The Sky Goes Clank (Session 5)

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)

Wyke, Kamanda and Avagadro have held up in the store room, learning about the ancient relics they have found. Wyke loving the huge weapon that they have found in a crate that had a picture of a pig on it. Discovery the broken sword has a magical blade that lights up, the cubes showing images on the wall and ceiling like a moving picture, the whip just an ordinary leather whip and the disc like like device some form of transport machine.

Kamanda decides to go back and visit Helen Oneohone to see what she knows about the silver liquid that was in a cup. She tells him that it is mercury and Kamanda being inquisitive asks what it’s all about. Helen says that Mercury is used in thermometers, barometers, manometers, galvanometers, float values, switches, mercury relays, fluorescent lamps and other devices. Kamada decides to keep the liquid in his wineskin just in case.

Our heroes decide to go forward after meeting with Helen and head down the hall. Where the door is slightly ajar, our heroes peer inside to see plants growing and nicely cultivated as two little robots tend to them. The smell of berries tantalizes Avagadro’s nose and he scampers into the room, grabs a handful berries and scampers out. Wyke is puzzled by the room and Kamanda explains that it’s what makes the air fresh in this old place. As Avagadro sniffs the berries and decides not to eat them at this particular time.

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The group moves up into a chamber where the pile of bones are stacked in front of a closed door. Kamanda with his keycard decides to open it while Avagadro stands off hiding around a corner, and Wyke ready to let loose death with the “pig”.  The door slides open and they see a sentry gun sitting there with the sound of clicking coming from it.  Kamanda throughs up a repulsion field around it, so that if it starts firing that the bullets won’t hit them. He also holds up the card he has as a red dot searches the area and scans the card. The sentry gun stops

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As they entry the room cautiously, Avagadro scampering about since the sentry gun seems to be following his every move, it clicking as it continues to track him. They proceed from the chamber and notice three “cells” that are active and explore. In the first room there is two bunks and a skeleton on one. Avagadro touches the door and light’s begin to spark out at him. Kamanda with keycard deactivates the light around the door and they go in and see what is happening. The second room is empty, but in the third room there is a beautiful woman standing there, they can see have her face has been ripped away to reveal steel.

Her name is Brenda Fouroneone and she asks them to let her out. The ask her what she has done to be confined in the quarters. She says she’s been waiting 138 years for someone to let her out. That she has killed several individuals who were trying to deactivate her.  She pleads with them to let her out, but our heroes discuss it among themselves and decide it’s best to keep her where she is at the moment. Brenda doesn’t like this one bit and begins pounding the wall.

Kamanda, Wyke, and Avagadro explore the lockers and find some weapons, armour and a card, as well as crisp new tunics. As they began to loot the cabinets Brenda screams at them to leave her stuff! But, the group caters off with it. She begins to pound into the wall once again.

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Avagadro, Wyke, and Kamanda try the various weapons, put on some of the tunics and other stuff. Kamanda making sure he doesn’t take anything that Brenda Fouroneone, Wyke doesn’t mind at all and Avagadro couldn’t care less since he has a white smock and a card in his possession as well.

Our heroes make there way up the hallway and into another room. This time with huge rat-like beast called Squeekers and with a sonic blast that can cause some serious damage (but didn’t due to the mix on my part).  Our heroes charge into the room, and do battle with the Squeekers, with claw on claw action for Avagadro. Mutations and blades from Kamanda and with Wyke with a huge “pig” firing off a short burst now and then to see the bullets carve out some chucks of flesh from the critters.

With blood spilled on both sides and the Squeekers finally being put down. Our heroes decided to rest up and heal some before they continue on.

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The Sky Goes Clank (Session 4)

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)

helenWyke’s injuries are being tended too by Helen Oneohone, while Kamanda continues to ask her questions much like a child would an adult.

“What is this place called?” Kamanda asks.
“Norad” Helen Oneohone answers.
“Why?” Kamanda questions.
“Because that’s it name,” she replies.
“Why?” Kamanda repeats. “What is Norad?”
“It stands for North American Air Defense Command…” she explains.

The questions continue and during this process they learned that she has been waiting for another one to relieve her. She’s been doing this for 138 cycles around the sun. She’s been treating the injured and the sick until her replacement comes in.  They also learn that General Graham “Candy” Caine is in charge of this post and is his office is located on Level 3. That several animals have been running loose throughout the complex, and there are some very sick military men that will not seek medical help due to the severity of their illness.

Avagadro is standing by the door and not entering the room but every now and then he puts his foot in the room and takes it out again whenever Helen is not looking. But, the floor itself lights up in the area that he is in which draws her attention. Abrum on the other hand is looking about the room, searching for items the party can use or take back with them to trade and barter with.

With his injuries tended too, Wyke asks Helen if they can take those “healing sticks” which she has stored in the counter. She tells him to take the rest as she is still waiting for supplies and that only a handful of those “hypodermic sprays” are all that’s left from 200 that where in there. Wyke is by the counter and opens it up, his elbow brushing up against the wall and accidentally hits a panel, a beam of light is in the room and Abrum is caught in it. He disappears right before the eyes of Abrum and Kamanda. Wyke turns around after hearing the others gasp in shock.

Abrum is no where to be seen. Since Helen was assisting Wyke with the “healing sticks” she doesn’t know where Abrum had disappeared off too.  He could of been taken to Eye See You due to his condition?

The party decides to explore more and maybe, just maybe they can find where Abrum had disappeared off too. Wyke asks Helen Oneohone to join them, and she says she will as soon as her replacement or someone with a high ranking will relieve her. Til now she is staying at her post.

They open the door and hear no more clanking sound and look down the hallway and continue west down the corridor and up to a t section. There is a door to the left of them, a door straight ahead and a hallway that opens up to a room to the north of them.  Wyke using his silver disk uses it to see around the corner and it indeed opens up into a room, but to his dismay there is a huge pile of bones in one section.

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Avagadro hear about a pile of bones scampers into the room, he picks up a bone and begins chewing on it and glances around the room and notices a potted plant in the corner and he scampers away in a huge hurry back to the party. He does this since the last potted plant he ran into tried to eat him.

Kamanda steps forward and using his mutation starts fire to the potted plant and it only goes up in flames. They are planning on going up when Wyke suggest that they should check the door to the south and see if there is anything in the room. He doesn’t want anyone to come up from behind them while they are looking, and besides he doesn’t want to leave no stone unturned.

Kamanda activates the door with his key card and it slides open reviling a storage room, with crates as well as a dead mechanical spider in the room. The crates and boxes have been opened and ransack and it doesn’t look like much but one crate is there with picture of a big and it intrigues them. Wyke thinking something strange, Avagadro thinking something for his tummy since he is constantly fighting hunger pains. Both go over to investigate it. Kamanda notices that the door is ajar to the adjoining room and beers inside and spots a Badder! He is about to shout out a warning when suddenly a grenade rolls into the room.

Quick thinking on Kamanda part he throws up a shield around the “egg” as Wyke and Avagadro dive for cover and contains the explosion. Then another Badder, the one who tossed the grenade, steps out of the shadows and a battle is initiated.

Komanda being the mutant unleashes a wave of attacks with sword swings and using his mutations which the Badder shrugs off one but not another. But, due to his heightened precision he knows just where to hit and cause extra amount of damage, slicing and dicing the Badder.  In the process Wyke fires off his slug thrower and hits one of the badders between the eyes!

Avagadro is pretty damn furious since he was expecting to be eating some delicious swine but instead he’s fighting off some stupid badger-like humanoids that interrupted his meal and he unleashing full fury with teeth and claws on one of them. The other Badder falls down to the ground, and Avagadro sinks his teeth into it and begins tearing it apart.

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Kamanda sets up a force field at the door, since they are going to spend time here and searching both rooms thoroughly. First of all Wyke and Avagadro investigate the pig crate while Kamanda searches the other room, gathering up papers on the floor and noticing a coffee mug with silver liquid in it. He pours the liquid into a wine skin to take for later inspection.

Both Avagadro and Wyke open up the pig crate to find a huge weapon in it, much to the disappointment of our hungry warriors but they decide to see what it can do. They spend a few hours here; with Wyke fascinated with this huge slug thrower and Avagadro and Wyke exploring the other crates and discovering a few things in the process:

a leather whip, a broken hilt of a sword, 12 glowing cubes, and a silver disc with a few buttons on it.

Wyke accidently fires off a burst from the M-60 which shoots up the room and nearly hitting a fleeing Avagadro with the bullets impacting the ground where he stood and fled from by mere millimeters. It’s a good thing that he can scamper quickly!

Wyke apologizes, and Avagadro about to say something when he senses a lot of hate coming from somewhere and he informs the rest of the party. Our heroes decide to spend a little more time to learn what they can learn from these new items they have discovered before they move on.

Fini.

A Sliver of Hope (Episode 2)

A WEG’s Star Wars RPG tale

Cast of Characters:
Dargie Forryl, Jedi Apprentice (Darryl)
Tempe Synn, Cyborged Pirate (NPC)

Tempe is working on the Majestic Mule as Dargie is going over in his head the options. He knew he should of helped the other Jedi escape but he didn’t want to draw attention to the fact that there was another Jedi in the area. With a bounty on their heads it would mean that every bounty hunting scum would be hot on their tale at every step. It was best to keep a low profile.

A couple of drunks stumble into the bay and look around and realizing it’s not their ship stagger off. Dargie follows them to see where they go and the two drunks go to a eatery, where they are chatting with a huge chunky fellow who one of the drunks display a holographic image of Tempe. The chunky fellow nods his head and exchange some credits to them. Dargie rushes back to the docking bay and informs Tempe that the drunks where actually doing recon work for a chunky fellow.

Tempe swears underneath her breath and states she took a risk landing her, but that matters will be dealt with one way or another. She needs a part for her ship and if she can’t get it shortly, there is going to be trouble.  She places a call to a black marketeer nearby and see if he has the part she’s looking for since he’s only a few blocks over she can go and pick it up.  Dargie tells her it might be a trap, she replies it’s a trap either way if we can’t get off this rock.

Tempe locks up and secures the Majestic Mule and Dargie and her make their way out of the docking bay and down an avenue. Where two drunks are staggering towards them. Dargie recognizes them as the fellows from before. Tempe puts an arm around Dargie and pulls him close for a kiss, which surprises Dargie and as their lips meet. Tempe fires off a blaster from under her jacket.

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And a battle breaks out in the avenue. Tempe firing her blasters and Dargie fighting hand to hand with one of the bounty hunters. And in a matter of mere moments the battle is over and done with and Tempe and Dargie drag the fallen bounty hunters into a narrow alcove and search them. Finding some creds and a couple of weapons, these fellow are then covered with rubbish and Tempe and Dargie move on.

Sarty’s Shop is just down the street and they empty. Sarty is a little fellow with a huge mustache and he is glade to see Tempe. She introduces Dargie as a passenger of her ship. With the creds lifted from the bounty hunters she buys the part and leave the shop.

GM Note: This was a huge role playing section of the adventure with Sarty had chatted with Dargie about this and that. Nothing in particular but it was a pretty fun little chat for 45 minutes of voice acting on my part.

Dargie tells her that he has to rescue the youngling from the other Bounty Hunter, since it’s been eating away inside him. They are close to the docking bay where they are at, and he hopes it hasn’t left yet. Tempe tells him that she is with him on this since he had helped her with her problem.

Dargie leads the way to the other docking bay and the ship is prepped to lift off, Dargie walks onto the platform and the Bounty Hunter sees him and waves him away… that’s when he pulls out his light sabre and force pushes a crate over. The bounty hunter stops his ship and gets out of the craft just as Tempe comes in with a cyber-punch and nearly knocks the bounty hunters head off with a huge hit. The bounty hunter staggers back and into Dargie’s blade. End of encounter.

Tempe drags the bounty hunter into the ship, Dargie searches for the youngling and finds her bound in a crate and frees her. Tempe programs the ship to lift off, and they disembark. Dargie asks her why she’s letting the ship go and as it begins to climb through the air their is an explosion. Dargie had drop two timed charges on the ship. If they believe the youngling to be dead their will be other searches.

The youngling’s name is Bendi Whispa and she thanks them for their intervention. They head back to the Majestic Mule, with the part needed and a new passenger.

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A Sliver of Hope

A WEG’s Star Wars RPG tale

Cast of Characters:
Dargie Forryl, Jedi Apprentice (Darryl)
Tempe Synn, Cyborged Pirate (NPC)

Execute Order 66.

With these words a shock wave occurred throughout the galaxy as clone troopers turned on the Jedi and systemically and methodically slain them. This order sealed the doom of the Jedi and reaffirmed the Sith had taken it’s place once again in the galaxy.

Jedi Knight Iso Shen and his apprentice, Dargie Forryl, are part of a squad that is out in the remote jungle world when the order came. The Stormtroopers they were leading had turned on the. Iso Shen had been killed in the process but not taken out more than half of their squad. Dargie battles as well and then manages to kill three more of them before he takes a blaster shot to the head and tumbles off a cliff and into the raging river below.

Dargie awakes along the banks of the river, his head hurts like the dickens. He hears some Stormtroopers approaching since they are searching the area making sure that the Jedi who fell had perished. Dargie proceeds to move into the jungle.  Six Stormtroopers are looking for a body, three on either side of the river and a scout in a ship over head keeping an eye in the sky.

Dargie doesn’t understand what happened but he is putting the pieces of the puzzle together, first they were following orders and good friends and suddenly a switch had been turned and the Stormtroppers had turned on them.  He hides in blends in to his surroundings as two Stormtroopers walk past, the third one stops and inspects the ground and that when Dargie strikes.  Since he has the surprise on the Stormtrooper, Dargie takes him down with one thrust from his light sabre.

The fallen Stormtroopers’ helmet crackles with static the others wanting him to check in, which Dargie then moves off into the surroundings. He moves along and he comes upon a clearing with a small ship had landed and a woman is checking over her ship. Dargie steps from the treeline with his hands up motion, she spins around with blaster in hand and ready to shoot.

“Easy their partner,” she warns. “One step closer and I’ll blast a hole in ya.”
“If you do,” Dargie warns. “You’ll alert the Stormtroopers that are after me.”

And with these words a bond had formed between Tempe Synn, a cyborged pirate, and Dargie Forryl. Well, the friendship wasn’t immediate since Tempe was cautious and she heard that the Jedi along with Stormtroopers were in “cahoots”. But, that changes drastically when blaster fire from the woods and two Stormtroopers come running out with blasters singing their song of combat.

Tempe returns fire taking one down, while Dargie deflects and then force push the other Stormtrooper into a bog. Tempe then runs into her ship and begins firing it up, while Dargie glances around and seeing three more Stormtroopers approach. He enters the craft and warns Tempe. She takes off as blasters mark up her ship and she curses, hitting a few switches and firing off some guns in return.

The Majestic Mule takes to the skies and heading straight out of orbit. Tempe tells Dargie to fire off a few shots if they are being pursued. Dargie doesn’t know how to operate the cannons and she gives him instructions as they dodge blaster fire and maneuver through the area. Before taking to the sky. Dargie manages to take down a skiff with three Stormtroopers and the Majestic Mule takes a serious hit but manages to make the jump to hyperspace once they break orbit.

She checks the navigation and notices that there is a spaceport close by where she can put down and do repairs to her ship. Dargie and Tempe discuss what’s going on, after a “newsvid” update on the screens about the Jedi deemed enemies of the republic and a bounty is put on the heads of those who have “fled like the cowards they are”. Which boils the blood of Dargie but Tempe tells him to cool his jets and deal with it one day at a time.

They land at Alter Outpost and dock in a bay. Tempe tells Dargie that if he is going to dress in a way that shows everyone that he is a Jedi be prepared to do some fighting. Dargie agrees that he should change the style of dress and changes his outfit, it’s a good thing that Tempe had some men’s clothing in his size. Dargie keeps his lightsabre with him but hidden in his tunic.

Tempe is going about repairing her ship as Dargie explores the outpost some, and notices that a bounty hunter has a body of another Jedi. A young woman in his cart and about to bring it to his ship. Dargie follows him to his bay and notices that it’s quiet and empty and then asks the fellow about his “catch”. The bounty hunter chuckles and says it was easy pickings, youngling didn’t know what hit her.  Which Dargie nods and turns to walk away since he realizes that if he does something it just might alert people to the presence of another Jedi and he doesn’t want that.

He heads back to  the docking bay where the Majestic Mule is and contemplates his next course of action.

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The Sky Goes Clank (Session 3)

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

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After filling their canteens with fresh water and checking their inventory, Wyke, Abrum, Kamanda and Avagadro decide to go back to the entrance chamber and check behind the door there.

Before Kamanda inserts the card into the slot, he checks around the door to see dust and that it hasn’t been opened in a while. He then inserts the key into the slot and the door is activate; as it slides open they see a spider! Avagadro being the alert fellow that he is, scampers to safety. The spider is not moving and as the torch light shines they see that it’s not a real one but more of a mechanical device.

They make their way down the passage, skirting around the spider like device, careful not to awaken the mechanical beast from it’s slumber.

With Wyke leading the way he approaches the intersection and using one of the silver discs that he had picked up earlier. He uses that to peer around the corner, that’s when there is some a humanoid wearing some form of uniform and brandishing claws where finger nails should be, takes a swipe at Wyke. And a small group of them begin to swarm him.

And thus we have our first battle of the evening as a small patrol of Serfs stumble upon our illustrious heroes as they make their way deeper into this strange cavern. Wyke is hit and takes a nasty wound and his first attack fails. Kamanda has an understanding of the hostile nature of Serfs and using pyrochokinesis assaults one. Also, he gears up a force field around the Serfs as well and to top it all off he ends up using Fear Generation as well! The Serfs knowing they are caught in a field retaliate with their own mutations and our heroes each take damage from a Mental Blasts as well.

I won’t go into the blow by blow actions of the combat, but will say weapons were drawn, and mutations are used and the fight last for a few rounds with the Serfs going down for the count. Once the last Serf is out of commission, our heroes have taken some major wounds and need to find a place to hold up for a bit. Kamanda asks for Avagadro’s torch and applies it to his skin and the rest see that his wounds are healing, he explains to them that he is using the fire as a healing salve which surprises Wyke and Abrum.

Avagadro and Kamanda goes to inspect the spider device and begins fiddling around with it. Avagadro doesn’t trust this mechanical beast and scampers away as Kamanda looks over the creature and realizes that it might be some security device which is armed with slug throwers.  Wyke goes up to have a look just as Kamanda hits some switch and a small like spherical orb rolls out of the tube and lands at their feet. The orb explodes which hurts Wyke very bad and Kamanda just shrugs it off. Wyke retreats to let Kamanda do his tinkering with the device.

Avagadro and Abrum keep watch down the passageway and Avagadro spots a door with a huge white circle with a red t in the center of it. He informs the others and they decide to check that out once Kamanda discovers something with the spider device. Retrieving four spherical orbs, and several rounds for a slug thrower within the belly of the beast.

Our heroes continue down the passage to the room with the red door, and Kamanda using the card activates the door. It slides open and inside they see a beautiful woman standing there, she is dressed in a blue tunic and she greets them with a warm friendly smile.

They ask her who she is and she answers that her name is Helen Oneohone. And that she’s there to assist them and whatever medical ailment they have. She tells Wyke and Abrum to lie on the bed and she goes to a cabinet and takes out a small rod and presses it against their arm, in a matter of seconds the wounds they got are closing.

Kamanda is looking around and Avagadro is jumping from bed to bed and sniffing around here and there and Helen asks whose “pet” that is and that it should be taken to the “vet” if it needs assistance. Wyke explains that it’s a friend and Helen doesn’t like “pets” in the room and she picks him up and puts him outside in the hallway.

Wyke tries to explain to Helen that Avagadro is with the party, the others search under the bunks and in cabinets to see what they can find. The cabinets are locked but under the bunks they find another card as well as a flimsy metal sheet.

Avagadro is in the hall and then her hears something clanging echoing down the halls, which scare him and he begins to furiously scratch on the door with the white circle and red t.  Wyke, Kamanda and Abrum stop to listen and hear Avagadro scratches as well as a clanking noise….

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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.

Tunnels & Trolls: I Don’t Remember

A quick sample of Tunnels & Trolls for someone who hasn’t played it before.

Cast of Characters:
Theo, Knight of the Holy Order of Blue (John)

Theo, Knight of the Holy Order of Blue wakes up on a gritty floor, his head is pounding and he is trying to shake the cobwebs from his head. He doesn’t know where he is or how he got here but he does know his name.

He sits up and takes a look at his surroundings he seems to be in the basement, there are broken crates about, debris and some stairs leading up. He sees his heavy mace and picks it up, then there are sounds coming from the shadows. Whatever it is in the shadows, it doesn’t sound human.

A ghoul comes forward.

Theo swings the mace.

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Theo and the Ghoul go toe to toe and in a few rounds the ghoul has been dispatched. He does another hit to the ghoul to make sure it doesn’t get back up and then does a search of his surroundings.

His head still hurts and he cannot remember anything that has happened to him prior to waking up here. In the dim torchlight he can make out tattoos on his arms. He can make out a clear eye, some swords and a name “Mist Moors” before he hears some muttering from a stair well.

Theo can hear them and they must be speaking in a dialect other than common. He decides to climb up the stairs. They are old and wooden and creak underneath his weight. He then emerges into a hallway and sees a door half ajar and light coming through, he sees shadows and here them talking. He doesn’t want to intrude but seeing that he doesn’t know where he is and decides to open the door and see what is what.

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Theo sees skeletal remains of a giant on the floor and three cultist who are ransacking the area looking for something and they haven’t spotted him yet.He steps into the room and prepares for battle.

Now here’s where things get dicey since there are three and Theo is only one. It’s a long hard fought battle as Theo in a few rounds kills one and then is wounded in the process but he stands toe to toe with the remaining two. His armour takes a beating and eventually becomes useless and he fells another cultist. The remaining one breaks free and begins to flee.

Theo flings his Heavy Mace at him as a projectile missile and hits the fellow in the back and takes him down for the count. With only a couple of Con points left he decides to take a rest.

And thus ends our little sample of Tunnels & Trolls Fifth edition.