Wednesday, May 11, 2016

Hell on Earth Reloaded: Campaign Journal Session 5

Real World Date: May 7, 2016

Campaign World Date(s): July 21-24, 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 "Ska-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.

Rick James is a scavenger of the Wasted West and Tom's friend. They knew each while serving overseas in the army.

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 unnatural looking gray hair. Played by Thomas.


Readin' the Sitch

The posse has accepted a mission from Ike Taylor the mayor of Junkyard, and Joan, head of the Church of the Atomic Revelation. They are to travel to Carson City, Nevada, to find a blind man named Alexander. Alexander is the last remaining spy for the Iron Alliance in Carson City. He has recently sent news that something big is going down and he needs help.

The posse is also looking for Jet's daughter, Sarah. Sarah is the Acid Queen and rides a black dragon named Spew. She is allied with the Black Knights, a group of former (some would say fallen) Templars who wear black tabards with red crosses.

The posse is in the steading of Jarrod's Landing and had just defeated the Rebel Reavers, a road gang. The wasters had also acquired a rocket launcher, but unfortunately no rockets for it.


The Tell

Slave Boy
  • Having defeated the Rebel Reavers, the posse wandered back to the Red Garter Casino and Whorehouse. Tituba was suddenly confronted by her nemesis, Slave Boy. About 14 years old, Slave Boy had betrayed Tituba to Mercy, Tituba's sister and a powerful witch. Mercy wanted revenge and had put a price on Tituba's head. Tituba has been on the run ever since.

  • Slave Boy had a gang of ruffians with him and they attacked Tituba, hoping to take her alive. Tituba managed to avoid capture and cast her fear spell. The gang broke and ran. The rest of the posse, hearing the commotion, investigated and ended up capturing Slave Boy.

  • The posse drug their captive back to the Red Garter. Hijinks ensued. In the end, the posse let Slave Boy go with a stern warning. Tituba wrote a letter that Slave Boy was to deliver to Mercy.
The Toll Booth at Stone Tooth

  • The Posse rolled out of Jarrod's Strip early in the morning. At the end of the day, they arrived at Stone Tooth, a small steading run by the Black Knights, who charged tolls for traffic travelling east and west on I-80.

  • The posse opted to stay overnight in the steading and hoped to find info on Jet's daughter, Sarah, the Acid Queen. They talked with Sir Geoffrey, the Templar in charge of the stead. He told them that Nicholas Saxon, the head of the Black Knights lived in Silver Town. He would write them a letter of introduction. [Dusty played the "Spill the Beans" Adventure Card.]
Giant Rattler Attack
  • The posse decided to put their mission to Carson City on hold. Instead, they headed north to try and find Sarah, the Acid Queen and her dragon, Spew. Along the way, a giant rattler, a snake over 100 yards long, attacked them. They escaped due to expert driving from Tom, in the truck, and Max, on his motorcycle.
A Riot in Silver Town
  • The posse rolled into Silver Town and promptly started a riot (Heath rolled Snake Eyes on his Streetwise check. I offered the group two choices: 1) surrender and earn a Benny, or 2) get run out of town on rail sans all of their possessions. All of the PCs except Max surrendered. Justin said that Max was not with the posse when the rioting occurred.) [In retrospect, I should not have given the PCs a Benny for surrendering since the riot was a result of a Snake Eyes result. Oh well.]

  • Max paid a small fee to obtain a certificate that proclaimed him as Solicitor for the Guilty. He would represent the rest of the posse at court.

  • During the trial, Jet convinced Nicholas that the Acid Queen was actually his daughter, Sarah. The kung fu fighter produced a locket, damaged and partially melted, that held a photo of a young child. Nicholas reluctantly agreed to summon the Acid Queen and her dragon to determine the veracity of Jet's claim.
The Acid Queen and Her Dragon
  • Nicholas and party assembled in the town square, an area large enough to hold a dragon. Nicholas ordered the Dragon Bell to be rung. Eventually, the posse saw a black speck appear in the sky. It grew larger as it approached and soon the party beheld a dragon on the wing with an armored figure on its back. The sight of an actual dragon terrified the entire posse. All except Jericho were able to steel their hearts and keep a stiff upper lip. Jericho, on the other had, was overcome with fear and tried to run. He was held in place due to being chained to the rest of the posse, so he instead started screaming and sobbing.

  • The dragon landed in the town square and its rider, armored all in black, demanded to know why they been summoned. On bended knee, Nicholas told the rider that Jet claimed to be her father. Bravely, the kung fu fighter stepped forward and convinced the Acid Queen that he was indeed her father. The Acid Queen removed her helm and the posse saw a young girl, no more than 15 years old. The left side of her face was scarred.

  • The Acid Queen ordered Jet released from the chain gang and the two took a walk out of earshot of anyone else. Sarah told Jet that Nicholas's version of justice demanded blood and that the posse members would be beheaded. She might be able to talk Nicholas into only cutting off everyone's hands.

  • Jet asked if there was anything that the posse could do for her so that she could convince Nicholas not to sever limbs. Sarah proposed that the posse kill Joseph the Templar, head of the Temple of Swords. Joseph and Nicholas were bitter rivals. Killing the Templar would put the posse in Nicholas's good graces. Jet was reluctant to kill a stranger who had done them no wrong. Sarah found this puzzling. She had killed hundreds, possibly thousands, of people. Some were probably innocent. She felt no guilt.

  • The two returned to the town square. Jet told the posse about Sarah's proposal and that he was reluctant to carry out the mission. The rest of the posse, however, was all up for murder. Sarah said that if the posse abandoned the mission, she and her dragon would hunt them down and kill them.

  • Nicholas had opened an ornate box and taken out a large, double bladed axe. When he heard about the Acid Queen's proposed mission for the posse, he agreed. He sighed and muttered something about needing more souls before putting the axe away.
The Temple of Swords
  • The next day, the posse headed north for the Temple of Swords, formerly Twin Falls, Idaho. They encountered a dust storm on the way, but skillful driving from Tom and Max got them through it unscathed.

  • The Temple was located in a foundry. A single smoketack belched black smoke.

  • The posse approached the Temple and demanded to talk to Joseph, stating that they had vital information about the Acid Queen and Sir Nicholas. Joseph agreed to talk with them and the party was escorted to a third floor conference room.

  • Max promptly pulled out his shotgun and shot Joseph. The rest of the posse started firing and fighting as well. Joseph died and his bodyguards fled due Tituba's fear spell. However, the 200 Templars who manned the Temple of Swords mobilized and started heading in the direction of the posse.
The Chase
  • The posse ran for their vehicles and fled south. Half a dozen Templar vehicles gave chase.

  • The posse managed to get away, but they paid a heavy price: Tom, Tituba, and Jericho were all killed by small arms fire from the Templars.
And that's where we stopped for the night.


Vehicles


Vehicle
Spook Juice (in days)
Notes
Groot's Truck
4
 
Max's Motorcycle
0
 

 
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. They killed Joseph the Templar.
Did we create a new Mission by learning something new and important about the world or a PC?
Yes. The party received a mission to killed Joseph the Templar.
Did we lower the Fear Level of an area?
No.

Answer the following question. -1 XP is earned if yes.


Did we help raise the Fear Level of an area?
Yes. The posse killed a leader of the Templars. That news will raise the Fear Level in the local area.

1 XP earned.

Jet Li earns 11 XP due to turning in the "The Hard Way" Adventure Card along with 10 Bennies.


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
29
11
40
·         1 Mutation (VotWW): metallic sheen to skin (+1 die bump Vigor)
·         1 Memento
Martell
4
0
4
 
Max
29
1
30
·         Harrowed: death wound = hole in the stomach
·         Harrowed: Dominion = +4
·         Paranoid (Yellow Hindrance, VotWW)
·         Mark of Fear (-1 Charisma)
Rick
0
1
1
 

 
The Roll of Fallen Wasters


Solomon
24
3
27
- Lame Hindrance (VotWW)
- 1 Heart Attack
Session 4. 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.
Jericho
26
1
27
Major Hindrance: Habit: Alcoholic (VotWW)
Session 5. Chased and shot at by angry Templars, Jericho was riddled with bullets and died. The posse had just killed Joseph, the leader of the Templars.
Tituba
16
1
17
 
Session 5. Chased and shot at by angry Templars, Tituba was riddled with bullets and died. The posse had just killed Joseph, the leader of the Templars.
Tom
23
1
24
1 Mutation: Elderly (VotWW)
Session 5. Chased and shot at by angry Templars, Tom was riddled with bullets and died. The posse had just killed Joseph, the leader of the Templars.

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.