Thursday, March 17, 2016

Hell on Earth: Reloaded: The Worms' Turn

The group is starting a new campaign: Hell on Earth: Reloaded. I'm going to run the group through the Worm's Turn plot point campaign. Strangely, in all the years that I've been GMing Savage Worlds, I've never run an actual plot point campaign.

What is a plot point campaign, you ask? It is a series of adventures that slowly reveals a major story or plot that is taking place in the campaign world. Over the course of several adventures, the party discovers hints as to what is actually going on, finds clues as to who the major enemy actually is, or collects important items to defeat a great evil.

These plot point adventures are constructed so that they do not have to be run consecutively. The GM has the option to run his own adventures between the plot point adventures.

Hell on Earth: Reloaded is a continuation of the Deadlands campaign setting. Hucksters have transformed into sykers and the Blessed into Templars. Harrowed prowl the wastelands, given unlife by manitous. Magic and monsters are all too real.

The year is 2097, but the future is not our own. The world ended in a rain of atomic and ghost rock bombs. The veil between earth and hell was ripped open and innumerable Deadlands sprang up all over the world. Most of these Deadlands were surrounded by ghost storms, a whirling and screaming vortex of souls. Welcome to Hell on Earth!

The Worms' Turn campaign starts the party in the city of Junkyard, built on the ruins of Salt Lake City. Junkyard is a major player in Wasted West. Its leadership is dedicated to rebuilding civilization. 

Due to desperate circumstances, the party members volunteer for a dangerous assignment: reconnoitering the ruined city of Logan to see if a major piece of equipment had survived a huge battle fought last year. 

In the spirit of a plot point campaign, I wanted to give the PCs other adventures in the Wasted West. I also wanted the characters to have another motivation for adventuring together: in this case, greed. The party possessed a journal from a pilot, now presumably dead. The journal states that his plane passed through the ghost storm at Saltmarsh and crash-landed inside the Deadland. Only half of the 8 man crew survived the ghost storm and the crash. 3 out of the remaining crew died walking out of the Deadland through the ghost storm. The pilot seems to have quickly lost his mind after this ordeal, as the journal turns to gibberish shortly thereafter. The plane was full of ammunition and weapons. The party would be rich if they could recover it. Of course, there's a good chance that they could die.

So I had two adventures that emphasized the themes of Hell on Earth: desperation, greed, the rebuilding of civilization, ruined cities, ghost storms, Deadlands, et cetera. The adventure also introduced key locations and personalities for the rest of the Worm's Turn campaign. 

Now I only need a clueless group of fools, er, I mean fellow dedicated role-players. Luckily, my current group meets my requirements.

Tim

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