Saturday, May 29, 2010

All Batteries, no rabbit...the Re-Energizers.

So, this week we were missing the player who plays "Dot" the pure strain human in the party, so I decided to give a nice little one off a try. I had bought Flying Monkeys "Re-Energizers" (the first publish, full length adventure for Mutant Future) on a lark and decided that it would fit nicely into my post apocalyptic sandbox. The characters were traveling along the highway anyway and as they drove, the engine on the Slayhound busted. Dot decided to stay behind and try to fix the thing. It seems that the fuel and water pumps has simultaneously decided to give up the ghost.
The rest of the PC's decided to go and seek help for their engine trouble and started walking. Along the way they met up with a mutant cockroach named William (tip of the hat to Burroughs!) William told them that he was on his way to a town called Xit9 to seek work. So, Richard (the lion headed), Prick the Cactus and a Robot named Enniac were on their way.
Just so you know, because you looked worried, I am not going to give away any spoilers for the adventures...that is not how I roll.
Needless to say that the PCs were rather lucky, I was rolling cold on the wandering encounters at this point. They got to the town safe as houses.
They got there, met with people and got a job checking out a abandoned Bot plant. More cold rolls for me...very few wandering monsters or whatever. What they did find, they killed and looted (naturally) and arrived at the plant with little problem. They explored a bit, killed some creatures, looted and pillaged and got ready to leave. The problem at the point was that the party was divided on which way to go. They could have taken a safe way out, but they needed to check out one more building...one that they could have checked out earlier...but did not. Good thing too, they found the parts that they needed there (its nice when a published adventure is flexible enough to add things to it without breaking it. this I did)
They made it back and got their money and were on their way.
Now a word about the module. Its a nice one. The plot is simple, the action plentiful. There is a lot of exploration (which the players decided that they liked better than just killing everything that moves. Too bad that this was too late a revelation to save my CoC campaign) There is a nice amount of experience awarded for investigation and a nice amount of treasures. The adventure is short enough and compartmentalised enough to fit anywhere in a sandbox and to be played in one evening.
And we had a crap load of fun.

All in all a fun evening...of course the cigars and scotch helped too.

2 comments:

  1. Glad you enjoyed the module, Mr. R!

    (Just a side note, we're Faster Monkey, not "Flying" Monkeys. That's the guys working on an Oz RPG, I think). ;)

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  2. Heh...well, I guess that I have flying monkeys on the brain...sorry about that.

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