Gary:
"You like this cabin so much? FINE you can stay in it!"
Day 6 (Saturday Night)
Equinsu, Gary, and NCS follow the map to the cabin and devise a plot to use NCS blasting Mombo #5 as a distraction. While trying to sneak around the back of the cabin they realize they themselves have subconsciously been singing and playing along with the music, utterly failing the stealth attempt. Swiftly changing gears the decision is made to intimidate the occupant of the cabin (an Amish looking fellow with red hair) by threatening to nail him in the cabin. The occupant goes into the cellar and begins hauling a barrel back up the stairs. With mounting frustration Gary kicks open the door sending shards of wood across the cabins room accompanied by the sudden appearance of a disco ball to illuminate the room. Stunned by the flurry of activity the occupant drops the barrel and falls backwards down the stairs. Never one to waste an opportunity, Equinsu shoves the large metal barrel down the stairs after the bearded man.
The metal barrel is smashed open along with several others at the bottom of the stairs. Slimy, glowing, decaying corpses of Brights half ooze, half crawl out of the barrels and fuse together incorporating the bearded man into their mass. The corpse mound tries to climb out of the basement but Equinsu and Gary continually thwart its attempts by destroying the stairs and attacking the creatures mind. During the battle the chemicals in the basement were ignited, and Gary blasts the mound with a fatal shot and the mound, with an unconscious Equinsu now in its grasp begins to fall back into the cellars inferno. Clever instructions by Gary and quick reaction by NCS saves Equinsu by shoving a Kromal Bar into his mouth and using it as a handle to keep Equinsu from falling.
With the cabin engulfed in flames the trio quickly loot the the first floor and escape the inferno. They set up camp far enough away from the blaze where NCS's Mombo #5 wont be heard and go through their loot.
New Person/Item/Pet:
Black Pearls: Cure 1pt of Radiation sickness and give adv on saves against radiation for 10 minutes
Phoenix Cards: Deck of cards that when one is burned during a long rest produces a question. Answering the question grants the Phoenix Card Boon.
Phoenix Card Boon: A black soot ring around a finger. When expended allows 1 roll on the wild magic table. Can only have 1 at a time.
NCS:
"Ladies and Gentlemen this is Reverie #5!"
Day 6 (Saturday)
Equinsu, Gary, Hamish and NCS catch up to the 2 Tons carrying the bodies South East. Once they are noticed by the Tons, combat breaks out. Hamish makes the initial charge forward and gets caught in a storm of sparks surrounding one of the Tons. They begin going blow for blow with each other. Equinsu casts invisibility and sneaks towards the already fighting pair managing to avoid the shower of sparks. Gary and NCS engage from a distance. Hamish is able to use his speed to break free of a shocking bear hug and After a few exchanges of damage, the sparking Ton is shamed into submission due to the fact it runs Windows Vista.
The group turned its attention to the second Ton, who has been peppering them with laser blasts. Taking advantage of his knowledge of Windows Vista, Equinsu issues a reboot command to the 2nd Ton, which is then dispatched swiftly with a final bullet by Gary.
While picking over the Tons the group incorporates the Windows Vista upgrades into NCS,. They also find 2 tapes with a map the Tons were following. NCS updates 1 of the maps with their current location and they hide the bodies there for later retrieval (Labeled: Not a Map of Dead Bodies). Before leaving the group remembers the chained lunchbox and inserts the mysterious tape labeled Reverie #5 into NCS, which shorts out a slot and forces NCS to blast Mombo #5 at 11 for the foreseeable future.
New Person/Item/Pet:
New OS: Lv 4 (broken speech processor) See NCS page for stats
New Mods:
Static Field lv1: Aura, 15ft, ALL creatures, Dex DC 13, 1d10(6), Can be turned on and off
Reverie #5 lv1: "Mombo #5" playing loudly from NCS
Lore building from the session
Hamish's God of Death and Tons:
Intense discussion of whether Tons count as life.
Day 5 (Friday Night)
Gary, and Hamish are alerted to the fact the train stopped by NCS. There is shouting coming from the front of the train, and fire on the tracks. The 3 of you hop out of the boxcar and investigate the commotion. 3 raiders have set up an ambush and are trying to rob the train. Gary utilizes an Eddie Murphy Standup tape to reduce one of the raiders to mound of uncontrolled laughter, and takes care of another with his automatic pistol. Hamish decides that he is sick of the raiders stupid ugly faces and forcibly affixes a spiritual mask to each of them, resulting in too much blunt trauma to the head.
While Gary loots the corpses Hamish is made aware that the Tons from one of the boxcars were let out, turned on and are wandering the waste. The engineer offers 100 clicks for each Ton safely returned. NCS agrees to be lit on fire and pose as a distressed Ton in order to confuse the train workers in order to maximize the amount of Tons you are able to return. In the end you returned 5 with the 6th being returned by the crew earning you 500 clicks.
When you return to your boxcar to resume the journey back to Captown it becomes clear it was all a distraction to steal the Bright bodies you were bring in as evidence. After some deliberation the group decides to follow the Ton tracks that go off South East. You find a group of Tons carrying the corpses that night, and decide to try and tail them to find out where they are going and who put them up to it.
Day 6 (Saturday)
After 1 day of travel despite your best efforts you are detected by the Tons and they ready for an attack.
New Person/Item/Pet:
Quick Draw Revolver:
No matter your initiative you act first on the initial round (with initiative rolls breaking ties in the case of others using "quick draw" weapons). On this first turn you can ONLY shoot. You do not get to act again in the 1st round. Subsequent turns occur with you falling in your initiative order and can act normally.
Lore building from the session
Kromal Bars and Travel:
1 Kromal Bar per day is enough to fend off exhaustion from traveling. When eaten for this purpose they have no healing effect.
Hamish:
"When you have the opportunity to take a pole in the face. Don't duck!"
Day 4 (Thursday Night)
Equinsu, Gary, and NCS watch as 4 Brights cross the bridge and walk to the power pole. One of them removes a backpack and load an injection gun before using on themselves. He grows brighter and his muscles bulge from his body. The hulking Bright breaks the pole at the base with his bare hands and begins dragging it towards the river to throw it in.
Equinsu, Gary, and NCS stealthy follow the Brights as Hamish steps onto the middle of the bridge, his leather coat billowing in the breeze. He issues a challenge to the Brights and a battle breaks out. Gary's boombox shakes the ground of the embankment sending one of the Brights tumbling to his death. The hulking Bright throws the power pole at Gary, who dodges it, but Equinsu is not so lucky, taking a 2ft diameter pole to the face. Hamish gets locked into a melee with the other 2 brights on the bridge. Hamish handily takes down one of his attackers and is aided by Gary in dispatching the other. Equinsu rallies and bends the feeble minded hulk to his whims causing him flee the battlefield where he is safely dispatched from a distance by Gary and NCS. The hulk explodes in a mist of slimy radiation coating Equinsu.
Investigating the backpack left by the brights produces 4 spent vials, an injection gun, and 1 vial filled with a glowing yellow liquid. The backpack is brown leather and purple canvas with a Jansport label, and Kimberly embroidered on it in pink. Hamish takes the brief moment of respite to cure his and Equinsu's radiation sickness.
Day 5 (Friday)
You board the train heading south for the 12 hour ride back to Captown. NCS loads the 2 remaining corpses of the Brights on one end of the boxcar to prevent radiation poisoning. Gary keeps watch while the rest of the group tries to squeeze in a long rest. after 7 hours of travel the train slows to a stop in the middle of the wastes...
New Person/Item/Pet:
Injection gun:
Small pistol shaped device for injecting vials of chemicals.
Unknown Bright Vial:
Vial that produced the hulking Bright
Lore building from the session
Radiation Sickness:
When sick with radiation, any damage you receive will be increased by the severity of the radiation sickness you have. Can be cured and/or resisted by use of Black Pearls, or by doctors, or clerics.
Equinsu:
"I have a plan"
Day 2 (Tuesday)
Gary and Equinsu bring Wrench to the Walled City Outpost and turn him in alive for the Bounty of 200 Caps. The leader of the camp Alistair Montgomery-Smythe informs them of some suspected sabotage and tasks you with investigating who or what is destroying a power pole and why. Payment for the contract is 50 each upon completion. The pair successfully negotiate for a sign on bonus of 25c each resulting in an additional 100c paid up front for the group.
The next stop of Tuesday evening was Clyde's, to sell off the scrap metal and demolished Ton from the Wrench bounty. Gary was able to successfully apply extra pressure to the scale and netted an additional 14 caps on top of the payout of 50c.
William Tell Asshattery goes here
With clicks burning a hole in your pocket you wander in and out of shops and take in what the vendors have to offer.
Day 3 (Wednesday)
You leave the Auto-Dolly at the Hub Inne with Kromal and make your way to the Clack station at at 7am and board a boxcar on a Clacker heading North East. The engineer was instructed to let you off at the bridge nearest the pole in question. You set up camp and NewCarSmell stands watch.
Day 4 (Thursday)
Thursday is spent looking for clues. You discover the broken pole was thrown down the embankment into the river. Crossing the Bridge you find several glowing rocks affected by Bright radiation. You also put together that the attacks are happening soon after delivery of Brightrock to Captown, and there was one made yesterday. Off in the distance you watch several Tons toiling in the fields with long kites attached stretching into the sky. You return to the repaired pole and break down camp and hide yourselves in a foxhole. Late that evening coming across the bridge towards you are several bright yellow lights.
New Person/Item/Pet:
Wrench(Dwarf):
Leader of a small gang of bandits that was using a modified Ton to hold up travelers.
Sledge(Human)(Desceased):
Romantic partner and under-boss of Wrench's gang.
Madge(Mentioned):
Kromal's boss. Mechanically inclined. Runs the radio station.
Auto-Dolly(power draw 10clicks/day)
Powered cart that must be pushed. Moves up to 1 ton(2000lbs) with minimal effort.
Lore building from the session
Ferrites/Automatons/Tons :
Located on a back panel is 1 OS slot and 4 Mod Slots that augment their behavior. Removing or destroying a mod tape removes that function, removing or destroying an OS tape powers down the unit but leaves it a recoverable state.
Brights:
Humanoids that have come into prolonged extreme contact with Brightrock turning them into translucent glowing beings. They mine and transport Brightrock to converted to clicks.
Walled City:
Regulates the amount of brightrock and clicks in the wastes so as not to destabilize the economy or turn everyone into Brights through over exposure.
Established Costs:
Kromal Bar (Vendor) = 1 for 12c or 5 for 50c
Kromal Bar (KB Mod Lv1) = 1for 20c or 5 for 75c
Scrap metal at Clydes = 1 click/10 lbs, 10c/100lbs 100c/1klbs, 200c/ton. *Pays Double for Snow Mobiles
Owned Mods:
Fisto Punch lv1: Basic Punch, +5, 2d6+3 (10)
Laser Focus lv1: Single shot of laser pistol, Range 60, +5, 3d6 (10) radiation
Spray and Pray lv1: Scatter shoot lasers in a 4x4 cube, range 60(12), Dex 13, 2d6 (7) or ½ on save
KB Mod Lv1: Makes Kromal Bars, 1for 20c or 5 for 75c
a Sledgehammer dropped onto Wrench's face:
"Bonk"
Day 1 (Monday)
Kromal is excited to see you with the replacement B.E.E.R. for the power generator and offers you a free room for a few days. He is amazed to see a sentient Ferrite and explains that Automatons that gain free will are always destroyed. He excited explains about OS tapes and Mod tapes and gives Scrap(NewCarSmell) an older Mod allowing him to make Kromal Bars out on the road, though less efficiently than in a kitchen. He fills you in on a bounty of 150/200c alive/dead on a dwarf named Wrench that run a gang of bandits a little west of town. You decide to head out the next morning.
Day 2 (Tuesday)
In the morning Scap states he as taken a liking to his new moniker and will go by NewCarSmell. You walk out to common area to a breakfast of Kromal Bars and beer and before you leave Kromal says you are welcome to stay a few days as his boss Madge would love to meet you as well as take a look at NewCarSmell.
A few hours west out of town you take note of a guarded train of Brightrock heading towards Captown and shortly after you come upon an ambush set up by Wrenches gang. With the skillful use of an apple and knife NewCarSmell assists you in making quick work of the bandits. While looting the corpses you find a map on Sledge that leads to the base of operations . It appears to be signed "XOXO Wrench"
The bandit camp is deserted except for Wrench and the Ton(Automaton) rigged up as a turret. Gary casts invisibility on Hamish allowing him to creep over to Wrenches RV and set up an ambush. Gary then taunts Wrench by playing "Ecstasy of Gold" and insultingly calling him "Screwdriver". The Turret opens fire at Gary and NewCarSmell as Wrench trips out of the RV and laughs uncontrollably at sight of who has come to claim the bounty. Hamish steps out of the shadows and drops Sledge's sledge onto his face. Gary runs to the turret dodging laser blasts and begins ripping tape cartridges out of its back panel until it shuts down. Hamish grabs Wrench and calls upon his god to Inflict Wounds upon Wrench but stops just short of killing him and instead renders him incapacitated. The sky darkens and a bolt of lightening strikes Hamish as retribution for denying his god the soul so easily in his reach.
The team find an Auto-Dolly and load up what scrap they can find (500lbs worth) and strap Wrench to the top of the heap. They install the 3 Mod tapes from the turret into NewCarSmell's 3 remaining slots and pocket the BasicOS lv1 tape from the turret since NewCarSmell has a BasicOS lv3 tape installed. They also find a metal lunchbox chained shut, toss it on the mound of scrap to deal with later, and begin the trek back to town
New Person/Item/Pet:
Wrench(Dwarf):
Leader of a small gang of bandits that was using a modified Ton to hold up travelers.
Sledge(Human)(Desceased):
Romantic partner and under-boss of Wrench's gang.
Madge(Mentioned):
Kromal's boss. Mechanically inclined. Runs the radio station.
Auto-Dolly(power draw 10clicks/day)
Powered cart that must be pushed. Moves up to 1 ton(2000lbs) with minimal effort.
Lore building from the session
Ferrites/Automatons/Tons:
Located on a back panel is 1 OS slot and 4 Mod Slots that augment their behavior. Removing or destroying a mod tape removes that function, removing or destroying an OS tape powers down the unit but leaves it a recoverable state.
Brights:
Humanoids that have come into prolonged extreme contact with Brightrock turning them into translucent glowing beings. They mine and transport Brightrock to converted to clicks.
Walled City:
Regulates the amount of brightrock and clicks in the wastes so as not to destabilize the economy or turn everyone into Brights through over exposure.
Established Costs:
Kromal Bar (Vendor) = 1 for 12c or 5 for 50c
Kromal Bar (KB Mod Lv1) = 1for 20c or 5 for 75c
Scrap metal at Clydes = 1 click/10 lbs, 10c/100lbs 100c/1klbs, 200c/ton. *Pays Double for Snow Mobiles
Owned Mods:
Fisto Punch lv1: Basic Punch, +5, 2d6+3 (10)
Laser Focus lv1: Single shot of laser pistol, Range 60, +5, 3d6 (10) radiation
Spray and Pray lv1: Scatter shoot lasers in a 4x4 cube, range 60(12), Dex 13, 2d6 (7) or ½ on save
KB Mod Lv1: Makes Kromal Bars, 1for 20c or 5 for 75c
Kromal:
"2,999,999. 2,999,998. 2,999,997. 2,999,996. 2,999,995..."
Day 1 (Monday)
Our band of heros walk into the Inne at Hub Radio and are greeted by a panicky dwarf in a metal chef's hat. Believing Gary is actually Michelle Mound you are treated to a free meal of ale and Kromal bars, which you discover have healing properties. It becomes clear there is an issue with the generator in the basement and you offer to assist in the matter. Gary tells Kromal that a basement inspection is part of the restaurant visit and that he should stay upstairs and count backward from 3,000,000.
Hamish and Gary take care of a Lightening Bug infestation but the battle results in a damaged generator. It is necessary to get a replacement BEER(BrightRock Emitted Energy Reservoir) from the scrapyard on the edge of town. The owner of the Big Clyde's Scrapyard is an old Gnome named Clyde. He loves to tinker and is won over by Hamish's robotic arm. The BEER is too expensive for you to afford, but he is willing to let it go cheaper if you take care of the Beaver infestation in the scrapyard.
You make quick work of the Dire Beaver and rescue a malfunctioning Ferrite trapped under a car. It introduces itself as "Scrap" and you smuggle it out of the scrapyard after purchasing the replacement BEER.
New Person/Item/Pet:
Kromal(Dwarf):
Some sort of cleric that imbues his cement like food bars with healing properties. He is very high strung but loves his work.
Kromal Bars:
Do the job of healing potions, 2d4+2
Big Clyde(Gnome):
Owner of the Scrapyard on the east side of Captown. Has replaced his missing left leg with a pogo-stick that he hops around on. Drinks a lot and insults the other Gnomes.
Scrap(Ferrite)
A discarded automaton found under a car. Its malfunction appears the existence of free will.
Lore building from the session
Ferrites:
Some appear to spontaneously acquire free will. These are discarded or destroyed
Lightening Bugs:
Eat pieces of brightrock(Large Clicks)
Beavers:
Eat rusted metal. Build dams out of cars, sheet metal, scrap etc
Day 1 (Monday)
We were introduced to 3 of our heroes when they came to the aid of Mr Michelle Mound and his Automaton who were ambushed by several raiders while driving his auto-carriage to Captown. After the rescue, Michelle offered the group a ride into Captown and a meal voucher to eat at the Inn at the Hub and Spoke Radio station. Player introductions were made on the ride into Captown and we left off with the group walking towards the inn.
Currently introduced Player Characters:
Hamish J Harrington:
Half man, half rabbit death cleric with a bad reputation and a derringer pistol
Equinsu Ocha:
A charlatan tiefling bard that has decided its better to kill bandits than be killed as a bandit
Gary AKA DJ Poopknife:
A human(?) bard probably wearing a robotic looking helmet and a large boombox.
New Person/Item/Pet:
Mr Michelle Mound:
Immensely obese Frenchman that works for the food cartel in the wastes known as the "Sweet Meats"
Lore building from the session
No rubber tires:
Decided its too much of a PIA to deal with, so no rubber tires
Money = Clicks:
Stones that give off magical radiation are currency. Value is determined by a device similar to a Geiger counter, the more the device clicks the more the stone(s) are worth. Although not yet discussed the Walled City is minting some of these stones and they are referred to as "Stamps" since they are stamped out
No oil/gas:
Most power generation, or fuel requirements are done with the consumption of Clicks
Established costs:
Rifle ammo = 5 clicks a shot
Revolver ammo = 5 clicks a shot
Auto pistol ammo = 2 clicks a shot