I Hear You Calling…

Cthulhu that is.

20507655_10154637302386990_5207127721489814734_o

We’re here for a good time… not a long time.

Saturday night’s Atomic Highway game went bust.

But on Sunday they gathered to play some Call of Cthulhu. Actually, it was a character creation session. We decided to the setting would take place in the Roaring 20’s. Since the session was a little late getting started in the first place we discussed where and when the game would take place and then proceeded to do so.

I threw on some 1920’s jazz tunes to set the mood for the character creation process and then we were off and running.

Nathan’s character didn’t have a name just yet but he created a Parapsychologist. Meanwhile, Chance created a Private Investigator who was heavily scarred and named him Miles “Ashes” Muldoon. Darryl decided to create a Dilettante since he rolled awesome on starting money, the character is one Lady Dorothy “Dot” Collins.

So, looking forward to playing CoC 5th edition once again… it’s been like 15 years since I last ran it.

 

 

 

Advertisements

Atomic Highway: In Salvation

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

*Saturday, July 21st 2017

Jeet, Merrdynn, Big Barda and Slim Phantom don’t plan on sticking around in Salvation for longer than a day or so. Salvation is a small ‘stead with a population of 98 residents which is located around an immaculate church. With homes and small farms around it. Hoop seems to enjoy the settlement as he is befriended by a young couple, Larken and Mark, and inquire about his parents. Jeet tells them that they had picked him up along the way here and that he apparently has no home.

Larken takes a shine to Hoop and it seems Hoop likes her. Jeet sees it in his best interested and tells Hoop that if he wants to stay he can stay. Hoop nods his head and on that note he becomes a resident of Salvation. Big Barda tells him that it’s a good thing that he had done because it would be only a matter of time before the landscape ate up the young child.

Jeet decides he needs a stiff drink. But, he discovers there is no drinking establishment in Salvation and there’s no hotel as well, but there is a boarding house where travelers can stay. He figured at a drinking establishment he can pick up some hearsay, rumours and maybe possible clues on where some “artifacts” might be located. So he decides the next best thing to do is find out where some of the oldtimers are hanging out.  He walks up to the general store and joins two old fellows who are sitting on the deck, whittling away and he gets into some small talk with the old timers while Merrdynn tends to his moose giving him a good brushing and feeding him some oats.

Jeet is chatting with old timers Myron Biggle and Red Wannamaker and he wants to get a feel of the place they are in and in their surrounding territories. He learns that there is no trade going on with Moonshadow since the Terror Dawgs roam the area and attack anything and everything that enters the area. The Terror Dawgs are mutanted Coyotes that have laid claim to the area and prefer the taste of anyone whose foolhardy enough to enter their domain.

After brushing, Merrdynn wanders around Salvation and inspects the sentry posts to find that they have a .50 caliber machine gun in the posts. He seems that maybe, just maybe it might be good to have one. But, Salvation’s peacekeeper tells him that none are for sale.

Merrydynn meets with Jeet to discuss their next course of action. They plan on heading up to Moonshadow to see if anything can be done with the Terror Dawgs, Jeet tells Merrdynn that there is only 30 members in this “gang” and they are pretty vicious, and maybe just maybe they ought to do something about it. Big Barda is by the garage as she is going over her vehicle “Ms. Mystery” since they are planning on heading out in the morning. Jeet and Merrdynn approach her and ask if she is willing to make a detour to Moonshadow, and she tells them that it’s heavily patrolled by the Terror Dawgs, then she says if they want to go she will take them since they had dealt with the Suns of Sudden and maybe just maybe they can do something about the Terror Dogs.

They decide to head to Moonshadow at the crack of dawn. They head to the bunkhouse and bed down for the night and when dawn arrives they eat a home cooked breakfast prepared by the boarding house cook and then they are on there way.

In the morning, Merrdynn decides to ride his moose, while Jeet gets in the vehicle in the back. Following the old highway towards Moonshadow and Merddynn sending his eagle up ahead as his eyes in the sky, the eagle returns and communicates with Merrdynn and lets him know there is a Terror Dawg outpost situated ontop of an old cloverleaf section of the highway.  Several vehicles have been piled up at each end of the cloverleaf and a makeshift hut is in the center.

highway clover td

Sentry Dawgs

Big Barda slows the car down. Jeet and Merrdynn decide to go in on foot and scout around, but the trouble is Merrdynn doesn’t hunker down low enough and is spotted by a sentry.

And thus he lets off a shot with a blunderbuss, the blunderbus boom echoes in the area alerting the other Terror Dawgs that trouble is here and they too spring into action as the other sentries begin to move in, and three Terror Dawgs come out of the shack and two of them climb into a dune buggy and peel away towards the post.

As the dune buggy approaches Merrdynn sends his moose in to do what it does best, go charging head down with it’s antlers and hit’s the vehicle broadside and knocking it over, it rolls a few times.

The Terror Dawgs that where on watch at their post move rather quickly, like dingos across the plain. It’s only a matter of minute or two before they are on our heroes with weapons drawn and ready to fight. And boy was there a fight to be had. It’s a fight that takes better part of the session and when it is all said and done, our heroes emerge victorious.

They decide to rest here and take inventory of what this outpost had and also to tend to their wounds as well.

-fini-

 

 

 

 

 

 

 

 

 

The Sky Goes Clank (Session 8)

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

*GM Note: Session from July 3rd 2017

After searching the store room and what’s left of the Serf’s bodies. Kamanda and Avagadro haven’t found anything salvageable other than the “pig” crate. They find another weapon in it plus a couple of belts of ammo for it. Which makes Wyke happy knowing that he has more ammo for his “pig”. While the toxic goo slowly spreads on the floor. Our heroes decide to head south from this room.

clank9a2ab

Radioactive Goo

The adjoining room is empty with a seat and some inactive screens an exit to the west, south and east. There is an inactive spiderbot by the door and it looks like it’s been damaged. Avagadro uses his mutation to sense minds in the area and picks up thoughts to the west, nothing to the east or south.

They decide to explore the southern area first and discover: several smaller rooms which could be a generator room, and also an elevator shaft going down, and also a strange room with canisters. Kamanda asks Brenda what kind of room is this and she tells him that it’s a “battery room”.

It’s a quick glance of each room making sure there is nothing that might follow them later and cause trouble and taking notes that they should come back and give this battery room a closer inspection once they “cleared” out this complex.

clank9a2abc

Another Shaft

They head west and once the door opens they discover Squeekers roaming about and it’s combat time once again kids! The mutant rats attack with sonic blasts, as Kamanda and Avagadro charge forward while Wyke hangs back at an intersection. He wants to make sure nothing else comes charging at them. Brenda holds her attack since she cannot get a clear shot off in this narrow corridor as well.

The Squeekers are dealt with quickly and efficiently and our heroes decide to explore the intersection.

clank9a1a

Here Be Squeekers

To the north there appears to be a cafeteria with plates and food on the table, vending machines and a sink as well. Avagadro presses a button on a device and it activates, dispensing food in the form of little plastic containers; air tight and seemingly fresh food. Avagadro fills his pockets once again with items from the vending machine, as Kamanda does a quick scan and discovers the letters: M-E-S-S-H-A-L-L on the wall.

They leave the chamber and go directly south. Wyke is still minding the narrow corridor with his “Pig” ready to chew up anything that might head their way.

clank9a2a

Mess of the Ancients

To the south it opens up int a room with a door, they discover that this is a brig area, like the one on the level above and decide to see what they can find in here. In the last room they find an Orlen named “Orthic & Petek” whose been recently captured. He doesn’t know how he got here all he knows is that he was wandering his home and then a shimmering light was around him and the next thing he knows he is on a platform surrounded by Serfs. They had summoned him to pease “Tybak, but whoever this Tybak is she is not pleasent. Orthic & Petek has only been here for a couple of days but the Serfs seem to be constantly feeding him food.

Avagadro, Wyke, and Kamanda discuss with each other on what to do with “Opie” and tell him that they will return once they can find out who Tybak is. They tell Opie that they have dealt with several of the Serfs in the complex and since they don’t know how many are left it’s best that he remains in his cell for now (also they don’t know if they can trust him or not).

They leave Opie in the cell and promise him that they will be back.

clank9a4a

An Orlen in A Cell

Our heroes regroup and discuss their next course of action. Kamanda wants to backtrack and explore the other rooms they bypassed just to be on the safe side. Even though Avagadro hasn’t sense any thoughts it still might be a good idea to do so.  So they head on back to shaft where they entered the second level from and decide to explore the chamber just to the south of it. Discovering a couple of bunks and then a room where it can only be opened with a blue card.

As the door opens they are greeted by cool air and notice several tanks in the room. Kamanda inquires what is this room and Brenda tells him that it’s Cryogenics. Avagadro scampers about and notices that there is a “human meat” in one of the tanks. A woman is sleeping in one of the capsules and they explore around to discover the three other capsules are empty.

Each capsule has a name: John Doe, John Smith, John Jones, & Jane Dough. Wyke seems to think that maybe this is a very important room and that they shouldn’t wake the ancients and leave. Kamanda thinks it’s also a good idea to leave and maybe they can come back to this room and inspect it in full detail later.  Avagadro notices there’s a bunk room right across the hall and suggest maybe they should rest up for a bit; since taking damage from Serfs, the grenade fragments (which Kamanda fumbled throwing) and the Squeekers encounter Wyke and Kamanda agree.

And since Brenda FourOneOne is a mechanical being that she doesn’t require sleep and guard the door as they recuperate.  They tend to their wounds, eat some grub and hopefully sack out for the duration.

clank9a3a

The Cold Room

After a good rest our heroes inspect their gear,  eat a quick meal supplied by Avagadro and those air tight containers of food stuff. They are greeted by Brenda at the door and discover a body of a serf lying in the corridor. It had wandered in from the south and she had dealt with it.

With renewed vim and vinegar our heroes begin to continue on exploring the complex. Discovering a few empty chambers (I won’t go into much detail here) and making their way to the west end where Avagadro picks up many thoughts.

Kamanda, Avagadro, Wyke and Brenda discuss what they are going to do, but first they have to scout to see what is up and when they do they spot Serf’s bowing and before a one huge-ass spider!

clank9a6a

Level 2 Big Boss

This is Tybak a huge mutated crab spider that is being worshipped and fed by the Serfs. And it’s one big boss battle that our heroes will never forget! Wyke sets up elevated from Avagadro and Kamada and lets off a few rounds of the Pig. Brenda charges the Serfs and Kamanda goes full X-Men powers on Tybak.

The battle rages hard and each side takes some serious wounds but eventually the Serfs and Tybak have been brought down. Our heroes catch their breath before discussing their next course of action.

End of Session.

The Sky Goes Clank (Session 7)

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

*GM Note: Game Session from June 28th 2017 just playing catch up with the blog.

clank6a11

After defeating the Serfs, Wyke tends to his fallen friend Abrum to find that he is still breathing but he’s barely alive. Avagadro scampers about exploring the chamber especially the debris in the corner. Avagadro picks up items and looks them over and then decides to pocket it or just chuck it over his shoulder. Kamanda begins to ask Brenda Fouroneone information about the “devices” in the chamber. A half-track and an All Terrian Vehicle that seems to be in working order.

Wyke is happy that his old friend is alive and he has Brenda tend to Abrum’s wound. She tells him that Abrum needs proper medical care and that he should be taken to Medical Ward. Kamanda looks around the room for an exit but cannot find one and he inquires about it, Brenda shows him a panel by the door the entered and places her palm on a sheet of glass which seems to activate a huge klaxon sound. The roof begins to slide open and a ton of dirt, boulders and other debris begins to fall into the chamber. Kamanda tells Brenda to stop what she is doing and to reverse the doors which Brenda does.

They all decide to continue exploring, when things are safer to do so they plan on coming back and doing an extensive search of the items and vehicles. Brenda FourOneOne scoops up Abrum in her arms and they go to the Medical Ward where Helen OneOhOne is. She tends to Abrum and saying that he’ll be out for several hours due to a poison that is in his system.

Kamanda, Wyke, and Avagadro decide to see what the next level leads and asks Brenda FourOneOne along as well. Avagadro scampers down the shaft to the next level and when he does he sees a huge pile of bones scattered about on the floor.

 

clank8a1a

Express Elevator to Heck

Avagadro climbs the wall to let the others know what he has found, and Wyke and Kamanda decide to scale down to the next level anyhow. It’s not like they have seen a pile of bones before.  A quick scan of the room they can see a door to the north, a long corridor to the west, a short corridor to the south of them with a few doors. They try the northern door. It opens up to reveal a large chamber with a raised platform in the corner. On the platform is a round glowing disc with coils around it. There is a device in the upper east corner.

They ask Brenda what this room is and she tells them that she was not authorized for it. So she doesn’t know what happens in this room. Deciding that it might be better to leave the room then begin playing with switches and knobs, they decide to come back to this room when they have plenty of time to do a proper exploration of this chamber.

clank8a2a

Strange Room

Avagadro uses his mutation to detect thoughts within a 30 metre radius and does pick up a bunch to the south of them.  They decide to investigate and head south by passing a few doors and stating they’ll get back to them when they can, but first there is a group of hostile thoughts that are close by.

They open up a small door which reveals a small corridor and other doors and then proceed to the area that Avagadro senses hostility. Wyke takes a stand at the door with Kamanda behind him while Avagadro steps back and let the two warriors do their stuff.

As the door slides open they spot a room full of Serf’s who are digging around the room looking for something and before they can attack. Wyke fires off a burst of his “pig” while Kamanda decides to toss four grenades into the room.

clank8a3a

Serf’s II: Electric Boogaloo

The grenades land in various area in the room with one of them nearly bouncing back on our heroes. Wyke is caught in an explosion radius taken the brunt of the damage while his body shield Kamanda from the effects.

Not only did the four grenades devastated the Serf’s but it did damage to all the items in the storage room as well. A radioactive container as well begins to leak. All items in this room except for the “pig” crate are damaged. Wyke staggers back to get some medical attention from Brenda while Avagadro and Kamanda do a quick survey of the room, staying away from the green toxic spill as well.

Avagadro was thinking that maybe he just might have to give this liquid a taste. But decides he best not to.

-end of session-

Atomic Highway: Have A Safe Trip

*From July 8th 2017

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

After a meeting with Greybeard Gunn, Jeet approaches Merddyn and tells him that whent hey return from their current trip that he plans on exploring the ruins of Edmund’s Ton City for this mystical See-Eff-Bee complex which is rumoured to hold a lot of ancient artifacts that just might come in handy.

They arrive at the gathering point where the caravan has fueled the tank with gas and have several vehicles ready to head out for the trip to Salvation. The big rig has been repaired, they four armoured vehicles tagging along as well as four cycles as well as a huge bus full of people wanting to head to Salvation.

Merddynn and Jeet decide to take their posts on the tanker, manning the crossbow weapon and also to keep eyes and ears open for any sudden attacks. Even though they have befriend  the Suns of Sudden there are still a lot of danger out there in the wasteland. Big Barda and her gunner, Slim Phantom, are ready to take the lead and they share a walk talkie with Jeet. Since Jeet would be slightly elevated and can see any sign of trouble and relay it back to them.

Merddynn assures them that his eagle and moose will be ready as well. Big Barda takes comfort in that after hearing the stories of these two beasts had done to the last group of people that tried to mess with the caravan.

The caravan leaves Markstown with a few of the Suns of Sudden tagging along just for good measure to make sure they leave the area safely, once they have reach the boundary the Suns will break off and return to Markstown. The caravan continues on a few more hours before deciding to hold up for the evening. Apparently, no one wants to mess with this group with the moose on guard and the eagle circling overhead acting as a drone. While Jeet and Merddynn are on watch they catch sight of movment off in the distance and they go to investigate and discover a feral child. He’s been living on his own and is wearing the hide of animals and has several sharp sticks on him.

They capture him and bring him into camp, the feral kid doesn’t say much other than grunt or bark at them. One of the caravan’s guard wants to put a bullet in the feral kid’s head to put him out of misery and just to be safe in the long run. Jeet thinks the kid just might be a loner and not working for anyone else and decides to let the kid go. The feral kid doesn’t want to go but decides to stay since there is food, warmth and people looking at him. Jeet says the kid just might be useful after all and decide to give the kid a name “Hoop”.

Dawn the next day the caravan breaks camp before sun up and hit the road, it looks like it’s going to be a long overcast day as chem storm rolls in. Black icky rain falls from the heaven, stinging exposed skin and making it even harder to watch the horizon. Using makeshift ponchos and wearing goggles they make their way across the terrain towards Salvation. Jeet, Merdynn and the rest suffer minor acid burns from the black tarry rain but there is nothing else had happened. Jeet summarizes that even bad guys don’t like to get caught in this “gunk”.

The arrive at a burnt out toll booth, the bridge is damaged as well and a good section had been blown up. The caravan stops and decides what to do next and Jeet and Merrdynn say they will see if the bridge can hold them because it will take another day to get to Salvation if they have to find a way to cross. The bridge is sturdy but they realize that only one vehicle at a time can cross and they decide to do that. There is nearly a mishap with the tanker as it got caught in a crumbling section of the bridge (due to the fact that the tanker was filled to the brim with gasoline), but everyone managed to help it across by tying a rope and heaving like they never heaved before.

As the last vehicle crosses they activate a mine that everyone else seemed to miss and it blows, the bridge and the vehicle go toppling into the gorge. After a quick prayer, the caravan heads out and reaches Salvation by night’s end.

Hoop is sticking close to Jeet’s side as they enter the ‘stead. Salvation is a small settlement in the heart of a nuked city’s ruins which is protected by a high , thick wall of reclaimed concrete and stone. An immaculate old church stands at the heart of the settlement and the caravan is greeted by Pastor David Wrens, the leader of the ‘stead.

Jeet, Merrdynn, Hoop, Big Barda and Slim Phantom don’t plan on sticking around and plan on heading back to Markstown in the morning. They get their reward for the trek, a good bed and a meal as well and a prayer from Pastor Wren thanking them for delivery the tanker without incident.

fini.

 

I’m A Gamma Worlder Yes I Am

On Wednesday I finally got to run another session of 2nd edition of Gamma World. The game last for a couple of hours and get to explore more of the underground complex that our adventurers are exploring.

I think the adventure is pretty neat considering that I had written it nearly three decades ago and you can tell that it was heavily inspired by my early years of Advanced Dungeons & Dragons where the adventure explore a “dungeon”, kick open the doors, kill the occupants and take their stuff variety.  I think the kids call it “Murderhobos” these days.

I’ll write up the session in a little bit but for now:

Happy Canada Day, eh!

Today is Canada Day. So since it’s on a Saturday my regularly schedule game night is post-pone since we be celebrating Canada’s 150th year.