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.

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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 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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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…

 

The Sky Goes Clank (Session 1)

A 2nd Edition Gamma World Tale
Cast of Characters:
Wyke, Pure Strain Human (Chris)
Abrum, Pure Strain Human (Wendel)
Voxx Ulla, Pure Strain Human (NPC)

“Peoples of the world – you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth

If that Is your will … so be it!

We, The Apocalypse, demand an immediate cessation of this insane violence, or we will end it for you … with a force you cannot conceive.

We have the power!

The choice is yours!”

And then the world went dark. The Apocalypse came and sent mankind on the verge of extinction, the earth twitched and buckled reshaping the world, lakes changed, canyons ripped about the land and mountains were formed once again.

It is the year 2471 AD.

Our adventure begins in the settlement of Kandor Kull, where Wyke, Abrum and Voxx reside… growing up in a Tech II level community built up on the ashes of an old college.  It has a population of 900 but during the winter the population swells to 1500+ as farmsteads families move in for the duration of the Big Cold.

Kandor Kull’s population is roughly made up of 55% Pure Strain Humans, 30% Humanoids, and 15% Mutated Animals. It is named Kandor Kull since it was the name of the ancient ruins that are there.  The town is located along the shores of Nor’Bay, which is part of Lake Yuron. There are ruins of the ancient located just below the waters of Nor’Bay near the town.

Kandor Kull is ruled by a “Dean” and a council of six “Instructors”. It is they who look after the well being of the town and to send out scouts to the surrounding area to see what stuff they can bring back.  After a very long and hard winter, supplies took a heavy hit due to Mother Nature in all her wrath; two storage buildings were destroyed in a fire, and also a surprise bandit raid during the winter (which is the first time this happened in years).

This year means Kandor Kull has to rely heavily on the surrounding farmsteads to stock up just encase next winter is cruel and harsh as well.  It is a beautiful late spring day when Wyke, Abrum, and Voxx have been summoned to Kandor Hull to meet with the Council.

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Kandor Hull is located next ruins of the U-knee-versy and Kampis and is the only original building left standing from the ancients due to the structure being sound and solid. This is where the Dean and Council live and also conduct daily business dealings of Kandor.

Dean Hew (PSH) is a man in his late 50’s and have been in charge now for the past decade. His guidance lead Kandor Kull into a new age of growth. As well as Councillors; Lamana (Mutated Animal), Urban Hoc (Humanoid), Nease Winno (PSH), Derrin Howser (PSH), Heeble Tick (Humanoid) and Milli Moonlite (PSH) sit in high back chairs on a raised dais as townfolk sit on seats along either side of the wall.

Dean Hew greets each of our heroes by name and thanks them for attending.  He then informs the audience of the incidents of the past winter and what had happened and that when the snow had finally melted several of the farmstead families went back to their farms to prepare for the fall harvest. It is these good people that make Kandor Kull thrive during the cold wintry nights and without their help Kandor Kull wouldn’t be as prosperous as it now is.

Dean Hew calls forth a young lad from such a farmstead, his name is Hank, he has come from a farmstead just 30km from town along the North Road. Hank tells that his family had arrived home once the road was good to travel and begun tilling the earth and fattening up the livestock until the next winterspell.   His father and oldest brother, as well as a neighbor, were digging a new well when the ground gave way as they were digging and revealed a chamber. The eldest brother and neighbor decided to explore the chamber while the father went topside to gather some torches and weapons in case they are needed.

When he emerged from the well, he could hear someone yelling from below and he went back down leaving Hank, his mother and youngest sibling behind. The father disappeared into the well and never returned. Hank’s mother decided to send Hank to Kandor Kull for assistance and their you have it.

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Wyke, Abrum, and Voxx all decide to go and help Hank’s family.  The Dean and Council are thankful and they proceed to leave right away.  But, before they do the Council gives each of them three days of ration, as well as 4 torches, and 1 50 foot silk rope to assist them.  And on that note our heroes are on their way. As they walk the streets of Kandor Kull they are being followed by a group of children who will cheer them on, they will escort our heroes to the edge of down and wave to them as they walk down the See Deer Road.

Wyke is leading the way, Abrum up close behind him and Voxx trailing behind and taking up the rear guard.  They travel for a few kilometers when Wyke hears something from the woods.  He singles the other to take cover and when they do, a group of Badders (Mutated Badgers) emerge from the thick underbrush and onto the old road. Our heroes hold up and watch the Badders continue down the road, stop at a few rusted out relics along the road and one of the Badders decides to investigate the wrecks while the others continue on.

Our heroes creep up along the brush and watch as the Badder reaches into one the vehicles and pulls out a long slender rod and hold it up to the sunlight. It seems to be metal and shines in the light, it looks like it has some dials on it as well. The Badder realizes his group has continued on down the road will alert them to his discovery. He trots towards them with his discovery. Wyke, Abrum, and Voxx move along the brush and then Abrum is attracted to a deliciously aroma. It smells like freshly baked apples in a pie. His mind suddenly has an image of an apple pie and now he’s hungry and goes to investigate. He breaks cover and just walks across the road toward to river. Wyke keeps an eye on the Badders to see if they notice Abrum but they seem to be focused on the silver rod. Voxx tries to stop Abrum but he shrugs her off and wanders to the river.

Just off the shore there are lily pads floating and Abrum steps on one and that’s when the lily-pad snaps shut. Abrum is now clamped in the jaws of a Ber Lep. The creature secrets an acid which burns Abrum as well. Wyke and Voxx come to assist Abrum, trying to pry open the jaws of the one beast and keeping an eye of the other lily-pads that seem to be floating closer and closer to our heroes.  In a desperate attempt to get away Abrum accidentally stabs himself causing more damage to his leg.

Voxx keeps an eye on the toher Ber Leps  and Wyke helps Abrum escape from the grip of the Ber Lep. The creature is finally dealt with and both Wyke and Abrum get to the show and rest. Voxx tends to Abrum’s wounds.

By the time they get to the old road the Badders are long gone, much to the relief of our heroes. So, they investigate the wreck were the Badder found the silver road. Wyke finds several silver discs in a case, as well as a pendant (which are dog tags).

 

Wyke divides up these discs among them and they continue down the road where they find a pristine looking vehicle. Mainly glass and metal and with an skeletal occupant inside dressed in a weird tunic. They try opening the door but to no avail, they try to pry but that doesn’t seem to do anything at all. In fact, this thing doesn’t looked scratched up as well.

Other than the occupant of the strange craft they see a case in the backseat, a square card device that is inserted in the dash of it. Abrum decides to break one of the silver disc and insert it in the slot near the door handle. There is some sort of “voice” and then a series of chirps. Which scares the hell of everyone and they begin to flee. Wyke runs to the water, while Abrum and Voxx flee to the other old relics down the road for cover.

Around the strange craft an arc of electricity happens which goes out in a 1 meter then stops. Our heroes return to the craft, and Wyke hears something in the water. A huge splashing sound and they see a huge beast in the review that apparently has a Ber Lep in it’s mouth.  They watch the huge beast slip under the surface and disappear into the murky waters, and glad that it didn’t come towards them.

The vehicle seems to be hovering off the ground now, Abrum figuring that the device, even though is not unlocked but have been activated. They find that it is easy to push as well, since it’s hovering a foot off the ground. Our heroes decide to push the vehicle and use it for a shield if they happen to stumble upon the Badders once again.

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They arrive at the farmstead late in the day, having pushed the craft with them and that’s when they spot splatters of blood on the ground that is next to the hole in the ground. There is no sign of anyone else around. Abrum says that maybe they should push the craft over the hole for now and then check the farmhouse to see if everyone is alright. Wyke doesn’t have a good feeling about the whole situation at all, but he knows that something is amiss.

Wyke with musket ready goes up to the door of the farmhouse, Abrum readies his bow while Voxx is looking around the grounds to see if she can see anyone about. Wyke knocks on the door and it swings open. Inside are two Dabbers… there are specks of blood on the floor and walls and they are caught off guard.  Abrum thinks that these could be the Badders that were on the road earlier.

Our heroes spring into action as well.  It’s a brutal fight but the Badders are dealt with and with little damage to our heroes. They look around the farmhouse and find no one else, Abrum checks to see if there is a trap door under a rug. Wyke looks outside and sees the body of Badder out back. The Badder has half his head blown off.

Abrum and Wyke will investigate and Voxx stays close to the craft. They find that the Badder has been shot and they also discover the doors to a root cellar. They go to the door and stand to either side of it and open it. Wyke calling down to see if anyone is there… and sure enough it’s the farmer’s wife and young son.

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She is armed with a musket and she wants to see a face before she emerges from the cellar. Wyke peers over and she lowers the weapon and emerges. She thanks them for coming and dealing with the Badders as well.

Abrum asks if they saw the Badders with a strange rod. She tells them that she saw them over the “well” and one of them dropped it in. Our heroes decide to clean up the farmstead, drag the Badders body off into the woods and then rest up and tend to their wounds before they go down the 10 meter well. But, before they completely rest, Wyke wants to be lowered down the well so he can retrieve the rod. Abrum has 15 meter rope and the farmer’s wife says there is rope as well they can use. Voxx and Abrum lower Wyke down and it opens up into a cavern with what looks like to be rails on the ground, with torch in hand Wyke cannot see the silver rod on the ground.  He signals for the other to pull him back up, since it’s no use to do a ground search just yet.

He emerges from the well and tells them the rod is not that, but there is a passage. Our heroes decide to rest up before they go into the well. The farmer’s wife prepares a feast for them and rolls out some cots for them to rest as well. Abrum and Wyke decide it would be best to do so in a day or so, they push the craft over the well and hope that nothing comes out at night.

Just to be on the safe side they set up watch.

.. to be continued…

Boot Hill RPG: Eldorado County

Eldorado County Map for Boot Hill RPG

My take on Eldorado County (@1981)

I must admit that I really do love the 2nd Edition of Boot Hill Role Playing Game of the Wild West a heckuva lot! Back when I got my grubby hands on the box set and didn’t want to draw on the huge map of Eldorado County, I had sketched it out by hand and marked in the places where I saw fit.

There where many adventures to be had there back in the day; exploring, uprisings, range wars, looking for lost gold, gunfights at the Semi-Okay Corral, and so on. I had even thrown in a rampaging dinosaur in it as well (this was inspired by the classic film Valley of the Gwangi which I saw on a Saturday Afternoon movie).

Over the decades my original Boot Hill box set went the way of the Dodo, the box being flattened, misplacing the huge original map and the saddled stapled rule book fell apart. But, my notes have always been with me. I’m glad to have re-acquired another 2nd edition box set a few years ago. Thanks to my eldest daughter who happened to stumble upon it at Cangames and she picked it up for me as an early birthday present.

So now I’ve redrawn the map from the original which I had done circa 1981 (and amended back in 83-84 when Burned Bush Wells came out). Originally, Burned Bush Wells was where the Lodge Pole Trading Post was, then retconned later (but I didn’t think that made any difference in my campaign at all).

I didn’t use all the names from the main rule book and I added one or two more just for a little spice. I had a railway going across the county as well. From Mad Mesa to Brewster. The mapping program didn’t have tracks and it’s mainly a fantasy world maker to begin with but I didn’t mind.

I do hope to run a few adventures in Eldorado County sometime in the near future. I sure do missed the place.

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.