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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.