Skeleton Base Archive, Part A:

The archives of the Skeleton Base PBeM have gotten so big that they've been split up into smaller parts:

  1. Introduction: The adventure begins. (Player responses.)
  2. Through the Desert: The journey to the Skeleton Base. (Player responses.)
  3. Slabtown: Our heroes spot the Guardian and meet the inhabitants of Slabtown. (Player responses.)
  4. The Sandstorm: The characters shelter with the Far Traders during a sandstorm. (Player responses.)
  5. The Metal "Gods": Showdown with the CotMG. (Player responses.)
  6. Froude's Proposal: An uncomfortable stalemate. (Player responses.)
  1. Back to Base(ics): The party returns to the Skeleton Base. (Player responses.)
  2. Sewer Raiders: Nappy and Clacher do some scouting. (Player responses.)
  3. Bullets & Blankets: The gun sentry is thwarted. (Player responses.)
  4. Beneath the Base: Our heroes find more underground chambers. (Player responses.)
  5. Cards & Consoles: The rooms are searched, but contain nothing but old control consoles.
  6. Martuk's Premonition: Martuk has a psychic vision of impending danger. (Player responses.)
  7. Command Center: Another sentry gun is neutralized. (Player responses.)
  8. Guardian Rendezvous: We finally meet the Guardian up close and personal. (Player responses.)
  9. Up Periscope: More scouting, then the party enters an Ancient garage. (Player responses.)
  1. The Best Laid Plans of Mutants and Men... The group schemes a way to recover their precious security card.
  2. ...Oft Go Astray: Krang-Nar's telekinesis trick doesn't go as planned. (Player responses.)
  3. Risky Recon: An above-ground reconnaissance trip turns deadly.
  4. The Armoury: Krang-Nar and Martuk are trapped in the armoury. (Player responses.)
  5. Traps & Treasure: Both risk and reward are found in the armoury.
  6. Traps & Treasure: Both risk and reward are found in the armoury. (Player responses.)
  7. Ready to Rumble: Our heroes prepare for a final all-out assault on the Guardian.(Player responses.)
  8. Rock'n Roll: The final battle against the Guardian begins! (Player responses.)
  9. The Old Ways: Nappy perishes, but the Guardian is vanquished at last! (Player responses.)
  10. Endgame: Our heroes, victorious, return to Lau triumphant.
  11. Epilogue: The Skeleton Base is claimed as a Nightwind outpost.

Introduction: [Mar 25/04]

Life has been good lately for the Nightwind tribe. No raiders have attacked Lau for slaves, there have been no assaults from rival tribes, and even the wild mutant beasts have stayed in the wastes, where they belong. The hunting has been good this year, and ever since the Cave of Life was claimed as an outpost, you have had a clean, reliable source of water. In short, the tribe is prospering.

But you - you are unhappy.

You miss the thrill of adventure, and have been growing soft since your last expedition. The others are listless, too. Nappy spends his evenings poring over the map you discovered (in the Cave of Life), the one showing missile silos and military bases dotting the Deadlands. In particular, the site labeled "National Guard Base" draws his interest. Now known as the "Skeleton Base", it is rumoured to hold relics of power from the Ancient past. Imagine the power if you were to claim them! Within your group, you have discussed travelling to the base, but your duties with the tribe have kept you from going.

Verbat's Proposal:

Verbat the Elder

Suspecting that you yearn for adventure, Verbat (Lau's most respected elder) takes your group aside one evening for a discussion. You sit around the cooking fire in his hut, and he clears his throat and begins speaking:

"Lau's elders have a matter we wish to discuss with you. The Children of the Metal Gods are now active the Deadlands, as Krang-Nar and Martuk found (in the Temple of Draxion). We are nervous that they may be a threat to our tribe. The Skeleton Base - we have long ignored it. There is no proof that the Children are related to the Skeleton Base, but it would be a site of interest to them."

Verbat pokes his cooking fire. "Rat-on-a-stick?" he asks, offering you a skewered rodent.

You decline, and the wizened elder continues. "I believe that your discovery in the Cave of Life of the Ancient map - with the Skeleton Base labelled as a National Guard Base - is an omen from the spirit world. The spirits warn us that the Children are seeking the magical weapons of the Ancients. I think the spirits want our tribe to claim the relics for ourselves. And I also think they want you to do the claiming." He takes several bites of rat.

"And so I am asking you, on behalf of the tribal elders, to mount an expedition to the Skeleton Base and discover its secrets. There are grave risks - tribemates have traveled there in the past, but none have ever returned. You have already proven your bravery, and I will understand if you do not wish to make the dangerous journey. The spirits, though - they may be disappointed. And it is unwise to piss off the spirits..."

You have no desire to anger the spirits of your ancestors. And besides - you were hoping to explore the Skeleton Base anyways. You graciously accept the elders' proposal, and solemnly swear to undertake the expedition for the future of the Nightwind tribe. (You are already picturing your triumphant return, laden with the relics of the Ancients, and the glory and fame you will gain...)

Verbat smiles. "I knew you would again prove yourselves worthy. You will, of course, have access to our tribe's armoury for any equipment you need. I only wish we could provide you with more. And any other support you wish - you have only to ask." He then ushers your group out of his hut and chows down on his meal.

You are honoured that you have been chosen for this task, and excited to go on another adventure. You begin planning amongst yourselves. What preparations do you make before setting out?

(I assume that you will bring basic supplies and as much food and water as you can carry. You can examine the equipment lists for any other items of interest, or just ask for anything not listed. The availability of heavy armour and Special Equipment will be limited and require GM permission. Unfortunately, Lau does not possess any advanced equipment. Don't be too greedy!)

Next Post: As soon as the group is ready.

Player Responses:

Beeblebrox: Beeble and Broxie take a brief moment to look at each other, shrug in some astonished agreement, and voice their opinion that a new adventure is just what the shaman ordered. "Bring it!"

Nappy: In preperation for the new task given to him, Nappy will start canvasing the village and his tribemates for several important items and training...

First, Nappy visits the shamans of the tribe for healing herbs, balms, and powders. He will spend time working on his Treat Injury skill and possibly get his hands on several doses of juju healing magic.

(GM rolls a Barter check (DC 15) for Nappy to trade for juju: Natural 20! He manages to score 5 doses of juju healing salve!)

Fraxx

Next he would like to get his hands on a riding mount for himself and for his companions. The pack beetle was incredibly useful in our last mission and having beasts of burden such as this to ride, carry, and help guard will come in handy.

(GM rolls a Diplomacy check (DC 10) for Nappy: 9+5=14. No problem. Pack beetles are too small to use as riding mounts. However, each party member gains a fraxx (a large, ostritch-like mutant creature) as a steed. They are easy mounts, as tame as horses, but are not well-suited for battle. Unfortunately, they are also too large for Nappy to control... Maybe B-Brox will let you sit with him?)

Nappy also thinks he should spend some time seeing what pets are available as an animal companion that could help guard his small frame from harm would be most useful as he tends get hurt if attacked. This will be an ongoing project for Nappy on the side; he asks the hunters, stablemasters, shepherds, and handlers to keep an eye out for any potential animal companions.

(Nappy tries to train a riding dog as a loyal companion. Handle Animal check (DC 20): 19+3=22. Lucky roll! Normally the Nightwind tribe uses canines as a source of protein; Nappy uses his as battle mount! Now they won't make fun of you for being too short for a fraxx...)

Nappy will get his hands on a good spear. He has the ability to use one and it can also be used as an effective walking stick, which is really what Nappy is most expecting to use it as.

(Done. A spear has been added to Nappy's inventory.)

The most important item for Nappy to get now is a good carry case made for his notebook, also he would like to get a new notebook and scribe all his important information into a second book that he can leave safely in the village. Nearly losing the notebook in the nasty stairs incident has scared Nappy and he shall be prepared on this adventure! Can a case of hard treated leather, waterproof and reinforced by bone slivers be made? I imagine something like a satchel bag for his notebook, pens, and other small important items? Not as cumbersome as a backpack and more versatile.

(Done. Nappy has a brand new notebook and commissions a reinforced waterproof satchel for his important items. He also gets 25 XP for all of his pre-adventure planning.)

Martuk: "I'm ready to get it on!"

Krang-Nar: "Bring 'er on - I'm ready to go! Death to all who oppose us!"

Beeblebrox: There are a few more things that Beeble would like to do before heading out to find glory amidst the dangerous ruins of the Skeleton Base. (Broxie just wants to head out, but Beeble has always been a little more level-headed.)

(I always thought Broxie was the level-headed one... They're so hard to tell apart...)

He wants to make sure that his specially-modified coveralls fit and match nicely with the chitin armour that he wears. Any nice boots available that'll match the coveralls and that he can stick his hunting knife in? Having found friendship and his own niche among these new companions, appearance is becoming more important to this Freak and he intends to start strutting his stuff. He's going to flaunt that tentacle with pride!

(Sure thing. B-Brox acquires a pair of fine fraxxhide boots trimmed with blue fur from a brain mole (matching his blue coveralls - quite a fashion statement!) and equipped with a knife sheath.)

He'd like to thank Nappy for having the forethought of getting riding beasts for all of us, and comments approvingly on the non-protein use of his new war dog. Not having had any previous exposure to riding these fraxx beasts before, Beeble wonders if he'd be able to better ride his using leg and knee commands rather than fumbling with the reins in his pincers. Broxie suggests taking some practice galloping laps round Lau, under the tutelage of anyone willing to lend a hand or some training.

(After running several tribesmates down while trying to ride "hands-free", you decide that crude hands are better than no hands when it comes to controlling a fraxx. You'll need to devote a lot of time to learn how to ride well - maybe you should take some ranks in "Handle Animal" next level?)

Beeble will approach some of the elders and inquire if they have any tales or warnings about why there have never been any survivors come back from excursions to the Skeleton Base. Or is it completely shrouded in the unknown?

(All the legends refer to a great metal-skinned demon, centaur-like in form, but with treads instead of legs. All those who come too close to the holy site are killed and their bones join those of previous interlopers.)

He'd like to peruse the armoury or other resources and trade in his light mace. Realizing that he's not much of a fighter, Broxie would like to trade the mace for a whip if there's one available. Combine the length of the whip with the added reach of his tentacle, and he's a walking tripping hazard!

(Okay, but Beeblebrox isn't whip-proficient (it requires an exotic weapon proficiency). He'll look pretty cool, though.)

Having been stunned by the amount of information in the Cave of Life (and not being able to understand it), Beeble would like to start learning how to read. If the elders can start him on his way to learning, he can also ask for the assistance of Nappy when we all set out for the Base. Broxie is more concerned with practicing at flinging his whip about the ankles of unwary passers-by, but Beeble is quite earnest in his request.

(You can pick up literacy by gaining a rank in the "Linguistics" skill. Your tribal dialect doesn't have a written form, Unislang does, and once you read Unislang you could eventually learn Ancient.)

And lastly, since we all came back from the Cave with perfect walkie-talkies, Beeble would like to investigate whether or not we can get them to work, and how they work. If we can use them, I'd like to have a "weapon" belt made up that would have a custom holster for my walkie-talkie and and storage loop for my whip.

(Done and done. The entire group learns the walkie-talkies (they are very simple to use) and you get the commando belt of your dreams. 25 XP for planning and getting everyone up to speed on the radios.)

Clacher: "I'm in."

Through the Desert: [Apr 02/04]

As usual when traveling through the wastes, you travel by night and rest during the scorching days. With your fraxx steeds (and riding dog), the trip will take less than a week, but in order to conserve supplies you scrounge for food and water in the wastes. (GM rolls Survival checks for the group. Although it takes 6 nights of travel, only 3 days worth of supplies are consumed by the time you reach the Skeleton Base.)

For several evenings you follow the shattered remains of an Ancient highway. Late in your fourth night of travel, you come across the aftermath of a raider assault along the road. Instinctively you stand your ground, preparing your weapons for combat, but within moments it's obvious that the site is days old. Scattered by the side of the road are the remains of five figures, all badly decomposed. Following the desert code, you search the bodies for swag. The smell is overpowering, but to your seasoned senses it is nothing new.

(GM rolls Investigate checks for the PCs.)

The bodies themselves have been picked clean, but close by Clacher finds a small pack nearly buried in the sand. He opens it up to reveal a few items inside: a large plastic bottle filled with water, a cache of small dirty papers, some flint and steel, and a bundle of dried meat. Clacher takes the supplies, and hands the papers to Nappy for examination. They are written in Unislang, but Nappy translates into Tribal as he reads them aloud:

"Time is short. The Wastelords are coming for their tribute. You and your men are our last and only hope. Skeleton Base is six days southeast from the Lost River. You know what you have to do."

(GM rolls Knowledge (Deadlands) checks for the characters.)

"Wastelords? Lost River?" asks Clacher.

Martuk answers: "Wastelords - they're a raider gang. Each year they attack the larger villages for tribute and slaves. They haven't hit Lau, so far."

"And the Lost River - it is to the northwest, along a major trade route through the Barrier Peaks." says Nappy. "Our tribe has had no real knowledge of lands that far away."

"Pah! Looks like their "last hope" didn't even make it to the Skeleton Base." says Krang-Nar, kicking at one of the bodies. "The Wastelords - or someone - must have caught them following the road. Should've kept to the open desert."

The rest of you see Krang-Nar's point about the roadway, so for the remainder of the journey you travel (uneventfully) through the anonymous wastes instead.

At the Base:

Eventually you reach the place where your map shows the National Guard Base. It is a bright night, and in the distance pale moonlight reveals a compound of some sort. This must be the legendary Skeleton Base! You do not approach it yet - instead you watch it from a distance. Peering through his binoculars, Nappy makes out a half-dozen or so buildings, all dark, and surrounded by an old fence.

But another site catches your attention even more. Nappy turns his binoculars several hundred feet beyond the base, to a collection of tents and crude shacks surrounding a central bonfire. Nappy counts seven tents and three semi-permanent shacks, all of which are set upon large stone slabs. Several pack animals and humanoid figures can be seen in the light of the bonfire. There are also two large banners. (GM makes a Knowledge (Deadlands) check for Nappy (DC 10): 13+6=19.) They're tricky to see by the light of the bonfire, but eventually Nappy is able to identify them.

Metal Gods Far Traders

"It looks like we're not the only ones here." says the diminutive thinker. "A camp of maybe a dozen or two inhabitants is set up near the base. I can't make out many details - except for two banners. One is the flag of the Far Traders (gypsy-like traders common in the Deadlands). The other is the symbol of the Children of the Metal Gods (see the Temple of Draxion for information on them)."

"A dozen or two?" asks Martuk. "That's too many for us to take on."

"The Far Traders are there - maybe the Children are friendly?" suggests Beeble. (Broxie sighs at his naive head-mate.)

"Perhaps; traders usually don't deal with hostile clients. But why set up a camp there?" asks Nappy. "And what are those stone slabs that the camp is built on?"

Krang-Nar interrupts: "Less talk, more walk. Let's go find out."

You still have a couple hours before dawn, but the moon will be setting soon. You don't think your presence has been noted yet, but your current location is quite exposed and there are no obvious shelters nearby. What are your actions?

Next Post: The Apr 09/04 long weekend.

Player Responses:

Nappy: Strange coincidence that we find murdered travelers coming to this base and a camp is here. Were the travelers coming to solicit aid against the Wastelords? Our experience leads us to believe that the Children of the Metal Gods are our enemies... I am not certain that they are (yet). Besides they might have some good techno-loot, trade, or knowledge.

Day is fast approaching, I can see no reason to be clandestine in our approach here as it will provoke a retaliatory response. Let's approach the camp and be open about the ambushed travelers we found and see what the reaction is. Let us gauge these people after we are honest with them, and see if they have any honour. We can say that the elders of our tribe often spoke about this location in legends and we are curious youth.

(Sounds good. Unless somebody disagrees, the party will approach the camp peacefully.)

Do we see any readily available mounts for pursuers? We could use our mounts to our advantage in a hasty retreat if need be. Any other contingencies we should prepare for?

(You can see several desert horses tethered near some of the tents. Desert horses are faster than fraxx, but through binoculars you see that these animals are equipped only with saddlebags, not riding saddles. Perhaps they are used for transporting goods, not people?)

Martuk: I'd be more inclined to send one or two people in to scout first while the rest of us find some sort of cover and keep an eye on them. I'm not completely opposed to all of us just walking in, but my experience with the CotMG has been most bloody. Not that I have a problem with that...

Beeblebrox: I'd like to suggest that we combine Nappy's and Martuk's ideas. B-Brox would prefer to approach the camp openly at first, but in a cautious manner. Beeble suggests that two of the group can openly approach from our current location while the remaining three flank around to one side in a supportive move - being cautious for any guards on the outskirts of the camp!

(Checking out the terrain, you spot a low ditch that passes within 100 feet of the settlement (it comes close to the Skeleton Base as well). If some of you crawl along the ditch, you will remain out of sight while the scouts take a more direct route. There is also a small ridge nearby where you can tether your fraxx - they will hidden from the camp's view - while you go a-crawlin'.)

(GM secretly rolls some Awareness checks. None of you can see any guards posted around the settlement, but there are several individuals sitting around the camp itself. Some of the mutants are very unusual looking, but you're too far away to make out details...)

Beeble suggests that he and Nappy would be the best to approach the camp: Beeble is a little more diplomatic than our sword-wielding friend Martuk here (with a friendly wink at Martuk while Broxie sighs in exasperation), and Nappy has already shown his knowledge would prove invaluable. Not to mention that Nappy would look a little less intimidating than the rest of us, and first appearances go a long way here.

If they're friendly, we can bring in the rest of the group, and I'm sure that they'll understand our cautious approach. If they're not so friendly, we'll have to rely on a speedy intercession from our backup here. Speaking of which, Brox suggests that he rig his radio to broadcast continuosly while approaching the camp so that Martuk, Clacher, and Krang-Nar can hear everything that's going on, since they'll probably be out of earshot.

(Done. B-Brox and Napppy will leave their walkie-talkies on, and the others will listen in. Nappy also lends his binoculars to the flankers - Clacher gets them - so that they can see the situation clearly.)

Nappy and I can light a couple of torches to show that we're not intending to approach in stealth, and that'll also draw any attention away from the movement of our flankers. If that plan sounds good to the rest of you, Beeble will set about making sure that his new coveralls are tucked securely into his fraxxhide boots and both heads make sure the other's hair is in order. Beeble will do the talking and Broxie will be the other set of eyes.

Clacher: I agree with the Freak. I feel we should send only a couple of us into the camp - the rest should cautiously find a position to respond quickly to any hostile behaviour. Since brains aren't my strong suit, I definitely shouldn't go into the talk with the "Children". I will keep my bladed hockey stick and long sword ready to shed the blood of our enemies should they show themselves.

Nappy: I think this course of action is very favourable.

(So do I. 50 XP to each party member for this plan.)

Slabtown: [Apr 10/04]

After deciding your tactics, you tether three of your fraxx behind the ridge. B-Brox and Nappy will remain mounted (in case a quick retreat is needed). You turn on all of your radios so you can remain in constant contact. You decide that the flankers should get into position first - before Nappy and B-Brox approach the camp - so Martuk, Clacher, and Krang-Nar scurry to the ditch and begin crawling.

From the Trenches:

The trench appears to have formed by runoff from one of the rare flash floods that sometimes hit the Deadlands. Like a crack in the dry earth, it is about three feet deep and of similar width. You will have to crawl single-file. From your starting location, the ditch first curves towards the Skeleton Base, then heads straight towards the camp. Martuk takes the lead, followed by Clacher, then Krang-Nar. As a precaution, each of you keep your hunting knife in hand as you crawl.

As the trench passes close to the Base, you begin to see the tell-tale signs of a great slaughter, long ago. Scores of bones, bleached white by the sun and picked clean long ago by the elements, peek from under only a thin layer of sand and soil, extending from this area all the way up to the compound in an unbroken ring.

Remaining wary, you crawl onwards. Clacher sniffs the air; "There is a recent kill - up ahead." Sure enough, after crawling another fifty feet, you come across the dessicated remains of an unfortunate mutant. "Dead for less than a month, I would say. Odd that nothing has eaten it." A burnt wooden shield lies by his side, as do several broken spears.

Krang-Nar wastes no time and begins searching the body. "His wounds are like mighty burns, as if he was hit by a lance of fire." With a ghoulish smile, Krang-Nar yanks a gold locket from around the corpse's neck. There is a photograph inside of an attactive mutant female with moth-like antennae sprouting from her forehead. "Dibs." says Krang-Nar as he pockets the item.

Player's Map

"Best to remain hidden." says Martuk. "We do not wish to join him in death."

As much as Clacher wants to stay safe, his curiousity overcomes him and he pops his head out of the ditch to check out the surroundings. Looking towards the Base, he sees a long line of poles, upright or bent, swallowed up at some point by rising sand dunes. The poles are connected by walls of chain links; collapsed sections and gaping holes are evident here and there.

The old fence surrounds the base itself (see the map, at right), which consists of about six buildings, all intact and in reasonably good shape. Clacher doesn't spend much time checking out the structures, however. Standing there, behind the imposing main entrance of the silvery fortress, is a metallic "creature". (Its position is circled in red on the map.) Heavy metal plating covers its entire body, and instead of legs it is supported by a massive metal base with two enormous sets of treads. The eyes of the creature, set on either side of a turret "head", are the part that scares you the most - they are glowing red lenses, totally featureless and devoid of any emotion. You cannot tell if it is awake or asleep, for the entire construct is absolutely still.

Shuddering, Clacher slumps back down into the ditch. He describes the scene to his companions (including Nappy and B-Brox, over the radio).

"Best to keep to the plan." suggest Nappy. "Keep moving along the ditch and get away from the Base."

"Don't have to tell me twice." says Krang-Nar, who now takes the lead. Martuk and Clacher follow.

(GM rolls some dice in secret.)

As you continue towards the camp, the skeletal remains dwindle, but you note signs that the trench has seen recent use. Krang-Nar and Clacher figure that a group of people used the ditch as a pathway in the past month (using their "Track" class ability). Much to your dismay, as you get to the trench's closest approach to the camp (about 150 feet from the nearest slab), you find that it has also been used as a latrine.

You decide not to move any further (unless you want to risk disease and infection). Peeking above the ditch edge, you still don't see any camp guards, and you can't make out any more detail about the camp itself. You sheath your knives and draw your regular weapons, then make yourselves comfortable.

"We're in position." radios Martuk. "Make your approach."

The View From Above:

"Let's take the long way around." suggests Broxie.

"I don't want to go near that Base!" says Beeble.

"I agree." responds Nappy.

You steer your mounts away from the Skeleton Base. True to its name, skeletal remains ring the entire complex, but you approach the slab settlement from a different direction. Once you're far enough away from the ridge (and the Base), B-Brox lights a torch and holds it in his tentacle. Keeping in contact with your ditch-mates, you make your way openly towards the camp.

The sky is growing light - dawn approaches - and you are now able to clearly make out details of the camp. There are about 15 rectangular concrete pads, each a couple hundred square feet in area, set in a grid pattern and sticking a foot or so out of the sand. Cracked and decayed, they look like they have endured since the Crash. The largest three slabs have buildings set upon them, built up from junk and scrap. Symbols of the Metal Gods adorn these structures. On other, smaller, slabs are set five tents with Far Traders symbols. Tethered desert horses and small cooking fires are also present on these pads. In the middle of the settlement, there is a slab with a large bonfire set beside a small monolith.

As you approach, you can make out several creatures sitting around this bonfire. There are three small humanoids, and one larger, man-sized creature. The larger one stands and points as you draw near, then rushes into one of the Far Trader tents. The three smaller creatures jump up, and to your surprise, the monolith shifts and begins moving towards you. After a few moments, two small bouncing spheres appear from one of the buildings and jump in your direction.

"Wish us luck." says Nappy nervously into the radio.

(Martuk, Clacher, and Krang-Nar have a clear line of sight to you and watch the scene with interest.)

You stop outside the settlement and wait for the inhabitants to reach you. You recognize the three small creatures as wretcheds. (The wretched are a race of subhuman mutants who are used as pawns and lackeys by more powerful individuals.) Armed with metal-tipped javelins, they look more focused and disciplined than most wretcheds you are familiar with. They are surrounded by mechanical creatures the likes of which you've never seen.

One machine (the "monolith") is a cylinder 5 feet all and 3 feet wide, resting on a base with treads. Stylized text and images cover much of its surface (Nappy reads some of the words as "Praxitol", "CrystalTime", and "ReFresh", the images are of young, smiling, and clean pure-strain humans). At the front of the creature is a single video screen displaying an androgynous face. Slim arms rest at its sides. Luckily, it appears weaponless.

Oddly, the group is flanked by two bouncing metal balls. These silvery spheres are less than 2 feet across, and on their surfaces are displayed rapidly changing images, full of unfamiliar objects and languages. You have no idea what the hell they are.

"May the spirits protect us!" whispers Beeble.

Much to your relief, they do not attack. The two of you are almost too stunned to move - you simply stare, slack-jawed. After an uncomfortable silence, the large robot begins to speak in Unislang. "Greetings, wanderers. I am named "Apothecary". Have you come in search of the wisdom of the Metal Gods?" Its calming, even voice is friendly, and the video face is smiling

"We come in... peace?" babbles Beeble. Broxie stops staring to glare at his head-mate.

"Excellent! Welcome to Slabtown. We are blessed with many visitors at present. The advoids (pointing to the bouncing balls) will lead you to an available slab, and the Children (pointing to the wretcheds) will set a place for you by the fire. We shall discuss the matter of tribute once you are made comfortable."

(Your radios are broadcasting, but of the party members in the trench, only Martuk can understand Unislang, so he has to translate for Krang-Nar and Clacher.)

The wretcheds, now smiling, put their javelins in holsters on their backs and scurry back towards "Slabtown". The bouncing silver balls playfully jump in circles around you, and Apothecary motions with his tiny arms towards the camp. You see another person approaching, a mutant with thick, leathery skin and a scruffy, unkempt beard, dressed in rubbery armour with a rifle slung at his back. (He was the dude by the fire who went into the tent upon your approach.)

"Ah!" says Apothecary. "One the Far Traders approaches. I'm afraid that they have yet to see the ONE TRUE PATH, but at least they understand the wisdom of friendly trade."

The man mutters "Stuff it, trashcan!" to Apothecary and strides confidently towards you. The grizzled mutant eyes you up and down. "You slack-jawed yokels speak Unislang?"

Realizing that you are, in fact, slack-jawed, you close your mouths. Annoyed by his attitude, Nappy responds: "I speak more languages than you, outsider!"

Turning to face the bearded man, Apothecary says sternly: "You shall treat our visitors with respect!"

The mutant smiles, then laughs. Looking at Nappy, he says "Well-answered, little one. Do not take offense; I am Behzed, of the Far Traders. There are few among the desert people who can understand the common tongue. And by your savage appearance I assumed you could not. We were planning on setting out this morning, but a storm approaches. Perhaps we will stay another day and trade - if you have any goods to make it worthwhile."

(GM secretly rolls Sense Motive checks for Nappy and B-Brox, and Awareness checks for everyone.)

The situation looks safe. Apothecary and the advoids seem friendly. Behzed does, indeed, appear amused and open to trade. From the trench, you see no other activity in Slabtown. Besides - if the inhabitants wanted to do harm, they would have probably killed you already. Do you accept Apothecary's invitation to enter the settlement? What about those in the trench - how do you introduce them? Do you mention the ambushed travelers you found in the desert? What about the Temple of Draxion?

Next Post: The weekend of Apr 17/04.

Player Responses:

Nappy: Well well well... I'll say into my radio (in your Tribal dialect, I assume): "Might as well gather your mounts and head into Slabtown."

Apothecary looks at you curiously as you speak into the walkie-talkie. In Unislang, you tell him "Our companions will be here soon."

(The trench-buddies do not want to reveal their ambush position at the settlement's edge; so Martuk, Clacher, and Krang-Nar crawl back to their starting point, careful to hide from the robot in the Skeleton Base. Nappy and B-Brox wait outside of Slabtown until they arrive.)

Can any of us with our skills discern if there really is a storm coming? Better to be in shelters for a storm.

(Nappy isn't able to tell, but see Krang-Nar's and Clacher's commentary in the boxed text, below.)

Once camp is secure, I suggest we keep a watch during the daylight hours then visit with these folks during the evening and see what we can learn about the Skeleton Base and what is going on in the region. And find out what the CotMG mean by "tribute". Might also be a good idea to poke around town but not look like we are poking around town.

Making acquaintances with a Far Trader could be very beneficial for us - these ridiculous machines however cannot be trusted until they prove otherwise. I would like to spend some time talking with Behzed to get information about the surrounding area and see if he will divulge any information.

I will also see if I can figure out what "Apothecary" means... might give us some insight into the nature of this tin can that talks.

("Apothecary" is an Ancient word meaning one who prepares drugs for medicinal uses, and keeps them for sale. Interesting...)

Once we get a better feel for the inhabitants we can decide if we will bring up the ambushed individuals or the Temple of Draxion incident. Are we even sure the the Temple of Draxion was run by the CotMG or just some brigands posing as them?

(See the Temple of Draxion page and the adventure archive for details.)

Beeblebrox: With Nappy's radio broadcast, Brox douses his torch to save the fuel. (Done.) Beeblebrox is willing to follow Nappy and our new 'friends' into the camp, but would like to wait until the rest of the party catches up before doing so. Seeing that the Apothecary and Behzed may not be on the best of terms, or are at least cordially antagonistic with one another, Beeble would like to see whether there are any weaknesses there that can be exploited between the two groups.

Broxie is also quite interested in what might be traded for in this environment. He's never been in this large a group outside of Lau, and is quite interested in the potential. Even though things may appear safe so far, we'd both like to approach the next short while with a fair bit of caution and all four eyes wide open.

And what sort of storm is approaching, Beeble wonders. How long will it last?

(Refer to the boxed text, below.)

Trading and investigating the relationship between these folks; those are Beeblebrox's first order of business. Just as soon as the rest of the party catches up. I'll turn off the radio and dismount from my fraxx just as soon as they arrive. If we can appear to be docile and somehow take some sort of trade or barter advantage of them, that'd be great! Who knows what stuff they might have that could prove useful to us...

Martuk: Well, I'll go along with this, even if I'm not so sure it's a great idea. I'm gonna keep my mouth shut and keep my eyes and ears open. I'll be ready to slice'n'dice if we get into trouble.

(I assume that the same will be true for the other warrior-types.)

The Sandstorm: [Apr 19/04]

Martuk, Clacher, and Krang-Nar hear Nappy's comments over the radio. With some trepidation, they return to bluff where their fraxx are hidden, gather their mounts, and make their way towards Slabtown. Within minutes, the entire party is reunited. (Clacher hands Nappy's binoculars back to him.) Behzed, Apothecary, and the advoids also remain outside the settlement until everyone is together. (GM rolls some dice.) You notice that Apothecary takes an unusual interest in Martuk, but the machine does not say anything except to introduce itself.

Behzed excuses himself to report back to the Far Trader tents, and Apothecary heads off to one of the shacks. (GM rolls some dice, then smirks.) You follow the bouncing "advoids" into Slabtown (they continue to flash images of strange and incomprehensible items across their surfaces) and are taken to an empty slab adjacent to the Far Traders. To your tribal eyes, the spot seems dangerously exposed.

Krang-Nar and Clacher - your experts in wasteland survival - have been examining the horizon. (GM rolls Survival checks: 8+5=13 for Krang-Nar, 15+5=20 for Clacher.) They both spot an approaching sandstorm - fairly typical for this time of year. From the height of dust and its appearance, Clacher estimates that the storm is a big one that will last a day or more. Anyone exposed in the open would be lucky to survive. He warns the group: "A sandstorm approaches. This spot is too open. We will not withstand the winds. We should take shelter in the buildings or set up in the trench."

The Far Traders:

Trader

Moments later, Behzed returns with a short, fat near-human. The man introduces himself as Gorgel, leader of this band of Far Traders. "I apologize for sending our guard instead of meeting you myself," he says, pointing at Behzed, "but it is rare to encounter friends in the wastes. It is best to remain wary."

(Krang-Nar and Clacher do not understand his words, spoken in Unislang. Martuk whispers translations to them throughout the conversation.)

Gorgel continues: "Your fraxx steeds should be fine outside - but you, my friends, will need some shelter from the storm. (Nappy's dog, too.) May I offer you a spot in my tent?"

He carefully observes you while waiting for a response. Martuk is visibly suspicious, but Beeblebrox smiles and Nappy says: "Better to be in shelters for a storm, and these ridiculous machines cannot be trusted until they prove otherwise."

The Far Trader grins. "We see eye to eye, then. (You're pretty sure he's not commenting on your height, Nappy.) Once you are made comfortable, we will relax and discuss trade. Behzed - help them with their goods." He then retires to his tent.

As Behzed helps move your stuff, Apothecary returns with several wretcheds. "Our Children have reminded us that your soft bodies are... unsuited... to the approaching sands. For but a small tribute, we will allow you to enter our holy temple." The robot is staring at Martuk again. His hand reaches for his greatsword...

"Too late, trashcan." says Behzed. "They're already staying with us."

"As you wish." says Apothecary, his voice completely emotionless. To Martuk he says: "We will talk further once the storm has passed - and our other... guests... have left." The robot wheels away, followed by the wretcheds.

Behzed's Explanation:

"Creepy, aren't they." says Behzed. "They never invited us inside their 'temple'. They must like you..."

Behzed seems friendly, so you ask him what he knows about the 'children' and their metal 'gods'. (GM rolls Diplomacy checks for B-Brox and Nappy: 17+8=25, 19+5=24.) Behzed must be pretty talkative; he divulges everything he knows!

"I hate 'em, but Gorgel's friendly with everyone. Gorgel ran into them last time he passed through the Deadlands. They've been set up here for a year or two now. Used to be more of them, but they won't say what happened to the others. Other than Apothecary, the only other robot is a piece of junk called Froude. Two guys that look like raiders stay with them in the big building; they don't come out very often. One guy has a pistol that would fetch a king's ransom outside of the wastes, but he didn't want to trade. The little shack is where the wretcheds stay. Plus those bouncing silver balls. I hate those things."

"Gorgel says Apothecary is something called a 'vending machine' from Ancient times. He claims to be able to create different kinds of medicine and drugs and stuff, and Gorgel trusts him. We sold them a bunch of grenades and most of our food and water. They kept asking about e-clips, but we don't got any. (Nappy's heard that term; e-clips are energy clips - ammo for high-tech firearms.) We've been here for a couple days now; Gorgel kept trying to buy that gun, and now we're behind schedule for our trip north."

The wind begins to pick up, and you enter Gorgel's spacious tent to take shelter (Nappy's dog too). Inside, there are several servants (attractive young women) who prepare tea; they motion for you to sit on pillows that are on the floor here. "Sit and relax." says Gorgel, "We will have many hours to discuss and trade."

Dust and small debris begins to hit the tent, but you are safe inside. You make yourselves comfortable; you'll be here for a while.

Trading Session:

As a sign of their good intentions, the Far Traders offer you food and water and identify Krang-Nar's firearm for free. It is a SITES M9 revolver. It inflicts 2d6 ballistic damage, critical on a natural 20, range increment of 30 ft. It takes 9mm ammunition, and has an 8 bullet box magazine. The compact SITES weapon is very narrow, making it easy to conceal.

The winds roar outside as your trading session continues. In addition to some common equipment and trade goods (like water, rope, backpacks, oil, etc.), the Far Traders have some good loot that catches your eye. They are willing to sell the following items:

You'll have to trade something valuable for the grenades and security cards. The light sticks can be bought cheap. The Far Traders are interested in the following items of yours:

The Far Traders are willing to pay a premium on the walkie-talkies, the binoculars, and the PSM handgun. The juju salve, antitoxin potion, and stimulant pills are of less interest to them.

(Let me know what stuff of theirs you want, want stuff of yours that you'll trade, and I'll roll a bunch of Barter checks to see who gets what. Gorgel will probably be offended if you refuse to trade altogether...)

The Storm Ends:

Finally, in the dying hours of the day, the storm passes. "Well, my friends, it is time for us to leave." says Gorgel. "Remember us, the Far Traders, as honourable merchants should you meet with us again." Gorgel's servants lead you out of his tent, and you check your fraxx (they're fine).

The dusty air turns the sunset a bloody red, and the dunes have covered a few of the outlying slabs. The Far Traders pack up their goods onto their desert horses and prepare to leave. As you are saying goodbye to them, a trio of wretcheds, armed with javelins, approach your group. They are flanked by the bouncing advoids.

"The METAL GODS are prepared for you. Follow us."

Next Post: The weekend of Apr 24/04.

Player Responses:

Beeblebrox: The Freak settles into the hospitable climes of Gorgel's accomodations with an ingratiating smile on each of his well-groomed heads and thanks him and Behzed for the information provided thus far. Seeing that our hosts may be insulted if we were not to trade with them, it would certainly behoove us to play up, at least somewhat, to their desires. And if we wnd up a little ahead out of the bargain, then so much the better!

Beeble will focus on Gorgel and Broxie more on Behzed. Broxie is more of a mind with Behzed in terms of the strange metal freaks and Beeble likes to think he's more open-minded about such things, so feels more of a rapport with Gorgel.

Beeble idly eyes up some of the pretty glass beads that are available for trade and starts disclaiming the great worth of the walkie-talkies that our party has in their possession. (It is Beeble's opinion that since we have 5 of them, we can use 2 or 3 for barter since we really shouldn't need all in our possession at one time.) He's certainly not above a good deal of elaboration, and goes into an account (without naming exact places) of how we came by them and the great personal cost - and near loss of life! - that brought them into our possession. He keeps close to the truth since the most believable stories always have at least a nugget of truth at their core.

(I'll give you a +2 circumstance bonus to your Barter checks when trying to sell the walkie-talkies.)

What Broxie is most interested in getting some ammo for Martuk's and Krang-Nar's firearms. Beeble, meanwhile wants to talk up Gorgel about the silver "Security Card" that they claim is worth so much. Do they mean to say that it can act as a key to get us into more than one different place of the Ancients? And how are we to know which places can use it? Beeble appears skeptical yet open to an honest explanation.

(Gorgel explains that the final years before the Crash were a very divided and frightening time for the Ancients. In order to maintain security, nearly all locations required passcards for entry. In some of the better-preserved ruins (with power still available), the Ancient doorways still open only with the security cards. A standardized system was implemented with different security levels, each corresponding to a card of a different colour. Silver security cards, while not the highest, gave access to many locations and were very rare.)

(Incidently, since every Ancient had to carry several of these cards at all times, and since they are so incredibly durable, millions of the lower-level cards (blue, red, green) have survived to the present day. These (and other, similar cards) are used as currency (called "credits") in some of the more advanced areas of Ground Zero.)

Perhaps, if the party is willing (and Beeble would like to confer before striking a deal on behalf of everyone), we can get both types of ammo clips and security card for two (and maybe three if needed) of our walkie-talkies. The Freak knows the value of our fraxx steeds and we can't have anyone go without a ride. Perhaps if Nappy is willing to let go of his binoculars, we can use those to secure both types of ammo and the card. That is if Gorgel can convince us that the security card is legitimate.

Ideally, Beeble wants to get as much as possible for as little as possible. (Just two walkie-talkies, if possible.) And he'd definitely like to get a few of those shiny glass beads so he could braid them into his hair. Just enough so that they make a delightful clacking sound when he shakes his head to and fro. Sensing this, Broxie looks at his head-mate in disgust and focuses on Behzed, smiling, and saying how much smaller the ammo clips are than the walkie-talkies and musn't really be worth that much, and has he mentioned how close he came to dying in the battle where we won the walkie-talkies, and having a couple of these would allow people to stay in touch in a sandstorm like this.

(Behzed's eyes glaze over at Beeble's retelling of the Survivor story. He sure is less friendly than Gorgel.)

And by the way... did he see how Apothecary was eyeing up Martuk outside? Any idea what that was all about? Let's chat a bit, shall we?

("Maybe he's gay." quips Behzed. "Or maybe that nice shiny armour of Martuk's looks like an old friend." Behzed doesn't add much to the conversation. He is just a guard, after all.)

Nappy: If we can get the ammo and security card for 2 walkie-talkies I would be willing to make that trade. I am reluctant to trade the binoculars as scouting the Skeleton Base from a distance with them may be very valuable.

Let's barter up and see if we can get that ammo and security card!

(Time to roll some dice... B-Brox and Nappy both have the same bonus for Barter checks (+4), but since B-Brox buttered Gorgel up about the walkie-talkies (getting another +2), he'll do the dealing. You're trading walkie-talkies for ammo, the security card, and some beads. On a 25+, they'll let you have them all for 2 walkie-talkies. On a 20+ it'll cost 3 (or else 2, but you'll have to give up one of the ammo clips or the card). On a 15+, they'll give you the ammo clips for the walkie-talkies - no card. And on a 10+, they'll want 3 walkie-talkies for just the ammo clips and beads. The roll is... 16+4+2=22.)

(Krang-Nar brings up the fact that he still has 14 bullets left for his gun, so he suggests you keep a walkie-talkie and just trade for Martuk's ammo, the security card, and the beads. This sounds reasonable to the rest of you.)

(You decide to give up Martuk's and B-Brox's walkie-talkies. Martuk is usually on the front lines anyways, and B-Brox wants to make sure he gets the security card and beads (which he carefully braids into his hair). Gorgel is happy with the deal.)

Martuk: Since Nappy has radvision, I think it would be a good idea to trade the geiger counter. I was thinking we could trade for more ammo, or maybe some of those chemical light sticks (could be handy), or depending on how valuable the counter is (or how good our party can barter) a bit of both. Considering this kind of situation may not come up again for a while, and I sure as hell don't trust the CotMG, we should stock up and split in a hurry.

(Let's see how much you can get for Martuk's geiger counter... You've already bought all the 5.45mm ammo they had; now you'll try for the 9mm ammo and lightsticks. On a 25+, you'll get three clips and the lightsticks. On a 20+ you'll get two clips plus lightsticks. 15+ one clip plus lightsticks. And on a 10+, you'll only get an ammo clip. This time you let Nappy do the talking: Barter check 14=4=18. Well, you figure the counter isn't of much use to you - besides, it got pretty battered in the ooze battle last adventure - so you agree to the trade.)

So the metal 'gods' are supposedly ready for me, eh? I'm sure as hell ready to make some scrap metal!

Nappy: If the CotMG have been here for over a year then they will definitely have some information about this base and perhaps even been into it. We must talk with them, even if it will be unpleasant. As for the metal 'gods' being ready for us, I am tempted to tell them that we are not ready and require some time...

I do not appreciate the tone these wretcheds are using and their approach does not sound inviting at all. I suggest we decline and fully pack or things and prepare for eventual combat (or flight) before we go talk to the metal 'gods'...

The Metal "Gods": [Apr 26/04]

The three wretcheds (and the bouncing advoids) are silhouetted by the crimson red sun. Even though it is late in the day, the desert is still scorching hot.

"The METAL GODS are prepared for you." repeats the lead wretched. This time, his voice falters. "Follow us." he squeaks.

In a commanding voice, Nappy answers: "We are not ready; we require more time."

The wretcheds look uncomfortable with your response.

Nappy gets an idea: "We need to get our tribute - it was packed away for the storm. We do not want to make the Metal Gods wait - we would be honoured to present our gift to them out here. They can meet us by the bonfire." (The fire itself was extinguished before the storm hit, but it will still make a good meeting place.)

(The GM rolls a Bluff check for Nappy. 7+4=11. Good enough.)

After some thought, the lead wretched nods. "We understand. The METAL GODS do not wait for softflesh. They will come to you for tribute." Standing up straight (which makes him slightly taller than Nappy) and pointing with his javelin he says: "But no tricks!" (You are amused by his attempt at assertiveness.)

The wretcheds turn and march back towards the large structure. The advoids, before following, bounce in a circle around Martuk. (He sees many odd images on their surfaces, most notable are moving pictures of the Ancient devices known as "automobiles", driven by scantily-clad human females.) After a moment, they disappear back into the building.

Once they have left, Krang-Nar turns to Nappy. "Okay, dwarf, what's the plan? I'm not giving any tribute to these metal freaks."

"Don't worry." answers Nappy. He points to the computer keyboard necklace he fabricated in the Cave of Life. (See the CoL Archive entry.) "I think this be a suitable tribute to the metal 'gods'."

Martuk's jaw drops in disbelief.

"They do think we're slack-jawed yokels." suggests Beeble.

"It's not much of a plan." says Krang-Nar. (Martuk nods vigourously.) "But at least this way, we'll meet them in the open - not in their stronghold." Looking around, you see a couple slab edges which are high enough to grant cover in case you need it. "Better here than in their stronghold."

Martuk speaks: "I doubt this will be pretty. I'm sure as hell ready to make some scrap metal!"

"Wait a second." says Nappy. "They're not hostile yet. They've been here for over a year then they will definitely have some information about this base and perhaps even been into it. We must talk with them, even if it will be unpleasant.

You pick a spot near the fire pit to meet the metal 'gods' (the bonfire was extinguished during the storm, but Clacher re-lights it). You quickly pack your gear and, keeping your mounts close at hand in case a swift retreat is necessary, you wait.

Meet the Machines:

Junkbot

Finally, after many minutes, a retinue of strange figures emerge from the large structure. At the lead are Apothecary and another robot. The other machine was once some useful appliance; now it's a completely improvised hodge-podge of parts, many without obvious function. (Must be the "junkbot", Froude, that Behzed described).

Behind them follow the advoids and two humanoid figures - raiders, you guess, based on their attire. (GM rolls Awareness checks.) You immediately notice the powerful-looking blaster held by one of them, a mutant wearing shiny silver clothing. The other one is a near-human armed with a shotgun and chains.

Finally, the three wretcheds follow behind, striding now proudly and with purpose. They are ginning like idiots and obviously impressed with something.

"Careful, now!" whispers Nappy. "Let's see where this leads..."

Continuing his charade with the CotMG, Nappy kneels and holds his computer key necklace out as an offering. As the robots approach, he intones deeply in Unislang: "Oh holiest of holies, please accept our humble offering - a relic from the Ancient past!"

(GM rolls a Bluff check for Nappy: 3+4=7. Not even close.)

"You're laying it on a bit thick." whispers Martuk in Tribal. (He will be translating for the benefit of Krang-Nar and Clacher.)

In flat tones, Apothecary says: "Very pleasing. You wouldn't happen to have any e-clips, though, would you?"

"Shut up, fool!" snaps Froude. "Even I can tell they're mocking us. You have spent too much time with the meatheads." The robot swings an appendage towards you in a motion that (you assume) is meant to be threatening. But since Froude looks like a retarded swiss army knife, it comes across as pathetic.

From behind, the raider in shiny armour speaks in a menacing tone: "Don't be hasty, Froude. These primitives should be judged by the Guardian."

("The Guardian." whisper the wretcheds.)

"Yeah!" says the raider in a completely different voice. With a start you realize that it was the raider's blaster speaking with the menacing voice!

(GM rolls a Diplomacy check for Nappy: 5+5=10.)

Keeping to his friendly posture, Nappy says: "I apologize; we did not mean to offend. We are simply curious youths. The elders of our tribe often spoke about this location - the legendary Skeleton Base. We wish to see it with our own eyes."

S4mu3l

The raider walks forward, the blaster raised before him. It is a large and vicious-looking handgun, with various knobs and protrusions of unknown design. It speaks again: "I am called S4mu31 ("Samuel"), and my companion is Lokotz (the silver-clad raider bows slightly). I am the leader of this settlement and I expect a great deal more respect from our guests."

Beeblebrox steps forward now and says: "We are sorry - we are not accustomed to metal..."

Froude cuts you off mid-sentence: "SILENCE, abomination! I should cut you down where you stand!"

(Martuk grabs for his sword; Krang-Nar and Clacher reach for their weapons.)

"Wait!" S4mu31 says. "It is not our place to pass judgement. That is up to the Guardian!"

(Again, the wretcheds whisper: "The Guardian.")

"Who is the Guardian?" asks Nappy, hoping to defuse the situation.

Lokotz (and S4mu3l) points towards the Skeleton Base, indicating the guardian robot within its grounds. S4mu3l explains: "The Guardian waits and judges. Those who are worthy earn our respect."

("And the unworthy?" you wonder.)

"C'mon!" urges the second raider with shotgun and chains. Pointing at Martuk: "Look at his armour! Let's just shoot them!"

"An admirable sentiment." says Froude.

(Martuk readies his greatsword; Krang-Nar and Clacher draw their weapons.)

"Hold on!" yells Nappy. ("Yes, wait!" echoes Apothecary.) "There is no need for... HEEL BOY!" He has to shout at his riding dog, which has begun to lope, snarling, towards the lead machines.

The other raider's shotgun is drawn, and the wretcheds clench their javelins...

...but nobody moves.

The bloody sun hangs on the horizon, illuminating the showdown in garish colours.

What are your actions?

Next Post: The weekend of May 01/04.

Player Responses:

Nappy: Kill 'em all now and see what happens or kill 'em all later after we take out the guardian and are hurt? Or try and talk our way out of the situation... not my personal favorite but it can be done.

If we can take down these two leaders we can chat with Apothecary and figure out what is going on. Can we do it now though? Are there snipers hiding out there waiting to shoot us (Awareness check for Martuk as he has Sixth Sense)? I will observe for a round (gaining bonuses from my Cunning Plan talent) and suggest the following:

  1. Clacher does his Shriek attack to frig-up and surprise our opponents. Placed to affect enemies and not us if it can be done?
  2. We all attack the guy with the blaster ASAP and drop him fast. Flank him and kill him.
  3. See if the rest surrender or if we need to kill the shot-gun guy too. I figure we should just because he pissed me off saying they should kill us.
  4. Apothecary and the machines will talk to us if we can get rid of the raiders I think.
  5. Kill the wretches if we have to.

I will keep my dog in reserve in case I need to sick him on the shot gun guy or a wretched. High risk for high reward. Only issue is we do not know how many more raiders are in the stronghold...

Other plan is to go along with it and try beating the behemoth metal "guardian" which is probably exactly what the CoTMG want us to do. If we do beat the guardian they will attack us anyways I bet to get access to the base (as that is what I would do).

(Some comments on your comments:

B-Brox: Beeble would not choose attack as his first option here, since he still thinks back to a near-death experience in the Cave of Life. He does feel more confident in the role of negotiation given his enhanced looks with the beads in his hair (much to Brox's disgust), and having two winning smiles...

Clicking his pincers nonchalantly, Beeble would appeal to S4mu3l's apparent leadership and try to disarm the situation, letting them know that we do not want to encounter the Guardian right now. The word has to come from S4mu3l since it's apparent the humanoid guards want to kill us and take our goods. Definitely NOT going to happen!

It appears that S4mu3l REALLY wants us to go see the Guardian, so if the party decides that fight is the option, I'll keep in mind there are stronger fighters and keep to the periphery. I'd start by throwing my DU knife at Lokotz and following up with my whip to trip and pincers to snip! Definitely have to take out the blaster and the shotgun first!

So, my first choice would be fast-talking and then fast fighting if needed. I'm guessing that the wretcheds wouldn't be as threatening as the humanoids and both robots don't seem built for fighting...

Nappy: Thoughts in Nappy's head:

I am not sure if this S4mu3l is the leader or if this walking metal thing named Froude is... Froude seems to speak out of turn and be disrespectful, S4mu3l demands respect and obedience from visitors why not metal followers...

Behzed said only the 2 humanoids and the 2 droids where here with those wretches. They keep asking about e-clips, I wonder is that blaster even has any ammo if they are so keen on getting e-clips. They may be low... Not much of betting man though regarding dangerous looking weapons.

Apothecary looks to be a good stand up type. The rest are just gangsters it would seem, similar to the ones at. We need to get an upper hand somehow. I need to get Apothecary alone and see if I can learn anything from him that we can use...

Martuk: I'll let my party talk first, but any further hostile moves and I'm going for the raider's arm holding the blaster. My goal would be to remove the blaster from the raider's grasp, hopefully allowing one of us to take it ourselves. I'm not going to let these metal-worshipping freaks try anything fancy!

Froude's Proposal: [May 03/04]

"Gentlemen, Gentlemen!" Nappy says in a calming voice: "S4mu3l you are correct, and I apologize for our misbehaviour. My tribemates and I are young as we mentioned earlier, and very eager to prove ourselves. This leads us to being rash and rude at times... Both traits none of us is particularily fond of. Being cooped up for the sandstorm has gotten us all on edge, and we have had a previous encounter with people claiming to be CotMG that was less than fortunate. We believe that some raiders posing as CotMG tried to slay some of my tribemates. This is a most frowned upon threat."

Froude glances at Martuk then tilts his head, looking at you quizically. "Okay... continue."

"We do not mean any disrespect to you and your settlement. However, I will be honest, I feel very leery about this "Guardian" of which you speak and this "judgement" that he will place on us. Can you elaborate on what it is you wish my tribemates and I to do to gain back your hospitality?"

(You seem to have defused the situation. The GM rolls a Diplomacy check for Nappy to see the extent of goodwill engendered: 13+5=18. Pretty good... Nappy gets 100 XP for his negotiation.)

The wretcheds bristle with anger when you express doubt about the Guardian, but Apothecary's video face smiles. The shotgun-wielding raider lowers his firearm and mutters (in Gutterspeak) "Shoulda' shot when I had the chance..." The bouncing advoids don't seem to notice Nappy's soliloquy.

Lokotz keeps his blaster trained on you... but then S4mu3l whispers something and he holsters the gun. "A previous encounter with the Children?" Lokotz asks. "You must mean Keir and Kreg. A tall guy with dry, flaky skin and a well-muscled dwarf?" (The description matches the bandits that Krang-Nar and Martuk defeated.)

Lokotz continues: "They did not see the ONE TRUE PATH and chose to break away from us. Unfortunately, they led a number of children astray (the wretcheds nod at this point), and kidnapped one of our comrades; a badly damaged living machine named Draxion..."

(Badly damaged! Martuk avoids eye contact and tries to conceal his armour while whistling innocently. Draxion sure made good durachrome half-plate!)

Froude points at Martuk speaks: "Whom I see you made short work of, savage! You don't see me wearing a fleshsuit, and yet you wave your blade at us!

(Martuk snarls, unaccustomed to being spoken down to by a tin can, but sheathes his sword.)

(GM rolls a Special Knowledge check for Nappy: 11+5=16. Just high enough! Rolling lucky today...)

"I can't help but notice that your armour, Lokotz, appears to be made from the hides of those bouncing 'bots." (He's right; Lokotz wears advoid armour!)

Now it's Lokotz's turn to look sheepish: "They were naturally fallen advoids." he mutters.

(Martuk, now grinning, translates everything for the benefit of Krang-Nar and Clacher.)

"Cut the crap." says the other raider. "So you came here to check out the Skeleton Base. Fine. Go check it out. But don't expect any help from us. And say "Hi" to the Guardian when you meet him - he likes visitors."

"Antwerp is right." says Lokotz (you snicker - his name is "Antwerp"?). "You did not come here seeking wisdom. (Apothecary looks saddened by this statement.) And you have caused grevious injury to a comrade (Draxion). But still - our path is a path of peace. We ask that you leave Slabtown - leave us now and never return."

(GM secretly rolls some Sense Motive checks. As far as you can tell, he's being sincere and honest. The CotMG are unfriendly but no longer hostile.)

At this, Beeble flicks his beaded hair and pipes up: "Is there nothing that we can do to gain your trust?"

The CotMG are suprised at the earnestness of the question. Apothecary nods, but remains silent. Froude speaks again: "You disrespect the remains of our ally, Draxion. Perhaps if he was returned to us for proper internment, we could forgive you. It is the only way."

("No frikkin' way!" thinks Martuk. "These freaks are trying to take us for a ride!")

"Screw that." whispers Krang-Nar (after Martuk translates Froude's proposal). "I say we waste these clowns while we have the chance. All we need is for them to organize against us on the way out and steal our ill-gotten gains."

The rest of you shift uncomfortably...

What are your actions?

Next Post: The weekend of May 08/04.

Player Responses:

Krang-Nar: As I said, let's kill the bastards.

Martuk: I agree with Krang-Nar. They could follow us back to Lau, too, and who knows what they might try there. But I think we should wait until we get a chance to check out the Guardian. See what it's all about, and if it ain't good, we rip 'em apart so all of us have some durachrome armour.

Beeblebrox: Brox is feeling like Krang-Nar and Martuk in that he sure doesn't trust these CotMG. The robots are annoying yet seem rather harmless. It's the other humans that seem less trustworthy.

Beeble would prefer to avoid an immediate fight, and is quite curious about the Guardian. It could prove fruitful (but dangerous) to can get away from this situation and into the Guardian's area. He wouldn't mind a specially-fitted suit of durachrome armour either... Perhaps we can scout out the Guardian's perimeter and then on our way back deal with these people in the manner we best see fit.

He's not too sure if the CotMG will let us go in peace - especially since Krang-Nar and Martuk aren't seeming too friendly right now. So Broxie will also make aready to support any attack that is made on us. S4mu3l and the shotgun will definitely have to go down first.

Nappy: This is a predicament. I also do not wish to leave behind people that may stab us in the back the first chance they get. Once that Guardian goes down I bet these clowns will take advantage and try and get into the Skeleton Base also. If so we should be ready for that eventuality. I do not wish to leave looters behind and do wish to have a long time to explore this base for relics should we get the opportunity.

However we should leave them in peace at this time and leave Slabtown. We should prepare to investigate this Guardian and see if we can get into the Skeleton Base and find a way to take out this tracked menace. Let’s make a camp opposite the Skeleton Base if we can. We’ll see if we are followed and if so we deal with these freaks. If not, we shall take a look at the base and see if we can get past the fence. No way am I approaching that Guardian thing in the open. We can try and get through the fence, over or under it. With buildings between us and the Guardian.

(Nappy gets 25 XP for that last bit of advice.)

Wonder how the Guardian responds... will it give chase across the desert or does it stay close... can we lure it away? (I doubt it but it would be good to know the extent of its operational range). A hit and fade attack to test this could be launched.


Next: Skeleton Base Archive, Part B