The current group is finally going into the Darkened Tunnels - next session will begin with them being attacked by feral ghouls - some of them leaping from catwalks above. Last time it did for two characters....
Worse, the air is permeated with explosive gas... fortunately the gas
has been noticed, but let us see if they set it off anyway.

Puts them one up on the previous group, at least - last time the first clue about the gas was *BOOM!* This group is more cautious.
Two of the PCs are from a Vault, with a mix of objectives:
* Establish peaceful relations with local settlements.
* Establish and regularize trade with stable settlements.
* Help stabilize the area, removing hostiles.
* Find a guide screw (worm gear) for a machine lathe so that the workshop can be brought back into full operation. Trade will include small lot manufacture.
* Secure and repair heavy equipment.
* Secure a factory within 60 miles of the Vault that can be brought back into full function, assuming a fully functional machine shop.
The Vault is leaving seclusion, reaching out rather than hunkering down.
Relations have been created with a small walled town, near where they encountered the killer bunnies.
Tentative relations have begun with The Freakshow - and the Behemoths can do some of the duty of heavy equipment.
* This sent them to Disney, looking for paper reels to use with a Mighty Wurlitzer.
This led to Ethan Sparkes and his plans for the tunnels below Disney.
The PCs are currently trying to help found a ghoul settlement in the tunnels below Disney - which will eventually give access to a functional nuclear generator. (Not a safe one though - the area is radioactive enough to be comfortable for ghouls and eventually lethal for humans.) Also, a fully equipped medical and cryogenic facility, along with Uncle Walt.
Contact has been made with the gypsies. A replacement PC is one of their number.
Contact has also been made with the Kreigers, hostile contact....
Contact with the Skins, ditto.
No contact yet with the local Tribals or with the Kelts.

My grandma and your grandma were sittin' by the fire,
My grandma told your grandma we're gonna set your flag on fire!
(Iko Iko is their battle song.)
Those rotating blades were scavenged from Mr. Handys - killing a 'bot is a right of passage for the Tribals. Their hair is dyed with bright neon colors.
Oh, and just in case anyone thought that I was joking about the giant mutant catfish with tentacles....

The PCs
hate these things!
*EDIT* Here are the stats:
Mutant Catfish (Large Animal Swimmer/Walker — 63 XP): Str 14, Dex 12, Con 10, Int 3, Wis 12, Cha 10; SZ L (1×2, Reach 2); Spd 40 ft. swim, 10 ft. ground; Init III; Atk IV; Def II; Resilience IV; Health IV; Comp I; Skills: Blend IV, Notice III, Sneak IV; Qualities: aquatic II, blindsight, cold-blooded, grappler.
Attacks/Weapons: Tentacle slap II × 2 (grab; trip), Bite II
Notes: A favorite tactic is to grapple a foe on the shore, and pull it into the water to drown. While aquatic, it can survive for several days on land.
Stats are done in Fantasy Craft, I mix FC and SC a lot for non human critters.
The Auld Grump