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Watch out for not so friendly fire...
GM: Backdoor
The players hold an Assembly and undertake some project. Full bellies tonight! We learn more about the Ark and the different factions vying for power. Mysterious robed figures visit looking for the "untouched."
The Mutants: Duck, Cliff, Pete A, Rex (absent)
Join an orc sorcerer (Rex), a goblin minstrel (Ty / absent), a human misfit (Art), a goblin fighter (Pete A) and your trustworthy GM (Duck) as the party struggles to survive in the Forbidden Lands. In this session, our hardy adventurers recover from near death, then push on toward the entrance to the wizard's tower. Can they survive his deadly traps?
October 21st, 1963
We gather around a formal round table for the first time in months, and we discuss both "Megadungeons" and "What is with Horror RPGs, anyway?"
RoundTablers: Art, Ty, Rex, Jason, Hollywood, Duck
Four unacquainted PCs find themselves facing the horrors encountered on a small island with an unlit lighthouse. A true one-shot scenario!
About 3.5 hours of gameplay with an hour or so of roundtable-ish discussion at the end.
Players: Pete A, Kyle, Matt, Art
DCC Whiterock Session 32
The party pushes deeper into level 3, perhaps uncovering some of the economic threads that tie the Megadungeon together. Oh, also orcs...
Players: Medicine Man, Dr. G, Rocket Man, Ty, Gersh, and Sexy Rexy
Day seven brings us back into the dungeon. Now with MOAR back up.
We hold our prep session for the coming Mutant Year Zero campaign. We reveal mutations, may PC connections, reveal the Zone map, and begin to set up the Ark.
The Mutants: Duck, Cliff, Pete A, Rex
The US Embassy and the barracks.
From the publisher's feed