“Beep beep!”

No one knows what evil intelligences possessed these seemingly normal Ancient vehicles, but everyone on the roads of Gamma Terra fears the deadly hum of their malevolent engines.

Stats for three killer cars here: compact cars (level 4 skirmishers), SUVs (level 5 soldiers), and Fire-Belching, Car-Devouring Monster Truck!!!s (level 6 brutes).

Download the killer cars here! SUNDAY SUNDAY SUNDAY!

Inspired by a twitter discussion with @battlejack.

Update: Here’s a bonus monster, a level 8 elite — the Knave Automotives 9000, the most polite and erudite vehicle that will ever set you on fire and run over your smoldering corpse.

Download K.A.N.T. here!



Thankfully, nature has seen fit to provide its own warning markings on this mutated black widow: three green triangles that meet at a point.

These radioactive spiders hunt throughout the ruins of Ancient cities. Their webs glow with sickly green radiation, and they use smaller strands to draw their prey to their doom. Their venom is both poisonous and radioactive.

Rad Widow stats

Gamma World stats: Change the monster’s type from “natural beast” to “terrestrial beast” and ignore the Alignment/Languages line.

It turns out that in the real world there are these radioactive wild boars in Germany; a tweet from @Alphastream on twitter made the Gamma World connection.

So here you have stats for chernoboars: giant mutant wild boars full of radiation and anger, to trample your favorite Gamma Terra settlement. (Based on the wild boar stats from D&D.)

Download Chernoboars Now!


I needed some tougher monsters, so I worked out how to change them into elites by applying origins like templates. Since I’d already figured out the process, I thought I’d just write it up for you all to use:

Download It Now!

It explains how you can make Gamma World monsters even more mutated than before, and how you can change ordinary D&D monsters into bizarre mutant freaks. The article comes with two elite monsters you can use — including an exploding bear.

Yeah, that’s right, I said AN EXPLODING BEAR.


The D&D Gamma World game comes with an introduction adventure that takes the characters from level 1 to level 3, while demonstrating how the game works. This is good!

The adventure is designed for 5 PCs and doesn’t give guidelines on how to properly scale the encounters for different numbers of players. This is not good!

Here are two different articles I wrote that give you options for running “Steading of the Iron King” with fewer than (or more than!) five player characters.

Scaling the Adventure

To adjust each encounter for a variable number of players, follow these general guidelines. For more than six players, repeat the instructions for six players for each additional player. See page 92 of the D&D Gamma World rulebook for information on building level-appropriate encounters.

A few of these adjusted encounters push up against the next higher level of encounter. That’s okay as encounter levels are guidelines not strict rules, but you may want to further adjust some of the monsters or provide players
with extra assistance if they are having difficulties. For example, one of the terrain features might fail to function as written (such as The Machine in encounter 3).

Each encounter lists the monsters and hazards as written up in the adventure for five players, and then offers suggested changes to make to provide a challenge of the approximate difficult and general feel of the encounter for fewer players.

Download It Now!

Companion Characters

Unlike player characters, companion characters are relatively stable within their niches in Gamma Terra. Companion characters do not receive Alpha Mutation cards and never experience Alpha Flux events. They are also unable to use Omega Tech items and do not draw Omega Tech cards.

Companion characters can use the second wind action as player characters can, and like player characters, they heal to maximum hit points after a short or extended rest. They die at their negative bloodied values, not 0 hit points.

Companion characters don’t use ammo; they never have to worry about running out if they fire guns, and they can’t replenish a player character’s supply by giving ammunition to them. A companion character who comes with equipment can be given other, similar equipment to use, but the game mechanics for the companion’s
powers will remain the same. For example, if a companion uses a short sword and is given a yield sign (a heavy two-handed weapon), the companion’s attack will still function as if he were using the short sword.

This supplement includes the companions Roberta the Rebuilt Robot, Milton the Paranoid Dabber, and Enik the Time-Lost Sleeth.

Download It Now!

Target is knocked…what now?

Last night in my D&D game, the party fought a green dragon. I used the base stats from the D&D Adventure Tools monster builder, which is pretty good. (Added a few abilities to make it a fey green dragon.)

Here’s the stats for a green dragon, as per the Adventure Tools:


As we discovered last night, there seems to be a typo in the young green dragon stats. Specifically, this:


Group consensus was that the party’s fighter, who got tailswept on the first round because he didn’t move, clearly was knocked to his hands and knees, facing away from the dragon, ass in the air and with a sultry, come-amd-get-it look in his eyes as he looked back at the dragon over his shoulder.