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 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.

The Sky Goes Clank (Session 2)

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

It’s a dawn of a new day as Wyke, Voxx and Abrum awake to the smell of a home cooked breakfast that Stelle has prepared for our heroes. They are deciding their next course of action when they spot movement on the road coming towards them. Wyke takes a look and notices two figures walking up to the farm house and recognizes them from being residence of Kandor Kull: Kamanda and Avagadro.

The Council has sent these two to assist in the investigation of Farmstead. After pleasantries have been exchanged to all proceed to the strange craft over the hole in the ground. They decide to see what this relic can do other than being used as a huge shield, with Kamanda trying to understand the mechanism. They cannot seem to get inside the craft but then Avagadro teleports inside the vehicle after he has a look through the window of the craft. He can do this flawlessly because he inspected the inside of the vehicle.

Once inside he waves to the others and he opens a door which slides open and Avagadro gets out and takes a bow.

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Wyke, Abrum, and Kamanda have a look inside the vehicle. Wyke and Abrum are interested in the box that was in the back seat. Kamanda takes a seat in the craft to see if he can get a better understanding of it.

Wyke, Abrum, and Avagadro get the case open and discover some square plastic cubes, several sheets of folded paper with a ton of numbers on them; 1001010101011 throughout them, a sealed plastic container with a relatively fresh looking Ham Sandwich inside it, and one dried up banana.

Kamanda does something which starts a chirping sound and that sends Wyke and Abrum into a panic and they flee from the vehicle. Avagadro follows suit and then an electrical discharge occurs. Kamanda takes the electrical damage and seems to be occur and everyone returns to the vehicle and Avagadro decides to join him inside. Taking out the body of the occupant in the strange tunic. They discover a compartment with a slug thrower in it and a folded up piece of paper, the writing on the paper has faded over time but the slug thrower looks pretty shiny.

The craft then “dies” and lowers to the ground over the hole. And no matter what they do it does not activate like it did before. They decide to leave it til later since they are here on another matter: the missing farmer, his son, and their friend. They push the vehicle to uncover the hole. And begin to prepare down the shaft. Voxx Ulla decides to stay top side and with Stelle and Hank just in case more Badders arrive.

Before they go, they take the card that was in the slot of the vehicle. It looks like a credit card with a holographic pic of a thumb print on it. Kamanda puts it in his pocket.

Kamanda, Wyke, Abrum and Avagadro descend down, one at a time, down the well. The bottom opens up into a strange cavern. Wyke decides to string together the silver discs he had been carrying and decides to wear them for protection, making a makeshift necklace of them.

As they explore this strange tunnel. They notice one end has a rock fall and blocks the way, the other way is still open but has debris about as well as blood stains here and there. As they make their way through the tunnel they hear a roar of in the distance and something scampering their way. It is a huge Green Hisser. That charges towards them.

The battle is short and sweet as shots are fired, arrows fly and Kamanda activating his pyrokinesis and using his dual brain to target the beast.  Wyke fires off his musket but instead of hitting the creature, he wounds Kamanda in the process.

The beast gets an attack and a tail slap in before it is put down like a shrimp on a barbie. Our heroes gut the creature and inside the belly Wyke and Abrum see the rod that the Badders had taken from before. This time it’s chewed up and bent.

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The walk the tunnel a few more kilomaters and that’s when they discover a door, made from metal, set in the stone wall with a slot off to one side. Kamanda decides to use the card that they took from the craft above and inserts it into the slot. Avagadro decides it’s better to be down the hall away from the door, encase something storms out (nothing does though).

The door slides open and Wyke goes in first with musket ready. The floor is painted yellow and it opens up into a room with a shaft in the floor, some blood stains and debris as well. Amongst the debris there is a skeletal remains of a human who just so happens to be dressed in a blue tunic, but it hands are missing.

Figuring that since they card open the door, that they might need the case that was in the craft. Avagadro decides to go and get it and scampers off to the hole (though he will take his time about it since he didn’t teleport to get there). Wyke decides to explore the chamber and peers down the shaft that goes down 30 meters and down the bottom he can make out a spider like creature. The creature doesn’t move at all. It’s mechanical looking and seems to be in stasis.

Avagadro returns with the case and our heroes proceed to venture forth. With Avagadro asking if he should climb down the shaft to inspect this spider like device. The rest decide not to since it’s inactive and maybe they should just see whats up on this area first.

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The room next to the entry is open and has four potted plants in each corner, the plants are not fake and seem to be in bloom. Upon the floor are several dozen casings. It seemed a battle had taken place here long ago. As Kamanda steps into the room to investigate, one of the potted plants open up. It is a Kep Plant!

It is a fight, Wyke fires off his musket which causes a loud boom that echoes about in the chamber and hall and Kamanda sets off his pyrokinesis once again. As Avagadro decides to keep watch, if anything else should happen; like the mechanical spider emerging out of the hole in the ground or Dabber or two coming to investigate. Another pyrokinesis attack turns the creature into cinders.

Once the Kep Plant has been dealt with. Avagadro investigates one of the potted plants poking it to see if it moves and when it doesn’t he looks at the base of the plant to the pot that has a couple of buttons on it. He pushes one and water sprays out from the pot unto the soil. He presses the button again and water comes out and he decides to give it a taste and discovers that it is indeed crisp and cold water!

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Our heroes decide to fill up their canteens and decide their next course of action.  There was a door in the main chamber and maybe, just maybe they should open that to make sure that nothing is behind it. They don’t want anything coming up behind them if they should explore this area further…

… to be continued…

 

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.

 

 

Gamma World (1st Edition): My Map

My Map of Gamma World South West
My take on Gamma Terra

Long before there was “Meriga” mapped out in the second edition with some really cool phonetic spelling of some names. There was the original box set with a big map that had some mountains, volcanoes, rivers, and location of ruins. It wasn’t coloured and was there for the game master to draw on to make the futuristic world the way they saw it.

When the cool looking Erol Otis Referee Screen came out, it had little adventure called The Albuquerque Starport. I had built up the South West with some names I thought would be cool for a town, discovered by the settlers on a sign or something like that in nature. Since GW was a science fantasy setting, and since I was heavily into Advanced Dungeons & Dragons as well. I had set up a realm where California use to be.

Taken cues from the cover of the box set.

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It shows what appears a group of Pure Strain Humans investigating a ruined city. The city itself is consumed by mother nature and a huge pit which either was a volcanic hole or maybe radioactive zone.

I fell in love with this game from the get go. It was my go to game when we where not playing Advanced Dungeons & Dragons and I would sit and write up towns, adventures and map out underground “malls” and old subway tunnels for the players to explore.

Dusting off the box set and some of the materials I had written up for it, I stumbled upon a map that I had roughly drawn up. So, with a new mapping program I figured I’d give it the make over and make it look a little bit more presentable.