Sunday, April 24, 2016

Hell on Earth Reloaded: Campaign Journal Session 4

Real World Date: April 23, 2016

Campaign World Date(s): July 20, 2097

 
The Posse

Jericho is an attractive gunslinger and former actor with a penchant for collecting antique and famous firearms. At some point in his wanderings across the Wasted West over the years, he encountered something truly horrific. Now, only a bottle of whiskey keeps that memory from driving him mad. Played by Jeremy.

Jet Li is a master of Kung Fu fighting with a signature "Ka-Doosh!" power. At some point during his wanderings across the atomic wastelands, he picked up a mutation and now his skin has a metallic sheen to it. Played by Heath.

Mad Max is a Harrowed road warrior with a motorcycle. He tangled with a supernatural horror at one point and is now paranoid about things that go bump in the night. Played by Justin.

Solomon is a templar. Sometime in the past, a fearsome creature nearly ripped off  Solomon's legs and now he walks with an obvious limp. Played by Jeremy.

Tituba is a stunningly beautiful witch and a descendent of Mina Devlin. Played by Miranda.

Tom has wandered the Wasted Waste for years working as a hired gun. Like some other members of the posse, he played too long in the radioactive sandbox and now has a mutation: he has aged prematurely. He has strangely wrinkled skin and unnaturally looking gray hair.  Played by Thomas.

 
Readin' the Sitch

The posse is looking for Jet's daughter, Sarah. They had just "acquired" the Fertility Talisman, a small statue wanted by Dolly, a madam of a house of ill repute in the town of Junkyard. Dolly knows where Sarah is and will give up the info in exchange for the Fertility Talisman.

The posse had just fled the town of Dead Man's Mark with the Fertility Talisman. They had successfully lost their pursuers but had ended up in a Rad Patch, an area glowing green with radiation.

 
The Tell

The Rad Patch and the Attack of the Living Dead

·         The posse found themselves smack dab in the middle of a Rad Patch, a green glowing area of high radiation. Ahead of them was a destroyed bridge. The posse had to either turn around, or drive down the ravine and then up to get to the other side of the road. Then walkin' dead came shuffling out of the darkness. Max gunned the engine and headed into the ravine.

·         The walkin' dead were everywhere. They leaped onto the car, smashing windows, and clawing at the posse members. Max was severely wounded. A zombie got into the car and savaged Tituba. From the amount of blood and gore, the witch was presumed dead. However, with a mighty heave, the witch pushed the undead monstrosity off of her and emerged intact. [Miranda played the "Send in the Clones" Adventure Card.]

·         Tituba jumped into the front seat and pushed the accelerator. With a scream of spook juice, the car shot up the ravine and reached the open road. Tituba kept the pedal to the metal. The posse pushed the  walkin' dead out of the car. Other walkin' dead flew off the car as it roared down the road.

·         Poor Solomon the Templar did not survive this encounter. The radiation caused his head to expand to the point that it exploded, showering the rest of the posse with brain matter and gore. [Jeremy rolled Snake Eyes to resist radiation poisoning, which lead to a draw from the Mutation Deck. He drew a 2, which meant death.]

Junkyard and a New Mission

·         Jet and Tituba went to the House of the Rising Sun and gave the Fertility Talisman to Dolly. The madam told Jet that his daughter was in Silver Town, home of the Black Knights, an organization of fallen Templars. He might find more information from another madam, Gigi, at the Red Garter in the steading of Jerrod's Strip. She then seduced Jet. 

·         Ike Taylor called the posse to his office with a job offer. A young woman and an attractive man with a brace of pistols strapped to his chest was there as well. The woman was Joan, leader of the Church of the Atomic Revelation. She was a mutant with four arms. The man was Jericho, whom Ike wanted to go on the mission. [Jericho was Jeremy's replacement character.]

·         Joan explained that the Church used to have a number of chapels scattered throughout the Wasted West. They had served as sources of information for the Iron Alliance. However, most of the chapels were destroyed during the Harvest War. The chapel in Carson City had been destroyed the Cult of Doom, an organization of mutants dedicated to killing norms. 

·         Joan had one remaining contact In the steading of Carson City: a blind man by the name of Alexander. His last message was that something big was going down, and he needed help. Ike doubted the posse's ability to succeed, but he had no other options. He offered them a rent free three room apartment with free water and electricity as payment. They would have a 7 day supply of spook juice as well for the trip.

·         Both Jerrod's Strip and Silver Town were on the way to Carson City.

Attack of the Freaks

·         The party headed out on I-80. They soon ran into a road block set up by the Freaks, a road gang made up of mutants. Raiders appeared on cliff tops on both sides. A couple of trucks emerged from hiding to block their escape. Despite being outnumbered, the posse decided to fight. Things did not go well. Max and Jericho were both shot and taken out of the fight. Tituba was hit as well.

·         In desperation, Jet climbed a cliff to engage some of the Freaks in hand to hand combat. Then, even more desperate, he grabbed a Freak and then leaped from the clifftop onto the car holding the leader, using the Freak to cushion his fall.

·         Tituba, just as she had during the encounter with the walkin' dead, jumped into the front seat and hit the accelerator. She drove out of danger.

·         At this point, Tom showed up just in time to save the day. He hid and waited until all of the Freaks had gathered around their leader's car to deal with Jet. Then he sent a flaming arrow into the fuel tank.

·         Every last Freak died in a mushroom cloud explosion of spook juice. Amazingly, Jet walked out of the blast area, a little cooked, but otherwise fine. [I messed up the Adventure Deck and Thomas ended up getting dealt, "Send in the Clones" again.]

Jerrod's Strip

·          The posse proceeded to Jerrod's Strip. This steading had a small airfield and a single prop plane that Jerrod flew to such places as Junkyard and Silver Town.

·         The posse soon learned that the steading had a problem: Tyrone and Rozz, young, star crossed lovers, had fled to Jerrod's Strip, and were hoping to make it Junkyard. Tyrone Gigi, the owner of the Red Garter Casino and Whorehouse (she wasn't much for subtlety), was hiding the pair.

·         Tyrone was a norm and the son of "Colonel" Jebidiah Dean, leader of the Rebel Reavers, a Civil War confederate army themed road gang. They were dedicated to racial purity and the enslavement of mutants.

·         Rozz was a mutant and the daughter of Cat Skinner, leader of the Stormfront, a road gang of mutants.

·         The Rebel Reavers had already arrived. The Stormfront gang was on its way. There would soon be a war and Jerrod's Strip would be ground zero.

·         The Rebel Reavers had set up a rocket launcher on some bluffs near the airstrip and threatened to shoot down Jerrod's plane if it took off. Jebidiah would rather his son be dead than married to mutant scum.

Max Terrorizes the Steading

·         Things went slightly off kilter when Max started terrorizing the town. For unknown reasons, he wanted to know where the star-crossed lovers were. There was a locked door and the road warrior was sure that's where the lovers were hiding. He threatened the bartender at the Red Garter, wanting the door unlocked. He then threw the bartender into the locked door, nearly killing him. Luckily, Tituba was able to use her healing magic on the innocent man.

·         The patrons of the Red Garter surrounded Max, overpowered him, disarmed him, and tied him up. The posse was able to talk their way out of the mess. They offered to take care of the Rebel Reavers free of charge.

·         [Strangely, Max's Manitou did not cause this chaos. Justin role-played this on his own.]

The Acid Queen and Her Dragon

·         Gigi sat down with Jet and told him that Sarah was indeed in Silver Town. Sarah was also the Acid Queen. She rode Spew, a dragon that spit acid instead of fire.

·         The posse also learned that the Black Knights were fallen Templars. They wanted to rule the Wasted West, and so became typical warlords and gang leaders. They were eventually kicked out of the Templar organization. The fallen Templars donned black tabards with red crosses and called themselves the Black Knights.

The Rocket Launcher

·         The posse decided they would take out the rocket launcher. In the dead of night, they snuck up onto the bluffs. They located and surprised a dozen or so Rebel Reavers. Tituba distracted the men. Max snuck into their camp and made off with the rocket launcher. Then the posse snuck off into the darkness.

·         The posse returned to the Red Garter with the rocket launcher. Jerrod and the star-crossed lovers got into his plane. He taxied down the runway and took off into the night, flying for Junkyard.

Slave Boy

·         Happy with the posse's success, Tituba headed off for some well-deserved rest. Suddenly, a familiar form appeared out of the darkness. It was her hated enemy, Slave Boy, a lackey of Mercy Devlin. Other figures emerged from the darkness, obviously Slave Boy's backup.


And that's where we stopped for the night.


Vehicles

Vehicle
Spook Juice (in days)
Notes
Groot's Truck
6
 
Max's Motorcycle
2
 

 
XP

Answer the following questions. 1 XP is earned for every yes answer. Min of 1, Max of 3 XP per session.

Did we successfully complete a Mission, overcome a major NPC or monster; or scrounge up a big, fat pile of Scrap from the pre-Apocalypse world?
Yes. Tyrone and Rozz were flown safely to Junkyard, hopefully to live happily ever after. The posse also acquired a rocket launcher.
Did we create a new Mission by learning something new and important about the world or a PC?
Yes. Jericho wants an old fashioned flintlock pistol used by the actor Johnny Depp in a movie about pirates from one hundred years ago.
Did we lower the Fear Level of an area?
No. The posse utterly destroyed The Freaks, a road gang that had been terrorizing I-80 around Jerrod's Strip. However, Max negated that triumph by terrorizing the town.

2 XP earned.

Tom receives 1 XP because Thomas was late.

Character
Old XP
XP Earned
New XP
Raisin' Hell
Groot
4
0
4
·         1 Mutation: arm like a gnarled tree branch (Brawny Edge)
·         1 Heart Attack
·         1 Scar: horrible, disfigured skull (-1 Charisma)
Jericho
24
2
26
Major Hindrance: Habit: Alcoholic
Jet Li
27
2
29
·         1 Mutation (VotWW): metallic sheen to skin (+1 die bump Vigor)
·         1 Memento
Martell
4
0
4
 
Max
27
2
29
·         Harrowed: death wound = hole in the stomach
·         Harrowed: Dominion = +4
·         Paranoid (Yellow Hindrance, VotWW)
·         Mark of Fear (-1 Charisma)
Tituba
14
2
16
 
Tom
22
1
23
1 Mutation: Elderly (VotWW)


The Roll of Fallen Heroes

Solomon
24
3
27
·         Lame Hindrance (VotWW)
·         1 Heart Attack
Solomon died  when Jeremy rolled snake eyes when the Templar was in a Rad Patch. Jeremy then pulled a Two from the Mutation deck = instant death.

 

Thursday, April 14, 2016

I Am Not a Horrid GM

In response to a post at Crypt of Rabies:

In Dungeons & Dragons 5th Edition group at Facebook Douglass Tanner posted this:

I am a horrid DM.

1. I use a screen.

2. I fudge dice rolls (both in favor and against the characters, to promote more strategy.

3. I don't give them details they did not look for.

4. I use encounters that are under them, over them and in range of them.

5. I give few magic items out, and when I do its random.

6. I give out lots of $ and allow them to try and find an item or buy one. With % roll that it even exists in the city/town they are in.

7. i do not use modules, I use a home made world every time.


I don’t consider myself a horrid GM, but I’ll give a description of my GMing style based on these 7 points.

1. I do not use a screen. I play Savage Worlds and most of the rules are consistent enough to remember. I did use a screen for years and years when I played Dungeons and Dragons. I do sometimes miss having a ready reference to a table or chart right in front of me. If I really wanted, I suppose I could have a screen and just lay it flat on the table, consulting it when necessary.

2. I do not fudge dice rolls. I always roll out in the open. Savage Worlds characters are incredibly robust if the GM (that would be me) is generous with the Bennies. So I do not feel the need to fudge. In addition, rolling in the open takes personalities and emotions out of the equation. If an orc has a chance to attack a PC with 3 Wounds or a PC with no Wounds, I always roll a die with even chances to see which character gets attacked. If the character with 3 Wounds get hit again and goes down, well, them the breaks. Fate is fickle.

3. I do give them details they did not look for. I have tried to move away from asking for a Notice check to notice random details about an area. If the PCs are not under pressure, then, yeah, they’re going to find the tracks or the MacGuffin.

4. I use encounters that are under them, over them, and in range of them. Savage Worlds does not have an official way of measuring the power of NPCs or monsters that are fighting the PCs. I actually like this. There is an element of the unknown and danger whenever the party is about to interact with potentially hostile forces. It opens the players to considerations other than combat. How about diplomacy, or sneaking, or simply going the long way around, instead?

5. I give out very few magic items. Savage Worlds operates under a different paradigm than D&D and magic items are not quite as necessary or expected.

6. I don’t care about $. By extension, the PCs don’t either. I allow the party to try and find any item or buy one. I sometimes use a Streetwise roll to see if it even exists in the city/town they are in.

7. I do not use modules. I do use published settings for Savage Worlds. I will scavenge ideas, maps, cool locations, interesting NPCs, etc., from all sorts of published materials to use. Most Savage Worlds settings have savage tales (a brief synopsis of an adventure) or a plot point campaign (a list of savage tales united by a common enemy, overarching story, theme, goal, etc.).

Tuesday, April 12, 2016

Character Backgrounds in Play


So, I have backgrounds from some of my players. We have also done a round or two of interludes that revealed some background information on the characters that can be used as plot hooks. I have already used some of these hooks as the basis of a session worth of adventures.

Miranda, playing Tituba the witch, took the Devlin Blood Edge from the Hell on Earth Companion, which meant she was a clone of Sybil Devlin, a descendent of Mina Devlin (of Deadlands fame) and the last of the Devlin line. Tituba’s background was that she had been brought out of cold storage by Mercy Devlin, another Sybil clone. Mercy introduced Tituba to Willow, yet another Devlin clone.

Mercy is evil through and through. In addition, like most of the Devlin women, she harbored a hatred towards all men.  Tituba sensed that there was something wrong with Mercy and even voiced her concerns to Willow, who seemed to agree with Tituba. (Tituba has the Clueless Hindrance and so was not entirely clear on what was right and what was wrong).

Mercy ruled a town called Road Kill Alley and planned to take over a nearby town, Dead Man’s Mark. She trained and mentored Tituba for this task. Dead Man’s Mark came from the background of another player, Justin, who plays Max, the Harrowed road warrior. Max ruled Dead Man’s Mark with his best friend, Callic. Tituba showed up with the intention of killing the two men. Instead, she fell in love with Callic. In a tragic series of events, Mercy unleashed her magical fury on the town, Max and Tituba fled north to Junkyard, and Callic stayed behind to try to save them. On top of that, Willow disappeared.

Without any work on my part, I had NPCs with background and motivation. I had two locations with names that evoked the setting of the Wasted West. Best of all, I had questions that the players wanted answers to: What happened to Callic? What happened to Willow? How far will Mercy go to extract vengeance on Tituba? [Tituba has the “Wanted (Major): by Mercy Devlin” Hindrance, so the answer is, “very far”.]

Another player, Heath, gave his character, Jet Li the kung fu fighter, the “Enemy (Minor): Red Fang, leader of the Road Orcs” Hindrance. The Road Orcs were a gang of mutant raiders that terrorized the atomic wastelands. Red Fang and the Road Orcs are mentioned briefly in the main Hell on Earth book. Heath did not give any details as to why Jet and Red Fang were enemies. That tale will probably be told during an interlude.

I found a way to combine Tituba’s and Jet’s backstories during Session 2 of the campaign. The posse had just encountered a large band of Road Orcs and had captured their leader, Four Eyes, the four eyed mutant. Jet wanted to know where Red Fang was and what he was up to. After a brief discussion with Four Eyes, the Posse convinced him to divulge that Red Fang was in Road Kill Alley discussing the possibility of an alliance with Mercy Devlin.

Strangely (to me, I should add), during Session 3 of the campaign, neither Miranda or Heath opted to follow up the on the hook of a looming alliance between their bitter enemies, Mercy and Red Fang. This is fine, of course. We had a lot of fun as the Chaos Monkeys, sorry, the Posse stole a fertility talisman from Judy, the witch who ruled Dead Man’s Mark in place of Tituba. They stole the talisman while pursuing another plot thread provided by the players: find Jet’s daughter.

Meanwhile, the alliance between Red Fang and Mercy is moving forward. The Worms’ Turn plot point campaign is in play. Jet wants to find his daughter. Tituba wants to find her friend Willow. Thanks to player input, we have a dynamic world that the characters have an investment in.

As the GM, I need to stay on top of all these hooks and threads. Enemies will do their best to thwart our stalwart heroes. Various NPCs in the campaign world will make makes and countermoves that will affect the Posse, and the Posse in turn will affect those NPCs. There will be consequences based on which stories the PCs decide to pursue. I have no preconceived notion of how all these events will play out and ultimately be resolved. I hope the PCs do not screw up the plot point campaign, because that would be really bad.

Sunday, April 10, 2016

Hell on Earth Reloaded: Campaign Journal Session 3

Real World Date: April 9, 2016

Campaign World Date(s): July 5, 2097

 
The Posse

Jet Li is a master of Kung Fu fighting with a signature "Ka-Doosh!" power. At some point during his wanderings across the atomic wastelands, he picked up a mutation and now his skin has a metallic sheen to it. Played by Heath.

Mad Max is a Harrowed road warrior with a motorcycle. He tangled with a supernatural horror at one point and is now slightly nervous about things that go bump in the night. Played by Justin.

Martell is a young child with a completely bald head. He is just beginning to tap his syker abilities. Played by Keanu.

Solomon is a templar. Sometime in the past, a fearsome creature nearly ripped off  Solomon's legs and now he walks with an obvious limp. Played by Jeremy.

Tituba is a stunningly beautiful witch and a descendent of Mina Devlin. Played by Miranda.

 
Readin' the Sitch

The posse has travelled north from their current home in the city of Junkyard. They have two missions:

·         Go to the ruins of the city of Logan. Gather intel on the Hellbore, a huge mining machine used by the Combine during the Harvest War. Junkyard was offering a nice reward for this mission.

·         Enter the Saltmarsh Deadland to find a crashed plane full of weapons and ammo. They would be rich if they succeeded.

The posse had successfully taken video of the exterior and interior of the Hellbore. They had braved the Saltmarsh Deadland, but soon left to search for missing posse members. They found their missing compatriots in the midst of the Road Orcs, a gang of mutant raiders. The posse killed Four Eyes, one of the leaders of the Road Orcs. Then the posse noticed that a storm of Black Rain was rolling in. They quickly found shelter. Max and Tom found a small cave, while the rest of the posse found a larger cave. That's when Max's Manitou decided to take over.  Things did not look good for Tom . . . .

 
The Tell

To Junkyard

·         The Black Rain ended and the posse stumbled out of the caves. They noticed that their buddy Tom was missing. Max said he had fallen asleep and when he awoke, Tom was gone. Tom had just joined the posse, so the rest of the posse assumed that he had decided to go his own way. Doing so in the middle of a storm of Black Rain didn't seem like the best of ideas, but who were they to judge? [Thomas wasn't present for this session, so the fate of Tom is still to be decided.]

·         The posse debated on their next course of action. They decided to return to Junkyard to collect their reward. They would explore the Saltmarsh Deadland another time.

·         In Junkyard, they met with Ike Taylor, the mayor. They turned over the palmcorder with the video of the exterior and interior of the Hellbore. Ike said he would get back with them within 24 hours.

·         Ike also wanted to know if the posse had any information on the Road Orcs. Rumors were flying that Red Fang was summoning all of his raiders to the town of Road Kill Alley, home of the Sisters of Mercy. The Sisters, led by Mercy Devlin, were notorious haters of men. Something big must be going down for Mercy to deign to cooperate with a man.

The Long Arm of the Law Dogs

·         The party was escorted back to Barter Town. During a meal of gruel and algae, a messenger delivered a note to Tituba. The sender had important information regarding her sister Mercy, who had put a bounty on Tituba. The sender wanted to meet Tituba at 6:00pm at Warehouse 13. Tituba, not being wise to the ways of the world, hurried to the rendezvous, anxious for news. [Miranda was playing Tituba's Clueless Hindrance.]

·         Tituba was ambushed by a fat and slovenly Law Dog (if he could be called such) and his deputies (if they could be called such). The witch unleashed her magic on the men. Soon two were dead and the others were fleeing at top speed away from her.

·         Disappointed in not receiving information on her sister Mercy, Tituba returned to the posse.

The House of the Rising Sun

·         The next day the party met with Ike Taylor and received their reward: two weeks of canned rations and Junkyard citizenship.

·         Max acted like an ass for no particular. In disgust, Ike threw the posse out of his office. The posse had just won, and then lost, the confidence of the one man who could most help them.

·         Jet Li had a particular reason for wanting Junkyard citizenship. His daughter, Sarah, was missing. Dolly, a madam of a house of ill repute, knew information about Sarah. Dolly's establishment, the House of the Rising Sun, was located inside the gates of Junkyard and accessible only to those with Junkyard citizenship.

·         At some point in the past, Jet had "accidently" burned down Dolly's previous establishment. Dolly was not happy to see the kung fu fighter again. Dolly told Jet that he must do a favor in return for the information. She wanted a fertility talisman from Judy, a witch and Sister of Mercy, who ruled the town of Dead Man's Mark. Bring Dolly the talisman, and she would tell Jet what he wanted to know. Reluctantly, Jet agreed.

An Interlude

·         Tituba knew about Dead Man's Mark. She told the posse a tragic tale of how her sister, Mercy, had appointed Tituba to take over the town. Mercy had appointed another witch, Judy, to help Tituba. Dead Man's Mark was ruled by two men, Callic and Max.

·         Tituba was supposed to kill Callic and Max. Instead, she had fallen in love (lust?) with Callic and become friends with Max. Things went south quickly. Judy found out what was going. Mercy unleashed her magical fury on Tituba and Dead Man's Mark. Max and Tituba fled the town, while Callic stayed behind in the hope of saving them.

The Secret Way into the Town of Dead Man's Mark

·          Max knew of a secret way into the town, an old abandoned air raid shelter that had a tunnel that led to the basement of Callic's tavern.

·         Max knocked on the door using a secret code. A little old lady opened the door, told the posse to go away, and shut the door on them. After some negotiation, which involved Jet stripping naked to prove he was unarmed, the party convinced the little old lady to let them in.

Confusion and a Plan

·         Eve, the little old lady, introduced the posse to Jenny, a mutant with bright green teeth and a really bad case of halitosis. Jenny introduced the posse to Callic. The three inhabitants of Dead Man's Mark seemed confused by the posse's arrival in town. The posse had come from Junkyard, had used the secret knock, but had no information or supplies for them. The posse also seemed disinterested that the Road Orcs were gathering en masse at Road Kill Alley. Wasn't that why they had been sent?

·         In the midst of all the confusion, Callic and Tituba had a joyful reunion. Max and Callic had been best friends. Max seemed a little put off that Callic was working with Eve and Jenny, who seemed confused and didn't seem to trust the posse. Callic invited the posse up to his tavern. They gathered in a private room in the back.

·         Eventually, everyone was able to read the sitch. The posse wanted a fertility talisman currently in the possession of Judy. The posse was not here with supplies or info from Ike in Junkyard, nor did they care about the seeming alliance of the Road Orcs and the Sisters of Mercy. Callic had become lovers with Judy, and so had been allowed to live. Tituba was not happy with this news.

·         There was a knock on the door and a waitress informed Callic that the crow was here. Shortly thereafter, a crow flew into the room. It landed on the table looked around briefly and then flew off. Callic explained that Judy or perhaps Mercy, has some kind of control over crows and used them as spies. If one came to your house or business, you had to let it in.

·         Callic was willing to help the posse, but he wanted assurances that they would not kill Judy. He was worried about what Mercy would do in retribution. He also said that Judy had a satellite phone that she used to communicate with Mercy. The posse should grab that while they were acquiring the fertility talisman.

The Raid on the Mansion

·         After much debate, the posse decided to sneak into Judy's mansion. They dressed up like servants and put Solomon in a gimp suit. At the back gate of the mansion,, they talked their way into the grounds. Tituba and Solomon (in a gimp suit) then talked their way into the mansion. A servant named Robert led them to Judy's office.

·         Judy was home and working. She looked at Tituba (in disguise) strangely. Tituba's disguise seemed to work, as Judy then ordered Tituba and Solomon (in a gimp suit) upstairs.

·         Once upstairs, Solomon (in a gimp suit) cold-cocked Robert. Out of spite and cluelessness, Tituba arranged the body in a compromising position. She knew Judy would recognize the position from their previous time together and realize that Tituba was responsible. The two posse members then started searching the upstairs.

·         The rest of the posse snuck into the mansion. Martell tried to impersonate a servant and failed. He then knocked over a vase while fleeing. Judy got up from her desk and went to investigate. Jet Li paralyzed the witch with his signature "Ka-Doosh!" power. Meanwhile, Tituba and Solomon (in a gimp suit) found the talisman and the sat phone. Unfortunately, they also set off the alarm.

·         Items in hand, the posse fled. Jet dumped the paralyzed Judy in the latrine outside of the mansion.

The Chase

·         The posse ran for Callic's Tavern. Guards as well as crows were looking for them. The posse dodged and hid from the humans and the birds. After a rather stirring string of events, the posse arrived at Callic's tavern. [We ran a dramatic task based on Stealth.]

·         Once safely at the tavern, Max and Tituba tried to convince Callic to flee with them to Junkyard. Callic was concerned about leaving the town and thought he might be able to divert some of Judy's wrath if he stayed. Tituba used her feminine wiles to try and convince Callic to go with her. Helpless, Callic agreed.

·         The posse and Callic got in the truck and drove for Junkyard. A pair of vehicles emerged from the city gates and pursued them. An epic chase ensued. It ended with Tituba casting a Fear spell, causing the drivers of the trucks to crash into each other. Both vehicles and their passengers were engulfed in a screaming fireball of spook juice.

The Rad Patch

·         While the posse was congratulating themselves on their success, no one noticed that they had just passed a sign reading, "STOP! RAD PATCH!" They noticed a problem when the road started turning green and then started to glow. Yep, they were smack dab in an area filled with deadly levels of radiation.
 

And that's where we stopped for the night.


Vehicles

Vehicle
Spook Juice (in days)
Notes
Groot's Truck
1
 
Max's Motorcycle
2
 
Tom's Truck
1.5
Stolen from the Road Orcs

 
XP

Answer the following questions. 1 XP is earned for every yes answer. Min of 1, Max of 3 XP per session.

Did we successfully complete a Mission, overcome a major NPC or monster; or scrounge up a big, fat pile of Scrap from the pre-Apocalypse world?
Yes. The posse acquired a fertility talisman and a sat phone from Judy, a Sister of Mercy.
Did we create a new Mission by learning something new and important about the world or a PC?
Yes. Jet is looking for his daughter, Sarah.
Did we lower the Fear Level of an area?
Yes. We didn't play this out. But news that the posse had wiped out the walkin' dead at Logan, as well as dealing a blow to the Road Orcs, was a morale boost for Junkyard.

3 XP earned.

Martell receives 2 XP because Keanu was late. He also spent most of the night surfing midget and tentacle porn on his phone.

Character
Old XP
XP Earned
New XP
Raisin' Hell
Groot
4
0
4
·         1 Mutation: arm like a gnarled tree branch (Brawny Edge)
·         1 Heart Attack
·         1 Scar: horrible, disfigured skull (-1 Charisma)
Jet Li
24
3
27
·         1 Mutation (VotWW): metallic sheen to skin (+1 die bump Vigor)
·         1 Memento
Martell
2
2
4
 
Max
24
3
27
·         Harrowed: death wound = hole in the stomach
·         Harrowed: Dominion = 0
·         Paranoid (Yellow Hindrance, VotWW)
·         Mark of Fear (-1 Charisma)
Solomon
24
3
27
·         Lame Hindrance (VotWW)
·         1 Heart Attack
Tituba
11
3
14
 
Tom
20
0
22
1 Mutation: Elderly (VotWW)