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Tuesday, September 6, 2022

Update

Hey everyone, I just had an amazing BLT sandwich with home grown tomatoes.

Gaming wise, my gamma world game is done for now.  However I learned a lot of things.   I hadn't ran a game in awhile and it was a new system for me to run.  So that was interesting and meaningful.  One thing I tried was to not overprep.  What I did realize was that I still need a few good encounters and a decent sketch of the world.  It was a lot of fun.

I have a few decent ideas for gamma world which I'll post up here.  Not sure if it's worth putting in a lot of effort for anything official.

More to come.

I'm still playing in Steve's bad assed bx game on Tuesdays nights.  As the winter rolls around I'll hopefully I'll get a game going again with my cousins.  In the meantime I'm happy to keep playing Gideon the neutral cleric.

On another note my good friend Vic passed away last year and I stumbled upon his blog, there's some good stuff here.


http://shelfrant.blogspot.com/?m=1





Wednesday, August 31, 2022

Gamma World Wednesday Session 4 Recap

 The PCs managed to get into the city with the merchant caravan.  The Merchant Xandu appeared to pay their way.  The group split up and intended on meeting up later.  The asked a guard where the nearest tavern/inn was and found out that there was a place not far from them called the "battered Inn".  As they walked towards the inn they noticed a large moving pictures sign about 20 feet by 10 feet.  It was pixelated by kept flashing the following information on it. 

IT IS BETTER TO DIE THEN TO LIVE AS A CRIMINAL

ALL TECH NEEDS TO BE TURNED INTO THE THE AUTHORITY'S, ILLEGA TECH WILL BE CONFISCATED, AND THE OWNER WILL BE CONDEMNED.

STIPEND AND FOOD DELIVERED WEEKLY.  NO EXCEPTIONS 

NO SHIRT NO SHOES NO SERVICE

They found the battered inn, paid for a room and a promise of a second bed.  They met up with a raccoon named Gregor who told them about how he had been scouting the sewers but was too afraid to go very far.  He wants a map of the interior if possible.

Later they went to the docks and saw the merchant unloading his goods to the security guards at the large warehouse.  It was all tech that had been acquired.  They spoke briefly with grum and decided to meet up at the Aluminium kettle afterwards. 

The kettle is a hoping joint!  Lots of mutants are inside drinking and gambling.  They sat down for some canned juice and a glass of GALOU (which is a homemade alcohol popular in Nocturne).  There they met a large talking bear, who claimed that Xandu the merchant owed them money. 

The bear is an adventurer who was recently beset by large mutated spiders to the north along the river.  He was checking out some ruins there.

Grum & xandu showed up, and Xandu turned into his child like state.  Eventually grum paid off the bear.   

The crew met in the back room to discuss what was going on.  The merchant intends to leave town and go north along the river in the next 5 days.  

The PCs decided to check out the sewers and see what they could find while waiting for the merchant to leave.  There was some discussion about possibly raiding the tech warehouse and maybe weakening the city.  They may get grum involved if possible. 

The PCs went and checked out the sewers, decided on the first of 2 entrances (the more western entrance).  They found a pool filled with feces, and androids cleaning it.  The only exit was covered in a large pulsating black moss with weird twigs that would reach around the pipes.  After burning it they managed to jump thru the door into a hallway.  At the end of the hall they found a room filled with old junk, the floor was only about 5 feet, and then suddenly dropped off into nothingness. 

In the junk they found a large brass 4 handed sword (8 feet long in total) and a stained glass window worth $$$ that had a christmas scene on it.

They dragged the window down the hallway and were going to check out the western passage possibly. 

Wednesday, August 10, 2022

Gamma world Wednesday session 3 report

 The players kept on their quest to find an ancient site to the west.  Possibly filled with wonders or tech.  

Having skirted the green haze they found their way into the forest, and a wagon trial.  They followed along the wagon trail until they heard some noises coming from the west.  They were met by a merchant caravan which included a green oxen named Ralphie, a soldier named Grum and a dual brained merchant named Xandu.  After some discussion they found out that the balance of the guards were killed in their sleep by a vicious plant.  The merchant offered some domars and a few zippo lighters in exchange for safe passage to the trading city.  The players agreed.  

The caravan is an old rusty el camino, loaded to the gills with boxes and crates.  

Grum is clearly a well seasoned soldier with good direction sense and a laser rifle.  The merchant seems brilliant most of the time, however when his anxiety creeps up he reverts to a child and players with his paddle ball and sucks his thumb. 

The players were told about a set of concrete columns to the west that the merchant caravan had seen, the location was quickly marked upon the map. 

They made a small camp on the outskirts of forest and had lunch,  during that time they heard the same beetle sound that they had previously heard.  The players and Grum went out and did a perimeter check and managed to scare away the beetle.  

As they progressed towards the trading city, they had to decide which route to take.  The caravan had typically cut straight east across the wasteland towards the relative safety of the river.   They would then follow the river towards the city.  In the past they had cut a more direct route to the city, but faced some bandits and the like.  

They decided to take the more direct route after hearing that the river sometimes has deadly things swimming in it.  As well they wanted to keep out of site of any other traders along the river for the time being.  

Xandu spoke at length about the city and the final destination of the "Aluminum kettle" a hive of all things merchant (and some scum and villainy).  

As the afternoon progressed the PCs noticed large billowing smoke.  They separated from the caravan to investigate and found a savage scene.  Body parts were strewn about, and the remains of 10 humans lay smouldering in a large heap.  The remains of a makeshift camp were nearly destroyed during the battle.  They also found 2 mutant animals dead not in the pile.  One was a bear the other a badger.  On the bear they found a journal detailing a spying operation on the PCs home village of beezeldor and tracking information on the humans that were just murdered.  It appears that these creatures are raving lunatics that believe all humans should be destroyed, and only the mutant animal races shall inherit what is left of the earth.   Both dead animals had a hand embroidered insignia on the inside of the collar. 

The PCs rejoined the caravan and continued on towards the trading city.  They were eventually beset by mutated large mosquitos.  After a brief fight they were victorious, however hugo was bitten and left catatonic from poison.   He was promptly thrown into the front seat of the El Camino where he blissfully listened to Lynyrd Skynyrd on 8 track, along with the childish merchant.  The PCs decided to keep the remains of the mosquito in hopes of finding an alchemist who maybe interested in purchasing the bits and pieces, or possibly getting a LVL 6 poison made. 

The road become hilly and rose up, as they neared the city.  Eventually it flattened out to a plateau with small farms.  They were passed by travellers on horseback.  Near the city proper was a small shanty town, and then the gates.  Lining the city is a large wall made of old cars, semi trailers etc.  There is a fairly large lineup to get into the city, the PCs and the caravan were third inline.

Wednesday, August 3, 2022

Gamma World Play Reports

Here are play reports 1 & 2 from my Gamma World game. 

We were able to get a character and hireling created for the Graymouser.  
We briefly discussed the setup of the village.  Here are the details

The village is to the north, it is called Beezeldor, and is ran by a group of 5 elders.  The main leader is named "Arlock", he is just but does not tolerate mischief, stealing or unruly behaviour.  The inhabitants of the village are a mix of PSH, Mutated Humans and Animals that are all working towards a common goal, survival. 

The village is located in the tree tops on the edge of the forest (ala Robin Hood Prince Of Thieves).  Nearby are small farms that are tended, and hunting grounds.  generally when working there are town guards out keeping an eye on things.  The PCs have come to the conclusion that there is adventure and opportunities outside of the village, and since they've only ever explored a few miles from home they are very curious as to what is out there.  A few of the PSH inhabitants are guarded around the clock from threats, as they have access to a food dispenser not far from the town.  It is a metallic plastic building with a large window, a robot dispenses food to PSH there.  The villagers are tribesman, not unlike the villagers from the isle of dread with primitive weapons albeit with some technology.  Overall the society is very communistic.  There are no cryptic alliances that you know of within the village, everyone is striving towards the common goal. 

To the southwest is a trading city, no one from the village has been there but traders have come from the city.  It sounds interesting, and a bit scary to the PCs minds.   
We started just south of the village, with the adventure hook of going out and finding some powerful technology to help the village survive and to become "elders" in the eyes of the rulers.  Whether or not the PCs come back remains up to them.  Either which way the plan is to set out and see what is out in the world, for good or bad.  

NOTE:  As far as character creation goes, you are more than welcome to create one on your own.  Once done you can email me a copy at shanepatricward AT gmail DOT com.  If you need some help we can get together via google hangouts or discord if you like.  As well you can create one hireling with one physical mutation, roll 3d6 in order for the hireling.  They are equipped with standard dagger, backpack, bow and arrows. 

Our brave heroes set off on a journey to find tech and other civilizations to help our their struggling village.  The hope is to move up the ranks of the village and one day be able to make decisions for the village and possibly rule. 

Heading to the west the PCs discovered a metallic container that was rusted and baked from the sun.  They noticed a strange chittering sound coming from a nearby long grass and discovered a GIANT beetle eating the carcass of a recently deceased elk.  Using empathy powers Skinner was able to scare the beetle away.  Artie started to cook up a elk roast. 

Carefully they metallic container was opened and building materials including wood, nails and paint thiner were found.  The players hide away their findings for later, and had a nice lunch of elk.  While having lunch they noticed movement in the bushes, and sent Hugo to investigate.  They found some feral tribesman and gave them a peace offering of lunch.  

After lunch the players kept skirting the forest and encountered a greenish haze blocking their way for a few miles to the west and east.  They turned back and moved towards the forest.  
A large rumbling started coming from off in the distance, eventually they were beset by 3 large hungry wolves.  One was blasting with a stunning smell from the skunk and went into a paralytic state.  The other 2 were quickly dispatched by the PCs.   

We left off having killed the wolves, and everyone gained 500 XP. 
Rolo is a mutated skunk, his torch bearer artie is a mutated human 
Skinner is a mutated very large rat and his torch bearer is a mutated human called Hugo. 

Wednesday, July 27, 2022

Those damned bandit

 What are they up to?  Why are they robbing people?

1. Stole a wagon load of ale destined to be delivered to the selfish lord.

2.  Giving money to the poor.

3.  Sowing the seeds of a religious rebellion.

4.  Harbouring an assassin who is innocent.

5.  Feeding a large hungry monster with stolen food stuffs.

6.  Trying to cure their leader.

7.  Being extorted by a rival lord.

8.  Travellers from another dimension who are just trying to survive.

9.  Helping orphaned children whose parents were destroyed by an ogre tribe.

10.  On a mission from God.




Tuesday, July 19, 2022

Pretty stoked

Wow do I have a lot of things on the go!  First off I'm pretty stoked to be running a gamma world 1e game tomorrow.  Looks like I have 3 players, first game will be character creation.  I'm going to shoot for every other week for games.  

Tonight we raid the dungeons of daghold in Steve C's game, OSE.  This is a weekly old school game that I'm a player in with a bunch of other fun people.  And we are all Canadian! So it's the "BX hoser edition" game eh. 

I started working on Prince's no art contest part 2.  https://princeofnothingblogs.wordpress.com/2022/06/25/announcing-no-artpunk-ii-electric-boogaloo/ 

Hopefully this time around I'll complete it. 

As well I've also started a project called "WB adv.odt"  Which is a collection of adventure's I'm trying to write for WBFMAG using Matt Jackson's maps.  http://www.msjx.org/

And speaking of Matt if you check out his blog he's been doing a lot of solo games, and writing up his adventures on the blog.  This got me going down that rabbit hole and I downloaded Notequest, which looks like a lot of fun. 

https://www.drivethrurpg.com/product/308955/NoteQuest

I will likely use my laptop and mipiu for mapping.  Something to do on my day's off.

And lastly, I just caught this on reddit, which is a nice video explaining what the OSR is and why it's cool.

https://www.youtube.com/watch?v=0Lg-76xJhws

Okay I should probably get my butt in gear and go sell some guitars.

Cheers! 


Sunday, July 10, 2022

Enconters for Gamma World

 *All of the monsters and items are copyright (c) Wizards of the coast 1979.  All rights reserved.  This is a encounter table for use with Gamma World 1st Edition, published by TSR in 1979.  You will require this book to use this table.  I do not claim any rights over the below content. 

Looks like I'm going to be running a game on Roll20 once a week.  I'll be using Gamma World 1e, with little to no modifications.  The only thing I'm changing is the tech roll, I'm going to use a homebrew percentile roll rather than the tech table in the book.  Which is basically a game within a game.

I'll probably use discord for voice/chat and roll20 for dice rolls.  Typically I don't use battle maps in roll20, and usually stick with theatre of the mind.  The game is however a bit more tactile, so I may have to use a few maps here and there for fights only.   

I have been slowly writing up a few encounters.  While on vacation this week I'm going to write up a few small dungeons.  This should give me a decent amount of gaming. 

Note, that I do not own the copyright for Gamma World, and any of the monsters detailed below.  All rights reserved Wizard Of the Coast. 

Without further ado, here's the encounters thus far. 

1.  Over grown road, huge pile of metal objects covered in vines.  Under the foliage are the remains of a large vehicle (police riot transport).  2 Win Seen cover the area.  HP 46,41 AC 9, SONIC ATT 2D6, CONTACT POISON PARALYZE 14.  Inside the vehicle:  Skeletons with riot gear (sheath armour) AC4, Batons 1d8, med pack (1d6+1).  The Win seen give off a scent that attacks predators to protect them inadvertently.  In 1d6 rounds Dog Pigs show up hungry.  AC 8, 1d6+2 bite, HP 20.  The Dog Pigs are a cross between a wild boar and a rottweiler.  

2.  A large metatlic building with no obvious doors.  There is a computer terminal and a metal window screen.  Figuring out the terminal will require a tech roll of 15%.  A blood tester will open the window with food.  Only pure blood humans can operate the blood tester.  If the PCs wait, they will see a PSH green hman se the computer and leave.  (There is a small PSH colony nearby). 

3.  A plastic building with overgrown bush.  50 ft above is a metalic road (rail tracks).  There is an elevator inside the building that doesn't work and stairs to get to the landing.  This is basically a train station.  There are tracks that lead west to a military installation and east to a trading city.  A very good chance that there will be a half derailed train somewhere along the tracks. 

4.  West of the forest:  The next few miles are open terrain.  A low 3 ft greenish haze covers the area.  Nothing grows, the ground is rocky and treeless.  Radiation Lvl 9 if moving thru it.  Moving around it there will be the following encounters. 

Badders AC4, HD6 - Mutant badgers

Zarn AC7 HD4 spits poison. 

5.  Old car being pulled by a green large oxen.  Two human men walking alongside.  They are heading east towards the trading city.  (merchant & guard).

Guard:  Sheath armour AC4, HD8, stun rifle

Merchant:  Sheath armour AC4, HD6, dagger.  Mutation:  Double physical pain, poor dual brain (second brain takes over once in awhile, speaks slower).

Treasure:  50 Domars, 4 weeks rations, 4 stim packs, 50 arrows, textiles, office copying machine, pocket television. 

Oxen:  Photosynthetic skin, green in colour HD8.

Rumours & Information: Merchant knows of a base to the west, very radioactive but manageable  to get into.  If you skirt the perimeter and  come around from the east.  Lots of humanoids camped nearby.

The rest of their party died, killed by plants in the jungle near a van.

They are willing to pay for guards to get to the city.

6.)    Parn (mutated beetle w/thorns) AC6, HD10, 9 barbed spikes 2d6 dmg, 4 sword arms 3d6 damage.

Parn is feeding on the carcass of a 2 meter long elk.  Nearby is a storage trailer overtuned (semi).  Trailed is locked.  Inside are crates of canned food, jug of gasoline, 100 domars, 2 tear gas grenades. 

7.)  Strewn about are the corpses of humanoids. Chewed body parts are everywhere.  One of them has a hand written note detailing a spy operation on the locals (PCs village).  these were archivists, they were killed by Zoopremists. 

8.)  Frenzied robot building something large & mechanical made out of scrap metal, car parts,etc.  Robot is very busy and won't answer any questions, just keeps working.  It will only answer "no time, there is no time for this".  He can be reprogrammed with a chip.  Worker Bot AC3 HD9. 

9.) Burrowhill:  Large hill with multiple holes, surrounded by wood fencing with spikes.  Home of ground hog mutants, they are standoffish but friendly if offered food.  They can heal players 1d6 hp a day.  AC 9 HD2 daggers/bow & arrows.

10.)  Group of tribesmen - Hiding in trees and bushes, 8 total.  AC6 HD3