Category Archives: Mutant World Campaign

A Problem for the Party

At the end of the game last week, the party was stopped by a force that turned anything that crossed the final feet of the tunnel into a cloud of powder. Here’s the problem they face: A mile-long steam tunnel … Continue reading

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Modified Radiation & Poison Rules

After killing both Sheldon and Melvin off in the Mutant World campaign, I resolved to modify the Poison and Radiation charts. There’s now an antidote for radiation, though the players probably won’t have it. There’s also no direct “Death” results, … Continue reading

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Survivors of Hawk’s Nest

Today’s adventure started well, with the party gaining 20,000 cr. in trade at Mourne in exchange for the mini-gun they had found. Both Corinne and Growler received special instructions about how the PSH fort of Hawk’s Nest had been conquered … Continue reading

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The Death of Sheldon

Sheldon, having recovered from the flechette damage that tore away half of his face and from the Firebelly Arn burns that crisped it again, decided to search a building filled with a green viscous liquid. As he recovered from his … Continue reading

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Zombietown

The players were joined by Shri, a mutated Peregrine Falcon who had runaway from Telph to join them. They tried to send her home, but then continued to explore the town, quickly running into 14 Glowing Zombies. They engaged them, … Continue reading

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Ruined City Generator

Playing the Mutant World sandbox campaign, I needed a generator for ancient ruins. Thankfully, a good one exists at http://wizardawn.and-mag.com/tool_acity.php  It generates a ruined city map from geomorphs created by Amanda Michaels for Dave’s Mapper (see the list of city … Continue reading

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Westward to Sittard

The second Mutant World party formed today, this time in a tabletop game placed one year in game time after the initial Roll20 group. The first party never returned, so a second group was sent forth, this time consisting of … Continue reading

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How Gamma World grew into Mutant World

I loved Gamma World (GW) when I was younger, but when I started digging into the rules again to prepare for a new campaign, I found both things I liked, and things I didn’t. I was delighted to find so … Continue reading

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Corpseville on the Lake

Colt and Rolff led the way, though Hawk was assumed to be still scouting and Galzra still translating the ancient language. Rolff also discovered that he had acquired Magnetic Control after his encounter with high radiation last session. First, the … Continue reading

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Gamma World Minis

I’ve been working on Gamma World style minis for my campaign on Roll20, and thought I’d share a few out. Here they are:

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