(Adding categories) |
(The name of the NCR's first town was incorect (the original was Shady Sands and not Goodsprings)) Tags: Visual edit apiedit |
||
Line 1: | Line 1: | ||
− | Like many of the vaults, '''Vault 15 '''was part of Vault-Tec's grand social experiment. It was to stay closed for fifty years, was overcrowded, and contained occupants of extremely diverse ideologies and cultures. The situation caused by the experiment led to a great schism, during which four groups ultimately left the vault to brave the wastes during the spring of 2141. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year. The fourth group settled down a few miles west of the vault and founded the village of |
+ | Like many of the vaults, '''Vault 15 '''was part of Vault-Tec's grand social experiment. It was to stay closed for fifty years, was overcrowded, and contained occupants of extremely diverse ideologies and cultures. The situation caused by the experiment led to a great schism, during which four groups ultimately left the vault to brave the wastes during the spring of 2141. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year. The fourth group settled down a few miles west of the vault and founded the village of Shady Sands in the spring of 2142. |
==Locations== |
==Locations== |
||
When the Player Characters first enter the surface area of Vault 15, read: |
When the Player Characters first enter the surface area of Vault 15, read: |
Latest revision as of 07:35, 9 November 2015
Like many of the vaults, Vault 15 was part of Vault-Tec's grand social experiment. It was to stay closed for fifty years, was overcrowded, and contained occupants of extremely diverse ideologies and cultures. The situation caused by the experiment led to a great schism, during which four groups ultimately left the vault to brave the wastes during the spring of 2141. Three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans in the winter of the same year. The fourth group settled down a few miles west of the vault and founded the village of Shady Sands in the spring of 2142.
Locations[]
When the Player Characters first enter the surface area of Vault 15, read:
"You see a small shanty house, made of metal pallets, sittinig in the middle of an open space. Inside the building is an opened manhole."
For each player with Luck 3 or less, put a Radscorpion onto the battlefield. If you do, read:
"Radscorpions guard the shack."
If the Player Characters go down the manhole, read:
"You climb down the dark, creepy ladder and find yourself in a cave. The Vault 15 door has been ripped straight open. The lights aren't on. You see an elevator shaft in the middle of the entrance. A set of lockers, usually filled with emergency supplies, are lining the walls."
Vault 15 Entrance[]
Item | Passage | Skill Check | Event |
---|---|---|---|
Elevator Shaft |
"The elevator is inoperable. The shaft is wide open, but to fall to the lower floors would likely be fatal." Investigation 20 - "You notice a sturdy bar next to the elevator shaft." |
Examine (Investigation) | |
Elevator Shaft (Use Rope) | "You tie the bar with the rope and throw the other end to the bottom of the shaft. The rope is long enough to hit the bottom." | Use Rope on the Elevator Shaft | |
Lights / Electricty | "The electricity appears to be off." | ||
Lockers | Tell the Player Character who decides to check the locker what they obtained. | Searching depends on Luck. The Player Character has a chance to get some flares, a med kit, or a stimpak. |