The Sky Goes Clank (Session 9)

A Gamma World 2nd Edition Tale

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)

*Game Note: Session from Monday August, 14, 2017

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After squashing Tybak, a huge mutated crab spider that is being worshiped and fed by the Serfs. Kamanda, Avagadro and Wyke decide to search the area to see what they can find and it appears there is a few ancient relics in a horde of items that Tybak was offered along with it’s “sacrificial meals”.

Wyke decides to stay at the entrance way since the noise of their combat might have alerted others to their presence. Avagadro decides to cut off a slice of Tybak and have Kamanda uses his “fire calling abilities” and barbecue the meat before they begin digging around the items and separate junk from the good stuff.

They find a lot of artifacts: five torc grenades, a tempus helmet, a music cube, a “magical” bed that rolls out and inflates, binoculars, a vibro blade, and one laser pistol.

Wyke is intrigued by the items they have found and let’s his guard down for a moment and that’s when a humanoid rabbit enters; it’s a hoop and he seems surprised by what’s going on in the area.

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The Hoop who just so happened to stumble into the complex by accident and have been wandering about trying to find a way out. He thinks he has found the “baddies” who have brought him here and wants them to send him back home.

But the only place the Hoop is sent is to is death. The Hoop is dispatched quickly and quietly and the stuff he was carrying looted: 30 domars, an old slug thrower, a knife and he’s were a chronometer.

Our heroes decide to go back to the cells and release Orthic & Petek. He agrees to help them with their search of the place. Though, Avagadro has his suspicions about him and calls him “Opie”. They move off back to the north west corner of the complex and figure they have a few more rooms to check.  As they open up a room they discover a Cal Then, a huge mutated cockroach, that’s in the chamber and bow does it ever rip into Avagadro. The pincers of these creatures are very painful and very deadly once they get a nip on you.

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Brenda FourOneOne stands back since she cannot enter the combat, but Opie just stands there and lets the other hammer away at the huge beast and giving words of encouragement like. “Oh that nailed it!” “Hit ’em again!”

Once it’s over, Avagadro is wounded badly but Wyke hits him with a healing stick that Helen OneOhOne has given them. Avagadro is okay and Opie pets him in the hand saying that “You dun good, little critter!”

After a quick search of the room they find that it might be a room were clothes are brought and cleaned. They find a couple of small useless items as well and decide to press on.

The next area holds a bit of a surprise for our heroes, since Avagadro only sensed something 20 meters away, but when they open a door it is revealed a lot of androids in blue suits about. Kamanda tries something and shows his red card that he is carrying but that just activates the creature and all hell breaks loose.

Kamanda throws up some “force walls” to stem the flow of the androids and they deal with the creatures one at a time as best they could. All of them are engaged in combat, except for Opie who stands back and watches and once an android is down and out for the count he goes over and stabs it again “just to make sure it’s down”.

Avagadro goes into full Wolverine mode with claws out and him running around like Sonic the Hedgehog and battling bots left and right as he moves about.

Wyke decides to use a vibro blade since he wants to conserve the “pig” because he’s got a bad feeling that they will need it’s services badly. He rips one android apart like a hot knife through butter!

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Once a few of the ‘bots are downed. Kamanda asks Brenda what to do and she replies so the blue card and Kamanda releases that these might be some sort of medical androids. He flashes the blue card and the androids begin to shut down.

Our heroes decide to rest for a bit before continuing on.

 

 

Where’s Bosso Morgan?

*from Sunday, August 13th 2017.

Where’s Bosso Morgan? – A Roaring 20’s Call of Cthulhu Tale

Cast of Characters:
Miles “Ashes” Muldoon, Private Investigator (Chance)
Dorothy “Dot” Collins, Dilettante (Darryl)

The Place: Arkaham City
The Time: Tuesday, April 18th 1922

Dot Collins arrives at the Philm Building by taxi, she was in town and she figured she drop in and say hi to an old friend; Ashes Muldoon. Ashes has an office on the third floor and she can see that the light was still on and his office.

They were acquaintances through an investigation of missing anthropological pieces of a museum exhibit that the Collins family were sponsoring.  The curator and Dot wanted to keep it low profile since it would be a stain on the reputation of the museum and the Collins family name so they hired Ashes to look into it. Though, Dot being bored and wanted a little excitement in her life said she would help, over the objection of Ashes who works alone. Dot said since it was “her” money she had a right to look after how it was being used.

After several days they had uncovered a smuggling plot and retrieved only four out of the five missing pieces stolen by two museum employees working for a local crime boss. The missing piece was sold in a private auction to a collector in Boston.

Dot arrives at the Philm Building to see if Ashes had discovered the collectors identity but he hasn’t. This is when the door opens and a woman in red enters. Her name is Molly Harper and she has a task for Ashes Muldoon. Find out what happened to her employer Bosso Morgan. She hands him a retainer of $500 to look into the matter and he gladly accepts. She tells him that his right hand man, Red McCallister, had stepped up and is overlooking the business until Bosso can be located.

Morgan owns a few buildings in Arkham and his base of operations is a warehouse, but he can also be found relaxing at his speakeasy club “The Soho Club” which he hasn’t been seen at in the past twenty-four hours. Ashes inquires if anyone has checked Morgan’s home and Molly tells him they have but there is no answer there, and she doesn’t want the police to be involved because of Bosso Morgan’s background since he deals with the criminal element of the city. Molly hands Ashes a slip of paper where she can be reached at. She hopes nothing has happened to him, just before she goes she inadvertently tells him that he has been acting real strange lately.

Dot is intrigued by this as well and ask if she can accompany Ashes on this case. She craves a little excitement in her life and some break & entering might just be the pill she needs. They take Ashes car, a Buick 121, to Bosso Morgan’s home. It’s an overcast day and by the time they arrive their the rain has begun to fall.

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There are no lights on in the home as our heroes drive past and then park a little down the street. The trek back to the home and notice that there is a car in the driveway that there is a garage in back.  Dot checks the car to find that it’s locked and hasn’t been running lately. Ashes goes to the front door and finds that it’s lock, but he uses some lock-picks and opens it.

Inside the door there is a stand in which they find a bowl with some keys, another bowl with some coins in it as well. There are stairs that go up to the second floor and a couple of entry points to other rooms. Ashes and Dot decide to stick together and do a room to room sweep. Entering the parlor they see a few sofa chairs and tables and a radio off to one side.  It’s when they enter the dining room they discover that a window has been left open and some rain water has gotten in and they also see a spot on the dining room table, a smudged handprint, it seemed someone had entered the dining room and stumbled but manage to catch themselves on the table. Ashes takes a photo of smudged hand.

They enter the kitchen to find a pot on the stove that has two eggs in it, also a coffee maker sitting on one of the burners as well. They enter a den to find a table and stools around as well as a few crates. On the table there are several shall casings around a gunsmithing stuff. There is a locked room on the other side and they open it with the keys and find a still, a bathtub and several barrels about.

The final room on the main floor is Bosso Morgan’s office. A beautiful desk, several books and a couple of comfortable chairs. Dot exams the desk and opens up the drawers. She discover three mason jars filled with severed pinkies. In another drawer she finds a ledger and also a last will and testament. On the desk she sees a calendar and something marked in red. The name of a Russian frigate is circled and that was at least three days ago. Ashes discovers that the front door had been forced open, since they had shut it and locked it up when they began the search and he sees some wet foot prints leading upstairs. He alerts Dot that they might have some company in the house as well; so she grabs the ledger and the will.

Ashes wants to check upstairs quickly before they go and Dot stays down at the bottom of the stairs to keep watch. Ashe draws his gun and creeps up the stairs and glances down the hall and sees three doors and one of them slightly open but has a green light coming from it. He decides to push open the door a little and what he sees shakes him a little. There is gore everywhere , and Bosso  Morgan is draped over the bed the top of his head had been torn off and it looks like his brains have been scooped out. There is a green phosphorous about the body and bed. Ashes decides to take a picture, and once the camera flashes a huge parody of a man, standing about 8 feet tall, with deformed twisted limbs and what looks like sickly green-brown skin. This thing lumbers forward and swings at Ashes and hitting him hard and making him stumble.

Dot hears the commotion and comes up to see what is going on and she’s this big thing standing over Ashes who has dropped his camera and dug out his pistol and both of them end up emptying some bullets into this creature. Dot maintains her composure while Ashes is visibility upset about this mockery of a man beast. Once it’s over and done with creature is down and before they can do a thorough search they hear sirens approaching; it seems a nosy neighbour has called the police since they saw flashes coming from a window earlier.

With ledger, will and Bosso Morgan’s keys in hand, Dot and Ashes make it out the back door and decide what their next course of action is. And find out what the hell that thing was in the room of Bosso Morgan.

 

 

 

 

Clank. Clank. Clank.

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Last night was our regular scheduled night for some post apocalyptic action. And, we got back into Gamma World (2nd Edition) and played a couple of hours.  After a couple of weeks of missed opportunities due to power outages and real life throwing a monkey wrench into the works every now and then it was good to roll some virtual dice and continue on exploring a lost base.

I’ll go into detail in a later blog. But the highlight of the night was an encounter with a Cal Then who nearly ripped apart Avagadro. It’s all good though our little humanoid mole survived the encounter…. barely.

 

Weekend Update.  


My Saturday game was scrapped due to torrential rains and a power outing. One of my players didn’t want to walk in the pouring rain for some odd reason. 

On Sunday though we kicked off our first session of Call of Cthulhu 5e. Our heroes where called upon to find notorious Arkham City gangster ; Bosso Morgan.  Private Eye Ashes Muldoon was hired by a woman, Molly Harper, to find her boss who didn’t show up for work in two days. 

The dilettante, Dot Harper, is a friend of Ashes just happens to be drafted in this investigation. And what happens next you won’t believe it!  Actually, it was a grand introduction back into CoC.  I will blog about later. 

Overall, it was an enjoyable session. 

I Hear You Calling…

Cthulhu that is.

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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.

 

 

 

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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!

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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.