Page 1 of 2

Bartoloms campaign (warning spoilers)

Posted: Tue 23 Sep 2014, 15:58
by Bartolom
This campaign will be written in English because living in Holland the group I play with are not all scandinavian.

The Ark we have placed in the Stockholm Zone, decided to have been a tivoli. I have absolutely no knowledge about Stockholm apart from once visiting "gamla stan" so no links to reality promised in regards to where what is

Players:

Tura / Zonehunter / Nightmares mutation
Ploink / Gearhead / Dominate mutation

Bosses:

Marlotte: Militant.
Sabel: Collector, utterly mad.
Johammed: Despot, charming, Ploink wants to protect.
Ferrus: Despot, rule with fist, clashes much with Johammed.
Francis: Revolutionary sect leader, the nightmare sect, wants total democracy but will act sect leader until such time. Wants to play out the bosses against each other.
Julius: Cronicler, the leader of the group closest to the old one, spokesman.

Very important NPCs

DAVID: Chronicler / Lego Hates him because he lies
POINTIAC: Fixer / Tura want to protect him
ASTRID: Chronicler
GUSTER: Zonechef, the only one who is able to purify rot from water.
JONATS: Bruiser / Tura hates (killed friend)
KARA: Zonehunter / Ploink hates

Re: Bartoloms campaign (warning spoilers)

Posted: Tue 23 Sep 2014, 15:59
by Bartolom
First one:
(Tura, Ploink)

There is commotion, and people are running towards the well. Tura and Ploink who are sitting by the tavern do not wait long to follow, curious to know what is going on.

Once arriving, as one of the latter, they see that Pudgy lies face down in the muddy field just next to the watermill, empty water cup in his hand. His face is purple and his tongue sticks out impossibly long through his lips, bleeding because of cramped biting. He is very dead. A second later they note close by another dead body – Frank who was Pudgys best friend lies in similar state.

Chroniclers have been called and soon Julius with entourage arrives, motioning the crowd to step aside and leave room.
A young Chronicler, Lego, who is the medical specialist, looks the corpses over but briefly before he looks up to his master and announces out loud: “poison”

There is outrage and everyone is shouting over each other. Tura and Ploink shrugs but does not really get involved at this point. Soon the different bosses (exempting Francis but no one seems to find that odd) arrive and the discussion continue to become more volatile until Julius demands silence and suggests that all bosses come talk to him and the old one to come to a solution. Meanwhile guards will be placed by the well.

Some time later Julius comes out of the ghost house to make his announcement.

“Dear People. As you know grandmother has provided for us for as long as we can remember. You also have heard our warnings – food is running low.
Now we have yet another threat – our water has been contaminated and may not be useable for a long time. Our very best will look at it in order to figure out what is wrong. Each of the established leaders of the People will send expeditions to provide water and food for all. Water will be rationed and we ask all water to be handed in so that this can be done. Excepting the people who volunteer for expeditions..”

Tura and Ploink did not have to do much more then look at each other and nod; they knew what they wanted to do.

Though Tura very much refused to consider herself belonging to ANY boss, Ploink did not have any such qualms and they volunteered quickly to go on an expedition for Johammed. They received his very happy blessings and water / food for the expedition.





They decided to walk east down to the coast, it was a fairly safe option and Tura mentioned that she had already been out here and that here there was really nothing to fear.
Walking through a large area filled with small ruined buildings and large metal boxes they saw no traces of danger. In one of the buildings Tura spotted someone’s teeth, which both found very odd but they brought with them anyway.

Tura found a stash of water in bottles in one of the ruined buildings, probably of another zonehunter, and – hoping they belonged to Kara – she took them.

From here they turned north and started to go more carefully forward. They passed into a large open area with buildings around it. In the center of this area was a very large flat building with high fences around it. Inside the fence in the yard strange white patters where painted and big poles with hoops on them where placed around the white patterns. The building had a strange feel to it, cobwebs but enormous ones covered it in patches.

The two circled the building and found a side door, a huge set of back doors and windows but they where too high up so they could not see into it at all.

Ploink tried to open the side door with her mechanical tools but failed, something even snapped inside the mechanism locking it permanently.

After a short discussion they decided to go in from the front. The door proved open and slowly they crept in, Tura with her bow ready and Ploink with her pistol in one hand and her spear in the other.

Inside a sort of a hallway, empty except for a long bench before which many moldy old, small shoes where placed neatly. The shoes clearly did not belong to adults.
Somewhat disheartened they continued to search, walking through the empty rooms. In each room they walked through they found lockers with jackets, pants, shirts etc but for very small people. In one locker they found what looked like someone’s stash – some food, water and a small handwritten book. They could not read the book but kept it to see if perhaps one of the chroniclers could – it looked fairly new.

Finally they entered into what turned out to be a huge dark room, slight lighting provided by the high windows. All the walls had strange ladders on them, and around the floor, also covered in cobwebs, stood various strange rotted wooden and leather furniture.

Without a word, they silently moved into the room looking around. It smelled rotten and moldy in here, and in what looked like a home made fort (several pieces of furniture stacked together to make a wall) they found a group of skeletons, most of them very small but a couple of big ones which seemed to be trying to shield the small ones from something. They looked dead since ages ago.

Hairs on end and with not a small amount of female aversion to this sight they stopped. This is probably what saved them because from behind one of the wooden pieces a gigantic spider climbed ready to attack!

Followed a furious fight! Ploink and Tura both fired their weapons and an arrow skidded of the tough skin, while Ploink missed in panic.
The spider moved up while the two adventurers moved away, Tura managed another shot which again was hit and this time got stuck deep in the spidery skin while Ploink readied her spear dropping the pistol on the ground. The spider continued on and got in a bit on Tura, venom injected and filled with fear Tura ran off while the spider focused on Ploink.

Ploink stabbed furiously and managed some injury to the spider, which retaliated and broke the mechanic. Seeing that her friend would be killed Tura activated her mutation, fooling the spider that there was fire between her and the prone, broken Ploink.

The spider went on the hunt for Tura who tried to fire but she pulled on the bow so hard the string broke! Again running from the spider she had to take a whole detour back to Ploink, the whole time chased by the spider. There she reloaded the pistol and just as the spider came up to her she shot it between its eyes, killing it flat!

With shaky hands she managed to bind Ploinks wounds just before breaking down crying from the poison herself.

It took till the next day before the pair where able to continue. They searched the building but found nothing really, but odd tracks leading out the back doors. Following them they found that someone had dragged a boat on a wagon down to the beach. With the boat, which Ploink could repair, they managed to get much scrap back to the metal box zone just behind them. They hid the boat carefully and returned to the ark to hand the book to the chroniclers, but without water.



(I know I missed something here, Tura and Ploink did test the water and try to get it cured by bringing it to Guster and having him test various versions on it on a dog they “found” with no result…)

Re: Bartoloms campaign (warning spoilers)

Posted: Wed 24 Sep 2014, 14:38
by Peter
Very cool, keep em coming. Have you considered looking into making Dutch Zones? A rotterdam zone in particular would be pretty damn cool :)

Re: Bartoloms campaign (warning spoilers)

Posted: Wed 24 Sep 2014, 15:37
by Thomas
Isn't it spelled Rottendam? ;)

Re: Bartoloms campaign (warning spoilers)

Posted: Wed 24 Sep 2014, 15:49
by Bartolom
thanks, actually yeah we where only planning to do a few "test" adventure evenings in the stockholm zone.

but as it goes my players loved it and their characters and now we are stuck in stockholm till i kill them all and destroy the ark

after that - brilliant plan, im thinking of Amsterdamned because i live very close to there

Re: Bartoloms campaign (warning spoilers)

Posted: Wed 24 Sep 2014, 16:26
by Bartolom
Second one:

(Tura, Ploink, Thrash)

Introducing Thrash / human plant / crusher / big axe


In the Ark it was decided that beyond the search for a fresh water source there was a need for food also – projects for hunting and for growing crops where begun.


“Now that you work for me… I want someone to look after you” Johammed was stern when he told Tura and Ploink. “Cant have you get killed out there all alone. Meet Thrash”

Tura was not happy, it had been a poor morning especially since she refused to admit working for anyone. Now this Thrash guy started the morning with threatening to start a fight if they did not go where he wanted to go, she being the zonehunter or not. Then he threatened to start a fight if they didn’t go quickly enough.

They had wandered through the previously investigated zones, avoiding of course where they hid the boat. Trekking north past the old gymnastics school they exited the town and came to what looked like a big plains, with forest far in the distance. Tura was allowed to scout ahead a little bit, and after some time she came back to report that there was a rather big lake which seemingly was heavily visited by beasts seeing the tracks, but the water was not serviceable for drinking by the Ark dwellers

Thrash was not for a trek out into the plains and after a small argument (where he threatened to beat everyone up) it was agreed that they would turn east back into the built areas.

They entered into another quite open area. It was strange because in the open area was a large gaping hole with steps leading down into the darkness. On all sides of the hole where large glass buildings and in all the houses there where people – they thought. But after a couple of moments it turned out that the people where only mannequins, pretend people who could not move. Thrash ordered Tura to investigate the hole (or get a beating).

Standing back and watching Ploink and Thrash watched Tura edge closer to the edge of the hole, then she turned and carefully made her way back.

“There is something in there… something wrong” Tura started, but Thrash would have none of it and started to make a fight again, telling Tura to do her work. This is where Ploink finally got pissed and said “YOU go into the hole and investigate”!

Using her mental powers she dominated the crusher to wander over to look himself.

The daze only lasted a few second but at the time when Thrash came out of it he was already standing on top of the escalator looking down into a strange square below. There was even something that looked like a water pump in the middle of it, what used to be called a fountain. Countless more glass windows showed mannequins dressed in all kinds of old clothing.. He frowned and turned around to his disobeying followers and….

All hell broke loose, some sort of … explosion happened and a storm of sorts, winds swirling breaking loose glass from all the towers, turning the whole area into a glass tromb just… happened.

The four towers collapsed inwards and the glass was shot and flung with insane speed out towards Tura and Ploink.

Tura was too surprised to even react, and she simply stood there watching her own doom, whilst Ploink managed to throw herself into an empty nearby ruin.


When Ploink looked up, after the last rinkeling sound of glass falling, she saw Tura just standing there – having not any visible wounds at all, but looking very surprised…

The four glass buildings had collapsed in on themselves and the hole in the ground was gone. Of Thrash … no sign.


Once she got over the shock and the near death experience Tura Grinned and cheered that they no longer had a babysitter.


There was nothing much more to do here, they could not even find traces of the crusher, and when scouting the other nearby areas they turned out heavily rotted the two adventurers decided to try out their speedboat.

It was only a very short drive, because it was becoming late, but they drove south over the water to look at the island that they had seen from the Ark.

The east side of the island looked terrible, barbed wires, skeletons, craters…. But on a northern point of the island there stood a building with lots of vehicles rusting away around it.. And in the distance to the south they could vaguely see many more large houses through the fog.

They decided to investigate there tomorrow.. And turn their way back home to report the unfortunate death of Thrash to Johammed.

Re: Bartoloms campaign (warning spoilers)

Posted: Fri 26 Sep 2014, 11:10
by Peter
Sounds like a really solid campaign! I was starting to check the belgian rail website to see if I should ask if you had a slot free - but Brussels to Amsterdam is 2h30 so I think I'll have to stick to cheering from the sidelines ;)

Re: Bartoloms campaign (warning spoilers)

Posted: Sun 28 Sep 2014, 13:44
by Bartolom
haha yeah the commute would be a tad too long :)

Otherwise you would be welcome, we play with between 2 - 5 players so any day we are less then 5 (most days) you could have joined.

mutant is great in the sense that people not joining can stay home and work in the Ark

Re: Bartoloms campaign (warning spoilers)

Posted: Sun 28 Sep 2014, 13:50
by Bartolom
Third one

(Tura, Ploink, Lego)

In the Ark no new projects where begun, but the council decided to continue to work towards the Hunting and the Growing (which until now had made no progress)

introducting Lego: Chronicler, Pyromanic

“Suddenly he just stood up real quick like, and puked out blood… and then he was dead”!

This was the second account Tura had heard this morning, when she came to the cantina to have a look. Waddler was lying dead in a pool of his own bloody womit.

People in the Ark where ragged now, and very thirsty. For several days the water had been contaminated and after looking at the purification system the gear heads had announced that there was not much to be done without proper spare parts – which they did not have.

Guster, the cantina runner, could get the rot out of water but not fast enough – working non stop on it he managed about a quarter of what normally was used, meaning hard rationing of water in the whole Ark.

People had been seen desperate enough to drink out of the river, Waddler was one of them, and now they seemed to have been victims of the bloodspittling decease.

The bosses of the Ark had a council and decided that Marlotte’s people would be guarding the river – to make sure that whatever it was that people got when they drank the water didn’t spread they would make sure that noone drank it.

The remaining bosses either sent out expeditions or assisted with guarding the Ark, all except the nightmare sect who did not seem to want to do anything.

Johammed had not been pleased about Thrash’s death, but he had said that he would be sending someone else with the group to replace him.

Tura who really hated being controlled decided that she and Ploink would go out early and without the bosses protection. Instead they recruited the Chronicler Lego who had been studying the diary to come with them.

Early in the morning they left the ark. Being a known zonehunter no one objected to Tura leaving the Ark, and they got safely past the guards.

They immediately made for their hiding place where they got the speedboat out of the hiding place.

They needed no discussion – and headed directly towards the strange building on the island straight to the south. The water was choppy and there was a light drizzle but not too cold. Soon they came close enough to see it and at that point Tura killed the engine and she and Ploink started rowing the boat the last bit. Studying the building the Chronicler could read that the sign above the entrance read “Cinema” and he announced that it was rusty cars that where standing all around it.

Soon they came up to the coast, where they dragged the boat ashore. Nervously and with weapons ready they approached the building. It was in great shape, only paint was flaking off and windows where either boarded or broken but for the rest it looked very whole.

Tura motioned to the odd decorations of the Cinema, Skulls where grinning at them from within the windows, as if they where looking out at them.

Without speaking they motioned further away again and they silently started looking at the cars instead, peaking into them to see if anything remained. The skulls had unnerved the group and they where trying to be very silent whilst still investigating around the house.

This went well for some time, until Ploink in her eagerness to get engine parts from the car she was searching managed to create a loud screeching sound with her gearhed tools.

Everyone ducked and looked towards the house from behind the cars they where hiding!

It did not take long before four half naked large men rushed out of the building, carrying an array of cutting weapons and throwing spears they came out on the porch of the cinema wild eyed and fierce.

Ploink panicked and tried to run from her car to another one closer to Tura – she was spotted and a well aimed spear nailed her to the ground, broken!

Tura took that moment to get up and she sent an arrow at the foe who threw the spear. The aim was true and he fell to the ground gurgling blood.

Lego was next and he managed to get up and spear yet another of the enemies, who fell to the ground clutching a leg.

Then the fight turn really chaotic, Ploink was trying to crawl away – Tura fired arrows and Lego tried to help Ploink behind a car. The third opponent ran up to his wounded companions to use a mutation and the leader seemed to be content simply to scream and point.

Just as the third opponent knelt to help his companions Lego sprinted up and breathed a cloud of fire upon the opponents, his mutation went completely chaotic and the fire turned so immense that all opponents but the one hurt in the leg and the leader died, roasted!

The leader had no time to act now that he actually wanted – Tura’s arrow hit square in between the eyes and he died.

Only the wounded foe was left, and he screamed “ill get you yet!!!” and then there was a sharp flash of light, blinding all three mutants.

When they once more could see the third foe was gone.

Lego immediately turned his attention to poor Ploink, and managed to save her life, getting her back on her feet.

They spent the rest of the day searching the house, finding much left overs from the owners and their meals… Lego noted in his book that they indeed seemed not to be as alone as they thought, but that the prospect of other mutants being friendly seemed poor. These clearly ate other people too….

Ploink was ecstatic about her new wrench, which she found on the leader of the cannibals but that was all they had to show for the whole day exploring, and they had to return when the sun started setting. They carefully hid the boat and made their way back to the Ark.

Re: Bartoloms campaign (warning spoilers)

Posted: Wed 01 Oct 2014, 15:32
by Bartolom
Fourth one: (part I)

(Tura, Ploink, Lego, Zed, Nash, Flames)

introducing:
ZED: mutant with dog / spårsinne / under boss Ferrus
NASH : Bruiser / Reptilic / under boss Sabel
FLAMES: Slave / Pyrokinetik / nightmare sect
Asphalt: Bruiser / under boss Marlotte


At the Ark situation was slowly getting quite desperate. Hunting by the lake that Tura and Ploink found had been successful, so food was slightly better then before, however water was still an extreme issue. What recourses was available was being rationed out to the people and in all directions (except via water) expeditions where leaving to find either water or something to use to filter and repair the water pump.

The funeral pyres where a daily sight…


Tura especially where very busy preparing her next expedition, whilst Ploink was trying to turn the found scrap into useful items, armor and masks against the rot.

Lego was busy following the political winds in the Ark and trying to help the others keep peace.

In the ark one of the expeditions, led by Kara and Jonats from boss Ferrus group came back. They had been tracking the steps of the Arks most experienced Zonehunter “Vorhan” who had the idea that they could find a purification plant which would be the solution to their problems. No explanation was given as to why, but the group had been gone long.

Kara explained that they had run into zone wraiths by an old bridge over to the west, and they lost the last member of their group.

Whilst Ferrus wanted to keep control of this group also the other bosses all decided, for once agreeing, that no one boss could have the sole responsibility of this expedition, it was decided that each boss could contribute one person to the expedition to find Vorhan and hopefully the purification plant.

The following group was introduced and provided with what water and food could be brought together;

Tura – semi independent
Ploink – Johammed
Zed – Ferrus
Lego- the Chroniclers, representing the old man.
Nash – Sabel
Asphalt – Marlotte
And surprisingly the nightmare sect offered “Flames”


During the coming day the group travelled out into the zone. Zed turned out a brilliant aide for Tura and they quickly became friends. Zed allowed his dog to track and Tura scouted whilst he followed.

Flames was silent and seemed a loner, Nash and Asphalt more talkative and sociable. There seemed little to none of the political issues that played in the Ark within this group.

They travelled through areas that had already been scouted by groups from the ark, along the west coast of the huge river aiming towards what Kora had described as a large metal bridge to the south, where one of theirs had been dragged screeming into the bridge buildings whilst Kora and Jonats made their escape.

During the travel they had no opposition or danger to avoid, though Tura did found some provisions in the ruins.

As evening approached they saw in the distance the enormous bridge spanning the river to an island to the south. They headed closer until they had a good overview and saw that the bridge had a quite extensive amount of doors and windows to its base, dark concrete and metal buildings.

After a short council they made their way closer, weapons ready. Zeds dog went sniffing around the rooms and noted one door which apparently where much more interesting then the rest. It stood growling with its neck fur raised.

After a small speechless discussion the two bruisers charged in, Axes high, only to find rooms very dark and luckily empty of enemies.
In one of the rooms they did find the corpse of the last mutant from Kora and Jonats group. He was horribly mutilated having had much of the meat removed from his body, as well as internal organs.

“we cannot allow ourselves to get caught here in the dark with no lights… anyone brought torches… can we make a fire?” Lego asked.

Torches where unpacked, and a small fire started. It was agreed to stay in the building overnight as it seemed fairly defendable. During the evening Ploink constructed an oil lamp out of garbage she found and spirits she had brought and once ready the torches could be doused and saved.