Saturday, 12 October 2019

Two against Gamma World?



“Is it still there?” says Ildore.
The party are crouching behind a ruined, overgrown wall.
“Yep, and it still looks like a very large rabbit. It can’t be dangerous…” responds Krud.
“Sounds like a Pooka; very magical creatures. Keep down.”
(In fact, it’s a Hoop. 2m tall intelligent mutated Rabbitoid).
The Pooka has its back to them and is watching some six-legged deer grazing. It slowly raises a staff like object, sights along it and there is a flash followed by a loud retort. One of the deer falls down. The others flee.
“Dangerous indeed” mutters Krud.

The party creep away.

As the day wears on the adventurers spy a large rough entrance-way dug into a low hill.
“This looks like our sort of thing” says Krud. “Tunnels, treasure…”.
“Tunnels and Troubles, more like” his comrade replies, reaching in his bag for the artefact that fires red beams (Laser Pistol).
(Note: for this game I used the Badder Warrens Map but repopulated to make it a bit less demanding as the party is small and comparatively weak)



Inside the entrance is a steep slope that brings the adventurers to
H. A rough cavern dug out of the ground. It’s empty so they move quietly through a short tunnel to
G. Peering cautiously into the next cavern Krud spots two large creatures are squatting on the floor, chewing on black root-like vegetables. Spears are leaning next to the wall behind them. There is another tunnel immediately to the right but it seems impossible to get to without alerting the guards. Krud takes another approach. “Good day Gentlemen” he says drawing his sword as he approaches them. The Guards leap up, surprisingly quickly. (These are Badders. Yes, they are mutated badgers and they are highly aggressive). “Have a care, Sir” says the Android usefully. “Almost forgotten you were there Val” grunts Krud. The fight is not as easy as Krud imagined, however he prevails but takes a nasty wound from a stone tipped spear. Ildore uses the Medi-Kit to patch him up. Moving through the right-hand tunnel they come to
A. This is clearly a large meeting hall with a number of tunnels leading from it. It is dimly lit by a guttering torch. There is a roughly made seat or throne (for the Chief Badder?) but nothing that looks worth keeping. Krud spots movement. A badder has scurried away down the South-East tunnel. “We’ll go this way” he says, indicating the North-West exit. They move carefully through the tunnel to
B. This is a larder. There are piles of roots and some foul-smelling meat of dubious origin. In the North-East corner Ildore finds a hidden doorway that makes his skin tingle as he gets near it. “There’s some seriously strong magic here” he says. The air is suddenly filled with the sound of thundering paws. The Badder tribe have been roused against the invaders! Krud draws his sword with the sort of fatalism that Northern Folk are renowned for, but Ildore has a far more attuned sense of self-preservation; pressing the Laser Pistol into the surviving hand of the Valet3000 he shouts “You hold them off Val, while we get help”. Grabbing Krud he drags him to the Magic(?)Entranceway, mutters a little prayer to the God of chance and
Krud and Ildore find themselves in a rough stone passageway…

2 comments:

  1. I wasn't a big fan of Gamma World back in the day, but this is great stuff...and I may have to look up an old copy of 1st ed.

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    Replies
    1. Cheers Sir Duc. This was very much Gamma World Lite of course!

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