Showing posts with label MF Campaign. Show all posts
Showing posts with label MF Campaign. Show all posts

Sunday, May 15, 2011

Mutant Future Campaign Session 3

 Going through my files I realized, I never posted my write-up of Session 3 of my Mutant Future Campaign, Oops..not to mention I haven't posted (or written up) any of the sessions after that.  Double Oops...
So here is the very late write-up of Session 3 of my Mutant Future Campaign.
     Quick Link to Session 1
     Quick Link to Session 2

     After more travel, still slowed by the unconscious Bishop, the party heard noises around a ruined building up ahead, and smelled something that smelled like an unwashed beast. Whatever was ahead of them the heroes were at least downwind from it. Creeping up as quietly as possible, Tink and Sherman spotted a Goatlord. Natorg with his terrible eyesight couldn't see much of anything beyond 50'. The Goatlord was probably the one that had ran away from the big fight the night before. Natorg, after consulting with Helena the dancing hula goddess, came up with a plan. He'd climb up the building and get the drop on the Goatlord they'd spotted, they figured there were two over there from what they could see and hear, Natorg had a poison touch attack he would use, hoping to drop one of the Goatlords while Tink and Sherman would attack from the side.

     Tink and Sherman moved into position as Natorg quietly climbed the ruined building and crept across the roof towards the Goatlord below. As Natorg got into position, the smell of unwashed beast grew stronger, peering below, he realized they may have made a miscalculation, there were three Goatlords below, one looking like the one that had fled the big battle the night before, BUT there was also another one of those reptile hounds, as well as, a very large Mutant Boar, that was apparently being used by the goatmen as a mount. It was currently unmounted, but was wearing a saddle and harness. Realizing he might be spotted at any minute, Natorg opted to continue with the plan with a slight change… He leapt off the building onto the Riding Boar's back attempting to attack the beast with his poison touch mutation. While his poison attack was unsuccessful, he did land square on the boars back spooking the beast! Natorg held on for dear life as the enormous boar charged out, knocking over a Goatlord and the repti-dog. Tink and Sherman launched their attack, surprised by the boar running amuk but not wanting to lose the advantage of surprise, they quickly attacked, the injured goatman was taken down quickly, and the repto-dog driven back. Natorg somehow managed to get control of the Battle Boar, and steered it back into the remaining Goatlords, apparently they hadn't treated the beast very well and it was all too happy to tear into them with an almost gleeful ferocity. With Natorg leading a mounted attack, the party quickly eliminated their foes. Only the scaley hound survived wounded but alive it fled into the ruins. They looted the Goatlords, but were disappointed with the minimal loot that they found; this group was obviously a scouting party that had just met up with the lone survivor of their raid on the Goatlord base.
     Natorg, spent a bit of time bonding with the boar, he fed it some rations and gave it some clean water. Natorg quite quickly found he had made a new friend. He named the mutant boar Fido. With renewed vigor they set back out on the trail. Fido even allowed the still unresponsive android Bishop to ride on his back; this sped up their time considerably.
     While they were indeed making much better time now, Bishop being incapacitated had slowed them down considerably, the wheelchair had helped, but having to use it had required them to take a slightly different route than the one they had previously taken, the one Sherman had mapped out both in his head and on paper. Tink wasn't happy either, they had covered the manholes and other sewer access points before on their way to rescue Brother Thomas, now they were in unfamiliar territory, Trog Territory and nightfall was fast approaching! Maybe it was just their imagination but they could swear they could hear rustling from below their feet. They scanned about desperately for a suitable place to camp (hide) for the night. Even Fido was sniffing the air, his ears laid back. Finally they spotted an old church that seemed to be fairly intact, at least compared to the surrounding buildings. Even a bit of the stained glass was still lingering in the windows of the old house of worship. Quickly they went inside; luckily the main front doors were large enough for even Fido to fit through, while he didn't rush inside he wasn't too hard to convince to go inside. Whatever he smelled outside in the coming night air definitely had him spooked. They hurried inside and closed the heavy doors behind them, desperate to put something between themselves and the night dangers outside.
     As they entered a few rats scurried about.  It seemed at some point someone had tried to fortify the church, pews were stacked against the windows, and some windows were even boarded up, though it all looked to have been done a very, very long time ago. They looked about in the gloom.  Fido couldn't go far into the old church and Natorg spoke soothing words to the beast, calming it.  Both Tink and Sherman were impressed with how quickly Natorg had bonded with the beast.  Battle Boars were known for being temperamental and moody under the best of conditions, yet Fido and Natorg were already becoming fast friends.   Tink noted the main altar of the church was not only intact but remarkably clean.  Not a bit of dust or debris was around it.  While rat droppings were visible all about the old church none were near the vicinity of the old altar.  It even appeared to have been swept very recently.  Sherman found a door leading below to the cellars, opening it he saw only darkness below, though the sounds of rats were quite apparent both below and in the walls.  Brother Thomas looked about the ruined church and muttered something that sounded like…Catholic…but he didn't elaborate and the others were too concerned with their current situation to ask what he meant. Dropping one of the glowsticks, they had "acquired" from the Goatlords, into the dark cellar they saw the stairs below had collapsed and the floor down below was swarming with Rats!
     A shudder went down their spines. Tink and Sherman discussed their situation, darkness was upon them and they could hear the distant baying, howling of Trogs carrying across the night air. While the rats could be a problem, they knew that to travel at night in the heart of Trog territory would be suicide. Even with Fido, they'd never make it. The beast couldn't carry them all anyway and Bishop while showing some signs of improvement was still unresponsive. They placed the unconscious android into a small closet area (Brother Thomas said something about confessional??) and they prepared for the worst. They convinced Brother Thomas to hide in the altar, knowing if he was lost the whole mission would be in vain. Natorg managed to turn Fido around so that he faced the large entry doors. They tried to barricade the entrance further, but knew in their hearts if the Trogs caught their scent, they'd be hard pressed to keep the nocturnal mutants out. As they did all this, the sounds of the Trogs grew louder, Fido snorted nervously, the beast seemed to have quite an enhanced sense of smell, and whatever was about was spooking the large boar. Tink in spite of their circumstances was curious about the altar. Someone had maintained it…but why? He noted there was an offering plate on the altar. He absently fiddled in his pocket found a few old coins and placed them in the offering plate. Sherman thought the gesture odd, but had bigger concerns. They both then did their best to bar the cellar door below, fearing what might come up from below, while they hoped to somehow make it through the night without incident.

     That was not to be, had Fido with his beastly animal odor not been with them perhaps the Trogs might not have found them, or maybe it made no difference. Regardless, the Trogs found the small band of heroes, the heroes shuddered, coming from all across the ruins, they could hear howling, scraping and clawing. Fido snorted nervously, wanting to bolt but Natorg kept the beast calm. Sherman risked a peek through a crack in the ancient walls of the old church and spotted several of the creatures skulking about just outside, with even more visible across the street. Many were pouring out of a manhole just a short ways away. It wouldn't be long now!
   To be Continued...                                           

Sunday, February 6, 2011

Big Trouble at Moldy Niche!

Here's some more teaser pics from my Mutant Future Campaign
The Goatlords have made a move into the ruins near the community of Moldy Niche.
     Not only are they are back, this time their packing some heavy firepower! With their lasers and auto-rifles they drive off the Slough Elves that dwell near the Drowned Plaza...
                                                                                                              
                                                                                                               But What's THIS??  Mirelurks!!

The Slough Elves have called in their Mirelurk Allies, or maybe the mutant crustaceans were just hungry!

Should be one heck of a fight!

Sunday, January 30, 2011

Teaser pics from my Mutant Future Campaign

The Community of JymsWard
"The Mean Greenies" : Mutie Raider Gang

Beastman stopping in for a new Tattoo and some reading material

Saturday, January 29, 2011

Simian Saturday: King Kong Knievel

King Kong Knievel

Str: 16         Mutant Gorilla

Con: 13      Alignment : Neutral

Will: 10       AC: 6 Hit Points : 62

Dex: 12       Level : 2

Int: 15 (+5 Tech Rolls)

Cha: 11

Mutations : Increased Balance, Increased Touch (+10% to tech rolls), Force Screen (this has saved his hairy butt from some bad accidents!)
Special Abilities : Skilled with driving/riding vehicles of many kinds. Fairly good mechanic, especially with ancient motorcyles.
Weapons & Gear : Stunt Cycle that he is constantly tweaking and tinkering with, mechanic's tools, miscellaneous gear. Tends to avoid weapons and such, he'd rather "ride away to entertain another day!"
    
An accomplished Stunt Cyclist, the mutant gorilla known as King Kong Knievel makes a living visiting the different wasteland communities and wowing the locals with his riding stunts. Many of the simple folk have never even seen a vehicle of the ancients so his stunts are even more impressive to them. He used to have a regular act at CageTown, but after a falling out with the local (mob) Boss; Tobias Whale he took to the travelling circuit, often visiting Gaxville, JymsWard, Wormhaven and other areas. The money isn't as good, but "still breathing" is even better. He could honestly probably make a better living putting down permantent roots and opening up a mechanic/bike shop but he loves the roar of the crowd, can't stay anywhere for long and is an adrenaline junky in the worst way.

Please note, I found the above picture on the net, with the title King Kong Knievel, don't know anything else about the actual stunt rider, thought he would make a good NPC for my Campaign.

Saturday, January 22, 2011

Mutant Future Campaign Session 2

      The flu has thrown me off on posting my Mutant Future Sessions, not to mention I had to cancel the last game because I was still sick.  It's pretty long and probably overly detailed but several of you have commented you enjoyed the first write-ups about the campaign so here goes...

Mutant Future Session 2
     Our trio of heroes barely paused to congratulate themselves on their rescue of Brother Thomas, while the old school and former lair of The Goatlords burned to the ground behind them, they gathered (looted) what gear they could from the fallen goatmen, a few axes, and rusty blades, and smelly hide armor. They'd hoped to search their enemies' lair more thoroughly but the fires kept them from doing a thorough search of the old school; however, they did recover a functional gas mask and several pieces of ancient jewelry from the Goatlord's hoard, as well as, the Kevlar armor worn by the laser wielding goatman. Tink quickly laid claim to it and the pistol, when he found an additional energy clip in The Goatlord's belt he gave a whoop!
     Meanwhile a short distance away an old manhole cover slid aside. The faint scraping metal sound unheard by the heroes. Cautiously, carefully something emerged from below. A bright yellow gloved hand could be seen, followed by…a small hula dancer, affixed to an old motorcycle helmet, soon a humanoid figure crawled out of the hole and looked about blinking in the waning sunlight.
     Nearby Brother Thomas the healer tended to both Tink and Sherman's wounds, both had taken quite a beating. Bishop unfortunately was in bad shape, he was unconscious, Brother Thomas said his talents only worked on living creatures not robots or synthetics. Tink and Sherman tried to help him, but the ancient tech that made up the android was beyond both of their talents to repair, or barely even understand. The group could tell Bishop wasn't dead, Sherman theorized some kind of "reboot" was happening. Not that he really knew what a "reboot" was (he'd heard a travelling Programmer back home use the term and it sounded technical enough for him to use now). They unfolded the hi-tech wheelchair that they had found earlier and put Bishop in it. It would slow them down, but they couldn't just abandon their friend.
     Natorg could tell immediately that he had come upon the scene of quite a battle. By the look of things he had only just barely missed it in fact. The former lair of the Goatlords was burned to the ground, the bodies of several goatmen along with a dead scaley hound lie scattered about. He cursed his poor vision, in the tunnels it hadn't been such a burden but up here on the surface he soon realized it would be a problem. He could make out movement in the distance, clutching his sword, he wasn't alone!
     They spotted a lone individual making his way up to the carnage. He wasn't a Goatlord, actually he looked like a human, well a mutant human anyway, his skin seemed to have an odd sheen about it and by his wardrobe he wasn't from "around here". Sherman cautiously approached, a dialogue was engaged and an alliance was formed (Sherman can tell when someone is lying; one of his innate mutant gifts, so he was the perfect choice to check out this newcomer). Natorg joined the group of heroes, he spotted Brother Thomas, or the person he figured was the healer…the man going around healing people. He'd join these warriors, make the trek with them to Gaxville and then see how his fortunes might change. They'd need his help to make it back to Gaxville, safety in numbers don't ya know.
     But first they'd need to camp somewhere; at least one of the Goatlords had escaped during the fight, who knew if he had other comrades nearby that might be plotting revenge. Tink paused for a moment something had caught his eye in the distance, out of the northwest something moved along the skyline, darting between buildings. Natorg thought he heard a flapping noise coming from the same direction. The fire and smell of burned goat would no doubt attract predators/raiders or worse….
     They began to make their way to the northwest of the burned buildings, towards the direction that they had came in, several of them (except for Natorg) spotted trouble ahead. Several winged, orange scaled apemen were moving in their direction. It was difficult to tell how many as they bobbed and weaved in and out of the ruined buildings. They weren't so much flying as leaping from rooftop to rooftop, rubble pile to rubble pile. Before long they were surrounded. The apes didn't look too happy, but it was hard to tell. Tink readied for combat, but Sherman thought a more diplomatic approach might be worth trying. The apes didn't immediately attack, they seemed more curious than anything else, but cautious, when one spotted Tink wielding the laser pistol formerly used by the Goatlords, they entire pack got riled up and bared their teeth. With Sherman's prompting Tink lowered the laser pistol (he hadn't quite mastered how to use it anyways). Sherman theorized that these orange scaled apemen had experienced run ins with the Goatlords and their laser pistol before. Brother Thomas knew little of this area and wasn't much help, though he proposed a peaceful solution was always preferable to violence. Bishop sat in the wheelchair oblivious to what was happening. Natorg thought he'd heard of these creatures…Gargorangs he believed they were called and he thought they laired in a large ruined tower not far from here but he knew little else.
     Sherman attempted to engage in a parley with the group, he offered them the bodies and remaining stuff on the ground to the Gargorangs in exchange for letting the party leave the area without a fight. There were some tense moments, but eventually the Gargorangs agreed, and the orange scaled apemen proceeded to enjoy a feast of barbecued goat! The party moved away from the area, but seeing as how night was approaching they found a nearby intact structure and sheltered down for the night, although they were well aware that a Gargorang had perched itself on the roof of their building to keep an eye on them. Watches were assigned and the group bedded down weary from their day's adventures.
     Later that night during Sherman's watch he eyed the apemen cavort about enjoying their feast of barbecued goat. The orange apes seemed to be quite enjoying themselves. Apparently there had been some bad blood between these two "peoples" and the Gargorangs were more than happy to celebrate their enemy's misfortune. Then Sherman spotted a fearsome looking beast perched on a nearby building directly over the Gargorangs. The scaley apemen seemed completely obliviously to its presence. Sherman realized it was only through his enhanced mutant sight that he was able to detect the creature. It was apparently invisible to normal eyesight. The enormous mutant winged worm was perched on a ruined wall, getting ready to apparently pounce on one of the Gargorangs. Sherman later learned from Brother Thomas it was called a Blight and was a terror of the wastelands. Sherman didn't know what to do, he was thinking of crying out a warning to the apemen, although they were quite a ways away from him, but before he could act, the Blight struck with amazing speed unleashing a bright blinding light as it attacked, the other Gargorangs shocked and surprised briefly saw the mutant worm as it attacked one of their number then both it and its prey were gone in a second. When the apemen recovered they vainly tried to find their comrade, but he had been taken away in the dark night. The party huddled in fear for the rest of the night, posting an extra watch, they didn't know if more Blights were out there or if the Gargorangs might turn on the party in anger, frustration. Neither happened, and dawn finally arrived. As dawn marked a new day, and renewed the need to get back on their hurried return home they set out, the apemen were long gone, nothing remained of the goatmen or their gear. The group traveled for several hours, pushing Bishop along in the wheelchair slowed them down and forced them to take a slightly different way back but it couldn't be helped, they couldn't leave their android companion behind.
     After a couple of hours travel through the ruins, the group hear some sort of noise coming from up ahead. A cantankerous cursing can be heard followed by the braying of a…mule?!...followed by more cursing and more braying…. Cautiously they creep up and are taken aback by what they see. A large roughly humanoid(ish) crab was pulling the reins of a pack laden mule, trying with minimal success to get the beast of burden to move. Sherman noted the ornate, heavily customized black powder pistol holstered at the crabman's "waist", as well as, other bits of gear some of which could be hi tech weapons. Conversation ensued and the crab man introduced himself as Trader Crab.


     The group got along quite well with the mutant crabman. In exchange for the gems and jewelry taken from the goatlords, the heroes got some needed gear including a damaged nail gun rifle (that Trader Crab said once belonged to a member of the Nailgun Disciples Gang) and an extra power cell for Tink's laser pistol. The big deal maker however, was when Sherman offered Trader Crab a copy of the map he had made showing the way through the Maze, including the safe areas where they had blocked off access to the Trog tunnels. The appreciative Trader offered Sherman some damaged but useful Kevlar armor. They talked about the different gangs in the area, and remembering their mission parted ways with the Friendly Trader.


End of Session 2 (Part I)

 Tune in Next time for...
The Return of the Goatlords!, Trog Terror!, Come here Fido! and The Church of St. Vermayne!

Saturday, January 1, 2011

Brother Thomas, a man of Healing

Thought I'd post an NPC from my Mutant Future Campaign.  He has been central to the events of the past three sessions so I thought I'd put him out there for you.

Brother Thomas

Str: 11                     Pure Human
Con:15                    Alignment : Lawful
Will: 13                    AC: 7 Hit Points : 85
Dex: 14 (-1 AC)      Level : 3
Int: 17 (+10% Tech Rolls)
Cha: 15
Mutations : None
Special Abilities : An accomplished healer, even without access to his medical bag he can perform feats of healing beyond the common man. He has such an aura of peace about him that wild animals must make a Will check in order to attack him (mutant animals are not affected by this ability).

Weapons & Gear : Monk's robes, waterskin, backpack, rope belt, rations, Medical bag (filled with various healing devices and supplies depending on the needs of the Mutant Lord), various healing herbs and such. Any other tech he finds he quickly trades off for more medical supplies.

     Known throughout the ruins as a man of healing and peace, Brother Thomas is a member of the Healers Cryptic Alliance an order of healers that can trace their roots back to those few men of healing that survived the great apocalypse and took vows to provide help and healing to the surviviors of that dark time. Though limited in number they are respected and valued wherever they go. It is said that even savage wild animals will let them pass by unmolested. Only the most deranged or vicious of raiders and mutants will harm a healer, for none wish to be denied the near magical touch of these wandering priests.
     Brother Thomas is the epitome of the values of his order. It is said he has never raised his hand against another, whether it be mutant, pure strain or otherwise. If he suffers from any prejudices he has never shown it. While a man of peace he is no coward, recently when word went out that a distant community was dying from Crimson Spotted Fever, he set out alone to make the journey to save those he could. None would accompany him for fear of the disease.

Friday, December 31, 2010

May the Blessings of the Hula Goddess be upon you!

 One of my players couldn't make the first session of our Mutant Future game, you know the one-shot that has now gone on for three sessions : ) So I worked him into the second session (summary of that one to follow soon, I hope) anyways I thought I would give you his background just to add a bit more info for those of you who might be interested in our Campaign.


The below events took place during the events of session 1. 
     Natorg (pronounced NAY-torg) listened intently to the trader's words... while he couldn't see him very well (with his diminished eyesight he couldn't see much beyond 50') his ears were fine, some would say even better than most. "Red Spotted Fever had broken out over in JymsWard and everyone knows you die from that. To make things worse a Healer that went to help was kidnapped by The Goatlords! Yeah, JymsWard  was in a bad way, shame theres some decent folks livun there". Natorg wondered what toast was for a bit, but cast the thought aside as he made up his mind, he knew where the Goatlords lived, it wasn't that far away actually, if you took the right tunnels, he'd slip in and maybe just maybe he could rescue the Healer! He'd be a hero, and then maybe his people would let him sit at the fireside and share the choice cuts of rat meat and fungi bread! He couldn't help that his skin was deadly poison to most, why they held it against him, he just couldn't understand.
     Natorg geared up, made sure his latex yellow gloves were intact and untorn (wouldn't want to accidentally poison the healer!), the moto sickle helm handed down from his grandfather on his head complete with his sell fone com unit headset (Hork said it was broken, but what did that idiot know, the hula goddess said he was jealous and the hula goddess was always right), he made sure the pride of his possessions the sacred, blessed hula goddess was securely fixed atop his moto sicle helm. Natorg prayed to her and she talked to him through the sell fone. Yes this was the right decision. He strapped on his short sword, (the others wouldn't let him have anything better than that) and headed out for adventure!!

                         Campaign info on Ghetto Hall
                                     
                                         Ghetto Hall
     Several days travel to the west of Gaxville beyond The Mazes and "safely" below the eyes of the various gangs and mutant monsters that fight for control of the ruins above lies Ghetto Hall, a small underground community of mutant humans, although calling it a community is a bit of a stretch, the community is located in an old tunnel of the ancients (fortunately if the tunnel ever connected to Trog Territory that section has long since collapsed). They survive by fungi farming, and supplement their diet with any rats, and insects that they can catch. On rare occasions a trader will stop in to see if these tunnel dwellers have uncovered any bit of useful tech for trade. Unknown to most the community also has a water supply that is only "partially" polluted.  The "Leader" of Ghetto Hall is Hork the Hairy, leader mostly because he is the biggest and strongest, he proclaims his undying love for the mutant female Scaleface, although she thus far has done nothing to encourage his advances.  Scaleface is popular with the tunnel's denizens, should she ever agree to become Hork's bride that could change things in Ghetto Hall dramatically.

I worked up Ghetto Hall and the info about it, however gotta give my buddy Michael credit, he worked up his character concept (including worshipping the hula goddess via his broken cell phone) on the spot from the random gear that I had him roll for, I use some crazy tables to see what kind of stuff they have just to add to the feel of the game.
Good Gaming -B

Thursday, December 30, 2010

Mutant Future Campaign Session 1

 It's taken me forever to finish this up, I posted the campaign Introduction  awhile ago, you may want to reread it so the below session makes a bit more sense. Now I'm two sessions behind on session summaries.  I went the very detailed route for this one, will probably go a bit more streamlined for future ones.  Anyways here it is sorry for the delay. 

Mutant Future Campaign

Session 1
November 7, 2010

     With sickness quickly overwhelming the community, the elders (most of whom are quite ill themselves) are only able to find three individuals able to make the journey. The community’s two resident mutant plants (apparently immune to the disease); Cactus Jack and Prickly Pete wanted to go on the journey as well, but the elders decided someone must stay behind to man the walls and keep the beasts and monsters of the ruins at bay. The trio chosen by fate, more than anything else, consist of Bishop a chameleon skinned android of the ancients, Tink R. Bell a mutant human with a powerful damage turning ability and an uncanny knack for rigging technical weapons and gear and Sherman a mutant human with a quick mind and unfailing sense of direction (perfect to get the party through The Maze), don’t ask about his prehensile tongue.
     The group will set out at dawn with what weapons, gear and provisions that could be spared. They understood that time was of the essence, if they can’t get back in two weeks, they won’t have a home to come back too. Before departing Sherman spent time with the community’s lead scout Krash Helmut, who although too sick to make the journey himself, gives detailed instructions on how to find The Goatlords’ lair. Sherman sketches out a map and takes supplies to aid them on their quest, making sure he has his trusty Ball Peen Hammer packed. Bishop, is a relative newcomer to the community, he was found trapped under the debris and rubble of a ruined building by a recent scouting expedition into the wastes and was reactivated by the community’s Chief Examiner; Caractacus Potts. Bishop has no memory of his “life” before but serves the community loyally. He is presented with Caractacus’ own black powder rifle and a “brace” of Pub Darts to help with their mission. Tink in cooperation with Sherman used his mutant enhanced tinkering skills to maximize the most damage potential from all of their weapons. Tink also works on Sherman’s armored “coat” of scrap metal, mesh and bits turning it into something a bit more wearable and functional. Tink wearing his biker jacket and waving his family heirloom Cricket Bat into the air states that they are ready to depart!
     After being out for just a short time, the party, of would-be heroes soon runs into trouble. Upon approaching Rubble Towers, they were soon in combat with not only a massive mutie lizard but a giant Radscorpion as well, Bishop proved to be a terrible shot with his black powder rifle, although it made for one heck of a loud boom echoing throughout the ruins. The lizard leapt off of a nearby tower and Tink kept himself from becoming lizard chow only through the last minute use of his damage turning ability which caused the mutant lizard to severely damage itself. The party quickly positioned themselves between the lizard and the scorpion which led to the giant scorpion to opt to dine on the injured lizard instead of the party. The scorpion drug the lizard carcass off for eating. But before the party could congratulate themselves, a hulking scaly mutant humanoid leapt from a nearby tower and finished off the scorpion and then turned its attention to the group! They threw everything they had at the fearsome beast, even calling upon the sacred purple goddess to aid them (The d30 that I allow them each to roll once per game)! After suffering a good bit of damage, and Sherman coming within inches of certain death they finally defeated the beast. What it was for certain none knew (well I knew, it was an Abominite, and in reality it was a juvenile one! *evil grin*)
     All three decided harvesting the Scorpion venom was a good idea and managed to get enough to coat their arrows fully (the group had been given two longbows and a rather limited number of arrows by the community elders before departing). While Tink did this, Bishop was able to harvest enough of the scorpion’s busted hide to rig some carapace bracers for himself. Sherman meanwhile exhibited a mutant power the others didn’t know he possessed; he quickly healed himself of all the massive damage he had suffered.
     Satisfied they resumed their journey. Heading deeper into the ruins and rubble, it was only Sherman’s innate direction sense that kept them from getting hopelessly lost. Along the way when time permitted they scavenged here and there, finding a bit of copper wire, some metal scraps etc. Time was of the essence so they tarried none the least. At one point they found a well made and curiously rust free wheelchair, with a human skeleton lying on the ground nearby. The wheelchair had an embossed “X” on it. Tink and Sherman studied it and found it could collapse into a small handy size for ease of carrying; it seemed to have a solar energy source too. They packed it away and kept moving. Tink and Bishop continued to be impressed with Sherman’s ability to navigate the ruins, where they saw only endless rubble he seemed to clearly be able to discern a path.

     The day progressed; occasionally a rat or other unseen beast scurried about in the ruins. The rubble became more and more difficult to travel, yet Sherman kept to the path. Moving ever closer to their destination they avoided a web-filled alley, giving a shudder at the humanoid shaped forms encased in the webs hanging far overhead. Picking their way through the ruins and rubble they soon found their path filled by a low hanging purple fog-like haze that emanated from the sewer grate of a nearby building. Bishop cautiously entered the mist, guessing his android form would protect him from whatever effects it might have. Using his Android enhanced senses he analyzed the mist and determined it was in fact some form of hallucinogenic gas, harmless to him, but definitely a problem for Sherman and Tink. Another way around would have to be found. Bishop proceeded to move through the mist, unfortunately the purplish haze obscured a nearby open manhole and a cluster of amoebae-like ochre tentacles lurched out and tried to grab the android, he managed to barely leap out of reach of the beast. Realizing being on his own was quite dangerous, Bishop quickly got out of the mist and worked to regroup with the others. Tink and Sherman picked there way along a different route detouring through several collapsed buildings but were luckily once again able to stay on course thanks to Sherman’s innate sense of direction.
     With the trio together again they continued their journey, darkness was fast approaching, and Sherman in particular was concerned about being out in the open at night, maybe it was from his conversation with the community’s scout, but everyone agreed that secured shelter was a must. With dusk upon them they finally found a suitable building to camp in for the night. An old Quickie Mart of the Ancients, still fairly intact, at least compared to the other buildings nearby. They quickly worked to secure it and fortify their position moving old shelves and even an old aisle cooler to cover the door and windows. They found an old box of nails that Sherman pocketed as well as some other bits and bobs. Not wanting to risk a fire, they huddled quietly in a back corner of the building behind an old freezer; they set up watches and tried to rest. During the night they heard eerie sounds outside, risking a look, Sherman and Tink (both able to see in the darkness) spied two hunched over scaly grey humanoids creeping about in the street, the humanoids were tearing into the corpse of a goatman. The trio watched the grisly meal in silent horror; eventually the two humanoids dragged the remains of the goatman down into a sewer hole and disappeared. Shuddering the trio kept extra quiet for the rest of the night; none of them slept soundly knowing what was lurking just outside in the shadows.
     At dawn they headed out again, Tink suggested they cover any manholes or notable sewer entrances with rubble and debris; everyone thought this was a good idea. It ate up a bit of time but if they rescued the Healer they’d have to come back this way, and the harder it was for those things to move around the better their odds of making it back to JymsWard alive and uneaten!
     In spite of everything, they were actually making good time. They travelled for most of the day without incident. Stopping only occasionally for a quick rest or meal of dried rations. The ruins and rubble were less of an obstacle and hazard in this area. Less ruined buildings made for faster travel, however it also meant less cover for the group. They were in an area with no visible sewers/manholes, but still began to get concerned about shelter for the night. Travelling onward, they finally found an old ruined bank that was still intact. It was not nearly as secured as the Quickie Mart, but it was the best option available. They fortified it as best they could; the structure had clearly been looted long ago. The vault door was still intact and solid. Tink found signs that someone had apparently tried to blow the vault, but their nearby bones showed they’d only succeeded in blowing themselves to bits. Whatever treasures the ancients had stored therein were still untouched and would remain so for now. They hunkered down for the night and hoped for the best. Just a few short hours into the night the trio was startled by the baying of wolves, they smelled them before they spotted them, a pack of mangy, tumor covered wolves skulked about in the street, on the hunt. Hunkering down behind the ancient freezer, the group of heroes prayed that the wind wouldn’t shift and give away their position. Fortune smiled upon them as the pack of mutie wolves moved off into the distance, apparently unaware of their presence in the old ruined bank. Barely a half hour later, on Sherman’s watch, he noted a large shadowy mass of darkness moving across the street. Using his enhanced vision he realized it was a swarm of rats, but a swarm that seemed to move with a solid strength of purpose. The rat swarm moved as one, acted as one. Stopped and looked in his direction as one then moved off into the night. Sherman shuddered to himself…maybe it was just his imagination, maybe the rats weren’t looking at him at all…Maybe…
     Dawn finally came, not soon enough for some, but with renewed purpose they set out. Sherman continued to map out their progress on the parchment he’d gotten from the community’s scout; Krash Helmut, he wondered if the kindly old scout would still be alive when they returned. Pushing such thoughts out of his mind he looked about and realized they were making better time than had been predicted. They should reach their destination sooner than expected.
     After a half days travel they knew they were close. Cautiously the trio moved forward. By Sherman’s estimation they were right on top of The Goatlord’s lair. And both Tink and Bishop knew that Sherman’s estimations were right on the Domar. The lair was in an old ruined place of knowledge and learning of the ancients, something called a Skool…
     The trio cautiously crept through the ruins surrounding The Goatlords lair, Bishop activated his Chameleon synthetic skin, the others moved as quietly as they could. Several Goatlord sentries were spotted in the outer buildings surrounding the old Skool. The trio had hoped to somehow slip in rescue Brother Thomas the healer and run away from the area. But that wasn't to be. One of the mutant goatmen got their scent and combat ensued! Things looked pretty grim, several goatmen poured out of the ruins, including a big scaley hound (a Rog). The initial wave of goatmen were armed mostly with melee weapons, using the terrain for cover and to confuse their foe our heroes made quick use of the poison that they had harvested from the giant radscorpion. This concoction proved particularly deadly to the otherwise tough goatmen. Several went down in the volley of poisoned arrows unleashed by the group. Bishop had climbed to the second floor of a ruined building and was hiding in the rubble (apparently the goatmen couldn't smell his android form or didn't register his scent as a threat), he hurled several poisoned darts at passing by goatmen killing many. The remaining goatmen engaged in melee with Sherman and Tink. Sherman took a beating, only Tink's mutant Damage Turning field kept him from death. Things were looking better for the group however; most of the Goatlords were down or dead, including their "pet" rog (repto-dog). Then a kevlar armored Goatlord emerged from the top of the old Skool, he bore a weapon of the ancients, some sort of energy pistol and proceeded to fire blasts at the now exposed android Bishop. The ruins Bishop were on caught on fire, but Sherman was completely exposed to the armored Goatlord and Tink was vulnerable as well. So Bishop stayed exposed and used his secret weapon and special Illusionary Phantasm (Holofield) Generator that caused the energy weapon bearing goatlman to see a frightening beast of the wastes coming after him. The startled goatman proceeded to blast away at the beast that wasn't there…
     In order to maintain the field Bishop had to remain in place, which meant he was taking damage from the now burning building that he had been hiding in. Just then another goatman emerged from the roof access of the skool a big burly one with a massive axe, he was dragging the bound healer that the group was sent after. It looked as though the beastman intended to drop the poor healer off of the building, or at least threaten too. However before he could do this, Bishop switched the field to make it look like this new burly goatman was the wasteland horror and so the armored goatman started unknowingly blasting his ally. After a bloody fight, the goatmen were dead, Sherman rescued the healer and his medical bag from the skool building now also on fire, Tink recovered the laser pistol and armor, Bishop dropped off the burning building, his illusion field no longer needed. He was alive but badly burned; he wouldn't pass for a human anymore one entire side of his body was visible as being metal the synthetic skin had been burned away. But the healer was alive, bruised and battered but alive. They had rescued him, in spite of incredible odds and even had saved his medical bag, they could still save their community. 

End of Session 1

Sunday, December 19, 2010

Another Successful Mutant Future Sunday!

 We had part three of our ongoing Mutant Future Campaign today.  I'm sorry I'm terribly behind on posting about it.  Will try to get session logs up soon, so forgive me for being a tease, but it was a blast!  Did they rescue Brother Thomas in time? Did they get lost in The Mazes?  Did they make it through Trog Territory in one piece?  and what lies in the Church of St. Vermaine?  
The gang is really getting into it and so am I, wild fun!  I thought today might be the wrap up before we moved on to something else as they had finished the story arc that I had worked up, but everyone indicated they really wanted to keep playing! So continue the campaign we shall!  Interesting how this one-shot turned mini-campaign is turning into a full blown Campaign!  Good Times!
Later,
 B.

Tuesday, December 7, 2010

Mutant Future Campaign Introduction


Mutant Future Campaign

Game Date : November 7, 2010
Introduction:
     The fortified community of JymsWard has long been a bastion of hope and tolerance in a hostile world. Though predominantly human, the community consists of a variety of races; mutant and pure strain, animal and plant, all working together in order to survive in a world gone mad. Located near the heart of a vast ancient ruined city, JymsWard survived when other communities failed. Recently however, a new threat to the residents has emerged, not some fearsome mutant monster from the wastes or some diabolical living metal monstrosity but a more insidious danger, disease! Crimson Spotted Fever has struck the community; even the strongest members have been sickened and affected by this horrible mutated disease. Other towns, villages and communities in the outlying ruins, upon hearing of the outbreak, ceased trading with JymsWard, further adding to the people’s suffering. Cagetown always a rough and tumble place even went so far as to declare any refugees from JymsWard attempting to enter their town would be shot on sight. It was hoped that the Excalions of Knighthaven would be able to help, but those noble lionmen are currently engaged in a fierce battle to contain and drive back yet another outbreak of the hungry dead from Deadside.
     However, not all hope is lost; word reached a travelling Healer, Brother Thomas in the nearby village of Wormhaven of the outbreak, Brother Thomas having the cure to this disease immediately set out for JymsWard in the hopes of saving the community. Somewhere along the way he was ambushed by a relatively new but nonetheless vicious gang of mutant goatmen, that have dubbed themselves The Goatlords, this raider gang is believed to be allied with the Zoopremists Cryptic Alliance, they somehow learned of his journey and kidnapped the kindly healer. Only the most vile, evil and foolish of folk would actually physically harm a member of The Healers, so The Goatlords offered him to the people of JymsWard for an unreasonable ransom. A ransom they simply cannot pay.
     The JymsWard elders desperate, but still holding out hope assembled the few remaining healthy townsfolk that could be spared for a desperate journey. Something The Goatlords would not expect, a surgical strike into the heart of their territory to rescue the healer and bring him back safely to the dying community. They estimate at most the community has six to ten days before the plague reaches critical mass, after two weeks the team has been told there is no point in coming back at all; it’s a three day journey to The Goatlords lair, time is running out!

More to come....

Saturday, February 6, 2010

Partly Cloudy...an (Emo) NPC for Mutant Future

My fellow Tennessean Chris Creel over on the One Consumer's Opinion Blog recently worked up a random name generator for the d10,000!  I gave it a spin and rolled 9,200 getting the name "Partly Cloudy".  I immediately envisioned a wandering mutant emo kid going about the wastelands spreading ...well gloominess and such!  So I thought I'd whip up him up as an NPC for your Mutant Future Campaigns!

Partly Cloudy


Str: 8 (-1)                   Mutant Human
Con: 10                     Alignment : Neutral
Will: 12                      AC: 6 Hit Points : 47
Dex: 14 (-1 AC)
Int: 13 (+5% Tech Rolls)
Cha: 13
Mutations : Hemophilia (D), Control Weather, Empathy, Force Screen
Weapons & Gear : Leather Armor, various daggers, knives, razors.

     The mutant youth known only as Partly Cloudy wanders the wastelands seldom staying in any one place for long. While many communities could use and appreciate his weather manipulation abilities his overall surliness and foul mood cause even the most tolerant of communities to encourage him to leave. His bad attitude even caused the normally quite tolerant people of JymsWard to encourage him to move elsewhere. Though not after the Council tried to get him to use his weather control powers to provide some much needed rain for the community's crops (he refused to help, "I mean...what's the point? anyways..."). His last known location was in the vicinity of Moldy Niche, but even that depressed community will certainly tire of his prescence eventually.
     He gives off empathic waves of depression and sadness and whenever possible causes the local weather to be gloomy. Little is known of his past although some claim he is actually the heir of wealthy nobles, but for some reason he has turned his back on his home and family and prefers to "mope about" the wastelands.

1/1/11 Update   With my Mutant Future Campaign in full swing I've gone back and updated this Mutant Emo a bit to allow for inclusion in my sandbox setting.  -B

Tuesday, December 8, 2009

Six-Gun Gorilla (Mutant Future NPC's)

Six-Gun Gorilla

Str: 16    Dex: 14 (-1 AC)                  Mutant Animal: Gorilla
Con: 14  Int: 11                                 Alignment: Neutral
Will: 12  Cha: 10                               AC: 5 Hit Points: 68
Bite Attack: 1d4
(due to extensive training he is +2 to hit with Revolvers)
Mutations: Night Vision, Quickness (2 attacks per round), Precognition
Weapons & Gear: Bandolieer, Holster, ammo belt, revolvers (x2)

     Found by a kindly relic seeker as an infant babe, the relic seeker, who only went by the name of Johnson raised the mutant gorilla and named him O'Neil. Johnson, was a kind man, and treated O'Neil very well. He also taught O'Neil how to survive in the wastelands. He taught him how to cook and clean, and most importantly how to be a crack-shot with a revolver.
Johnson and O'Neil had a good life, tough but good, that is until one day when O'Neil was out hunting, Johnson was murdered for what he knew about "the great mother lode," O'Neil set out on a path of vengeance. O'Neil strapped on a bandolier, two six-shooters and tracked the murderers across a hundred miles of mountains and badlands. He picked them off one by one, meanwhile discovering he has a talent for banditry. He is given the nickname Six-Gun Gorilla. He was last seen just north of Madge Canyon apparently "working" the trade traffic in and around BarterStation, Guntown and Rockwood.

Based on the character Six-Gun Gorilla featured in the 1939 pulp, The Wizard.

 Thought this guy was just too cool of a concept not to work up for Mutant Future. While not really evil, he could be holding up trading caravans cause he doesn't know what else to do, then there is the whole "mother lode" out there that could make for a great plot hook. -B