The Adventurer's Log

An Entertained Mind is a Happy Mind
September 2018

The Adventurer’s Log #8: Sometimes It’s Best to Run Away & Fight Another Day (or Choppy’s Birthday)

(Start from the beginning)
(…continued from Log Entry 7)


Remain calm, and reroute the powered
armor’s emergency power supply to the legs, set the lock on the arms,
turn off the safety regulator, and FULL POWER! The ground around me
begins to shake as the powered armor begins to force through it, as
if it were a thick fluid rather than solid. Alarm bells are sounds
and the gauges are pushing well into the red! The armor begins to
vibrate with greater and greater intensity, until is violently
shaking, then it all stops.

I’ve broken free! Wow! I am
incredibly happy right now that I know this armor like the back of my
hand! Nothing like some life or death gambling to get the adrenaline
ramped up! Being alive is an outstanding development!

Given some time to cool, the gauges
return to the safe zone and the alarms go silent. The adrenaline
runs its course, leaving me feeling battered, bruised and somewhat
vulnerable. And by battered and bruised, I mean hanging onto life
through mostly sheer willpower. It’s probably time to head back to

I manage to drag myself back to town
and climb out of the powered armor. Fortunately I don’t panic, and
have the foresight to send the powered armor off to buy and sell
salvage before I collapse.

I awaken from my ‘nap’ to my armor
holding the last piece I need for my chainsaw arm! My vigor renewed
by this prospect, I quickly assemble the components. The finished
product is beautiful to behold. I spend a few minutes mastering the
functionality, then decide it needs a name.

“You will be called ‘Choppy’ from
this day forward.”

‘Choppy’ is a wonderful tool, but I can already see that when he gets angry, he is going to get thirsty (and we’re not talking about water, ‘Choppy”s preference are a bit more… organic). People are going to notice ‘Choppy’!

Let’s go see what… (continued in Log Entry 9)


Round 2: Action 4

Move back to Scrapton (inner 7 hexes).
Action Counter is moved from 1 to 0.

Round 2: Companion Visits 1 Location at
Sienna Compound (for 1 Water Ration)

A yellow and blue salvage cube are
sold. Yellow is sold for 2 Credits at Sienna Compound (the yellow
Settlement). Blue is sold for 1 Credit at Sienna Compound (any other
color, except white). A white salvage cube is purchased for 3
Credits (white cubes always cost and sell for 3 Credits).

Schematic 12 – Chainsaw Arm is
completed and the salvage used to complete it is placed back in the
salvage draw bag. The Schematic is flipped over and becomes and Item
that can be used. A player gains 1 Fame for completing a Schematic
in addition to the Item.

End of Round 2.

(continued in Log Entry 9)

Neon Dawn is available to play now on both Tabletop Simulator and Tabletopia, so please check it out if it looks interesting!

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