A 2nd Edition Gamma World Tale
Cast of Characters:
Wyke, Pure Strain Human (Chris)
Abrum, Pure Strain Human (Wendel)
Voxx Ulla, Pure Strain Human (NPC)
“Peoples of the world – you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth
If that Is your will … so be it!
We, The Apocalypse, demand an immediate cessation of this insane violence, or we will end it for you … with a force you cannot conceive.
We have the power!
The choice is yours!”
And then the world went dark. The Apocalypse came and sent mankind on the verge of extinction, the earth twitched and buckled reshaping the world, lakes changed, canyons ripped about the land and mountains were formed once again.
It is the year 2471 AD.
Our adventure begins in the settlement of Kandor Kull, where Wyke, Abrum and Voxx reside… growing up in a Tech II level community built up on the ashes of an old college. It has a population of 900 but during the winter the population swells to 1500+ as farmsteads families move in for the duration of the Big Cold.
Kandor Kull’s population is roughly made up of 55% Pure Strain Humans, 30% Humanoids, and 15% Mutated Animals. It is named Kandor Kull since it was the name of the ancient ruins that are there. The town is located along the shores of Nor’Bay, which is part of Lake Yuron. There are ruins of the ancient located just below the waters of Nor’Bay near the town.
Kandor Kull is ruled by a “Dean” and a council of six “Instructors”. It is they who look after the well being of the town and to send out scouts to the surrounding area to see what stuff they can bring back. After a very long and hard winter, supplies took a heavy hit due to Mother Nature in all her wrath; two storage buildings were destroyed in a fire, and also a surprise bandit raid during the winter (which is the first time this happened in years).
This year means Kandor Kull has to rely heavily on the surrounding farmsteads to stock up just encase next winter is cruel and harsh as well. It is a beautiful late spring day when Wyke, Abrum, and Voxx have been summoned to Kandor Hull to meet with the Council.
Kandor Hull is located next ruins of the U-knee-versy and Kampis and is the only original building left standing from the ancients due to the structure being sound and solid. This is where the Dean and Council live and also conduct daily business dealings of Kandor.
Dean Hew (PSH) is a man in his late 50’s and have been in charge now for the past decade. His guidance lead Kandor Kull into a new age of growth. As well as Councillors; Lamana (Mutated Animal), Urban Hoc (Humanoid), Nease Winno (PSH), Derrin Howser (PSH), Heeble Tick (Humanoid) and Milli Moonlite (PSH) sit in high back chairs on a raised dais as townfolk sit on seats along either side of the wall.
Dean Hew greets each of our heroes by name and thanks them for attending. He then informs the audience of the incidents of the past winter and what had happened and that when the snow had finally melted several of the farmstead families went back to their farms to prepare for the fall harvest. It is these good people that make Kandor Kull thrive during the cold wintry nights and without their help Kandor Kull wouldn’t be as prosperous as it now is.
Dean Hew calls forth a young lad from such a farmstead, his name is Hank, he has come from a farmstead just 30km from town along the North Road. Hank tells that his family had arrived home once the road was good to travel and begun tilling the earth and fattening up the livestock until the next winterspell. His father and oldest brother, as well as a neighbor, were digging a new well when the ground gave way as they were digging and revealed a chamber. The eldest brother and neighbor decided to explore the chamber while the father went topside to gather some torches and weapons in case they are needed.
When he emerged from the well, he could hear someone yelling from below and he went back down leaving Hank, his mother and youngest sibling behind. The father disappeared into the well and never returned. Hank’s mother decided to send Hank to Kandor Kull for assistance and their you have it.
Wyke, Abrum, and Voxx all decide to go and help Hank’s family. The Dean and Council are thankful and they proceed to leave right away. But, before they do the Council gives each of them three days of ration, as well as 4 torches, and 1 50 foot silk rope to assist them. And on that note our heroes are on their way. As they walk the streets of Kandor Kull they are being followed by a group of children who will cheer them on, they will escort our heroes to the edge of down and wave to them as they walk down the See Deer Road.
Wyke is leading the way, Abrum up close behind him and Voxx trailing behind and taking up the rear guard. They travel for a few kilometers when Wyke hears something from the woods. He singles the other to take cover and when they do, a group of Badders (Mutated Badgers) emerge from the thick underbrush and onto the old road. Our heroes hold up and watch the Badders continue down the road, stop at a few rusted out relics along the road and one of the Badders decides to investigate the wrecks while the others continue on.
Our heroes creep up along the brush and watch as the Badder reaches into one the vehicles and pulls out a long slender rod and hold it up to the sunlight. It seems to be metal and shines in the light, it looks like it has some dials on it as well. The Badder realizes his group has continued on down the road will alert them to his discovery. He trots towards them with his discovery. Wyke, Abrum, and Voxx move along the brush and then Abrum is attracted to a deliciously aroma. It smells like freshly baked apples in a pie. His mind suddenly has an image of an apple pie and now he’s hungry and goes to investigate. He breaks cover and just walks across the road toward to river. Wyke keeps an eye on the Badders to see if they notice Abrum but they seem to be focused on the silver rod. Voxx tries to stop Abrum but he shrugs her off and wanders to the river.
Just off the shore there are lily pads floating and Abrum steps on one and that’s when the lily-pad snaps shut. Abrum is now clamped in the jaws of a Ber Lep. The creature secrets an acid which burns Abrum as well. Wyke and Voxx come to assist Abrum, trying to pry open the jaws of the one beast and keeping an eye of the other lily-pads that seem to be floating closer and closer to our heroes. In a desperate attempt to get away Abrum accidentally stabs himself causing more damage to his leg.
Voxx keeps an eye on the toher Ber Leps and Wyke helps Abrum escape from the grip of the Ber Lep. The creature is finally dealt with and both Wyke and Abrum get to the show and rest. Voxx tends to Abrum’s wounds.
By the time they get to the old road the Badders are long gone, much to the relief of our heroes. So, they investigate the wreck were the Badder found the silver road. Wyke finds several silver discs in a case, as well as a pendant (which are dog tags).
Wyke divides up these discs among them and they continue down the road where they find a pristine looking vehicle. Mainly glass and metal and with an skeletal occupant inside dressed in a weird tunic. They try opening the door but to no avail, they try to pry but that doesn’t seem to do anything at all. In fact, this thing doesn’t looked scratched up as well.
Other than the occupant of the strange craft they see a case in the backseat, a square card device that is inserted in the dash of it. Abrum decides to break one of the silver disc and insert it in the slot near the door handle. There is some sort of “voice” and then a series of chirps. Which scares the hell of everyone and they begin to flee. Wyke runs to the water, while Abrum and Voxx flee to the other old relics down the road for cover.
Around the strange craft an arc of electricity happens which goes out in a 1 meter then stops. Our heroes return to the craft, and Wyke hears something in the water. A huge splashing sound and they see a huge beast in the review that apparently has a Ber Lep in it’s mouth. They watch the huge beast slip under the surface and disappear into the murky waters, and glad that it didn’t come towards them.
The vehicle seems to be hovering off the ground now, Abrum figuring that the device, even though is not unlocked but have been activated. They find that it is easy to push as well, since it’s hovering a foot off the ground. Our heroes decide to push the vehicle and use it for a shield if they happen to stumble upon the Badders once again.
They arrive at the farmstead late in the day, having pushed the craft with them and that’s when they spot splatters of blood on the ground that is next to the hole in the ground. There is no sign of anyone else around. Abrum says that maybe they should push the craft over the hole for now and then check the farmhouse to see if everyone is alright. Wyke doesn’t have a good feeling about the whole situation at all, but he knows that something is amiss.
Wyke with musket ready goes up to the door of the farmhouse, Abrum readies his bow while Voxx is looking around the grounds to see if she can see anyone about. Wyke knocks on the door and it swings open. Inside are two Dabbers… there are specks of blood on the floor and walls and they are caught off guard. Abrum thinks that these could be the Badders that were on the road earlier.
Our heroes spring into action as well. It’s a brutal fight but the Badders are dealt with and with little damage to our heroes. They look around the farmhouse and find no one else, Abrum checks to see if there is a trap door under a rug. Wyke looks outside and sees the body of Badder out back. The Badder has half his head blown off.
Abrum and Wyke will investigate and Voxx stays close to the craft. They find that the Badder has been shot and they also discover the doors to a root cellar. They go to the door and stand to either side of it and open it. Wyke calling down to see if anyone is there… and sure enough it’s the farmer’s wife and young son.
She is armed with a musket and she wants to see a face before she emerges from the cellar. Wyke peers over and she lowers the weapon and emerges. She thanks them for coming and dealing with the Badders as well.
Abrum asks if they saw the Badders with a strange rod. She tells them that she saw them over the “well” and one of them dropped it in. Our heroes decide to clean up the farmstead, drag the Badders body off into the woods and then rest up and tend to their wounds before they go down the 10 meter well. But, before they completely rest, Wyke wants to be lowered down the well so he can retrieve the rod. Abrum has 15 meter rope and the farmer’s wife says there is rope as well they can use. Voxx and Abrum lower Wyke down and it opens up into a cavern with what looks like to be rails on the ground, with torch in hand Wyke cannot see the silver rod on the ground. He signals for the other to pull him back up, since it’s no use to do a ground search just yet.
He emerges from the well and tells them the rod is not that, but there is a passage. Our heroes decide to rest up before they go into the well. The farmer’s wife prepares a feast for them and rolls out some cots for them to rest as well. Abrum and Wyke decide it would be best to do so in a day or so, they push the craft over the well and hope that nothing comes out at night.
Just to be on the safe side they set up watch.
.. to be continued…