Atomic Highway: Mishap In Markstown

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

Our adventure begins in Markstown.

It’s the destination that our heroes arrived at last session and once inside they discover that it’s a ‘Stead which cranks out oil, gasoline, and diesel. It’s a heavily fortified ‘Stead due to the oil well and refinery, the walls around the place is made from rusted metal sheeting, hunks of concrete, stone and iron, and has two huge watchtowers on either side of the town. There is only one way in and out of Markstown and that is a bridge over a huge oil-covered water-filled moat.

They are met at the gate by Liz O’Keefe, an amphibious mutant that is a sentinel in Markstown, and two other peacekeepers.  Jeet spots that tje watch tower has swung a flamethrower in their direction, the sentinel on duty has his finger by the trigger. As Liz inspects the tanker and questions the leader of the caravan; she also checks the contents of the tanker and is satisfied and grants them permission to enter.

The caravan moves towards the center of the stead greeted by cheers by several of it’s citizen due to the cargo that it carried. Greybeard Gunn, the leader of Markstown, arrives and congratulates them for saving the tanker truck and says that he will pay for their drinks at the bar.

Merddyn and Jeet are itching to hit the market square after finding out they will be here for a couple of days while the rig is under repairs from damage it took from the ambush. Merddyn wants to get armour for his moose; Hrothgar.  People are coming up to him and asking about what they heard about the moose and how it saved the caravan from being wiped out by “Sons of Sudden”. Merddyn does play up to that image.

They also notice a couple of men in an alley way looking at the moose and one of them points in the direction of the moose while disappearing into an alleyway.

Merddyn searches for a tanner, while Jeet stays with the moose. Merddyn meets with Derrik who is working on some furs and strikes up a conversation with im. Merddyn inquires about armour and Derrik thinks he can do it and they work out a suitable payment: bleach,  curtains, and several tubes of glue sticks. Derrik tells him it will take him two or three days to make but he’ll get right on it.

Jeet takes a tour through the vending stalls and he’s looking for some first aid kits and manages to find two for trade. He trades an alarming system for the kits. As Merddyn tends to his moose he is approached by a man who is willing to trade for the moose. Merddyn tells the stranger the moose is his companion. The man threatens Merddyn and man steps into the shadows. Merddyn sends his eagle to scare the fellow and it works like a charm and the man realizes that he is dealing with a beast master. Merddyn tells the fellow if he is hungry than chat with the caravan leader; they are looking for a few good men to help guard the caravan as it makes it way back to Salvation.

Jeet bumps into “Big Barda” she is a tough as nails road warden who has also signed out to the caravan heading back to Salvation. Since she’s been sitting in a place for far to long and was looking for a group to head out of town with. She has her own vehicle she calls “Tom-Tom”. The caravan leader tells them that he’s got a suite at “The Parkview” for at least three days until the rig is ready to hit the road once again. So Jeet and Merddyn head over while “Big Barda” and the caravan leader discuss payment.

The Parkview is a two story motel with guarded stables and sentries on duty which is a relief for Merddyn. They get to their room and choose a bunk and then lock up their gear in foot lockers before heading down to the dining hall and grabbing a bite to eat. As they do so, they notice a group of men at the bar glancing in their direction. Jeet realizes they are members of the Suns of Sudden and one of them is making his way towards the table.

As the biker approaches he reaches inside his vest pocket and says “This is for our fallen brothers…” Jeet is prepared to go into full battle mode, he alerts a waitress and asks her to go get the peacekeepers since their is going to be trouble. Jeet than is about to get the jump on the approaching biker when suddenly…

GM’s Note: The biker was about to toss a live grenade onto the table as an act of revenge for the gang members that died in the previous session. But, as the fellow was walking towards the table Nathan decided to cash in all his fortune for a Plot Twist. Which has Darryl at a loss for words, I never seen him so dumbfounded. 

The biker pulls out a very old bottle of whiskey and slams it down on the table and they drink the night away in a celebration of life. When the peacekeeper arrives and expecting to be bloodshed but finds the group drinking with several members of the Suns of Sudden and hashing out a plan to assist the peacekeeper in the area around Markstown.

Jeet discusses with Greybeard Gunn and discovers that Markstown was built near the ruins of an ancient city named “Edmund Ton’s City” and that there is rumoured to be a lost “See-Eff-Bee” base in the area as well. Which is said to hold a huge cache of weapons.

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Major Plot Twist

Last night’s session of Atomic Highway was indeed a fun one. There was suppose to be a  huge combat instead it turned into a celebration,  due to one of the players cashing in all his fortune dice for a major plot twist. Usurping the game in progress and making it a better tomorrow for the inhabitants of the town and surrounding areas.

It’s surprised the hell of the other player who was geared up for some combat but then whammo it all changed and I’ll go into more details in another blog.

 

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.

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.

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.

Atomic Highway Nowhere1

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…

Game Night

Atomic Highway Game Night

Got to run a really cool session of Atomic Highways on Saturday. Even though the players didn’t create a character that had a vehicle. Except for one mount that was a moose. How Canadian is that?

Atomic Highway: The Winter Vale

Atomic Highway - The Winter Vale

Several generations have passed since Doomsday when the Earth was wracked by the Final War. Our forebears told of the devastation, of the great pillars of ash and flame, of the clouds of man-made pestilence , of the waves of strangely scented death. All the marvels our ancestors had striven to create, their towering edifices of steel, concrete and glass, the lore stored on their webs of computers, were torn asunder, rent and lost. Many died, man and beast alike, and the Earth was tortured and twisted….

Atomic Highway is one of those games that I really like to have fun with since it’s the game mechanics are pretty simple and character generation takes only 10-15 minutes to make. And that is good since I don’t see characters lasting too long when they go into places guns blazing. I had this idea for a little while now of running a winter scenario for Atomic Highways; instead of cars and highways I’d stick with snow machines and trails.

The rest of the world could be a devastated wasteland but in the Ottawa valley when winter comes it’s brutal and harsh. I always liked those James Bond movies with the snow-machines and the skis and the guns blazing, especially in XXX when Xander ignites two grenades and decides to ski down with the avalanche.

Last night the players rolled up some characters for Atomic Highway, and when all was said in down, none of them had a vehicle. One of them had a mount which was a huge elk and the the other was on foot hauling around grains of wheat on a makeshift stretcher. And, this got me thinking of starting Atomic Highway in the dead of winter in Canada… and why not? I created a couple of Hot Zones in the area (pleases that where hit when Doomsday came a calling.  And Doomsday rocked the land and changed things around, as plates shifted and mountains emerged as the earth had ripped open Earth wounds as well.

I don’t know if I’m going to use this Snowworld idea just yet. Maybe, I should.