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ID: B683LqAJ/qst/6260881#6264891
6/25/2025, 5:04:25 AM
Inside you find mapping data showing a place nearby called the "Eden Lighthouse," as well as your current location, simply labeled "The Spot." Further away is a place designated as a city, called "ConTown." Very creative names from these two. Strangely enough, you don't see the location of Vault 54, & the other Pip-Boy had no mapping data at all. Even further away you see "Elizabeth Ruins," with a hazard indicator. Her radio is on as well, but not broadcasting, simply listening in to dead air.
Glancing around further, you spot something under a collapsed beam. Dusting it off, you find an old sea captain's hat. Underneath are three bottlecaps, oddly enough. Probably useless, but pocketing them wouldn't hurt.
>+Captain's Hat
>+Bottle Caps x3
You start piecing together what you've read & heard. You could try to move the collapsed beams that lead out where the antenna was poking through, & deal with that while you're at it. Should you check their corpses to see what caused their deaths? Report all of this back to the Council of Five in the Vault? Clanging sounds echo through the ship, coming from back where you first entered the corridor & break your concentration. That didn't sound like thunder...
>Take down the Antenna & Stow It
>Try to move the Collapsed Beams (Strength Check, Roll 1d20+4)
>Take their Pip-Boys
>Try to Diagnose their Cause of Death (Perception Check, Roll 2d20+2)
>Head back to the Raft
>Equip Laser Pistol
>Equip Captain's Hat
>Write-In
[Last update for the night. Lots of choices here, & as always feel free to write-in & choose multiple options so long as they aren't contradictory.]
Glancing around further, you spot something under a collapsed beam. Dusting it off, you find an old sea captain's hat. Underneath are three bottlecaps, oddly enough. Probably useless, but pocketing them wouldn't hurt.
>+Captain's Hat
>+Bottle Caps x3
You start piecing together what you've read & heard. You could try to move the collapsed beams that lead out where the antenna was poking through, & deal with that while you're at it. Should you check their corpses to see what caused their deaths? Report all of this back to the Council of Five in the Vault? Clanging sounds echo through the ship, coming from back where you first entered the corridor & break your concentration. That didn't sound like thunder...
>Take down the Antenna & Stow It
>Try to move the Collapsed Beams (Strength Check, Roll 1d20+4)
>Take their Pip-Boys
>Try to Diagnose their Cause of Death (Perception Check, Roll 2d20+2)
>Head back to the Raft
>Equip Laser Pistol
>Equip Captain's Hat
>Write-In
[Last update for the night. Lots of choices here, & as always feel free to write-in & choose multiple options so long as they aren't contradictory.]
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