• The TARDIS materialized with its customary subtle shimmer just behind a two-story warehouse on the hill above Port Royal. A full, rising moon bathed Fort Royal’s darkened walls in silver, the ancient stone standing sentinel over the torchlit town below. In the harbor, a dozen tall-masted merchantmen and sloops rocked gently in the calm, night-black waters, while a solitary warship guarded the mouth like a watchful hound. The warm, humid air barely stirred with a soft sea breeze, carrying the harsh cries of jungle birds from the inland darkness and the faint, briny promise of adventure laced with peril.

    The companions emerged cautiously. A wide, flattened trail led downhill toward the harbor—grasses and plants crushed flat by some immense weight, now slowly springing back, with splintered saplings scattered like broken bones. On the warehouse wall, an oddly shaped metal plaque caught the Oracle’s eye. It refused to budge, featureless as a forgotten tombstone, yet uncomfortably warm to the touch. His temporal senses prickled; this was an anchor for a time tunnel, intersecting this very spot. He left it undisturbed—for now.

    From around the front came raucous noise. The same four swaggering pirates, Bloody Bill Ryan at their head with the map cylinder tucked under his arm, vanished into the open doorway of a boisterous tavern. Above it swung a sign: a black hound with fiery red eyes, raising a rum bottle in eternal toast. The Black Dog. The place looked packed to the gunwales with every rogue, cutpurse, and freebooter the Caribbean could spit out.

    “Scouting first,” the Oracle decided. “Duggan and Adric—blend in, observe, report back. We need that map.”

    Adric raised an eyebrow. “Without disguises? We’ll stand out like Alzarian math theorems in a den of illiterates.”

    The Oracle sighed, glancing back at the sleek Type-70. “The CIA provided sparse tools for this trial. No full armory, no psychic paper. Very well.” They raided the TARDIS wardrobe, emerging minutes later in rough 18th-century garb: shirts, breeches, coats that smelled faintly of mothballs and history. Duggan looked every inch the disreputable docker; Adric, a wide-eyed clerk gone to sea.

    The pair slipped inside. Silence crashed over the room like a breaking wave as heads turned. A tall, slim officer in blue coat surveyed the crowd with a cold, measuring gaze, ten red-coated marines at his back. The noise gradually returned to ear-splitting normality. Duggan, ever practical, kicked over a drunk giving him the stink-eye, claimed a chair on the west side with a clear view of entrances, and bought uneasy peace with a round—paid for by surrendering his mother’s heirloom compact mirror to a sharp-eyed wench. Four tankards slammed down; the mirror vanished into her pocket.

    Adric lingered, observing. The disguises held. Duggan sketched the room and its occupants on his pad, then passed it over. Adric slipped out to report: packed house, no sign of Bloody Bill yet. But Duggan, scanning from his post, finally spotted the pirate and his mates in a shadowed corner. No one—not even the serving girls—dared approach their table.

    The Oracle, upon hearing the news, judged wisely. “Bill will drink himself insensible. We return at midnight.” He, Leela, and Adric stepped back into the TARDIS. Duggan remained, cigarette eventually lit as he watched a small crowd gathering outside. Through the front window, blue-coated soldiers and navy marines assembled under a captain’s command. Voices drifted: one of Bill’s retinue boasting crudely about plunder and worse.

    Midnight struck. The TARDIS rematerialized as the soldiers prepared their move. Duggan reunited with the others just as a local beggar bellowed, “It’s Mad Dog Hawke!”

    The Oracle approached the captain in parley. Captain John Hawke, tall and weathered, listened politely but firmly ushered civilians off the street. “Official business,” he growled. The Oracle warned him of Bloody Bill inside. Hawke’s eyes sharpened. “I know. We’re here to arrest him.”

    The soldiers stormed the tavern. Moments later, Bill and his gang emerged in irons, the map now in Hawke’s possession. The group followed as the marines marched their prisoners toward the beach and a waiting longboat bound for the HMS Leopard.

    Knowing the map was slipping away, the Oracle confronted Hawke once more, offering the bag of old gold coins in exchange. Suspicion flared. Hawke demanded to examine a coin; his man scanned it with an eyepiece and confirmed something damning. Marines surrounded them. Yet the Oracle spun a tale of plundered gold of uncertain origin, emphasizing the map’s deeper value. Hawke eyed them, then lowered the weapons. “Aboard as my guests, then. We’ll discuss this properly.”

    They rowed out to the Leopard under starlight. In the captain’s day cabin—a low-ceilinged space with a table, two cannons, and black-and-white checkered canvas floor—Hawke studied the map. Vague answers failed; the Oracle declared himself an agent of the Northern Department under Secretary of State James Stanhope, naval affairs. A bag of jelly babies sealed the ruse. Hawke bit into one, delight warring with suspicion, then reflected deeply on past dealings with Stanhope’s shadows—anti-Jacobite work after the ’15 Rising, lost kin at Preston and Sheriffmuir, the realm’s fragile stability. Strange allies were sometimes necessary. He treated them as Admiralty civilians: polite, listening, but firmly in command.

    Charts compared, Hawke pinpointed the skull-shaped isle as St. Gabrielle, a day’s sail away. “Teach’s treasure! We’ll be waiting.” The Leopard steered northeast.

    Just before dawn on April 3, 1717, the island’s grey outline rose on the horizon. Hawke’s plan to sail around and bombard shifted after tavern tales of a “sea monster” with fire-beam eyes. A scouting party went ashore: Hawke, Sergeant Drummond, five marines, and the companions, weapons returned in trust. They landed near a shallow creek, then trekked through stunted palms, dense underbrush, tangled grass, flowers, and thorn bushes alive with birds, flies, and mosquitoes. The island felt deceptively lifeless.

    From a hill above the eastern anchorage, they saw it: the Ravager, Blackbeard’s hovercraft, over a hundred feet long, black-hulled with skull-and-crossbones, laser turrets gleaming. Cargo ramp down. Fresh pits dotted the beach where ragged men dug frantically under the fierce gaze of a tall, black-bearded figure—Blackbeard himself—flanked by silver-skinned Cybermen. Two more guarded the ramp.

    As the party prepared to withdraw, a flat mechanical voice rang out behind them: “Humans. Surrender or you will be utterly destroyed.”

    They whirled. A Cyberleader and three Cybersoldiers rose from camouflaged pits, blaster rifles leveled. Two marines fainted outright; the rest dropped their muskets. Hawke and Drummond held nerve, but Hawke’s pistol shot sparked harmlessly off the Cyberleader’s chest. In retaliation, a blaster felled one marine. “I shall kill all your servitor units, human, unless you yield immediately.”

    Hawke raised his hands. The others followed. The Cybermen herded them down the hill toward captivity, the Oracle’s prescient visions fracturing into new, darker branches—silver giants, fire from the sea, and a treasure that was never mere gold. The island’s birds screamed on, indifferent to the temporal storm now breaking upon its shores.

  • The Reclaimers stood among the smoking wreckage of the Arc bots, breathing hard, their bodies scorched and twitching from repeated lightning strikes. The elevator lobby reeked of ozone and burnt circuitry. They had survived another floor of the Black Monolith, but the tower’s weight seemed to press down upon them more heavily with every level they claimed.

    They spent the next hours methodically clearing the fourth floor, using L’Uomo Prime’s two enslaved Arc bots as disposable shock troops. The machines did their grim work efficiently, though one was finally torn apart in a blistering exchange of fire. With the fourth floor finally cleared and only a single Arc bot remaining at his side, L’Uomo Prime fell silent, his attention turning inward. The others followed his gaze. The true toll of their climb was no longer possible to ignore — least of all in the deteriorating form of D’Can’Tr.

    The grafting had been clinical, almost elegant in its brutality. What remained of Professor Cardunkle now rode high on D’Can’Tr’s left shoulder like a grotesque second head — pale, leathery, and far too alive. The silicone-based plant mutant had believed himself capable of enduring the burden. He was wrong.

    At first, the changes were subtle.

    D’Can’Tr’s thoughts, once slow and rooted like deep sap, now arrived with unwelcome sharpness. Sudden flashes of cold logic cut through his vegetative calm. Equations. Historical dates. Fragments of pre-accident research papers. Cardunkle’s mind was leaking into his own like ink into water. The professor’s arrogance came with it — a constant, low-grade contempt for the “savage intellects” surrounding him. D’Can’Tr found himself biting back insults he would never have conceived before, his mismatched eyes narrowing at perfectly reasonable suggestions from his companions.

    His body was paying a steeper price.

    Each day the drain grew more noticeable. The vibrant green of his quills had faded to a sickly olive. His movements, once fluid with plant-like grace, had become stiff and economical, as though Cardunkle were rationing every calorie. The silicon hunger that once sustained him was no longer enough. Something deeper was being consumed — his very life-force siphoned away to keep the professor’s ancient neurons firing.

    Worse still was the *voice*.

    Not always audible. Sometimes it was only a pressure behind the eyes, a whisper just beneath conscious thought. *Inefficient. Primitive. Predictable.* Cardunkle offered tactical advice during combat, correct more often than not, yet delivered with such disdain that D’Can’Tr felt his own identity eroding. The plant mutant had begun speaking less, not out of choice, but because he feared the words that might come out would carry Cardunkle’s clipped, condescending cadence.

    There were moments of horror.

    Once, while the party rested, D’Can’Tr caught his own reflection in a shattered mirror panel. For a fraction of a second he saw Cardunkle’s thin smile on his own face — an expression his facial muscles had never learned to make. The professor noticed his revulsion and chuckled softly through D’Can’Tr’s throat.

    “You are an adequate chassis,” Cardunkle had murmured, almost kindly. “For now.”

    L’Uomo Prime watched the transformation with quiet intensity. Creator and creation had spoken at length after the grafting, but even the cyborg seemed disturbed by how quickly the professor was overwriting his bearer. Steve Austin kept his distance. Sheik openly distrusted the grafted head. Only Turkey Plissken seemed amused by the whole affair.

    D’Can’Tr could feel the window closing. Every hour brought him closer to the moment when Cardunkle’s mind would no longer be content to ride along. When it would demand full control.

    And in the quiet hours, deep in the Black Monolith’s guts, the plant mutant sometimes wondered whether he would still be himself when they finally reached Cryo Facility B… or whether only Cardunkle would step out wearing his body like a new coat.

    The professor, sensing the thought, smiled with D’Can’Tr’s mouth.

    “Excellent deduction,” he whispered. “You’re learning.”

    Top-down strategy game map screenshot showing a large green indoor facility with cubicle layouts, corridors, and rooms. Multiple red circular enemy markers with X's are scattered across the area. Player avatars and names are displayed in the center, including Henry Darksky, D'Can'Tr, Sheik M. Baek, Steve Austin, and Turkey Plissken.
    The Reclaimers finding the bathroom hatch on the 4th floor of the Black Monolith

    Eventually the Reclaimers discovered a maintenance hatch in the ceiling of one of the surrounding bathrooms. Steve Austin volunteered to scout ahead. Halfway up the ladder, a thick white mist rolled over him. His eyes burned. His throat seized. The reaction was immediate and vicious — an allergic assault so severe he was forced to retreat, gasping and half-blind, back down into the arms of his companions.

    Butterball attempted another route, prying open the elevator doors and wrenching the ceiling hatch off the car. High above, the same white mist swirled lazily in the shaft like a living thing.

    While they debated the risks, D’Can’Tr — silent, perhaps driven by Cardunkle’s growing impatience — slipped away. By the time the others noticed his absence, several long minutes had passed. With growing dread, they scaled the maintenance ladder one by one and emerged onto the fifth floor.

    The Conference Level was drowning in the white mist.

    It clawed at their eyes, burned their throats, and filled their lungs with invisible fire. Every breath felt like swallowing shards of glass. The air was thick, oppressive, and wrong. Long conference tables floated in partial zero-g behind cracked glass partitions. The carpet squelched underfoot, saturated with condensation and something older. Makeshift tents huddled in one corner, but of D’Can’Tr there was no sign.

    They had barely begun searching the echoing hallways when the Phase Spiders struck.

    The creatures did not simply appear — they *phased* into reality with a sickening ripple, as though the fabric of space itself had torn open. Monstrous arachnids the size of large dogs, their bodies semi-translucent, flickering between dimensions. They moved with horrifying speed, legs clicking and phasing through solid matter, vanishing and reappearing to strike from impossible angles. One moment there was nothing but mist. The next, mandibles were closing around Sheik’s arm, dragging him toward a tear in reality.

    The horror was absolute.

    A dramatic digital fantasy illustration of a massive Phase Spider, a giant blueish-white arachnid creature with glowing blue energy effects. The spider has multiple glowing eyes, sharp fangs, and long spiked legs, posed aggressively in mid-air. It appears in a dark, ruined futuristic corridor with broken floors, glowing blue mushrooms, hanging wires, and dramatic overhead lighting, surrounded by swirling blue energy and sparks.
    A Metamorphosis Alpha Phase Spider

    The Phase Spiders were attempting to abduct them. Those unfortunate enough to fall into their grasp were pulled bodily into the void between realities — a place where cause and effect had long since collapsed, and consciousness endured in an endless, lightless now. The Reclaimers fought in a nightmare of flickering shapes and vanishing bodies. Butterball roared as a spider tried to drag him through a closing rift. Turkey Plissken’s MAC-10 chattered uselessly at shadows. Sheik slashed wildly with his vibro-beak, carving through phasing limbs that simply reappeared moments later.

    Then Steve Austin unleashed something new.

    With a concentrated surge of his Phase Disruption ability, he forced the creatures back into normal space, locking them into reality with a scream of tortured physics. For the first time, the spiders became fully solid — vulnerable — their forms glistening with otherworldly ichor.

    Henry Darksky’s laser rifle spoke twice with cold precision. Two Phase Spiders exploded into wet bursts of alien matter. Butterball, Sheik, and Plissken fell upon the rest in a frenzy of blades, bullets, and sheer desperation. The battle was chaotic, nightmarish, and far too close.

    When the last spider finally collapsed, twitching and phasing involuntarily between states, silence returned — broken only by the ragged coughing of the survivors and the wet dripping of ichor from the walls. The mist continued to swirl around them, thick and patient, as though the Black Monolith itself was savoring their growing fear.

    They had won.

    But D’Can’Tr was still nowhere to be found.

    A virtual tabletop RPG game interface screenshot showing a tactical grid map with fog of war. In the center are player character tokens: Sheik M. Baek, Butterball, Henry Darksky, Steve Austin, and Turkey Plissken. Several large red Xs are overlaid on Phase Spider enemy tokens. The overall scene depicts a combat encounter on a blue-toned grid map.
    The Reclaimers facing the Phase Spiders on the 5th floor of the Black Monolith
  • The Radboleth did not die.

    They watched it happen from the shattered rim of the drained lake — a sinuous shadow, wounded but triumphant, slithering through the cracked black-glass dome at the bottom of the crater. For one final moment, its massive form was silhouetted against the hellish green glow of exposed reactor shielding. Then it vanished into the ancient structure like a nightmare returning home.

    A cold, chemical laughter echoed through the minds of Paul Best, Mordecai, and Arkadiusz — mocking, ancient, and utterly inhuman. Their quarry had escaped.

    Paul’s hands tightened into fists. “We go after it. Now.”

    Mordecai stared at the Geiger counter in his hand. The needle was buried deep in the red. “The radiation down there is lethal. Even if we could reach it, we’d be dead before we got close.”

    The Safari Boat Ride was gone. What had once been a lush, artificial ecosystem was now a steaming, cracked basin of mud and broken machinery. The island felt exposed, unnaturally quiet now that the Radboleth’s influence had partially lifted.

    They returned to the Sleeth camp at the heart of the drained Safari Boat Ride. Thisshish greeted them with weary gratitude, his ancient reptilian eyes heavy with sorrow for the paradise the outsiders had unintentionally destroyed. The old shaman had shed his ceremonial robes and now wore a tight, battle-worn suit of hardened leather armor, making him look less like a peaceful guardian and more like a warrior who had seen far too many wars.

    Anthropomorphic crocodile warrior in detailed brown leather-and-metal armor, standing against a space backdrop with a large glowing orange planet. He holds a lit match to a cigar in his mouth with one gloved hand while gripping a large futuristic blaster in the other. A pile of human skulls sits at his feet. Signed “Simonton ©94” in the bottom left.
    Thisshish in his armor. Original art piece entitled ‘Alligator Jones’ by comic artist Tom Simonton, 1994.

    “You will not stay long,” the ancient Sleeth hissed. “Waldis has been watching. He summons you. But first… we must tend to your fallen.”

    As his shamans prepared glowing, strangely colored berry tinctures for Noelani and Vulgaris, Thisshish spoke of deeper truths. The Sleeth were not mere refugees. They were the last remnants of a proud caretaker caste that had maintained parts of Melkath long before the Final Wars. They revered the Old Machines and practiced a strange fusion of psionics and herbalism passed down through generations.

    “The Radboleth is no simple monster,” Thisshish warned. “It is a devourer of light and thought. It fled to the deep fire — the old fusion heart beneath the crater. A trapped beast is the most dangerous of all.”

    Hours later, Thisshish personally escorted the battered Knights through the overgrown ruins toward the Garden of Steel. They passed the decaying Haunted Warehouse on their right and the ominous black Laser Survival building on their left, but wisely avoided both.

    The Garden of Steel was unlike anything the Gamma Knights had ever seen. Every blade of grass, every leaf, every delicate flower had been transmuted into living metal. A soft breeze moved through the chromium meadow, producing a haunting, crystalline music. Metal songbirds with iridescent plumage darted between steel branches, their voices ringing like tiny bells. In the distance, Castle Melkath shimmered like a mirage — white marble towers that seemed too perfect, too delicate, to belong in the broken world.

    At the center of this metallic wonder stood Waldis.

    The sage of Melkath was carefully oiling a cluster of chrome roses, his movements slow and deliberate, as though tending to something sacred. He was an older man, lean and sharp-featured, with steel-gray hair and eyes that had seen far too much. Flanking him was a towering nine-foot cyborg — robot head mounted on a heavily mutated human frame, a row of bony spines running down its back, legs ending in powerful avian talons. Above them, half-hidden in the steel foliage, a security bot hovered silently, its weapons tracking the newcomers with cold precision.

    Detailed fantasy illustration showing a tall, muscular warrior in a silver helmet and minimal armor standing in shallow water, gripping a large metallic, liquid-like tree or structure. To the left, a bald older man in a purple robe smokes a pipe while watering bizarre metallic plants with a oil canister. In the background, a vast desert landscape leads to a towering fantasy castle with many spires under a bright blue sky. Floating above is a grassy cliff with a group of barbarian warriors, one riding a large horned beast while holding weapons. Signed by the artist in the lower left corner "Sears '86" referring to the illustrator Bart Sears.
    Waldis in the Garden of Steel. Original art by Bart Sears.

    Waldis did not look up at first. When he finally did, there was no fear in his expression — only weary irritation, the look of a man whose carefully balanced ecosystem had just been kicked over by reckless children.

    “Marvelous,” he said dryly, wiping oil from his hands. “Simply marvelous. Centuries of careful balance, and a pack of wandering Gamma Knights decides to play demolition crew in my Safari Boat Ride.” He gestured vaguely toward the drained lakebed. “Do you have any idea what you’ve unleashed?”

    He studied them for a long moment, then sighed.

    “Come. Sit. Even destroyers must eat.”

    He led them to a wooden table set precisely for three guests plus himself — an island of natural oak and linen in the heart of the steel garden. The chairs were hand-carved, the utensils simple wood and clay. It was a deliberate, almost defiant statement.

    Waldis refused to speak of serious matters until they had eaten. Only after the last plate was cleared did he lean back and begin.

    “The creature you call the Radboleth has burrowed toward the old fusion reactor beneath the crater lake. That reactor was designed to run untouched for a thousand years, cooled by the lake itself. My service tunnels were sealed long ago for good reason. Without proper shielding, the radiation down there would kill even the strongest among you in minutes.”

    He tapped the table lightly.

    “I cannot reach it. My machines cannot reach it. The Radboleth has grown… resistant to my usual methods.”

    As if on cue, the lights across the Garden of Steel flickered. Distant mechanical hums faltered. Wall turrets across the park powered down with audible clicks.

    Waldis looked toward the dying lights with grim resignation.

    “There it goes. Feeding like the glutton it is. My beautiful defenses… offline.”

    He turned back to the Knights, his expression hardening.

    “With the turrets dormant, the Drill Tooth swarms will pour in from the outer ruins this night. They’ve been starving at the edges of my domain for years. They will butcher everything sentient in Melkath if nothing is done.”

    Paul leaned forward. “So what do you plan to do?”

    “I will retire to the panic room beneath Castle Melkath,” Waldis said simply. “It is… adequately fortified.”

    He let the silence stretch before continuing.

    “I am not without resources, however. I possess specialized Depthstrider suits — Ancient relics designed for underwater reactor maintenance. Heavy radiation shielding combined with self-contained oxygen recyclers. They are among the last functioning pieces of pre-war engineering in this park.”

    Waldis’s eyes narrowed.

    “I will give them to you… if you agree to descend into the crater and destroy the Radboleth once and for all. It has evaded me for years, displaying a cunning I find both infuriating and impressive. This will not be a simple hunt.”

    He leaned back, studying their faces.

    “Give me half a day to excavate and prepare the suits. In the meantime, return to Thisshish. Help the Sleeth survive the coming night. Prove to me that you are more than just destroyers.”

    The offer hung in the metallic air like a blade.

    Help defend the island through the night against the Drill Tooth swarms… then descend into a radioactive hell wearing ancient diving armor to kill a creature that had already turned two of their own into puppets.

    Waldis smiled thinly.

    “Choose quickly, Knights. Dawn is not far off… and neither are the teeth.”

    Close-up comic illustration of a bald, older man with a thick graying mustache and intense furrowed brow, smoking a long-stemmed pipe. Smoke curls upward as a single dark drop falls from his chin. Dramatic black line art with strong shadows on a plain beige background. Classic fantasy/sci-fi illustration style.
    The Sage of Melkath. Original art by Bart Sears.

    When the Knights returned to the island, they found Garet awake — swimming in the lagoon bar, the makeshift rebreather helmet keeping him alive on land. Mordecai had finished the device just in time.

    The techno-sorcerer looked up at them, water sloshing inside his helmet, voice broadcast through the external speaker.

    “So,” he said grimly. “We’re going hunting.”

    Thisshish’s shamans finished their work on the other two Knights. Noelani and Vulgaris would live, but it would take hours for the tincture to fully purge the Radboleth’s influence.

    Night was falling fast over Melkath.

    The island, once a place of eerie beauty, now felt like the calm before an apocalyptic storm. The dense artificial jungle had fallen silent. Even the very real songbirds had gone still, as if sensing what was coming.

    Paul Best stood motionless among the tiki torches and thatched huts, staring south. In the distance, a low, droning buzz was rising — the sound of thousands of Drill Teeth stirring in the outer ruins, drawn by the scent of weakened prey and failing power systems.

    Mordecai moved further south and checked the Geiger counter again. The readings from the crater lake were still lethal. Garet, now wearing the crude but functional rebreather helmet, stood nearby, water sloshing faintly with every movement. He looked like a man half-drowned and half-reborn.

    Paul’s voice was quiet but iron-hard. “We don’t have half a day. Not with those things coming to devour everyone and everything.”

    Arkadiusz adjusted the strap of his MP5K, jaw set. “Then we make our stand here. Tonight. We hold the island for the Sleeth, protect what’s left… and tomorrow we go diving into hell.”

    Garet’s distorted voice crackled through the rebreather’s external speaker. “If I’m still breathing when the night ends, I’ll be right there with you. But if we fail …”

    He didn’t need to finish the sentence.

    Top-down game map of a tropical amusement park, featuring an extensive wooden roller coaster track system winding across the area over water and land. The scene includes palm trees, wooden boardwalks, a purple boat at a dock, a central glowing blue fountain, and various structures. Multiple player character avatars with usernames (such as Thisshish, Mordecai Throgmorton, Paul Best, etc.) are positioned throughout the map. A visible grid overlays the entire scene.
    Thisshish and the Gamma Knights mount a defense against the Drill Tooth invasion

    The Sleeth were preparing what defenses they could — spears, traps, and ancient rituals — but everyone knew the truth:

    The Drill Tooth swarms were coming.

    Hundreds. Maybe thousands.

    And somewhere far below, in the radioactive heart of the old reactor, the Radboleth was waiting. Healing. Thinking.

    Planning its next move.

    Paul looked at his battered companions — a great white ape with a cannon for an arm, a half-mutated technomage breathing water through a scrap-metal helmet, and a weary scavenger who had already cheated death more times than any man should.

    He allowed himself the ghost of a smile.

    “Well,” he said, drawing his katana with a soft ring of steel, “we’ve had worse odds.”

    As the first distant screams of Drill Teeth cut through the twilight, the Gamma Knights turned to face the coming darkness.

    The real horror wasn’t what they had just survived.

    It was what they still had to do.

    PARTY CURRENT LOCATION:

    Top-down map of a tropical theme park layout, displayed on a grid with numbered zones and attractions (1–13). The map shows winding roller coaster or ride tracks, clusters of palm trees, various buildings and structures, pathways, and a marked “Dead Zone” area. Some sections of the map are blacked out or cropped. Classic theme park management game interface style.
  • The Reclaimers pressed onward, clearing the Grand Plaza with weapons raised and nerves frayed. They gave the roiling black rad-mist a wide berth, its hungry tendrils reaching like living smoke. In the northeastern quadrant they found a section of ceiling that had collapsed, leaving a precarious metal staircase, catwalk, and railing hanging over the void like a broken spine. One by one they climbed, L’Uomo Prime and Steve Austin taking point. Steve rose on silent wings to scout ahead, while L’Uomo and the massive Butterball leapt upward with mechanical grace.

    The third floor opened into the Office Warrens — a decaying maze of collapsed cubicles and winding corridors where stale air hung thick with dust motes that danced in slanted shafts of sickly light. The hot metal floor burned through boot soles. Sheik, Plissken, and Butterball were forced to gulp down the Badgers’ pungent “burrow brew” to dull the pain, while D’Can’Tr wrapped his silicone limbs in strips of scavenged leather. The entire level felt like a tomb that had forgotten it was dead.

    L’Uomo’s detector legs flickered constantly with warnings — radiation pockets, infrared signatures moving behind walls and above ceiling tiles. The deeper they pushed, the more the feeling grew that they were being watched.

    A grenade bounced out of a vent with malicious cheer.

    The explosion threw them into cover as shrill, chittering laughter echoed from every direction — from inside the walls, above the ceiling panels, behind piles of debris. They were in a gauntlet.

    Rather than fight an invisible enemy in hostile territory, the Reclaimers chose to parley. They met the Blue Hoardin — a cunning clan of rat-like humanoids who claimed this sector. After surrendering a few trinkets, power cells, and hand axes, safe passage was granted. The Blue Hoardin warned them that the floor was divided among four rival clans — Red, Blue, Yellow, and Green — all locked in endless, bloody war. Reaching the upper levels would mean crossing Red territory, and the Blues made it clear the Reds were unreasonable at best.

    A tough-looking anthropomorphic rat wearing a blue bandana stands in a dark, ruined futuristic industrial corridor. It’s holding a large bundle of colorful electronic chips and components, with a heavy weapon slung over its shoulder, surrounded by broken machinery, hanging wires, and flying sparks in a dystopian post-apocalyptic setting.
    A Blue Hoardin from the 3rd floor.

    Steve Austin, with a predator’s grin, proposed a solution: pit the clans against each other. The Blues would hide in ambush while the Reclaimers lured the Reds into a decisive strike. The rat-people’s eyes gleamed with delight at the scheme.

    The plan worked with brutal efficiency. Sweet words and calculated flattery convinced the Red Hoardin that the outsiders could help them crush their rivals. When the Red warband marched out to attack what they believed was a vulnerable Blue camp, the Blues fell upon them like a tide. Grenades bloomed and small-arms fire rattled through the warrens as the rat-war ignited in full.

    Top-down tactical game map of a dark, industrial sci-fi facility with a gray tiled floor. In the center is a large white hexagonal platform with a glowing golden sunburst design. Scattered throughout are crates, debris, machinery, and multiple red enemy markers (the Hoardin). Two player characters are visible: Henry Darksky in the upper right with a blue energy effect, and Turkey Plissken in the lower right. The area features broken flooring, trenches, and scattered sci-fi props.
    The Reclaimers sparking a war among the Hoardin.

    While the Hoardin tore each other apart, the Reclaimers slipped away through back corridors and found a ramp leading to the fourth floor.

    The middle-management sector was smaller, the building visibly tapering as it rose. Faint rad-hum vibrated through their bones. Flickering emergency lights cast bloody shadows across warped desks and neat rows of cubicles that now looked like dunes of ruin. The carpet was a sickly green, thick with age and mold. The air smelled of burnt plastic and old coffee.

    As they approached the central elevator lobby — a brutalist-art deco atrium of cold grandeur — a security robot rounded the corner.

    “Identification, please.”

    Weapons snapped up. But L’Uomo Prime stepped forward, his voice calm and authoritative, citing long-forgotten green-level clearance codes from his memory banks. To everyone’s astonishment, the robot accepted the command and stood down. A second robot followed moments later and was similarly recruited. The Reclaimers suddenly found themselves flanked by two powerful Arc bots armed with devastating Arc-Lightning Battle Systems.

    Their relief was short-lived.

    From the far side of the vestibule came the heavy tread of more machines — these ones clearly corrupted, their movements jerky and hostile, as though they had waited decades for someone to finally eject from the boardroom. They opened fire without hesitation.

    The battle erupted in a storm of lightning and violence.

    Blue-white arcs of electricity tore across the lobby. One bolt struck the rear guard, chaining between Sheik, D’Can’Tr, Turkey Plissken, and Henry with devastating force. Sheik’s stun pistol fizzled uselessly. Lasers barely scratched the enemy armor. The controlled Arc bots answered with their own lightning, but the corrupted machines were relentless. L’Uomo’s vibro-axe struck true, only for his weapon to suddenly power down mid-swing. Steve Austin’s shots with the captured AR-50 kept missing, the unfamiliar rifle fighting him at every trigger pull.

    The fight became a desperate, grinding melee. Butterball roared as he poured rifle fire into the enemy. Henry’s M1 Garand barked again and again. D’Can’Tr and Plissken added what they could. Sheik, bleeding and scorched, switched to his vibro-beak and charged. The corrupted Arc bots answered with merciless lightning, nearly killing Sheik outright and forcing both him and Steve to fall back, bodies twitching from electrical trauma.

    For a moment it seemed the machines would overwhelm them.

    Then Henry’s Garand found its mark, blowing one bot apart in a shower of sparks. Turkey Plissken scored a direct hit. Sheik, bloodied but unbowed, drove his vibro-beak into another with a savage cry. Butterball’s rifle delivered the killing shot on the last corrupted machine.

    Silence fell across the elevator lobby, broken only by the crackle of dying electronics and the ragged breathing of the survivors.

    They had won — barely.

    But as they regrouped among the smoking wreckage, checking burns and gathering what little remained of their strength, the Black Monolith seemed to press down on them heavier than before. They had survived another floor.

    The question none of them voiced hung in the scorched air:

    How many more floors remained… and what waited at the very top?

    Top-down tactical battle map of a large indoor/outdoor sci-fi facility with green flooring and a visible grid. Multiple player characters are positioned across the area: Henry Darksky, Turkey Plissken, D'Can'Tr, Sheik M. Baek, Steve Austin, and Butterball. Several red enemy tokens with crossed-out circles are scattered around the map, indicating defeated foes. The environment includes circular table/bench areas, office cubicles, tables, plants, and an elevator lobby in the center.
    The Reclaimers clearing the 4th floor of the Black Monolith
  • The air inside the boathouse was stifling, thick with the smell of rot, gun oil, and desperation. Paul Best stood at the boarded window, jaw clenched so tightly the muscles stood out like cables. Outside, the lake still glowed with that obscene, pulsing green — the color of something that should never have been born.

    “We’re out of time,” he said. “Vulgaris is about to come through the floor. If we don’t do something now, we lose everything.”

    Mordecai loomed over Garet’s unconscious form, his massive fingers moving with surprising care as he checked the Stabilization Unit pressed upon the technomage’s chest. “It’s holding,” he growled. “The unit is keeping him stable… for now. But it doesn’t cure him. We’ve got four hours before he wakes up still changing. Four hours to end this thing before we lose him for good.”

    Arkadiusz knelt in the corner like a man possessed, sweat cutting lines through the grime on his face as he wired together the monstrous device — a nightmarish marriage of every explosive they still possessed. His hands never stopped moving.

    Paul’s voice was low and edged with exhaustion. “I’ll take Vulgaris. Buy us the time we need.”

    “No,” Mordecai snapped. “We hit the Radboleth directly. We lure that bastard up and shove this thing down its throat.”

    The argument grew heated fast, voices rising in the cramped, rotting boathouse. Noelani lay unconscious on the floor between them, breathing slow and shallow. Garet remained deathly still on the counter, locked in fragile suspension by the Stabilization Unit.

    Then the floorboards exploded upward.

    Vulgaris erupted from below like something possessed, vines whipping wildly. Mordecai met him head-on, trading blows that shook the entire building. Electricity crackled violently as Mordecai’s non-bonic hand ignited, his massive fist engulfed in searing blue-white energy. With a thunderous roar, he drove the glowing hand straight into Vulgaris’ torso.

    Paul grabbed Noelani and started dragging her toward the door. Arkadiusz hauled Garet by the heels, grunting with effort as he backed out onto the landing.

    Mordecai finally dropped Vulgaris with a point-blank shot from his Mark XII Blaster Rifle. The Plantiant collapsed in a heap of twitching vines.

    For half a second, they thought they had won.

    Then Noelani’s eyes snapped open — glowing the same poisonous green. She twisted like a cat, slamming Paul backward and launching herself at Arkadiusz. She tried to ensnare him with her leg irons, but he clotheslined her mid-leap. She hit the ground hard and went still again.

    They had barely caught their breath when Mordecai’s motion scanner screamed.

    The fog was rolling in again.

    And this time it brought company.

    A new wave of Souls’kers came skimming across the water, half-a-dozen of them, a droning black swarm of hunger. From the foliage behind them, a monstrous black scorpion the size of a horse burst forward, claws raised, stinger arched high. It went straight for Arkadiusz.

    The battle descended into pure chaos.

    Mordecai and Paul opened up on the mosquito swarm, blaster and plasma rifle lighting up the fog. Arkadiusz danced with the scorpion, dodging strikes that shattered wooden planks, firing his MP5K in desperate bursts.

    Then the lake itself seemed to boil.

    Huge tentacles thicker than a man’s torso erupted from the glowing water, whipping through the air with terrifying speed. The Radboleth had finally come.

    Arkadiusz planted his feet and reached out with his mind, trying to seize control of the creature using the very thought-pattern it had once tried to impose on him. For one terrible moment, he felt it — vast, ancient, and impossibly alien. Then the Radboleth simply shrugged him off like an insect.

    The mental backlash nearly dropped him to his knees.

    There was no more time.

    Arkadiusz tore the massive bomb off his back and hurled it toward Mordecai. The great ape caught it, spun, and with a roar of pure effort, heaved the nightmarish device in a long, arcing trajectory toward the center of the lake.

    The Radboleth’s massive tentacles surged upward with blinding speed, snatching the bomb out of the air like a striking predator. For one terrible heartbeat, the creature held its prize just above the surface.

    Then it slipped back into the glowing green murk, dragging the explosive down into the darkness without a sound.

    Everything was still.

    Then the bomb detonated.

    A column of water and fire roared skyward, shaking the ground. The explosion was cataclysmic. A violent whirlpool formed at the center of the lake, sucking down water, boats, and wreckage with terrifying speed. In minutes, the entire artificial ecosystem began to drain.

    When the chaos finally settled, the lake was gone — nothing left but a vast, steaming crater of mud and broken machinery. At its center lay the cracked black-glass dome the Ancients had built centuries ago, now split wide open and glowing with lethal radiation.

    And there, slithering through the shattered dome like a nightmare returning home, was the Radboleth — wounded, but very much alive.

    A cold, chemical laughter echoed through the minds of Paul, Mordecai, and Arkadiusz — mocking, triumphant, and utterly inhuman.

    Their enemy had not been destroyed.

    It had simply found a new, deeper place to hide.

    The Gamma Knights stood among the ruins of the Safari Boat Ride, breathing hard, surrounded by the corpses of Souls’kers and the drained corpse of what had once been a thriving ecosystem.

    They had survived.

    But the Radboleth had escaped.

    And somewhere in the darkness beneath the Melkath Crater, it was already beginning to dream again.

    Aerial view of a dystopian industrial wasteland. At the center is a large circular metal drain glowing with toxic green liquid, surrounded by hundreds of dead argent fish radiating outward in a dramatic starburst pattern across cracked, barren earth. Large weathered industrial towers and pipes stand nearby, with murky puddles scattered around the scene.
    Original image by Agnes Dnd
  • 🚨 HEADS UP, Techno-Sorcerers! 🚨

    Big map drop coming your way very soon!

    On Tuesday, June 3rd I’m releasing a full Famine in Far-Go map set for classic Gamma World — five full-color, high-definition VTT maps optimized for Foundry, Roll20, Fantasy Grounds, and other virtual tabletops.

    Expect clean, atmospheric maps that capture the post-apocalyptic weirdness of the Far-Go region: ruined towns, radioactive badlands, mysterious ruins, and all the dangerous beauty that makes Gamma World so much fun.

    These are designed to drop right into your campaign so you can start running Famine in Far-Go (or your own twisted adventures) immediately.

    The I’ll be posting the full release with download links and preview images on June 3rd — mark your calendars!

    If you’ve been waiting for good Gamma World VTT support, this is the one you’ve been waiting for.

    Who’s excited? Drop a comment below so I know you’re hyped!

    See you on the 3rd, 

    DROP LINK and COUNTDOWN: https://www.patreon.com/posts/159844864

    With wasteland grit and glowing dice,
    God of the Robots / gammaterra.org

    A four-panel collage of top-down pixel art game maps:
Top-left: A sprawling, intricate underground settlement with stone walls, numerous winding tunnels, and a small turquoise lake on a rocky, barren landscape.
Top-right: A metal truss bridge carrying a road over a winding turquoise river with dark banks, set in a green grassy area.
Bottom-left: A rural scene featuring a large dark rectangular building adjacent to a road, a vibrant green pond, dense trees, farmland, and smaller structures.
Bottom-right: A dark, volcanic terrain with a large turtle-like rock formation, a glowing purple tree with tentacles, red meteor rocks, and scattered orange bushes.

The image has a retro pixel-art style with visible grid lines, typical of strategy or Tabletop RPG game map.
    Map Set Preview
    +
  • Fellow Wasteland Wanderers, Mutants, and Late-Night Signal Scavengers,

    In the irradiated ruins where the old world’s broadcasts still leak through like rad-ghosts in the static, I’ve locked onto something special. Tune your scavenged CRTs (or whatever battered device still hums in your bunker) to this cursed transmission from Horrible Home Video’s Channel 42.

    This is 6 full hours of the strangest, most unhinged retro TV and commercials you’ll ever witness. Think low-budget local ads that feel like fever dreams, bizarre PSAs, forgotten toy pitches, mock horror anthology vibes, and that perfect late-night “what the hell am I watching” atmosphere that hits different when you’re hunkered down in the wastes. It’s got the cursed VHS aesthetic, wonky bumpers, and enough weirdness to fuel your next Gamma World / Metamorphosis Alpha session or just zone out to while the Geiger counter clicks in the background.

    Perfect background radiation for painting minis, writing post-apoc lore, or pretending the broadcast is the last surviving signal from pre-Fall civilization… right before it all went gloriously wrong.

    Pro tips from the outpost:

    • Dim the lights.
    • Crank the volume just enough to hear the static.
    • Bonus points if you watch it on an actual old TV.

    Drop your favorite unhinged commercial or moment from the broadcast in the comments. Did the glass eye shack ads hit too close to home? Was the talking dog 900-number the final straw for pre-collapse society?

    Stay irradiated. Stay weird.
    God of the Robots
    Gamma Terra – Wasteland Outpost