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.
While going through some of my games I discovered a duo-tang with notes and ideas of the fictional setting of Yorkdale City.
I had created for Bram Stoker’s Dracula Role Playing Game by Leading Edge Games. The adventure was set in 1920’s in Canada. Yorkdale City was located off the coast of Lake Ontario somewhere between Toronto and Kingston, On.
The players are hired by a relative of a missing person to see what happened and what they can discover. The last piece of communication from the missing person was several weeks ago and now there had been nothing since, calls have been made to Yorkdale but there was nothing that can be found and that’s when the players come in.
I had jotted down several locations about the city and especially Yorkdale Correctional Facility where something was amiss there. There was a underground speakeasy I called “Dante’s Den” which was a place of ill repute and an old abandoned manor “Granite Garden” that was a den for some vampires.
I never did get to run the adventure in the setting but I just might use it for a Call of Cthulhu adventure… or maybe I should just run it as is at a convention sometime.
Well, it’s been a few weeks since last entry and I really should be keeping up on this thing. But, then again I don’t have much to add at the moment. I’ve been working on a few adventure ideas: Powers & Perils Fantasy Role Playing Game of Unique Dimensions, Living Steel High-Tech Adventure Game, and Dark Conspiracy 2nd Edition.
These are games that I wouldn’t mind pulling off the shelf and run a few sessions with so that I can breath proper life into the system once again. My first encounter with Powers & Perils was a visitation to a hobby shop in The Station Mall in Sault Ste. Marie, On. I saw it up on the shelf and it was labeled a bookcase game. There was a wizard who looked like he was about to reign down some serious stuff on something and that intrigued me. I pulled the box set down from the shelf and had a look at the cover. It seemed the wizard was the bad guy and had a huge lizard beast at his side as a warrior came charging in and it looked like a priestess was about to cast something as well. I flipped it over and read the descriptions on the back.
One describing a cavern and an encounter with a dragon, the other an encounter late at night in the city which takes a turn for the worse. Intrigued, I purchased the box set and couldn’t wait to open it. I gave it a read through and at the time the math involved with this game was pretty complex, I tried running a session and it failed miserably simply due to the fact that I was unfamiliar with the game mechanics. In hindsight it was all there but I couldn’t see it through the equations. I ended up loaning the game to another fellow who ran a few interesting adventures and then in the process of moving I forget to get the game back from him.
I did manage to find another copy of the game at a Convention back in 2014. It had a $25 sticker on it and I snatched it up. Since then I hammered out an adventure, working on detailing my take on the “Perilous Lands” and what not.
It was 1987 and my buddy, Tim C, had Living Steel in his collection and he ran a couple of sessions. I was home for the summer, and so were Tim C and Anthony Cl. who home as well. Each of us had graduated from high school in 85-86 and had flown the coop to explore what lies in our future. This is a fun summer we had of gaming and Living Steel was on the agenda. Tim ran KVSR Rocks and we had a blast but he really wanted to play in this setting so he passed the game onto me to run.
I ran a couple of sessions and we had a blast and then before you knew it summer was over. We all went our separate ways again, I think it was the last time that all three of us were in the same room together and rolled dice. That summer we were a Trio of Trouble as Tim C’s mother dubbed us.
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.
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.
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)
After the encounter with the Squeekers, Wyke, Kamanda, and Avagadro decide to rest up in a long corridor by the one door they hadn’t entered. Thinking over their options they opt to chat with Brenda Fouroneone in the cells once again.
They head to the cell where Brenda is standing and they begin asking her questions on why she was placed here. She tells them that she killed the ones who where in the process of changing or being changed from a mutation. They where no longer “normal” but a mutation of what they were becoming. She tells them that the ones who had captured her where sane but they decided to put her in the cell for safe keeping. They told her they would be back for her, but they never returned.
Wyke, Kamanda, and Avagadro discuss among themselves what course of action, and question her if she was to be free from her cell that would she attack them? She tells them no since in the time she has seen strange things and that something had gone amiss. She says she will help them if they let her free. Avagadro says that maybe it’s not a bad idea to have a murderbot on our side, but he wants to keep a close eye on her.
Kamanda deactivates the cell and Brenda steps forward and thanks them. She then asks if she can have her stuff back. Wyke gives her some of her weapons back and she begins the process of field stripping and put it back together again to in a matter of a few minutes. Checking to see if they are in working order, and then our heroes head out.
Once at the door, Kamanda activates the opening and it slides open. Avagadro suggest maybe they should of gotten a bite to eat first since his stomach is growling. Wyke adds that it’s always growling and he has the M-60 ready for action.
They enter a short hall way that ends in an L. They spot blood stains on the steps down and notice huge gouge marks on the floor and walls as if some thing wanted to get out of this place quickly and failed to do so. There is also a spiderbot by the door which is deactivated like the others and Avagadro goes to inspect it.
Kamanda automatically throws up a repulsion shield at the corner. They continue on, and as they peek around the corner they see two Serfs on guard duty there. It’s a good thing Avagadro hid behind the spiderbot since it shielded him from view of the Serfs and these humanoids couldn’t get any of their mutations working due to Avagadro’s mutation that negates certain mutations within a radius from him.
Kamanda and Wyke retreat back, Brenda is about to go in for some action by Kamanda shows her a grenade that he had salvage from before and motions that he is going to toss it. Wyke likes that idea and takes one of the grenades he has as well. And on the count of three both of them toss them down the hall.
Avagadro sees what is happening and begins to scamper away but he is caught within the blast radius! Serf guards are down as well and Avagadro is severly wounded and still breathing, barely at that, since he’s clinging onto life with just one hit point left.
Wyke goes up to Avagadro, his new tunic torn to shreds and spitting out blood as well. This is not a good sign, and they all suggest to bring him to Helen. They pick him up and go down the hell and see Helen, explaining what had happened and if they can help their “pet” since he’s not doing to good. Brenda stats she will guard the door here to make sure no one comes in.
Helen administers some “healing salve” and Avagadro’s wounds begin to close, and she keeps applying it till his eyes open and he asks if anyone has anything to eat. He also informs the party that he senses a lot of hate in the area they are going to, and that it isn’t a good kind of hate at that!
The party comes up with a plan, a rather shaky and sketchy plan of action. See that Avagadro has a mutation that can block out some of the dangerous ones that the Serf’s might have he will lead the way. They might have to clear go room by room in a hurry since he can sense them in various areas. They activate the door to proceed but to their discovery it opens into a vast chamber. Where they see several Serfs dancing around a huge vehicle and they spot Abrum lying on the floor next to the vehicle. The Serfs seem to be chanting and caught up in some old ritual.
Lost in a roman, wilderness of pain And all the children are insane All the children are insane Waiting for the summer rain, yeah…
Wyke thinks that they might be trying to summon a demon. The Serf’s are busy in their ritual that they haven’t noticed the party entering and by that time it’s too late and all hell breaks loose!
It’s a battle that’s for sure as Avagadro scampers across the floor, his mutation blocking out the Serfs before they have a chance to activate theirs. While Wyke unleashing the “Pig” in the area (making sure he doesn’t hit Abrum who is on the floor), Brenda with a slug thrower and setting her sites on one target. Kamanda unleashes a couple of mutations… and too make a long story short. The Serf’s a put down, the party has taken some wounds themselves and they found Abrum who is still breathing but unconscious due to a nasty head wound.
Our heroes scan this vast chamber and decide what their next course of action will be…