Showing posts with label Savage Gamma World. Show all posts
Showing posts with label Savage Gamma World. Show all posts

Saturday, December 16, 2023

Savage Gamma World #12

Stronskey battles the HR's titan

For a few weeks afterwards our mutants busied themselves extracting and processing the yellow lava from the mining facility so they could refill Stronskey's circulation system, but they were no closer to reanimating the titan.

Things looked worse when Mama Clay arrived at the village one day, bringing them news that HR had indeed found a larger titan and are working to reanimate it. At the same time, news arrived that the mutants in the surrounding villages were being attacked by drones which injected the mutants with an agent that caused them to de-mutate. The mutants in these villages who did not de-mutate were captured by HR troopers and taken away. Ah Meng sent several of the mutants from the village to the surrounding ones, hoping to provide some protection against further attacks.

But then Dreadnought arrived soon after, bringing at last some good news. The AI-in-a-battlesuit had been traveling around the lands and had learned about HR and their attacks on mutants. To repay our mutants for freeing him from the facility, Dreadnought had come to help them reanimate Stronskey, to reactivate his weapon systems, and to convert the controls so they could be used by mutants. But all these would take time, and to reduce the chance that HR will be able to attack them with their titan before the work is complete, Ah Meng decided to send Batte, Kong, Ranggup, and Rex (see PC profiles here) to HR's titan to sabotage its repair.

Accompanied by Mama Clay, our heroes journeyed to the site where HR's titan was, buried in a hillside with only its head and right arm exposed. Dozens of tents were set up near its head - our mutants estimated some 500 HR troopers, along with many mutants, were encamped there. It would be impossible to enter the titan via its head, but Mama Clay knew a secret entrance located at the base of the hill, through the titan's left foot.

Our mutants entered the opening at the titan's foot, where they had to fight off a giant worm that had taken up residence there. After some exploration, they learned that a gravitic platform in the leg of the titan led from the foot to the hips of the titan, which appeared to be an assembly point for troops. From the hips a lift led to the upper levels of the titan.

Making their way to the titan's torso, our mutants reached the troop quarters, which was being made ready for occupation by mutants taken as slaves by HR. Our heroes overcame the troopers quickly, and were thanked by the dozens of mutants there. The mutants told our heroes that HR had killed all the mutants whom they thought had dangerous powers, and put leg shackles on the rest and forced them to help restore the titan. About a hundred mutants were enslaved by HR, and they were made to work to restore its controls, its engines, and its weapon and shield generators.

Knowing that they had little time before HR realised their presence, our mutants decided to disable the titan's weapon and shield generator. Traveling to the titan's shoulders using the lift, they split up, with Ranggup and Batte working to sabotage the weapon system, and Kong and Tom working to sabotage the shield generator.

Ranggup managed to sneak into the weapon arm of the titan and cut through several cables connecting the machines he found there. Kong and Tom made their way to the shield generator arm, but were discovered by HR troopers. In desperation Kong fired the anti-tank weapon he found at Dreadnought's facility at the shield generator. The resulting explosion killed all the HR troopers and technicians around the generator, and severely wounded Kong and Tom.

Batte, Ranggup and the other mutants rushed to drag Kong and Tom's unconscious bodies into the lift, and together they exited the titan through its foot again. But with leg shackles still around their ankles, the mutants knew they could not outrun the HR troops who will be sent to find them. In an act of self-sacrifice, the rescued mutants decided to split up and deliberately travel towards where the pursuing troopers would come from, hoping to lure them away from our heroes.

Two stronger mutants helped carry Kong and Tom away from the titan. Kong had lost his right arm in the explosion, and Tom suffered a leg injury that would make him lame, but they party managed to make it back to the village.

Our heroes' mission worked, for when HR's titan was spotted moving towards the village weeks later, it was missing its left forearm and hand. The weeks had given enough time for Dreadnought to complete his work, and Stronskey, piloted and crewed by our mutants, marched out to face the larger titan.

After a great battle, Stronskey managed to take the larger titan down at the river, and shot it through the stump of its forearm, bypassing its armour. The resulting explosion blew the upper part of the titan off. Hundreds of HR troopers who tried to escape the titan via its foot drowned in the river as they emerged. But Proteus' body was not among the dead counted by the mutants.

A few days later word would reach our mutants that the remaining HR troopers at their base camp dispersed, allowing the enslaved mutants to return to their homes. The threat of HR had been eliminated for now, but our heroes knew that as long as Proteus may still be out there, he would remain a threat to the zone...

Prepping and Running the Game

The plot for this session came organically from the sessions that came before. I knew my players wanted a titan vs. titan fight, but to make that the whole session would mean a very short game. I decided that a mission to sabotage the titan would allow a more traditional exploration format, while having an impact on the final confrontation.

The interior of the titan was based on The Fallen Titan.

I enjoyed running this campaign, but the format of the typical MCC module does get a but repetitive after a while. If we do return to the setting again, which I hope to, I will probably want to try a different style.

We will be taking break from our sessions until next year, when I hope to start running a Fantasy Age 2nd Edition campaign. Have a good year-end season.

Thursday, December 14, 2023

Savage Gamma World #11

One late summer night the sky north of our mutants' village was lit up by a shooting star, and for the next three days a fire burned in the forest where it landed. A few weeks afterwards, a hunter from a village near the forest came to our heroes, telling a tale of cave entrances that appeared on the side of the crater made by the shooting star, and strange green mutants who attacked him.

Realising that the "cave entrances" may in fact be entrances to underground facilities of the Ancients exposed by the meteor strike, Ah Meng tasked our heroes to journey there and to learn where they lead to, and about the strange green mutants.

Ranggup, Rex, and Tom (see PC profiles here) followed the hunter to the crater in the forest. The crater was a quarter of a mile across. below the lip, almost directly across from each other, were two openings that lead into the earth. At both entrances were HR troopers, standing guard. Above the entrance across the crater from our mutants, they HR troopers have set up some sort of a hoist, and were lifting barrels that were being brought out of the entrance. 

Our mutants overcame the HR troopers guarding the entrance, and followed the passage that led from there to the ground below. It soon became clear that the facility was once a mining complex of sorts. While exploring the living quarters of the miners, our mutants noticed the strange green mutants whom the hunter spoke of, but managed to hide from them while they passed them, traveling in the opposite direction from our mutants.

Descending deeper into the complex, our mutants came across what must been the processing plant of the mining facility. A passage led deeper into the earth, and our mutants could feel heated air coming from there. Our mutants donned the protective gear that were in the processing plant (cutting holes in them to accommodate wings and large ears...), and entered the passage.

The passage opened into a large cavern whose floor was covered in a yellow lava. Across the pool of lava was a steel platform. A pipe connected to a pump on the platform was drawing the lava from the pool below. Standing next to the pump were several HR troopers, and a man Rex recognised: Proteus!

Proteus ordered the troopers to kill the mutants, then turned and left. Tom flew up across the pool of lava to attack the troopers, but was shot and fell into the lava. Rex and Ranggup made their way to the platform, and climbed up, all the while under enemy fire, and after a hard fight managed to take out the HR troopers.

But as they stood on the platform mourning the loss of Tom, the lava began to glow even brighter, and from the surface of the lava Tom emerged, his body shining. Reunited, our mutants chased after Proteus, but found that he and the HR troopers have left the complex.

Our mutants returned to complex and studied the processing plant more carefully. They soon realised that the plant processed the yellow lava into the yellow liquid that flowed in their dormant titan - with this source of yellow liquid, perhaps they can reactivate Stronskey the titan? Yet amidst their excitement, our mutants also had a worrying question: why was Proteus extracting the yellow lava?

Prepping and Running the Game

This session was based on the MCC module A Fallen Star for All. Once again I stripped most of the plot out and just used the basic premise and the maps for our game.

The death and resurrection of Tom was a railroaded event, as I wanted to give the character a new mutation to replace the one which he lost in the previous session. Once again I had the player draw a random mutation card, and the new power of Light Bearer just happened to fit the narrative.

The reappearance of Proteus and the hint of HR having a titan of their own sets up the next session of the campaign, which is the finale session.

Tuesday, December 05, 2023

Savage Gamma World #10

Once again, our mutants receive a call for help from another village. Pyr, a mutant groundhog, had come to seek the help of our heroes to find a cure for a deadly disease that had afflicted his village. The symptoms of the disease was documented in the records of the village, along with where the cure might be found. Seekers from the village had gone to search for a cure, but none had return.

At Pyr's advice our heroes followed him to the site mentioned in the record instead of heading to the village, to avoid catching the infection themselves.

When they arrived at the site, they saw only a field of tall grass and no building. Flying overhead, Tom (see PC profiles here) saw the dead body of a mutant goat (which they later identified as Koln, a seeker from the village), but was attacked by a giant owl, which our heroes managed to chase off. Exploring further, they found a hatch which led to an long flight of stairs that led deep underground. Leaving Pyr at the surface, our heroes ventured in.

At the foot of the stairs our heroes came upon an open door. Beside the door was a plan of the facility, although our mutants could not understand the symbols on the plan. Entering the facility, they saw two sets of footprints: one reptilian and one crustacean, corresponding to Prokk and Voov, the crab and alligator mutants from the village. They decided to make a systematic search of the facility to find the cure for the disease, which the records would bear certain symbols (a copy of which was given to them by Pyr)

They followed the footprints to a door, and realised that while two sets of footprints entered the room, on one set (the reptilian one) exited it. The room turned out to be a cryogenic chamber holding a number of mutants. One of the cryogenic chambers had broken open, and a large black slime organism hiding on the ceiling dropped down on Batte and began to digest him. Rex and Tom attacked the slime with fire, driving it off Batte, before the trio beat a hasty retreat out of the room.

Exploring further, our mutants found a lab containing several glass-fronted storage cupboard full of chemicals, including one with the symbol Pyr had shown them! Stuffing their bags full of the chemical, our heroes continued exploring the facility, following the reptilian footprint, they found that it led to a place in the corridor where there were signs of a struggle, and from there on the footprint appeared different.

The altered footprints led the quarters of the staff who once lived there. There, they found a dead alligator on one of the beds. The alligator was in animal form, but was clad in humanoid clothing that obviously did not fit it. Searching through the clothing, our mutants realised that the alligator was Voov, but "demutated".

The mystery of what attacked Voov and demutated him was soon solved, as our heroes were attacked by a security droid that grabbed Tom and injected him with a solution. Our mutants disabled the droid and broke it open, and found that the needle which the droid used to inject Tom was connected to a vial that bore the same symbols - DNAX - as the cure Pyr told them to find! At the same time, Tom realised that he had lost his mental mutation power!

Our heroes went on to explore the final room in the facility, which turned out to be the infirmary. Here, they encountered a medical droid, and questioned it. It turned out that the facility was a medical research lab, and DNAX was one of the compounds created by the scientists to reverse mutation. Our heroes described the symptoms of the illness to the droid, who told them that no cure to the disease had been made yet, but the droid was able to isolate the virus from Voov's body and synthesise a cure.

Our heroes emerged from the infirmary to see another security droid headed their way. The fled back to the lab, and for a while considered destroying the stock of DNAX in case they fell into the wrong hands, but eventually decided against it.

Returning to the surface, they were met by an eager Pyr, who was overjoyed that they had found DNAX, and asked that they be handed to him so he could teleport back to the village to save lives immediately. Our mutants were suspicious of Pyr by now, and when Pyr became agitated Batte injected him with a vial of DNAX. Pyr turned into a groundhog before their eyes, and scurried into the tall grass.

Our mutants made their way to the village, and found that there had indeed been an infection, which the medicine they brought cured. Their mission completed, our heroes reevaluated the situation, and decided to return to the facility and destroy the remaining stock of DNAX. But when they arrived, they found that someone else had been there and taken away a number of vials while they were away. Dejected, they destroyed the remaining samples, and then concealed the entrance to the facility as best they could, and returned home.

Prepping and Running the Game

This session was based on the MCC module Phage from Below.

As with the other modules, the original plot was too complicated for me. I decided to substitute it with one of my own that would link the other NPCs and the villain of the series to a plot that will culminate in the finale.

Jaffar, as it turned out, was hired by Proteus - the villain from our previous season and now head of "Humanity's Restoration"- to recover DNAX from a the facility. Jaffar then colluded with Pyr to release a virus into the village to compel them to send their seekers to go into the facility - the bit about the ancient records were all made up by Pyr. When the seekers all died in their quest, Jaffar suggested that Pyr approach our PCs to get the job done. I imagined that Jaffar was waiting nearby when the PCs had their confrontation with Pyr, and that he afterwards sneaked into the facility and grabbed whatever DNAX he could carry.

I am not sure why my players decided against destroying all the DNAX once they realised something was off, but it does allow me to use that as a plot point for the finale.

Tuesday, November 14, 2023

Savage Gamma World #9


Our tale began when the mutants were visited by a human who called himself Jaffar. Jaffar claimed to be a traveling merchant, and possessed the knowledge to modify the rifles our mutants had looted from Humanity's Restoration (HR) so they could be used by mutants. He offered to "unlock" all the rifles they had collected in exchange for them recovering a piece of technology from a facility of the Ancients. To demonstrate his knowledge and sincerity, he unlocked a rifle, which Tom was afterwards able to use.

Kong, Ranggup, and Tom (see PC profiles here) traveled with Jaffar to the facility in the middle of the desert, but found that a Deathclaw - a carnivorous beast - had made its lair at its entrance. Tom was able to lure the Deathclaw into an area of soft sand, where the mutants managed to kill it, but when they made their way to the entrance they found two Deathclaw cubs there, which Ranggup decided he would adopt and bring back to the village.

Jaffar opened the door to the facility using a passkey, and our mutants found themselves in a lift that took them deep under the desert floor. When the loft door opened, they found themselves in a large, dimly lit room that was the scene of carnage - many skeletons and destroyed robots were strewn all over the floor. Our mutants found themselves being scanned by laser, and soon afterwards a voice spoke to them, informing them that they were trespassing on a United States Army facility, and asked them to identify themselves. Our mutants replied that they were there to recover a suit of armour, and after a long pause, the voice instructed them to proceed to a console and retrieve a widget there, and to proceed to a lift at the other end of the room.

The voice explained that its name was Dreadnought, and that it was the Artificial Intelligence in charge of the security of the facility. Many years ago, it explained, the security of of the facility was breached by enemies of the state, who tried to lock Dreadnought out of the system and corrupted the security droids, which then killed all the scientists and workers within the compound. Fortunately, Dreadnought retained control of the lobby level and its wall-mounted lasers, which it then used to destroyed the rogue security droids. It then placed the facility under lock-down until the proper authorities arrived, but they never did. Now, it requested the party to retrieve the weapon arms of the suit of armour from the various levels of the facility, and then to unite them with the main chassis of the armour, so it could leave the facility before the enemies of the state could arrive.

Our mutants followed the directions of the AI, and traveled to the manufacturing level and then the weapon range, overcame the surviving security droids there, and restored control of the levels to Dreadnought by inserting the widget into the consoles of each level. Finally, Dreadnought instructed our mutants to go to the research level, where they would retrieve the passkey from the dead body of the head of the facility, which would allow them to access the armour.

Our mutants followed the instructions, but when they entered the research level they were confronted by a droid that resembled a large mechanical spider. After ascertaining their identities, the spider droid revealed that it was an Artificial Intelligence that preserved the memories of Dr Martin, the head of the facility. Dr Martin told our mutants that Dreadnought was in fact the codename for the power armour and the Artificial Intelligence that inhabited it. Dreadnought was originally designed to take over the functions of the power armour in the event that its human operator was incapacitated so it could remove itself and its operator from the site of danger. However, the AI came to the conclusion that it could better protect its occupant if it was in charge of all of the suit's functions even while its occupant was fully competent. Realising this, Dr Martin decided to shut the AI down, and began to disarm Dreadnought under the pretext of upgrading its weapons. But Dreadnought soon saw through the ruse, and ordered the security droids to kill all the humans within the facility before they could disable it. Dr Martin was able to use the wall-mounted lasers to destroy most of the droids and to lock Dreadnought out of all of the levels except the lobby level. He hunkered down in the research level with a few of his colleagues and waited for help to arrive, but when it became clear that no help was coming, he transferred his memory to a separate AI which inhabited a spider droid, so he could warn anyone who came after his death of Dreadnought's intentions.

For a while our mutants wanted to help Dr Martin, but when they realised that they were at Dreadnought's mercy while they remained in the facility, they destroyed the spider droid and located Dr Martin's mortal remains, and took from it the passkey. They then took the precaution of disabling the weapon arms.

Once they restored control of the level to Dreadnought, they were instructed to bring the weapon arms and the passkey to the lowest level of the facility: the vault.

Our mutants used the passkey to enter the vault, and there they saw Dreadnought, a hulking suit of armour taller than a man. Robotic arms there affixed the weapon arms to the chassis, and Dreadnought awoke and started to move towards the lift. Our mutants followed it, and together they all traveled to the surface level.

Outside the facility, they were met by Jaffar, who was ecstatic when he saw Dreadnought. However, his joy soon turned into panic as Dreadnought refused to follow any of his instructions, but simply walked into the desert. Jaffar followed the walking armour, all the while yelling orders at it, and left our mutants behind.

Prepping and Running the Game

This session was based on the Fallout: The Roleplaying Game module Fully Operational.

I followed the basic premise of the module rather closely, but changed certain elements that did not fit my vision of the post-apocalyptic world, and streamlined it. There was a little more role-playing this session that the others, but once again there was no "right answer" to the situation.

Jaffar was of course a reference to Jafar in Aladdin - I had the idea that in the even the PCs refused to hand over Dreadnought to him, he would leave them locked within the facility.

Following the original module, I had Dreadnought walk off into the sunset to enjoy its newfound freedom. I do hope to bring him back in a future session though.

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.

Sunday, October 08, 2023

Savage Gamma World #7


Our mutants were resting in their lair in the Titan when they heard a commotion from without. Emerging from the Titan, they were confronted by angry and confused mutants from a village 3 days away. They soon learned that the mutants' village was attacked by a giant steel robot a few days ago, during which eight of the villagers were captured and taken away. The rest of the villagers decided to come to our mutants' lair to see if they (and their Titan) were responsible for the attack. After seeing for themselves that our mutants' Titan was not the robot responsible, they villagers asked for our mutants' help in finding and returning their friends.

Batte, Ranggup, Rex, and Vik (see PC profiles here) followed the villagers back to their home, and from there they followed the giant round footprints of the robot, which led up and over a ridge. From the top of the ridge, our mutants could see a giant structure at the floor of the valley below. At first they thought that it was a building, but they soon noticed the tracks on the ground behind one end of the structure, realised that it was in fact a giant vehicle with tracks, consisting of a tractor at the front, hauling two trailers behind it. All told, the vehicle measured 60 metres long, 20 metres wide, and 40 metres tall at its highest point. At the bottom of the side of the front trailer was a door, and midway up the wall they saw an opening, from which plants grew out of. They also saw the giant robot described by the villagers patrolling around the vehicle.

Our mutants watched and waited, until at last a ramp lowered from the rear trailer, and the robot walked up into it. Batte decided to fly up to the opening on the side to see if it could provide a way for the party to enter the trailer, but when he came near the opening a plant tendril lashed out and grabbed him by the foot and pulled him inside. Below, the other mutants could hear Batte screaming telepathically for help. Rex and Vik decided to throw Ranggup up towards the opening, and sure enough the plant grabbed ahold of Ranggup and pulled him in too. Once inside, Rangup lowered a rope to Rex and Vik below, who quickly climbed up. Together, the mutants struck at the plant until it released Ranggup, and then reduced it to a pulp.

Our mutants then left the room they were in by the only door out, and were quickly confronted by man-sized security robots. They were able to overcome the robots, but could not open any of the other doors they found at the corridor they were in, until they realised that they could use the head of one of the droids (which they had knocked off during the fight) to unlock the doors. After some exploration, they learned that they were in the living quarters of the humans who must once have crewed the vehicle. They eventually found the door to lift, which they took to the lowest level. When the door to the lift opened, they were once again attacked by robots, which they once more overcame. They then found the door that opened to the outside of the vehicle (which they saw from the outside) and tried to wedge it open with the inactivated robots, but flying drones soon came to begin to repair the robots. Our mutants realised that time was of the essence, and decided to find the missing villagers and leave the vehicle before the robots were repaired.

At level 2 of the trailer, they found a large room with screens that showed the different parts of the trailer, and realised that the villagers were being kept in cryogenic stasis tubes at level 5, along with dozens of other mutants. Venturing to level 5, they exited the lift only to be attacked by a large yellow ooze creature, which caught Vik with a barbed tentacle. In a panic Vik used his molecular disruption power on the ooze, which turned it into a puddle of liquid, but also rendered him unconscious.

The other mutants brought Vik's unconscious body to what appeared to be a laboratory. Here they realised that the cryogenic storage room was at level 6, which was not accessible by the lift, but via hatches in the ceiling of the lab. Our mutants manipulated the control panels of the lab in random fashions, until at last one of the hatches opened, and a mechanical arm holding a cryogenic stasis tube descended from the opening to deposit it. Batte seized the moment to fly through the opening, while Ranggup leapt onto the mechanical arm, and was taken up to level 6 too.

Once the hatch closed, Batte and Ranggup found themselves in a cold chamber filled with close to a hundred cryogenic stasis tubes, each holding a mutant. They were unable to find a way to activate the mechanical arms in the chamber, or otherwise cause the hatch to open again. Cold-blooded Ranggup soon became to fall into a stupor, while Batte once more began to scream telepathically to Rex below to find a way to open the hatch.

Just then Vik woke up, and together he and Rex tried to work he control panels again, to no avail. In a panic Rex smashed opened one of the panels and peed onto it, which caused some sort of alarm to go off and a voice to announce that a fault had caused the cryogenic system to go into failure and that all the specimens held in stasis would die if not released from stasis in 15 minutes!

Vik proposed to Rex that they searched somewhere else for a solution, and the two took the lift to level 4, where they found the infirmary of the trailer, and found a robot doctor. The robot doctor was initially confused by the presence of our mutants, but once it had learned of the situation from our duo, its programming kicked in and it offered to help reverse the cryogenic process. However, there was not enough time left - only 66 out of the 99 mutants held in stasis could be saved before the time ran out; our mutants were able to save 6 of the 8 mutants recently seized. Our heroes herded the survivors out of the trailer, and they quickly put as much distance between themselves and the vehicle as they could.

When questioned, the other revived mutants all told the same story: they were going about their own business when they were attacked and seized by the giant robot. None of them could tell how long ago they were taken, and how far away they must be from their homes. Some of the mutants decided to follow our heroes, while others decided to strike out on their own to try to find their homes, and so they parted ways.

Prepping and Running the Game

This session was based on the Mutant Crawl Classics module "The Apocalypse Ark", which features a vehicle of “the ancients” with a mission to find and collect different species. The original story had a villain (who had taken over control of the vehicle and its AI), but I removed that character and plotline and instead just used the vehicle and its attached robots as a basis for this session.

The set-up was pretty standard, with the PCs exploring the “dungeon” and overcoming its various denizens. The players did do rather poorly towards the end of the session, which was probably due to a combination of boredom and frustration from lack of clear direction. I will have to manage this better in the future.


Monday, September 11, 2023

Savage Gamma World #6

A few weeks after their return, our heroes received disturbing news regarding the army that they had encountered at Titan's Beach - another band of the soldiers, calling themselves "Humanity's Restoration" (HR), had taken over the mutant village of Gundity, driven the older and weaker mutants out, and enslaved the adults, forcing them to work and threatening to harm their children if they refused.

Batte, Kong, Rangup, Rex, and Xi Xi (see PC profiles here) were sent to rescue the villagers.

Arriving at the walled village at night, our mutants infiltrated the village and established contact with the captives using Batte's telepathy power. Together, they planned a multi-prong attack, with Xi Xi sneaking into the army's leader's house to incapacitate him, while would neutralise the soldiers in the barracks, while Rangup and Kong would take out the guards at the gate so allow everyone to make a quick escape.

However, the plan fell apart as Xi Xi was detected by the soldiers' leader, who shot and wounded the mutant. The gunshot raised an alarm, and our mutants were forced to launch  their attack prematurely. Fortunately, forewarned by Batte's communication, the captured villagers rose against their captors, and all the soldiers were overpowered and killed, with only one managing to escape.

Our mutants then learned that the soldiers had been using the villagers as labourers as they worked to restored a cable car that led into the mountain above the village. Our mutants decided to take the cable car and explore where it led to, thinking that they may be able to find some technology or weapons that will aid them in the future conflict with the HR.

The cable car took the party high up into the mountain, eventually arriving at set of steel doors set in the side of the mountain. Using the access card they took from the soldiers at the Titan, they were able to open the door. The door led into a corridor with steel walls and floor, which led to what appeared to be a long-abandoned research facility. The floors of the facility was curiously clean, and our mutants soon found the reason: a functioning cleaning robot had carried on its duties despite the disappearance of its previous masters.

Exploring deeper into the facility, our mutants found a set of broken steel doors, seemingly forced open from within. Inside they found a large number of cages, now all open and empty. Nearby was another set of broken steel doors, this time forced open from the outside, and again leading into a room full of empty cages.

At this point another robot appeared - but this one was a security-bot, which began attacking the party with laser guns mounted on the ends of its arms. It was soon joined by the cleaning robot, which grappled Rangup. After a short fight, our mutants managed to put both robots out of commission.

Further exploration led to a garbage pit in the deepest recess of the facility, where the party found old human and animal bones.

With no weapons or tech to salvage, our mutants returned to the cable car, and made their way back.

Prepping and Running the Game

This session was a mash-up of two scenarios from Gamma Zine. The liberation of the village was supposed to be just the opening encounter for the scenario, but as the players took a long time in planning their attack, it took almost half the session before they decided on a plan... which fell apart because Xi Xi's player, a total newbie at RPGs, failed his Stealth roll despite using up all his Bennies, and nearly lost his character.

I had to drop a few of the combat encounters I had prepared for the rest of the session to allow time for the party to explore the facility.

There wasn't much loot to be had from the session, but during play one of the players asked to use a dead/dying soldier's hand to fire his rifle, and I ruled that that would work, which effectively gave the mutants one way to bypass the "mutant lock" on the rifles.

Although we are only two sessions into the campaign, I am enjoying how the players are engaging with the setting.

Friday, September 01, 2023

Savage Gamma World #5

After the defeat of the Army of Dawn, our mutant heroes returned to their village and led them across the Barrier Peaks to set up camp near Truffaut's bar.

Not long afterwards, mutants from nearby villages reported being attacked by human raiders with firearms, who would drive the villagers off before seizing their food and materials - those who resisted were killed. Some mutants tracked the raiders back to their lair, and learned that they were based inside a half-buried metal giant at the place the locals named Titan's Beach. At Traffaut's request, Ah Meng, the head of the mutants, sent Kong, Rangup, Rex, Tom, and Vik (see PC profiles here) to eliminate the threat of the raiders.

After traveling for two days, our mutants arrived at Titan's beach as the sun was setting. There they found a metal giant, perhaps a hundred yards tall if he stood on his feet, almost completely buried in the sands of the beach, leaving only his head and two hands exposed. A semi-circle of stone obelisks surrounded the Titan. As they watched from the distance, a patrol of a dozen soldiers exited the mouth of the Titan via a rope bridge, and began their trek north.

As the mutants planned their next move, they were approached by an old woman, who called herself Mama Clay. Mama Clay told them that she had lived at Titan's beach for many years, and her peace and quiet were broken by the arrival of the humans a few weeks ago. When she learned that our mutants were here to get rid of the humans, she offered them a healing potion, and information about the newcomers.

Out mutants neutralised the two soldiers guarding the mouth of the Titan by means of distraction and surprise, but found that their rifles were locked from use by mutants. Vik began to get a throbbing headache, which he knew was caused by the proximity to non-organic source of energy. The mutants descended the ladder that led from the Titan's mouth down its throat. The ladder led to a large chamber with a glowing glyph on the floor; a large metal beam around a foot wide pierced the ceiling of the chamber and entered the floor, piecing through the middle of the glyph. Two mechanical creatures in the shape of spiders were working at the beam, trying to cut through it with some sort of tool that formed their mandible that emitted a bright light. When they noticed our mutants, they stopped their work and attacked, but were quickly disabled.

Our mutants found two doors that led from the chamber, one with the symbol of a helmet upon it, and the other one with a hexagon upon it. They decided to go through the door with the helmet symbol.

The door opened into a corridor that led to a smaller chamber whose floor was crisscrossed by a number of metal pipes, some of which are leaking a warm, opaque yellow liquid. A rhythmic, whooshing sound could be heard coming from the pipes, and more yellow liquid would leak from the pipes with each "whoosh". Two doors led from this room. Our mutants split up to explore: one door led to a ladder that led to a small room where there was a throne-like chair and a helmet suspended above it by a cord hanging from the ceiling; the other door led to a corridor that led to the soldiers' barrack.

Our mutants decided to try wearing the helmet, but as it was designed for humans, only Tom could wear it. As soon as he put the helmet on, Tom's body became paralysed, and his vision went dark; but as his eyes adjusted he realised that he was looking through the eye of the Titan! He found that he could move his eyes to look around, but not his body. The other mutants managed to rouse Tom by removing the helmet.

Our mutatns then made their plans to attack the six soldiers resting in their barracks. Rex charged into their room and leapt onto the table where the soldiers were sitting around and released his paralysing gas; all but one of the soldiers were felled by the gas, and when he tried to reach for his rifle he was knocked out by Rangup, who wore a gas mask he scavenged earlier. After searching the belongings of the soldiers for loot, our mutants exited the chamber from the door at the other side of the barrack.

The door led to a long corridor that led to a large chamber with a domed roof. Here they could see the metal beam once more piercing the roof of the chamber and through a large machine on the floor of the room. Pipes led from the walls to and out of the machine, which a few soldiers were repairing. When they noticed the mutants, the leader of the officer cried out an order for his men to attack.

Vik charged into the chamber first, and using his mutant power disintegrated the leader, and then fell unconscious himself from exhaustion. The other mutants followed, and after a hard fight managed to dispatch all the soldiers.

But before they could rest, the chamber began to lurch as the machine on the floor began to hum rhythmically. As our mutants struggled to keep their footing, they realised that the Titan was moving!

Kong hoisted the unconscious Vik over his shoulder, and together the party returned to the helmet room, where Tom once again put on the helmet. Once more he saw through the eyes of the Titan, and found that the Titan had waded into the sea. But as soon as the helmet had rested on Tom's head, the Titan stopped moving. This time, Tom found that he could control the movement of the Titan. He turned the Titan around, and walked back to shore. It took the mutants no time to decide that they should walk the Titan all the way back to their village, and use it as their new base.

Prepping and Running the Game

As Season 3 of our Savage Gamma World campaign follows the story of our previous campaign closely, I have decided to continue the numbering for our session reports.

One new thing I am trying out for this season is the use of a Mutation Deck to quick-generate new characters for players joining the campaign. I give a player a choice of playing a mutant human or a mutated animal, and a choice of psychic or elemental power (those are the choices provided in the cards). They draw two cards for the base mutation type and have the choice of one, then a choice of drawing two power cards in any combination and keeping one.

The scenario is from the OSR zine Knock! #1, and was originally more fantasy in flavour than sci-fi, but as with Expeditions to the Barrier Peaks showed us, genre-mixing was present in the early days of the hobby, and is something embraced by the current OSR community.

I was quite happy that the players managed to gain control of the Titan at the end of the session and wanted to use it as a home base for their village. However, they understood that a fully functional mecha will make them overpowered, and accepted it when I said that the Titan will run out of power once it reaches their village. They did ask about finding someone with the knowledge of reactivating the Titan and bypassing the lock on the rifles, which delighted me as now I have two story hooks and threads to use for future sessions.

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 riot 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 on 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 (Updated)

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

  • Rangup

Mutated chameleon-chicken with the power of Precognition.

  • Rex

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

  • Tom

Mutant human with wings and the psychic power of Domination.

  • Vik

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

  • Xi Xi

Mutated snake. Powers: Venomous Bite, Clairvoyance. 

  • 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.