This is the writeup of an adventure I ran January 8, 2011, at Amazing Discoveries in Tucson, Arizona, as the culmination of a string of sessions that dropped hints about the campaign’s first boss villain, “Ray-Gun.”

Scenario Parameters: This adventure is designed for a group of four player characters with an average level of 4, and uses maps and monsters from Famine in Far-Go. The encounters give details on how to scale the adventure for more or fewer players. “The Ray-Gun Revolution” is probably too hard for characters below second level and may not be suitably challenging for a party above sixth level.

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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.

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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.

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A local merchant’s caravan was attacked by grens, but instead of looting his valuable guns and ammunition, the green folk stole his teenage daughter! Can you enter the grens’ fortress-tree and mount a rescue before she’s sacrificed to the rootlord?

The grens live in a nearby rainforest area, one which mysteriously persists despite the other land features adjacent to it – as is typical for a lot of Gamma Terra geography. Overgrown with lush ferns and gigantic trees, there are but a few passable trails through the rainforest, and it was along one of these trails that the grens attacked the caravan belonging to the dabber arms dealer Ryxo Totlen and carried off his daughter, Bextra.

This Gamma Delve is designed for 4 characters of level 6, but can be scaled for anywhere between 2 and 6 characters. You can also run the delve for higher or lower level characters, but characters lower than level 4 are unlikely to succeed. By the end of the adventure, surviving characters will receive approximately 925 XP each, not counting quest experience.

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WHAT’S A GAMMA DELVE?

Gamma Delves are designed to be used for quick, out-of-the-box play with the core D&D Gamma World game. Each delve is written for a specific level, with three encounters of increasing difficulty. These can be used as fast introductions to the game or as a night’s diversion from a larger storyline, or an enterprising Game Master can string together a series of Gamma Delves to create a whole campaign.

Each Gamma Delve adventure follows certain additional rules:

  1. The delve must use the maps included with the D&D Gamma World game. The order of encounters cannot be the same, or partially the same, as that of the sample adventure “Steading of the Iron King,” from chapter 6 of the D&D Gamma World Rulebook.
  2. The delve must use the monster tokens included with the D&D Gamma World game. (This imposes certain limits on the number and types of monsters; for example, a delve can’t have more than 3 dabbers, because there are only 3 dabber tokens.)
  3. The delve can’t use the same monsters in the same locations as the sample adventure, “Steading of the Iron King.” This means, for example, that badders and porkers can’t be used on map 1B, the path to the tower – but yexils or parns or seps could be used.

If you’d like to create and share your own Gamma Delve, please do so! You can post your delves to the Gamma World forum on the Wizards.com website.

While exploring the ruins of an Ancient temple of learning, the players discover a dug-out entrance that leads to the basement level beneath a collapsed building.

This Gamma Delve is designed for 4 characters of level 1, but can be scaled for anywhere between 2 and 6 characters. You can also run the delve for higher level characters, but it may not provide enough of a challenge for characters over level 3. By the end of the adventure, surviving characters will receive approximately 425 XP each, not counting quest experience.

Download It Now!

WHAT’S A GAMMA DELVE?

Gamma Delves are designed to be used for quick, out-of-the-box play with the core D&D Gamma World game. Each delve is written for a specific level, with three encounters of increasing difficulty. These can be used as fast introductions to the game or as a night’s diversion from a larger storyline, or an enterprising Game Master can string together a series of Gamma Delves to create a whole campaign.

Each Gamma Delve adventure follows certain additional rules:

  1. The delve must use the maps included with the D&D Gamma World game. The order of encounters cannot be the same, or partially the same, as that of the sample adventure “Steading of the Iron King,” from chapter 6 of the D&D Gamma World Rulebook.
  2. The delve must use the monster tokens included with the D&D Gamma World game. (This imposes certain limits on the number and types of monsters; for example, a delve can’t have more than 3 dabbers, because there are only 3 dabber tokens.)
  3. The delve can’t use the same monsters in the same locations as the sample adventure, “Steading of the Iron King.” This means, for example, that badders and porkers can’t be used on map 1A, the path to the tower – but yexils or parns or seps could be used.

If you’d like to create and share your own Gamma Delve, please do so! You can post your delves to the Gamma World forum on the Wizards.com website.