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Setting Idea: d20 Modern crossed with CoC d20... trapped beyond time and space
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<blockquote data-quote="BlackJaw" data-source="post: 1132884" data-attributes="member: 888"><p>A likely plot line would be to follow some "leads" to old wizard tower ruins, 2 or 3, looking for some spell or artifact to get home. A few failures and lot of bigger problems latter, they stumble into a radioactive area where the Russian base was sucked in. It should be very cold, just like the tundra while were at it. Maybe even some of the base is stuck in solid ice chunks? Anyway, its filled with monsters, mutants, and/or undead that are either immune to radiation, or thrive in it. One of those Nukes is apperently open, and while most of the area and base is safe to be in for short times, some areas are very hot, and long term stays in general are bad. The PCs at least get to find out that nukes are there, but not easy to get, not for them or the Nazis.</p><p></p><p>A little latter they come upon the crash site of mankind's first FLT ship. It's probably undead infested, or worse. It was a fairly large ship, so they go through part of it... enough see that the deeper in they go, the nastier stuff gets. Maybe they can't get into the ship very far yet (not without spells they don't have yet, or maybe some Nazi scout party looted the needed card keys etc) but the parts they can get into are fairly nasty but are a supply of nice fire power and gear. Laser weapons, and a big hulking gun of some kind. They also get a limted ammo supply for these nice toys, along with some other similarly nice but limited gear.</p><p></p><p>Now they got a goal, to hunt down the Nazis (or maybe it turns out be a wizard?) that has the keycard(s) needed to get into the ship. Once that is done, they fight their way into the ship, and find a FLT system that could be rebuilt to get them home, but they lack a few key bits.</p><p>1) A power source... such as one that could be made from a nuke warhead...</p><p>2) The know how to rebuild the system into a gate... such as the knowledge possesed by Nazi inbred Scientist (get them to design the modifications, then steel the plans, or even try to convert or force one of them to help you... etc)</p><p>3) The Arcane Formula to get home, and at the right time period (more or less)... which must be found in some lost wizard's tower.</p><p></p><p><strong>Also, some odd places and things to run across more or less at random:</strong></p><p></p><p>* a Darkages village complete with sickly farm lands around it under the false surface sky. Everyone looks a little wrong and under the weather, but worse still they seem to act almost zombie like. Going about their daily business with no emotion, little speach, and oddly dead to the world (most ignoring the PC for example). Then some screaming crazy guy comes running through the street foaming at the mouth and attacks the PCs... and they find a large tick like insect is attached to his back and spine... infact everyone in town has one. They are all hosts to a nasty swarm of mind control parasites (and some where in town in the queen parasite). The parasites keep the towns folk alive indefinatly, but it makes them basicaly walking zombies. Sometimes the effect wares off, or something else goes wrong, and the human host regains control (but is now long gone on the sanity charts) and becomes dangerous to himself and others... especialy others... till a new parasite can be attached. Him, and the PCs too! are dragged off to the queen to be implanted again! The PCs will hopefuly be able to kill the queen, and then destory the town and its infection. (such as burning it to the ground)</p><p></p><p>* Lots of old Elder race ruins. Ancient stone towers and buildings full of the magic-as-science knowledge of the elder race. Good news: these places are very old and mostly picked over already... so few traps or mosnters are left. Also, all the books and the like are in an alien language so the PCs won't (at least at low levels) need to worry about reading something nasty. Bad news: you can't read the signs so you just might open up the pits holding the nasty outerspawn-slaves of the elder race... or activate ancient artifacts best not used blindly, etc.</p><p></p><p>* More recent complexes that were (or are!) homes to the reborn wizards in human bodies. The good news: you have human languages (like greek and latin?!) so you might be able to read books, learn spells, or at least read warning lables on doors. The bad news: if you can read it, it can drive you insane. Also, as more recent buildings, they are more likely to have fresh still working traps and guardians.</p><p></p><p>* Entire gambits of nasty Nazi projects. Sub-human breeding camps. Maybe they are trying to cross breed the sub-humans with all maner of things... or maybe their are camps for breeding nastier outerspawn creatures. You also got some cybernetic type plants, where organic forms are refitted with mechanical limbs and organs... including outerspawn! As always, these projects are lead and over seen by Inbred "pure" Nazis... but what about some in-pure half-bred ones as well, which might serve as leaders of sub-human groups. Maybe some Nazi attempts at making and using undead? maybe some attempts at generating and using mutants among the sub-humans? Oh and maybe the leader of the Nazi is the last "surviving" Nazi scientist from the orginal project. He's very much undead now, but is undead in large tank of chemicals that "keep him alive and preserved." The other Nazi's call him Grandfather and Pure One, and claim him as their leader and master... but he's probably closer to a zombie under glass... and the insane Nazi simply read his odd movements as commands and responds to questions, etc.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1132884, member: 888"] A likely plot line would be to follow some "leads" to old wizard tower ruins, 2 or 3, looking for some spell or artifact to get home. A few failures and lot of bigger problems latter, they stumble into a radioactive area where the Russian base was sucked in. It should be very cold, just like the tundra while were at it. Maybe even some of the base is stuck in solid ice chunks? Anyway, its filled with monsters, mutants, and/or undead that are either immune to radiation, or thrive in it. One of those Nukes is apperently open, and while most of the area and base is safe to be in for short times, some areas are very hot, and long term stays in general are bad. The PCs at least get to find out that nukes are there, but not easy to get, not for them or the Nazis. A little latter they come upon the crash site of mankind's first FLT ship. It's probably undead infested, or worse. It was a fairly large ship, so they go through part of it... enough see that the deeper in they go, the nastier stuff gets. Maybe they can't get into the ship very far yet (not without spells they don't have yet, or maybe some Nazi scout party looted the needed card keys etc) but the parts they can get into are fairly nasty but are a supply of nice fire power and gear. Laser weapons, and a big hulking gun of some kind. They also get a limted ammo supply for these nice toys, along with some other similarly nice but limited gear. Now they got a goal, to hunt down the Nazis (or maybe it turns out be a wizard?) that has the keycard(s) needed to get into the ship. Once that is done, they fight their way into the ship, and find a FLT system that could be rebuilt to get them home, but they lack a few key bits. 1) A power source... such as one that could be made from a nuke warhead... 2) The know how to rebuild the system into a gate... such as the knowledge possesed by Nazi inbred Scientist (get them to design the modifications, then steel the plans, or even try to convert or force one of them to help you... etc) 3) The Arcane Formula to get home, and at the right time period (more or less)... which must be found in some lost wizard's tower. [b]Also, some odd places and things to run across more or less at random:[/b] * a Darkages village complete with sickly farm lands around it under the false surface sky. Everyone looks a little wrong and under the weather, but worse still they seem to act almost zombie like. Going about their daily business with no emotion, little speach, and oddly dead to the world (most ignoring the PC for example). Then some screaming crazy guy comes running through the street foaming at the mouth and attacks the PCs... and they find a large tick like insect is attached to his back and spine... infact everyone in town has one. They are all hosts to a nasty swarm of mind control parasites (and some where in town in the queen parasite). The parasites keep the towns folk alive indefinatly, but it makes them basicaly walking zombies. Sometimes the effect wares off, or something else goes wrong, and the human host regains control (but is now long gone on the sanity charts) and becomes dangerous to himself and others... especialy others... till a new parasite can be attached. Him, and the PCs too! are dragged off to the queen to be implanted again! The PCs will hopefuly be able to kill the queen, and then destory the town and its infection. (such as burning it to the ground) * Lots of old Elder race ruins. Ancient stone towers and buildings full of the magic-as-science knowledge of the elder race. Good news: these places are very old and mostly picked over already... so few traps or mosnters are left. Also, all the books and the like are in an alien language so the PCs won't (at least at low levels) need to worry about reading something nasty. Bad news: you can't read the signs so you just might open up the pits holding the nasty outerspawn-slaves of the elder race... or activate ancient artifacts best not used blindly, etc. * More recent complexes that were (or are!) homes to the reborn wizards in human bodies. The good news: you have human languages (like greek and latin?!) so you might be able to read books, learn spells, or at least read warning lables on doors. The bad news: if you can read it, it can drive you insane. Also, as more recent buildings, they are more likely to have fresh still working traps and guardians. * Entire gambits of nasty Nazi projects. Sub-human breeding camps. Maybe they are trying to cross breed the sub-humans with all maner of things... or maybe their are camps for breeding nastier outerspawn creatures. You also got some cybernetic type plants, where organic forms are refitted with mechanical limbs and organs... including outerspawn! As always, these projects are lead and over seen by Inbred "pure" Nazis... but what about some in-pure half-bred ones as well, which might serve as leaders of sub-human groups. Maybe some Nazi attempts at making and using undead? maybe some attempts at generating and using mutants among the sub-humans? Oh and maybe the leader of the Nazi is the last "surviving" Nazi scientist from the orginal project. He's very much undead now, but is undead in large tank of chemicals that "keep him alive and preserved." The other Nazi's call him Grandfather and Pure One, and claim him as their leader and master... but he's probably closer to a zombie under glass... and the insane Nazi simply read his odd movements as commands and responds to questions, etc. [/QUOTE]
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