Survive and Conquer

Session 1 * 5-14-11 * The Plot Thickens
When worlds collide - Gamma Happens.

Session one:

Members of the party – The Players:

Xane – Played by Trevor.
Zane is a Hypercog – Speedster, he has been in Colmans Landing for a couple of weeks. He was expelled from his last township for… well something that may or may not have involved Chickens… those that know him would say he was a bit ‘Twitchy’.

Archemedes – Played by Melissa.
Atchemedies is a Hawkoid – Empath, She grew up with influenced heavily by the traditions of her people. She is on a spirit quest. She has not been in Colmans Landing for very long.

Allan Montalban – Played by Dave.
Allen an Electrokinetic – Mind Coercer, who grew up in Colmans Landing. He is young and seeking to establish his worth to the community at large.

GubGib – Played by Kelly.
Gubgib is a Cockroach – Giant, who evolved in the near by junk yard of Colmans Landing – though he started life as grub, not far from town, only recently has he revealed himself to the denizens of Comans Landing.

The Village the characters find themselves at is called:
Colmans Landing:

Colemans landing

The Story so Far:

All of the players have motivation to prove themselves to be trustworthy, to their fellow Villagers.

In the case of Archemedes, who is on a spirit quest, she most likely seeks to ‘know’. For Xane, who was recently exiled, trust of a community may be very important, who knows what may have followed him from his former residence… For Gubgib and Allen, who have spent most if not all of their life’s here in Colmans Landing, the desire to become a productive citizen comes naturally.

It wasn’t long before the party found themselves in front of the Mayor’s wife. Jenny May McFarlan who reminded them that the normal quest to bring back life giving waters to the village, as a right of passage, had taken on new importance what with the river having run dry again as it was want to do this time of year.

She hoped that news of a successful water gathering trip would improve the mood of the Mayor, Rakam McFarlan, who was in dire straights, and not doing well at all. As the meeting concluded, a loud Bang sounded at the near by Wall. It looked like a Sentry bot took a pot shot at the village, and then keeled over dead. The bot was placed in the junk yard with others of it’s kind, as this had been going on for quite some time – though this was the first one to actually ‘shoot’ anything.. most just bumped around until they keeled over.

On the short walk across town, the party met Mara Janair (after one look at her picture, she was instantly Dubbed “Mystique with to many Clothes on.” Mara introduced herself as the local Ruin Raider, being that she was too busy gleaning all the information that she could from the local Tavern goers, she asked the party if they would take a look at the robot disturbance for her as the nuisance, had just turned hostile, it wasn’t something that could really be ignored any longer. She promised them a piece of Omega Tech if they would complete her task before going on their quest for Water – assuring the party members that there was plenty of water in stores for another couple of weeks.

With the choices of ‘what to do first’ weighing on the minds of the party – they entered the tavern where they met Dillon and Sylinda. Dillon ran the local tavern and was a trader of sorts, keeping a small stock of stores which he offered to trade with the party members.

Xane took Dillon up on his offer, and received Cofee Beans and information as well as some good will from Dillon for an inflateable kiddy pool that he’d been dragging along. The fact that ’Caffiene’is probably the last thing that a Pre-Cog Speedster needs never really came to bare on the transaction.

Dillon was more than willing to spill the beans so to speak, after such a great score. His Lady, Sylinda couldn’t wait to use the pool and was willing to just ‘lay out’ near it, till there was enough water to fill it.

Some of the useful information that Dillon passed along, was the fact that now that the mayor was Ill, and like to die at any moment. The Seekers and the Restorationists were at each other’s throats. James Evans Liaison for the Seekers, was bound and determine to make it work in Colmans Landing and wanted nothing to do with any high tech advances. Jab McPherson on the other hand, who in spite of his obvious Mutant heritage worked for the Restorationists, insisted that this was the time that re-locating, or advancing the village via Technology would do the most good.

Dillon, even alluded to the fact that perhaps one of the two had been instrumental in the mayors current state of Illness as the Mayor had done a great job of keeping the two sides mollified previous to his Illness.

With information overload, and plot hooks coming at the party faster than Xane on Coffee beans, the group decided to check into the robots in the junk yard. They found markings that read “StupindiCo Security”.

Back Tracking the robot, a bout a Days hike to the north, they came across another robot exiting what looked to be an underground structure of some sort. Upon confronting the droid, it pretty much Exploded with out much of a fight. However, this DID get the attention of a couple of Badder guards and two Porker Marauders. There wasn’t much Dialog as the Badder charged to confront the Party. The battle was swift and ended in the sound defeat of the guards out side of the subterranean edifice that they were protecting.

And that Concluded Adventure 1 of ‘Survive and Conquer’.

The Story so far...
A History of the campaign

What is Gamma World

here is are a couple of links to some setting development articles that you might find interesting: A Brief History of the Development of Gamma World

And I’ve actually included a ‘chunk’ out of this article – the ‘chunk’ below discusses the ‘Big Mistake’ the article has a whole lot more information about how the latest rendition of Gamma World came about. Here’s the link: How We Brought Down Civilization, by Bruce Cordell and Tichard Baker

and here’s the ‘Chunk’ out of it: /beginchunk

Most people believe the world was once perfect, but then the Big Mistake wiped it out, leaving behind the blasted landscape and visibly cracked moon of Gamma Terra. Residents of that utopian former world (you and me) are called Ancients, and their ruins and still-functioning super-science artifacts can still be found.

Insofar as it can be determined by people of Gamma Terra, the Big Mistake was a combination of events kicked off by an accident at an Ancient installation called the Large Hadron Collider that was attempting to locate the “God Particle.” Depending on the story, it was one of those tiny things that didn’t seem important at the time: a bird dropped a piece of bread, which precipitated a series of cascading malfunctions culminating in the event that partially collapsed billions of parallel timelines into a single worldtrack! Uncomprehending nations in a large percentage of these parallel Earths mistook the collapse for an attack by enemies and immediately launched their arsenals of nuclear, chemical, biological, and superscience weapons at each other.

That was some years ago. Since then, remnant poisons, fluxing timelines, and transposed creatures and technology of myriad alternate dimensions combined to create a unique tableau that any Ancient would deride as the gibberings of a down-on-her-luck pulp novelist. From where you’re sitting, it’s obviously no fantasy, but sometimes it sure seems crazy.


One hundred and fifty years have passed since the Big Mistake. Fluctuating time lines, lingering radiation and toxins, and strange creatures and technology transposed from alternate dimensions have combined to create a unique setting that any of the Ancients would think the height of unrealistic fantasy. But to the inhabitants of Gamma Terra, our fantasy is their reality. No matter how bizarre the world, however, it still rests on a few principles.

“Human” is a broad term. Most inhabitants of Gamma Terra are human, with minor mutations. Most mutations are cosmetic, such as purple skin or distinctive head-wrinkles; a few are helpful, such as sensitive ears or cat eyes.

So is “mutant.” People who have major mutations (those that qualify as powers) are considered mutants—especially the players’ characters. Most player charac ters are mutants (or at least look like mutants). Attitudes toward mutants vary widely: Some people think they’re cool, others revile them, and most don’t care.

The world is lethal. In a post-apocalyptic world, civilization exists in small pockets separated by dead wastes, monster-haunted ruinscapes, and tracts of land given over to alien growth from alternate worlds. Traders follow well-established routes, and only devil-may-care adventurers, members of cryptic alliances, and tribal raiders move far beyond their own encampments or settlements.

Wonders beckon. For all that the world is dangerous, it’s also wondrous. Even seen through the lens of a shattered reality, the marvels of a thousand thousand worldlines lie beyond the door, just waiting to discovered!

Alpha flux happens. A small subset of the population that has just the right genetic or algorithmic predisposition can spontaneously manifest entirely new mutant abilities by drawing on alternate worldlines.

Omega Tech is everywhere. Gamma Terra is littered with artifacts of advanced technology. People attribute all Omega Tech to the Ancients, but much of it actually originates in the numerous alternate worldlines. The most prominent forms of Omega Tech are the nanotech-based Xi items, photonic gear from the Empire of Ishtar, and offshoot technologies derived from Area 52.

You never know what you’ll find. The world offers more than Omega Tech items to bold explorers. Ancient ruins are littered with all manner of interesting bric-a-brac just waiting to be found. This stuff, lovingly referred to as Ancient junk, is everywhere.

A sampling includes:

Gamma World Adventure Locations

Here are some interesting areas for your players to explore. You can use these as starting points or as inspiration when designing your own adventures.

Bromphis: A tribe of cannibalistic menarls lives within the hollowed-out interior of a huge steel dry-docked hull that formerly served as a battleship before the Big Mistake. The menarls have managed to get a few of the guns working again.

Columbia Building: This skyscraper is infested by a sentient plant, called Columbia, that keeps the foundation in repair. Its vines reach from below the substructure all the way to the loft apartments. Columbia is known to be a font of wisdom, but not an especially friendly one. To ask it a question, one must sacrifice a charged Omega Tech item to its t wining strands. Even then, the great vine might decide to add the questioner to its collection of amber-encased oddities.

Firefly Sea: This immense inland lake glows a green-tinted white with residual radiation. There were once several Ancient cities along its coast, but the Big Mistake took care of that. Only half-flooded ruins remain. Fens that have managed to adapt to or protect themselves from the radiation now claim a city-state deep beneath the shining waves.

Iron Caves: A colony of sleeths inhabits these caves in the foothills of a mountain range. Oddly, most of the caves are lined with iron girders and cement. According to many Archivists, this particular colony sits inside an Ancient military bunker bursting with technology such as warbots and nuclear missiles.

Star of Purity: High in the mountains, a silvery dome is sometimes visible as the last rays of the setting sun strike it. Rumors say it’s a city where purestrain humans survive, safe in a self-contained crèche they built to protect themselves from the global cataclysm. Every so often, one such human escapes the computer-controlled ecosystem inside and strikes out into the wider world. And is promptly killed by gamma moths.

Timeslip City: This scattered ruin lies somewhere in the wastes, but its location appears to wander. Over the years, those who have glimpsed its tumbled skyscrapers and iron facades report the ruins are less decrepit than in earlier descriptions. Lately, people have seen indistinct figures shuffling through the streets, and phantom glows and laughter spill from obviously hollow structures. With each passing day, the otherworld city is slowly becoming more in sync with this reality.

Tranquility Base: A station on the cracked moon oversees robot-controlled mining equipment that, even after two centuries of neglect, continues to harvest helium-3 from the surface. The empty station’s gleaming halls could support an entire colony of engineers, as they once did. Anyone who could contrive to reach the moon would discover this refuge, completely free of the dangers of Gamma Terra. At least, until the clones in the basement are accidentally awakened.


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