chapt 3 summary Lone wanderers

welsh

Junkmaster
Ok, since we did a summary of Chapter 1 and 2, this might be helpful for new characters or those who want to join up.

Chapter 3 like Chapter 1 and 2 take place away from the areas of traditions FO1 and 2 and to the south of Tactics in an area otherwise known as Fang's World. For those of you unfamiliar, I think there is an update at the beginning of the OCC thread for Chap 3. Exact location is unclear, but it seems to be in the US, somewhere between current Lousianna and California.

Chapt 3 begins with the very end of Chap 2 where the group has survived and escaped Wainright Park and a difficulat fight with Deathclaws. Most of the group is recovering from wounds in a hospital. Caleb, the Blade, is worried about his Blade brothers whom he has learned were taken to Grey Cliffs, a town some 4 - 6 weeks away, and decides to leave. He exits and is followed by Gabriel, who, a bit drunk confronts Caleb but can't decide whether to comply with his instructions (to kill Caleb) or to let him go. He hesitates, and it is enough time for Caleb to figure that their friendship can no longer be trusted. Caleb warns Gabriel against following him and there is a threat of violence. THe two part, the only witness being Jeeva who has decided to follow Caleb out in order to repay the life debt.

Jeeva indeed follows Caleb out into the desert where first Caleb and then Jeeva suffer some mental issues. I think I will step back and let Gunslinger explain that part of the story. Gunslinger???

The rest of the group is recovering when Grim falls ill. Incidently Grimm has been incapacitated in all three chapters thus far so one might think he has a habit for growing ill, or his writer can't think of something more imaginative. Regardless, Rogue and Ibis take Grim back to Ibis's funeral parlor where they set to work on him, insecret. We learn that part of this is to remove Grim's organs, save those that can be saved, replace the onces that can't and treat his organs so they can deal with the effect of Ghoul blood. The consequence is that Grim will have to make some interesting dietary choices in the days to come.

Meanwhile Gabriel, decides to get plastered, has a run in with some ruffians and is saved by Virgil. Later Virgil repays the favor by saving Virgil. They go back to the hospital where they learn what has happened and link up with Skik and Rogue who are looking for hospital supplies.

On the way back, they are confronted by Sanchez, a man who says he has business with Grim. They also learn that there is a caravan in need of taking supplies to Grey Cliffs that leaves in about 4 days.

Much of the evening is spent gathering hospital supplies while Ibis and Wally, the ghoul doctor work on Grim. The surgery ends up a success, sort of, for Grim who is a slow recoverer and is slightly pissed with Ibis. Grim eventually meets with Sanchez who basically makes an offer. Sanchez is with another group that is also an enemy of the League (a shadowy conspiracy that has tried to do in the Lone Wanderers in both Chap 1 and 2).

During this time Virgil and Wally make a discovery concerning a man who commits suicide before Virgil. When the autopsy is done, it seems a portion of the man's brain was removed and replaced with some kind of electronic device. What exactly? Well that's a mystery.

We also learn somethings about the other NPCs from Chapt 2. Most of the NPCs decide to stay behind, eager to involve themselves with Yacob and Horus's Deathclaw hatchery scheme. Ferris is recovering from his wounds with the Border Patrol and Talon has taken a post, if only to go to Grey Cliffs to find Jeeva. Ibis, with Cerebus, also tags along for the caravan because, well, that's prophecy. Wally and Yacob strike a bargain that promises cooperation between ghouls and humans in Tabis. A recovered Grim, Gabriel and Rogue are also present. Skik and Wally elect to stay back in Tabis. We may see them again.

So the group is off. The caravan is small by the standards of the time, but substantial when compared to those in Fo1 and FO2. The caravan is carrying a special cargo for the Blades but no one seems to know that except the caravan bose (who is staying behind) and even he doesn't know exactly what that cargo is.

Joining them is Jim. Jim is something of a repairman, jack of all trades. He was discovered by Caleb, going East, and was given supplies by the Caleb/Jeeva group. At Tabis, Jim decided to join up with the caravan go to back East. His reasons are a bit unclear at this point.

One of the first encounters is with the Shrillers- Nasty creatures that emit a loud wailing sound that drives its prey crazy, making it weaker as a target. But Shrillers are not competition for the caravan dogs that turn the Shrillers into the breakfast of champions.

The next encounter we find the group discovering a train station of sorts with an operational transcontinental train used for the carriage of strategic munitions. The League has uncovered it and are moving supplies from far to the West to the East, and have sent a small team of techs and security to repair the station and its power source. Regretfully, the team has come across another group, a pack of Gimmerlings, that has basically eaten most of the security team and has the techs trapped in the control room. The group wanders into this mess and barely escapes with their lives when, after getting rid of the Gimmers (through the use of light) someone else decides to keep the secret by blowing and gassing the site.

The group has recently escaped and has regained the surface, bringing with them a new NPC, a 'pleasure girl' (prostitute) named Natalie. But now the group is behind the caravan and must catch up before darkness falls. One of the people on this trip (a buzzcut soldier with an M-16- possibly Blade) has discovered that they are coming near a warren of tunnels and that there is movement from below. The sun is setting and things are not looking up for our little group.

While this is all going on, another series of events is taking place far to the South. A group of refugees from Mexico are going North. This group, the De Silvas, were once a semi-feudal family that has gotten into trouble with another group "The Others" and their lead scouts, the Oprezki. The de Silvas have split up into two groups- one headed by Isabella de Silva, is leading the main group of refugees North and have just past Border Patrol check points. The other group, led by the Don of the house, Don Pablo, has been trying to distract the Oprezki but recently the Don has been wounded and they are now fleeing North. It will be this group that will serve as the catalyst for the reintroduction of horses into Fang's world (but that story is yet to come).

Anything else?

New Characters are welcome. Jim and Virgil have joined for this chapter and we are expecting more to join up as we go along. So please post if you have any questions.
 
Err, I'd like to enter with a Character, but as I am not really willing to read the 5 pages, I don't know how to enter...
 
For Smar

Well Smar, I would just post a character (on the Character thread) on this for now and we'll see about getting you in.

Cheers, welsh
 
After the confrontation with Gabriel, Caleb leaves Tabis in disgusts and leaves to find his brothers in the East.

Unbeknownst to him, Jeeva the slaver carefully trails behind the Blade because he still has a life debt to settle. The slaver leaves without any armaments and food in order to keep up with Caleb.

Caleb is at first oblivious to whoever is following him. As he travels, he steadily advances into insanity due to the harsh terrain and limited food and water he allows himself to have. He begins here chanting voices that roar inane lyrics (Rage Against The Machine).

After another day of traveling, with the voice in his head persistently driving him mad, Caleb stumbles upon the collapsed body of a wander in a red cloak. This man turns out to be Jim who begs Caleb to help him. But the voice in Caleb's head convinces the old man that he is the enemy. So Caleb draws his revolver, ready to gun down Jim in cold blood.

Before he can shoot, Jeeva finally gives away his position and tackles Caleb, struggling with him. The slaver convinces the Blade that he was about to kill an innocent man and Caleb finally relinquishes. Jeeva suggests they carry Jim back to Tabis but Caleb refuses, fearing the loss of time and distance. The Blade gives Jim a canteen and walks away. Jeeva also gives Jim his canteen and follows after Caleb. They leave Jim in the deserts.

At first, Jeeva is uncertain of what to do with Caleb. He is weary of following the Blade because of the old man's distaste of slavers. The fact that the Blade is insane doesn't bode well, either. They travel in weary silence, Jeeva fearing that the Blade will go for his revolvers at any moment. During this exodus into the deserts, they survive on shrillers, lichen, tubers, and cacti water.

Tensions run high as Caleb and Jeeva talk. The conversations ranges along the lines of Jeeva's life-debt, his profession, and distrust of Caleb. The Blade openly seeks to chide the slaver at every opportunity. Eventually, Jeeva suffers from some form of heat-stroke and begins to break open in hysteria. Caleb waits for the slaver to finish ranting and then forces Jeeva to eat and drink. The slaver passes out from the ordeal.

The day later, after Jeeva recovers, the pair travels again. Jeeva tries to apologize for his momentarily insanity (no, the irony isn't lost upon the slaver) but Caleb doesn't make it any easier. Jeeva states that he is a man and a man pays back his debts, even a life debt.

While they argue, Caleb suddenly notices two figures out across the horizon. These two figures turn out to be slavers, vanguards the League uses to secure the border. Since the two slavers do not notice Caleb or Jeeva, the Blade prepares to engage them.

But Jeeva thinks up of a better plan. Taking the old man's rifle, he pretends to have captured the Blade. He advances on the two slavers. They do not know that Jeeva has quit the Guild.

The two slavers lightly interrogate Jeeva since they do not know of what events have transpired in Tabis. Jeeva lies to them, gaining their confidence. The two slavers give away that a caravan carrying Blade elders had recently passed by. Caleb does not react, however.

The ploy is going well until one of the slavers readies and handgun and prepares to kill Caleb. Jeeva, in alarm, states that Caleb is supposed to be a prisoner. But the two slavers had been ordered that no prisoners were supposed to be taken. The two slavers regard Jeeva suscipicoiusly and turn their weapons on him.

But before they can react, Caleb hauls the two revolvers hidden by his overcoat and guns down both men. Jeeva strips the two slavers of their armor and weapons and they procede to the East.

A day later, they finally make it to the the Great Divide. The Great Divide is a chasm caused by tectonic plates shifting back in the West. The chasm almost cleanly splits East from West. The only ways pass are the limited bridges left or traveling all the way to the north and into the borders of Canada to go around the chasm. Fortunately, the two manage to find a standing bridge. Unfortunately, Marcus the darkman hires a German sniper by the name of Hans to guard the bridge.

Before crossing, the sniper leaps up and shoots Caleb in the shoulder, incapacitating the Blade. Both Jeeva and Caleb take cover behind boulders. Jeeva, seeing that the sniper carried a Mauser which in turn only carried five rounds, catches the sniper's attention by throwing rocks. The German unloads his rifle at the false distractions. Eventually, Jeeva is able to edge closer to the sniper and begins firing his own hunting rifle. The German keeps his head down underneath a boulder as Jeeva sling his rifle and unloads his two handguns.

With the German hiding, Caleb cautiously creeps up to Jeeva's position. Jeeva pretends that he is out of ammo and loudly reloads his rifle. Hans hears the noise and leaps up, ready to finish off the slaver. But Caleb is ready and shoots the sniper in the throat once he pops up. The German goes down, clutching his throat.

Both Jeeva and Caleb prepare to cross the bridge and finish off the sniper. But before they can even take a step on the bridge, Hans shoots a tank of gasoline placed next to the bridge with a Luger. Caleb shoots him in the head but he is to late. The gasoline errupts and the bridge goes down, blocking their only path to the East. And that is where we last left our heroes.

While Caleb and Jeeva are traveling, the Blades at the Grey Cliffs are not idle. They have heard of what happened to the Blade encampment. Dante, the Blade elder, prepares the defenses at the town. The townspeople, unlike the residents at Tabis, lend a helping hand. Dante's nephew, Kino, and his troop capture a recoilless rifle inbound to a camp somewhere near the town. When Dante sees this, he sends fifteen of his twenty men to scour the area around Grey Cliffs. Of the five men left over at camp, only one named Abel has actually seen combat.

The other fifteen men break up into five groups of three men. They use guerrilla warfare and combat to protect the hills around Grey Cliffs. Kino and his guerrilla troop stray further out in the deserts. They trail behind a wagon which they assume is loaded with supplies to the opposing forces. They kill the guards and the drivers of the wagon, finding only foodstuffs and ammunition inside. They are about to torch it when Kino hears a cry for help inside the wagon. On a second inspection, they find a very thin and beaten man chained to the wagon. This man turns out to be one of the forty Blade elders left alive.

While this is happening, an assassin sneaks into the camp in Grey Cliffs. His mission is to kill Dante, the leader of the Blades. The assassin knocks out two of the Blades, including Abel, and procedes to the elder's tent. But before he can slay Dante, Abel recovers from his black out and tangos with the assassin. In the midst of the struggle, Dante calls out for help. Abel slowly chokes the assassin but the shadowed man is able to break free of his grasp. He raises his oriental sword, ready to kill Dante, but Abel intervenes and places his plastered arm in front of the descending weapon. The sword imbeds into Abel's cast and the assassin is thrown off balance. Abel pins the assassin and slices his throat.

On searching the corpse, Dante discovers a PIPBoy in the assassin's possession. It contains a message stating the assassin's mission. They discover that the assassin turned out to be a Nightblade, a cloak-and-dagger sect of the Slayers.

And that is what happen thus far on Caleb's and the Blade's part.
 
Update here-

There is a battle among the network of tunnels as a group of moonfrogs try to trap (wolfpack like) a colony of prairie dogs and the stragglers of the caravan come up against it. The frogs are dangerous but no one is killed, although Gabriel is slightly wounded when his face is burned by acid. Blade falls into a tunnel and mistakes a prop shop for a hidden armory. More troublesome, he finds the bodies of a number of dead prairie dogs that have no apparent wounds.

Later, Blade begins to itch, having been bitten by an unusual number of fleas. Others in the group also become flea bit.

The party is eventually able make it back to camp in part due to the efforts of a wayward supermutant named Gruug, who joins the group on its trip to Grey Cliffs. Gruug is then hired by Nat as a guard. Nat has also been accepted by Reed, but at a price. She must pay him a share of her earnings as interest until she can pay for passage from Reed.

They rest and the next day move towards a the Great Rift, a giant canyon that splits the land. The road down is damaged and the descent is difficult and time consuming, but in the end the caravan makes it into the valley where they rest for the night.

Meanwhile a group of the caravan go to meet up with a Borderman checkpoint, located in the canyon. They find no trace of the two Bordermen stationed there but find a slaughtered Brahma. Further investigation reveals few clues. That night, Gruug also decides to investigate the checkpoiont, and manages to stir up the campsite, and seems to find some clues but then is met with by Grim, who suspects that Gruug might have something to do with the murder. After a short interrogation, Grim lets Gruug go. Gruug, disappointed by the lack of trust of the humans, goes to the river to be alone, but is found by Nat, who convinces him to return.

The next day, the caravan is on the move again. A small group goes to the top of the canyon where they find a man, pipboy, trapped in a small box, being attacked by giant rats. They kill the rats and bring pipboy to be interrogated. Pipboy proves his value by fixing a Pipboy, earning Jim's friendship. However, Reed and Hook are not convinced. Hook convinces Reed not to shoot him until after Hook gets a chance to interrogate him regarding the two missing bordermen

Meanwhile, Grim, investing the river, discovers the two bodies and also discerns that they had been poisoned and then shot, returns to camp to find Hook about to use violence against Pip boy. Grim and Jim intervene, saving Pipboys life for a second time.

Meanwhile, on the surface, Syphon, a guard traveling with McReady come across a Trog, and kill it, just outside a ghost town, through which the caravan is about to travel.
 
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