Monday, August 5, 2024

R.P.G. SpellJammer Sandbox - Part 13 - Byzantium Prime



The illustrious heart of the Byzantium Sphere stands as a Fortified beacon of cosmic splendor and ancient grandeur amidst the vast expanse of the astral sea. As the central hub of trade, politics, and religion, Byzantium Prime is a place where ancient traditions meet the endless possibilities of the stars. The Empress’ palace, a floating bastion of opulence and power, oversees a realm where interstellar diplomats negotiate alliances and merchant guilds vie for control of lucrative trade routes. The Bosporus Aether Flow, a vital cosmic current, channels ships through the sphere, linking Byzantium Prime with distant colonies and resource-rich asteroids. 

Amidst this vibrant, ever-evolving metropolis, one can find a rich tapestry of cultures and species, all contributing to the city’s unparalleled diversity and dynamism. Whether seeking knowledge, wealth, or adventure, those who arrive at Byzantium Prime are drawn into its unique blend of celestial majesty and Byzantine intrigue, making it a pivotal nexus in the endless expanse of the Spelljammer universe.

This is also known as the melting pot sphere as those that enter, get transformed into Byzantine citizens:  it is only a matter of time.  There has never been a revolt in recorded history.  The centralized nature of the government made it possible to sue or even criminally prosecute officials who were corrupt. And the ordinary citizen had access to means of redress of grievances through the legal system that didn't involve eating the rich (as happened, allegedly, during some French Peasant revolts)

Of note are the Theodosian Walls.  The great Gnome Dyson has sealed off the crystal sphere in a massive Dyson sphere to allow maximum protection.  This is further enforced by weapons at key check points and celestial weapons.  This, combined with the imperial navy it makes it virtually impossible to invade from an outside power.            

1.       The Celestial Aegis

The Celestial Aegis is a massive, radiant crystal structure suspended in the heart of Byzantium Prime's crystal sphere. Shaped like a colossal, multifaceted gemstone, it glows with an ethereal light that shifts in hues, representing the divine favor and cosmic energy that sustains the sphere. Intricate patterns of golden filigree and ancient runes are embedded within its surfaces, depicting scenes from both Greek mythology and the Byzantine Empire's history.



2.       Constantinople (Imperial Hub)

    1. Function: Central trade and political hub.
    2. Transformation: A massive space station or floating city, the core of the crystal sphere. The city could be a grand amalgamation of Spelljammer technology and ancient Byzantine architecture, with towers and domes made of crystal and enchanted metals


Hagia Sophia (Celestial Archive)

    1. Function: Center of religious and scholarly activity.
    2. Transformation: A colossal, space-faring cathedral and archive. It could serve as a repository of knowledge and magical artifacts, with priests and scholars studying the mysteries of the multiverse.


The Bosporus Strait (Aether Flow)

    1. Function: Vital trade route.
    2. Transformation: A natural space current or aether flow that ships use to travel swiftly between different parts of the sphere. This could be controlled by various factions for strategic advantages.  The Aether flow creates a natural flow causing this place to be easy as an empire.


Key Movers and Shakers

1. Empress Theodora II

  • Role: The current Empress, inspired by the historical Empress Theodora, leading Byzantium Prime through a period of significant reform.
  • Plot Hook: Theodora has enacted sweeping reforms to improve the lives of her subjects and modernize the empire, but faces staunch opposition from conservative factions. Nasty rumors circulate about her personal life and possible connections to dark magic, undermining her authority. Adventurers could be hired to uncover the source of these rumors or protect the Empress from assassination attempts.

2. Archbishop Callista of the Celestial Church

  • Role: High priestess of the Celestial Church, overseeing the worship of the Greek gods through a unique fusion of Greek mythology and Christian Orthodoxy.
  • Plot Hook: Callista seeks to uncover a lost tome of celestial prophecies hidden in the Nebula Sea, believed to contain secrets about an impending cosmic event tied to the gods' will. She hires adventurers to retrieve the tome while dealing with rival factions within the church who have differing views on the fusion of faiths.

3. Lord Admiral Alexios Kallas

  • Role: Commander of the Imperial Fleet, responsible for the defense of Byzantium Prime and its trade routes.
  • Plot Hook: Alexios suspects a mole within his ranks is leaking information to space pirates. He enlists the help of skilled operatives to root out the traitor and protect a critical convoy carrying supplies to an outlying asteroid colony.

4. Lady Eudokia Palaiologina

  • Role: Leader of the Merchant Guilds, a powerful consortium controlling much of the trade and commerce in the sphere.
  • Plot Hook: Eudokia is embroiled in a clandestine war with a rival guild from a neighboring sphere. She hires adventurers to sabotage her rivals’ operations and secure exclusive trade contracts with distant civilizations.

5. Master Engineer Nikolaos Metaxas

  • Role: Chief inventor and head of the Artificers' Guild, known for developing cutting-edge Spelljammer technology.
  • Plot Hook: Nikolaos has designed a prototype for a revolutionary new type of Spelljammer engine. However, blueprints have been stolen by a shadowy cabal seeking to reverse-engineer and sell it. Adventurers are tasked with recovering the plans and uncovering the culprits.

6. Captain Zara Varangian

  • Role: Commander of the Varangian Guard, the elite force protecting the Empress and the key locations of Byzantium Prime.
  • Plot Hook: Zara discovers an assassination plot against the Empress involving other high-ranking officials. She needs trustworthy adventurers to infiltrate the conspirators’ meetings and gather evidence to prevent the coup.

7. Sage Anthimos the Wise

  • Role: Renowned scholar and head of the Celestial Archive, keeper of vast knowledge and ancient artifacts.
  • Plot Hook: Anthimos has found clues to an ancient artifact believed to grant immense magical power. However, rival scholars and treasure hunters are also on the trail. Adventurers must navigate treacherous ruins and fend off competitors to secure the artifact for Anthimos.

8. Rogue Magister Helena Drakos

  • Role: Former court magician turned rogue, now leading a faction of outcast mages and rebels.
  • Plot Hook: Helena plans to unleash a powerful spell that could disrupt the Bosporus Aether Flow, causing chaos in the sphere. Adventurers are hired by the Imperial authorities to track her down and stop her before she can execute her plan.

9. Astral Explorer Orion Kantos

  • Role: Famous explorer and captain of a renowned Spelljammer vessel, known for discovering new realms and ancient ruins.
  • Plot Hook: Orion returns from an expedition with tales of a newly discovered crystal sphere teeming with resources and dangers. He seeks a brave crew to join him in charting this unknown territory, facing the perils of uncharted space and potential rivals.

Unique Features on Constantinople

Golden Horn (Wealthy Trade Outpost)

    • Function: Harbor and commercial center.
    • Transformation: A bustling trade outpost in space, where merchants from across the multiverse come to trade exotic goods. It could have markets and bazaars filled with rare items and magical artifacts.

The Hippodrome (Entertainment Hub)


    • Function: Center for public entertainment and races.
    • Transformation: A large space station or arena where gladiatorial games, spelljammer races, and other spectacles are held. This could attract adventurers and mercenaries looking for fame and fortune.

Great Palace of Constantinople (Imperial Command Center)

    • Function: Seat of the Emperor.
    • Transformation: The central command center of the crystal sphere, housing the ruling authority. It could be a floating palace with vast halls and chambers filled with opulence and political intrigue

1.       Pandidakterion

    • Role: Keepers of knowledge and magic.
    • Transformation: A prestigious institution of arcane and celestial learning, perhaps located in the heart of the imperial capital. This serves as a hub for scholars, mages, and adventurers seeking knowledge and training in the mystical and technological arts that define the setting.  This houses an extensive library,

Adventures and Plot Hooks

  1. Political Intrigue
    • Adventurers could be involved in the political machinations of the Emperor's court, dealing with rival factions and uncovering plots.
  2. Exploration and Trade
    • Missions to explore uncharted regions of the sphere, establish new trade routes, or retrieve rare resources from the asteroid fields.
  3. Defense Against Invaders
    • Defending the crystal sphere from external threats like space pirates, marauding alien races, or even extraplanar invaders.

 




Sunday, August 4, 2024

R.P.G. SpellJammer Sandbox - Part 12 - The Mechonosphere

 


Description:

The Mechonosphere is a unique crystal sphere that contains Mechanoir. The sphere itself is a complex lattice of translucent, crystalline structures that emit a soft glow, visible even from great distances in Wildspace. The Mechonosphere is known for its navigational challenges, with constantly shifting crystalline pathways and unpredictable energy surges.

Key Features:

  • The Electroveil: A region within the sphere where the energy fields are so dense that they create an electric fog, concealing anything within it.
  • The Forge Stars: Small, artificial suns created by the ancient civilization to provide energy. These stars can be tapped for immense power but are also heavily guarded.
  • The Mechanum: A vast, floating city within the sphere that serves as the Mechnauts’ primary spaceport and hub for interplanetary trade and diplomacy.

Planet: Mechanoir

Description:

Mechanoir is a planet made almost entirely of metal and crystal. Its surface is a blend of sprawling metallic cities and vast plains of crystalline structures. The planet's core generates immense amounts of arcane energy, which the Mechnauts harness to power themselves and their creations. The sky of Mechanoir glows with a constant aurora of shifting colors due to the planet's energy fields.

Society:

The Mechnauts have a society structured around various functions and castes:

  • Warforged Defenders: The protectors of Mechanoir, these Mechnauts are built for combat and defense.
  • Autognome Artisans: Responsible for crafting and maintaining the cities, they are the builders and engineers.
  • Cogmind Scholars: Intellectuals and arcane specialists who study the planet's energy and the universe beyond.
  • Rustbrood Harvesters: Specialized units that harvest resources and manage the planet’s ecosystem.

Interaction and Conflict

Internal Dynamics:

  • Cogmind Scholars vs. Rustbrood Rebellion: The Cogmind Scholars often find themselves at odds with the Rustbrood Rebellion due to their differing philosophies. Scholars advocate for peaceful coexistence and the pursuit of knowledge, while the Rebellion seeks expansion and domination. This ideological clash leads to internal conflicts and political maneuvering within Mechanoir.
  • Autognome Artisans’ Role: The Autognome Artisans are typically neutral but are sometimes caught in the middle of these conflicts. They are primarily focused on building and maintaining the society, but their skills are sought after by both factions.
  • Warforged Defenders’ Loyalty: The Warforged Defenders are generally loyal to the ruling consensus of Mechnaut society but are often pulled into the conflict to maintain order and protect the planet from internal and external threats.

Relationship with Adventurers:

Threat Potential:

The Mechnauts are formidable due to their advanced technology and arcane mastery. They are highly protective of their homeworld and resources. Any perceived threat to Mechanoir or their way of life can provoke a swift and coordinated response. Rogue factions within the Mechnauts, such as the Rustbrood Rebellion, seek to expand their influence aggressively, sometimes clashing with other spacefaring civilizations.

Ally Potential:

Despite their potential for conflict, the Mechnauts are not inherently malevolent. They value knowledge, trade, and mutual defense. Adventurers who prove themselves worthy can gain powerful allies. Mechnaut scholars might share arcane secrets, artisans can craft unique items, and defenders may join forces against common enemies.

Ideas for Adventurer Hooks:

  1. The Lost Codex: A Cogmind Scholar believes an ancient codex containing secrets of the Mechnauts’ creators is hidden somewhere in the Mechonosphere. They hire the adventurers to find it.
  2. Rustbrood Rebellion: The Rustbrood faction has stolen a powerful energy source from the Forge Stars. The adventurers must retrieve it before they use it to wreak havoc.
  3. Electroveil Expedition: A Warforged Defender requests the adventurers' help to navigate the dangerous Electroveil to rescue a stranded Mechnaut unit.
  4. Trade Negotiations: The Mechanum is looking to establish new trade routes, and adventurers are tasked with brokering deals with other crystal spheres.

Adventurer Hooks Involving Cogmind and Rustbrood

  1. The Cogmind Conundrum: A Cogmind Scholar has discovered a hidden archive with secrets that could revolutionize Mechnaut technology. However, the Rustbrood Rebellion is also after it. Adventurers must help secure the archive and decide which faction to support.
  2. Rustbrood Rampage: The Rustbrood Rebellion has begun aggressive mining operations on a neighboring moon, threatening its ecosystem. The adventurers are hired to stop the Rebellion’s activities and restore balance.
  3. Scholarly Expedition: A group of Cogmind Scholars seeks protection for a dangerous expedition into the Electroveil, where they believe ancient creator artifacts are hidden. Adventurers must guard them against the Rustbrood and other hazards.
  4. Defending the Forge Stars: The Rustbrood Rebellion plans to tap into the Forge Stars for immense power, potentially destabilizing the Mechonosphere. The adventurers must work with Warforged Defenders to thwart this plan.


The Cogmind Scholars

Origin and Purpose: The Cogmind Scholars trace their origins back to the earliest days of Mechanoir’s sentience. When the ancient creators first endowed the constructs with intelligence, a subset of these beings were designed to be thinkers and learners. The creators needed entities capable of understanding and managing the complex arcane energy sources that powered Mechanoir. Over time, these entities evolved into the Cogmind Scholars, dedicated to the pursuit of knowledge and the study of the universe.

Role in Mechanoir: Cogmind Scholars are the intellectual backbone of Mechnaut society. They are responsible for maintaining and advancing the understanding of arcane sciences, engineering, and philosophy. They operate grand libraries and laboratories within the crystalline towers of Mechanoir’s cities, constantly experimenting and innovating. Their primary goal is to ensure the stability and growth of their society through knowledge.

Interaction with Other Castes: Cogmind Scholars often collaborate with the Autognome Artisans to develop new technologies and with the Warforged Defenders to enhance their combat capabilities through arcane means. They are respected across Mechnaut society for their wisdom and insights.

Cogmind Scholar

Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age: Cogmind Scholars are effectively immortal but can fall into disrepair or be destroyed. They do not age in the traditional sense.

Alignment: Cogmind Scholars tend to be lawful, valuing knowledge and order, but individual alignments can vary.

Size: Cogmind Scholars stand between 5 and 6 feet tall and weigh around 200 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Constructed Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, or breathe.

Sentry's Rest: When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

Integrated Tool: You have proficiency with one type of artisan's tools of your choice, integrated into your body. This tool cannot be removed from you, and you gain double proficiency with it.

Arcane Knowledge: You know the Mending cantrip. Intelligence is your spellcasting ability for this spell.

Analytical Mind: You can add half your proficiency bonus (rounded up) to any Intelligence check you make that doesn’t already include your proficiency bonus.

Languages: You can speak, read, and write Common and one other language of your choice.

The Rustbrood Harvesters

Origin and Purpose: The Rustbrood Harvesters originated from a segment of Mechnauts designed for resource management and environmental maintenance. Their initial purpose was to mine raw materials and harvest energy from the planet’s surface and core. Over centuries, they became experts in resource extraction and the management of Mechanoir’s self-sustaining ecosystem.

Role in Mechanoir: Rustbrood Harvesters play a critical role in ensuring that Mechanoir remains functional and sustainable. They oversee the gathering of essential materials, the recycling of used resources, and the maintenance of the planet’s complex infrastructure. They are adept at transforming raw resources into usable energy and materials, ensuring the continuous operation of Mechnaut society.

The Rustbrood Rebellion: While most Rustbrood Harvesters are loyal to Mechnaut society, a faction within them, known as the Rustbrood Rebellion, has emerged. This faction believes that the Mechnauts should expand their influence beyond Mechanoir and dominate other worlds to secure their future. The Rustbrood Rebellion is more militant and aggressive, often clashing with the other castes and posing a significant threat to the stability of the Mechonosphere.

Rustbrood Harvester

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Age: Rustbrood Harvesters, like all Mechnauts, are effectively immortal but can be destroyed or fall into disrepair.

Alignment: Rustbrood Harvesters tend toward neutrality with a lawful or chaotic bent, depending on whether they are part of the loyalist faction or the Rustbrood Rebellion.

Size: Rustbrood Harvesters stand between 5 and 7 feet tall and are more heavily built than Cogmind Scholars. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Constructed Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, or breathe.

Sentry's Rest: When you take a long rest, you must spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.

Integrated Miner: You have proficiency with mason's tools or smith's tools (your choice), integrated into your body. This tool cannot be removed from you, and you gain double proficiency with it.

Durable Frame: You have advantage on saving throws against being knocked prone and can carry, push, drag, or lift twice the weight you normally could.

Resource Extraction: You know the Identify spell, and you can cast it once without expending a spell slot. You regain the ability to cast this spell in this way after finishing a long rest. Intelligence is your spellcasting ability for this spell.

Languages: You can speak, read, and write Common and one other language of your choice.

#Spelljammer

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#DnD

#TabletopRPG

#TTRPG

#WorldBuilding


Wednesday, July 17, 2024

Fallout 76 as a ttrpg. Some Thoughts




At the risk of gaining ire, I like Fallout 76.

I think the map is fantastic and there are some great stories that would be fun to interact with, but when you get there, they have already played out. 

It feels like the most incredible stories are told before you start playing the game.

Some of their best stories still end with, "and they all died," and you can't do anything about it.

Just turning it into a trpg and playing it earlier makes it less frustrating overall.

It would be a much better world to set your game during the Scorch Ascendency era, where your ragtag band of survivalists end up interacting with the various groups that are doomed unless the PCs manage to get involved.

You can even use the original quest and the video game as a template, but this time, you're not doing an autopsy. You're saving civilization.

So let’s break it down.

The Overview

Time: Late 2086, approximately a year before the official events of Fallout 76

Premise: As the various factions of Appalachia struggle to rebuild society and secure their own interests, a new and deadly threat begins to emerge—the Scorched Plague. This virulent infection, spread by the fearsome Scorchbeasts, transforms humans and other creatures into mindless, aggressive Scorched, who spread the plague further. The factions are mainly unaware of the scale and danger of this new threat, focusing instead on their immediate conflicts and survival needs.

Your party would give your players a chance to unify the remaining survivors against the real threat: the scorched plague. Good luck with that.

The Factions

If you want to save the world, you need to know the factions and their pros and cons.

Ash Heap Miners - Various groups of miners and scavengers operating in the Ash Heap region.

·       Pros: Knowledge of mining and resource extraction, access to valuable minerals, and potential expertise in crafting.

·       Cons: Vulnerability to environmental hazards, potential conflicts over resources, and lack of unified leadership.

Brotherhood of Steel - A military organization dedicated to preserving technology and knowledge.

·       Pros: Advanced technology, combat training, and strong leadership.

·       Cons: Can be authoritarian, isolationist, and resource-intensive.

Disciples of the Mist (Disciples of Dane) - A group of survivors who follow the teachings of the mythical figure, the Wise Mothman, and believe in peaceful coexistence with nature.

·       Pros: Harmony with nature, spiritual guidance, and potential access to unique abilities.

·       Cons: Can be viewed as cultists, may lack advanced technology, and vulnerability to external threats.

Enclave - A secretive organization composed of government officials and elites.

·       Pros: Advanced technology, organizational structure, and resources.

·       Cons: Authoritarian, elitist, and often viewed as hostile by others.

Free States - A group of prepper survivalists who seceded from the United States.

·       Pros: Self-sufficiency, survival skills, and knowledge of the region.

·       Cons: Can be paranoid, distrustful of outsiders, and lack infrastructure.

Mothman Cultists - Followers of the Mothman, a mythical creature believed to be a harbinger of doom or guardian spirit.

·       Pros: Mystical abilities, potential protection from supernatural threats, and a sense of community.

·       Cons: Can be viewed as fanatical, reliance on superstition, and potential conflicts with other factions.

Order of Mysteries (Mistress of Mystery) - A secretive organization of women dedicated to fighting evil and protecting the innocent.

·       Pros: Stealth and espionage skills, access to advanced technology, and a noble cause.

·       Cons: Small numbers, secretive nature leading to distrust, and vulnerability to direct confrontations.

Raiders - Various groups of lawless individuals who survive by raiding and plundering.  With the largest organization located at a place known as the top of the world, a former ski resort.

·       Pros: Combat prowess, resourcefulness, and adaptability.

·       Cons: Lack of morality, can be unpredictable, and prone to infighting.

Responders - A volunteer emergency organization focused on helping Appalachia.

·       Pros: Strong sense of community, medical expertise, and access to supplies.

·       Cons: Lack of formal military training, resource limitations.

Common PC Concepts

·  Ash Heap Miner: A miner or scavenger from the Ash Heap region, skilled in mining and crafting, seeking to profit from the region's rich mineral deposits.

·  Brotherhood of Steel Scribe: A scribe of the Brotherhood of Steel tasked with documenting the technology and history of the region, seeking to preserve knowledge for future generations.

·  Disciples of the Mist Cultist: A follower of the Wise Mothman, believing in peaceful coexistence with nature and seeking spiritual enlightenment through communion with the Mothman.

·  Enclave Agent: A member of the secretive Enclave organization, trained in espionage and combat, working to secure valuable technology and resources for the Enclave's goals.

·  Free States Survivalist: A survivalist who was part of the Free States movement, adept at living off the land and navigating the dangers of the Appalachian wilderness.

·  Mothman Cultist Prophet: A charismatic leader of the Mothman Cultists, able to inspire and lead their followers in pursuit of the Mothman's will and vision for the world.

·  Order of Mysteries Initiate: A member of the Order of Mysteries, trained in stealth and combat, dedicated to fighting evil and protecting the innocent.

·  Raider Scavenger: A scavenger affiliated with one of the Raider gangs, skilled in looting and pillaging, willing to do whatever it takes to survive in the post-apocalyptic world.

·  Responder Medic: A former member of the Responders who specializes in providing medical aid to survivors and treating injuries caused by the Scorched Plague.

·  Scorched Survivor: A survivor who was infected by the Scorched Plague but managed to resist its control, now seeking a cure and redemption for their past actions.

Shared Goals and Motivations

You are going to need to work on the connective tissue, so here are some ideas on how to put the group together?

  1. Common Threat: The Scorched Plague presents an existential threat to all factions. Emphasize that survival hinges on cooperation, as no single group can withstand the Scorched alone.
  2. Personal Stakes: Each character has a personal reason to fight the Scorched or seek allies. For example, a character's family might be in danger, or they might seek a cure for a loved one infected by the Scorched Plague.

Incentives and Rewards

3.       Mutual Benefits: Show that collaboration offers tangible benefits. For example, the Brotherhood of Steel might share advanced technology, while the Responders offer medical aid and training.

  1. Quests and Objectives: Create quests that require diverse skills and backgrounds. A mission might need a Responder's medical expertise, a Brotherhood scribe's knowledge, and a Raider's combat skills.

Narrative Hooks

5.       Past Connections: Establish pre-existing relationships or shared history. Perhaps two characters knew each other before the war or have crossed paths during their travels.

  1. NPCs and Factions: Use influential NPCs to encourage cooperation. Leaders from various factions might urge the characters to work together or provide them with joint missions.
  2. Mysterious Benefactor: Introduce a mysterious figure or organization that brings the party together for a common cause, offering them resources and information in exchange for their cooperation.

Party Dynamics and Role-Playing

8.       Conflict and Resolution: Allow for initial mistrust and conflict, but provide opportunities for characters to resolve their differences through role-playing and shared experiences.

  1. Character Development: Encourage players to explore their characters' growth. As they face dangers together, they learn to rely on each other's strengths and develop bonds.

Sample Party Composition and Backstories

  1. Ash Heap Miner: Seeking a safer place to work and live, they join the party to protect their interests and find new opportunities.
  2. Brotherhood of Steel Scribe: Tasked with documenting the Scorched and recovering technology, they require protection and local guides.
  3. Disciples of the Mist Cultist: Believes that the party's actions are part of a prophecy and joins them to fulfill their spiritual journey
  4. Enclave Agent: Operating undercover, they seek to gather intelligence and technology, using the party as a cover for their activities.
  5. Free States Survivalist: Skilled in survival, they are looking for information about the Scorched to protect their community.
  6. Order of Mysteries Initiate: On a secret mission to uncover the source of the Scorched Plague, they find the valuable party for their goals.
  7. Responder Medic: Sent from Flatwoods to assess the Scorched threat, they need allies to navigate dangerous territories.
  8. Raider Scavenger: Initially in it for the loot, they realize that the Scorched threat endangers their way of life and begrudgingly join the effort.

Bringing It Together

To bring these characters together, start with a scenario where they are all forced to cooperate in a critical situation, such as defending a settlement from a Scorched attack. This immediate threat will push them to work together despite their differences. As they face more challenges, they will start to see the value in each other's skills and perspectives, gradually building trust and camaraderie.

Side Quests

While saving civilization is the goal, there is plenty you can do with the currently alive factions:

1. Mistress of Mysteries vs. The Duchess

Quest Name: "Shadows and Steel"

Premise: The Mistress of Mysteries, leader of a secretive order, discovers that The Duchess, the proprietor of The Wayward, has obtained a powerful artifact that could tip the balance of power in Appalachia.

Objectives:

  1. Investigate the Artifact: The party is tasked by the Mistress of Mysteries to investigate rumours about The Duchess acquiring a rare pre-war artifact.
  2. Infiltrate The Wayward: Gain access to The Wayward, either by stealth, negotiation, or force, to locate the artifact.
  3. Confrontation: Decide whether to steal the artifact for the Mistress, destroy it to prevent its misuse, or broker a deal between the two factions.

Complications:

  • Double Agents: There are spies from both sides trying to influence the party's decisions.
  • Moral Dilemma: The artifact has the potential to help or harm Appalachia, depending on who controls it.

Rewards: Unique equipment, favour with either the Mistress of Mysteries or The Duchess, and potential access to special quests or information.

2. Prevent the Flooding of Charleston

Quest Name: "Rising Waters"

Premise: Rising water levels threaten to flood Charleston, and the party must work with various factions to prevent the disaster.

Objectives:

  1. Assess the Threat: Investigate the cause of the rising waters, which could be due to malfunctioning dam systems, natural causes, or sabotage.
  2. Secure the Dam: Travel to the nearby dam to either repair it or fend off raiders/saboteurs.
  3. Evacuation Plan: Coordinate with the Responders to evacuate the most vulnerable areas while ensuring key assets are protected.

Complications:

  • Limited Time: A race against the clock as water levels continue to rise.
  • Faction Disputes: Different factions have conflicting priorities, making coordination challenging.

Rewards: Improved reputation with the Responders and other local factions, resources from grateful survivors, and potential access to hidden caches revealed by the lowered water levels.

3. Repurpose Watoga

Quest Name: "City of Tomorrow"

Premise: Watoga, the automated city, holds immense potential. The party aims to take control of it and repurpose its resources for their own goals.

Objectives:

  1. Secure Watoga: Clear out hostile robots and other threats from the city.
  2. Reprogram the Systems: Hack into Watoga's mainframe to change its operating parameters and redirect its resources.
  3. Defend Your Claim: Protect the city from rival factions that want to seize it for themselves.

Complications:

  • Malfunctioning AI: The city's AI resists reprogramming, presenting unique challenges.
  • Rival Factions: The Brotherhood of Steel, Raiders, and other groups may attempt to take Watoga by force.

Rewards: Control over a powerful resource hub, advanced technology, and the ability to influence regional politics.

4. The Free States’ Call

Quest Name: "Liberty or Death"

Premise: The Free States, a group of survivalists, need help fortifying their bunkers and ensuring their independence from other factions.

Objectives:

  1. Supply Run: Gather materials to reinforce their bunkers.
  2. Train Militia: Assist in training their members to better defend against threats.
  3. Diplomatic Mission: Negotiate with neighboring factions to recognize their autonomy and establish trade agreements.

Complications:

  • Raiders' Threat: Raiders see the Free States as a soft target.
  • Internal Conflict: Disagreements within the Free States about the best course of action.

Rewards: Access to survivalist resources, unique training, and potential safe havens.

5. Brotherhood of Steel Artifact Hunt

Quest Name: "Relics of the Past"

Premise: The Brotherhood of Steel seeks pre-war technology scattered across Appalachia and enlists the party to help locate and retrieve these artifacts.

Objectives:

  1. Locate Artifacts: Follow clues to the locations of hidden caches.
  2. Secure and Retrieve: Fight off competitors and secure the artifacts.
  3. Deliver to the Brotherhood: Safely transport the artifacts back to the Brotherhood’s base.

Complications:

  • Dangerous Relics: Some artifacts might be unstable or cursed.
  • Rival Seekers: Other factions are also searching for these powerful items.

Rewards: Access to advanced technology, favor with the Brotherhood, and potentially powerful new equipment.

6. The Mothman Prophecy

Quest Name: "Eyes of the Mothman"

Premise: The party uncovers a prophecy related to the Mothman and must decide whether to support or thwart the cultists' plans.

Objectives:

  1. Investigate the Prophecy: Unravel the details of the Mothman prophecy through exploration and research.
  2. Cultist Interactions: Choose to ally with or fight against the Mothman Cultists.
  3. Fulfill or Prevent: Either work to fulfill the prophecy or prevent it from coming to pass, depending on the party's alignment.

Complications:

  • Mysterious Visions: The party experiences strange visions and encounters.
  • Divided Loyalties: Some members might be swayed by the cultists' beliefs.

Rewards: Mystical insights, unique abilities, and influence over the Mothman Cult.

Okay so you saved Appalachia…now what?

Well, now’s the time to enleash an even greater threat.

Namely the vault dwellers of fallout 76.

They are some of the most intelligent people to survive, and that arrogance carries with it the belief that they know better.

Plus, they will go feral quickly, being a chaotic mob that will treat the duty of “bringing back civilization” as a threat to all.

And that’s when they aren’t deciding to throw nukes willy-nilly.

The stupendium said it best in song!


For the Good of civilization, they need to be stopped.

Potential Engine

·  Savage Worlds: Savage Worlds is a generic role-playing game system that can be easily adapted to different settings. It is known for its fast-paced, cinematic gameplay and simple ruleset, which could work well for capturing the action-packed nature of Fallout 76.

·  Genesys: Genesys is another generic role-playing game system that offers a lot of flexibility for creating custom settings. It uses a narrative dice system that can add a layer of storytelling depth to your game, which could be useful for capturing the storytelling elements of Fallout 76.

·  GURPS (Generic Universal RolePlaying System): GURPS is a highly flexible role-playing system that can be adapted to almost any setting. It offers detailed rules for character creation and gameplay, which could be useful for creating the diverse range of characters and factions in Fallout 76.

·  Fate Core: Fate Core is a narrative-focused role-playing game system that emphasizes storytelling and collaboration. It uses a simple set of rules and mechanics that can be easily customized for your Fallout 76 setting, while still providing a solid framework for gameplay.

·  D&D 5th Edition: While Dungeons & Dragons is primarily a fantasy role-playing game, its rules can be adapted to other settings with some creativity. If your group is familiar with D&D 5th Edition, you could use it as a base and modify it to fit the Fallout 76 setting.

References

https://fallout.fandom.com/wiki/Fallout_76

the fallout 76 wiki is fantastic in showing off ideas when your party wants to go in a random location.


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  • #AppalachiaRPG
  •  



                 

    Sunday, July 14, 2024

    Gnome Revenge Table



    The following is a reminder that Gnomes are vengeful and should never be underestimated.  The idea is that the higher in the table, the more vindictive the action so feel free to add modifiers based on the pcs actions.  






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    #TTRPG
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    #FeyMagic
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    #GnomishRevenge

    Saturday, July 6, 2024

    Leagues of Votann - A Reimagining - Part 8 - The Korgul Reckoners

    The Korgul Reckoners



    Bio-Engineers of Vengeance: The Korgul Reckoners have mastered the art of bio-engineering, allowing them to commandeer and weaponize Tyranid biomatter. This knowledge is both their greatest strength and their greatest danger.

    Background:

    The Korgul Reckoners lost their Votann to a Tyranid invasion, which drove them to the brink of extinction. Swearing a Grudge of Vengeance, they dedicated themselves to understanding and exploiting Tyranid biology to turn their enemy’s strengths against them. They managed to capture a damaged Tyranid ship during a desperate battle and, through sheer ingenuity and the sacrifice of many lives, brought it under their control. Now, they use this ship, dubbed the Nid-Reckoner, to raid other Tyranid fleets and harvest their biomass for resources and weaponry.

     


    Strategies and Tactics:

    1. Bio-Engineering and Control:
      • The Korgul Reckoners have developed bio-engineering techniques that allow them to hack into the Tyranid synaptic control systems. By creating specialized Ironkin units (that volunteer) equipped with neural interfacing technology, they can issue commands to Tyranid organisms within the ship.
      • They use a combination of neural disruptors and synthetic pheromones to keep the captured Tyranid creatures under control. These methods are not foolproof, and there is always a risk of the creatures rebelling.
    2. Weaponization of Biomass:
      • The biomass harvested from defeated Tyranid ships is processed into bio-ammunition, regenerative materials for their own ships, and even new bio-engineered drones and weapons.
      • They have developed hybrid tech, combining Tyranid bioweapons with Votann technology, such as bio-plasma cannons and spore mines enhanced with Votann targeting systems.
    3. Dangerous Game:
      • The constant threat of the Nid-Reckoner being overrun by its own Tyranid inhabitants is a daily reality. Specialized containment teams and Ironkin are always on standby to quell any insurrections.
      • The ship's hybrid nature makes it a target not only for Tyranids, who see it as an abomination, but also for the Imperium and other factions who view the Korgul Reckoners' use of xenos technology as heresy.
    4. Incredible Science Skills:
      • The Korgul Reckoners have developed advanced bio-scanners and genetic manipulation tools that allow them to quickly adapt and evolve their hybrid technologies. They are always on the cutting edge of bio-engineering.
      • Their scientists and engineers are among the most skilled in the Leagues of Votann, capable of turning the horrors of the Tyranid biology into usable and deadly technologies.

    Tactics and Implementation

    1. Hybrid Assault Units

    These units would be genetically modified to have enhanced physical capabilities, integrating Genestealer and Hormagaunt traits. They would be deployed in rapid strike missions, capable of infiltrating enemy lines and causing chaos through their superior close-combat skills and agility.

    2. Psychic Warfare and Disruption

    Leveraging Zoanthrope DNA, the Korgul Reckoners would develop psychic amplifiers and neural disruptor drones. These would be used to disrupt enemy communications and command structures, providing a significant strategic advantage.

    3. Stealth and Reconnaissance

    Utilizing the stealth capabilities of Lictors, the Votann would enhance their recon drones and assassin units. These units would be crucial for gathering intelligence and performing high-profile eliminations without being detected.

    4. Heavy Assault Warmachines

    By incorporating Carnifex genetics, the Korgul Reckoners could develop living war machines capable of withstanding heavy fire and breaking through enemy fortifications. These units would serve as the vanguard in large-scale assaults.

    5. Self-Sustaining Units

    Ripper DNA would be used to create self-repairing drones and biomass collectors. These units would ensure that the Votann forces remain sustainable during prolonged engagements by scavenging and repurposing battlefield resources.

    6. Field Support and Resource Production

    Tervigon-derived units would function as field generators and resource producers, deploying support drones and generating biological resources to keep Votann forces operational during extended campaigns.

    Danger and Risk

    The integration of Tyranid DNA into Votann technology and biology is a double-edged sword. While it provides significant advantages, it also poses substantial risks:

    • Loss of Control: The inherent danger of Tyranid biomatter potentially overriding Votann systems and individuals, leading to uncontrollable mutations or even subversion by the Tyranid Hive Mind.
    • Psychological Toll: The integration of Tyranid traits can lead to psychological instability, as seen with High Kâhl Harek Renskar, causing potential fractures within their ranks.
    • Enemy Adaptation: The Tyranids could potentially adapt to the Votann’s use of their own biology, creating countermeasures and further complicating the Korgul Reckoners' efforts.

     

    Unit: Nid-Reckoner Bio-Cannoneers



    Unit Description: The Nid-Reckoner Bio-Cannoneers are elite Votann warriors who specialize in using bio-engineered weaponry derived from Tyranid organisms. Clad in hybrid armor that incorporates Tyranid chitin and Votann technology, they wield bio-plasma cannons and spore-launchers, turning the Tyranids' own weapons against them.

    Stat Block:

    • M: 5"
    • WS: 3+
    • BS: 3+
    • S: 4
    • T: 5
    • W: 2
    • A: 2
    • Ld: 8
    • Sv: 3+

    Wargear:

    • Bio-Plasma Cannon: Range 24", Assault 2, S7, AP-3, D2, Bio-Plasma: Ignores cover.
    • Spore-Launcher: Range 18", Assault D6, S4, AP-1, D1, Spore Cloud: Causes additional mortal wound on a hit roll of 6.

    Special Rules:

    • Bio-Engineered Armor: 5+ invulnerable save.
    • Controlled Fury: When targeting Tyranid units, re-roll hit rolls of 1.
    • Hybrid Warfare: Once per battle, can release a spore cloud, causing all enemy units within 6" to suffer a -1 penalty to hit rolls until the end of the turn.

    Potential Conflicts:

    • Tyranids: Constantly view the Korgul Reckoners as a rogue element to be purged. Their synaptic creatures often prioritize attacking the Nid-Reckoner to reclaim their lost biomass.
    • Imperium: While the Imperium of Man might tolerate the Korgul Reckoners, they are highly suspicious of their use of xenos technology. Inquisitors and Adeptus Mechanicus agents might actively seek to investigate or even sabotage their operations.
    • Other Factions: Eldar may view the Reckoners as a threat to the balance of life and death, while Orks might see them as prime targets for a good scrap. The Tau might be intrigued but cautious, seeing the potential for dangerous escalation.

    Conclusion:

    The Korgul Reckoners represent the ultimate fusion of Votann ingenuity and Tyranid biological horror, a testament to the Votann's relentless pursuit of survival and vengeance. Their story is one of adaptation, cunning, and the thin line they walk between mastery and annihilation.

    Votann Hero: High Kâhl Harek Renskar, the Hivebane



    Background: High Kâhl Harek Renskar, known as the Hivebane, is a driven and obsessive leader of the Korgul Reckoners. Once a respected and stable Kâhl, his experiences and traumas from losing his Votann to the Tyranids have pushed him towards a dangerous path. Consumed by his desire for vengeance and control, Harek has begun experimenting with Tyranid biomatter, integrating it into his own body. His ultimate goal is to harness and dominate the Tyranid Hive Mind, turning the galaxy's greatest threat into his greatest weapon. However, these experiments have started to erode his sanity, leading to moments of brilliance mixed with bouts of madness.

    Appearance: Harek is a fearsome sight, clad in hybrid armor that combines Votann technology with Tyranid chitin. His eyes occasionally glint with an eerie, otherworldly light, and parts of his body show signs of Tyranid integration, such as chitinous plating and bio-mechanical enhancements. Despite his unsettling appearance, he commands respect and fear among his kin.

    Personality: Harek is a mix of relentless determination and cold calculation. He is both a charismatic leader and a ruthless tactician, capable of inspiring his followers with his vision of vengeance while instilling fear with his merciless methods. His growing instability makes him unpredictable, but also exceptionally dangerous.

    Stat Block

    High Kâhl Harek Renskar, the Hivebane

    • M: 5"
    • WS: 2+
    • BS: 3+
    • S: 5
    • T: 5
    • W: 6
    • A: 4
    • Ld: 9
    • Sv: 2+

    Wargear:

    • Bio-Plasma Gauntlet: Range 12", Assault 3, S6, AP-3, D2. On a hit roll of 6, the target suffers an additional mortal wound.
    • Neural Disruptor Blade: Melee, S+2, AP-4, D3. This weapon causes an additional D3 mortal wounds on a wound roll of 6+.
    • Enhanced Chitin Armor: Provides a 4+ invulnerable save and reduces all incoming damage by 1 (to a minimum of 1).

    Special Rules:

    • Tyranid Integration: Harek gains the Synapse rule and a 5+ Feel No Pain roll.
    • Unstable Genius: At the start of each turn, roll a D6. On a 1-2, Harek suffers a mortal wound as his body rejects the Tyranid integration. On a 3-4, nothing happens. On a 5-6, Harek gains +1 to all his hit and wound rolls for that turn as the Tyranid enhancements temporarily boost his abilities.
    • Mind Over Hive: Harek can attempt to control nearby Tyranid creatures. Once per game, he can target a single Tyranid unit within 12". Roll 3D6; if the total is greater than the unit's Leadership, it falls under Harek's control for that turn.
    • Obsession with the Hive: Harek has a deep-seated grudge against all Tyranid units. He and any unit he leads can re-roll hit and wound rolls of 1 when attacking Tyranid units.

    Potential Units and Tactics

    1.     Hivebane’s Retinue: Elite bodyguards who have undergone similar, though less extensive, bio-integration. They are equipped with hybrid weapons and armor.





    • M: 5"
    • WS: 3+
    • BS: 3+
    • S: 4
    • T: 4
    • W: 2
    • A: 2
    • Ld: 8
    • Sv: 3+

    Wargear:

    • Bio-Plasma Rifles: Range 24", Rapid Fire 1, S5, AP-2, D1.
    • Chitin Blades: Melee, S+1, AP-3, D1.

    Special Rules:

    • Synaptic Resonance: While within 6" of Harek, the Retinue gains a 5+ invulnerable save.
    • Vengeance Protocols: The Retinue can re-roll hit rolls of 1 when targeting Tyranids.

    2.     Tyranid Harvesters: Specialized units equipped with tools and weaponry designed for harvesting Tyranid biomass and integrating it into their own technology.



    • M: 5"
    • WS: 4+
    • BS: 3+
    • S: 4
    • T: 4
    • W: 2
    • A: 2
    • Ld: 7
    • Sv: 4+

    Wargear:

    • Bio-Harvesters: Melee, S+2, AP-1, D2. On a wound roll of 6, regenerate a lost wound on the Harvester.
    • Neural Extractors: Range 18", Assault D3, S4, AP-1, D1. Causes an additional mortal wound on a hit roll of 6.

    Special Rules:

    • Harvest Biomass: For each Tyranid unit destroyed by Harvesters, the controlling player gains a resource point that can be used to regenerate wounds on other units or to reinforce their equipment.

    Tactics:

    Controlled Aggression: Harek leads from the front, utilizing his enhanced abilities and the synergy with his Retinue to strike fear into Tyranid forces. Their advanced weaponry allows them to punch through even the toughest of Tyranid defenses.

    Biomass Harvesting: After each victory, the Korgul Reckoners harvest the biomass of fallen Tyranids, using it to fuel their war machine. This not only provides immediate battlefield advantages but also long-term strategic benefits.

    Unpredictable Warfare: Harek’s unstable genius can be both a boon and a curse. His moments of brilliance can turn the tide of battle, but his instability makes him a wildcard. Using his Mind Over Hive ability, he can occasionally turn Tyranid units against each other, sowing chaos in their ranks.

    Hit and Run Tactics: Using their hybrid technology, the Korgul Reckoners can execute precise strikes against Tyranid fleets, raiding them for biomass and then retreating before reinforcements arrive. This guerrilla warfare tactic keeps the Tyranids on the back foot.

    Conclusion:

    High Kâhl Harek Renskar, the Hivebane, is a terrifying and tragic figure within the Leagues of Votann. His relentless pursuit of vengeance against the Tyranids, coupled with his descent into madness, makes him both a formidable leader and a dangerous liability. The Korgul Reckoners, under his command, epitomize the desperate and innovative spirit of the Votann, turning the galaxy's greatest threat into a weapon of survival and profit.

    Tyrannid Use

    The Korgul Reckoners, under the leadership of High Kâhl Harek Renskar, could use a variety of Tyranid bioforms, modifying and repurposing them for their own ends. Here’s how they might employ specific Tyranid units:

    Modified Tyranid Units:

    1. Hive Ship:
      • Usage: The Hive Ship serves as the Korgul Reckoners' primary base of operations. It's been heavily modified with Votann technology, including reinforced hulls, integrated plasma weaponry, and advanced shielding.
      • Modifications: The interior has been restructured to accommodate Votann facilities, weapon forges, and living quarters. The ship’s biomass conversion capabilities are used to produce resources for the Reckoners.
    2. Genestealers:
      • Usage: Used as shock troops and infiltrators, the Genestealers have been augmented with cybernetic enhancements, increasing their resilience and lethality.
      • Modifications: Neural implants allow them to be remotely controlled and coordinated in complex attack patterns.
    3. Carnifex:
      • Usage: Deployed as heavy assault units, these Carnifexes have been fitted with Votann weaponry, including plasma cannons and railguns.
      • Modifications: Enhanced armor plating and additional bio-mechanical limbs for improved stability and firepower.
    4. Hormagaunts:
      • Usage: Used as disposable frontline units to overwhelm enemy defenses and absorb enemy fire.
      • Modifications: Implantation of explosive devices that detonate upon death, causing additional casualties and chaos in enemy ranks.
    5. Zoanthropes:
      • Usage: Utilized for their potent psychic abilities, these creatures have been modified to boost their psychic powers and integrate them with Votann technology.
      • Modifications: Neural amplifiers and shielding to protect against psychic backlash, allowing them to disrupt enemy communications and electronics.
    6. Rippers:
      • Usage: Employed as scavengers to harvest biomass from the battlefield and bring it back to the Hive Ship for conversion into resources.
      • Modifications: Fitted with collection mechanisms and reinforced exoskeletons to carry larger loads.