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Showing posts with label Blasted Wasteland of Gath. Show all posts
Showing posts with label Blasted Wasteland of Gath. Show all posts

Saturday, July 1, 2017

Wasteland of Gath: The Pit

Played session 2 of +Christian Walker's Wasteland of Gath game, and had a blast again. Here's the report (again with some phrasing here and there borrowed from Christian's own post):

THE PIT

Shank and Kerg left the bus and headed down the barren road. It wasn't long before Kerg had to answer the call of nature and rushed forward to a massive pothole in the road to do so.

"Aw, just use that bush over there!" said Shank.

But Kerg ignored him and headed to the edge of the hole. Looking in he jumped back in shock and fright. "Jesus Christ!"

Shank drew his weapons as Kerg ran back toward him. There came a terrible moaning from the pit and out of it emerged three nightmare creatures. The foul things had pinkish-gray skin and were about a dwarf's height, maybe smaller, with long, spindly limbs. Seeing their sharp, bony claws, drooping facial skin, and pointed teeth, Shank realized they were witch-spawn.

He remembered the stories the old man – the one who taught him to steal – used to tell him: "On the night of a new moon, witches squat in damp holes and lay clutches of eggs. The witches often return at a later date to see how their brood has fared. The strongest are brought back to the witch's lair to serve as guards."

The creatures shambled forward toward Shank and Kerg. Shank threw a dagger that went wide, and Kerg shot at one with his crossbow. The creatures moved very sluggishly.

"They're slow!" called Shank. "Keep your distance from them and keep shooting. Don't let them close on you!"

Shank dashed behind a bush, and nearly ran headlong into a wasteland mutant who was already hiding there. The mutant dropped the bucket he was holding and a number of severed hands and feet spilled out onto the ground. Before Shank could react, the mutant took off running down the road.

Shank encounters a mutant behind the bush, as the fleshlings emerge from the pit.

"No time to deal with that now," thought Shank, who turned his attention back to helping Kerg with the fleshlings.

The man and the dwarf ran and dodged, bobbed and weaved. Kerg would sprint to a new position and reload. Shank tried to draw the witch-spawn across Kerg's field of shot as the dwarf released another bolt. Then they did it all over again.

Dashing around the battlefield, Shank and Kerg keep their distance from the witch-spawn.
The mutant has run off the map. 

One of the fleshlings finally went down with a bolt through its chest. But at the same time another monster closed on Kerg. He tried to release another bolt, but missed wildly. Shank ran up to the creature and transpierced it from behind.

Shank stabs a witch-spawn in the back.

Seeing its two brothers slain, the third ran back to its pit in the middle of the road, where it rocked back and forth convulsively, covering its head with its arms. Shank and Kerg approached the pit carefully. Shank threw his dagger, and Kerg shot his crossbow. That was the end of the third witch-spawn.

The two rogues found the pit was filled with tar, and littered with the skeletal remains of various humans and humanoids. Neither man nor dwarf had the stomach to rummage through the tar and bones.

They went back to the bush and examined the bucket and its contents. Perhaps the mutant was feeding the monsters. Perhaps he'd been scavenging to feed himself. The thieves found both options unsettling.

On the road, Shank and Kerg examined an odd human skull that was about 60% bone and 40% aquamarine. They picked it up to take with them.

Looking over at the metal door from one of the metal carriages that seemed to litter the road, Shank asked Kerg to help him flip it over. In a compartment on the inner side of the door the two found a bottle of spirits with healing properties – there were two doses remaining.

Scanning the horizon in the direction of the mutant's flight, Shank and Kerg spied a metal shack, toward which the mutant was still fleeing. Shank called out to the mutant, and held up the bucket as an offering to show he meant no harm to the fellow. The mutant panicked and ran even faster into the shack. Shank put the bucket back down on the side of the road.

"I'm not sure I like the look of that shack," said Shank. "If that creature was feeding the fleshlings, he may be serving some witch, and she may be near. I say we move on, and quickly."

"You'll get no argument from me, friend Shank," replied Kerg.

Sunday, June 18, 2017

Walking the Road into the Wasteland of Gath

I think everyone that's going to play +Christian Walker's first Road through Gath scenario has done so, here's Shank's version of it (with some lines borrowed from Christian's account). I may be wrong about everyone being done so here is a SPOILER ALERT:

IF YOU'RE ONE OF CHRISTIAN'S PLAYERS AND HAVEN'T YET DONE THE ENCOUNTER FROM TOLLING OF THE GREAT BLACK BELL No. 26, DON'T READ ANY FURTHER.

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WASTELAND OF GATH ENCOUNTER I: Shank Hits the Road

"Screw this place," thought Shank moodily, "Even the wasteland's got to offer something better." The thief started walking down the road to nowhere with a sense of glum purpose.

After a short march, Shank came upon a strange metallic, horseless carriage. Inside was a dwarf banging his head repeatedly on a wheel that Shank could only presume was once meant to guide the ruined vehicle.

Shank approached and spoke to the dwarf whose name was Kerg, a fellow down-on-his-luck rogue. With tragic pasts and a shared vocation, the two thieves immediately felt the bonds of professional honor and co-dependency. Man and dwarf plunged together into the wastes.

After a time, the pair came upon a larger ruined metal carriage, turned on its side. They approached with caution and soon heard a rattling of chains coming from the front of the vehicle. The adventurers flattened themselves against the now-vertical underside of the iron hulk, as two skeletons emerged from its front end. The foul things were clad in orange jumpsuits and swung their chains and shackles like flails.


The undead were quicker than they appeared and closed rapidly on the two rogues. Shank threw his dagger, which slipped from his hand and flew wildly over the skeletons' heads. He then dashed across the road to hide behind a bush. Kerg stood his ground, leveled his crossbow, and took a skeleton's head clean off with his first bolt.


The remaining skeleton closed on Kerg and whipped the now cowering dwarf with its chain. Shank rushed forward from hiding and smote the skeleton from behind with his short sword.


Shank and Kerg searched the area and found a skull with two gold ingots embedded inside it. Recovering his dagger, Shank pried the ingots out, and tossed one to Kerg.

"You earned this," he told the surprised dwarf.

The two rogues clambered up onto the side of the overturned vehicle. Peering through broken windows they discovered ten more skeletons, still shackled to their seats but quite animated. Shank examined the writing on the side of the massive carriage and to his astonishment found he could read it: "DEPT. OF CORRECTION."


"I know what this is," declared Shank. "It's a prison transport. These fellows must have been shackled here for ages."

"Poor bastards," muttered Kerg.

The thieves thought it wiser to stay clear of skeletal prisoners' grasp, and instead passed forward to examine unmoving remains of the two uniformed guards in the front compartment. Shank pulled two gold rings off their fingers, and again tossed one to the dwarf, who once more looked surprised.

"We're in this together," said Shank. "Share and share alike. That's the deal, right?"

"What do we do with the rest of them?" asked Kerg. The sound of skeletal agitation grew louder, as if protesting the presence of the living. "It sounds like they might break free at any moment."

Shank thought before replying. "I don't want to leave them here. Even if we get a fair distance before they break free, they're as like as not to catch up and surprise us in our camp as we sleep. We'd best burn this thing."

The two ruffians stuffed all the dried vegetation they could find into the openings of the massive horseless carriage, doused it all with oil and struck a spark. The massive hulk was soon completely engulfed in flames.

Without looking back, Shank and Kerg took to the road once more.

Shank Survived!

Not going to give a report right now, because I know others may be playing the same scenario in Christian's game. But I am happy to report that Shank survived his first encounter in the wasteland! Once I'm sure that everyone who's going to play this scenario has done so, I'll post a session report.

I had a great time playing in +Christian Walker's encounter -- it really was a blast!

Thanks again for running it, Christian.