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IRON DM 2023 Tournament Thread
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9193938" data-attributes="member: 7023840"><p><strong><span style="font-size: 18px"><u>Everyone’s Gone to the Rageture </u></span></strong></p><p></p><p><u>Ingredients</u></p><p>Scary Stickers</p><p>City in a Bottle</p><p>Misunderstood Owlbear</p><p>Copper Kettle</p><p>Sword of Echoing Sin</p><p>Uncaring Bears</p><p>Silent Choir</p><p></p><p>[Spoiler]</p><p><strong><em>GM NOTE- This is a variation on the classic “All Outta Bubblegum”. If you want to play, DO NOT READ ANY FURTHER.</em></strong></p><p><strong><em></em></strong></p><p><strong><em>Mechanics</em></strong></p><p>Every player gets 8 sticks of bubblegum. This is their only stat. If they want to do anything that is contested, they must roll a d10. If it involves asskicking, then they must roll greater than their stat. If they want to do anything that does not involve asskicking, they must roll under their stat. Players lose a stick of bubblegum under four circumstances- (1) after every twenty-four hours outside of the City, (2) if they fail a non-combat roll, (3) if they sacrifice a stick to ensure success on any roll (<em>prior to the roll</em>), or (4) if they chew the bubblegum.</p><p></p><p>Players with zero bubblegum have succumbed to “background radiation” and can no longer succeed at any non-asskicking activities, no matter how simple. They are filled with rage but are able to asskick with alacrity. If all players have 0 bubblegum, then the game ends with them wandering around attacking everything in sight.</p><p></p><p>Players can stabilize their stat by putting on rad shades (<em>see below</em>), in which case they can no longer lose points over time or by missing rolls. They also cannot sacrifice gum for automatic success.</p><p></p><p>But they might still eat the gum.</p><p></p><p></p><p><strong><em>Background for Players</em></strong></p><p>It’s sometime far in the future. No one knows the exact date. There was a terrible nuclear holocaust that destroyed most of the earth. You are sheltered in a small city, surrounded by a forceshield, that keeps out the harmful radiation and the howling desert that encompasses everything as far as knowledge and memory extend.</p><p></p><p>Outside, in the desert, there are monstrosities. Rage-filled mutants. Voiceless killer dogs and bloodthirsty worms. The desert is death. But life in the confines of the City is not much better; constant toil to keep things working and the numbing loss of people … due to the raids of the mutant hunting parties or the accidents of the machinery that keeps this beacon of humanity safe and fed. Life for most is an endless drudgery of work and procreation, to keep the faint embers of humanity alive.</p><p></p><p>You have been summoned by the leaders of the City, the aristocracy called the Sleuth, who have a life of uncaring luxury because only they have the knowledge to keep the City functioning. A recent raid has stolen valuable copper reserves needed to keep the electric generators that power the forceshield operational. You’ve been told that this raid was orchestrated by the bandit mutant Grizzlyhoot, an intelligent rage-filled owl/bear hybrid mutant that wants to destroy this last refuge. The Sleuth provides a map to his lair, 20 klicks out, and gives you crude weapons and supplies to survive the trek. Finally, you receive an injection that temporarily protects you from the radiation outside of the City.</p><p></p><p>You must go out into the desert, find the lair, kill Grizzlyhoot, and retrieve the copper … if humanity is to survive.</p><p></p><p></p><p><strong><em>The Desert</em></strong></p><p>The map provides directions to the lair’s location. However, within the desert are two challenges that the players will encounter in addition to rage-filled mutants, the constant windstorms, the heat, and the pressure of time.</p><p></p><p>Roaming the desert are <em>sonic dogs</em>. The dogs scout solo, but if they spot people, they emit yelps in a frequency that cannot be heard, summoning all the dogs in the area. If allowed to, <em>sonic dogs</em> will form into a group and begin silently howling at people in a targeted frequency too high to hear, which, within three minutes, will liquify the internal organs of the target and cause death.</p><p></p><p>The desert also contains <em>sand leeches</em>. These terrifying four-foot-long critters live under the sand and will burst forth in a furious spray of sand and attach themselves to any exposed flesh… although they prefer the face. If there is no exposed flesh, they will burrow through any material softer than metal in under 10 seconds. Within one minute of attachment, the leeches will have sucked enough blood that even removal after that point will result in the death of the player.</p><p></p><p></p><p><strong><em>The Lair</em></strong></p><p>Rising out of the desert is a large hill, and the lair is a series of catacombs and rooms that were made in the hill long ago as a government fallout shelter. As the players approach, if they look closely through the swirling sands, they might be able to make out something resembling a tall sword pointing out of the top of the hill.</p><p></p><p>Within the lair are numerous rooms containing food and various forms of equipment. There will be several bear/owl hybrid mutants, dressed as humans. Some will have weapons, patrolling as guards, and others will be going about doing various tasks. Everyone in the bunker, including Grizzlyhoot, is wearing goggles as part of their uniform (rad shades).</p><p></p><p>At the center of the lair is a large laboratory with a large copper cauldron, various electronics, manufacturing presses, and some control panels. Grizzlyhoot spends all his time either working in the laboratory or sleeping in a small room off to the side. The copper cauldron is filled with a heated liquid slurry that Grizzlyhoot is working with. If the players empty the cauldron and return it to the City, they will have accomplished their mission.</p><p></p><p>However, Grizzlyhoot is determined to destroy the City. He has also found and reprogrammed the Sword (Strategic Weapon Ordinance Rig – Doomsday), one of the before-times tactical nuclear missiles that had been used to destroy the world. The Sword is currently on top of the hill and pointed at the City. If Grizzlyhoot is alive when the players leave with the copper, or if he believes that his cause is lost, he will access the control panel and fire the missile at the City, destroying it and everything within 20 klicks.</p><p></p><p></p><p><strong><em>The Twist</em></strong></p><p>There is no background radiation.</p><p></p><p>The City is a prison. After the war, the local bears got smart. Real smart. They enslaved the local humans and took over the City. There is no longer even a hint of a memory of this time. The Bears now use humans for labor and food.</p><p></p><p>The forceshield is part of the Sleuth’s elaborate scheme. There is an energy field that extends from the City and for hundreds of klicks that affects the retinas of humans and distorts human perception. Other humans appear as monstrosities, while the bears appear to be humans. Exposure to the field causes humans to become angrier and bloodthirsty, and eventually so filled with rage that they are unable to think or communicate.</p><p></p><p>The sonic dogs and sand leeches were seeded throughout the desert by the Sleuth to keep humans in the City, and the other “monstrosities” are just humans who have been in the desert too long. All the forceshield does is provide protection from the windstorms of the desert that the Sleuth created to keep the humans in. Instead, it’s the electric lights within the City that afford some protection; allowing humans to continue to see each other correctly, while the Sleuth remains hidden in plain sight, all while affording respite from the rage. The only protection for humans outside of the City is either the Sleuth’s injection, engineered to wear off over a short span of time, or the rad shades, which will shield the eyes from the radiation and reveal things for what they are.</p><p></p><p>Grizzlyhoot and the others within the lair are humans, sent from an enclave far beyond the desert to liberate the City. Grizzlyhoot needs the copper cauldron’s specific chemical properties to make more rad shades and start a revolution within the City to overthrow the Sleuth and destroy their machine; the Sleuth uncovered this plan and sent the players to kill Grizzlyhoot under the ruse of recovering the copper. But bears, even smart bears, don’t care about the copper or the humans.</p><p></p><p></p><p><strong><em>The Believer</em></strong></p><p>One player is (secretly) given the role of the Believer. This player will know the truth, but for reasons (up to the player) the player has decided to support the Sleuth, even knowing that they do not care about the player or humanity and will sacrifice themselves or other players to support the mission.</p><p></p><p></p><p><strong><em>Notes for Running the Game</em></strong></p><p>The mechanics of the game mean that groups that go combat-first may never learn the truth; on the other hand, do not drop hints about the goggles. The players will be viewed as hostile agents of the City when they enter the lair but they can change that perception. Grizzlyhoot will fire the Sword, but it will be a last resort; the scars of the sins of our forefathers will likely cause him to hesitate.</p><p></p><p>If the players learn the truth and join Grizzlyhoot, then they can attempt to overthrow the Sleuth and smash the control images, smash the control machine.</p><p></p><p>Also? Make sure it’s good bubblegum. Temptation is a heckuva thing.</p><p></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9193938, member: 7023840"] [B][SIZE=5][U]Everyone’s Gone to the Rageture [/U][/SIZE][/B] [U]Ingredients[/U] Scary Stickers City in a Bottle Misunderstood Owlbear Copper Kettle Sword of Echoing Sin Uncaring Bears Silent Choir [Spoiler] [B][I]GM NOTE- This is a variation on the classic “All Outta Bubblegum”. If you want to play, DO NOT READ ANY FURTHER. Mechanics[/I][/B] Every player gets 8 sticks of bubblegum. This is their only stat. If they want to do anything that is contested, they must roll a d10. If it involves asskicking, then they must roll greater than their stat. If they want to do anything that does not involve asskicking, they must roll under their stat. Players lose a stick of bubblegum under four circumstances- (1) after every twenty-four hours outside of the City, (2) if they fail a non-combat roll, (3) if they sacrifice a stick to ensure success on any roll ([I]prior to the roll[/I]), or (4) if they chew the bubblegum. Players with zero bubblegum have succumbed to “background radiation” and can no longer succeed at any non-asskicking activities, no matter how simple. They are filled with rage but are able to asskick with alacrity. If all players have 0 bubblegum, then the game ends with them wandering around attacking everything in sight. Players can stabilize their stat by putting on rad shades ([I]see below[/I]), in which case they can no longer lose points over time or by missing rolls. They also cannot sacrifice gum for automatic success. But they might still eat the gum. [B][I]Background for Players[/I][/B] It’s sometime far in the future. No one knows the exact date. There was a terrible nuclear holocaust that destroyed most of the earth. You are sheltered in a small city, surrounded by a forceshield, that keeps out the harmful radiation and the howling desert that encompasses everything as far as knowledge and memory extend. Outside, in the desert, there are monstrosities. Rage-filled mutants. Voiceless killer dogs and bloodthirsty worms. The desert is death. But life in the confines of the City is not much better; constant toil to keep things working and the numbing loss of people … due to the raids of the mutant hunting parties or the accidents of the machinery that keeps this beacon of humanity safe and fed. Life for most is an endless drudgery of work and procreation, to keep the faint embers of humanity alive. You have been summoned by the leaders of the City, the aristocracy called the Sleuth, who have a life of uncaring luxury because only they have the knowledge to keep the City functioning. A recent raid has stolen valuable copper reserves needed to keep the electric generators that power the forceshield operational. You’ve been told that this raid was orchestrated by the bandit mutant Grizzlyhoot, an intelligent rage-filled owl/bear hybrid mutant that wants to destroy this last refuge. The Sleuth provides a map to his lair, 20 klicks out, and gives you crude weapons and supplies to survive the trek. Finally, you receive an injection that temporarily protects you from the radiation outside of the City. You must go out into the desert, find the lair, kill Grizzlyhoot, and retrieve the copper … if humanity is to survive. [B][I]The Desert[/I][/B] The map provides directions to the lair’s location. However, within the desert are two challenges that the players will encounter in addition to rage-filled mutants, the constant windstorms, the heat, and the pressure of time. Roaming the desert are [I]sonic dogs[/I]. The dogs scout solo, but if they spot people, they emit yelps in a frequency that cannot be heard, summoning all the dogs in the area. If allowed to, [I]sonic dogs[/I] will form into a group and begin silently howling at people in a targeted frequency too high to hear, which, within three minutes, will liquify the internal organs of the target and cause death. The desert also contains [I]sand leeches[/I]. These terrifying four-foot-long critters live under the sand and will burst forth in a furious spray of sand and attach themselves to any exposed flesh… although they prefer the face. If there is no exposed flesh, they will burrow through any material softer than metal in under 10 seconds. Within one minute of attachment, the leeches will have sucked enough blood that even removal after that point will result in the death of the player. [B][I]The Lair[/I][/B] Rising out of the desert is a large hill, and the lair is a series of catacombs and rooms that were made in the hill long ago as a government fallout shelter. As the players approach, if they look closely through the swirling sands, they might be able to make out something resembling a tall sword pointing out of the top of the hill. Within the lair are numerous rooms containing food and various forms of equipment. There will be several bear/owl hybrid mutants, dressed as humans. Some will have weapons, patrolling as guards, and others will be going about doing various tasks. Everyone in the bunker, including Grizzlyhoot, is wearing goggles as part of their uniform (rad shades). At the center of the lair is a large laboratory with a large copper cauldron, various electronics, manufacturing presses, and some control panels. Grizzlyhoot spends all his time either working in the laboratory or sleeping in a small room off to the side. The copper cauldron is filled with a heated liquid slurry that Grizzlyhoot is working with. If the players empty the cauldron and return it to the City, they will have accomplished their mission. However, Grizzlyhoot is determined to destroy the City. He has also found and reprogrammed the Sword (Strategic Weapon Ordinance Rig – Doomsday), one of the before-times tactical nuclear missiles that had been used to destroy the world. The Sword is currently on top of the hill and pointed at the City. If Grizzlyhoot is alive when the players leave with the copper, or if he believes that his cause is lost, he will access the control panel and fire the missile at the City, destroying it and everything within 20 klicks. [B][I]The Twist[/I][/B] There is no background radiation. The City is a prison. After the war, the local bears got smart. Real smart. They enslaved the local humans and took over the City. There is no longer even a hint of a memory of this time. The Bears now use humans for labor and food. The forceshield is part of the Sleuth’s elaborate scheme. There is an energy field that extends from the City and for hundreds of klicks that affects the retinas of humans and distorts human perception. Other humans appear as monstrosities, while the bears appear to be humans. Exposure to the field causes humans to become angrier and bloodthirsty, and eventually so filled with rage that they are unable to think or communicate. The sonic dogs and sand leeches were seeded throughout the desert by the Sleuth to keep humans in the City, and the other “monstrosities” are just humans who have been in the desert too long. All the forceshield does is provide protection from the windstorms of the desert that the Sleuth created to keep the humans in. Instead, it’s the electric lights within the City that afford some protection; allowing humans to continue to see each other correctly, while the Sleuth remains hidden in plain sight, all while affording respite from the rage. The only protection for humans outside of the City is either the Sleuth’s injection, engineered to wear off over a short span of time, or the rad shades, which will shield the eyes from the radiation and reveal things for what they are. Grizzlyhoot and the others within the lair are humans, sent from an enclave far beyond the desert to liberate the City. Grizzlyhoot needs the copper cauldron’s specific chemical properties to make more rad shades and start a revolution within the City to overthrow the Sleuth and destroy their machine; the Sleuth uncovered this plan and sent the players to kill Grizzlyhoot under the ruse of recovering the copper. But bears, even smart bears, don’t care about the copper or the humans. [B][I]The Believer[/I][/B] One player is (secretly) given the role of the Believer. This player will know the truth, but for reasons (up to the player) the player has decided to support the Sleuth, even knowing that they do not care about the player or humanity and will sacrifice themselves or other players to support the mission. [B][I]Notes for Running the Game[/I][/B] The mechanics of the game mean that groups that go combat-first may never learn the truth; on the other hand, do not drop hints about the goggles. The players will be viewed as hostile agents of the City when they enter the lair but they can change that perception. Grizzlyhoot will fire the Sword, but it will be a last resort; the scars of the sins of our forefathers will likely cause him to hesitate. If the players learn the truth and join Grizzlyhoot, then they can attempt to overthrow the Sleuth and smash the control images, smash the control machine. Also? Make sure it’s good bubblegum. Temptation is a heckuva thing. [/SPOILER] [/QUOTE]
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