Route 66: Side Story Blast from the Past

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Route 66: Side Story Blast from the Past
Part of Like mad max but more guns
Date2081-05-17
GMDoc McGuffins
LocationPuyallup
Factions Involved
ShadowHaven
Pitty 'Grease Lightning' McShane
Couronne
Roadkill
Santesso
Setback
Veil
Menagerie
Drity Dog
Dirty Dog's Goons
Dirty Dog's Spirit Dog
Casualties and losses
Turul and Doyle have been wounded but nothing that can't be walked off Dirty Dog along several of his goods


Summary

Pappy wants a helipad! There's a giant slab of metal in the way, though. Our group of intrepid heroes hacks through the slab, explores a large underground bunker of fifth world technology, mows through a small army of ghouls, and delivers a working (if slightly holey and terribly radioactive) helipad into Pappy's coffee stained fingers.

Background

Looking to expand his playground's mechanical capabilities, Pappy decided to clear a section of derelict devices to make room for a landing pad and aircraft workshop. In the process, he uncovered a large flat metal slab that resisted his cutting tools and...made concerning noises. He posted a job on the 'Haven for a group of runners to investigate.

The Meet

Santesso and Veil were the first to arrive at Pappy's Playground, with the rest of the crew arriving shortly thereafter. Pappy disappeared in the back and returned with cups of the dark toxic sludge he calls coffee. Setback took a drink, then immediately regretted it; Couronne, Roadkill, Santesso, and Veil used better judgement and politely set their mugs aside. Then the meat of the meet began. Pappy Pitty explained his desire for a helipad, the discovery of the metal slab, and the noises emerging from below it. He made a reasonable offer that the crew found tentatively acceptable, but they wanted to investigate a bit first. An accommodating sort, Pappy agreed. The group set out to investigate the slab.

The Plan

Investigate the slab, figure out a way through it, and carefully scout/maneuver through whatever was beneath. A fairly bare-bones plan, to be sure, but there were too many unknowns. "Get Inside and Wing It" is sometimes the only plan you have.

The Run

The crew arrived at the slab and looked it over. Sensors showed a large room sealed beneath the thick metal, with what could be doors and corridors leading off in multiple directions. As there was no visible mechanism for opening the slab, Santesso sent his fly-spies off to investigate the area. Meanwhile, Setback pulled out a monofilament chainsaw and proceeded to cut a runner-sized hole through the slab. Santesso recalled his fly-spies and sent them down through the hole to scout a bit while the rest of the crew lowered themselves by rope into the room below. The room was a large hangar bathed in shadow and the oscillating red of low-power emergency lights. Several locked doors rimmed the room. Couronne began investigating the locks, which were all fifth world keypads. With the help of Santesso's flying lockbot, Couronne successfully opened all the doors in the room, each door leading nowhere of value...until the final door. This opened into a long hallway of locked doors, with an intersection approximately halfway down. Moans and ghoulish hunger echoed off the walls.

Aftermath

Rewards

Game Quotes

Player After Action Reports (AARs)