Sunday, November 12, 2023

Savage Gamma World #8


Once again our mutants were called to eliminate a threat to peaceful mutants. This time, they investigated rumours of the Locust People, a race of cannibalistic humanoid mutants that lived in a 'hive' society. It was believed that a Locust People queen would lay dozens of eggs before she died, and when those eggs hatched some of them would become new queens-in-waiting, while the rest would become warriors; the warriors would range far and wide to gather food for their queen, chiefly in the form of the flesh of other mutants! When they had been sufficiently fed, the queens would disperse and find new lands where they would lay their eggs and then die, starting another cycle of carnage.

The last appearance of the Locust People had been a few decades ago, and the memory of their destructiveness still remained in the minds of many elderly mutants, who feared the reports of new Locust warriors ranging about would mean another calamity for the zone.

Following the information provided by the hunters who spotted the Locust warriors, Kong, Ranggup, Rex, Tom, and Vik (see PC profiles here) ventured into the cave complex where the Locust People made their lair, and fought and killed a number of the warriors, from which they looted shiny pieces of card which the warriors wore around their necks. However, when they delved deeper into the caves, they were attacked by the enormous queen of the Locust People, and had to flee through a metal door that incongruently stood at the side of a cave.

One through the metal door, they found themselves in a well-appointed room. They were greeted by a holographic human, who welcomed them "back onboard" - the holo-conductor had mistaken our mutants as passengers of the train based on the cards they were carrying - and informed them that the train would depart immediately so as to make sure it could "make up for lost time".

Sure enough the whole room the mutants were in began to lurch and then move, and after a short while light came through the windows on the sides of the room: the train had exited the caves and was now moving north at great speed! As the train passed through a forest there was a sudden loud bang and shaking of the cabin, as if the train had collided with something. As the train sped on, our mutants noticed that every so often the train would lurch dangerously and threaten to throw them around the cabin. It was obvious that there was something wrong with the train, but the holo-conductor was mum, and would only assure them that the passengers' safety were his utmost priority.

As the train gained speed the lurching would occur more frequently be come more and more violent. Our mutants realsied that their lives would be in danger if they did not leave the train or stop it. At first they tried to open the doors or windows on the train so they could leave, but the holo-conductor informed them that the doors and windows were secured while the train was in motion for the passengers' safety. Our mutants then tried to make their way to the front of the train to stop it, but found their way blocked by a jammed door between the dining car and the lounge car. Through the bent door they could hear a growling sound. Climbing through the vent in the kitchen car to the roof of the trains, Ranggup crawled forward to the lounge car, which had an observation dome of glass. Here he saw that the dome was broken at the front, as if it had struck something. No doubt it was this impact that cause a malfunction in the lounge car that led to the train's periodic lurching. Crawling through the broken dome, Ranggup saw what was making the growling sound: a large, six-legged plant-beast that had most likely been struck by the dome and fallen through. Ranggup was able to calm the beast, and open the jammed door from the other side to allow our mutants to continue forward.

Finally our mutants came to the door to the pilot's coach, but found that they could not access it. The holo-conductor once more appeared and informed them that the pilot's car was out of bounds to the passengers for their safety. Our mutants were able to convince the holo-conductor that their safety was at risk if they could not enter the pilot's car and stop the train, and after some calculation the holo-conductor agreed with them, and allowed them through.

There, in the pilot's car, our mutants overcame the security droid guarding the controls, and finally managed to put the train to a stop.

When they had left the train, Rex's unerring sense of direction told them that they were a ten-day's walk from the cave!

When they finally made their way back to their village, our mutants found a shrine for them in outside the titan which they had made their home - the villagers had thought that they had perished fighting the Locust People, and in response the surrounding villages banded together to avenge them and to end the Locust People threat.

Prepping and Running the Game

This session was based on the Mutant Crawl Classic module Mayhem on the Magtrain. Once again I found the module to be a little more complicated than necessary (although it was thematic), but was able to take the central premise of the story and have a fun, full session.

When first told about the Locust People my players took the threat seriously, and the first hour of the session was spent gathering information, scouting, and making a plan of attack. Knowing that the Locust People were in fact just an excuse for the PCs to enter a cave and be forced into a runaway train, I briefly contemplated making the whole session about fighting the Locust People instead, but decided to stick to the plan. In my defence, I had informed them that the session would be "a bit rail-roady" in advance, which one of the players took to mean that it would take place on a train.

The players were a little concerned and disappointed that their characters were not the ones to end the Locust People threat, and I had to comfort them by telling them that there isn't always a "right way" to "solve" an adventure, and that sometimes the game was just to explore and deal with whatever happens. That's the OSR way.

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