Wednesday, August 10, 2022

Return to Thedas: Dwarrowdeep [Spoilers for my players]

(image source)

A few months ago I started thinking about continuing the Dragon Age campaign which was the first campaign I GM'd when I started our weekly sessions. 

Well, in the months since I have decided to go ahead with that, and have bought a copy of Dwarrowdeep as the template for the campaign.

The basis of the campaign is that Rolf Khundar (a PC in our first campaign), heir to the throne of Khundara Thaig lost to the darkspawn almost a thousand years ago, had discovered the gate to the lost thaig, and had petitioned the Assembly to help him recover the thaig. When the Assembly voted to deny his request, he denounced the Assembly, and declared that he will recover the thaig without the aid of the Assembly, but with the help of any dwarf, man, or elf who will join his quest, promising them a place in his new kingdom.

While his move was condemned by many of the dwarven nobles, many casteless dwarves decided to throw their lot in with him, hoping to escape the caste system in Orzammar. As his party of exiles traveled south, overland, news spread, and many Surface dwarves and adventurers joined him.

The band was granted the use of a small area of land near the discovered gate by the Arl of Redcliffe, where Rolf built a great hall and began gathering supplies and more men to stage his mission. Eventually they were able to drive out the darkspawn in the halls of the South Gate, and retake the area. Their success cost them many lives, but drew even more adventurers to Khundara Thaig. Now, with their stores filled with supplies bought by the riches they have recovered and newly harvested grain and preserved meat, they begin their campaign to retake the rest of the thaig.

The idea of dwarves retaking an underground kingdom from evil humanoids isn't a new or uncommon one - in fact, I learned from one of my players that Return to Moria is going to be released in 2023 - but the politics of Thedas makes the situation a little more complicated and therefore interesting.

The recovery of a dwarven thaig will have major economic and political consequences to several major players in Ferelden.

Firstly, there is the issue of its relationship with Orzammar. The High King and the Assembly have chosen not to back the mission, but once Khundara Thaig is restored, their pride will not allow the existence of an independent dwarven realm, and they will no doubt demand homage and allegiance. Adding to this is the fact that Prince Bhelen, son of the reigning High King and a contender to the throne, is secretly sympathetic to Rolf's cause, believing that expansion, trade with the surface, and granting more rights to the casteless is the only way to save the declining dwarven race. If Bhelen can secure Khundara Thaig's allegiance by giving aid to Rolf (secretly), it will no doubt help in his bid for the throne. At the same time, the king's Second and also contender to the throne, Lord Harrowmont, is a traditionalist who has the support of the majority of the nobles, and someone who has reasons to want the mission to fail. No doubt both men are keeping a close eye on the success of the thaig, and will intervene when they feel they need to.

Then there are the local Fereldens, to whom the land nominally belong to. Rolf was granted small plot of land to build his great hall on, with no rights to build fortifications, due to the aid he rendered the Arl of Redcliffe during the darkspawn incursion during our first campaign. While it was convenient to the Fereldens to have a friendly armed force guarding a known gate to the Deep Roads, the presence of a new dwarven kingdom at one's doorstep is another matter altogether. If the thaig thrives, then the silver made from taxing the trade of goods to and from it will make the Arl more powerful. But if the thaig fails, then having so many armed and dangerous men with no money and no prospects is just a disaster waiting to happen.

Among these desperate men are apostate mages, who have fled persecution in Ferelden to seek a new home in a dwarven kingdom. While the land outside nominally belongs to Ferelden, their authority has not traditionally extended into lost dwarven kingdoms. If the thaig thrives and draws more apostate mages to its ranks, then is only a matter of time before the Chantry can no longer turn a blind eye to the existence of so many apostate mages in the realm of Ferelden.

Finally, there are the Avvars, who deem the mountain realm their own. While relationship between the Avvars and the Dwarves have always been cordial, the success of the thaig will no doubt draw more and more lowlanders to the region, creating more opportunities for tension and conflict.

On top of all these is the issue of lyrium, the mineral that possess magical properties. Currently, Orzammar has a monopoly on the lyrium trade, with the Chantry being the sole legitimate buyer. If and when lyrium is discovered and mined in Khundara Thaig (spoiler alert: it will be), this will cause a disruption in the market that will have major consequences.

I assume the lyrium trade to be a major source of income for Orzammar, so any competitor in the market will be a major threat to the kingdom. Orzammar will either have to gain control over the supply of lyrium from Khundara, or else shut it down.

For the Chantry, the source of lyrium outside of their control also poses an existential threat: the Chantry relies on lyrium to train and control its military arm the Templars. While most templars are loyal to the Chantry, the risk of losing control over their warriors is one the Chantry may decide they cannot afford. This puts the Ferelden Chantry in a difficult position: how can they make a deal with Khundara Thaig to control the supply of the lyrium when the latter are openly sheltering apostate mages?

As you can see, there are multiple factions which the players will have to interact with on top of the business of exploring the thaig and killing darkspawn.

Fortunately for me, Dragon Age RPG actually has rules for organisations, which I think I will use to adjudicate some of the interactions.

As for the actual dungeon-crawling, I am not yet certain how I will run that. I do know for sure that I will not run the dungeon "as is" (something which I think is actually impossible to do). That will require more thought and will be the topic of another post.

Sunday, August 07, 2022

Savage Gamma World #4

As our mutants plotted their mission, they were joined by their friend Yapapa (see PC profiles here) who had journeyed to join them at Dawnsville after parting with Joe. Yapapa's mutant powers of acidic juices provided our mutants with a quick way of getting Polly Pockett and Mr Bones out of their prison in the metal sphere - they now needed a means to flee Dawnsville and evade pursuit afterwards.

Yapapa made its way to the metal sphere, while the rest of the party, along with Furwall and Baccarat made their way to the water tower which Colonel Sari used as her headquarters. Their plan was to make their way separately into the headquarters, while Batte would instigate the populace at the shantytown to create a diversion. The mutants in the headquarters will then overcome the guards, take Colonel Sari hostage, and flee in the airship docked at the tower, picking up Yapapa, Polly, and Mr Bones on their way.

Map of Dawnsville from Kickstarter

Yapapa succeeded in dissolving the walls of the metal sphere as planned and freed Polly and Mr Bones, while Batte used his Fear Generation power to cause a riot in the shanty down. However, while Furwall and Baccaract were able to gain admission into the headquarters, Kong, Rex, and Vik were made to wait at the base of the tower.

When it seemed like the guards were not going to lower the lift to the ground level, Batte flew up to the tower and saw that Furwall and Baccarat had been bound by the soldiers and were about to be loaded into the airship, with Colonel Sari and her retinue following. The mutants and the ground decided to force their way into the tower. They overcame the guards, and Kong attempted to levitate up the lift shaft to access the headquarters, but was unable to get past the floor of the lift cab. In a last ditch effort to stop the airship from leaving, Vik used his Molecular Disruption power on the tower, disintegrating a section of its stem and causing it to topple towards the palisade wall. Unfortunately, he was too late - the airship had left its mooring, and began to head towards the south. Kong managed to extricate himself from the collapsed tower, and the mutants all fled in the ensuing chaos.

When they were reunited with Yapapa, Polly, and Mr Bones, Polly revealed that she was a member of the psionic group The Brain Trust, and that she had been sent by her leader Macron (yes, this is the name from the module) to infiltrate Dawnsville and learn about their plans. She had learned that they were using the tournament as a means to lure the inhabitants of the zone to Dawnsville to feed them the red stew, which contained a virus developed by the scientist Proteus, that would render them sick and kill them in a week; those who submit to the Army of Dawn would then be given a cure, while those who refused would be left to die. Polly had met Mr Bones in Dawnsville, and learned that the latter too wished to bring down the Army of Dawn, and together the two had planned to get Mr Bones near Colonel Sari, when Mr Bones can kill her and take her form using his mutant power.

Mr Bones revealed himself to be a mutant plant being, whose "queen" had been imprisoned by the scientist Proteus in a bunker to the south, which he had escaped from. The red virus was also developed in this "biobunker". Mr Bones believed that Sari and Proteus have fled there, and offered to take the party there.

Our mutants resolved to travel to the biobunker to rescue Furwall and Baccarat, and hopefully find their friend Mary Juna, and the cure to the red virus.

Polly confessed that The Brain Trust had purchased Mary Juna the mutant marijuana plant from Battenburg to help the group "expand their minds", and she offered to return to The Brain Trust to bring her and help to meet the party at the bunker.

Three days later, our mutants arrived at a small concrete post, which Mr Bones informed them contained the lift which led to the underground complex that was the biobunker. Next to the post was a radio tower, and moored to the tower was the same airship that Sari and Proteus left Dawnsville on. The radio tower emitted a strong energy, which incapacitated Vik, who had to left behind as the party approached the post.

The party surprised the guards outside the post and incapacitated them, and Mr Bones took the form of one of the soldiers, while Rex put on the uniform of the other. Rex and Mr Bones pretended to take Batte and Kong prisoners, and using the access cards taken from the soldiers, they entered the complex.

The party was able to get past the guards at the lift lobby, and make their way to the cells, where they found Baccarat. Baccarat informed the party that he and Furwall had developed symptoms of illness from the red stew, but were given a blue liquid that cured them, and that Furwall had just been taken out of her cell to have a mind-control chip implanted inside her head so she would serve the Army of Dawn.

The party searched the complex for Furwall, and arrived outside a large room, within which Mr Bones informed them his "queen" was held. Through the glass window on the door the party saw a large tree imprisoned behind a glass wall. Also in the cell were several humanoids who resembled Mr Bones. Through telepathy the tree communicated with the party: she revealed that she was created by human scientists before the apocalypse, and imprisoned here since, kept alive but weakened by the bare minimum nutrition provided by the life-support system. Two years ago Proteus entered the biobunker and took over the facility, but during a security lapse she was able to send out a few of her children to try to find a way to free her, but she thought that they have all failed in their mission, until now. She also revealed through her telepathic ability she had learned that Proteus was the mastermind behind the Army's plot, and that she would help the party fight the Army if they released her. Unfortunately, the access card our mutants held could not open the door to her prison - they would need to access the control at the Server Room.

Leaving the tree, our mutants found Furwall in a nearby room, strapped to an operating table and having her head shaved by a medical droid. They disabled the droid and freed Furwall, and prepared to meet up with Baccarat and flee.

As they passed the next room, they saw through the glass window in its door that Proteus was inside. The room was a laboratory, and they could see large vats holding red liquid and blue liquid. The party tried to enter the room but found that they could not open the door. Proteus was alerted by their presence, and raised the alarm. Within seconds the sounds of running boots could be heard coming down the corridor.

Our mutants were chased into a dead end corridor by Dawn soldiers and The Gray Death ,and pinned down by fire. Desperate, Furwall called out a challenge to The Gray Death to fight her in hand-to-hand combat. The Gray Death accepted, and said that he would spare Furwall's life if she won, but her companions would be put to death in either case.

Furwall accepted the terms, and overcame The Gray Death quickly, to the surprise of the Dawn soldiers. The mutants than attacked and neutralised the shocked Dawn soldiers, and fled down another corridor.

At the end of that corridor they found the server room. When they entered the room, the multiple monitors on the facing wall which had displayed the views from the various security cameras switched to displaying a female human face. A voice on the sound system announced herself as Minerva, the Artificial Intelligence that ran the biobunker's functions. She revealed that she was created a long time ago, but had gone into a slumber when the apocalyptic event that brought about the end of human civilisation happened, only to be awakened by Proteus and the Army of Dawn, whose presence she resented, but she was unable to directly harm Proteus or his followers herself due to her programming.

Our mutants offered a solution to Minerva: release the tree and her children to fight the soldiers, and they will mop up any remaining soldiers that the plants did not defeat, and rid her of the Army of Dawn.

Minerva was silent for a few seconds, and then the screens reverted to the security cameras' view, and the mutants saw the glass holding the tree lift, releasing the tree's children, who proceeded to rampage through the complex, killing Dawn soldiers with their bare hands. Within a few minutes, all the Dawn soldiers were dead. The tree lifted its roots from the ground, and began to slowly plod towards the lift, followed by her children. Mr Bones left the party to join them, and in a few minutes, the tree and her progeny were gone.

The party left the Server Room and freed Baccarat from his cell. Bodies of some forty Dawn soldiers littered the ground, but Proteus' body was not among them. The party returned to Proteus' lab. Here they found samples of the red virus as well as the blue cure, but there was not enough of the cure for the hundreds of zone inhabitants who must have eaten the stew, nor did they have a means of distributing the cure to all the villages in the zone.

As they pondered the problem, the door to the laboratory opened, and Polly and Macron entered, along with Mary Juna. Macron thanked our mutants, apologised for buying Mary Juna, and congratulated himself on the success of his plan in defeating the Army of Dawn, and promised that he and The Brain Trust would manufacture the cure based on Proteus' notes, and distribute them to all the affected zone inhabitants.

As Macron's people took over the facility, our mutants left the bunker to reunite with Vik, who informed them that he saw Proteus enter the airship with a couple of Dawn soldiers and leave just moments before Macron and The Brain Trust arrive in their cars.

Our mutants are now reunited, but Proteus was still out there, along with remnants of his army. Is the zone safe enough for their village to relocate to? Will The Brain Trust prove to be allies or adversaries? Will their bargain with the tree come back to haunt them? Only time will tell...

Prepping and Running the Game

(To be completed later)

Thursday, July 28, 2022

Savage Gamma World #3

Kong faces off against Furwall

Leaving the airship in the hands of Joe and his villagers, our mutants (see PC profiles here) decided to travel to Dawnsville to attend the wrestling tournament that had been advertised across the zone - the winner would receive a prize of a hundred bullets, and be given a position as an officer in the Army of Dawn, which they hoped would allow them to learn the whereabouts of their friend Mary Juna, who had been sold as a slave.

After four days of travel, our mutants arrived at Dawnsville, a small town surrounded by a palisade wall. As they approached the gate, they saw three bodies hanging from a gallows - two of the victims had a sign with the word "Thief" hung around their neck, while the third had a sign with the word "Psionic" around his neck. Posters on the walls announced that all thieves and psionics found in Dawnsville would be executed.

(map from Kickstarter)

Our mutants made it past the Dawn soldiers at the gate after announcing that Kong - using the assumed name of Long the Great - was there to take part in the wrestling tournament. Immediately the party was spotted by the mutant Jinnie, who volunteered to be Kong's manager for a cut of 20% of the purse. The party agreed, and were led to the sign-up area, where Kong was made to arm-wrestle the house champion The Grey Death, a cyborg. Kong, his strength restored after his dip in the sacred pool, defeated The Grey Death, who smashed the table in a fit of rage and left. Kong was in.

Jinnie led the party past the market area, where free stew was being offered to all the inhabitants of the zone who had traveled to Dawnsville to see the tournament. Kong recognised the smell of the free stew as that which had been fed to him while he was prisoner in Battenburg's Trading Post, which turned him gravely ill, and the party wisely decided to pay for some hotdogs with their own money instead.

The party took up bunks in the free hostel set up for visitors, and decided to browse the stalls at the marketplace. There they were approached by Polly Pockett, a reporter for the Dawnsville Gazette. During the interview, Batte sensed that Polly was trying to read Kong's mind - she was a psionic!

The next morning, the party made their way to spy on Polly at her office, and found that she was conspiring with Mr Bones, one of the participants of the tournament, to help the latter win.

That evening the first round of the wrestle tournament took place at the arena set up just for the event - a hemispherical steel cage sixty feet across at the base. The event was attended by hundred of visitors from all over the zone, and the leader of Dawnsville and the Army of Dawn, Colonel Sari, who watched the proceedings from a dais, flanked by guards.

The opening match saw Kong fight John "the lodestone" Dwayneson, a rock organism with regenerative power. Kong was close to losing the match when Batte intervened, using his Fear Generation power to cause John to abandon the fight. Fortunately for the party, Batte's use of psionic power was not detected.

The next match-up saw Mr Bones, a slim and quick humanoid defeat the boar mutant Swine of the Wild, who seemed to be confused by the former's movements... but the party noticed that Polly was standing near the ring...

Then came Furwall, a four-armed mutant gorilla who, after some initial difficulty, managed to seize her opponent The Zone Tornado with one pair of her hands, then proceed to pummel him with her other pair of hands into submission.

Finally, the house champion The Grey Death came on and easily demolished Delta Max, a droid.

The second day of the match saw Kong pitted against Furwall. As the bell sounded, Furwall leapt forward and quickly seized Kong with her hands... and then the two apes felt an attraction to each other as simian pheromones kicked in. Kong whispered to Furwall to let him win the match, but Furwall was too proud to throw the match; instead, she knocked Kong out with a single blow and ended the fight.

After Kong was carried out of the cage, The Grey Death and Mr Bones entered the ring. Despite his strength and power, The Grey Death was unable to grab hold of the nimble Mr Bones. Then suddenly, Batte felt a piercing headache just as Colonel Sari shouted: there is a psionic among us - find him!

Dawn soldiers entered the cage and arrested Mr Bones, and soon afterwards Polly was arrested too as she tried to flee. The pair was taken to a large metal sphere - an disused LPG storage tank - and lowered into it.

The next morning, it was announced that Polly Pockett and Mr Bones were psionics who had conspired to cheat in the tournament, and would be executed by hanging as a pre-game entertainment that evening.

That same morning, while Kong was resting from his injury at the hostel, he was invited to meet with Colonel Sari. Kong and Vik followed the Dawn soldiers to a water tower that had been repurposed as an office for Colonel Sari and her staff. Here, Kong was offered a position as an officer in the Army of Dawn, which he accepted. Colonel Sari then informed him that he would accompany her to "the bunker" the next day for his induction to the army. Kong asked if Furwall would also be offered a position in the army if she won the finals that evening; Colonel Sari smiled and replied that that would not happen.

Kong and Vik returned to his companions, and the party decided to visit Furwall and warn her that foul play was afoot. Arriving at her shed, they were met at the door by Baccarat, her mutant chimpanzee manager. After receiving assurance from the party that they were not in league with the Army of Dawn, Baccarat admitted them and informed them that he and Furwall had been asked by agents of Colonel Sari to throw the fight that evening or face... consequences. The duo were reluctant to throw the fight out of ape pride, but at the same time they feared for their own safety after the fight.

With Kong's new love interest in danger, our mutants decided they needed a new plan. Reasoning that Polly would have some insider information on Dawnsville and that she had little love for the Army, they decided to rescue her and Mr Bones before the fight in a dramatic fashion, and then flee Dawnsville with Furwall and Baccarat in the ensuing chaos...

Prepping and Running the Game

This was the first session of the campaign where I had all four players at the table.

The plot was based pretty much as per the module, but I had a lot of fun improvising NPCs as the players wandered around Dawnsville, doing shopping and sticking their noses into places. They also made a game out of betting on the outcomes of the fight - the module actually gives you the bookkeeper's odds for the match-ups, which makes it easy for the GM.

This part of the campaign was pretty sandboxy, but easy to run as the module provided a very well-drawn map of Dawnsville, descriptions of the areas of interest, as well as details about the NPCs. There were also events which the GM could trigger if the players were not proactively pursuing their own course of action.

I started the session with no idea of how it would end, but I am pleased with how it turned out and I am looking forward to the finale session next week.

Wednesday, July 20, 2022

Savage Gamma World #2

As our mutants made their way towards the munitions factory, it soon became clear that Kong was ill (see PC profiles here). He began to suffer from aches and chills, and his eyes turned bloodshot. Kong suspected that it may have been the result of a poison in a red stew fed to him by Battenburg, which was not given to the other slaves. That night, when the party made camp, an anthropomorphic camel mutant suddenly appeared in front of them. He introduced himself as Joe, and explained that he had followed the party from Battenburg's Trading Post.

Joe's village had been taken as slaves by Battenburg's goons and sold to the Army of Dawn to work at their munitions factory, and he was only able to evade capture by using his chameleon powers. Having heard their plan to free their friend from the munitions factory, Joe decided to join them on their mission. But first, there was the matter of finding a cure for Kong's ailment, which Joe had a proposal for: the elders in Joe's village of mutants had spoken about a community of monks in a sacred mountain who guarded a pool of healing, and that the faithful who are pure of heart may be healed of any disease or wound by the water from the pool. Joe had never been to the sacred pool, but he knew where the sacred mountain was. With no other option in sight, our party decided to travel to there.

After two day's travel, our party arrived at the foothill of the sacred mountain, and followed a path that led upwards. By now Kong was severely ill and bleeding from his nose and mouth - the party was running out of time. Halfway up the mountain, at a narrow defile, the party found their path blocked up a two-head giant, who claimed to be the guardian of the sacred pool. The giant explained that only those who were pure of heart and embraced peace could pass, and bade the party to throw all their weapons down the ravine beside the path. With Kong at death's door, the party had no choice but to comply... but as soon as they had done so two more giants appeared on the hillside above them, and began throwing rocks at them! Our unarmed mutants tried their best to fight back, but were almost overcomed by the giants, until Vik used his mutant power to cause the side of the hill to disintegrate, causing the giants to fall and become incapacitated. The use of his power caused Vik to fall unconscious, but with his two accomplices taken out, the two-headed giant surrendered, and confessed that they were just highwaymen who preyed on pilgrims to the sacred pool.

Our mutants recovered their weapons, and continued their way up the mountain. Close to sunset they arrived at a clearing, where they were greeted by the monks guarding the sacred pool. After our heroes passed a test of their compassion (and wits), they were allowed to lower Kong into the sacred pool, which restored him to health.

With Kong healed, our mutants made their way to the munitions factory, guided by Amaltea's map and Rex's super sense of direction.

Two days later, our mutants reached the munitions factory, which they could see from afar due to a airship that was moored above it. Batte flew over the compound and saw that it was a walled compound housing not only the munitions factory and the quarters of the slaves who worked in there, but also the barracks of the forty or so Dawn soldiers who guarded the compound, the quarters for the officers, and also a massive hangar for the Army of Dawn's airships.

With so many soldiers guarding the compound, a direct assault was impossible. Using the chameleon powers, Joe sneaked into the compound and made contact with his fellow villagers. From them, he learned about the organisation of the Dawn soldiers, and their routine. Now armed with information our mutants put their heads together, and devised a cunning plan.

The next evening, when the officers of the Army of Dawn were having dinner in their mess, Teva, a mutant from Joe's village with shapeshifting power took the form of their commandant and entered the mess. Inside, Rex, who accompanied Teva, used his paralysing gas to knock the officers out, and then kidnapped the real commandant.

Then Teva, still in his guise as the commandant, ordered the soldiers to load all the slaves onto the airship. The plan worked for a while, as the soldiers were not used to questioning orders, and the slaves, already informed about the plan, moved quickly. But as the last slaves were boarding the airship, a Dawn soldier decided to check in with the other officers at their mess, and found that they had all been knocked out. The alarm was raised, but by then it was too late. The soldiers started shooting at the departing airship, but soon stopped when they realised that their commandant was missing and might be onboard too.

Our mutants piloted the airship southwards through the night, heading for a place where Joe and his fellow villagers could start a new home. The next morning, when they went to see the commandant to decide his fate, they found him dead with no apparent cause. Our heroes landed the airship and disembarked, leaving it to Joe and his villagers.

Prepping and Running the Game

As Kong's player once again could not join us for the session, I had to come up with a way to have Kong travel with the party without him doing much. At the same time we had another player who could join us for just one session, so I had Joe the Camel join the party.

I used part of the content of the Mutant Crawl Classics module Blessings of the Vile Brotherhood for the first half of the session. The module is quite an interesting one, and involved a literal hexcrawl and chase which I did not use.

The second half of the session was based on the Mutant Year Zero module, although I added the part about slave workers.

The players were having difficulty planning the rescue of the villagers, until Joe's player asked if there were any mutants among the slaves who had powers which might be helpful. I decided that two of them would, and had him roll up random mutant powers for them. The powers gave them the inspiration they needed to plan the rescue, and they managed the rescue with minimal fighting.

Monday, July 04, 2022

Savage Gamma World #1

Our tale begins when our heroes: Batte, Rex, and Vik (see PC profiles here) were called into the hut of Ah Meng, the mutant orang-utan who was the head of the village of mutants living in the desert. Three weeks ago, Ah Meng told them, Kong, Mary Juna, and Yapapa were sent on a mission across the Barrier Peaks to find a new place for the villagers to settle, but they had not returned as anticipated. Now our heroes will have to undertake the journey to the west and to find their friends and complete the mission.

Taking what food, water, and salvaged materials the village could spare, our heroes followed the course of the old highway that humans constructed across the Barrier Peaks. After two days, they came at last to a lake near its summit. While trying to get water from the lake, the party was attacked by tentacled-shark mutants, but with Batte's fear-inducing powers they were able to drive the sharks off and refill their bottles.

The next day they followed the course of the river that led from the lake down the western slope of the Barrier Peaks. From their vantage point they could see that the river led to a long valley below, where there was more vegetation and settlements.

That night, while camped by the river at the valley floor, our heroes were interrupted by a deer-headed mutant fleeing from pursuers. After ascertaining that the party were not with "the Army of Dawn", the mutant introduced herself as Amaltea, and handed them a map and bade them to bring it and a small metal box to Truffaut's bar marked on the map, and then continued its flight to draw the pursuers away.

Soon the party saw three mounted men charging towards Amaltea. Using Batte's fear-generating power and Rex's paralysing gas power, our heroes managed to defeat the pursuers, and take their weapons and ammunition as loot.

Amaltea thanked our heroes, and revealed that she was a scout for Truffaut, a mutant bear who ran a bar and settlement a day's walk tot he north. Concerned about the rise of the Army of Dawn, an expansionist force operating out of the town of Dawnsville in the west. Dawnsville was a nondescript town like many others in the valley, but a year ago it began to convince surrounding settlements to come under its banner, and recruit an army armed with firearms, and create a whole economic system using bullets as a form of currency. Truffaut had sent scouts to find out more about them, and after weeks of work, Amaltea had learned that the Army of Dawn operates a few factories runned by slave labour. Our heroes learned that mutants matching the description of their friends had been seen being led by slavers to one Oscar Battenburg's trading post a week prior.

Our heroes accompanied Amaltea to Truffaut's bar, where they were welcomed by the mutant bear. Truffaut gave our heroes more information about the Army of Dawn, and gave them some salvage equipment to help them rescue their friends.

Our heroes traveled westwards to Battenburg's trading post, and arrived in the evening two days later to see slaves being led to an airship owned by the Army of Dawn, but their friends were not among them. Our heroes counted at least four mutant minions with Battenburg, a human. They decided not to risk a confrontation, and instead came up with a scheme to pass themselves off as buyers, using the salvage they have received from Ah Meng and Truffaut. After the airship had departed, our heroes approached the trading post, with Rex wearing costume jewellery and perfume, Batte swinging a make-shift incense censer, and Vik in attendance with a teapot filled with cactus tea. Announcing himself as Rexona, Rex asked to buy an ape mutant and a couple of plant mutant. Battenburg at first said that they were out of stock, but when Rex declared that he was a rabbit of means, Battenburg revealed that he did indeed have an ape mutant, and asked for a price of 300 bullets. Rex bargained the price down to 210, and soon Kong was led out and handed to them.

When they were out of earshot of the trading post, Kong told the rest that they had been ambushed by Battenburg's slavers two weeks ago and taken to the trading post. Mary Juna was sold to a group of psychics known as "the Brain Trust", and Yapapa was sold to a munitions factory owned by the Army of Dawn, while he was kept by Battenburg, who intended to field him as a champion is a prize fight organised by the Army of Dawn.

Armed with the information and the map from Amaltea, our heroes resolved to travel to the munitions factory to free their friend.

Prepping and Running the Game

This campaign is based on the Mutant Year Zero module The Gray Death, but instead of setting it in a winter landscape, I have transplanted the campaign to a post-apocalyptic California valley.

There were two combats in the session, the first being with the sharktopus at Lake Isabella, and the second with the Dawn cavalry. The Dawn soldiers in the module are depicted wearing WW1 British helmets style, which is the look my Warzone Imperial figures sport. Both fights were short, due to the PCs' powers, which on the one hand was a little disappointing, but on the other hand allowed the players to feel that their characters were heroic.

I had planned the session for 4 characters, but as Kong's player had to drop out last minute, I modified the plot to have Kong and two other potential guest player characters being captured by slavers in an earlier mission. This gave the players an extra motivation to complete the campaign instead of just turning around and going home once they learned about the situation in the valley, and also allowed me to direct them to the various locations in the module.

One of the fun part about this campaign (at least for me) is the use of random salvage loot/equipment. By chance the players rolled up items which were "posh" but seemed useless, like costume jewellery, perfume, incense, and a tea set, but the common theme among these items prompted them to come up a way to save Kong that didn't involved a fight with Battenburg and his slavers. Again I was a little disappointed, as I had actually generated stats and mutant powers for the slavers, but the way the players pulled off their rescue was quite cool.

Sunday, June 19, 2022

Savage Gamma World #0

L to R: Rex, Kong, Batte, and Vik

We were supposed to start the Blood Sword campaign in June, but due to a delay in the delivery, we needed a filler campaign, and so I decided to return to our Gamma World campaign.

Instead of using the Gamma World 3E rules, which we used for our first (unchronicled) campaign, I decided to use Savage Worlds, with the Savage Gamma World mod.

In our campaign world our PCs are mutated sentient animals living in a village in the wastelands, eking out a living with medieval level tech and their mutant powers. When they learned that the nearby human wasteland warriors were planning to launch an attack on their village, the village elder sent our PCs to cave system in the mountains that is rumoured to contain advanced technology and weapons that may help them defend themselves.

The module I used for this campaign was Expedition to the Barrier Peaks, or rather a cut-down version of the module. So yes, we were playing an AD&D 1E module using Gamma World 3E rules.

The PCs - Rex, Kong, and Batte - arrived at the "caves" to find that the wasteland warriors had the same idea and had arrived before them. After some skirmishing and exploration, the PCs managed to defeat the boss monster (the famous Froghemoth), and return to their village with some weapons and technology.

In this season of the campaign, our PCs will learn that the wasteland warriors have gathered in strength and that defending against them will not be possible. They will therefore be sent across the Barrier Peaks to find a new place for the villagers to settle.

PC Profiles

  • Batte

Mutated bat. Powers: Fear Generation, Mental Shield, Sonar, Telepathy. Hindrance: Cannot speak.

  • Kong

Mutated ape. Powers: Levitation, Life Leech, Mental Invisibility, Radiation Eyes.

  • Joe

Mutated camel. Powers: Absorption (light-based attacks), Chameleon Powers, Gills, Antlers

  • Rex

Mutated rabbit. Powers: Anti-Life Leech, Carapace, Directional Sense, Gas Generation (Paralysis).

  • Vik

Mutated duck. Powers: Displacement, Energy Sensitivity (Defect), Heightened Sense (Touch), Molecular Disruption.

  • Yapapa

Mutated papaya tree. Powers: Wings/Mobility, Dissolving Juice, Explosive Fruit, New Sense (Ultrasound)

The mutant powers were randomly rolled for, and as you can see there are some interesting combinations and interactions there.

Kong has Life Leech, which is a area-effect power that causes damage to creatures in the area; but Rex has Anti-Life Leech, which makes him immune to the effect and may cause the power to rebound onto Kong instead!

Vik has Heightened Sense (Touch), which gives him a bonus for his Molecular Disruption, a touch-based power. This makes him rather powerful, but is balanced by the fact that he rolled the Energy Sensitivity defect, which gives him a disadvantage when near non-organic power sources.

This will be a rather short campaign, with around 5 sessions, and this time I plan to chronicle it on the blog, so stay tuned.

Thursday, May 12, 2022

Zero Level One-shot: Sailors of the Starless Sea

A combination of events - public holidays, school holidays, work events, family events, and travels plans - means that there would be an eight-week gap between our scheduled campaigns, so I decided to open our regular Monday evening slots to one-shots.

Dave kindly agreed to run the first session: a funnel adventure using the Zero Level 5E rules. We were asked to create four characters in advance, using the random tables in the rules - three to start the game with and one to spare in case we lost all three characters.

The fun started as soon as the characters were rolled up. I ended up with:

Lance Grindr, a half-elf lens-grinder, with high INT, high WIS, but low STR and DEX. I had him as the bookish type.

Barry Stier, a human barrister, with 18 INT and CHA 10. He would be an arrogant prick who bosses everyone around.

Forrest Grump, a dwarven woodcutter, with INT 7 and WIS 5. Sadly, Forrest was manipulated by Barry, and died early in the game.

K'urnel Xandaz, an elf with STR 13, DEX 14, CON 11, INT 13, WIS 13, and CHA 9. With stats like those he was told he could become anything he wanted, so he chose to be a chicken butcher.

The scenario we played was the Dungeon Crawl Classic classic Sailors of the Starless Sea. I don't want to give the plot away, but suffice to say that the scenario had a good mix of horror, combat, exploration, and fantastic landscape.

I had a lot of fun role-playing my characters - especially Barry - and also providing the maps and figures impromptu as they emerged in the game, even providing incense and a candle when they appeared in the game. I guess if you have been GMing long enough you accumulate stuff that will allow you to run a lot of scenarios.

Barry spent most of the scenario staying in the middle of the group and not exposing himself to danger, but instead encouraging poor Forrest and the other party members to take risks. We all knew someone like that in the army. One by one the other party members died - every player lost at least 2 characters, with Eugene losing all four of his! In the climatic final scene of the scenario Barry realised that the only way he would survive was if he risked his own skin and worked with the rest of the party, and in doing so he redeemed himself. At least in his own eyes.

This was the first time I have played in a funnel adventure, and like I said it was a lot of fun from day zero. This was especially so as we were all familiar with each other and we all played to the spirit of the genre. I am not sure if I will recommend a funnel adventure as a newbie's introduction to RPGs, but it's certainly something I will try one day when we need a filler session.