FOURTHCORE TEAM DEATHMATCH

Showing posts with label gammacore. Show all posts
Showing posts with label gammacore. Show all posts

November 15, 2011

[4E Modern] Middle East Adventure


Retired general, Moshe Dyan

My 4E Modern campaign is coming to its natural close, having been planned out to be a short romp of only 3 Levels. To finish, I decided to convert one of my favorite DDi adventures to the Modern system and aesthetic, Rob Schwalb's Bark at the Moon. To get a better understanding of the 4E Modern adventure, please go check out the original D&D adventure here.

Some highlights:
* An NPC Henchmen, whom my group thought looked like (and thus became) Rebecca Black
* Modern era terrain hazards, such as landmines, machine gun nests, and barbed wire
* Two new Modern era afflictions, Radiation Sickness and Roid Rage, mechanically akin to diseases
* Nuclear weaponry
* Magical assault rifles
* Dude with an eye patch
* A threat to plunge the Middle East into war, just before peace has finally been reached

WARNING: This conversion to Bark at the Moon is a farcical and irreverent look at Israeli-Palestinian relations. It is a touchy subject of which I am no expert. If you feel at all strongly about Middle East issues, just go ahead and please, do not read this adventure and get pissed off.

The adventure is formatted in my own 4E Modern style, so you'll see creatures' attacks listed as flat, static values instead of a modifier to a die roll. I also abbreviate some attacks and don't write out completely in full the "Hit:" line etc., on most attacks. If you've been following 4E for any length of time, this should all appear sensible and easy to read, but I wanted to throw a note out there explaining that, while I do know how the official stat blocks are supposed to be constructed, I have chosen not to for brevity on the printout.

This adventure is suitable for 3rd Level Agents.

Download the adventure here!

October 29, 2011

Gamma World StarCraft at GenCon!

The very first thing I got to do at GenCon (after checking into my pimping hotel) was bust out my StarCraft Gamma World variant and play my Gammacore adventure, The Prisoner. It was a blast! Jon, Dave, and all the Canooks were consummate dungeoneers and a pleasure to play with. I look forward to the chance to hang out with them again! Listed below are a few pics I managed to snap when we were chucking the dice, with commentary.


August 18, 2011

Fourthcore Team Deathmatch - E1M4

I am proud to present the latest map to be added to the Fourthcore Team Deathmatch roster, to be debuted at the upcoming Baltimore-area FTDM Tournament on October 15th, 2011:


E1M4: ASTRAL AMBUSH


tiles from Brian Rollins (www.dungeoneering.net)



July 27, 2011

StarCraft: The Prisoner - Preview #3



Adventure Background
It is a period of darkness and chaos in the galaxy. The Terran Dominion has toppled, the few Protoss tribes still alive struggle to unite themselves, and untamed Zerg hordes roam leaderless throughout the galaxy.
This adventure takes place on the covert Terran Dominion military research station, BR-715. With the complete withdrawal of all Dominion military forces in the area, the station has been left on its own and vulnerable to attack. Recently, the station has been transmitting an automated distress signal and has not returned any directed signals inquiring as to their needs.


July 20, 2011

The Prisoner - Preview #2



Research Cards

The 10 research cards represent clues and bits of lore gleaned by the adventurers before arriving at research station BR-715. Five of these research cards are marked as COMPLETE, and the other five are INCOMPLETE. Of the five COMPLETE research cards, four are true. Of the five INCOMPLETE research cards, only one is true. The players are entitled to know this ratio; however, the precise knowledge of which research is true is reserved for you alone.

At the start of the game, the research cards are shuffled face-down. Each player draws one, reads it aloud to the others, then keeps it face-up in front of them for the duration of the adventure. All research cards are relayed “as-is” – the adventurers cannot use skill checks or any outside means to confirm or deny research, not least because it is assumed they have already done so to the best of their ability before embarking. To determine which research is worth heeding, the adventurers must rely on logic, intuition, and their experience in the station.