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.

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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…

It’s Only Make Believe…

It’s good to get back into the regular swing of gaming once again, and it’s nice to have the group expand; introducing someone new to the game is always a blessing and a curse since they really don’t understand the concept. It’s a learning process for them as well, and I as a game masters (as well as the other players) are teachers in this process.

Cyberpunk 2.0.2.0 is a quick and easy game to pick up and even though it’s dated (since the game came out in the early 90’s) it’s still fun to run and play. The technology in the game sure has changed, but the players don’t mind it at all. Considering it an “alternate reality” and just go with flow of the adventure.

I don’t know how many more sessions this game will last since the Dark Future is a pretty damn deadly place and character lives are like matches waiting to be struck!

RPGaDAY 7 – Aspects

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 What aspect of RPGs has had the biggest effect on you?

Friendship

Some of my best friends are from gaming. A kinship bond formed from gathering around a table and rolling dice, sharing experiences, sipping coffee and remembering the good times and the bad times which happened at the game table.

RPGs have brought people into my life and long after the sessions have ended, due to work, family, or other life events that has occurred. Game groups will come and go, but there are some people around the table that you still keep in touch.

Even though some of us haven’t gamed together in years, we still keep in contact with each other, attend weddings, head out to movies, or just grab a pint or two at the local pub when we find the time.

 

 

 

Pen(cil) to Paper

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I’ve been working on an idea for a little while now, having mapped out an old fashioned honest to goodness dungeon crawl that really doesn’t make sense and there is no unforeseeable reasons why the rooms should coincide with each other. With a variety of monsters cohabiting side by side in a ol fashioned dungeon just like the days when I was a youngster in High School back in the late 70’s and early 80’s. We played and it didn’t matter if a bugbear was in one room, while a huge giant spider lying in wait over a treasure the next room over.

We didn’t question the why and the reason for such a thing, we went in for an adventure and we came out with a knowing satisfaction that we kicked some serious butt while exploring the imaginative underground dwelling that the dungeon master had cooked up for us. It was a different era back then, back in the days when you scoured board games for d6’s and hoped that your flimsy twenty sided dice didn’t chip away each time you used it.

It’s been a long while since I created anything silly and off the cuff for Dungeons and Dragons. Sure I created silly stuff for Murphy’s World which is a satirical & silly role playing game of fantasy genre. Though, it was in D&D that I had cut my role playing teeth with and the adventures were pretty huge dungeon crawl that really didn’t have a theme or a reason why they be that way. Kicking in doors, finding out what was inside and what treasures there were to have was the rule of the day and we had a good time. But, from those early days around the table came the sense of storytelling and epic adventures that we had only read about in books by Tolkien, Andre Norton, Terry Brooks, etc… we grew in our storytelling.

The other day as I was moving stuff around on the game shelf and discovered several adventures that I had written for D&D that I haven’t opened in more than three decades and as I was reading through them and discovered there wasn’t a theme, rhyme or reason why these dungeons should be: an underground casino where goblins and orcs gamble away, a huge fighting pit where Drows put their prisoners to battle each other, a huge Minotaur wandering in a puzzle like maze asking those who enter riddles or face the wrath of his axe!

Good times, good times.

So, this got me thinking of writing up an old fashioned adventure.

Well, That’s Life

It’s been a while since I have written anything here and maybe, just maybe, I should be using this blog more. Last night was the first time in a long time that we all sat down together at the dining room table and played a board game.

The Game of Life was the selected game of the evening and we had a blast playing. My eldest daughter won the game due to the fact that her career was a cop and all the speeding tickets that were going on throughout the session. I’ve never seen so many 10’s show up in a game.

Nothing like having the whole family home for Christmas for a little gaming: Even it’s a board game.

 

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The New Likeness Of Being Something

Ended up not gaming last night, I think a couple of the players had their wires crossed and didn’t show up. So, on that note I ended up going through some old game systems, leafing through some adventures and jotting down notes on others. Though, an inkling of an idea hit me and I decided to write down, map out a town for a Murphy’s World adventure.

Murphy’s World is a defunct role playing game by Peregrine Press. It’s a humourous techno-fantasy setting much akin to say; Terry Pratchett’s DiscWorld and The Shrek series of movies; also add in a lot of old fashioned Saturday Morning Cartoon shows with a lot of pop cultural references and there you have Murphy’s World. A world where anything can go wrong whenever possible.

So a story arc of three adventures popped into my noggin and I jotted down several notes on what I like to see happen during the course of play and mapped out the town roughly, populated it with unique buildings and characters and added a huge clock tower in the center of town, this is where another idea for an adventure spawned that involved the clocktower and I went with it.