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July 29, 2026

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Reptoids Under Pittsburgh 13

Reptoids Under Pittsburgh

Session 13: Three Fronts in the Deep

Posted by The Game Master | Category: Campaign Playthrough

The heavy steel bulkhead groaned as it swung open, revealing the massive, pulsing nerve center of the Duquesne Light power grid substation. The high-voltage buzz hummed through the air, mixing with the hot stench of the swarming hive below. To stop the imminent blackout and flooding of the city, the team had to divide and conquer instantly—three critical jobs, three separate targets, zero room for error.

First came the ambush. Slipping past the main entryway, Uncle Morty’s veteran survivalist crew bypassed the young protagonists entirely to take on the elite overseers protecting the primary control hub. Carl racked his 12-gauge shotgun while Brenda quietly lined up her crosshairs on the towering Reptoid Engineers turning the electrical dials. “Eat lead, you subterranean freaks!” Carl roared, pulling the trigger as a hail of buckshot lit up the chamber.

🎲 Morty's Crew Ambush (Ranged Attack Check - 3d6)

Target: Carl's Combat Skill is 12. Catching the Elite Reptoid Engineers off-guard gives a -2 modifier.

The Dice: [2] + [3] + [2] = 7 - 2 = 5

Result: 5 is a devastating hit! Brenda's rifle and Carl's shotgun systematically drop the engineers before an alarm can echo through the broader hive grids.

With the engineers suppressed, Sally sprinted low under the flying shrapnel, diving straight behind the main operational terminal. Sparks showered over her as cables shorted out. Armed with her deep understanding of Pittsburgh's water and grid schematics, she tore the primary console panel open, exposing a bird's nest of high-voltage lines. Her fingers flew across the breakers, desperately executing a terminal lockdown sequence.

🎲 Sally's Terminal Lockdown (Level 1 Intellect Check - 3d6)

Target: Sally's Intellect (IT) is 12. She must bypass the active sabotage and isolate the substation electronics.

The Dice: [2] + [1] + [4] = 7

Modifiers: Sally applies her Notice Details (Lv1) talent, reducing the total to 6.

Result: 6 is an outstanding success under 12! The electronic grid clicks shut, locking out remote reptoid interference.

Experience Gained: 12 - 6 = 6 EP earned for Sally (Current Total: 27 EP).

As the electrical systems clicked into a secure automated loop, the automated flood alarms began to blare. The high-pressure river main was still wide open, threatening to drown the facility. Danny didn't think twice. Leaving the terminal cover behind, he sprinted into the wet, spraying darkness of the lower valve chamber. A massive, rusted iron wheel—the primary shutoff gate—stood trembling under immense subterranean pressure.

Danny threw his shotgun over his back, wrapped both arms around the icy metal wheel, and gritted his teeth. Behind him, the remnants of the pack were scratching at the locked security glass. “Not today,” Danny growled, using every ounce of his remaining strength to force the massive valve shut against the raging river torrent.

🎲 Danny's Heavy Pressure Shutoff (Level 1 Strength Check - 3d6)

Target: Danny's Strength (ST) is 12. He must turn the jammed wheel to seal the main breach before the room floods completely.

The Dice: [2] + [3] + [4] = 9

Result: 9 is well below 12. SUCCESS! Danny forces the lock ring home with a heavy, resounding echo.

Experience Gained: 12 - 9 = 3 EP earned for Danny (Current Total: 6 EP).

With a loud, mechanical *CLANG*, the valve locked into place. The roaring water inside the pipes suddenly subsided into a dull, defeated gurgle. The lights throughout the substation flickered wildly for a moment before stabilizing into a solid, bright white glow. Up above on the streets of Pittsburgh, the power grid held. The blackout had been entirely averted.

Sally collapsed against the secure console, wiping sweat and scaly grease from her forehead as Danny slung his shotgun and walked up the steps to join her. They had locked the doors, isolated the grid, and broken the immediate vanguard. But as Uncle Morty looked out the reinforced observation window, his smile quickly faded. The primary hive queen was waking up down in the core basin—and the grand finale was right in front of them.

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July 28, 2026

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Reptoids Under Pittsburgh 12

Reptoids Under Pittsburgh

Session 12: The Flush and the Shadow

Posted by The Game Master | Category: Campaign Playthrough

The dark iron service hatch beneath the 31st Street Bridge hummed with the sound of rushing water. Down below, the subterranean vanguard was already digging in. Going straight down the middle would be suicide, so the team devised a dual-pronged tactical insertion: a massive diversion up top, combined with a dead-silent drop into the shadows.

While Danny, Uncle Morty, and Brenda crept down the wet concrete embankment with their weapons low and flashlights off, Sally ran back to the warehouse's primary infrastructure valve. Gripping the massive, rusted iron wheel of the main water bypass, she checked her watch. “I’m priming the reverse-flush now, Danny,” she radioed in. “The second you hear the pressure blow, you move.”

🎲 Sally's Infrastructure Sabotage Check (Level 1 Intellect Check - 3d6)

Target: Sally's Intellect (IT) is 12. She needs to correctly balance the pressure lines to create a localized surge without blowing up the city's main water treatment facility.

The Dice: [3] + [4] + [1] = 8

Modifiers: Sally applies her Notice Details (Lv1) talent to read the old pressure gauges flawlessly, letting her subtract 1 from the total.

Final Total: 8 - 1 = 7

Result: 7 is a brilliant success under her target of 12! The trap is set perfectly.

Experience Gained: Target (12) - Final Roll (7) = 5 EP earned for Sally (Current Total: 21 EP!).

Deep within the access tunnels, a massive, echoing *THOOM* reverberated through the pipes. Thousands of gallons of pressurized municipal water tore through the drainage valves, bursting into the primary intersection like a tidal wave. Screams of scaly shock rang out down below as the sudden torrent caught the Reptoid sentries completely off guard, washing their structural blockades down the tunnel.

That was Danny's cue. Moving with absolute discretion, he used Morty's padded climbing ropes to slide silently through the main service grate, keeping his shotgun tucked flat against his chest. Brenda and Morty followed, their boots making zero sound as they slipped through the steam.

🎲 Danny's Infiltration & Stealth Check (Level 1 Skill Check - 3d6)

Target: Danny's Skill (SK) is 11. He must drop into the wet, echoing darkness without drawing the attention of the remaining scouts.

The Dice: [2] + [1] + [5] = 8

Result: 8 is well under 11. SUCCESS! Danny drops into the tunnel shadows completely undetected.

Experience Gained: Target (11) - Roll (8) = 3 EP earned for Danny (Current Total: 3 EP).

Thanks to Sally's massive water diversion, the immediate junction was a chaotic mess of swirling river mud and confused, dazed reptoids struggling to recover their equipment. Slipping past them in the shadows was easy. Danny waved Morty forward, his eyes scanning the dripping brick arches until they found what they were looking for: the heavy steel bulkhead leading into the Duquesne Light power grid substation.

Sally dropped down the rope moments later, her wrench tucked back into her belt. The path to the heart of the hive was wide open, but the high-voltage hum of the substation ahead was vibrating through the walls. The final confrontation was only a room away.

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July 27, 2026

0

Reptoids Under Pittsburgh 11

Reptoids Under Pittsburgh

Session 11: Secrets from the Deep

Posted by The Game Master | Category: Campaign Playthrough

The pinned Alpha beast growled, a low, vibration that rattled Danny's teeth. Thousands of pounds of industrial metal kept it securely glued to the warehouse floor, but its tail still thrashed weakly. While Uncle Morty’s crew scrambled around the warehouse to prepare for a deep-tunnel breach, Danny and Sally walked right up to the monster's snapping jaws.

Danny drew his new surplus pistol and held it dead center between the creature's yellow eyes. “Give us a reason, gecko,” Danny warned, his grip steady. Sally knelt down safely out of reach of its teeth, her fingers sweeping across the creature’s rubbery hide. She wasn't just guessing—she noticed something artificial fused right into its thick leather collar.

🎲 Sally's Tactical Extraction Check (Level 1 Intellect Check - 3d6)

Target: Sally's Intellect (IT) is 12. She needs to decipher the bizarre subterranean device attached to the beast to pinpoint the hive's staging area.

The Dice: [1] + [4] + [3] = 8

Modifiers: Sally applies her Notice Details (Lv1) talent, letting her subtract 1 from the total.

Final Total: 8 - 1 = 7

Result: 7 is an incredible roll, well below 12. CRITICAL SUCCESS!

Experience Gained: Target (12) - Final Roll (7) = 5 EP earned for Sally (Current Total: 16 EP).

With a satisfying click, Sally pried open a crude, brass-cased compass-like tracking apparatus bolted directly into the beast's scales. Inside wasn't a standard magnetic needle, but a pressurized fluid vial that pointed directly toward a specific subterranean junction. “This is it!” Sally gasped. “It tracks the pressure differentials in the water main. It’s pointing right toward the forgotten service hatch beneath the 31st Street Bridge. That's their direct backdoor into the power substation grid!”

While Sally mapped the exact route, Uncle Morty thudded a heavy wooden footlocker onto the hood of the van. Inside lay the real hardware—heavy tactical options for a final push into the darkness.

“If you're going into their nest, you're going loaded,” Morty grunted, spinning the combination dial. “Carl, give the boy the backup 12-gauge. Sally, take these fragments. We don't come home without winning this.”

💥 The Armory Unlock & Final Gear Prep

While the team uncovers the location, Morty unlocks his premium stash. Danny and Sally pool their remaining $30 cash and trade in some favor tokens to maximize their firepower:

  • Danny's Weapon Upgrade: Swaps his small blade for Carl's Shotgun (Damage: 3d6 at Close Range, a massive upgrade for tunnel fighting!).
  • Sally's Special Inventory: Receives 2 Homemade Pipe Grenades from Morty's locker (Damage: 4d6 explosive radius, perfect for clearing tight tunnel corridors).

Brenda slung her hunting rifle over her shoulder and checked the battery on her tactical headlamp. “The water grid is already fluctuating on the radio. If we don't drop down into that hatch and seal the primary main within the hour, Pittsburgh is going dark permanently.”

Danny pumped his shotgun with a satisfying, metallic click, locking eyes with Sally. The preparation was finished. They had the target, they had the heavy artillery, and the sewers were waiting.

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