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.
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.