Category: Inspiration/Ideas

An alternate timeline for Gamma World

Trampier-GammaWorldRabbitsI like the new gamma world. It’s a fun game and a great way to get new players familiar with the combat mechanics for 4E. Not to mention a great game in its own right for something to run once in a while. The entire random character generation and throw caution to the wind playstyle really kept my group’s attention.

One thing I did miss though was the classic idea of people surviving some huge nuclear calamity, surrounded by technological wonders of some long lost race of ancestors. In fact D&D was a lot like the older Gamma World in that flavor of exploring old ruins, except you are running around with assault rifles and vibro swords.

So the new idea of all these alternate realities converging into one with the newest version of 4E fell a little short for me. One aspect I liked was the utter craziness you could come up with and it could fit in a sudden collapse of the world today. But I liked the idea of most societies being highly advanced, surrounded by wondrous technology, and then that world suddenly falling apart at the doom of a nuclear war.

So I worked a new timeline into my game. I wanted to move things ahead, but not so much that our entire concept of societies and communities were lost. I wanted the individual homes, high rise apartments, and a corner store still there, just surrounded in the trappings of high tech. You could still find some older technology around. Maybe things weren’t that advanced for everyone, with some countries in the third world still lagging behind a little.

Most knowledge would be lost, but you could have pockets of people that could hold onto those secrets. I also wanted the potential to throw something in from space, so you have colonies on Mars and the moon. Who knows if some of the colonists have returned and set themselves up as gods.

I wanted some kind of explanation why everyone gets a sudden mutation at the drop of the hat. So what if in the near future just about everyone incorporated some manner of genetic engineering? The systems and vectors for inserting selected genes then becomes a key target for random mutation. Be exposed to some potent chemical mutagen or a high dose of radiation and this pliable genome goes wild. It’s fantasy, but a serviceable explanation.

Lastly, I still wanted something to allow for the introduction of crazy creatures, mutated animals just wasn’t enough. I wanted something even more out there. I then remembered the short story (and horror movie too) by Steven King, The Mist. What about some great accident that opens up a hole into another dimension? And through that hole I could allow for all manner of monsters and wild beasts to pour into our own world.

It might serve as a way to explain a sudden collapse for Earth. It also might explain the use of nuclear weapons, some event so drastic it would require deploying these destructive weapons. Not to mention the possibility these dimensional holes might pop up repeatedly, allowing for another potential adventure idea. Yeah, I needed a different timeline. So below is what I use for my game.

Common History
None can remember the cause, but tales tell of two great tribes that went to war with such savagery and horrible weapons, they blotted out of the sun and scorched the earth. They had put a curse on the land and it twisted and contorted the life that sprung there for generations to come. Those that were able to survive crawled among the wreckage of great cities and slowly found their senses. The beings in this altered earth rebuilt and grew prosperous on the bones of the old world.

Some claim to know old speak, but many feel they are simply spinning tales of fancy. Others claim that some of the old race exists, hidden away in deep holes in the ground or even fallen from the sky. Again, many in the world think these legends and tall tales to pass time at the fireside. But no one can deny that a great race of man had existed. They had flourished and created a fantastic world of marvelous magical items. What happened to them, what was the cause of the Great War, no one can say. The people of the world only hope that they can avoid a similar fate…

True History
2015
The creation of a nano multi-lightwave emitter and photo detector is developed laying the foundation of organic computers. Now computer data does not have to be binary code, but can transmit different active states of information. Coupled with the ability to reliably synthesize one atom diameter gold nanowires using bacteria, computer processing power makes a quantum leap forward.

2030
Small scale cold fusion is developed. The creation of nanobots is now a distinct possibility. The advances in computer science have allowed for the sequencing of nearly every living organism on the planet. Advances are made in gene therapy. Genetic engineering of animals and plants become commonplace.

2035
Greater understanding of developmental biology has lead to the discovery of selective tissue cloning. This allows for rapid regeneration of tissues and leads the way for stunning medical advances, allowing doctors to selectively turn off (and on) genes, almost eliminating many forms of cancer.

2040
Solar powered nanobots are successfully developed to handle a multitude of tasks. Fusion power replaces the internal combustion engine (except in the most under developed countries) and advances are made to miniaturize fusion reactors.

2055
Wide scale gene manipulation becomes common for most developed countries. Nearly 1/5 of all children in the world are altered to express selected traits. AgriPepsiCo becomes the first company to successfully patent and release a genetically modified animal fit for human consumption, PigBox, a square shaped pig. Sentient AI is achieved in large super computers. Human cloning is banned worldwide, but many countries begin to develop secret military programs covertly. The first international colony on the moon is established.

2075
Fusion technology is refined to power many handheld devices. Automated robots with limited AI are commonplace. The development of cybernetic implants becomes a reality with the first quadra-transplant conducted on military volunteers. Genetically modified crops and livestock are the norm. Unique designer animal pets become the rage for many people of developed countries.

2085
Almost 1/2 the world’s population is either genetically modified or have cybernetic implants. Many genetic modifications include the incorporation of animal and/or plant genes. Mars is colonized by competing individual nations. The United States, desperate to keep up with the greater superpowers of China and the United Federation of Asia, uses genetically modified human clones extensively for this endeavor.

2090
In an attempt to develop faster-than-light travel a warp field generator is tested in Russia. This creates an rift into an unknown dimension. Hordes of creatures from this other world pour into Earth. Most of Asia falls into chaos with this rapid invasion of wild beasts.

2091
A large scale nuclear strike into Russia from the United States and Europe is done in attempt to close the interdimensional rift (some claim it was an excuse to strike at the greater neighboring superpower, China). As a response, the remaining Chinese provinces and remnants of India launch a counter strike to the US and European countries. It is unknown if the nuclear strike was successful in closing the rift. The great decline begins.

2100
Records are unclear, but some claim the worldwide nuclear winter finally lifts. Society has collapsed and the world man has known is gone.

2175?
Very little knowledge of the past is retained. Mankind is forever altered with pliable genomes susceptible to sudden mutations from intense radiation and chemical mutagens. Mutants stand side-by-side with the remaining humans in this strange new world.

Expeditions of Amazing Adventure: The mischievous monoliths of Miandriss

The open plains of Miandriss are dotted with deep lakes that are fed by a myriad of small rivers and streams. This land is known for its fine farmland and rolling plains of grain. But one cannot fail to mention the great mysterious stone statues that also lie about the many farming communities of this land.

Most are level to a man’s chest and hold the visage of some simple humanoid face. The gray stone on many are so worn, barely any detail can be found on their face. It is unknown the purpose of the stone markers, or what race was responsible for creating them.

Many people look upon the statues that grace their fields and homes as good fortune. Most farmers would agree, that to deface or move such stoic rock figures would be tempting foul luck. Even older traditions of more primal beliefs still hold sway over many communities.

Each long fall before the main harvest, huge bonfires light the night sky. Families with homes near the stone figures will leave pints of dark ale, sharp cheese, and hearty loaves of bread. Most folk will spend the evening around the fires drinking merrily and filling the air with laughter and song. All done to appease the spirits buried deep within the quiet stone faces of the statues that dot their community.

Villagers claim as the night drags on, the fires fall to embers, and the folk weary with sleep and drink retire to their homes, that the rock figures come alive. Sure enough, many farmers will find some of their wheat baled, or fruit from thick orchards in bushels. And pity the miser farmer that did not leave a meal for their stone neighbors. He might wake to find his livestock scattered or a small vegetable patch rooted up. Usually, such a slight is rewarded with some mischievous deed. Yet few whisper of more darker deeds, one of children gone missing in long past seasons.

One thing is for certain, every statue has moved by the dawn of the following day. Even the great imperial arcane guild has documented this phenomenon without any explanation. Attempts to do so have always resulted in some mishap. Whether a young apprentice seems to fall asleep during the observation, or a group of wizards is run off by some irritated beast, no one has actually seen the statues move.

They only know that by the next sunrise these simple figures of man have managed to uproot themselves and move. Be it a mere 10 feet or hundreds of yards, it seems that each season the stone statues of Miandriss begin a migration, quite possibly a great jest from some ancient trickster god.

Off for a while

I’m heading out of the country again for a bit. I expect my internet availability (and/or time to post) spotty at best. So I’ll likely be offline for the next few weeks. Till then enjoy a bit of inspirational art I pilfered from the net. Toodles for now!

Expeditions of Amazing Adventure: The twisting trade route of the Tahnzabar jungle

Ohmeer and Ashure are the two major kingdoms which border the great jungle of Tahnzabar. The steaming jungle is teeming with lizardmen tribes and foul beasts. Legends speak of the great sorcerer, Hisham the Heretic, who resided deep within the rain forest. His wild magics infused the jungle with chaotic arcane energies such that trees and vegetation grew rampantly and unchecked.

Many claim this was the reason that no formal roads could be built within the jungle. Any effort to clear a path, or lay stone under the thick canopy of trees, was doomed for failure. Within a month the vegetation of the jungle would reclaim the land. Others whisper this was due to foul primal gods the lizardmen pray to, and their dark sacrificial rituals, that helped keep civilization at bay in this wild jungle.

Undeterred and driven by the desire of untapped markets, various trade guilds banded together to create a great stone road that would lie above the trees of the jungle. Such a massive undertaking was secured, when each kingdom offered to send troops to man the road if one was complete. It was rumored that each kingdom felt such a herculean effort would not be completed, and even if so, the flow of goods along the route would be a boon to each realm.

It was nearly 25 years in the making. Guilds of dwarven stonecutters offered their expertise to the design and construction. Arcane guilds charmed many great creatures to aid in the movement of massive loads of stone and mortar. The possibility of new markets for slaves was so tempting that even slavers from the southern deserts offered their stock as workers.

The result was the great stone route. A wall high enough to sit above the trees of the jungle and wide enough for a single cart to pass. The completion of such a monumental task was unthinkable to Ashure. The kingdom unwilling to commit the many troops needed to man the wall and only offered a pittance of men. Ohmeer saw this an opportunity to further extend their influence throughout the jungle of Tahnzabar, and quickly offered to make up the bulk of forces needed to serve as guardsmen.

To this day the trade route has stood for over 75 years. It serves as a lifeblood of trade, and become a somewhat of a border, between the kingdoms of Ashure and Ohmeer. It is nearly a two day journey along the wall and the sight of long caravans is not uncommon. Many sections of the route pass through various guard posts, manned by men-at-arms from Ohmeer. Still, the journey can be perilous, as bandits and lizardmen make efforts to raid merchants along the route.

Additionally, as this route was created by the different trade guilds no formal tolls can be collected from either kingdom. However as the route is rather narrow, money commonly changes hands where brokers charge for goods that are exchanged from section to section. One merchant may find his goods put aside as another competitor has his wares shuttled further towards its destination. Outsiders can find this process a chaotic tangle of carts and porters moving crates and barrels in a constant ebb and flow of material. However many quick tongued brokers manage to efficiently move the goods along this route.

Some adventurers might gain employ from merchants carrying more precious cargo as guards. The route is long, and the possibility of resting within a guardhouse is not always guaranteed midway.

Additionally, although the many trade guilds use the route freely, they are typically at each other’s throats midway along the route. It is a common occurrence for rival merchants to pay extra for their goods to get priority. Some have even had another’s goods set aside while theirs are transported ahead. Although it is rare, some merchants have employed men-at-arms to make sure their wares are moved freely. The Ohmeer guards frown on this, but usually stay out of the way if a melee erupts where the combatants stick to blows and avoid open bloodshed.

The jungle of Tahnzabar is also a relatively unexplored land. Midpoint along the road is an excellent starting location to gain access to the more remote regions of the jungle. The rumors of ruins and the ancient laboratory of Hisham the Heretic acts as enticing draws to many adventurers.

Lizardmen tribes are also a nuisance, constantly making attempts to raid the trade along the route, or damage the great stone road itself. Each kingdom has been known to fund the efforts of private mercenary companies to scout out and destroy any warbands seen within the deep jungle.

Expeditions of Amazing Adventure: The arbor temples of Adryia

Halfling folk are the most common denizens of Adryia, with its rolling green hills and pockets of thick woods. Many of the population adhere to the sprawling network of rivers that dissect Adryia into its various provinces. Because of river trade and their wanderlust, many halfings in this region worship Avandra.

It is the halflings to the west however that holds a greater reverence towards the deep woods and hears the spirits within the great oaks. These smaller sects of halfings revere Melora, and share her love of the primal forests. They construct housing of lumber sparingly, and are sure to keep the oldest of the trees standing if clearing an area.

Many temples and community buildings are built around such old trees. It is said that the spirits deep beneath their old bark are alive and whisper to those that are clever enough to hear them. The spirits give council on extreme weather and sudden changes of the seasons. Many farmers have been known to seek a priest at these temples to gain divination on the upcoming planting season, and which types of crop would likely yield a bountiful harvest.

Come deep fall, every five years, this region plays host to the oddest of visitors. It is common for elves to frequent these communities and trade among the little folk. Even the reclusive shifter nomads can been seen among halfings, trading thick furs and smoked meats for stacks of fillbread and the plethora of roots locals harvest.

It is rumored that a great council meets within one temple. Here woodland druids and priests of Melora put aside their differences and seek council of the great trees housed within the temple walls. Dire talk of the possible encroachment of chaotic elementals and twisted humanoids is a topic of frequent discussion. As much as each party views the other worshiping false gods, each strive to aid each other against the common enemies of the woods and natural order. Because of this, many long days and nights are spent planning to counter any incursion of these foul creatures on their respective lands, and at times tense diplomacy is overseen by the halflings.

Some claim that it is only the halflings that could host such diverse guests successfully. It is their good humor, love of hearty food and drink, and generous hospitality that put many at ease. The sincere love that the halfings hold towards the forests is also a strong point.

Legends tell of dark orc armies which have tried to crush the halflings of Adryia. These stout-hearted people have always been able to repulse such attacks, with the oddest of allies always emerging from the woods to offer aid whenever threatened. This legend serves as a dire warning to those that seek to harm these good-natured people of this region.

Out for a bit.

Travelling again, so I’ll be away and have spotty internet for a week or so. Till then I think you all should take a gander at D&D Doodle as he has started to put up a few wilderness maps of his campaign. They are some pretty inspiring maps and images. SPOILER ALERT: If you are a player, expect some peeks at secret stuff for maps like below. If you are a DM, you not only get a player version but also a DM version with a few key locations. Yes, Brandon Kruse is that awesome. Check it out!

Toodles for now.

Expeditions of Amazing Adventure: The shifting pillars of Porphimia

The remnants of these pillars still stand tall after 175 years. Their width nearly three men across, these heavy pillars manage to shift by some unknown force. At seemly random days, when the sun is at its highest, some (or all) of the pillars slowly inch to other positions. Within a day the immense columns have aligned themselves in another location, but each pillar will move at the most just ten feet. They serve as a fantastic demonstration of the immense power wielded by the great wizards, Ulaam of the one eye, Hisham the heretic, and Digby, as legends say the three put aside their differences to construct the pillars.

For over a century great wizards of the western empire have made attempts to discern a pattern in the pillar movement. Some have postulated that the pillars mark themselves by measuring changing constellations in the night sky. Others have theories that the stone columns act as an elaborate clock marking the passing seasons. A minority will stand by the whimsical nature of Digby, that the pillars were some manner of a wizard’s game, or even a monumental joke.

However devout followers of Ioun are convinced the pillars hold some religious significance. Pilgrimages to the remote site are frequently made by more pious members of the order. Some are willing to stand guard over the pillars, ensuring the faithful are party to any studies involving the strange arcane monument.

Expeditions to the pillars are frequent. Despite being studied for years, many companies of spellcasters seek to decipher the hidden meaning of the shifting columns. A few are convinced a secret trove of riches lie deep under the foundation. It is a matter of understanding the elaborate key of the pillar’s themselves. Such thoughts have inspired many nobles and adventurers to join company with other arcane academics, offering their swords and great wealth to help in fending off hazards that surround the remote location.

Expeditions of Amazing Adventure: The Cabalistic Clay of Domneran Canyon

To the south a thin section of land serves as an oasis to the harsh desert regions that surround it. A small range of mountains hold the Domneran river that winds its way down towards the flat plains. This river feeds a narrow stretch of land able to serve as an agricultural base. Enough so that a few cities have been able to establish themselves, feeding their people with simple crops and diligent fishermen that trawl the river for fish and soft shell crustaceans. Many of these cities have also been able to serve as a central trade stop between far empires and kingdoms separated by the great dessert, further bolstering these simple economies.

Far up to the river source, deep within the mountains, lies a narrow canyon which the Domneran river springs forth. The canyon (which is known for the river it contains) holds high cliffs etched through deep stone of the surrounding mountains. Legends tell that the mountains were formed when colossal giants fell in a great battle against the gods. Their flesh seeped into the ground, and their bones served as scaffolding for the mountains that arose.

These giant corpses imparted magic buried within the very core of the mountains. It is only over centuries as a river cut deep into the mountains, forming the Domneran canyon, has this magic been able to seep out of the stone. Far within the coiling canyon are pools of water, bubbling with mystical energy. The clay taken from these pools are rumored to be infused with arcane power. Some claim such power has medicinal properties, while others state the clay holds chaotic magical forces so potent they can bend iron.

It is a treacherous journey to the Domneran canyon. The climb is through perilous rock and savage creatures haunt the mountain range. This has kept many from traveling to the canyon, but high demand for the clay that lies on the silty bottom finds a few willing to try.

Some temples are willing to lead pilgrimages to the pools that lie along the canyon path. Such waters are claimed to have restorative powers, but these journeys are hazardous. Especially as gnoll tribes hold claim to much of the canyon for their own foul rituals. A wealthy noble, desperate to find a cure to an aliment might likely secure not only a temple guide, but also an armed group of adventurers, if they were so inclined.

Many wizards are willing to part with gold to obtain a pouch of the magical clay. If a group were willing to take the risk to reach the Domneran canyon, they likely could easily find a buyer for any clay they managed to gather.

Expeditions of Amazing Adventure: The titan footsteps of the tundra wastes

The barren tundra of Kormerria is a harsh land with brutal cold winds that chill the bone. Few can traverse these expansive wilds and not succumb to the freezing climate. Somehow, roaming clans of humans and half-orcs can scratch out a meager living but only barely. It is the thorough knowledge of the lands, passed on by generation to generation that has allowed these races to live there. One such guarded secrets are the titan footsteps.

Scattered among the plains and at bases of the infrequent mountain ranges are magical locations, serving as an oasis to the surrounding brutal cold. These locales are remnants of a fairer time. A window into the past world where the lands grew wild with lush vegetation. These locations are a paler image of that time, but their power still pulses through the earth.

These oval areas are, at most, 100 yards across and hold land barren of snow and ice. Some even have small crops of grasses scattered among the rocky soil. Within these small regions, the wind and cold temperatures are lifted, and a gentle warmth can be felt as if from an invisible sun. These scattered pockets of land serve as a reprieve from the harsh tundra. Crossing the wintry terrain is an arduous task, but the journey can be slightly improved if one can rest within these locations.

Local inhabitants revere these areas as holy land. These sparse locations serve not only as a means for clans to roam the tundra plains hunting game, but also as final resting places for tribal elders. Their corpses are bound and buried upright, with small columns of rocks serving as a rudimentary tombstone. Tales from elders claim that long ago titans had walked the world, leaving footsteps in their wake. These footsteps still echo of primal magic, creating small reprieves in these cold lands.

Some alchemists say the stones from these areas are magical, and can be used to make powerful elixirs of protection. Although few prominent alchemists are willing to fund an expedition to retrieve such stones, they will gladly pay a hefty price for a pouch full.

More thieving adventurers might consider robbing the graves of clan elders that lay buried in many of the locations. It is known that fine jewels of obsidian and opals adorn the headdresses of many Kormerrian elders, as are ceremonial daggers and armor of great chieftains. Local tradition of Kormerrians dictate such prizes be buried with their kin. These tombs within a magical oasis might be a tempting find if seeking treasure.

Many local barbarian tribes see the disruption of such lands as blasphemous, and will inflict a quick death to the offender. Those that seek rest in the titan footsteps must be wary of any nomads they encounter. Despite good intentions of only using these lands for a night’s proper rest, prejudice against outsiders likely mean encounters with such barbarians will end in violence.

Some blogs for inspiration

I’ve been cruising some of the D&D message boards and blogs. Quite a few folks have been discussing how to keep coming up with ideas. I agree sometimes it can be a challenge to pull something new out of the DM hat. I always need to get recharged and find something that sparks some creative idea. There are a few blogs I enjoy that usually do the trick.

D&D Doodle has quite a few pics I’ve posted in the past. I find a lot of his stuff just great idea fodder. Looking at his rendering of the lonely tower in Fallcrest, how can you not get an idea for a quick dungeon delve?

lonelytower

Personally I can’t wait for the final rendering of Hammerfast. All ready I’ve got tons of ideas rolling around for some city adventures.

hammerfastpost

Even the smaller surface communities like his Dwarf Town has my creative juices going.

hammerfast-5

And this inn? Maybe it could also serve as a barracks for a mercenary company, a local for an urban adventure, or how about a mystery set in a deserted roadside inn?

Speaking of inns, another site I love is Fame and Fortune for his series on inns and taverns. Just about every month this guy puts up an interesting inn or tavern. He laces it with eloquent descriptions of the locale, the fare that would be served, the clientele that frequent it, and some broad strokes describing the proprietors. It is solid stuff and has been my go to site if I need to think of an inn or tavern for an adventure. Some of the stuff has got me brimming with ideas. I’ll likely consider plopping the Barrel in my group’s next jaunt to a dwarven town, and for the Wooden Sword I have one word… pit fighting. Yeah, my players will be doing a fight tournament soon.

Another site is a new comer that I have absolutely fell in love with. Year of the Dungeon has a simple premise, post a new dungeon sketch every 3-4 days. It outlines a basic map with a few simple details. But the blogger here also scatters a few descriptors for items and trappings you can use to dress up your adventure. I love the idea and the stuff here is a great source for sparking an idea of that next grand adventure for your group.

So these have been a few sites I’ve enjoyed, by far this is not an inclusive list. If you’ve been stumped on thinking up a new adventure.