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Two More Off-The-Cuff Campaign Ideas

I didn’t expect to write more of these… but I guess that’s what makes them off-the-cuff. I envision both of these as likely Starfinder campaigns, but you could mold them to work however you like.

Armageddon Helix: While there are numerous theories about its creation, no one is sure what caused the Armageddon Helix, a 525-mile wide strip of alternate reality running in a spiral from pole to pole of the Earth. Within the Helix, technology became unpredictable, magic and psychic powers bloomed, monsters arose, aline ruins and mythic buildings burst up from the land itself, and destruction was wrought. Magic does not function outside the Helix, but many strange technologies do. However, those technologies require materials that only exist within the Helix.
Those within the Helix changed as well, becoming unable to survive outside of it, and becoming ill if the come within a few miles of its edge. Similarly, those from outside the Helix cannot live near or survive within the Helix. Of course, this makes travel much more difficult–going from Seattle to Boise is simple enough, as they are within the same Safeland strip, but the center of the country is within the Helix, and travel to the East coast requires travel up to the north pole, around the end of the Helix, and back down toward North America.
The exception to this are extremely rare Apocalypse Riders, 0.01% of the population who can move freely between the Safeland and the Apocalypse Helix. Apocalypse Riders are heavily recruited, to take emergency supplies and news into the Helix, to bring valuable HelixTech materials out, to hunt down criminal riders who operate on the borer where few can seek them out, and to explore ever-changing Helix Ruins in the hopes of understanding what brought about the Helix, and if it can be reversed or controlled. Between missions, Apocalypse Riders can live in relative comfort in the Safelands, going to restaurants, seeing movies, and sleeping in soft beds. But within the Helix, danger lurks around every corner.

Gjallarbrú Guard: There are many names for the river that separates the lands of the living from the lands of the dead. Regardless of its name, that river is crossed by an infinite number of massive bridges, each bridge a city wherein the work of the afterlife is carried out. One of these is Gjallarbrú, the Golden Hall.
Souls dwell here. Mostly those who expect to reach a Norse afterlife, but others two. Some know how they got here. Many don’t. A few don’t even believe they are dead.
In most cases, those souls eventually move on. Once they pay their obolgild, or finish their limbo-punishment, or clear up some paperwork. Some don’t ever go on to the afterlife. Others can’t. And a lot just need to work to earn the obolgild to do so… or steal it.
There are rules, too. Cosmic, immutable laws. And fiends and elder alien reality-warpers and astrally projected living necromancers and sleepwalking psychics and Miskatonic university professors keep stirring up trouble. And sometimes, a dead soul even gets killed.
You are one of the souls that can’t, or won’t, move on. And you are part of the city Guard. It’s your job to keep the peace. The Peace of the Already Dead.
Sometimes Guards come from Chinvat, the bridge-city upstream from Gjallarbrú, chasing escapees who floated down the Infinite River. Less often someone must go downriver to Hardos, the broken bridge city, for similar reasons. Rumors claim that Guards are sometimes sent more than one bridge away up or down the river, but if that’s true, you’ve never spoken to such people.

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Five Off-the-Cuff ttRPG Campaign Ideas

So, when I am making off-the-cuff descriptions of ttRPG ideas or campaigns to make a point, if I don’t just go with halfling battle-bakers, I usually throw together random elements as they come into my head, and just run with them without giving them any serious consideration.
And, to be honest, those ideas (from royal families of were-rats who now rule their empire from gilded sewers to campaigns set in the dying husk of the World Tree) tend to be pretty popular. Once my self-censor is off, sometimes good stuff comes.
So, here are five off-the-cuff campaign ideas I have done no prep or pre=-planning for. They may all suck… or one or two might spark a good idea for other people. 🙂

Recruits of Heroes’ Hall: Valgard is the Heroes’ Hall, the ultimate interdimensional base of operations for the Valorous Guard, the mythic and legendary champions of all reality.
Sadly, they are all dead. The Heroes’ Beacon, which lights up when societies throughout the multiverse need help, now goes unanswered.
But Valgard ITSELF is a living, thinking thing. And it wants new heroes. It does not care about their power level, or plane of origin. It’s going to select those it believes have the potential to be legendary, and bring them into itself.
Participation is not optional.
And after all, if you die, Valgard just brings you back to life… sometimes during the same fight.

Celestial Racers: The lights in the sky actually are the shining wheels of celestial chariots. They also control the destiny of mortals. So teams of worshipers are selected to compete in Celestial Races, with winners forming constellations that benefit their patron deity.

Sigils: Sigils are ancient marks of conceptual power which select those psychologically aligned to them. Being of a compatible sigils is more important than family, or ancestry, or culture. Most sigilkin have a minor, cantriplike power to call upon. But the great Sigil Scions can change the world, and those champions are empowered with energies far beyond their class or training.

Inkbound: New spells aren’t researched. Magic is not some academic pursuit you can master through study. No, new spells only occur when written ideas are exposed to enough danger, destiny, disease, and damnation that it becomes infused with eldritch meaning, and forms into a new, unique spell. Powerful wizards thus employ the poor, desperate, and criminally sentenced to become Inkbound, people with bodies covered in mystic symbol tattoos who are sent through the most horrific and dangerous quests imaginable, some specifically created to push Inkbound to the point where spells begin to manifest on their skin.

Boldly: The Crescent is a fragment of an ancient, galaxy-spanning civilization. Hundreds of miles long, it is a surviving part of a Dyson sphere that once held billions of civilizations. But now no one can control it. It has food, water, can sustain life at differing gravities and atmospheres effortlessly, and no one knows how. It also heals those on it so instantly injury or death are impossible, and teleports at random from civilized world to civilized world, with a huge digital hourglass telling all on it how long until it transits again… anywhere from an hour to a month.
Once you get on the Crescent you may live forever and see the galaxy… but chances are you can’t even find your way home.

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