I borrowed that title from Clint, so he gets at least half the praise or blame, as your taste dictates.
Last night we went back to the post-apocalyptic world of the Devourers, and continued our quest to warn Junkyard of the impending army of robots coming to eat them. We didn’t quite finish the adventure this time, either, so we’re looking at one last session.
No combat this session, which was nice in a lot of ways. There is a drive in a lot of games to have at least one good fight every session – I know I try and do that in most of the D&D games I run, because the combats are fun. But it’s nice to have a session where there isn’t any fight, and the whole thing comes down to roleplaying, with some skill checks, and player decisions.
Also, we were running somewhat low on resources, so best save those for the big fight we know is coming at the end.
Once again, Clint crammed a wonderful variety of post-apocalyptic tropes together into a fun-filled evening. We hid in ruined buildings to avoid scavenging robots. We ran from a Devourer that looked a little like a Veritech Fighter in robot form, only with guns and blades replacing the hands. We met a society of somewhat mutated psychics in the abandoned sewers of Many Police, and bartered with their God of the Pit, an insane Devourer that had developed enough of a mind for the psychics to affect it. We worked with the psychics to telepathically warn Junkyard that the attacks was coming, completing the most important part of our mission. We evaded a large group of feral humans, not wanting to risk the delay or combat that might result. We scavenged the communications panel from an old suit of powered armour, and used it to uncover a hidden cache of weapons from before the Harrowing, including an armed hover transport, which we plan to take back to Junkyard and use against the invading Devourers.
But it was late then, and we wrapped it up.
So, Brother Puddler is coming back for one more night to hack through the soulless Iron with his faith-powered chain sword.