July 2017 RPG Blog Carnival – Post-Apocalyptic House Rules

Most creations of the apocalypse are accidental.

The end of the world happened as we expected, too many people squabbling over too many things.  And with their super weapons, a new breed of terror was unleashed.  Not only did the radiation spread, it became aware, it gained its own life.  And what followed?  I dare not say…  All that is certain is the horrors of this war spawned all of them.  Protect yourself at all costs, should you run into such a mockery of life.

The post-apocalypse, a staple of darker science fiction.  There are few greater fears than not only one’s own death, but the death of the world we live in.  Or at the very least, the death of civilization.  In most cases, we wouldn’t have roaming raiders, so much as starved out and depressed barbarians.  But, since science fiction gives some leeway, we’re able to explore the grittier side with the likes of Cormac McCarthy’s The Road to the more gonzo like Mad Max and all of the bootlegs and homages that it inspired!  (And ’70s/’80s Italian post-apocalyptic bootlegs are simply incredible.)  Or go even further with the likes of Adventure Time, especially in the more recent years as the old world was further expanded upon.  Even if settlements are rebuilding the old world and some semblance of stability comes to the wastes, there are still many hazards that roam the blasted out reaches.  Just like the dungeon crawls and treks of D&D fantasy, the world has regressed into an age of buried secrets, monstrous threats, lost knowledge and high adventure!

With that, today I’m going to focus on retooling some old ideas I’ve had for post-apocalyptic settings.  Effects of radiation, as well as enfeebled equipment and ruins of buildings are given some spit and polish.  Plus, I wanted to bring back a fair share of gruesome and ghoulish creatures I had worked on in the past.  Whether it’s an elemental power of radiation itself or the many mutants that is probably created, there are tons of familiar faces.  While I wanted to make a scrapping based craft mechanic, I couldn’t really settle on a base craft mechanic.  To be fair, neither has core D&D really.  And until we have an expanded idea, there are tons of concepts floating throughout the web.  So, I’ll likely come back to that in the future.

Author’s Note: Here’s something I’ve been wanting to do for a while!  In fact, it’s part 1 for that matter.  Expect a heaping helping of horrifying mutants within the next couple of days to next week!  Stay glowing, my radioactive muties!

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June Blog Carnival – Bizarre Bazaar – Magitech!

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Why hello-li-lo-li-lo!  The name is Jermaine!  Funny name for a guy like me, I know, but I’m the one and only!  I know what you’re about to say… What am I?  Don’t worry, I am not offended, not in the very least!  I love to talk about myself!  I am of the Arcane and I am here to serve you.  These robes I wear, they are ceremonial, for the high holy act of commerce and trade; a sacred practice among my people.  My people have scoured wild space, the planes, the multiverse, you name it; we have visited it!  Many like me collect all sorts of oddities for my “bizarre bazaar”.

Unlike that barmy star berk, I assure you that my wares are much safer… and much fairer of a price.  My associates procure a wide variety of simply marvelous items from all over all known realities, the price you pay matches the story and the piece!  Now, what is my specialty?  Why, I collect and craft technological crafts empowered by The Art…  That’s “magic” for the clueless out there.  I’ve rambled far too long…  So my lovely observers, do you see anything you like?  Hmmm?  …  Oh, and one more thing!  No refunds, a merchant has to make a handful of jink somehow.  Ya hear me, baby?

Author’s Note: I’m back with another contribution to the RPG Blog Carnival!  This month’s theme is gonzo cross-genre gaming, hosted by Cross-Planes!  Find out more HERE.  Also, stay tuned for my theme post next month!

If there is one thing I love, it’s magitech!  Sure, most of my planar items count as this already, but I wanted to try something new.  In fact, I made a new shopkeeper narrator for the occasion as well!  (Don’t worry, Zam’dul isn’t going anywhere, Jermaine promises this!)  Here’s a sampling of technomagical devices for your games!  And yes, Scaramouche from the Samurai Jack miniseries inspired Jermaine the Arcane.  I also went a little crazy on these, so they might be a tad unstable.

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Strange Things in Bloodied Wyvern Peaks Adventure Report: Part 4

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“Where are we?  When are we?”

It has been a bit of a hiatus, but we’re back!  Hooray!  The lands beyond Qvosfeir await, as our team etches closer through the rugged terrain of the bloodied wyvern peaks.  And by lands beyond, I mean quite beyond!  As always, things are about to get even weirder!

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Strange Things in Bloodied Wyvern Peak Adventure Report: Part 2 & 3

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“THEY ARE AMONG US!”

At long last, the players are ready to embark into the mountains ahead, unsure of what strange things await them within the jagged lands beyond.  What dangers will they face?  Will their ranks thin?  Will some go mad?  Will they awaken new horrors upon the land?  Only time will tell!

Author’s Note: Due to a handful of things, part 2 was cut very short.  As such, I decided to merge the recap with part 3.  Stay tuned for more after the jump!

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Strange Things in Bloodied Wyvern Peaks Adventure Report: Part 1

The Orvaldt Sanctuary Sanitarium

Greetings and well met!  Welcome to the realm of Qvosfeir, a land of frigid tundra and hardy folk.  Under normal circumstances, the Kingdom of Orvaldt would be a thriving hub of trade and travel, overseen by King Orvaldt; proud head of the clan as well as ruler.  A thriving internal economy of mining helped to establish the kingdom’s presence far before modernizing into the city of today.  Forged by an ancestor of Orvaldt, as well as House Emberbeard, the small mining town grew until it had earned its place as a proud and powerful land.  The nearby land proved lush and fertile, as the rocky crags and fields gave way to refreshing springs and favorable hunting grounds.

That was, until the “strange things” began to occur.  A general term, the strange things marked a series of events over the course of a year; people vanished, the soil turned bad and crops withered, plague began to emerge from no where, strange poisons leaked into the water, reports of horrible monsters overwhelmed locals and travelers alike… especially the miners.  The far most odd were two incidents witnessed by residents.  The first being tendril-covered ball creatures attacked a nearby homestead, dissolving what prey they could find and absorbing it into their mass.  Upon being slain, attempts to study them only brought confusion as they had no discernible anatomy from quick glance and they melted and vaporized not long after death.  The other incident was an airship jumping out of a planar portal over the mountain, before a pillar of incredible light shot up from one of the peaks and destroyed the vessel, as it crashed somewhere in the mountains below.

Attempts to discover the cause or end it outright have been failures, with the remainder of each exploration group returning insane or deathly sick.  Those who didn’t die were sent to a converted sector of the Physician’s Ward of the city that was converted into an asylum.  Meanwhile, much of the populace has been evacuated with the help of much of the kingdom’s army, as bandits and other opportunistic folk have seized the chance at picking at the desperate kingdom.  Attempts to gather heroes from the inside and outside have been mostly fruitless.  Those who survived the raiders and bandits have managed to push into the city, in hopes of an audience with the king.

Hello again!  For a slight change of pace, I wanted to chronicle my expanded take on the D&D adventure I wrote a little ways back.  Don’t worry, more homebrew is on the horizon.  In fact, I have a prospective DM’s Guild project that’s almost done as well.  While I’ve had fun running modules over the years, even running organized play events, I wanted to jump back into creating my own campaigns.  I hope you enjoy reading this as I did running the campaign!  In addition, I hope to have some uploaded audio logs of the campaign as well, for your entertainment.  I’ll probably post an announcement on that, but in the meantime, the FlumphCast YouTube channel is where the videos will be found.

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