Tuesday, April 11, 2006

Paranoia: First Blood

THE CAST

Ed-R-MRO-1 O*llie (O) HPD & MC Registered Mutant
Steve-R-STN-1 P*aul (P) Tech Medium Build
Mick-R-THY-1 M*att (M) "Internal Security, no just joking, HPD"
Handy looking
Jerry-R-IGG-1 J*ohn (J) R&D Tall
Wanda-R-FUL-1 D*ave (D) CPU Sexy?
Butch-R-BLK-1 R*ich (R) HPD Brawny

Grund-G-GUY-3 Your trustworthy, loyal, bullying, obnoxious, sadistic
leader

Lubi GSV-1 Infra-Red Big, dumb and unethusiastic
Mani GSV-3 Infra-Red Average looking, attentive, intelligent
Paul GSV-1 Infra-Red Small, dumb and unethusiastic

Docbot KLL-V.FGS.5-11 Pleasant, cheerful and blood-stained
Surgical Chainsaw
Jackbot Model 360 Sarcastic, Contemptuous of Humans


Episode Zero - Arriving

Each newly promoted to Red Troubleshooter and presented with your red overalls,
red reflec armour, laser pistol with red barrel and a cupboard-sized room of
your own, you are delighted to be called to serve your friend, The Computer, in
your first mission.

Arriving in the communications room in a variety of states of exhaustion, loyal
toubleshooters inspect each other and begin carrying out important tasks
(polishing the computer terminal - Mick-R-THY-1 (M)). The comms system
generates a mission briefing for each stand-up citizen of Alpha Complex, telling
you to report to briefing room IOGC (with a handy-sized map) for briefing on a
secret mission to OUTDOORS sector.

Loyal troubleshooters leave the room to find their mittens, only to remember
that they are carrying everything they own and don't have any mittens.
Wanda-R-FUL-1 (D) leaves the group and heads down the corridor.
Incompetent troubleshooters find they cannot read the map. They request the
location of the room from the computer:
"What is your security clearance?..........Red?........I'm sorry, that
information is not available at this time.
Ten minutes later the loyal troubleshooters are evicted from the room by a very
rude (but important and therefore excuseable) Green level troubleshooter.

The group heads to HPD & MC to request a larger map. Mick-R-THY-1 (M)'s boss
(Bos-Y-BTS-2) is noteably unenthusiastic about the arrival of an R&D and Tech
troubleshooter in his section, they are ushered out. He is however very keen to
see the top-secret mission briefing and under pressure to reveal it to him both
Butch-R-BLK-1 (R) and Mick-R-THY-1 (M) eat their briefings. They are pursued
from the room by yellow laser fire after Bos-Y-BTS-2 determines that the
Infra-Reds who work for him have seen Mick-R-THY-1 (M) draw his laser and shoot
at him. Mick-R-THY-1 (M) is ordered to throw up the briefing material, but it
is partially digested and useless.
Ed-R-MRO-1 (O) talks with Bos-Y-BTS-2 and disappears into a back room with him,
meanwhile Jerry-R-IGG-1 (J) sneaks in and looks at some maps. Ed-R-MRO-1 (O)
returns with a larger map which shows the location of room IOGC.

Episode One - The Briefing

The group arrives at the room with Mick-R-THY-1 (M) lingering at the back and
when he sees the group stop he disappears back the way hes come. Wanda-R-FUL-1
(D) appears sporting a flash new Red Trenchcoat and solid-looking boots. The
Flash-Gordon style Violet guards usher the group into the room and along a red
line within a pit which has troughs running away from it into either wall. Four
violet guards are within the room and in front of you is a bench from which four
shadowy figures peer down. Peter-I-TOL-4 introduces himself and the mission to
OUTDOORS sector. He also states the requirement for the group to go to PLC for
outfitting, R&D to pick up equipment for testing, a revolutionary new vehicle
designed specifically for the mission and a remarkable new Team Communications
system. The requirements for the mission OUTSIDE are location and recovery of
missing troubleshooters from a previous mission (and their valuable equipment)
and each to prepare a report on the status of OUTDOORS sector.

The group are then given the opportunity to ask detailed questions on the
mission from Int-Sec representative Ness-Y-LOX-3 and R&D specialist Dr.
Num-O-NTS-5. Ness-Y loyally questions the troubleshooters about their
motivations and loyalties on behalf of your pal, The Computer. After some
concerning answers the treasonous thoughts of Butch-R-BLK-1 (R) are clearly seen
(and backed up by security tapes) as he questions Ness-Y's loyalty and accuses
him of stupidity. Jerry-R-IGG-1 (J)'s defence of this obvious traitor
demonstrates that he is obviously in cahoots with this traitor. Loyal
troubleshooters are asked to leave the room while these traitors are
comprehensively debriefed.

Mick-R-THY-1 (M) has arrived outside but finds his entry barred by loyal violet
level guards. He is allowed into the room but it is assessed by your infallible
superiors that his tardiness and inefficiency would endanger the mission and he
is "retired".
The loyal troubleshooters enter the room to be informed that Butch-R-BLK-1 (R)
and Jerry-R-IGG-1 (J) have been "reassigned". Loyal troubleshooters of
unquestionable loyalty have been allocated to the mission to replace these
traitorous swine. The look familiar. They are Jerry-R-IGG-2 (J), Butch-R-BLK-2
(R) and Mick-R-THY-2 (M).

Ness-Y is presented with few questions about the mission. Num-O is asked none.
The group are passed to the trustworthy group leader Grund-G-GUY and commanded
to leave the room.

Episode Two - PLC

Grund-G quickly ephasises the importance to the group of keeping him alive. If
they don't, he will drill them. He asks for a volunteer and Butch-R-BLK-2 (R)
comes forward. He takes him away for a private briefing.

Grund-G takes the group to "HND & MC Temporaries", an office, and says he will
be back in a minute. 15 minutes later he returns with the three Infra-Reds who
will help the group on the mission.

On arrival at PLC the group are met by surly PLC clerk Meg-O-FUN-2, backed up by
19 other clerks engaged in loyal activity serving the computer. Five red-level
guards lounge around the room looking bored. They brighten up with the arrival
of the troubleshooters and the possibility of action.

At PLC the group are given a rosta of items to sign for. Grund-G requests that
all troubleshooters sign for the items. There are numerous traitorous
demonstrations of reluctance are eased away by virtue of Grund-G's loyalty and
large Green-clearance laser rifle. The exception is the treasonous Mick-R-THY-2
(M), who refuses to sign. Grund-G registers Mick-R's on charges on treason and
insubordination and is given authority to carry out immediate termination.
Grund-G opens fire (his laser cutting through Mick-R's red reflec) and orders
the rest of the room to comply. Mick-R-THY-2 (M) disappears in a laser light
show.

Vigilant troubleshooter Steve-R-STN-1 (P) spots the treasonous items tacked onto
the mission list. Chaos ensues during which Traitor PLC clerk Meg-O-FUN-2 is
executed by Wanda-R-FUL-1 (D), backed up by everyone else in the room.
Butch-R-BLK-2 (R), who has commited the traitorous crime of blackmail on
Meg-O-FUN-2 is also executed by group firing squad. Ed-R-MRO-1 (O) (you can't
trust those traitorous registered mutants) is then executed by Wanda-R-FUL-1 (D)
via a personal Napalm shell followed up by a volley of laser fire from everyone
else. He was guilty of misappropriating essential resources belonging to The
Computer from HPD & MC (a map).

Mick-R-THY-3 (M), Butch-R-BLK-3 (R) and Ed-R-MRO-2 (O) arrive.

Allocation of the equipment is completed and the DocBot and Jackbot arrive, both
noticeabley unethusiastic about joining the group.
Violet guards arrive and arrest Ed-R-MRO-1 (O)'s dead body and Ed-R-MRO-2 (O),
reading them their rights, "You have the right to be subjected to ruthless
interrogation, you have the right to be terminated....". Ed-R-MRO-2 (O) has
commited the treasonous crime of blackmail against a loyal troubleshooter,
Wanda-R-FUL-1 (D). The guards present Wanda-R-FUL-1 (D) with commendations for
the successful unearthing and termination/grassing up of three traitors.

Butch-R-BLK-3 (R)'s detective work has determined that loyal troubleshooter
Wanda-R-FUL-1 (D) possesses a trenchcoat the purchase of which was not
unauthorised. The suspicious murder of a PLC outfitting clerk with slugs that
match Wanda-R-FUL-1 (D)'s slugthrower is also taken into account.
Wanda-R-FUL-1 (D) breaks under questioning from Butch-R-BLK-3 (R) and fires off
a shot at him, which misses. The evil traitor then makes a run for it, but does
not get far as troubleshooters loyal to their mate, The Computer, eagerly gun
him down. Ed-R-MRO-3 (O) arrives to join the group and is equipped with items
from Wanda-R-FUL-1 (D)'s body.

Episode 3 - A visit to Research & Design

Grund-G leads the rather larger group away from PLC and to a solid looking blast
door. Wanda-R-FUL-2 (D) arrives. They enter a 9m x 6m room with a bench all
round the sides. This in fact a super efficient transportation vehicle which
will take the group to the R&D facility (which is located a long distance away
from the main working and living parts of Alpha Complex, for some reason).
Troubleshooters who are sat on the same side as Grund-G fair well as it abruptly
speeds up to A SIZEABLE FRACTION OF THE SPEED OF LIGHT, but others, namely
Butch-R-BLK-3 (R), Steve-R-STN-1 (P) and Ed-R-MRO-3 (O) do not fair so well as
they fly across the room and collide with the opposite wall. Butch-R-BLK-3 (R)
impacts head first and is killed on impact, Steve-R-STN-1 (P) receives a broken
arm and Ed-R-MRO-3 (O) receives a broken leg. Wanda-R-FUL-2 (D) and Mani
receive minor knocks. The Docbot and Jackbot collide with the wall but seem
unaffected. Mick-R-THY-3 (M) is bruised by one of the Jackbot's arms hitting
his leg.

Grund-G stolls across the room and sits down on the other side. Troubleshooters
scramble/crawl/drag themselves to follow. Loyal troubleshooters help the
wounded across, Mick-R-THY-3 (M) commands Lubi to drag Ed-R-MRO-3 (O)'s
screaming body across. Butch-R-BLK-3 (R)'s body doesn't mind the second impact.

The group exits the lift at the entrance to R&D. Butch-R-BLK-4 (R) arrives and
equips himself with Butch-R-BLK-3 (R)'s items. The Computer issues
commendations to Butch-R-BLK-3 (R) and Steve-R-STN-1 (P) for their vigilance on
behalf of The Computer. Commendations for clones who later emerged as traitors
have been shredded.

Thats it for this week, friends of The Computer. See you next week for more
loyalty-orientated fun.

The Computer

Judge Dredd Episode 1: The Wreckers

The scene: Mega-City-1. The largest, most dangerous, crazy, polluted,
hectic city in the world.

Judges Duck (Ollie), Beth (John), Bolt (Matt) and Psi-Judge Hooker (Dave)
Are newly qualified from the academy. They've spent a day with a senior Judge
who has observed their actions and judgements in the City and considered them
capable of being given the full eagle of a Judge and being let loose in the City.

Judges seldom operate alone. Usually only the most senior Judges (such as
Dredd, Hershey, Andersson) work singly and new judges are usually put in teams.
Judge Duck is the natural leader of this group, with excellent combat skill, good
Reflexes and solid all-round supporting skills. The Judges know that some citizens
see them as the representatives of the most facist state ever seen on Earth, but
most see them as the only thing that protects them from the craziness of life in
Mega-City-1, a place where the sheer complexity of modern life can drive
People crazy with Future-Shock syndrome, to become Futzies!

Its the day after the Munce Day Parades and its been quiet. Weather
Control has set the weather to a light mist to keep temperatures down and calm the
Citizens down after the previous day's excitement and hot day. The group have Arrested several citizens for public drunkeness and disturbing the peace. The only
Serious crime reported in the area is the theft of a truck full of Citi-Def
supplies, mainly Spit-guns and Shell-Jackets.

The team are riding along a very quiet zoom-way, their very presence
Keeping traffic speeds down and drivers cautious. They are approaching Buddy Rich
tunnel, which is 3km long with one large chicane and heads between a few newish
city blocks and several old ruined skyscrapers from the pre-war days. Their bike
computers, which are far better drivers than the novice Judges, are in control of
their bikes.

Suddenly a red wedge roadster zips by them, travelling at serious speed,
far above the speed limit for this area. Judges Duck, Beth and Hooker immediately
accelerate to pursue the roadster, Judge Bolt, realising that the tunnel's thick
plascrete will block radio signals, immediately pulls off the road to call the
sighting in to Control. He waits for a response from Control for any reports on the
roadster.

Duck, Beth and Hooker switch on sirens and use their bike megaphones to
order the car to slow down and pull over, but there is no sign that the driver has
heard.
They continue to accelerate, beginning to close the distance between them
and the car. Soon they are at their maximum speed of 480m/R. They go around the
left bend in the tunnel. Beth now then slows down to fall back slightly, while Duck
and Hooker attempt to get within 20m of the speeding vehicle and match speeds,
as they approach the driver appears to grow panicked and the roadster speeds up,
with the driver having some difficulty in controlling it.

Back at the tunnel entrance Bolt has been informed by Control that the
roadster has been reported as stolen. He sets off immediately after the others at
maximum acceleration.

Back in the tunnel Judges Duck and Hooker round the right bend in the
tunnel in time to see the roadster disappear into a wall of fog. They all begin to
deccelerate as quickly as possible, but are still going very fast. They
hear a squeal of brakes from the fog and then hit the wall themselves.

The fog marks the tunnel's end is creeping in from the outside where thick
fog has descended (a fault has occurred in Weather Control and the mist has got out
of hand in this area). The Judges feel their bikes wheels slip as they hit the wet
road surface, luckily their bike computers control the skids and they continue
to deccelerate. The roadster driver has not been so lucky, the car has hit a
pillar supporting a flyover above their road and the driver has gone through the
windscreen and lies on the bonnet of the car, unmoving.

Beth also zips past the crashed car, with her bike computer successfully
Keeping control. All three judges deccelerate rapidly and return to the crash
site. Beth is first to the scene, parks her bike, dismounts and approaches the
vehicle, challenging the perp/driver to surrender. Duck joins her, aiming at the
still body. Beth gets near to the vehicle and observes a puddle of petrol
spreading around it. She tests the body for a pulse and finds none. The perp has
judged himself. Hooker arrives and calls into Mac for a meat wagon and tells him
to close the road and divert traffic away.

At this point Judge Bolt arrives on the scene, travelling at near maximum
speed. His bike hits the wet road and rolls end over end, coming to a halt a few
metres away from the crashed roadster. The other Judges are stunned to see Bolts
wriggling body pinned under the Lawmaster - he appears relatively uninjured! The
bike, though, is crippled, its engine stopped.

Suddenly a crashing noise occurs and the Judges turn to see a truck bearing
down on them, hurtling down the South bank at the side of the road. Judge Duck is
right in its path and hurls himself to the side, but is unlucky to have the edge of
the vehicles fender pierce him in the chest, puncturing a lung! Judge Beth is
also in the path, but manages to roll out of th way. The truck crashes into the
opposite bank and is still.

Hooker attends to Duck and mandages his chest, sealing the whistling hole,
Duck is safe for now, and still a Judge. He picks up his Lawgiver and takes cover
behind a bike, gun trained on the truck. Beth draws her gun and aims at the truck,
challenging any occupants to surrender. Bolt struggles out from under his
bike, draws his Lawgiver and sets it to Rubber Ricochet, aiming at the cab of the
truck.
Hooker pulls out a Stumm grenade. Beth sets her gun to High Explosive.
They recognise it as probably being the stolen Citi-Def supply truck.

Silence falls and there is no movement from the truck, then shadowy figures
Appear out of the mists on the banks - wreckers! Judge Bolt challenges them to
Surrender to the Law and two immediately fall to the floor, discarding their weapons.
However, another perp charges him shouting, "Its Judges, but we can take
them. We've already hurt one, so theres no other way! Kill the Judges!" He
waves him club menacingly.

Chaos breaks out as the wreckers charge the Judges. Hooker hurls her Stumm
Grenade, which explodes, taking two wreckers down. She also applies her
Psi Skill to 'jinx mechanism' on a perp with a Spit Gun, but can't concentrate
enough. Beth fires her HE round at the same perp and he disappears behind a pillar in an explosion of blood.

Duck fires twice over at a perp with a knife, missing both times, while
Hooker shoots another wrecker and then drops another Stumm grenade, taking down 3 perps.
Another perp with an Eletro-prod runs out of range of the Stumm, at Bolt,
but Duck blasts him in the leg, and he collapses on the floor. Beth, meanwhile has
been shot in the arm by a spit gun, but makes it to the relative safety of a
cloud of Stumm gas.

Bolt has been fighting in close quarters with several perps. He shoots one
twice, dodging Club and Electro-prod swings, and the perp then surrenders when
Duck yells out "Over half of you are down! Give it up creeps!" Then another Rubber
Ricochet shot from Bolt rebounds of a pillar, narrowly missing him and the
club-wielding perp he is struggling with. This perp swings and gets in a lucky blow,
caving in some of Bolt's ribs with his club. At the same time two wreckers with

Judge Dredd Episode 3: the Bomb

Background
The rapidly toughening squad of rookie Judges under Judge Duck (Ollie) are in a
firefight with two desperate perps in a Shuggy Hall. Following a run of incredible
bad luck, Judge Bolt (Matt) and Judge Hooker (Dave) are lying dazed in the alley by
the Hall's back entrance. Hooker is suffering from several minor bullet wounds.
Judge Beth (John) is sheltering in a storeroom from Judge Duck's rubber Ricochet
bullets, which he doesn't seem to be able to get into the room where the perps are.
Two well-dressed perps with Spit-guns are the opposition, one of whom is very fast
and has drawn a bead on Judge Duck from behind a cupboard just inside the office
doorway.

The time is 0835.

The fast perp in the doorway lays down fire on Judge Duck, but can't seem to hit
him. Duck calmly switches his Lawgiver to AP (Armour-piercing), aims back and
begins firing. Bolt and Hooker pull themselves together outside, and Bolt makes a
run into the room to behind a Shuggy table. A wild shot comes out of the room at
him but misses. Judge Beth moves into the room and tries to get to a position to
take the creep out.

Duck is winged by a bullet and this seems to be the insentive he needs to shoot the
perp strainght through the cupboard and into his army, shaking him up. This gives
the other Judges time to take aim. The next thing they see is the perp disappear
back into the room as a hail of bullets strike his chest and head. There is a
bloody stain on the wall where he was stood.

Bolt shouts a challenge to the remaining perp inside: "Come out, give it up
spughead! You don't stand a chance!"
The creep is defiant, "You shot Harry! Come en get me ya dirty drokkers!"

Beth and Bolt Judges move up to the door with Stumm grenades, while Hooker fits a
heat-seeker and Duck covers the doorway. The other perp appears brandishing
another Spit-gun. Almost immediately he is shot through the arm by Judge Duck, and
then as the other Judges move in, Duck shoots again, blasting a huge hole in his
chest. The perp is down, permanently.

Bolt is first in the room. Its a bloody scene. The two well-dressed perps lie in
rapidly growing pools of blood and guts. There is a streetpunk who appears to have
been shot in the back of the head at close range and on the floor breathing harshly
is one of the Shuggy players, who has been Hypo'd and Stumm-gassed. The second
well-dressed perp is still alive, barely.......

".....you're too late. You'll (cough) never stop it now....."

Bolt proceeds to try and fix up the dying perp with his med-kit, but its too late.
"What won't we stop?!"
"....ha ha...we've already got one and you won't be able to stop this one...."

"Its another block they're going to blow up!" says and insightful Judge Hooker.

"...(cough hack)...thats right! And theres no way you can stop
it!.......(fades)..."
"Where? Which block? Wheres the bomb?!"
But its too late, the perp has breathed his last.

A search of the bodies by Judge Bolt reveals that the two well-dressed shooters are
Harry Higgins (owner of Harry's Shuggy Hall and with a long record of previous
offences) and Dave Harm, one of Harry's dubious employees, with two counts of GBH.
The drugged Shuggy punk is Ed Jerky, with a few previous minor offenses and the
dead streetpunk is Tony Thermo, with no crimes on record.
Whilst this is going on Judge Beth is cuffing stumm-gassed or surrendered Shuggy
players and Judge Duck is loading up his gun with spare ammunition from his bike.
Judge Hooker is calling into control for a Psi Judge to come and read the fading
thoughts of the dead perps or the drugged mind of Ed Jerky. It looks like they
aren't going to be available soon.......
Judge Bolt discovers a backpack near Tony Thermo's body. After much discussion
between him and Hooker about whether it might contain a bomb, Bolt decides to
tentatively open the bag without tech support. Luckily it isn't rigged and Bolt
finds timer, some electrical tools and some papers. Judge Hooker jinxes the timer,
which goes off, putting the wind up the team, somewhat! The papers are a pamphlet
from Skyhigh Interests Inc, talking about new block developments and espectially
about the opening of the first, Barney Sloane, developed along the same lines of
the prestigious Ed Asner block. Also there is a scrap of paper with a sketched
diagram of Barney Sloane showing a Cross in the underground car park, marked
'Boom!!'. They don't search the papers on the desk or the desk itself.

Some discussion follows in which the Judges realise that Ed Asner was the block
that was blown up yesterday, killing thousands, and that Barney Sloane is the block
that is opening this morning - at 0930. The time is now 0855.

The Judges move, patching in to control to warn them about the bomb, to divert away
the sector chief and the spectators and to get a tech squad on the scene. Control
agrees, but it isn't going to be easy to evacuate the block and move 20,000
spectators in 30 minutes without panic and numerous accidental deaths. The Judges
suggest preventing any other people gaining access to the site. The time is 0900.

The Judges try and patch themselves up while the bikes drive them to the site, with
little success. They get to the site at 0910. A female Judge meets them and tells
them that the Sector Chief and celebs have been diverted from the site and that
they are trying to move the citizens away in sections to prevent panic. The area
is not going to be clear by 0930. The tech squad have not arrived yet. The team
try to persuade her to join them, but she is commited to saving as many citizens as
she can. They are on their own.

The team drive down the ramp into the car park. Someone has already scrawled on
the car park entrance. It soon becomes clear who when the Judges enter to find a
drunken party in progress. "Judges! Spug out Uggies!" calls one of a dubious
looking gang of creeps and they pull out weapons from hidden holsters and pockets.
There are two cars and a van in the car park.

Judge Bolt: "Everyone out! Theres a bomb!!"
Bug the Uggie, "Bomb, stomm! Get em, boys!". The Uggies open fire.....

The Judges pull out Lawgivers or Stumm grenades and three grenades take out four of
the gang members before they can even get off proper shots. The surviving Uggies
don't have much more luck with all of them missing, except one who shoots one of
his mates in the leg - proving that Molstov and handguns don't mix.

The Judges and there bikes open fire and three more punks go down.
Bolt challenges them again: "Half of you are dead or out, lay down your arms,
please....", but his squeaky voice does not scare the Uggies, who laugh drunkenly
and continue firing.

Hooker's bike cannon blasts at one punk, with the bullets passing either side of
his body. He knows that today he is invulnerable. The slugs strike the van behind
him.

Then all three bikes target the invulnerable punk and hit, blowing him away.

Judge Bolt notices that the van seems to be moving more than he'd expect after a
couple of gunshots and drives closer to investigate it, while the other Judges
blast at the remaining Uggies. Beth's bike blows off one of thems left arm and the
Judges hit a couple in the legs. A survivor runs for one of the speedsters,
jumping in.
Bolt and his bike have observed something is crashing around in the van, apparently
tearing it apart from the inside. He and his bike open fire and there is an
enraged roaring from within.
The last punk heads for the speedster, under fire from 2 Judges, he is wounded
several times and finally drops to the ground and surrenders.

Meanwhile, a baby Tyranosaurus has burst out of the van and is bearing down on Bolt
and his bike in a frenzy. Bolt orders his bike to reverse and blasts away at the
monster, but with little effect, while it lashes at his bike and tears of the
headlights with its huge jaws!

Judge Duck is now blasting at the driver of the speedster with armour-piercing
bullets, whilst Judges Beth and Hooker head towards the other car, where they
expect the bomb is, Beth shooting at the speedster driver on her way. The driver
eludes the fire and manages to start the car, before Psi-Judge Hooker jinxes the
mechanism and the car stalls. Duck's AP bullets then hit the driver a couple of
times through the windscreen.....

Bolt has reversed course and the giant reptile follows him, gnashing at him and his
bike, Bolts bullets seem to just bounce off its scaly hide. In the Speedster the
punk has managed to start the car and hits the gas, burning towards the exit with
his wheels spinning!

Judge Duck has seen the dinosaur coming and reverses to allow maximum shooting
before the creature will be upon him, Judge Bolt rounds a pillar and his bike
begins to pull away from frenzied monster. Just as it pounds out onto the road it
sees the Roadster baring down on it and turns to attack that - the car's ploughs
into the creature, smashing its right leg, and it rips at the vehicle, tearing off
a door. The car spins out of control and crashes into the side of the exit,
blowing up and knocking the dinosaur over.

Judge Duck opens up with a burst of his bike cannons, before the monster can get up
and the bullets rip into the Tyranosaur, which heads for them in a rage. Bolt's
bike misses and he bails out off the back of it, running for cover. The dinosaur
is quick and it reaches them before they can shoot again. It attacks Bolt's bike
and destroys the bike computer, swallowing most of it! Duck reverses, firing,
whilst Bolt runs. Duck shots hit and the monster appears to have been killed,
unfortunately its slow brain doesn't realise this and it carries on running
forward, before falling towards the fleeing Judges! Duck's Lawmaster is fast
enough to make it, but Bolt is forced to dive out of the way and the monster's
massive head smashes into his legs, breaking bones and pinning him to the ground,
eating him from beyond the grave.

At the car Hooker has jinxed open the boot and then found the car keys. Beth
confirms that the bomb is in there. They daren't try moving it or jinxing the bomb
as they can't say what will happen. Hooker starts the car and drives it out of the
building. The time is 0932. The bomb is set for 0940.

The Judges stand around the car and the injured Judge Bolt is preparing to attempt
to defuse the device with a Tech assisting him over him helmet radio. Then Bolt
and Hooker have the same great idea - why not call one of the nearby H-Wagons to
take the car and bomb away.
A pilot acknowledges that he will pick up the car and does so, he says that me may
be able to get it to safety before it goes off. Later they found out that he
landed in a nearby Rad-Zone and took off on his Lawmaster, escaping with minor
burns.....the team has saved 20,000 citizens, who will never know the danger they
were in.

Back at the Sector House, Judge Hooker proceeds to sentence the Shuggy Hall creeps,
reasonably, to 17 yrs and 6 months each. She is harsher on the Uggy gang members,
giving them 24yrs and 6 months each. She also recommends a comendation for the
H-wagon pilot.

....the end, for now......

Comments on the game:
A good laugh and good to see you acheive the objective and no players die. We
discussed the games later and decided that JD has good and bad points - theres more
action and structure to the combat (which means less arguments), but the
role-playing element of the game is severely limited - which probably means less
arguments, too!

MERP: Trolltastic

In 'last weeks' episode we had seen our heroes gain their first bittersweet experience of the real world after getting their various apprenticeships. Greedy brother Dwarves Saul & Laus, cheerful Hobbit Syrus Rowbottom, quiet (silent?) Beorning Nurn, nice-boy Silvan Elf Takanor and angry Dunadan Ranger Roth Breedweller had set off to investigate mysterious occurances in the vicinity of a certain Baron Caldwell's hunting lodge. The Baron had recently disappeared, whilst at the same time goblin raids on the farms in the area around the hunting lodge had become more and more daring. The group investigated and with some style and panache had wiped out the goblins based at the lodge. They had also determined that the Baron was in league with these foul creatures and had so fallen into shadow that he had murdered his own wife and son. Unfortunately the group were injured in various ways during the battle and Roth Breedweller had died on an orc-blade, ending his philanthropic quest before it had begun.

And last night......

The Princess Branded: Episode One

The heroes return from the hunting lodge in mixed mood. Their comrade in arms lay dead in the woods, but they had succeeded in their mission. These mixed feelings fled when they were given a warm welcome in Gonnyk and presented with their reward of 30 gold, along with on-the-house beer in the tavern.
Little time passes before a new opportunity for mayhem arises for the group. A local fighter named Gattin comes over and congratulates the group and then tells the latest gossip from the road. An elven princess from Lorien as been captured whilst travelling home along the Elven Way. Her guards were routed, by many orcs they say, and both she and the legendary Crystal of Lorien were captured. It is thought that she is now in Kurstone Keep and will be executed in a week's time - the time of the dark of the moon. Others say she will be taken before the Necromancer in Dol Gulder, or worse.
An envoy from Lorien is trying to organise a rescue from the town of Olkar not far from the Keep. When asked what the reward is, Gattin says that he doesn't know - "I'm not that stupid that I would undertake such a quest!"

Saul and Takanor decide to set off immediately to Olkar to determine the details of the quest while the more injured members of the party rest for the night. After their departure, a robed and not very impressive looking Dundan also asks about the quest. Syrus cheerfully invites the stranger into the group and onto the mission, promising him great riches. The stranger names himself "Ermm........Darramon".

The next day, slightly sore of head, the group engage in a little haggling and manage to purchase a used wagon and slightly used donkey, Ben, from a farmer who is bamboosled by Syrus and enraged by Laus. They waste no time in heading off.

Late in the afternoon that day they come upon 3 bandits attacking a young priest called Tomas. After a short battle two of the bandits lie unconcious following heavy blows from Laus' war hammer, and a third, heavily wounded by one of Syrus' arrows is pursued into the bushes by Darramon, before he comes to his senses and gives up the chase. Nurn has taken quite a beating in the fight and he uses his healing magic to ease both his and Tomas's injuries. The group gain some small change from the bandits and a bottle of Holy water from Tomas, along with his friendship. He says that they will be welcome at his temple in the Ashgar Marshes should they ever be in that area. Syrus offers Tomas a lift in the wagon, which he greatfully accepts.

That night the heroes make a cold camp for fear of attracting more bandits with a fire. Most of the night passes uneventfully before, on Syrus's watch a loud rustling of bushes is heard heading his way. He wakes Saul, just in time for them to see a large wild boar burst out of the bushes and head straight for them. Syrus manages to roll out of the way and under the wagon, but the half-asleep dwarf is winged by the boar, though he does manage to give it a glancing blow with his hammer. Syrus then heads over to wake up Darramon, in case the fearsome beast turns around, whilst Saul goes to wake Nurn.

At that point they realise what the boar was running from as a young Troll comes running into the clearing from the same direction. It pauses, stunned by the scene before it and the heroes jump to the defence. A wall of fire slows down the brainless monster, a sleep spell fails to affect it and then it is attacked from both sides by Nurn and Saul, with Syrus and Darramon raining arrows into it. The fighters take turns to parry the creatures huge club while the other hacks chunks out of its back. It feels like a lifetime, but in fact in less than a minute the Troll collapses under the onslaught. The group take its foul-smelling money pouch and (after a brief argument) agree to share it equally. Saul sees that the obsenity will trouble no further travellers by slicing its throat. The next morning there is a stone body where the Troll fell. They use a rope to haul it upright against a tree - a single to other such creatures to beware.

More fun and frolics next week......?

MERP: With a Giant for company

The party are camped out in the ruins of a small fort. They are exultant at the destruction of a goblin band, but almost everyone is badly beaten and injured from the battle. Aralash (a young giant the party have befriended) is overjoyed at the recovery of his huge engagement ring and dances with joy around the camp. He is very glad to follow the instructions of the party to barricade the entrance to the fort with boulders and sets to with gusto, building it (as directed) to the height of a dwarf. “None of you are very tall, are you?” he says helpfully.

The party sets a heavy watch schedule. For the first six hours after nightfall, the badly injured pair of Laus and the halfling patrol the wall, barely able to keep their eyes open. At 1am they collapse into their bedrolls and Saul and the bard take their turns for another 6 hour shift. Following her meditation the elf is totally alert, while the dwarf slips in and out of a doze….

Meanwhile about 2 miles away a novice Rohirrim warrior on a long-range scouting mission has been ambushed by wolf riders. He charges them and leaves one orc dead, skewered by his lance. Unfortunately his lance is left embedded in the foul creature. Judging his skills insufficient to face the other three alone he tries to outrun them. Galloping East, he spots the silhouette of a fortress on the horizon and head towards it. It is too late when he realises it is a ruin and he decides it is as good a place as any to make a last stand.

The elf spots riders heading this way and heads to the gate for a better view. Once there she realises that Saul has fallen asleep and wakes him with the shout of “Riders!”. Saul has just climbed to his feet when the Rohirrim, astride a warhorse, flies over the barricade and over his head! The rider’s shout of “Orcs!” brings Saul quickly back to alertness and he stumbles to the tower to kick his sleeping brother awake. The Eleven Bard notches an arrow and lets fly, hitting one of the advancing wolf riders and then they are in.

Aralash leaps up and jumps to the attack, knocking one of the orcs from his mount and out of this world. Saul moves forward and taps the snarling wolf, but receives a heavy strike in his side from its hideous rider. The bard unleashes another arrow at the third orc before the Rohirrim lord charges in and finishes the evil creature. Laus and the halfling can barely drag themselves out of their bedrolls.

Nurn delivers some much needed healing magic to Saul, whilst in front of him Aralash strikes the other orc with his 2-handed club, sending it flying across the courtyard to slump against the far wall. One wolf flees, while the remaining two are hacked to pieces by the heroes, although Dobin receives a nasty bite from one of these foul mounts. The Rohirrim lord leaps to the chase of the vanished wolf, but can find no trace of its trail. The party collapse into unconciousness with an enraged Aralash stalking the area being entrusted to guard them.

The next day the group take it easy, tending their wounds and planning their onward journey. The bard makes a bloody mess of her clothes and coats herself in gore in an untrained effort to skin the wolves. The Rohirrim is welcomed to the group and his generous nature is reflected in the gifts he bestows on them, perhaps partially linked to them saving his life! He rides off to recover his lost lance. Aralash heads North for his tryst with the lovely Benelimard, having been made a secret offer from Laus before he leaves.

The group reunite and head on to town where they induge themselves in stew and ale and try to find out about the missing princess and mysterious Kurstone Keep. Between the barman and their old friend Brother Tomas they find out some details of an exiled Northern lord, who appears to have set up in the ruins of the keep to indulge in an unnatural cult. Tales of orcs and terrible monsters have surrounded the area since then, with terrified villagers talking of leaving the area. Rumour has it that the kidnapped Lorien princess has been taken to the Keep and that either an awful fate awaits her tomorrow night (the dark of the moon) or that she will be taken to the land of the shadows to the East. Tomas tells them that their friends Talkamon the ranger and Darramon the mage have been seen in the town, but have since disappeared.

Austin the Elven diplomat arrives and it his only his state of desperation which in the end resigns him to hiring the uncouth mercenaries that the group metamorphasize into, talking openly in front of him about the various appalling ends that the princess may have come to. The group demand an advance of 20gp on the offered rewards (150gp for the safe return of the princess, 50gp for the holy crystal that she holds), which they then ruminate on hiring cannon fodder in the form of farm hands, or a guide for the trip.
More chaos next time as the group embark on their long-awaited rescue mission!

Monday, April 10, 2006

Cutters Bend Chapter 2

Chapter Two – I stepped in to a burning ring of fire

After their search of Bill Todd’s cabin, the posse decide to bed down for the night before heading on to the Goodwins’ place. They arranged watches throughout the night. The hours passed by uneventfully until eventually Henry and the Ranchhouse Kid took up their posts. Both of them did their best to hide themselves amongst the trees at the edge of the clearing surrounding the shack, Henry keeping an eye on the track leading up from the foothills and the Kid hunkered down on the far side, close to the tethered horses. The night was cold and he decided to take a swig of whisky to warm himself up. He hadn’t counted on the ferocity of his hangover though, and the colour drained from his face as he broke into a cold sweat. Inside the cabin, Wild Bill made herself comfortable in the rocking chair in front of the fire. Bull headed into the bedroom and was soon snoring loudly on the rickety bed.
The first sign of trouble came when the Kid noticed something flaming come shooting out from the trees behind the cabin. It arced through the air, landing on the shingle roof of the building. Shortly after, a second burning object flew onto the roof, adding to the fire that had taken there. The Kid fired off a couple of wild shots in the direction that the projectiles had appeared from. The sound of the shots was enough to wake Wild Bill from her sleep. She sprang up and headed out of the cabin to see what the commotion was and headed quickly for the cover of the trees.
Across the clearing, Henry decided to make sure Bull was awake and fired a shot through the bedroom window. The sound of breaking glass finally roused Bull from his slumber. He made his way out of the cabin and dashed for the tree line. As he ran for cover, something whistled through the air and he felt a stab of pain as an arrow embedded itself in his side. Diving into the trees he then stopped to inspect the damage. As he did his best to remove the arrow from his side, sounds of movement in the undergrowth caught his attention. He knew Henry was nearby and decided to act as a decoy to try and draw the approaching attacker into a trap. Shielding himself behind a tree, he began calling out in pain, hoping his assailant would be drawn in for the kill.
Meanwhile, on the other side of the burning cabin, the increasing ferocity of the flames had startled the horses. Becoming increasingly frantic, they pulled at their tethers until they managed to break free. Wild Bill looked on helplessly as the frightened animals sped off down the track away from danger. Nearby, the Ranchhouse Kid heard something whistle over his hiding place and embed itself in a tree close by. A second projectile followed soon after but this one found its make in Wild Bill’s leg. The power of the impact took her leg out from under her and she collapsed to the ground, grimacing with pain.
The Kid remained hunkered down in the undergrowth as he heard movement in the forest nearby. As he peered though the leaves he spotted something in the light from the nearby flames, heading towards where Bill had fallen. Quick as a rattlesnake, he fired off two shots and was rewarded with a loud scream from his target. Then followed the sound of someone fleeing away through the foliage.
Whilst this was occurring, Henry was playing a similar game of cat and mouse. He could hear his quarry getting closer, and a few moments later he spotted the silhouette of a figure move out from behind a tree nearby. He let fly with hot lead and saw the figure fall back in pain. Then the figure vanished again, but noise from the undergrowth signalled its retreat. The sound of a voice echoed across the clearing, but it called out in a language unknown to the men who remained there.
Wild Bill took advantage of the respite to try and patch up her leg, but her lack of medical knowledge only resulted in a further gush of blood from her wound. She thought it best to leave well alone.
Henry could see that the cabin was becoming fully engulfed by the flames that had spread from the roof. He dashed inside to try and rescue their belongings. After he managed to drag their saddles and gear from the shack, the posse regrouped to assess the damage. They looked at the arrows that they had recovered. They were fletched with black feathers. They patched up the wounded as best they could and decided that they had best head back to town to seek the help of a doctor. They constructed a stretcher for Bill and his the saddles amongst the undergrowth. Gathering the rest of their belongings, they headed off in the direction of Cutter’s Bend, hoping to get to one of the homesteads in the surrounding farmland where they could find help.
After a few hours of trudging through dark, they came upon a small farmhouse. The man who they woke from his bed was shocked to hear of another Indian attack and quickly gathered together his family in preparation to head to the safety of town. Bill was loaded into the back of his cart and they all set off.
When they reached Cutter’s Bend, Doc Cotton, the local quack, patched up their wounds. They then headed over to the stables to see about getting new mounts, but were relieved to find that all their horses had found their way back to safer lodgings during the night. Paying for the horses’ feed and keep, and a new set of saddles, the team then took time to recoup their strength before heading out for the Goodwins’ property. Henry tried his luck at poker once more, but luck failed to grace him.
The posse mounted up once again to continue their search for the Goodwins’ killers. They rode until dusk and spent an uneventful night under the stars. After another day’s travel, they made camp once more, but this time the night didn’t pass as peacefully. As the darkness began to lift, the quiet that had accompanied the Ranchhouse Kid’s watch was broken by the sound of gunfire. The dirt close to where the boy sat flew up as a bullet bit into the ground. He looked round to see a group of figures on horseback, standing about a rifle’s range away and wasted no time in waking his comrades. From what they could tell, it was more injun’s. One of the figures raised a rifle into the air a called out a loud whoop. The horses wheeled round as if to ride off. Wild Bill had grabbed for her rifle though, and fired off a shot at the figures. Even at that range her shot was true and one of the riders arched back in agony as he urged his horse on. Henry had other plans though, a targeted the wounded man’s horse in the sights of his Winchester. His aim was as sure as Wild Bill’s and the horse fell as a bullet tore through its leg. One of the other riders wheeled round and dragged the wounded man up onto his horse behind him. The ambushers then rode off at full speed. The posse gave chase but their attackers had gained too much ground and soon vanished into the foothills.
Heading back towards their camp, the team stopped to examine the wounded horse. It was too badly injured to be saved and a bullet through its head put it out of its misery. There was no brand or markings on the horse, but closer inspection revealed that it bore horseshoes.. As far as the posse was aware, Indian mounts were always unshod. Bull decided that this could be useful evidence and set about hacking off one of the horse’s hooves.

Goblin

Hobbits

MERP: Rescuing the Princess

The cast:
Laus and Saul, dwarf warrior brothers
Nurn, a Beorning Animist
Sahara, an immortal half-elven bard
Darramon, a Dunadan Mage
Syrus, a hobbit scout
Stu, a Rohirrim horseman
Avestor, a Lorien elf diplomat (NPC)
Lord Barl, an evil cult leader
Unamed elven princess, a prisoner

Following a rough couple of days the group sleep well in the comfortable beds in the inn, their stomachs full of hearty stew, fresh bread and a few Iron Hills ales. They are rudely awakened at 6am by Avestor the elf diplomat with ill news….
“I have consulted with this local priest and it transpires that the cult (called the Elli) will likely execute the princess on the day the ‘stars are right’, which is today, but when the moon and sun are level in the sky. That will be at 9am this morning.”
The group hurriedly dress while the elf tells them some better news. “This priest will use his healing powers on you and can then sell you any herbs you want at his cheapest price. He will then guide you to the keep location. I must wait here for the Lorien troop to arrive – I will despatch them to the keep without delay.”
The group go into a herb buying frenzy using their small cash advance and a generous donation of money from their friendly Rohirrim banker. It is about 6.30am when they set off in their cart, with the priest, the Rohirrim war horse and the hobbit pony as outriders. They make good time along the Elven road and then turn off it into the hills around the ruins of Kurston Keep.
The priest describes the layout of the area around the keep and a little local history. Apparently this was once one of the distant outposts of Gondor, but was destroyed in at the end of the first age in battles during the Last Alliance of men and elves. Since then it has been deserted and fallen into decay. Local rumours are of ghosts haunting the site, but the priest thinks that is nonsense and that it has been used as a refuge for travellers and bandits making their way through the area. Recently it seems that the escaped Northern nobleman Lord Barl has made it the base for his cult, and since then there have been sightings of hideous creatures in the area that have brought fear to this fairly quiet region. The priest thinks that it is likely that the cult has taken over some kind of basement, as there is little habitable space on the surface. He volunteers to remain with the cart and pony while the group investigate the site.
Darramon’s keen eyes pick out movement around the foot of the keep’s hill and once he has this pointed out to him the keen elven eyes of Sahara recognise it as a lone Orc patrol. Stu gallops off around the blind side of the hills while the party move through brush parallel to the sentry’s route. They pause in thick undergrowth, but as city dwellers they are poor woodsmen and cannot help making noise and movement. The Halfling sneaks on, suspicious of other sounds in the area, and notices the orc is now heading towards the rest of the group. He sneaks back and warns them, just in time for them to ambush the orc, which is soon taken out, barely conscious, with a broken leg. Some crude interrogation establishes that the cult are in the ‘deep’ of the keep, which is being watched over by ‘the dead’ and that the princess will soon be killed.
The hobbit scouts ahead up to the top of the hill, discovering that little remains intact of the keep, only two towers and a gateway. Ridges and mounds are all that remain of the outer walls. He spots a goblin guard and stays out of sight. The rest of the group charge up the hill, lead by the dwarf warriors, with the Rohirrim ‘cavalry unit’ swiftly closing the gap. The goblin hears the sound and goes to investigate, with the hobbit stalking him. He sees the dwarves and turns to run, but is shot in the leg by the hobbit and then mown down by the charge of the warhorse and mounted lance. The group move up to search, but are thrown off the chase by the paranoia of the nervous mage, who is seeing orcs everywhere. There is a jammed door at one tower and a rickety one on the other. The halfling discovers that the gatehouse door seems well used and is not locked. The mage lights a lantern and the dwarves lead the way in down into the darkness.
Inside the short corridor has two doors on the right and a strange black rectangle on the left wall. The first door is locked and Syrus tries to pick the lock but fails. Saul noisily breaks the door down and is then attacked by a man with a spear from inside the room. He knocks aside the spear and with two blows the man is senseless. A third blow crushes his skull. Unfortunately he has managed to shout “Intruders! Intruders!” before he dies.
Meanwhile Darramon has determined that the black rectangle is made of black onyx and probably pivots in the centre. Gentle pressure does not move it. Various muscle-bound individuals line up to charge the door while the mage tries to direct their hasty efforts and prevents a disastrous double charge. The door is opened and a single chest is illuminated. Syrus takes the lantern to investigate it, accompanied by Laus, leaving the rest of the group in total darkness outside.
Syrus can find no traps on the chest and opens it from behind, with Laus by his side. Nothing happens and then a creature leaps from the chest at Laus, but misses. A dance of death then ensues as the would-be pest exterminator tries to kill this giant centipede, but finds it hard to hit. Syrus backs around, but in an ill-timed shot manages to hit the dwarf on the leg. Eventually the beast is subdued, but the dwarf has taken multiple small wounds. The chest is empty and Syrus stomps the creature’s body with frustration. Another secret room is then discovered, this one with two chests and a paved floor.
Meanwhile outside an arrow shoots from the darkness, striking Stu in the leg and bleeding profusely there is an unexplained delay before Nurn moves to bandage up the wound and the Rohirrim loses a significant amount of blood.
Abandoning the chest room the group moves to the attack and the two dwarves charge around the corner to face the mystery threat, which turns out to be a goblin archer, who lets fly and arrow at Laus but misses. The two dwarves are on him and have no mercy.
The rest of the group scout in the other direction and find a long corridor with a large gong outside an archway. Presuming a trap the Rohirrim throws a handful of coins up the corridor, but nothing happens…until an arm reaches around the archway to strike the gong with a hammer. Syrus tries to loose an arrow at the arm, but in his haste can only drop the arrow to the floor.
The dwarves join the group and they proceed up the corridor, only to be confronted by a horrific sight of the shambling undead body of a ghoul. The dwarves begin to hammer the creature into submission, but one of its diseased arms manages to cut through Laus’s guard and into his arm. Another ghoul joins the first and a goblin archer arrives as well. Saul hacks off both arms of this newly arrived obscenity and then a leg before the creature ceases to move. He then finishes the other, only to be shot by the goblin.
The action freezes. It is 8.35am.

Week 5: The Enemy of my Enemy

Morning dawns across the compound and blood dries upon the ground as our not so heroes venture into the bright glare. Doom assigns the task of preparing an expedition to Mysty. A brief tinkering session ensues as snow mobile redesigns are discussed and ultimately discarded. The plan entails Iceman zipping along on sheets of ice with Mysty kinda water skiing behind on a tether. Sabretooth will pile through the jungle with Beast a little behind. They will set off West to investigate the distant mountains for possible ore deposits. Doom will stay on site to continue fixing the machinery.

A short way into the journey Sabe gets a wiff of an unknown origin, somewhat decaying meat. He moves forward to scout. Beast climbs a tree and Ice zipps himself and Myst 30 feet up on a column of ice, feezing a small walkway to a nearby tree just in case. Sabe comes crashing back through the jungle alerting them to the clear presence of a 13’ carnivore intent on Sabretooth. Mysty sends blots of force its way, Beast clatters rounds of AK into it and Iceman sends sheets of super cold to form an ice wall 8 feet tall. The Ceratosurus jumps through the barrier but Iceman successfully freezes a layer of ice over the critters eyes causing it to crash into the tree that Beast was hanging onto. He drops to the ground and starts swinging, as does Sabe, rending skin and flesh with his razor claws. Sabe grins maniacally. The creature has been badly damaged by the hail of missiles and a short job is made of it.
They move on with Mystique assuming the somewhat . The jungle thins out and the expedition stops to rest at the edges of a plain. Nothing stirs in the heat. They cross the plain without incident and head back into the jungle. A large fast flowing river some 40 ‘ wide bars their way. Beast feels a wet splash on his face and turns to see a long prehensile tongue slither back into the gaping maw of a 5’ toad, greedily eying this morsel. Beast jumps into the air…. And lands right in front of it. Unfortunately it dawns on the happy chappy that he may over reached as Sabretooth smashes head first into it, crushing its skull and sending fountains of green goo into the air. Other shapes stir in the water, but are strangely moving rapidly away. Beast swipes at the slime but it tangles his fur into knots. Sabe grins foolishly.
Beast hatches a plan to leap the river with a rope thereby allowing the others to cross.
He lands on the far bank and turns just in time to Mystique splash into the water 5’ from shore. She changes back to humanish form and swims to the bank ever so slightly redder. Sabe lands on the far shore and casually hands the rope to Beast. Sabe gives a wry grin. Beast cusses. Iceman just zips over.
They quickly find a path, well worn and downtrodden by vaguely humanoid life forms. Bi pedal but clawed.
They cautiously approach an intersection, running North South. From the North comes smells of cooking and fire. Something moves in the brush along the south path. Mysty stays in the gloom off the trail forming a camo like skin to blend seamlessly with the jungle. Beast climbs a tree on the other side of the trail and Ice and Sabe casually stroll down the path, whistling as they go. Ice spots a glint in the jungle and is astonished to see the barrel of a rifle pointing at him. A loud crack announces the bullet as it speeds unerringly to Icemans chest. And penetrates some small way before harmlessly expending its energy. Ice pulls the bullet out and examines it. Looks like a rudimentary brass cased bullet.
Five creatures step out on to the trail. They are stooped roughly man sized bi peds wearing dark leather and cloth. Their fur lined faces are distinctly primate and they wield rifles, swords and clubs. Two rush down the path with one aiming down his rifle. The other two jump back into the undergrowth.
These guys are very aggressive as one moves to clap irons on our shggy friend and the other swings the butt of his rifle at Iceman. Ice freezes the rifle to the creatures hands causing a certain amount of alarm to our monkey friend who runs off into the bush. The second guy receives a sharp slap from Sabe, relocating a couple of teeth in the process. It drops the irons and pulls a short bladed sword from its belt. A third primid has legged it down the path toward Iceman and receives a bolt to the chest for its trouble knocking it to the floor.
Sabes second blow is awry and the Primid draws its arm back for a mighty swing at Sabe. Mysty’s shot spins the blade from its paw breaking several bones. It staggers back and retreats up the path. Ice freezes hi opponents legs to the ground.
Beast tears off into the forest in search of the other two monkey boys. He finds them and receives a nik to one arm from a rifle round. He winds an almighty haymaker up and smashes the nearest opponent 30 feet into a very sturdy tree. Sharp cracking noises announce a very uncomfortable landing. The second primid is rapidly disarmed and casually bundled under one arm. He lopes back to the trail.
Meanwhile a new party arrives from the north end of the trail. Around 20 reptilian like bi peds move cautiously down the path. The leader is around 7’ tall and wields an impressive looking spear. Ice freezes a wall between them to give some breathing room. Mysty stays put. The leader leaps onto the top of the wall and points at the helpless (frozen footed) apeman. He draws his spear back for a cast but Iceman steps between. He stops, gesticulating wildly. It drops to the ground and approaches the strangers. The rest of the Saurids move into the jungle to swing around the ice wall. Myst stays perfectly still and the camouflage holds right up to the points that one of the beasties walks into her. They are somewhat startled. And even more startled as she attempts to shapeshift into them and completely screws it up. The Innerspace moment passes as she is no longer surrounded by the saurids, they all ran for it.
Beast clatters into the meeting and drops his new found captive at the feet of the reptilian leader who promptly skewers it to the floor. They roar in unison and the leader removes a prominent necklace of skulls from his neck and passes to Beast.
They start some communication although it is likely to take weeks to completely understand. The rest of the lizard people return from further down the trail with a couple of reptilians fastly manacled with iron chains. It appears that the ape men were in the process of capturing some slaves.
The party moves to the saurid encampment and is treated with great respect. Mystique removes the manacles from the saurid captive and is warmly thanked. Ice removes one of the monkey boys necklace and belt. His trousers fall round his ankle, and the primid glares at Iceman as he is led shuffling away to the cells. A quick scan confirms the presence of the elusive ore in the medallion. The leader gives another to the company and points to the North.
Wheels start turning.

Week 4: The Lost World

The midday sun blazes above our intrepid band as they stand within the newly transported compound. Hank has determined that the fusion reactor will not function until new circuits are fashioned…. From a specific ore called Militite (and no it doesn’t exist). He has rigged together a) a short range mineral detector that should pick up traces of Militite to 100 metres and b) an oil generator.

Doom grabs the detector, and orders the crew to clear the jungle around the base before flying off into the distance.

Iceman creates his own fridge from a disused shed and gets to work on clearing the greenery. Ice waves crystallize the trees for Mystique to shoot and Sabretooth to plow into. It goes reasonably well (although slowly) upto the point where Sabe tosses a particularly bit trunk in the wrong direction, flattening the fence in one area. Movement is spotted in the trees and our heroes swing into action, jumping over the fence and getting into the towers.
Of most note is the pair of large angel like wings sprouting from Mystiques back; her attempts to fly; and Beast slaying the only raptor to attack the compound. He goes toe to toe and savagely rips the throat out of his enemy. His roars of triumph sufficiently deter the other jungle predators as blood drips from his fangs.

Just before nightfall, Doom returns, pursued by a couple of very large Pteranodons. Sabe, now sporting an M60 blows one out of the sky as Doom negligently blasts the other.
He throws the pack down in disgust, ordering Hank to recheck it. Nothing was found on his travels but more of those cretinous creatures. They seriously hamper his attempts to scout from the air.
He sets to work with Iceman, Mystique and Sabe on clearing the forest and progress speeds up a bit. Hank starts rigging up the generator, hooking it into the lights and several motion detectors that are spaced about the guard towers. Spotlights are installed at several key points. Night closes in as Iceman hands round nicely chilled beer, thoughtfully providing a straw for Doom. Doom is about to discuss this with his henchman as the motion sensors light up about the camp. Most are coming from directly in front of Doom and Ices tower and Mystique (sharing a tower with a lone guard) also has incoming. Spotlights are killed and night vision goggles strapped on. The shapes come closer. Iceman flicks the spotlight back on at Dooms call and six raptors are caught in the glare like nightmarish bunnies. Iceman freezes the front row who turn tail as Dooms bolts explode the jungle about them.
Mystique pulls a grenade and gives the nod to the guard who promptly flicks the switch. Sabe answers the call and leaves his tower to rush across the compound towards Mysty.. As the lights come on, Mystique pulls the pin and hurls the grenade about 5 feet. It drops to the ground at the base of the tower. The guard looks at Mysty with unadulterated horror. She grabs him and dives out of the tower as the grenade explodes, taking out one strut and toppling it into the fence, obviously demolishing it. She glides to the ground but drops the guard who lands with a whoosh of breath on the compacted dirt. Sabe blasts a raptor back from the fence as he pelts toward the breach. Mysty drags the fallen guard into the nearest building and then flaps up to the roof to join the two rooftop guards.
Doom arrives in a swirl of green cape, arms folded across his chest. Four raptors appear on the fallen tower and with a screech two launch themselves at Doom (who floats into the air) and Sabe who sets his feet and pulls the trigger on his M60.
Beast and Iceman listen to the radio chatter but there’s nothing happening neat them.
One raptors head explodes in a shower of blood and bone as high caliber bullets shred its body. The other dodges past a force bolt from Doom to ram into Sabretooth, knocking him from his feet and temporarily relieving him of his senses. Doom swoops down to land next to his fallen henchman… cue to the raptor to launch itself at the shimmering shape.
Mysty drops a raptor with her rifle and the guards busily riddle another as they dash into the compound.
Beast has been tracking a number of critters that have moved out of the treeline. He hits the lights and takes potshots as they scatter.
Doom drops his forcefield and engages his Unearthly electric field, instantly frying the reptilian assailant. It drops stunned to the floor and Doom calmly blasts its head off. Sabe rises from the blood soaked ground.
Calls erupt across the radio as a rooftop guard espies Raptors breaking into the compound on his side (the opposite side to where the trouble was kicking off). Iceman leaves his post to investigate and is just in time to see a raptor sprint into the center lights. It is wary of the glare and diverts itself straight toward Ice who loses no time in blasting waves of cold toward the creature. In short shrift it collapses to the ground with a distinct cracking sound.
Silence returns to the base.
Iceman calls for all teams to report in. One call sign is distinctly quiet. Beast drops to the ground and speeds across to the guard tower in question.
Sabe trots over and rights the tower as best he can before swapping places with Iceman who commences reparations on the fence. Doom floats off to investigate new reports of raptor sightings.
Beast hears crunching and rending sounds coming from the tower. He springs onto the platform and is greeted with the sight of a raptor busily wolfing down chunks of Norm 3, who sadly never made it.
He flings himself onto the creature but his massive arms fail to gain purchase. The raptor swings wide and Beast becomes a flying ball of flailing limbs, completely tying up the dino. He applies a dose of his incredible strength to the creature, busting ribs and taking several teeth out as he pummels with his free hand. A short time later the creature is a broken pulp upon the floor. Beast drips yet more blood.
Doom and the guard fire into the jungle forcing back further encroachments and the compound returns to silence. He blocks the tear in the fence as Beast and Mystique check out an open door of the main building. A quick search reveals no bad guys.

Week 3: Pastures New

In the palatial home of Politburo Chief Zaputsky, our team (who aren’t actually a team yet) recommence negotiations. Some of the items agree upon for the base include:

Full bio and physics laboratories
Factory facility
Nuclear generator
Barracks
Plush living quarters underground for all henchmen
Armoury – stocked with rifles etc.
Supplies and storage
Fence 10’ wire – electrified if needed
4 guard towers at the corners of the compound
2 SAM’s
Detection facility including – IR, CCTV, Sound and X-Ray
10 top line troops (actually grunts that they’re glad to get rid of)
20 psychotic killers
Harem (with no women atm)
250 million (- cost of the construction etc. = 150 million. Which hasn’t arrived)
Loan of an aircraft to fly the construction materials etc. in.



Khatanga is located in the northern wastes of Siberia. An abandoned military base on a large (sometimes frozen) river, there’s not much to see or do no matter how much snow Sabretooth throws at Iceman. Mystique fails to contact BO Bert, the guy that is holding the Dreadnoughts and is sent to America to track him down. She is a little concerned about the Sentinel attacks, but rather bored in Siberia and takes a flight to NY. She uses contacts in the underworld to get the story on the fate of the DN’s. The Fantastic Four, recovering from a monumental beating at the hands of Doom’s cronies tracked down the trucks and utterly destroyed them. Mystique reports in and jets off to a tropical beach to await the construction in more comfort.
Months pass. Several work crew are killed as a motivator by Doom, and several more by the mercenaries who are totally wired on barbiturates. Doom and Hank research the production of Doombots and Inter-Dimensional Portals. A force rifle is crafted for Mystique.
When the site is finished, a plane arrives to retrieve the workers. As it takes off it is struck by a SAM and destroyed. Doom.
A tingling sensation sweeps through Doom. All the henchmen feel the stirring in the air. Iceman gazes across the land as Sabe checks the monitors. Nothing going on out there. Doom checks the internal cameras and sees a glowing field of energy emanating from the prototype portal. Hank is busy at the controls. He rushes down to berate Beast and shut off the power. A bolt of energy strikes his metallic form rooting him to the floor. Pain floods his body as he sees Beast arch his back in agony. The glow spreads quickly through the building. Sabe reachs for the cutout button but his hand freezes poised over the controls. Everything fades to black.

Doom and Ice awaken. Doc is in the basement where all is quiet. The portal is shut down. In fact everything is shut down. With his enhanced sight, Doom sees the prone form of Beast stir. Iceman is outside in the compound when he comes around. Heat washes over his body and strange sounds assault his senses. He looks around and is startled to see giant trees surrounding the base. Ferns and brush creep right up to the perimeter fence. He freezes the lower half of his body and feels reassured. A little. When his temperature abates along with a small dose of shock, he ices a column beneath his feet and rockets into the air. As far as he can see the jungle stretches. Mountains dominate the horizon in one direction, but other than that, steamy jungle abounds. Sabe awakes in the control room and checks the monitors. Nada. Power levels are maxed out at zero. In fact no lights and no power. Mysty revives in her palatial accommodation and moves up the stairs to find out what the hell just happened. Doom picks Beast up and calmly asks wtf he did. Beast explains in complex mathematical lingo (which Doom easily understands) that he was running a series of tests on the portal to fix the position of Mephisto’s realm. Neither can understand why it surged as it did. Doom impresses upon Beast the need to restore power. And leaves to join all in the compound. Several guards have not survived the transition and gore carpets several walls of the base. Half of the crappy troops (5) made it, together with half of the mercs (10).
Sabretooth roars with approval and launches himself through the gate (nicely opening it first) and into the jungle in search of something to hunt. Knew smells and sounds assault his senses as he plummets through the wild undergrowth. A curious barking noise and strange smell come from his left. He steers that way. The barking stops. He leaps up into a tree, clinging to the bark and surveying the jungle. Which explodes in a shower of hide, teeth and claws. A shrieking raptor clings to the bole below him, snapping ineffectually at his heels. With a grin, our ball of fur plummets into its head feet first driving the creature the ground, landing atop. He snatches at the raptors head with a thought to swinging it into the nearest tree trunk, but his aim is off. The raptor rakes it back legs but they are hampered by Sabes own body. He snatches again, And again his huge hands fail to gain purchase. The raptor has wriggled it’s powerful legs under Sabe and with a mighty swipe, a 6 inch claw tears through Sabes belly. A roar pierces the air of the jungle as Sabretooths guts spill out onto the shrieking dino.
The gang look to the jungle. Iceman and Mystique sprint into action. Barks resound through the jungle and they swerve unerringly to where a victorious raptor stands over his fallen comrade. The speed of the raptor is incredible as it launches itself straight into the Iceman rending his armour and knocking him to the floor. His ice covering is badly torn bu has not penetrated to his body. Mystique blasts at the creature with her new force rifle but misses. The distraction worked tho, as it springs toward her.

Doom gathers 5 mercs and rushes into the jungle. As they acclimatize to the dense foliage a 400lb projectile hammers into one of the mercs with a frenzy of tearing claws and teeth. He doesn’t quite make it. The other troops open up on full auto with AK’s, blood spurts from the creature as it shrieks in agony. Doom misses the rap with a force bolt which fells a distant tree. The badly injured dino leaps upon another hapless soldier, tearing his head clean off. Doom rises from the jungle floor and hovers over the battle. As more bullets rip into the raptor it turns tail and plummets into the undergrowth trailing blood on the green leaves. Doom espies movement in the jungle coming inexorably toward them. He orders the remaining troops to run back to the base. Streaks of brown fly through the jungle after the now frantic troopers. Doom scatters them with a bolt but more enemies converge from all sides.

Mystique beats off the raptors attack but suffers a nasty tear from a swiping claw. Iceman raises his hand (from his prone position) and freezes the raptors legs to the jungle floor. It shrieks in rage. Mysty shifts form and now stands 6’ tall on powerful hind legs ending in vicious curved claws. Her lips pull back from glistening teeth as the power of a raptor form fills her with glee. She tears into her enemy knocking it to the floor and rapidly reducing the creature to torn flaps of skin and rivers of blood.
Iceman rushes over to Sabretooth and freezes the wound with super cold frost. He picks up his friend who is slowly regaining conciousness. The two stagger into the brush toward the base. Mystique tries to shift to a bird like form as barks erupt from the jungle behind her. She fails and weakness strikes her body. She runs. Rustling and crunching sounds precede the hunters as they bear down on her.

Doom flies back to the compound as screams rise from the dense jungle below. He lands by the gate and promptly locks it as an inquisitive raptor head pokes from the jungle down the line. A guard pelts frantically from the bush heading for the gate screaming for help. His face turns to horror as his hands close on the gate struts and pull. The face crashes into the fence in a shower of blood as a raptor slams into him. The creature begins feasting as the troopers cries fade into a gurgle.
Doom crosses his arms.

Mystique starts shifting to a cheetah form but the new shape is taking a little too long to materialize and she is hit from behind by a frenzy of claws. She swings to protect herself but goes down with a scream and an explosion of blood. Ice stops and asks if Sabe can make it on his own, he grunts affirmative. Strength is returning as his prodigious regeneration kicks into full flow. He leaps over the fence and trots over to Doom. Ice pelts back through the forest and is presented by deja-vu as a raptor stands above another of his friends. He blasts the raptor as it jumps at this new morsel. Again, his armour is torn. Rage takes over and Iceman uses the most devastating power in his repertoire to freeze the blood inside the shrieking creature. It collapses to the ground. More sounds from the jungle forces Iceman to work quickly. He freezes Mystiques wounds and forms an ice slide, zipping back through the trees, ducking and swerving to avoid the massive trunks. He flashes over the fence and takes Myst straight to Hank (expert in Bio/Medical matters), before returning to join Doom and Sabe.
Sabretooth notices a gap in the fence a short way to the north of their position. With dawning horror, they realize that this is where the dock stood before. It didn’t come with them but the gap is exists. Quickly, Iceman freezes a wall to fill the gap and Sabe rushes to gather sheets of corrugated iron from the storage huts. He crimps the sheets together with a vicelike grip and slaps it to the ice where it handily freezes.
A lone scream penetrates the air. “Helllllp.” One merc is still out there. Doom looks unconcerned but Iceman flashes over the fence leaving another crazy trail of ice steaming in the air. He uses the tree tops to secure his slide and finally reaches a small clearing where the cries emanate from a prone trooper. His legs are severely torn. A shrieking fills the air behind Iceman as he stands upon his slide, 30’ above the jungle floor. He spins just in time to see a blur of brown… fall into the jungle below, deep scratches in the ice alluding to the failed attempt to sneak up on it’s prey. Iceman freezes its head and the rap stumbles around in the growth. He also freezes the troopers head, stopping his cries and mercifully his conciousness.
He surveys the area, but sees no more trouble. He conjures up a ladder and slides down. Dropping to the ground he scoops up the fallen soldier.
A raptor slams into him from the surrounding jungle. His armour protects himself from the claws but the soldier splashes blood all over his crystalline body. He freezes the raptors head and rushes for the ladder as shrieks come from nearby.
Halfway up and the jungle erupts as a raptor leaps 15’ into the air to land on Ice’s back, claws gaining purchase in his shell of ice. Claws tear into his armour. Iceman attempts to freeze it’s blood, but with no sight of the creature it proves too difficult. The raptor claws tear deep into the armour and blood spurts from our hero.
Barks rise from the ground as Iceman frantically clings to the ladder. He floods his body with super waves of cold and the raptor is completely encased in ice, attached to Iceman. This proves a little too much to bear and Iceman loses his grip on the ladder, plunging to the ground below and the shrieking pack of raptors. They waste no time in pouncing on the ice and tearing chunks out of it. With a mighty surge of concentration Iceman extends the block to encompass 20’ in all directions (Red result!). All raptors cease movement. Iceman is now lying in a giant block of Ice with 4 raptors in various poses throughout. With a chuckle he opens a tunnel in the ice and steps outside to admire his handiwork, refreezing his wounds. He returns to the compound.

Some very nice work there, but things to bear in mind too. We haven’t really come across edged attacks before and it shows. (Previous fights pretty much involved punching peoples faces in). A fighting roll is made. Green and yellow are pretty much just hit, take damage. But a red is a Kill result. This is what the raptor got on Sabretooth. An endurance test is made, on everything but white, the kill result is resisted. Sabe was unlucky. Endurance loss continues until medical attention. With him it doesn’t matter so much as his regeneration would have kept him alive, well, upto the point where the raptors ate him that is. Mystique went past 0 hits and suffered the same endurance loss. She was saved by the quick actions of Iceman, but will be rather tender for some time.

Doom Session 2: Enemy at the Gates

Session 2 – Enemy at the Gates

Mystique and Doom have succeeded in convincing Pietre Dupalov of their intent to sell a top of the range nuclear submarine. A meeting is arranged with the next link in the chain, Pietre’s brother Zantilli, a man of extensive contacts and influence. Mysty and Pietre drive over to the plush residence at Checkov Square.

They are ushered into the foyer of Zans place by two well armed guards who waste no time in frisking the stranger, retrieving a proffered automatic. They are shown into a study to meet with Zan, a bulky, bearded, besuited man sitting behind an ornate desk.
Unbeknownst to Mysty, the real Zan is standing in an adjoining room with his body guards Sabretooth (Paul), Iceman (Tony) and The Dark Beast (Stu). They watch Vladamir (Zans lieutenant, impersonating Zan) through a one way mirror. The negotiations proceed apace with Vlad saying that sources have confirmed the steal of the century (it’s not the kind of thing the US government wants plastered on the front pages and a full lid is on the story). Time passes. The deal put forward by Doom is a remote base, equipment for nuclear generators, $500m, a plane, chopper and a small army of soldiers….
Politburo Chief Zupatsky arrives with his rather imposing bodyguard, aptly named “The Russian”, and the real Zan steps forward. Zupat drones on for some time, finally offering an abandoned base in Siberia called Khatanga (look it up), $200m, 10 soldiers, loan of transport plane. We may have a deal but Doom will need to ratify in person. With 10 minutes until the Cruise Missile strikes, the disarm button is pressed. A muffled shot resounds down the phone line as Doom orders the missile disarmed again. Hmm. Appears to have malfunctioned. Doom suggests that Myst concludes negotiations to meet elsewhere…..
An explosion rocks the very foundations of the house. We thought there was 10 mins left…. We’re still alive. Not the cruise then.
The 3 bodyguards are ordered to find out what is causing the explosions and loud screams coming from the front of the house. The rest of the group including Mystique disappear out the back door and down the escape tunnel to a waiting car. They leave the scene sharpish.

Beast rips a buckled door from it’s frame and steps into the now ruined foyer. The front of the building is reduced to rubble and open to the sky, wherein looms the imposing figure of a 20 foot tall robot, eyes gleaming in the night. Rays explode from the giant as Beast bounds about the room easily evading the pulses of super heated plasma. Iceman steps up and freezes the robots head. Sabretooth careens into the giants legs with a metallic crash, miraculously causing the colossus to topple to the ground, where Iceman promptly freezes its head to the floor. Beast bounds over to stamp it into the ground. Sabretooth finally notices the second robot bearing down on them from the courtyard and decides to investigate in his own inimitable fashion. Claws rend the stone flooring as he charges full pelt toward the second robot, taking a hard hit to the chest from a force bolt.
A lucky swipe from the original robot sends Beast flying into the night to land concussed in the courtyard. The robot rises from the ground, a sheet of ice suddenly appearing beneath its feet. Somehow it manages to keep its feet and turns blazing eyes upon our shivering snowman. The blast misses and Iceman returns the compliment by firing wildly past its immense bulk.
Sabretooth takes some experimental swipes at the second robot , ducking out of the way as the giant raises one leg to try and stamp him into the ground. Beast finally arises from the ground and crashes into the foe, knocking its leg out from under it. 10 tons of metal crash onto our lads heads.
The last robot arrives in the courtyard and things are looking grim.
As an alarm resounds from Mystiques wristwatch, a cruise missile strikes the building adjacent to Zans. The explosion seriously damages Iceman who quickly forms an iceshield to protect himself from falling rubble. Sabe and Beast are somewhat protected from the main force of the explosion by the robot piled on their heads. The final robot is blown into the street.
Ice’s robot is a pile of junk on the ground. As he looks across the rubble lined courtyard, an ominous shadow looms above the gate, two red globes piercing the dark. Ice attempts to freeze the final giant but to no avail. Sabretooth has managed to pull the vanquished robots head off with the intent of shielding himself. Beast runs away… As the robot rises into the air above the courtyard, iceman freezes its jet exhausts (in both feet). The giant plummets toward the ground as Sabes appropriated metallic head crashes into its side. It lands hard on its side.

Sabe charges it. Then backs up and charges it again. There follows a cycle of this massive mutant steaming around the courtyard, interspersed with loud metallic crunches. Iceman finds the vault room, still intact and poking from the rubble. With no way of opening it, he forms an ice slide and rockets back to the courtyard. But not as fast as Beast who is using all of his prodigious speed to sprint across the rubble (60 mph comic fans). He smashes into the supine (from Sabretooths pounding, this guy hasn’t had a chance to regain his feet) robot seriously buckling the giants armour. Iceman freezes its head to the floor. Sabe takes another runup. Beast jumps into the air, around 80’ by my reckoning. Sabe hammers in the robots side, forcing it around in a great arc culminating its head snapping off and Beast crashing into the floor with a curse and a cloud of broken rubble.
Good work. The three mutants think about calling a cab for a laugh, but end up arranging a lift from Zan, who is over at Zupatskys house.
They arrive in time to greet Doom, who strides into the Politburo Chiefs chambers to finalise arrangements.

And perhaps find a mutant a home.

Finally, news broadcasts are coming in from all over the globe as destruction follows the arrival of the mysterious robots. Eyewitnesses say several mutant heroes were killed by the giants.

The Sentinels have returned. With one motive. To kill all mutant kind.

Massacre at Cutters Bend

Chapter One- Massacre at Cutter’s Bend

After being hoodwinked by their previous employer and surviving an attack by his would-be assassins, Wild Bill McGraw and Henry Clay White head off in pursuit, hoping to gain recompense in either gold or blood. The trail of their prey soon grows cold as they head south into the Texas cattle plains. On the way they join up with two new companions, Ernest Wheeler who goes by the moniker “The Ranchhouse Kid”, a kid wet behind the ears but with an itchy trigger finger and Bull Baxter, a brute of a man with sledgehammer fists.
The posse eventually arrive in the town of Cutters Bend, built up on the banks of the Yuckachee River which runs down from the nearby mountain range and across the cattle plains. As they ride down the dust main street there is a buzz of excitement in the air. A small crowd gather as the town’s sheriff nails up a poster. Heading over to see what the commotion is about, the posse reads the following from the poster:

Wanted, Dead or Alive
The injun savages responsible for the massacre of the Goodwin family.
A reward of $400 is being offered by Mr Joshua Goodwin.
All interested persons to report to the sheriff.

The posse heads along to the sheriff’s office where Sheriff Webb informs them that the Goodwins had arrived in town a couple of weeks before. They had plans to start up a lumber business, felling the pines on the slopes of the mountain range and floating them down river for use as lumber for the growing town. They had headed out to the cabin that would be their home at the foot of the mountains but they never made it there. Two ranch hands from the nearby Old Star ranch had spotted smoke towards the edge of the range, and upon investigating had found the charred remains of the Goodwins’ wagon train. They told the sheriff that they spotted Indians riding off into the mountains. Burying the bodies, they headed into town and alerted the sheriff.
Sheriff Webb tells the posse that they can find Joshua at Mrs Reilly’s guest house on the edge of town.
When they go to talk to Joshua, he informs them that his two brothers and their families were all killed. He had ridden out to the site of the murders, but upon arriving there he spotted a group of Indians in the distance. Afraid for his life he raced back to town. He now wants the Indians responsible for the massacre bringing to justice. He agrees to pay the posse a sum of $50 as an advance for their work.
The party head back to the sheriff’s who tells them that the Indian settlement is on the far side of the mountain range. He’s concerned that they’ve resumed hostilities after many years of peace, but he doesn’t have the manpower to dedicate to the problem at the moment. The posse decide to take rooms in the nearby hotel and then head to the Lucky Horseshoe Saloon for refreshments.
In the saloon, they talk to the barkeep, Emmett. When he hears what their business is, he recommends that they use a trapper called Bill Todd as a guide to get them through the mountains. He lives close to where the river leaves the mountains, about a half day’s ride out of town. He comments that Bill is a good mountain man but prone to the lure of liquor. The last time he was in the saloon he got roaring drunk, buying the best bourbon Emmett had in stock.
The Ranchhouse Kid proceeds to get roaring drunk himself and both he and Henry enter into a game of poker. Luck is on the side of the young buck and he wins a handsome pot of cash. He then proceeds to get even more drunk on the proceeds. Henry stays to keep an eye on him to make sure he make it out of the saloon alive, and the other head off to gather supplies.
The next day they all head off the find Bill Todd. By the early afternoon they locate his cabin in the woods. There is no sign of life to be seen. Henry searches around the door of the dilapidated building for signs of recent activity. He spots some drag marks leading from the door. Entering the small cabin, they find the place deserted, but they also spot what appears to be a few spots of blood on the edge of a large Indian rug that covers the floor. Heading round to the back of the shack, the party spreads out and begins searching the surrounding forest. Before long they discover the poorly hidden remains of the late Bill Todd. He appears to have bee struck over the head and then strangled. They bury his remains where they lay.
Heading back to the cabin, they begin to look around the place properly. It is poorly furnished, the only signs of any care in the place being the rug on the floor and a few other Indian artefacts hung on the walls. Other than that, several animal pelts are hung out on stretches, and the cupboards are found to contain the mouldering remains of various foodstuffs. As Bull Baxter crosses the room, he notices a creek from under the rug. Pulling it back, he discovers a loose floorboard. Hidden in the floor space beneath it is a small wooden box. After picking the lock the team examine the contents. Inside they find a silver ring, a pocket watch and a small piece of folded paper. When they open this up, they notice a fine coating of sparkling material coating the paper. Could it be gold dust? On the paper is a crudely draw map. It shows the rivers running down from the mountain, and beside one of them is marked an X. From what they can tell, it appears to be near to the Goodwins’ cabin.
Spurred on by this discovery, they decide to ride over to the Goodwin cabin to see what they can find. It will be late in the day when they get there, and it will be a day’s ride back to town from the cabin so they resolve that they will have to spend the night there.

Found Nemo and Das Boot up yer Arse - Final

Here ya go, two weeks of mayhem. Doom has successfully captured a nuclear sub and is moving down the East Coast. We'll work out the final points allocation ready for next time which will see a new Doom in charge. That should be a couple of months away figuring on the amount of games in waiting. Paul is up next week with a Cthulu. Should be a change of pace. ;Pp.s. Paul, sorry I snapped at you last night. Had a lot to keep track of ;)----------------------------------------------------------------------------------------------------------------------------------------Doom has set his sights on a brand spanking new nuclear powered submarine. The first of its kind the NSSN Centurion is due for launch to much fanfare at the Newport naval Facility located around 150 miles from NY. Our intrepid adventurers set off for Newport in a newly acquired rig complete with living quarters in a rather capacious trailer. Taskmaster takes the wheel wearing his new human facemask to hide his disfigurement as opposed to popular skeletor mask. It won't stand close scrutiny but there are plenty of ugly buggers on the road that this shouldn't cause a stir. Sandman and Mystique accompany him. Abomination and Doom remain at the hideout.Mystique sets off to the nearest bar with a view to pursuing her usual method of entry to a secure area. There are a number of naval personnel in the bar all getting quite horrendously drunk. In the guise of a pretty blonde she is continually harassed up to the point that one guy seemingly takes over the challenge. He's big enough that noone else approaches whilst he regales our perty lil lady with tales of his prowess as a Chief Petty Officer of the USS Ticondorega, currently refitting in the port. Pressed for details of submarines, Brad confesses that he's always been a little claustrophobic. Mystique decides to shag him. Can't go back to his pad as its on the base but he does the honourable thing and books them in (by the hour - 4 hours booked, he may be overestimating his prowess at this point) to a local motel. Mystique has her way with him and before he so to speak has his way with her she jabs a hypodermic into his butt and sends him to the land of nod. Cue the arrival of Sandman with his pickup (stolen that night and plates switched) who bundles Bradd into the back and returns to the rig which is parked in a truck stop. Sandman and Taskmaster sit down to have a chat with the officer.Mystique assumes the shape of Bradd and reals back into the bar to raucous shouts of "Hey that was quick buddy." "Whats a matter? Couldn't get it up?" etc. She joins in with the general carousing especially with Bradd's seeming best mate Mickey. They head back to the base and Myst follows Mickey back to their temporary accommodation, a bungalow currently housing 8 crew members. In the morning he/she whatever, takes a stroll round the base noting the main areas for future reference, checking out the dry dock where the sub is being worked on (memorises a foreman's face here). Later, she goes to a bar and tries to pick out a high ranking officer. None here of any note.Meanwhile back in the rig, the questions start on poor ole Bradd. Sandman reals off a number of questions regarding the disposition of the sub to which Bradd tells them initially to fuck off. Sandman sandblasts one of his hands to tremendous effect. The pain is extreme as the skin is completely flailed off his hand. Amidst the screams he responds that he doesn’t have a fucking clue. A couple of fingers jammed in the right places by Taskmaster draws forth some more screams and more denials. Sandman blasts his other hand before he actually pays attention to what the officer was saying, that being that he is an officer on a guided missile cruiser and has nothing whatsoever to do with goddamn sub. Our cunning interrogators extract some names including the admin chief of the base, sub captain, base security officer etc. Job done, Sandman whips up a storm and rips into Bradd with relish. When he finishes, Bradd is a pile of bones strapped to the chair. Unfortunately blood and gore matt the walls and a pungent smell of faeces and congealing blood hangs in the air. Doom will not be happy about going to Ikea again. Sandman sits down to make a present for him to atone for the trouble he's caused. A nice bone table.Emil Bronsky has used some contacts from his past to gather together a crew of 20 sailors, 5 Russian and highly qualified (2 of which speak English) and miscellaneous others.Mystique returns to the sub pen late at night and gains entry to the Centurion in the guise of the foreman losing his tools. Checks it out.Four trucks are hired together with kinda dodgy types who know the deal. The Drednoughts are loaded and the trucks rumble up the coast.The Great PlanOn the fateful day the crew decide to scuttle the cruiser. This will be Abominations job. Doom will be in the harbour in a hired boat gathering like all the other civvies. Taskmaster will come in with the trucks. Mystique and Sandman will get on the sub the night before ready to take down the remaining crew.Abomination bounds up to the base with a huge bag of C4 strapped to his back in 3 parts. He jumps into the water at a prearranged point and makes his way along the sea bed towards the waiting cruiser. The trucks are rumbling towards the base. Doom is having breakfast. Mystique is a nice metallic lump under a crewman's bunk. Sandman is a pile of sand in the captains drawers….. narrowly escaping a plan busting hoovering.Abomination successfully attaches to charges to the cruisers propeller shaft. He launches himself out of the bay, rapidly descending towards the stands and waiting cameras. Admiral Danzig is a little dismayed to see this bio bomb plummeting at him. He is even more dismayed when Abominations face cracks into a fang lined smile and he depresses the trigger in his hand. The propeller explodes as both charges detonate ripping enormous holes in the hull.The trucks come to a halt at the Eastern gate. Out pop the Drednoughts, all 34 of em. Taskmaster stands back as the DN's launch a wave of missiles at the startled guards. In short shrift they're dead. The DN's rip through the fence and continue on their implacable way to the centre of the base. Several brave soldiers die. They catch sight of two humvees.Abomination lands with a resounding splat on Admiral Danzig. This is also on camera. With a bass sigh he flings the final bag of C4 at the small cluster of 2 Abrams MBT and 4 humvees (2 of which have been mentioned prev.) The crowd scatters and run for their lives. Chaos ensues as the charge detonates, upending one HV and ripping the tracks off one of the tanks. Several brave soldiers die.Taskmaster makes his way round the back of the storage building to flank the troops on the dockside. Doom orders the boat to the side of the sub where the newly hired seafarers let rip with sub machine guns at the crew who are standing not so much at attention on the deck of the sub. Several brave seamen die.Turrets on the tanks turn. Humvee 50 cals open up on the DN's. The air is filled with the sound of ricochets.The troops have now swapped to live ammo and open up with everything they've got. Abomination feels like he's in the middle of a swamp as a prickly sensation envelops his body. He launches himself at the moving tank just missing and landing with a thud to its rear. His great fist engulfs the swinging tank gun and with a mighty heave, he lifts up the tank. However, it’s a bit heavy and the gun snaps at its base. Abomination grins as he wields the 12 foot chunk of metal before him.The DN's proceed to launch waves of freon gas and searing bolts of gamma rays at the troopers. Taskmaster blindsides them and fires a tear gas round into the midst of one group. All but one fall spluttering to the floor. He throws a grenade at one of the DN's as a last defiant act before he is flame roasted by torrents of heat. The DN sees the grenade coming towards him and attempts to catch it. He fumbles and knocks the grenade into the droid to his side. It explodes with some small effect. A pretty miffed Dreadnought is having trouble working out what just happened. Several brave soldiers die.Doom has mounted the submarine and raps on the hull in a prearranged signal. The hatches open and the crew rush to get the boat prepped.Abomination is suddenly swamped by soldiers attempting to wrestle him to the ground. Others close in. Scary. One grabs the end of the gun barrel matching his strength with the hulking brute before him. Abomination is vaguely aware of people sliding off his huge frame as he turns and flips the tank into the air. The gun barrel clatters to the ground crushing our elated soldiers foot. The tank cartwheels through the oncoming squad crushing them to bloody pulp. Several brave soldiers die.Attack helicopters rush into the fray. A strafing run from one Apache gunship blasts chunks of metal from several DN's who are lining tin can alley. It passes overhead. The second, a Huey gunship takes a wider swing out into the bay.Abomination picks up the gun barrel with one hand, using his other to brush a trooper off. He sweeps the barrel in a great arc batting two soldiers into the distance.The Apache makes its second pass successfully blasting the Dn's in tin can alley with its 20mm chain gun. As it sweeps overhead the DN's light it up with gamma rays. Smoke trails the receding chopper. The Huey makes its attack run coming in from the bay, guns aligned. An arrow slams into the rotors and the grenade head detonates. The cab of the chopper disappears in a ball a flame and rotors spin off into the air. It plunges into the ocean. Several brave airmen die. Taskmaster sneers and knocks another arrow to his bow.Doom strolls nonchalantly onto the dockside with Mystique. Taskmaster runs round and hands Mystique her plasma rifle. She turns and fires a round off at the nearest soldier whose head disappears in a splash of gore.The DN's are quite happy with their performance so far. They've sent a number of soldiers to an earlier grave, destroyed two humvees and seriously shagged an expensive piece of aviation history. They scan the sky for another chance to pop its clogs.Taskmaster fires more tear gas into the fray.Abomination sees a small number of returning soldiers. Two are armed with LAWs, two with heavy chain guns. He leaps towards them. Two streaks announce the launch of tank busting rockets. Both miss. Ooops. He lands amongst them and bats the two hapless fellows into oblivion. Chain guns explode into his body. These feel more like pins…..Doom wanders over to the camera which is still filming and scrawls "I owe you one nuclear powered submarine". Bullets tear into him from the nearby troops. Well, tear into his cloak anyway. And into the camera. He's none too happy and Mystique lets rip with the plasma rifle subduing (blowing their heads off) a couple.Fortunately the tape isn't still rolling as a guided missile (a Maverick fired from the hovering Apache) strikes Doom in the back. The fierce detonation rips through his armour seriously wounding our leader and propels him through the air. He crashes through the stand and rolls to a halt in the middle of the compound. He considers killing everyone to escape the ignominy of this act.Abomination, no longer faced with any hapless fellows (they've all run off, cept one who is coughing and wheezing on the floor), spies the Apache in the distance and casts the gun barrel a full 400 yards. Mystique pops a shot off at it too. The plasma round crashes into the rotors and just as it starts to plummet, a 12 foot gun barrel pierces the cockpit and the pilots face.The last soldier clambers to his feet, pulls the pin on a grenade, shoves it in Abominations face and says "Eat this!" It explodes. Abomination shakes his head, a small ringing sound in his ears. He can't see. Until he wipes the gore from his face. The last brave soldier dies.Doom dusts himself off and floats into the air back towards the sub. A screaming noise is followed by the appearance of a Quinjet, a large 4 painted prominently on its side. With a streak of flame, Johnny Storm hovers above the Dn's. "Is it getting hot out here" he says and launches a wave of fire at the DN's below. Metal cracks and blackens under the intense heat and he swoops away before any response can be made. The Quinjet is subjected to multiple blasts of various energy weapons from the DN's and grenades from Taskmaster, all to no effect. Abomination picks up a humvee as Ben Grim leaps to the ground amidst the DN's. Reed Richards floats to the ground stretching to engulf two DN's around the waist. He stretches to the sky ignoring the electrical shock that courses through his body and flings the DN's out into the bay before assuming his normal form. Ben Grim shouts "It's clobb..", but is cut off as an 8 ton humvee smashes into his face, taking down two DN's too. Abomination can barely stop laughing as he picks up the second humvee.Dreadnoughts fly into the air to crash into the side of the storage building. Reason unknown. Gamma Rays streak toward Mr Fantastc but are deflected by an invisible force field. Nothing penetrates and Reed takes the opportunity to snatch another DN and flip him off into the distance.Ben Grim gains his feet in time to be squashed by a second humvee thrown unerringly by Abomination who judders with glee. Doom has reached the sub and sends Sandman out to join the battle. Unfortunately, the Human Torch has been chasing him back. One look at the clambering Sandman and a blast of flame solidifies half his body to the deck. Doom is in and Mystique and Taskmaster rapidly follow.Abomination picks up the remaining vehicle. A 55 ton main battle tank. DN's flood the underside of the humvee that covers the Thing hoping to spit roast him. With a heave, the Thing regains his feet looking even more pissed off than usual and tosses the humvee at Abomination who is waiting at the plate ready to bat the armoured personnel carrier at Mr Fantastic. The humvee misses, so Abomination flings the tank at Ben. Thing knocks the tank aside with a great sweep of his arm.Sandman forms his remaining hand into a hammer and shatters himself, slowly reforming whilst pounding some more fragments into smaller pieces for reintegration. Johnny looks on with an amused expression and just when he is almost finished sends a wave of heat into the Sandman, fusing him to the deck. They call him Mr Glass. Johnny turns his attention to the DN's quickly forming 10 duplicates of himself by flying rapidly through the air.Nothing penetrates the field of the Invisible Woman.The Thing absorbs a torrent of energy and gas and starts swinging. Two Dreadnoughts charge at Reed and Abomination launches himself through the air hoping to squash Mr Fantastic. The field shatters and the Invisible Woman materializes blood streaming from her nose. Reed has taken a heavy hit and staggers before the leering face of Abomination. The brute grabs Reed and squeezes and pulls, tearing loose Reeds hands as they try to wrap about him. With astonishing speed, Abomination continues to compact the leader of the Fantastic Four gleefully shouting "Can you tell what it is yet?". His quarry is now in a perfectly circular ball, Reeds eyes bulging in astonishment from the midst of it. He pitches the ball off into the distance. The Dreadnought swings at the Invisible Woman who lithely steps aside and disappears. Johnny swoops in and grabs the raised arm of Ben Grim who can be heard shouting caustic comments to his team mate as they fly off into the distance. Taunts follow the Thing from Abomination who is 2 for 2.The sub has now moved into the bay and submerged sporting a lovely new decoration on its deck.The remaining DN's are reloaded onto the trucks and roar off before reinforcements arrive. Abomination bounds off over the horizon.