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Act I: Rising Tensions

Main Quest 1: Lost in the Bayou

Main Article Lost in the Bayou

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Available completing the Prologue Quest, either by having players roleplay or by simply having the Gamemaster describe the events of the Vision of the Sea of Tranquility.

Add 2 Action Points per Player Character to the GM’s pool when the quest begins.

This quest expects players to be at Level 1. If they are not, the GM should adjust the difficulty of encounters accordingly.

Summary

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  • Players wake up in the Bayou Brotherhood's settlement led by Cyrus "Gator" Boudreaux, disoriented and rescued from a shipwreck.
  • Gator believes the player's vision of the Sea of Tranquility is significant and connects to the Bayou's cosmic forces.
  • Players are tasked with exploring the Bayou, guided by a mystical charm, to find clues related to their vision.
  • Strange phenomena in the Bayou, like flickering lights and shadowy figures, can be investigated.
  • Players discover the Bayou Medallion, an ancient relic connecting them to their ancestral past and the Sea of Tranquility mission.
  • Returning to the Brotherhood with the medallion, Gator explains its significance and tasks players with investigating the Spaceport Survivors.
  • Players receive experience points, increased reputation with the Bayou Brotherhood, and the Bayou Medallion with special abilities.

Main Quest 2: Diplomatic Relations

Main Article Diplomatic Relations

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Available after completing Main Quest: Lost in the Bayou

Add 2 Action Points per Player Character to the GM’s pool when the quest begins.

This quest expects players to be at Level 2. If they are not, the GM should adjust the difficulty of encounters accordingly.

Summary

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  • Player hears rumors of the Spaceport Survivors' alliance with the Lone Star Republic and their interest in pre-war technology at the Spaceport.
  • Player witnesses a standoff at the Spaceport between the Lone Star Republic and Galveston Pirates, with the choice to intervene or observe.
  • Player's choice influences their favor with either faction.
  • Regardless of the choice, the player gains insights into the Spaceport Survivors and their value to the factions.
  • This quest sets the stage for deeper faction involvement and provides experience points and reputation changes based on the player's decisions.

Main Quest 3: Pirates' Plunder

Main Article Pirates' Plunder

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Available after completing Main Quest: Diplomatic Relations. Can be performed in any order with Main Quest: Lone Star Ambitions.

Add 2 Action Points per Player Character to the GM’s pool when the quest begins.

This quest expects players to be at Level 3. If they are not, the GM should adjust the difficulty of encounters accordingly.

Summary

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  • The player receives a message from a mysterious figure in a tri-corn hat, offering a proposal.
  • If they aided the Pirates in Quest 2, the message seeks their assistance with a big prize and instructs them to meet in Galveston.
  • If they didn't help the Pirates, the message offers a chance for redemption and requests a meeting in Galveston.
  • In Galveston, the player meets Captain Sofia "Serpent" Vega, who explains the Pirate's plan to raid the Spaceport and asks the player to gather inside information.
  • The player must decide to accept the proposal and infiltrate the Spaceport or decline and potentially face consequences.
  • If they accept, they infiltrate the Spaceport, uncover its significance, and can choose whether to share this information with the Galveston Pirates.
  • If they decline, they are attacked by the Pirates and must fight their way out of Galveston.
  • Regardless of their choice, the player can inform the Lone Star Republic about the impending raid and receive information about the Spaceport Survivors planning a manned space mission.

Main Quest 4: Lone Star Ambitions

Main Article Lone Star Ambitions

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Available after completing Main Quest: Diplomatic Relations. Can be performed in any order with Main Quest: Pirates' Plunder.

Add 2 Action Points per Player Character to the GM’s pool when the quest begins.

This quest expects players to be at Level 3. If they are not, the GM should adjust the difficulty of encounters accordingly.

Summary

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  • The player, known in the Gulf Coast Wasteland, receives a message to meet a Lone Star Republic representative in Rice Village. The message's content varies based on the player's past actions.
  • In Rice Village, they are greeted differently:
  • If they helped the Bayou Brotherhood, Congressman Theodore Wilcox welcomes them and introduces them to negotiator Sarah Dawson.
  • If they aided the Lone Star Republic, the President personally acknowledges their presence and introduces them to Sarah Dawson.
  • For those who responded to the general broadcast, they are met by a Lone Star Republic general who gives an overview of the mission.
  • Negotiator Sarah Dawson explains the mission: negotiate with the Oil Barons for a Fusion Core Stabilizer under the guise of improving electricity stability.
  • The player, accompanied by Sarah, heads to Western Reach, meets with Leonard Petrovich of the Oil Barons, and negotiates to purchase the Fusion Core Stabilizer.
  • Upon securing it, the player and Sarah must take an indirect route to the Spaceport to avoid drawing attention, facing potential challenges from mercenaries sent by the Oil Barons or Galveston Pirates along the way.
  • Depending on the chosen route, the player may need to convince hostile parties to avoid a confrontation and ensure the safe delivery of the Fusion Core Stabilizer to the Spaceport.

Main Quest 5: Visions of Betrayal

Main Article Visions of Betrayal

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Available after completing Main Quest: Pirates' Plunder and Main Quest: Lone Star Ambitions.

Summary

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  • The player experiences a mysterious vision on the Moon, showing their great-great-grandfather making a decision during a lunar mission, hinting at a hidden agenda or conspiracy.
  • Intrigued and unsettled, the player seeks out Director Catherine "Stardust" Caldwell among the Spaceport Survivors, suspecting he might have knowledge about the vision.
  • Stardust is initially cautious but acknowledges his suspicions of a hidden agenda within the Spaceport Survivors. He suggests the player's outsider perspective could be valuable.
  • Stardust provides a keycard for the player to investigate the Spaceport. Depending on the information shared by Stardust, the keycard has different security clearances.
  • The player investigates a hidden storage chamber, discovering evidence of a sinister plan to hijack a space mission and hints of disunity among the Spaceport Survivors.
  • An alarm is triggered, and the player must escape before being apprehended.
  • The player shares their findings with Stardust, who suggests seeking guidance from the Bayou Brotherhood in interpreting the visions and investigating pre-war military installations for additional clues. He plans to continue his investigation and will contact the player for further assistance.

Main Quest 6: Unveiling the Conspiracy

Main Article Unveiling the Conspiracy

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Available after completing Main Quest: Visions of Betrayal.

Summary

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  • (Optional) The player, haunted by recurring visions, returns to the Bayou Brotherhood to consult with Swamp Sage Ezekiel Thibodeaux. Swamp Sage advises the player and suggests a visit to an ancient Bayou site for clarity, resulting in a vision hinting at Enclave involvement.
  • Seeking to uncover the identity of the external force behind the conspiracy, the player discovers a hidden Enclave facility at Ellington Field with critical documents.
  • These documents reveal the Enclave's involvement in the Sea of Tranquility attack and their presence in Vault 117 before the Great War, among other details.
  • Covert agents from the Pirates and Barons observe the player's investigation and share the findings with their factions.
  • Stardust contacts the player, uncovering further evidence of the conspiracy and asking for their help. He also informs the Lone Star Republic's President about the situation.
  • The player returns to the Spaceport and meets Stardust and the President in a secure chamber, where they discuss the evidence and debate whether to arrest the potential conspirators.
  • The player can choose to immediately arrest them, persuade the President to wait for more evidence, or refuse to help.
  • Depending on the player's choice, the conspirators are arrested or some escape. Word of the mass arrest spreads across factions, leading to varied reactions and potential faction conflicts based on their perception of the Enclave's involvement.

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