The climb began in silence, the only sounds the rasp of gloves on cable and the occasional metallic groan from the Black Monolith’s tortured frame. L’Uomo Prime went first, his cerametal and plasteel frame gripping the hanging lines with practiced precision. Halfway up, a frayed section of conduit kissed his shoulder plating. Blue-white current surged through him in a single vicious arc. He convulsed once, twice, then locked rigid, dangling like a broken marionette until the charge bled away. Below, Butterball misjudged his own ascent. The massive form slipped, wings snapping open by reflex, and he glided in a controlled spiral down the shaft before recovering and starting again. By sheer stubbornness the party reached the tenth floor.

They stood upon a steel grate that felt more suggestion than structure. Entire sections had simply vanished, leaving ragged voids that plunged into darkness. The ruined elevator lobby lay ahead, a single car hanging in its shaft like a tooth in a rotting jaw. As they advanced, a familiar shape drifted into view: the flying repair drone from the second-floor plaza, its spindly arms and repair rod still intact, optics glowing with cold purpose.

Butterball’s precognition flared. In the vision, D’Can’Tr’s light generation washed harmlessly over the machine, and Steve Austin ended it with a single thrust of his vibro-dagger. The vision felt certain.

Reality proved otherwise.

The drone attacked without preamble. A jet of pressurized herbicide struck D’Can’Tr square in the torso. The plant-mutant’s silicone flesh blistered and blackened where the chemical touched, steaming as chlorophyll and synthetic tissue cooked together. He staggered, quills rattling in agony. Steve’s rifle barked and missed, the rounds sparking uselessly against the grate. The drone darted, repaired itself mid-air with a spray of nanites, and came again. Only after a brutal exchange—Steve finally closing the distance and driving the vibro-dagger through its primary optic—did the machine spiral down through a hole in the floor, trailing sparks and the stench of burnt circuitry.

A top-down view of a grid-based game map with a reddish-brown floor, black irregular voids, and scattered debris, crates, vehicles, and wreckage. Four red cloud effects appear in the open pits. Labeled player characters include Steve Austin, D’Can'Tr, Sheik M. Baek, Henry Darksky, L'Uomo Prime and Butterball. A central elevated structure with white pillars and platforms sits in the middle, along with blue cables and other objects. Butterball is climbing out the south-western corner window.
The Reclaimers clear the 10th floor of the Black Monolith

They searched the level and found nothing but debris, abandoned construction equipment, and a front-loader whose massive treads pinned the cables they had just climbed. No one could decipher its controls. While the others recovered, D’Can’Tr forced himself through the pain and mastered the jetpack recovered days earlier, mapping every thruster and fail-safe until the device felt like an extension of his own limbs.

Butterball discovered the way forward: a stack of crates leading to high windows. Outside, the Warden’s artificial dawn painted the Silver Wastes in cold light. Hundreds of steel rebar spikes studded the outer wall like the quills of some vast, wounded animal, offering a treacherous path to a large window on the fifteenth floor.

Steve Austin and D’Can’Tr led the ascent. Steve reconnoitered first and returned with grim news: a score of Turkeyoids held the level, clustered around a central HVAC shaft that offered the only upward path. Rear-guard. Alert.

The plan shifted. D’Can’Tr taught Sheik the jetpack’s controls in hurried whispers. Then the climb began in earnest.

Sheik launched. The jetpack carried him clear of the wall—too clear. His turn came late. A zero-g drift pocket seized him mid-correction and hurled him thirteen stories down into the dunes below. The party had no choice. They continued without him, climbing the rebar spikes hand over hand until they tumbled through the shattered southern bay window onto the fifteenth floor.

The Turkeyoids were waiting.

Six regulars and two Butterball lieutenants opened fire the moment the Reclaimers appeared. Glitchy laser rifles spat scarlet beams that scorched plating and flesh alike. D’Can’Tr took a flanking position and returned fire, his laser pistol cutting a clean hole through one Turkeyoid’s chest. Feathers and dark blood sprayed across the grate. A second Turkeyoid’s weapon detonated in a bloom of corroded-cell failure, the explosion tearing the wielder nearly in half and showering the others with shrapnel and burning plumage. One Butterball lieutenant went down under concentrated fire, its massive body collapsing in a wet heap of feathers and ruptured organs. The remaining regulars fell one by one—throats opened, torsos punched through, bodies tumbling into the dark voids surrounding the central grate.

Far below, Sheik finally mastered the jetpack. He rose like a vengeful comet and crashed through the same bay window, vibro-beak already extended. He joined the slaughter without hesitation. The last regular took a massive laser strike from D’Can’Tr that sent the corpse spinning into the abyss. The surviving Butterball lieutenant, feathers singed and eyes wide with terror, scrambled up the HVAC shaft and vanished toward the twentieth floor.

Top-down game map view on a dark grid background showing a metallic platform area. In the upper section, industrial structures with dual circular vents and boxes appear, surrounded by several red-crossed-out circular icons (eliminated units or markers). Below, on a grated floor platform, labeled character tokens are visible: a yellow “TAXI” vehicle on the left with “Butterball” nearby, D’Can'Tr, Sheik M. Bank, Henry Darksky,  Steve Austin and L'Uomo Prime near a large yellow school bus on the right. A rib-like or skeletal structure runs along the bottom edge of the platform. The overall scene is set against black empty space with a wide gap between the characters and the enemy position.
The Reclaimers surviving the read guard on the 15th floor of the Black Monolith

They tended wounds in the brief quiet that followed, then abandoned the uncooperative VTOL taxi and pursued.

The climb up the ventilation shaft was narrow and foul, the metal slick with decades of accumulated grit. L’Uomo emerged first onto the twentieth-floor grate, followed by Sheik and Steve Austin. Six more Turkeyoid regulars waited in a shooting gallery arrangement, rifles already raised.

The second fight erupted at once.

Scarlet beams stitched the air. The grate beneath the Reclaimers’ feet was a fragile island surrounded by a fifteen-meter chasm of pure emptiness. Twisted, melted support beams framed the void like the jaws of some metallic predator. Blue-white rad-sparks leapt constantly between the ruptured conduits, throwing harsh light across the swirling sand vortices that spun toward a dark central drain far below. L’Uomo crossed first. A massive rad-spark arced past his shoulder close enough to ionize the air; he cleared the gap in a single controlled leap and landed clean. The grace did not last. In the chaos that followed, his favored Vibroaxe slipped from his grasp and vanished into the hungry darkness below—an irreplaceable loss that left him fighting with bare hands and residual systems.

The Turkeyoids scored clean hits. One of their own rifles exploded in another spectacular failure of shoddy engineering, the blast flinging the user backward into the chasm. Sheik’s stun pistol locked a regular in mid-stride; the Turkeyoid toppled stiffly over the edge and disappeared into the sand vortices. Henry Darksky’s rifle misfired, forcing a frantic reload. Steve’s aim, however, had sharpened; each shot found flesh or vital systems. D’Can’Tr’s laser pistol jammed, the dead hydrogen cell ejecting with a sad metallic ping. For a moment the Reclaimers were hard-pressed, pressed against the edge of oblivion with fire coming from every direction.

Then the tide turned. Concentrated return fire tore through the remaining Turkeyoids. Feathers and blood painted the grate. Bodies dropped or were driven over the edge into the glowing vortices below. Sheik delivered the final stun; the last regular went rigid and tumbled into the storm of sand and rad-light.

Silence returned, broken only by the crackle of residual sparks and the distant moan of the Warden’s failing systems. The Butterball lieutenant was already gone, fled higher into the darkness.

One by one the Reclaimers crossed the chasm. Butterball glided across with casual grace. The others followed by jetpack, careful leaps, or sheer determination, each of them avoiding the random rad-sparks that still danced across the gap. They stood at last before the elevator shaft embedded in the southern wall. A car waited with its doors slightly ajar. Cool, dank air drifted down from the open roof hatch—air that carried the faint, panicked scent of the fleeing lieutenant racing upward to warn Gobble Lord Skravo.

The Black Monolith continued to rise above them, patient and immense, its upper levels still waiting.

Top-down tactical map view of a large irregular dark area with a wooden-plank platform in the upper center containing a white square vent and two small I-beams holding up the platform on either end. A thin gray steel beam crosses the lower portion of the map. Along the bottom edge are multiple enemy targets with red X’s, player/character portraits with labels including Steve Austin, D'Dan'Tr, Henry Darksky, Sheik M. Beik, L'Uomo Prime and Butterball.
The Reclaimers breaching the southern elevator on the 20th floor – or what’s left of it.

Share

R in P T B M

Like

+

2 responses to “Metamorphosis Alpha – Death Ziggurat in Zero-G Part 13 and 14”

  1. Oh yeah, great session report! Metamorphosis Alpha is a game I’d been keeping an eye on for quite a while and had really been wanting to get my hands on. I didn’t know there were session reports for this game, and I think that’s really cool.

    1. Hell yeah, fellow wasteland wanderer! 🔥

      That session saga landed perfectly — Metamorphosis Alpha still hits like nothing else: a colossal generation ship packed with mutants, rogue robots, and pure, unhinged chaos. We’ve got a full run of reports deep in the ruins of GammaTerra.org if you want more of the Warden’s madness. Right now we’re deep in Death Ziggurat in Zero-G and lining up official modules next.

      Grab the game when you can. Once those metal corridors close behind you, starships will never look the same. Stick around, drop your thoughts, spread the glow — every new mutant strengthens the Outpost. We’re also building a Discord for Sci-Fi & Post-Apocalyptic TTRPG scavengers. Come claim your spot.

      Stay irradiated.
      — God_of_the_Robots

Leave a Reply

Discover more from Gamma Terra

Subscribe now to keep reading and get access to the full archive.

Continue reading