Thursday, January 23, 2025

Session 1 Recap

 The characters begin fresh off the caravan from whatever corner of the hellscape they came from. They are in Tradetown, the main city in the Weird Wastelands. They are hungry, broke, and looking for adventure.I am drawing a lot on Borderlands 1 for the vibe and inspirations for this campaign. I love the intro sequence and story line, especially at the start. 

Our characters are

Belgan: A Vedalken Psion Nomad

Sajin: A Gnome Wizard Wasteland Trader

Dredd: An Orc Paladin Lawgiver

Gortak: An Orc Fighter Doom Cultist


After a quick bite to eat, they saw an elven city official standing on a platform outside of the Residential Distribution Center giving a gathering crowd a message. The RDC will be only able to operate from the hours of noon to 4, as the spell batteries that run the place are running low. 

After the crowd disperses, the party approaches the official and inquires how they can help. Arbellon tells them the RDC has four spell batteries that need to be recharged and the only place he knows of is in the Last City of MAN, about 25 miles away. He promises 100 gold and free lodging for a month. The party accepts and asks if there is anyone who knows the area that can accompany them. Arbellon takes them to the Fellowship's HQ and explains that the Fellowship is a group of druids looking to restore the blasted lands to prosperity. They get introduced to Orduk Wrex, an orcish looking burly man who actually leads the Fellowship's main war party. 

The group then learns of a band of raiders led by a Thool (think the engineers from Prometheus), by the name of Rolnar Ironjaw, are held up in a fort to the south. They control the main road leading to the Last City and will require a tax. However, Arbellon gives them a payment to cover it.

The party then heads out and are on their way!


We used the traveling rules as laid out in the book and had a few days of interesting travel. The only "planned" encounter I had was the Raiders in the hill hex to the west of their fort and their blockade. They ended up having clear weather on their trip and no major mishaps or random encounters. 

                                                            (Taken from Weird Wastelands)

However, at the blockade, the Ironjaw raiders were examining their camel that was loaded up with the four spell batteries disguised as bundles of hay. One of the raiders was patting down the bundle and the party heard an audible metal on metal thump, however the raider failed his investigation check and the party was allowed to pass. 

The session ended as they approached the Last City of MAN and saw a few groups excavating and a handful of ruins that look to be untouched. 

(Taken from Weird Wastelands)


Monday, January 20, 2025

Session 0/1 - Weird Wastelands

 With the Masters degree finished, a new campaign arises. This round will be in person, I've currently got 4 players and we are going to be trying out 2024 5e. We were vibing with something non-vanilla and landed on a kickstarter book we got a few years ago, Weird Wastelands! I am using the 2024 Dungeon Master's Guide, Return of the Lazy Dungeon Master, Weird Wastelands, Forge of Foes and Tome of Adventure Design as my main prep resource books.

 Here are my Session 0 Notes 

Campaign Elevator Pitch

Bring on the end. This campaign takes place in the time after the collapse of the world. Maybe the previous adventurers failed, and the villains succeeded in ending the world or maybe climate change went unchecked, either way, the only thing that matters now is surviving to the next day.

Immediate Hook: The generator at the Residential Distribution Center will run out of power soon. Locals know that a working arcanotech reactor within the Last City of MAN can recharge the spell batteries but it has been too long since the last recharge and no one knows exactly where the reactor is or how to use it. The leaders can keep the generator working on emergency reserves for now, but they need the party to find a way to recharge the cumbersome batteries and bring them back home.

Six Truths of this Campaign

What are the six most important things you want your players to understand about the world and the campaign? Share these with your players.

- Some time ago in the not so distant past, a demon army invaded and laid waste to the land.
- Water and resources are just as valuable as gold in many ways
- Humanity is no more. No living person has ever seen or heard of a human. What happened to them is also a forgotten mystery.
- While there are no traditional or well-established kingdoms or countries, factions, and local Lords who have established wealth run things.
- Locally, in Trade Town, a group known as the Fellowship runs the place. They are a circle of druids with the goal of restoring the natural environment and helping survivors rebuild.
- The ruins of the Builders, those who lived before the fall, scatter the land and are said to be filled with all kinds of treasure.
 

Villains 

 - Rolnar Ironjaw - Thool who has amassed a small ghoulish army and plans to scour the wastes looking for magical artifacts.

Character Options and House Rules

2024 5e + Weird Wastelands Class/Subclasses 

Patrons and Factions

The Fellowship

Campaign Inspiration

- Borderlands 1
- Fallout
- Mad Max
- The Book of Eli
- Dune
- Metro 2033
- Empire of the East

Session 4 Recap

 As the session begins, the technomancer Lagren Tung and the party devise a plan to save his friend who had been captured by the Ironjaw rai...