The explosive room did for two characters - who were in the middle of the room, then opened up on some night ghouls in the parallel hallway. Half the team is now folks from outside the Vault. The sad thing is that the team had noticed the fumes, had warned them about weapons fire, and they did it anyway.
That has been their only serious mistake so far - they now have their frozen cargo and are heading to Gibtown, mostly because they know the carnies have a working generator, and can keep the cryo-container running. They have not yet figured out that their cargo is aware, but the Ringmaster will have no difficulties with that.... (It kind of makes me wish that the Ringmaster really was a villain. Then again, the team does not yet know about the Ringmaster, so his trying to feed them information is going to go through other parties.)
They managed to clear the ferals from the tunnels, get the pumps started, and unlock The Walt Vault. They have not gone through the tunnels under the rest of the park yet, but have secured the hospital, one of the repair facilities, and security portions.
They now have plenty of trade goods, a goodly amount of weapons, medicine, and a limited supply of ammo. Ethan Sparks has started rehabilitating the tunnels - this will be important later, since the Enclave folks don't really know about, or use, the maintenance tunnels. And the team is on good terms with Sparks, who is gathering non-feral ghouls into the nascent community. Eventually he envisions a mixed community, if his ghouls can make the area safe.
And they have had their first encounter with Walker - they don't know why they don't like him, but they do know that he is bad news. (I don't know, carving a recorder out of somebody's thigh bone might have had something to do with their dislike, even if the corpse was just a raider.)
This has been alternating weeks with the Pathfinder game, so things go a trifle slowly.
The Auld Grump