Sunday 6 October 2019

4AD Game - Off Piste

Introduction

I purchased my copy of Gamma World (1st edition 1978 TSR) in about 1979/1980 but never actually played it - I did start populating a small area of the Campaign Map but it became another of those projects that didn't fly. 
Having sent my 4AD characters off-world at the end of Game 5 I used this as an excuse to revisit Gamma World.

The Creatures in Gamma World are tough and were watered down somewhat for the benefit of my 4AD characters. One of the features I liked in the game was the flow charts for investigating old technologies. I created a simplified d6 version for 4AD.


4AD/Gamma World Game 1: Strangers in a Strange Land

When we left our intrepid Adventurers, they had been tricked by the Bishop of The Brotherhood of Night into obtaining a ring that has transported them outside of their world to a very different place indeed…
Following a vague track into the valley, Krud the Warrior and Ildore the down-at-heal Hedge Wizard spy a semi-submerged building; determining this to be a good place for possible treasure/food/shelter they head towards it. On their way they encounter a strange man-sized, man-shaped figure…
“It looks like a statue” says Krud, inspecting the figure.
“*&%$£%!” responds the metal man.
“What’d it say?” says Krud, leaping back and levelling his sword.
“Sounded like, oilcan” replies Ildore, “whatever that means”.
“*(&£$&$%”£… correlating…errorrrr..Good Day Gentlemen. How can I be os assissstan ^£$^$*?” the figure responds.
“Tell me your name Statue, and why I shouldn’t take your head off?” says Krud in his best threatening voice.
“I am a Valet3000, Sir, made by the Sinclair Corporation to serve the domestic needs of the modern Gentleman. Do you need anything ironed, Sir? Removing my head will void your warranty Sir; I wouldn’t recommend that course of action.”
“Alright Val, you look harmless enough. I’ve never had a servant, and slavery is an afront to humanity… you can come along with us as a Brother in Arms. Here, carry my pack.” Krud sets off down the track towards the ruined building followed by his new domestic.
Ildore gives the android a suspicious look, shrugs and follows them.

The party cautiously approach the sunken structure. There is a shallow slope down to a wide entranceway with a clearly well-worn track that is littered on its sides with random scraps of metal, bone and less-recognizable materials. What appear to be metal doors on rails that slide into the wall to both sides are almost wide open and obviously haven’t moved for a long time. Krud takes the lead, shield raised and sword ready; Ildore clutches his fire-ball staff and the lantern. A throat-clearing noise makes the twain turn their heads; “I would not advise entering this building, Sir. My sensors suggest it is occupied” says the Valet3000.
Krud enters the building, followed by the Wizard. There is sufficient light to see part way down a dusty corridor. As they move forward, they encounter two doorways on the side walls. The right-hand opens into a dark room; the left has a closed, blank door.

Building Plan

A. Ildore holds the lantern up as Krud moves into the room. There are piles of broken furniture, including unusual chairs on little wheels. One wall is lined with some sort of machinery that has been heavily vandalised. As they walk in wall-lights dully flicker in an attempt to switch on, adding a little more clarity to the scene. “Nothing of value here” grunts Krud. Ildore senses movement above. “Look out!” 3 large shapes detach themselves from the ceiling (these are Blaash, a 1m long carnivorous mutated moth with a 2m wingspan). Ildore’s nerves lend speed to his reactions; he raises the fire-ball staff, and nothing happens. Dropping the useless staff, he whips out his dagger as the first creature swoops in. Krud is beset by the other two. The fight is frantic but quick. Ildore is confused about the failure of his staff; “Perhaps magic doesn’t work here” says Krud, hitting the nail on the head, whilst simultaneously stamping on an over-large moth’s head.
Moving back out into the corridor they inspect the opposite door. There appears to be no obvious way of opening it. Krud pushes against a black, hand-sized panel on the wall beside the door. A little light flickers on the panel. The door remains smugly shut. They move on.
B. The next door has a standard handle. On entering they see more piles of rubbish around the sides of the room with a thick layer of dust covering everything. Ildore thinks to look up on this occasion but there’s nothing above more troubling than some sagging ceiling tiles.
C. On entering the opposite room, our heroes are confronted by what appears to have been a storage area. Most of the shelves are depressingly empty, however at the rear of the room Ildore sees something interesting sticking out of the now inevitable pile of trash. After spending some time fiddling with the devise (see the Artefact Operation Flow Chart), which is about the same size as the Wizards’ flask, though rather lighter, he says, “I think it’s a machine for curing people..”   “That is a Standard Medi-Kit, Sir” remarks a voice from the doorway. “Thought you’d join us then Val?” Krud replies, “Come on, there must be some treasure here somewhere.”
D. Passing two more unopenable doors, the party reach the end of the passageway. Krud presses his ear to the final door. Cautiously entering, they are first hit by the smell. Something is clearly living here. Although currently unoccupied, the room shows all the signs of being the lair of an intelligent creature. One side of the room is taken up by a large collection of machinery in various states of disrepair. A rear door leads to a short flight of stairs going up to dense and impenetrable vegetation. A very solid looking box lurks in one corner; “Look Krud!” squeaks Ildore “the sign of the Black Sun! Just like on the ring the Bishop sent us to get!!” “That is a domestic nuclear generator, Sir. It is supplying the power to this structure. It’s stable, Sir. I detect no leaks”. “You talk in riddles, Val” Krud replies. “All this talk of leeks is making me hungry” mutters Ildore, “There’s nothing here, let’s go”. An aggressive sounding hiss makes all heads turn towards the doorway. What can only be described as a humanoid lizard (as that’s what it is) leaps at the party, swinging an axe (this is a Ssraath, a very aggressive, highly intelligent mutated lizard). Krud comes en garde in time to tackle the creature. The fight is tough but Krud prevails with only a few light scratches. On searching the corpse, Ildore finds a pouch on the Lizardmans’ belt containing a metal devise that appears to consist of a tube on a handle. While Ildore explores the function of this arcane contraption, Krud finds the leg of deer that the monster had brought back with him. “Food!” exclaims the warrior. “Oh dear!” says the Android, as a beam of red light emits from the object Ildore is holding; “I fear that you have removed my left hand, Sir. It may be sometime before I can find a replacement.” “Sorry about that, Val” says Ildore “Still, this object may come in handy, no joke intended…”



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