Modiphius 2d20 MUH Fallout Map Pack 1 Vault OEF, 2023, Compressed
Modiphius 2d20 MUH Fallout Map Pack 1 Vault OEF, 2023, Compressed
Modiphius 2d20 MUH Fallout Map Pack 1 Vault OEF, 2023, Compressed
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The Bethesda design team: Michael Kochis, David Evans, Jessica Williams, Alan Nanes, Matt Daniels, Kurt ISBN: 978-1-80281-069-1
Kuhlmann, Jon Paul Duvall, Jessica Daniels and Emil Pagliarulo
CONTENTS
Map Pack One
VAULT
Peer Inside the Vault . . . . . . . . . . . . . . . . . . . 4
Vault Entrance . . . . . . . . . . . . . . . . . . . . . . . . 6
Security Office . . . . . . . . . . . . . . . . . . . . . . . 9
Upper Atrium . . . . . . . . . . . . . . . . . . . . . . . 12
Abandoned Level . . . . . . . . . . . . . . . . . . . . . 15
Lower Atrium . . . . . . . . . . . . . . . . . . . . . . . . 17
Living Quarters . . . . . . . . . . . . . . . . . . . . . . 20
Reactor Wing . . . . . . . . . . . . . . . . . . . . . . . . 22
Experimental Wing . . . . . . . . . . . . . . . . . . . 24
Introduction
VAULT SECURITY
The decontamination arches are actually releasing a
hallucinogen called Better Place mist. The corridor into Level 7, Human,
the security offices is fairly spartan and under-decorated. Normal Character (52 XP)
Small posters depict Vault-Boy with a variety of
S P E C I A L
exaltations such as “Don’t forget to take your Medicine,”
“Vault-Tec, keeping you safe!” and “The outside can never 5 6 7 6 6 6 6
harm you.” On the right a corridor leads to the security
SKILLS
checkpoint as well as a larger security office, and to the
left another corridor leads to the staff room and storage. Athletics Repair 2
Barter 2 Science 3
0-3
AMMUNITION (10mm (8+4 D
C) x2,
NESTED AREAS Shotgun Shells (6+3 D
C)
Checkpoint: The small room overlooking the
electronically locked door is fitted with a two- 0-3
way comms system allowing the security officer ARMOR
(Vault Tech Armor x3)
to speak with people in the decontamination
arch hallway. The desk is broken down and badly 0-3
chipped, covered in mismatched papers, crumbs, CLOTHING (Vault Jumpsuit, Formal Clothing,
and rubbish, but the officer inside is completely Formal Clothing)
unphased by the mess. A small, unlocked weapons
locker at the back contains a set of Vault-Tec 1-3
Armor, x2 10mm Pistols, 48 rounds of 10mm WEAPONS (10mm Pistol, Baton,
ammo, and x2 Batons. Combat Shotgun)
2-6
Office: A chaotic security office has fallen into
(Holotape Player, Radio,
utter disrepair. Long dead computer terminals run ODDITIES
along the walls. A security officer hums along to Multi-Tool, Pre-War Money
the crooning of The Box Tops and Happy Times, with 5d20 Caps x2)
0-3
FOOD
(Cram, Salisbury Steak, Food Paste)
NESTED AREAS
Overseer’s Room: While the shadows are visible 0-3
BEVERAGES
through the circular window, more details cannot (Wine x2, Dirty Water)
be ascertained through the frosted glass. Any
attempts to enter meet polite but forceful refusal JUNK 6
from the Protectrons. If the PCs gain entry, they
see in the center of a devastated office, decorated 0-3
CHEMS
with broken pictures and moth-devoured flags, (Calmex, Day Tripper, Daddy-O)
an emaciated man cavorts in place, a soiled suit
clinging to his sweat-covered body and his arms
linked in dance with the decayed corpse of a long-
dead woman draped in finery. Slow show tunes
creak out from broken speakers, tired and tinny.
If the man notices guests, he excitedly invites them
in to talk, apologizing for his wife’s shyness and
‘helping her’ to her favorite chair. He offers his new
friends moldy food, vintage wines, and glasses of
thick brown water. All the food and beverages are
laced with a triple dose of an oral form of Better
Places mist, roll 1 D
C if consumed. If a PC rolls an
Effect, they become affected by the Better Places
mist effects. He eagerly shows off his decaying
personal effects as toys and trophies, often turning
to his wife to pick her memory for anecdotes that
never come. Anyone succeeding a PER + Medicine
test with a difficulty of 2 sees that the man lost his
mind many years ago and has been surviving on
the barest essentials. He still carries the Overseer’s
Key that unlocks every door in the Vault.
Exiting the elevator that links this floor and the Upper
Atrium brings the player characters into a dirt-floored
room where two well-cared-for nuclear generators
hum to one side and a small, locked door is fitted to
a reinforced wall on the other. The door is locked,
requiring either the Overseer’s Key or a successful
AGL + Lockpick test with a difficulty of 5 to open.
This door leads into a smaller room with an electronic
locked door that can only be sealed and unsealed from
this side, as well as a clipboard with tidy paperwork.
The paperwork lists names as well as the date and length
of internment, and each entry has a small tick box titled
“Dispose” at the end, which is marked with curious
regularity. A faint banging sound, like metal on stone,
can be heard muffled through the maglock security door,
interlaced with dull sobbing.
JUNK 2-4
0-2
WEAPONS
(Sledgehammer, Walking Cane)
HP INITIATIVE DEFENSE
OBSTACLES AND THREATS 14 10 1
Party Guests: Thirty-six varied Vault Dwellers
make up the party guests, all currently celebrating CARRY WEIGHT MELEE BONUS LUCK POINTS
the return of one of their own from “out of town.” 200 lbs. — —
If questioned, they assure the PCs that no one
leaves the Vault, since they wouldn’t want to be PHYS. DR ENERGY DR RAD. DR POISON DR
a Party Pooper. Despite the disrepair, disgusting
food, and overwhelming stench of the unwashed 1 (Arms, 1 (Arms, 2 (Arms,
0
masses, each guest seems happy and relaxed. Even Legs, Torso) Legs, Torso) Legs, Torso)
acts of extreme violence are met with laughter
and cheers as the guests enjoy the unexpected
entertainment. They are uniformly unhealthy, thin,
and weak, but seem unaware of their illness.
JUNK 3-8
Athletics 2 Repair 3
OBSTACLES AND THREATS
The Engineer: Once a victim of the original Better Barter 1 Science 1
Place experiment, the Engineer was born with a Big Guns Small Guns 3
genetic disposition that made him incompatible
Energy Weapons 1 Sneak
with the drug, causing his hallucinations to be
sinister rather than rosy. Over the years he was Explosives Speech
repeatedly sent to the Out of Town Diner by the
Lockpick Survival 4
Overseers, ostracized by his fellow vault dwellers,
and slowly driven to isolation among his peers. Medicine 1 Throwing
The use of various Chems allowed him to start to Melee Weapons 4 Unarmed 2
see reality through the lies perpetuated by Better
Place until he ventured into the Experimental Wing Pilot
with a Pipe Wrench. In a fit of violence, he killed
the scientists and took control of the area. While he HP INITIATIVE DEFENSE
originally intended to end the experiment, the years 21 16 1
of isolation, hatred, and instability motivated him to
instead watch it slowly degrade his old tormentors, CARRY WEIGHT MELEE BONUS LUCK POINTS
letting it run its course. Now the Engineer is a
210 lbs. — 3
middle-aged man, tired, deeply wounded, and
unable to let go of the past.
0-2
WEAPONS
(Syringer, Heavy Pipe Wrench)
0-2
ODDITIES (Behavioral Analysis Mod,
Stimpack Diffuser)