A Sliver of Hope

A WEG’s Star Wars RPG tale

Cast of Characters:
Dargie Forryl, Jedi Apprentice (Darryl)
Tempe Synn, Cyborged Pirate (NPC)

Execute Order 66.

With these words a shock wave occurred throughout the galaxy as clone troopers turned on the Jedi and systemically and methodically slain them. This order sealed the doom of the Jedi and reaffirmed the Sith had taken it’s place once again in the galaxy.

Jedi Knight Iso Shen and his apprentice, Dargie Forryl, are part of a squad that is out in the remote jungle world when the order came. The Stormtroopers they were leading had turned on the. Iso Shen had been killed in the process but not taken out more than half of their squad. Dargie battles as well and then manages to kill three more of them before he takes a blaster shot to the head and tumbles off a cliff and into the raging river below.

Dargie awakes along the banks of the river, his head hurts like the dickens. He hears some Stormtroopers approaching since they are searching the area making sure that the Jedi who fell had perished. Dargie proceeds to move into the jungle.  Six Stormtroopers are looking for a body, three on either side of the river and a scout in a ship over head keeping an eye in the sky.

Dargie doesn’t understand what happened but he is putting the pieces of the puzzle together, first they were following orders and good friends and suddenly a switch had been turned and the Stormtroppers had turned on them.  He hides in blends in to his surroundings as two Stormtroopers walk past, the third one stops and inspects the ground and that when Dargie strikes.  Since he has the surprise on the Stormtrooper, Dargie takes him down with one thrust from his light sabre.

The fallen Stormtroopers’ helmet crackles with static the others wanting him to check in, which Dargie then moves off into the surroundings. He moves along and he comes upon a clearing with a small ship had landed and a woman is checking over her ship. Dargie steps from the treeline with his hands up motion, she spins around with blaster in hand and ready to shoot.

“Easy their partner,” she warns. “One step closer and I’ll blast a hole in ya.”
“If you do,” Dargie warns. “You’ll alert the Stormtroopers that are after me.”

And with these words a bond had formed between Tempe Synn, a cyborged pirate, and Dargie Forryl. Well, the friendship wasn’t immediate since Tempe was cautious and she heard that the Jedi along with Stormtroopers were in “cahoots”. But, that changes drastically when blaster fire from the woods and two Stormtroopers come running out with blasters singing their song of combat.

Tempe returns fire taking one down, while Dargie deflects and then force push the other Stormtrooper into a bog. Tempe then runs into her ship and begins firing it up, while Dargie glances around and seeing three more Stormtroopers approach. He enters the craft and warns Tempe. She takes off as blasters mark up her ship and she curses, hitting a few switches and firing off some guns in return.

The Majestic Mule takes to the skies and heading straight out of orbit. Tempe tells Dargie to fire off a few shots if they are being pursued. Dargie doesn’t know how to operate the cannons and she gives him instructions as they dodge blaster fire and maneuver through the area. Before taking to the sky. Dargie manages to take down a skiff with three Stormtroopers and the Majestic Mule takes a serious hit but manages to make the jump to hyperspace once they break orbit.

She checks the navigation and notices that there is a spaceport close by where she can put down and do repairs to her ship. Dargie and Tempe discuss what’s going on, after a “newsvid” update on the screens about the Jedi deemed enemies of the republic and a bounty is put on the heads of those who have “fled like the cowards they are”. Which boils the blood of Dargie but Tempe tells him to cool his jets and deal with it one day at a time.

They land at Alter Outpost and dock in a bay. Tempe tells Dargie that if he is going to dress in a way that shows everyone that he is a Jedi be prepared to do some fighting. Dargie agrees that he should change the style of dress and changes his outfit, it’s a good thing that Tempe had some men’s clothing in his size. Dargie keeps his lightsabre with him but hidden in his tunic.

Tempe is going about repairing her ship as Dargie explores the outpost some, and notices that a bounty hunter has a body of another Jedi. A young woman in his cart and about to bring it to his ship. Dargie follows him to his bay and notices that it’s quiet and empty and then asks the fellow about his “catch”. The bounty hunter chuckles and says it was easy pickings, youngling didn’t know what hit her.  Which Dargie nods and turns to walk away since he realizes that if he does something it just might alert people to the presence of another Jedi and he doesn’t want that.

He heads back to  the docking bay where the Majestic Mule is and contemplates his next course of action.

fini.

The Sky Goes Clank (Session 3)

A 2nd Edition Gamma World Tale
Cast of Characters:
Wyke, Pure Strain Human (Chris)
Abrum, Pure Strain Human (Wendel)
Kamanda Koroma, Mutated Humanoid (Steve)
Avagadro, Mutated Animal – Mole (Ed)

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After filling their canteens with fresh water and checking their inventory, Wyke, Abrum, Kamanda and Avagadro decide to go back to the entrance chamber and check behind the door there.

Before Kamanda inserts the card into the slot, he checks around the door to see dust and that it hasn’t been opened in a while. He then inserts the key into the slot and the door is activate; as it slides open they see a spider! Avagadro being the alert fellow that he is, scampers to safety. The spider is not moving and as the torch light shines they see that it’s not a real one but more of a mechanical device.

They make their way down the passage, skirting around the spider like device, careful not to awaken the mechanical beast from it’s slumber.

With Wyke leading the way he approaches the intersection and using one of the silver discs that he had picked up earlier. He uses that to peer around the corner, that’s when there is some a humanoid wearing some form of uniform and brandishing claws where finger nails should be, takes a swipe at Wyke. And a small group of them begin to swarm him.

And thus we have our first battle of the evening as a small patrol of Serfs stumble upon our illustrious heroes as they make their way deeper into this strange cavern. Wyke is hit and takes a nasty wound and his first attack fails. Kamanda has an understanding of the hostile nature of Serfs and using pyrochokinesis assaults one. Also, he gears up a force field around the Serfs as well and to top it all off he ends up using Fear Generation as well! The Serfs knowing they are caught in a field retaliate with their own mutations and our heroes each take damage from a Mental Blasts as well.

I won’t go into the blow by blow actions of the combat, but will say weapons were drawn, and mutations are used and the fight last for a few rounds with the Serfs going down for the count. Once the last Serf is out of commission, our heroes have taken some major wounds and need to find a place to hold up for a bit. Kamanda asks for Avagadro’s torch and applies it to his skin and the rest see that his wounds are healing, he explains to them that he is using the fire as a healing salve which surprises Wyke and Abrum.

Avagadro and Kamanda goes to inspect the spider device and begins fiddling around with it. Avagadro doesn’t trust this mechanical beast and scampers away as Kamanda looks over the creature and realizes that it might be some security device which is armed with slug throwers.  Wyke goes up to have a look just as Kamanda hits some switch and a small like spherical orb rolls out of the tube and lands at their feet. The orb explodes which hurts Wyke very bad and Kamanda just shrugs it off. Wyke retreats to let Kamanda do his tinkering with the device.

Avagadro and Abrum keep watch down the passageway and Avagadro spots a door with a huge white circle with a red t in the center of it. He informs the others and they decide to check that out once Kamanda discovers something with the spider device. Retrieving four spherical orbs, and several rounds for a slug thrower within the belly of the beast.

Our heroes continue down the passage to the room with the red door, and Kamanda using the card activates the door. It slides open and inside they see a beautiful woman standing there, she is dressed in a blue tunic and she greets them with a warm friendly smile.

They ask her who she is and she answers that her name is Helen Oneohone. And that she’s there to assist them and whatever medical ailment they have. She tells Wyke and Abrum to lie on the bed and she goes to a cabinet and takes out a small rod and presses it against their arm, in a matter of seconds the wounds they got are closing.

Kamanda is looking around and Avagadro is jumping from bed to bed and sniffing around here and there and Helen asks whose “pet” that is and that it should be taken to the “vet” if it needs assistance. Wyke explains that it’s a friend and Helen doesn’t like “pets” in the room and she picks him up and puts him outside in the hallway.

Wyke tries to explain to Helen that Avagadro is with the party, the others search under the bunks and in cabinets to see what they can find. The cabinets are locked but under the bunks they find another card as well as a flimsy metal sheet.

Avagadro is in the hall and then her hears something clanging echoing down the halls, which scare him and he begins to furiously scratch on the door with the white circle and red t.  Wyke, Kamanda and Abrum stop to listen and hear Avagadro scratches as well as a clanking noise….

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Atomic Highway: Road To Nowheresville (Part 2)

Cast of Characters:
Merddyn Baruma, a feral beastmaster (Nathan)
Jeet Jeet, a Trog Scavenger (Darryl)

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We picked up the action right where we left off. When Jeet and Merddyn had flagged down the approaching convoy and have warned them of a possible ambush ahead by The Sons of Sudden gang that want’s to take their cargo. The leader of the convoy, Reed, thanks them for the warning.

Jeet offers the three bikes to the convoy in order to book safe passage to Markstown. Reed accepts the offer and tells them they can be placed on the rig. Reed and his crew inspect their vehicles to make sure they are equipped to handle the assault if one should occur. Merddyn tends to his animals but is compelled to try out one of the bikes to get a feel for it, after a fellow from the convoy gives him the basic training on driving a bike.

Reed tells them they are ready to hit the road and should be in Markstown by the end of the day.  Jeet and Merddyn climb onto the rig. Jeet at the back, with a fellow who introducers himself as Roamer, and Merddyn at the front manning the ballista, with Roldgold, a grizzled old man who doesn’t take to kindly to strangers. Merddyn also takes the radio that the bikers had and keeps it tuned in so that he can hear anything and relay it to the driver of the rig.

Merddyn tells his moose, Hrothgar, to tag along side of the rig. While he sends his eagle, Terry, to soar ahead and keep eye out on anything peculiar. As the truck begins Jeet and Merddyn and begins to roll out, both of them nearly stumble from their post but manage to keep on the vehicle. The radio crackles and the voice on the other end wants to know if they any sign of convoy yet. Merddyn tells him “not yet”.

As they travel down the highway, Jeet notices that Roamer is jittery and every now and then his hands disappear into his coat. Jeet asks Roamer how long he’s been with the convoy and he tells him that only a couple of days now.  Roamer turns his back to Jeet and brings out a radio, from his angle Merddyn can see that Roamer is chatting with someone on walkie talkie. Sensing that something is up, Merddyn takes his walkie talkie and throws it at Roamer, a glancing blow off the chest. Jeet sees whats happening Roamer’s radio and he stabs him as well. Roamer falls off the truck and into the path of a dune buggy that’s trailing. The driver of the dune buggy is wondering what is going on and Jeet signals that it’s a trap!

Merddyn has doubts about the fellow he’s with, Roldgold, is shocked by Jeet’s action and says he didn’t trust that young whippersnapper, Roamer, in the first place.  That’s when Terry the Hawk signals with a sharp cry that bandits are approaching.

And so the fun really begins.

The lead dune buggy of the convoy with Reed in it, disappears into a pit and ends up crashing and burning from a man-made pit. As the Sons of Sudden attack the convoy.

*GM Note: The bulk of the session was this huge epic chase, along the same vein as The Road Warrior and Fury Road, with “The Sons of Sudden” approaching with three dune buggies, two motorcycles, and an armoured pick up with a .50 cal gun mounted on it.

It’s a chase across the country as the convoy heads towards Markstown and battling with Sons of Sudden’s raiding party.  Both sides are losing men left and right, and with Jeet staving off a boarding party on the rig as bullets line the sky like outline drawings to be coloured in red. Merddyn did manage to fire off two shots from the ballista which did some nasty damage as well.  But the major highlight of the session was Hrothgar’s carnage  which is pretty brutal. The charging moose with his antlers plowed into dune buggies and basically saving the day and clearing a path for the rig.

But when all is said and done the original convoy is cut down to just the rig and a motor cycle as the approach Markstown. The surviving members of the Sons of Sudden, which was not even two or three, back off and let the tanker truck roll on.

Tunnels & Trolls: I Don’t Remember

A quick sample of Tunnels & Trolls for someone who hasn’t played it before.

Cast of Characters:
Theo, Knight of the Holy Order of Blue (John)

Theo, Knight of the Holy Order of Blue wakes up on a gritty floor, his head is pounding and he is trying to shake the cobwebs from his head. He doesn’t know where he is or how he got here but he does know his name.

He sits up and takes a look at his surroundings he seems to be in the basement, there are broken crates about, debris and some stairs leading up. He sees his heavy mace and picks it up, then there are sounds coming from the shadows. Whatever it is in the shadows, it doesn’t sound human.

A ghoul comes forward.

Theo swings the mace.

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Theo and the Ghoul go toe to toe and in a few rounds the ghoul has been dispatched. He does another hit to the ghoul to make sure it doesn’t get back up and then does a search of his surroundings.

His head still hurts and he cannot remember anything that has happened to him prior to waking up here. In the dim torchlight he can make out tattoos on his arms. He can make out a clear eye, some swords and a name “Mist Moors” before he hears some muttering from a stair well.

Theo can hear them and they must be speaking in a dialect other than common. He decides to climb up the stairs. They are old and wooden and creak underneath his weight. He then emerges into a hallway and sees a door half ajar and light coming through, he sees shadows and here them talking. He doesn’t want to intrude but seeing that he doesn’t know where he is and decides to open the door and see what is what.

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Theo sees skeletal remains of a giant on the floor and three cultist who are ransacking the area looking for something and they haven’t spotted him yet.He steps into the room and prepares for battle.

Now here’s where things get dicey since there are three and Theo is only one. It’s a long hard fought battle as Theo in a few rounds kills one and then is wounded in the process but he stands toe to toe with the remaining two. His armour takes a beating and eventually becomes useless and he fells another cultist. The remaining one breaks free and begins to flee.

Theo flings his Heavy Mace at him as a projectile missile and hits the fellow in the back and takes him down for the count. With only a couple of Con points left he decides to take a rest.

And thus ends our little sample of Tunnels & Trolls Fifth edition.

Crashed & Burned

Well, last night’s session of Atomic Highway crashed and burned. I should of figured the Easter Weekend would have thrown a monkey wrench into game night.  So, I ventured forth to Roll20 and work on an adventure there and ended up running a Tunnels & Trolls one shot which I will blog in full detail later.

The Sky Goes Clank (Session 2)

A 2nd Edition Gamma World Tale
Cast of Characters:
Wyke, Pure Strain Human (Chris)
Abrum, Pure Strain Human (Wendel)
Kamanda Koroma, Mutated Humaniod (Steve)
Avagadro, Mutated Animal – Mole (Ed)
Voxx Ulla, Pure Strain Human (NPC)

It’s a dawn of a new day as Wyke, Voxx and Abrum awake to the smell of a home cooked breakfast that Stelle has prepared for our heroes. They are deciding their next course of action when they spot movement on the road coming towards them. Wyke takes a look and notices two figures walking up to the farm house and recognizes them from being residence of Kandor Kull: Kamanda and Avagadro.

The Council has sent these two to assist in the investigation of Farmstead. After pleasantries have been exchanged to all proceed to the strange craft over the hole in the ground. They decide to see what this relic can do other than being used as a huge shield, with Kamanda trying to understand the mechanism. They cannot seem to get inside the craft but then Avagadro teleports inside the vehicle after he has a look through the window of the craft. He can do this flawlessly because he inspected the inside of the vehicle.

Once inside he waves to the others and he opens a door which slides open and Avagadro gets out and takes a bow.

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Wyke, Abrum, and Kamanda have a look inside the vehicle. Wyke and Abrum are interested in the box that was in the back seat. Kamanda takes a seat in the craft to see if he can get a better understanding of it.

Wyke, Abrum, and Avagadro get the case open and discover some square plastic cubes, several sheets of folded paper with a ton of numbers on them; 1001010101011 throughout them, a sealed plastic container with a relatively fresh looking Ham Sandwich inside it, and one dried up banana.

Kamanda does something which starts a chirping sound and that sends Wyke and Abrum into a panic and they flee from the vehicle. Avagadro follows suit and then an electrical discharge occurs. Kamanda takes the electrical damage and seems to be occur and everyone returns to the vehicle and Avagadro decides to join him inside. Taking out the body of the occupant in the strange tunic. They discover a compartment with a slug thrower in it and a folded up piece of paper, the writing on the paper has faded over time but the slug thrower looks pretty shiny.

The craft then “dies” and lowers to the ground over the hole. And no matter what they do it does not activate like it did before. They decide to leave it til later since they are here on another matter: the missing farmer, his son, and their friend. They push the vehicle to uncover the hole. And begin to prepare down the shaft. Voxx Ulla decides to stay top side and with Stelle and Hank just in case more Badders arrive.

Before they go, they take the card that was in the slot of the vehicle. It looks like a credit card with a holographic pic of a thumb print on it. Kamanda puts it in his pocket.

Kamanda, Wyke, Abrum and Avagadro descend down, one at a time, down the well. The bottom opens up into a strange cavern. Wyke decides to string together the silver discs he had been carrying and decides to wear them for protection, making a makeshift necklace of them.

As they explore this strange tunnel. They notice one end has a rock fall and blocks the way, the other way is still open but has debris about as well as blood stains here and there. As they make their way through the tunnel they hear a roar of in the distance and something scampering their way. It is a huge Green Hisser. That charges towards them.

The battle is short and sweet as shots are fired, arrows fly and Kamanda activating his pyrokinesis and using his dual brain to target the beast.  Wyke fires off his musket but instead of hitting the creature, he wounds Kamanda in the process.

The beast gets an attack and a tail slap in before it is put down like a shrimp on a barbie. Our heroes gut the creature and inside the belly Wyke and Abrum see the rod that the Badders had taken from before. This time it’s chewed up and bent.

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The walk the tunnel a few more kilomaters and that’s when they discover a door, made from metal, set in the stone wall with a slot off to one side. Kamanda decides to use the card that they took from the craft above and inserts it into the slot. Avagadro decides it’s better to be down the hall away from the door, encase something storms out (nothing does though).

The door slides open and Wyke goes in first with musket ready. The floor is painted yellow and it opens up into a room with a shaft in the floor, some blood stains and debris as well. Amongst the debris there is a skeletal remains of a human who just so happens to be dressed in a blue tunic, but it hands are missing.

Figuring that since they card open the door, that they might need the case that was in the craft. Avagadro decides to go and get it and scampers off to the hole (though he will take his time about it since he didn’t teleport to get there). Wyke decides to explore the chamber and peers down the shaft that goes down 30 meters and down the bottom he can make out a spider like creature. The creature doesn’t move at all. It’s mechanical looking and seems to be in stasis.

Avagadro returns with the case and our heroes proceed to venture forth. With Avagadro asking if he should climb down the shaft to inspect this spider like device. The rest decide not to since it’s inactive and maybe they should just see whats up on this area first.

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The room next to the entry is open and has four potted plants in each corner, the plants are not fake and seem to be in bloom. Upon the floor are several dozen casings. It seemed a battle had taken place here long ago. As Kamanda steps into the room to investigate, one of the potted plants open up. It is a Kep Plant!

It is a fight, Wyke fires off his musket which causes a loud boom that echoes about in the chamber and hall and Kamanda sets off his pyrokinesis once again. As Avagadro decides to keep watch, if anything else should happen; like the mechanical spider emerging out of the hole in the ground or Dabber or two coming to investigate. Another pyrokinesis attack turns the creature into cinders.

Once the Kep Plant has been dealt with. Avagadro investigates one of the potted plants poking it to see if it moves and when it doesn’t he looks at the base of the plant to the pot that has a couple of buttons on it. He pushes one and water sprays out from the pot unto the soil. He presses the button again and water comes out and he decides to give it a taste and discovers that it is indeed crisp and cold water!

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Our heroes decide to fill up their canteens and decide their next course of action.  There was a door in the main chamber and maybe, just maybe they should open that to make sure that nothing is behind it. They don’t want anything coming up behind them if they should explore this area further…

… to be continued…

 

Atomic Highway: Road to Nowheresville (Part I)

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Atomic Highway, Map and dice raring to go.

Cast of Characters:
Merddyn Baruma, a feral beastmaster (Nathan)
Jeet Jeet, a Trog Scavenger (Darryl)

Jeet is a Trog scavenger who is currently rounding up some supplies at a ruined settlement, he is hoping to find something big so he can have bartering power with the enclave and the bartertown nearby. He’s in the middle of the ruins when he hears something in the wind and turns to see a Blood Hound gliding in.

Merddyn has been tracking a blood hound that attacked his clan and killing a couple members of his tribe, He’s been on the hunt for this beast now for several days and he know he is close very close to finding his prey.  Merddyn is riding a huge moose as a mount and he also has an eagle as his eyes and ears in the air. There is something happening in the burned out ruins of an old station nearby and Merddyn investigates.

Jeet rolls and in the process brings up his speargun to get a shot off since the Blood Hound didn’t get a surprise. Jeet hits the beast but it’s not enough to take him down but the creature does manage to get an attack in and sinking it’s fangs into Jeet. Jeet drops his spear and grabs a knife as Merddyn draws his bow and arrow and fires at the beast.  There is a scuffle indeed as the Blood Hound is outnumbered now and takes off, but it doesn’t get to far as Merddyn’s arrow sinks deep into the beasts torso and piercing it’s heart.

Jeet thanks Merddyn for his help and adds that he had it all under control.  Merddyn acknowledges this and dismounts as he draws a knife and then proceed to  skin the blood hound since he plans on keeping the pelt as a trophy.  Jeet knowing the dangers of traveling alone offers his assistance to Merddyn since they seem to be away from their respective homes and would maybe do better as a duo than being alone. Merddyn agrees and they both decide to set up camp for the night and proceed to the closest bartertown, which is called Markstown in the morning.

Jeet and Merddyn head off to Markstown in the morning, though they are travel 50 meters parallel from the highway. Jeet has managed to salvage two 50lbs bags of grain and has been carrying them in a makeshift stretcher. Which means he has to travel a few kms than rest then travel again. Merddyn patrols ahead, scanning and tracking as well, making sure they are not heading into trouble.

Hearing the sounds of motorcycles approaching, Merddyn signals to Jeet. Jeet then drops down to hide behind some shrubs while Merddyn follows suit, three raiders appear over a hill and zip along the wrecks on the highway, they slow down when they see an old barn standing and proceed down an old road to the barn.

Jeet and Merddyn think about what should do. Either they bypass the barn completely, or they go in and see what these riders are up too. They decide to investigate what the trio of riders are doing: they could be friend but maybe they are foes.

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Jeet walks around the barn looking for a way in, a section at the back has given way and he sees it his opening. He signals to Merddyn that he is going in. He sneaks into the barn and smells the aroma of baked beans. One of the riders has set up a Coleman stove and has a pot of beans cooking on it. A two way radio sits on the hood of an old tractor.

Jeet overhears them chatting about a “shipment” headed this way and is confirmed by the two way radio. One of the fellows decides to “shake the weasel” and leaves the barn. Jeet heads outside to signal Merddyn about the biker. Merddyn reads the signal as to attack and he sends in his eagle to do just that. The eagle’s talon rips into the fellows face and this is where the fun begins.

Jeet overhears the man screams which alerts his buddies as well. Jeet pops up and fires his spear gun and hits one of the fellows inside the barn. The fellow outside draws a machete as the eagle comes in for a second attack; it scores another nasty hit. Merddyn finishes off the fellow with a bow shot.

Inside the barn Jeet is battling one of the fellows in a machete/knife fight and it gets nasty.  The fight goes on for a few more rounds as Merddyn rushes in and after the dust settles it’s just our heroes that are left standing.

They decide to set up camp for the night, dragging the bodies of the raiders away from the barn (as to not attract any other predators to the location) and do an inventory of what they had. It’s like they hit the jacpot!

The pick up a machete, a knife, a crossbow with a few bolts, one Coleman Stove, 7 cans of Beans, 2 cans of spam, 3 canteens of water, 1 wine-skin, a walkie talkie and a can of mystery, also 3 canisters for the Coleman stove.

The bikers belong to a gang a symbol of a sun in a clenched fists, Jeet thinks they might be with the “Suns of Sudden” gang that is a pretty “evil” bunch to begin with. The walkie talkie squelches and someone is asking for Baker and any sign of activity yet.

Jeet bluffs and says not yet. The voice on the other ends says when they do spot it they will relay it so that they can set up the ambush at Kelvin Pass. It’s there they can transfer the shipment to their base.

Merddyn and Jeet discuss their options over a bowl of baked beans and they wait til morning to inspect the bikes outside. After a good night’s rest they are up early and see the bikes have a deadman’s switch on it and luckily Jeet diffuses it. They have three bikes but none of them have a drive skill. Off in the distance they can hear the sound of a semi approaching. They go out to the highway and see a convoy approaching. Two dune buggies, three motorcycles and a huge rig. Jeet waves them to slow down and the convoy stops. The lead dune buggy approaches; the lanky passenger in black leather and wearing goggles seems to be in command. He asks what is the meaning of this?

Our heroes explain to him what had happened and what the communication from the walkie talkie has inquired. That the “Suns of Sudden” are waiting at Kelvin Pass to ambush the convoy.  The dune buggy leader asks them what they want for exchange of information and both Jeet and Merddyn say “safe passage to Markstown”.

… to be continued…