>356797
>Armen
We need more people of specilization, not just bodyguards, plus his first aid could come in handy. Also considering Cardejo already has a streak on his record, getting him might be a bad idea in future ventures.
>>
>>356797
Let's take them both, we have the space
>>
>>356797
Get em both
>>
>>356809
Seconded
>>
>>356797
>>Armen: A Catholic Priest that's been maintaining The Church in San Lucas for quite some time now. He's already taken in an apprentice, but now that the boy is old enough to run the church on his own, he wants to take up the life of a Missionary. He carries a Single Barrel Shotgun and speaks Spanish. He has first aid training.
We don't really need Cardejo. We should keep our options open.
>>
>>356797
Take em both
>>
>>356797
both
>>
>>356797
Voting for both.
>>
>>356797
>Both
>>
>>356797
Both
Cardejo can be used to translate English to Spanish
>>
>>356797
You decide to take them both.
With your crew grown by two more, you're all too ready to shove off once more.

Armen packs in with you and Derek while Burke drives The Atomic Cadillac with Cardejo and Kegger. The whole crew is ready to head out. The Dock Manager tells you that you're welcome back in San Lucas anytime, and the feeling of truly making it as a real Wasteland Merchant even in a den of raiders fills you with pride.

The Dock Master marks the location of The oilmen Platform on your map in case you ever want to try out your faulty gun and drugs idea on them.

Where to, Captain?:
>Check out The Oilmen Platform
>Sail south and look for a place to restock cargo
>Write in
>>
>>356884
>>Sail south and look for a place to restock cargo
>>
>>356884
>Southward!
>>
>>356884
>>Sail south and look for a place to restock cargo
>>
>>356884
>Sail South
>>
>>356884
South to Panama, then to the capital
>>
>>356884
>>Sail south
>>
>>356884
>>Sail south and look for a place to restock cargo
we go souf
>>
>>356884
You pass on visiting The Oilmen.
They eat people after all, and you're a people.

As your two ships sail southward it becomes apparent that there was a bit of wise foresight out of becoming friends with San Lucas, for you've already seen two Viking patrols motoring on by. They recognized Armen and Cardejo however and didn't bother trying to question about who you were.

This kept the waters quiet until you happened upon something strange along the coast. It's a little ways off, and there's no real dock there to signify it's a settlement. Instead this seems to be a factory of sorts, a large building covered in thick grey walls that was obvious built more economically than for ascetics sake. What catches your eye about it though is the large painting that decorates its entry. It's a white brahman's skull, as marked along the wall, staring out to the ocean with its ever vigilant form. It doesn't seem faded, and as Burke draws his ship next to your own to talk about the odd building, he comments that he thinks it looks pretty fresh for a painting in The Wasteland.

What do you want to do, Captain?:
>Anchor and check out The Factory
>Keep Sailing
>Write in
>>
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>>356960
Forgot The Map
>>
>>356960
>>Anchor and check out The Factory
>>
>>356960
>>Anchor and check out The Factory
>>
>>356960
>>Anchor and check out The Factory
>>
>>356960
OP is gonna go eat dinner.
I'll BRB.

And on another note, how long is the post limit in these threads, I've never ran like a Quest series before and I should know when to make a new thread.
>>
>>356997
750 post limit
>>
>>356999
Thank you.
>>
>>356999
thats the bump limit
>>
>>356997
worry more about how long it takes to reach the bump limit (72 hours)

don't worry, you probably won't hit 750 before you make the next thread. you'll get plenty of bumps
>>
Leave deker to guard the boats and take the rest with us
>>
>>357128
Nigga you seriously think one guy is gonna be able to defend two boats simultaneously? At least have one person per boat.
>>
>>357142
Let's leave deker and armen to guard the boats
>>
Oh yeah, and here's a poll
http://www.strawpoll.me/10715317

I'll still BRB for a bit, but I can pop in every once in a while, eel free to ask questions if you're confused about anything in The Quest or whatnot.
>>
>>357158
>>357128
Can neither of you spell Derek? Sure, sounds good, I'm on board.
>>
>>357177
Wait, don't I just remembered that derek's the mechanic. Put atleast someone combat trained like burke or kegger.
>>
>>357224
Leave Cardejo instead of Armen then, we need one of them with the boats in case more viking patrols come by
>>
>>357235
Good idea, I wholeheartedly support this now.
>>
>>357235
>>357224
cardejo & burke, they're probably best qualified to keep people away from the boats at range
>>
>>357244
Agreed
>>
>>357235
>>357244
Sound idea!
>>
>>357244
I'm down for that
>>
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Super_Meat_Boy.png
224 KB, 393x377
Fuck, wrong thread.
>>
>>356960
OP is back.
You decide to lay anchor to the shoreline and investigate the factory.

Burke and Cardejo remain behind to protect the ships and leave the lot of you hiking your way up to the land. It felt good to touch solid ground again that wasn't connected to a dock, but it had an uncomfortable feel now. Being on a ship seemed so much more natural sometimes.

As you arrive to the front gate of The Factory, nobody comes to meet you. It's not until Kegger lifts the garage-like door for you that the inside becomes apparent. It's dark, but the bright whiteness of the brahman skull paintings are clear even among the shade. You see only one being there, a hulking creature, blue in shade and speaking in a confused tone to a skull settled along a table in the room's center.

That's when you see it, stealth boys. They're scattered about the place with abandon, the remnants of some few that had ran out of power crushed upon the floor where the massive feet of Nightkin had stepped upon them in their idle wandering. This seems to be a place for stealth boy production, but that surely means that there could be any number of Nightkin here and you might never know.

What now, Captain?
>Try to talk to The Nightkin
>Run
>Shoot
>Write in
>>
>>357405
Talk, but try not to look at them.
>>
>>357405
>Try to talk to The Nightkin
Don't look at him,
Thread replies: 255
Thread images: 18

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