Pat
Three Thousand Club
ODYSSEUS unlocks the sealed blast doors of Vault Valley's eight fallout shelters. Their respective overseers may finally open and close them as they deem appropriate beginning at 6:00 A.M. on the long anticipated date of October 23rd, 2097. Reclamation Day celebratory parties yesterday in the atriums and diners of the subterranean bunkers counting down every second left until tomorrow were certainly nights to remember, and some hormonal dwellers even took it upon themselves to start 'repopulation' early, but the rest of the day to come would ultimately determine what kind of future residents have in the former national park. Widespread unsubstantiated rumors of cannibal mutants and inhospitable conditions on the surface increase tensions, but the common mental health ailment of Vault Depression Syndrome, or V.D.S., vanishes overnight only for an epidemic of cabin fever to take hold. The vaults were a powderkeg of anticipation so much as fear of the surface. It was time to proceed to the rallying point of Furnace Creek if the eight overseers were serious about finally recolonizing America.
Vault 4
Initial expeditions find that the nearby campgrounds appear at first glance to be untouched, and overgrown with vibrant albeit mutated flora. The accidental rediscovery of the old charcoal kilns that Death Valley's miners once operated, back before it was even a national park or the Vault Valley of today, offers an opportunity to start producing more fuel. However, explorers can't shake the feeling that they're being watched, and they return with simple stone tools and photos of odd markings adorning nearly every surface.
Vault 7
Early findings indicate that the nearby Saratoga Springs is still a welcoming oasis of the hot Mojave Desert, though now it's glory days are clearly long since behind it. A small herd of eight animals identified as mutated bighorner sheep are seen drinking from a body of water, along with scores of oversized beetles and snails duking it out for control of everything else. The 'bighorners' appear to be in a defensive circle around a large patch of banana yucca fruit they hungrily grazed from.
Five claw tracks are seen leading away from the shores, which the group of explorers follow to a toxic waste dump of a cave nearby. An odd chirping can be heard deep inside, and leaking barrels of some highly radioactive liquid flank the entrance.
Inside the vault, dwellers are beginning to question if it is the best course of action to continue seeking to actively proselytize their fellow unenlightened participants of Project Safehouse when faced with so much vitriolic controversy on intranet forums. Though their faith in Saint Joseph Moni remains firm, one only had to listen to hear less militant followers questioning if there was a better way forward than potentially souring relations to the point where they may have to crusade against their fellow countrymen in the anticipated holy war. Unexpectedly, adherents in Vault 7 and beyond begin to refer to G.E.C.K. units as holy artifacts, and clamor for every overseer who bothers to listen for their immediate use throughout Vault Valley's confines, a movement that also advocates to leave the vaults behind in favor of establishing permanent communities on the surface sooner rather than later in an upsurge of religious fervor.
Vault 14
Advance scouting discovers neighboring campgrounds have been picked over by scavengers and then left to bleach in the sun. Pressing onwards, the scouts are able to reaffirm Ubhebe Crater remains an exploitable source of minerals, particularly limestone. Scotty's Castle has been resettled by wastelanders. Their community is well defended, and has managed to farm the soil, generate electricity using a restored pelton wheel, and even support a large herd of over a hundred bighorners. Four heavily armed soldiers visiting the settlement wearing dusters over riot gear combat armor meet the explorers there, flashing silver badges as they identify themselves as Desert Rangers. They claim that they haven't seen many tourists, or strangers, ever since most of the passes got blocked off, and amicably offer to arrange a sit down between Vault 14's overseer and their chief once the latest radioactive haboob finally clears. They gift the dwellers a bottle of alcoholic 'snake squeezins' to take back to their overseer.
Vault 18
Explorers stumble upon scavenged campgrounds, and a settlement at Stovepipe Wells. The inhabitants of the community warn the dwellers of cannibalistic highwaymen and insane cultists preying upon 'prospectors', caravans, and pretty much anyone they happen to encounter on the roads in the area. They explain two raider gangs have recently come down from the mountains, starving, after what must have been a particularly bad winter for the 'Vipers' and the 'Jackals'.
Vault 33
Surface explorers find the road and trails of the area largely abandoned. Although the recon team is attacked by what they call a radscorpion which burrowed underneath them, they manage to kill it and report back of silver skinned geckos that, despite appearing to be carnivorous, are nonthreatening and even peaceful whenever encountered alone without a pack.
Vault 42
Crater Mine, purchased by Poseidon Energy, appears to have been taken over by a pack of purple skinned geckos that can breathe fire. Covered in spikes, and with mangy, burned hides, they scare scouts into staying a respectable distance away. Several of the intimidating lizards are witnessed eating sulfur. They advise that, if the site could be cleared, then it would be possible to use the sulfur for a variety of industrial purposes and even manufacture high explosive weapons. And, maybe, they could restore the corporation's old mining equipment for their own purposes...
Vault 67
Skidoo mill and the local mines were disappointedly vacant, save for rusting yet online protectron tour guides and the skeletons of tourists that had the misfortune to perish inside them from radiation poisoning. The wasteland was nice and quiet out this way, aside from a couple oddly plump barrel cacti and rolling radioactive tumbleweeds. One scout began to chase one down to take home as a souvenir before his Geiger counter began to click and the tumbleweed began to beep when he got too close. Throwing himself to the ground, he survives the booby trap with only bruises and cuts.
Vault 91
Furnace Creek was a hotspot of corporate and tourist activity in Vault Valley two decades ago. And now, it appears a band of organized marauding convicts have managed to take control of the largely automated village. The smoke plume from some fire in front of the Vault-Tec Regional Headquarters could be seen for miles, and, on occasion, gunshots could be heard.
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