The Wasteland Hack Solo - Session 1 part 2

 Solo Toolbox.

For session 1 I had the following Toolkit available to me.

The  Wasteland Hack RPG for the rules and setting.
UNE for randomly generating NPC's.
Zathrum 2.2 for help with NPC's and help with setting the overall theme.
randomlists.com to generate three random adjectives to help describe the characters.

The Oracle, although it may not get used in this session, I think its worth saying that I use a mix of MUNE & Zathrum 2.2 for my games.  The changes I made to the oracle can be found on a separate page (link here)

Owlbear Rodeo, for keeping track of combat.



The Trading Post 

Beagle, Dawg and Scout kept driving, the earthquake had been minor but they were glad to be away from it and the old disused airfield.  Scout was enjoying driving the old car they took from the bandits at the airfield, Dawg sat up front with his automatic in his hand just in case, Beagle sat in the back, she slept a lot, tired and a little traumatised from the encounter with the bandits and the death of her mother.
For most of the day they kept clear of any human settlements but as the day goes on the need for fuel for the car and, more importantly, drinking water for themselves, forces them to look for somewhere to re-supply.

Question, do they encounter a settlement on their travels? Roll d8 on table 1 = 3 No(roll on table 2),  Roll d8 on table 2 = 6 (in order to)

In order to keep clear of the possible dangers posed by contact with any settlements, they had kept well off the beaten track, scout felt their best chance of finding drinking water and fuel was to look for a road or track that seemed well used as that should lead them to what is called civilization in this wilderness.  The others are less convinced so with enough water and provisions for the evening, they decided to find somewhere safe to camp for the night and look for water and fuel in the morning.

Question, do they encounter some kind of trade route or well used road the following day? Roll d8 on table 1 = 3 No(roll on table 2),  Roll d8 on table 2 = 1 (on the contrary)

After a nights rest they set off again, they travel for some time across the wilderness eventually picking up an old road but it has all the signs of not being used for some time, the road has become overgrown with weeds and plants that have forced themselves through the old road surface and it is little better to drive on than the wasteland but the party decided it must lead somewhere so drive cautiously along it.

Question, do they encounter a settlement anywhere on this old road? Roll d8 on table 1 = 3 No(roll on table 2),  Roll d8 on table 2 = 2 (while)
Felling like this this is taking me nowhere I get three random verbs to see if I cant move the game along a wee bit.  I get 'arrange', 'curl' and 'please'. 

They pass through one or two long abandoned villages on the road but do nor encounter any signs of habitation, then whilst passing through a small ruined hamlet they come upon a man curled up in the middle of the road.

Scout stops the car, grabs his rifle and he and Dawg get out of the car.

Question, can they see anyone else? Roll d8 on table 1 = 4 No(And), 

Looking around they do not see any sign of anyone one else and the man is alive but obviously in a bad way.  Scout stands over the man and points his rifle in the man general direction, "you able to talk" he asks.

Question, can the man answer scouts questions? Roll d8 on table 1 = 6 Yes(roll on table 2),  Roll d8 on table 2 = 6 (while).

While the man is certainly in a lot of pain, he is able to talk, he tells scout that he was on his way to a trading post he knows the location of near hear, he found some old tinned here and ate it, its made him sick, he asks them to please help him.
They agree to take him to the trading post if he shows them the way and arranging the car to now accommodate 4 people they set off to the trading post following the directions of the new passenger.

On the way to the trading post the man tells the party that people round these parts call him Job because he wanders around doing work for food, he knows the places to keep clear of and the places where he is safe, he ateait the contents of the tinned food because he had not eaten in days and, well, it smelt okay, just made him ill, the trading post has medicines that should fix him up.

Its not long before they reach their destination, they see it up ahead, a fortified farm is the best way to describe it, the farm building surrounded by stone walls and a large entrance, a sign out front has the words 'Trading Post, You want it we got it, New Dollars Accepted'.

At the entrance they are stopped by 2 rough looking guards armed with assault rifles who flag the car down, "you need to leave the vehicle here and any weapons either in left in the car or left with us", one of the men says to Scout, the second man spots Job who is not looking good.

Question, does the guard recognise Job? Roll d8 on table 1 = 2 No(But). 
Question, does he recognise someone else?  Roll d8 on table 1 = 7 Yes
(roll on table 2),  Roll d8 on table 2 = 6 (surprisingly).

The second guard looks in the car "we got a sick one here Mitch", then he glances in the back and exclaims, "hell, Beagle, what are you doing here!?"

I roll against Beagles wisdom to see if she knows the guard, needing 14 or less she roll 6, so she does recognise the guard.

Beagle's face goes white, like she has seen a ghost, "Thumas, but we all thought you dead!".

Dawg interrupts the two, "sorry to break up this reunion, we need supplies, water and gas for the old bus here, this fella needs help, we found him on the roadside, he says he is known here and you can help him"

Thumas looks over to Mitch, "its okay Mitch, I know the girl, Beagle and I go way back, sure we can help your friend here and if you have the means to pay, we can get you resupplied, we have a lot of catching up to do Beagle".

Inside the trading post complex seems like a different world, there are a dozen or more people going about their business, 

Thumas takes Beagle on a tour of the complex, the sign outside was right, everything is available, Mitch leads Job helped by Scout and Dawg to a building which passes as some kind of dormitory, they put Job on a mattress and Mitch tells him that he will get someone to tend to him, he then tells Scout and Dawg that he will take them to see Yinbig who runs this place, they can tell him what they need and work out a price for it.

Yinbig is a giant of a man, dressed in fine clothing and heavily adorned with gold and silver jewellery, he has four bodyguards and a few of his favourite hangers on, both male and female who sit around him agreeing with all he says.
Thumas and Beagle are also in the room when Mitch enters with Scout and Dawg.  Yinbig strikes up the conversation with the two adventurers, wanting to know what supplies they need and how they are going to pay for it, Dawg says they are willing to work to clear any debt but they have nothing to bargain with or any new dollars.

Yinbig stands up and walks over to Beagle, looking her up and down, "so you want water, fuel, food, ammo and medicine for your sick friend, thats going to cost, how about I take the girl here as payment?"

Beagle snaps back, "I ain't for sale and the sick guy is not our friend, he can pay for his own meds".

Yinbig grabs Beagles face with his huge hand "feisty thing ain't she, you want goods, you need to pay, no payment, you leave now, I'll take the girl anyway".

Thumas speaks up at this point "I know this girl sir, she knows about computers and stuff, she may be useful to you".

Yinbig lets go of Beagle and goes back to his seat, "Computers you say, okay, maybe I have a proposition for you..."

Yinbit tells them that he will let them have the gear they need and meds for their sick friend if they do a little job for him, oh and they can keep the girl, he has plenty anyway.  The offer is as follows.

There is a town a good few hours drive north east of here, it must have got caught in a nuke blast at the end of the war, all the buildings are destroyed, flattened, all that is except a tower in the centre of the town which was not damaged, it still stands today.  Its rumoured that its full of treasures from before the war but no one has ever got in to the building, some sort of computer locking device keeps everyone out.
Go there, get into the building bring back whatever treasure is in there and they can have all the supplies they need and their friend will get the medicine he needs, fail, or don't come back and the sick guy dies and Yinbig will hunt them down as well.  He tells them he will loan them an armed truck and Thumas & Mitch can accompany them, help make sure they don't do anything stupid.

Dawg & Scout don't feel like they have much choice and so they accept the offer, Beagle to resigns herself to this being her best option and so my adventures prepare for the next part of their journey,/

End of session 1, in session 2 we 
Adventure on.
  
The Wasteland Hack Solo - Session 1 part 2 The Wasteland Hack Solo - Session 1 part 2 Reviewed by Wild Duck Models on June 26, 2022 Rating: 5

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