Game 2 ( June 2, 2007)

 

NO MORE STINKING BADGERS


GETTING THEIR FREAK ON:

Flinic (Terry)
Janak (Alan)
Holgarr (Jim)
Clen Raqis (Jeff)
Selmet (Michele)
Morley (Darren)


At last we can lay the "stinking badgers" joke to rest and put the emphasis back where it should be:  On Bee and Pirate humor.  Yarrrr.

Last game we had just dispatched a pair of badger-men (Badders) at the entrance to their lair.  We have the option of investigating the place further or continuing down the rocky (read: explosive) path to our destination.  After some discussion over whether to search the place, we do so anyway.  Inside we find (surprise) more badgers.  The fight that ensues is the poster-child for botch mechanics and why NOT to do too many actions in this game in a turn...

Holgarr rushes our lone visible foe who has shot him with a crossbow bolt.  Janak decides to put up an illusion to distract our enemies; however, a TRIPLE botch later, we are "surrounded by badgers".  Holgarr wastes valuable swings on invisble foes who dissipate on contact, AND on Janak himself--who currently looks like a Badder due to the illusion.  He goes down in a heap.  Three of us donate a berry each to try to bring him conscious, but not much luck.  Our combat types (that would be Holgarr) move out and begin to fight the enemy.  His ungodly might sends badgers flying... in this case, one of them goes flying at another badger, splintering it into pieces.  Apparently they have wooden practice dummies that are badger shaped.  (Now unless there's a rival bunch of badger-people around, I'm not sure why your practice dummy is badger shaped.)  But it's an interesting concept to bring back to our people; Practicing fighting using dummies.  Well, "actual" dummies, not each other.

We do more searching with our injured crew when a collapse happens.  Fortunately, Morley is the speed-digger, and manages to unburry anyone caught in record time.  Backing up the cavern we find they've tried to bury the exit behind us as well.  I dig through so fast that the two guys on the other side are surprised to find us there.  Again, a little hacky-hacky sends them to badger heaven.  I now leave you to consider what Badger Heaven must look like.

Anyway, we find another cave with two Badders in it, one of whom is the leader(?).  We (Holgarr) engage them and he is hurt badly by the leader's "Boom stick", a long stick that when slammed point-first against Holgarr, explodes.  It's one use.  One Badder is taken down.  The other is holding while either he tries to figure out what is being said to him by us or as he considers our offer to be shown the exit.  An eagle-eyed player (figuratively) spots a discolored section of cave in this room, which turns out to be the Badder leader's private entrace or emergency escape tunnel.  We take it to the surface and leave him behind, snarling at us.

Up top we find we are on the other side of the hill, beyond the explosives in the road that we encountered last time.  We rejoin the road where it bends around.

Encounters on the road (In the order I remember them, which may or may not be accurate to how they actually happened:)

  • A strange spiny fishy thing is on the road and Holgarr dispatches it before you can bat an eye.
  • At a resting stop, something is spotted in the water nearby.  Prodding with a stick yields no violence.  Morley reaches down with his stretchiness and finds it's a vest, black, with a funny unknown fabric, too thick to ring out.  He tries it on.
  • We come down a road and encounter four folks, one of whom is holding a crimson standard.  The others are one REALLY uber-buff guy(?), a many-tentacled guy, and a leader with 4 arms. Since everyone seems reluctant to speak, Morley greets them.  Turns out they are missionaries, worshippers of the "Radiant One".  Now it's funny that earlier in the cave we had come across a badger idol that was likely their God and I commented that I was taught to pay respect to all Gods because "You never know".  So when asked if I would like to pay my respects, I do.  By this time their danger-sense is already going off because one of us turned invisible and hid.  But I convince them that he is not dangerous, just cautious.  Communion here involves them chanting, opening a small metal chest, and exposing those present to radiation, then hugging us and moving on.  Three of us agree to this (not knowing much about radiation and having none of this explained).  Basically Morley steps up, they chant, they open the chest, and then one hugs Morley, so it looks harmless.  Clen Raqis and Flinic follow. The others abstain, and I explain to them that they just "not ready" yet, but we will convince them.  They guys continue on their way.  Those of us who were present get 1pt of temporary taint, and those who stood before the box get 1pt of "tainted" XP (For use only on tainted powers).  These guys are the classic Gamma World "Radioactivists".
  • In similar fashion we encounter a group of folks on the road, only these are in shiny metal armor and carrying weapons.  One rides an enormous horse which Holgarr says is "reading his mind".  Not sure who wins the dual of wits between the horse and Holgarr.  All I know is that the second that Janak goes invisible, their leader on horseback gives the order to kill the mutants.  The horse moves up, stomps, causing a nice big ripple effect that knocks some of us down.  Holgarr does his quantum-leap around from perch to enemy, smacking them around.  Morley tackles the leader and tries to use him as cover against the horsey.  Arrows and bolts come from many.  Their leader tries to shoot Morley with a mini-boomstick, and it strangely seems to be somewhat repelled by his shiney new vest.  After Holgarr takes down his uber-horse, the leader tries to shoot him, at first missing but later winging him.  These, the "Knights of Genetic Purity", are taken out and the leader subdued.  Cue to discussion of whether to kill a captured enemy that happens in nearly EVERY campaign.  This time Jim is in the affirmative, Morley is in the negative, and others are commenting that leaving him behind is nearly the same as killing him, now that Holgarr has cut off the man's foot during questioning.  Eventually Morley has to walk away as he won't be a party to what he views as an un-needed death, and Flinic asks him to help bury the bodies, since he's digs quickly.  So he does.  The party makes camp up a ways.  The notable treasure off of these guys is mostly a mysterious box full of "colored gems".
  • Walking down a rocky pathway between two volcanic craters, the group is nearly accosted by fireants.  Didn't help that one player stepped on them and they exploded!  Holgarr leaps ahead, some of us run and bound through; Badly inured Janak walks through invisibly and has to pause while a few walk across his feet.

The Deathlands are just as purty as you'd think.

Therein we manage to find the location of infamous Deathlords, aka Dark Emperors, aka Big Ugly Vultures.  They hang out at a skeletal frame of an office building, way up high, with vicitms in cages.  Deciding it would be impossible to seige the building with the many MANY flying creatures there, we decide to parlay.  We know that they often capture people for ransom, this means they must have some bargaining ability.

First a small one comes out to survey us.  Then another flies out to talk.  This one is upset that we have entered the Deathlands without permission.  He's unmoved that we have no idea how we would ask permission.  So we (Flinic) set to bargaining wih them for our people.  Seems they'll want trade goods and they've already got lots of those (and much better than we have) so that will make this difficult.  We put out all the goods we are willing to trade and he looks them over.  He interrogates Flinnic about the box and how we got it.  Ultimately he wants only Morley's 4 shotgun shells, Janak's laser pointer, Clen Raqis' now "broken" boomstick, and the contents of the box in exchange for the three "bee people" and our three village members.  As to the payment for entering the deathlands without permission, he accepts the last "gem" that he neglected to bargain for originally.  We are told to NEVER go there without permission again.  He showed a great deal of interest in the location of the Bee people's hive, but that is not disclosed.  Nor is the location of Paradise Valley (our home).

Our journey back is way less hazardous because among us now is the rescued village elder who is telepathic and who seems to be guiding us around trouble.

We drop off the bee people at the hive and receive our bargained-for treasure.  The elder negotiates telepathically with the queen for trade between our people and the bee people.

I don't remember much of the treasure this time.  I know that Morley got a 30ft length of "hollow rope" (expandable garden hose that can go all the way to 60ft).  But nothing as entertaining as Flinic foaming at the mouth last time.

In all of this I did manage to skip one salient and entertaining detail:  Artifact boy has no mojo.  Clen Raqis, the artifact addicted member of our village, has a gift for rolling the worst possible roll on his "figure out artifacts" roll.  This time around he wounded a party member and himself trying to figure out a gun.