With the vault secure, the party heads out into the wastes to scout the location of the new town, Shady Sands, named for mid day shade from the nearby mountain peaks.
The waste seems a hostile place with many creatures warped by the nuclear war. but guns and technology seemed to prevail, sadly your companions, Rocko, Max Jr. and Mr Handy all fell in combat.
Returning from some dire encounters, the party then lead the residents of vault 15 to their new home where Aradesh used the Geck to create their new town.
The Geck helped make the new land fertile while creating simple abodes out of the nearby materials. Water, Mud and Rock.
The abodes and walls while appealing, are sturdy enough, and the ground softened.
outside of the walled city several structures were formed for ranch houses to hopefully farm and maintain live stock, while the inner city forms more of a social hub, for general living.
The party has been of course given free lodgings within the sands, and food during their stay.
A year has passed after the town was built, while the vault dwellers strive to making a living habitat, hunting the wildlife with mundane weapons and farming edible plants in the mountain region, life has not been easy.
A group of men have been trained to protect the town from wildlife, with knives or melee weapons, headed by a young man named seth, who watches the gate through most of the day.
Milestone XP: 500 xp (Forming shady sands)
Rp Bonus: 150 xp
Discussion Bonus: up to 200 xp
Adventure log: up to 500 xp
Waste land survivor, you were out in the wastes and survived, life out there has taught you a few things. as such you can choose one of the following benifits.
+10% to Outdoorsman
(this is a flat bonus that applies after your current skill like equipment)
A wasteland Companion
Somehow you have capture and trained one of the following:
A Wild dog,
A Rad Scorpion
All stat blocks are balanced in some regard, so choose carefully.