Campaign Front: Tearing Through Space

At the beginning of the year I brought you the Attack of the Riftsquid! Adventure Front, an outline for a single session of play. Today, I expand on that adventure front with the campaign front Tearing Through Space -an outline to use for a multi-session campaign. Since these are all ‘big dangers’ not every danger will come in play every session. Think of this outline as the Big Bads of a television show, the overarching dangers that may not always directly threaten the PCs, but tie together the Big Story.

The Triwip people hoped they could settle a new planet after their own had died in the explosion of its sun. But space is big and callous while habitable planets are small and fragile. Halfway through their voyage, a Riftsquid attacked the ship, the first of many pitfalls for the Triwips. Tears in space-time were forming dangerous zones of unpredictable chaos and were likely the source of the recent Riftsquid blight…along with other extra-dimensional threats. Even the Triwip people themselves stood divided on what the future should look like. An aggressive minority of Triwips  who called themselves The Apex saw the new settlement as a chance to perfect the race, to finally free it of undesirable things…and people.

Danger: Dimensional Tears

Type: Unpredictable zones

Impulse: To grow, to tear apart reality

  1. A new tear opens up
  2. Reality and time near the tear warps
  3. The tears spread
  4. The multi-verses collide to form one erratic universe

Impending Doom: Rampant Chaos. Time and space swirl and crash together, making distinctions between past, present, and future meaningless. Continue reading “Campaign Front: Tearing Through Space”


Attack of the Riftsquid!

Happy New Year! Today’s inspiration is an outline for a sci-fi one-shot adventure using the Dungeon World Front system. I plan on expanding this adventure into a full campaign, so check back!

The Triwip People knew their sun was dying. Knew they had to find a way to escape to a new planet if their species were to survive. So they built Deliverance, a massive self-sustaining spaceship that would use the force of the sun’s explosion to propel itself to a suitable planet in a nearby system. It worked. The sun exploded and they sailed its dying winds through the void of space. But then, in year ten of their fifty year voyage, an extra-dimensional space monster attacked. Materializing out of nothing, the Riftsquid latched onto the spaceship and punched its limbs right through the hull. It deposited into the ship gross creatures, writhing balls of tentacles and clashing teeth. While most of the crew joined in to fight the monsters, some did nothing and others even turned on fellow crew members. During the chaos, someone changed the course of the ship to a close, but hostile, planet. Unknown to anyone, safe within the bowls of the ship, cloaked by their natural rift biology, sat a clutch of Riftsquid eggs. Continue reading “Attack of the Riftsquid!”


This week, the town of One-Eye, a penal colony at the edges of civilization. Although I wrote this for a fantasy, it was inspired by Jupiter’s Moon Titan and could easily be adjusted for a sci-fi campaign.


High noon; the sun barely visible as a tiny smudge through the tangerine clouds. A purple ship glides through a stinking sea toward a black shore. People stand ready to greet the ship, their pale skin giving them the appearance of ghosts waiting to greet comers to the underworld. And perhaps they are.

This the far-flung land of One-Eye, the penal, mining colony for all undesirables. Behind the greeters loom the caves formed by the acid snow that frequently falls onto the soft rocky terrain. The caves honeycomb the land – no one knows how deep they go. Melted snow and sea water collects in the caves, forming deep, dark lakes. At the bottom of the lakes rest valuable black sand, and it is this the miners must dive for. Miners go missing with such frequency that a short memorial service is held everyday. One bell tolled for each miner. Continue reading “One-Eye”

Contessa Moldred’s Mad Winery

An adventure prompt for Halloween! This is slightly darker than I usually like to write, but it is Halloween. Hope you enjoy it and please let me know what you think in the comments.

The cold floor seeped through her dress, through her skin, through her muscles and came to rest in her bones. She waited for It to start again. The clawing, the screaming, and the pain. The door squeaked open, a figure slipped in.

“Hold out your arm.” Continue reading “Contessa Moldred’s Mad Winery”

Adventure Front: The Hollow Manuscript

Another Adventure Front using the Dungeon World system! I do not plan on making this into a detailed adventure as I did for The Crystal Dust Road, but I did test-run this and it was a lot of fun! My party ended up dramatically disrupting the Book Thieves’ Auction and then fighting Prof. Werther in an undersea bunker.


Merlin University dwarfs all other magical libraries. Its vasts collection spans four ground structures, two floating ‘sky’ buildings, and one underground cavern. The library’s collection includes everything from the extremely popular “The Children’s Big Book of Common Beasts” to the mysterious Hollow Manuscript. Many books can be checked out by the public, but many more due to their rarity, danger or both are kept locked under layers of protective spells, enchantments and trustworthy stone and iron. These require special permission to view.

Recently, though, books have started to vanish and more than books; nothing with words upon it is safe. Journals disappear from satchels, newspapers from patrons’ hands, even call slips. Luckily, so far only reading material located within the public area of the library has vanished.

Continue reading “Adventure Front: The Hollow Manuscript”

Adventure Prompt: Part 2 of The Crystal Dust Road – The Disappearing Caravans

I’ve written this adventure prompt to continue the adventure I started in this post. I am using the Dungeon World system, but you could adapt this for any system.

Your party has traveled to a well-known trade stop on the Crystal Dust Road, Stone Fort,  where the merchant’s guild is offering a big reward for solving the mystery of disappearing caravans. Have your party introduce themselves. Then ask why each party member wants to solve the mystery (or just win the reward), how (or if) they know the other party members and why they are working together.

Suggested Bonds:

_________ and I have collected many a bounty together before, but I still don’t trust them.

I’ve heard rumor of _________’s investigative skills, I hope to learn from them.

_______ is just in it for the money, I will show them there is more to life.

_________ seems like a greenhorn, they better not get in my way.

Once you’ve settled all that, read the following outloud:

Wagons heavily laden with valuable crystal dust rumble along the cobbled streets. Now and then a small puff of dust escapes, contributing to the build-up of dust which gives the whole town a  faint glimmer. The wagon drivers shout at pedestrians to get out of the way, who in turn shout back to get out of their way. Merchants hawk their goods from wooden stands, their buckets brimming with all magical necessities such as siren feathers, newt eyes, and mermaid scales. In stone buildings painted in dizzying patterns, richly-robed merchant sell the more valuable items the discerning wizard requires. 

A Reward poster lies on the small café table in front of you.  Even though you’ve been sitting for only a few minutes, the crystal dust is already scratching your throat and eyes. The poster reads:

“REWARD: Ten Wagons of Crystal Dust or its Equivalent in Coin to Whomever Can Solve the Problem of the Disappearing Caravans. Inquire with the Merchant’s Guild for More Information.”

The next section includes some light descriptions of the town and the people the PCs might encounter. Let your PCs explore, and don’t be afraid to  let them go ‘off-script’

Around the Town of Stone Fort

Population: 15,000

Geographical size: Roughly 3 mile square

Economy: Trade Center

This a mid-sized to large town. Any common items can be bought, and a few rarer items.

People to Encounter:

The outdoor stands: The merchants at this level do not belong to the guild and hence do not know much beyond the fact caravans have been disappearing and there is an award.

Suggested Names: Gligee Potionbrewer, Pan Hawker, Selma Hexenhammer

The wagons: Most wagon drivers are too busy to talk to the PCs and will ignore them. However, there is one caravan in town which is getting ready to leave and will allow the PCs to travel with them.

Suggested Names: Gruf Oxmaster, Ruby Whip

NPC: Kari Undergem, the wagon master. While she is not a merchant, and therefore not in a guild, a guild member has  hired her caravan. She has heard rumors that the caravans are not lost, but taken, their occupants murdered or enslaved. She is nervous about the trip, and willing to let the PCs accompany her caravan.

The indoor shops: Almost all indoor merchants are part of the guild and can give the PCs a bit more detail on the caravans. They know disappearance started happening  6 months ago, and are almost always along a one mile stretch of road. The Guild sent scouts to the area, but so far whenever scouts watch, no caravans are attacked. The scouts also searched the surrounding area, but found no signs of activity.

Suggested Names: Hittie Gold, Clavyo Richmound, Xan Coinbags

Any other townsperson: For the most part, anyone else the PCs talk to knows very little information. Multiple rumors abound about what is happening to the caravans.

Suggested Names: Timur Drop, Gamzee Brave, Rosewater Smiles

The Merchant’s Guild: This location is easily found by asking any towns person or by walking into the biggest, shiniest building with the engraved sign “The Merchant’s Guild.” If the PCs enter this building read the following out load:

The words “Merchant’s Guild” are chiseled above an immense open doorway. A mosaic caravan scene surrounds the doors. As you walk in, the caravan imagery continues, bringing wares to a mosaic marketplace which covers the entire back wall. The masterpiece dwarfs a simple wood desk where a gnome sits cleaning out his ears with a stick.

NPC: Rydarcargemurlite (Rydar for short): A male gnome with the tendency to forget what he’s talking about. He knows the following about the missing caravans, but besides being forgetful, he’s tired of explaining it to every kid who thinks they can win the reward:

  • The caravans are often found intact, but the caravan members gone.
  • Bodies are rarely recovered, when found, they are brutally torn apart and partially eaten.
  • Large caravans are never attacked, but small trinkets are often missing.
  • Caves riddle the cliffs where the caravan has disappeared.
  • There is a massive and ancient graveyard near to where the caravans disappear.

Continue the story in Part 3

Adventure Fronts: The Crystal Dust Road

This is a short adventure outline using the front system from Dungeon World. If you have are not familiar with Dungeon World’s front system, you can read about it here. Basically, this is a road-map for the GM of what will happen if the PCs do nothing. It also provides a quick reference for the adventure’s main villains, their motivations, and their goals. You can use this outline to run a Dungeon World adventure or as a guide to create an adventure for any system. These fronts are part of the adventure I started in this post.


In the middle of the desert stands the surprisingly large town of Stone Fort. Surprising, that is, unless you know that Stone Fort also sits on the cross roads of the Crystal Dust Trade route. Recently, caravans have started to mysteriously disappear nearby. The Merchant’s Guild has put out a substantial reward for anyone who can discover what is happening to them.

Estimated Runtime: 1-2 sessions of 3-4 hours.

Front: Stone Fort

Description: Crystal Dust, the flour of magic, needed by almost every magic-user, grew best far in the North. Mithril steel, the strongest and lightest of all steels, formed in the mountains of the South. Naturally, a trade route developed between the two, carrying valuable Dust to the South and steel to the North.

The Merchant’s Guild controls most of the Crystal Dust trade. The members receive the first pick of the goods, own the best shops in trade towns, and set the price for the Dust. But the Guild is not content being just the biggest game in town, it wants to be the only. To that the end, the Guild, plans to extend its control to the caravans which carry the Dust along the route.

For years, Rydar has worked in the Merchant Guild main office as its head secretary. The lengths the Guild has gone to maintain its tight control over the Crystal Dust trade has disgusted him. So, on the side, he has begun to experiment to find something that will replace crystal dust.

Main Caste:

  • Agatha Confeller. The Merchant Guild Captain
  • Rydarcargemurlite (Rydar for short). A gnome inventor and current, disgruntled employee for the Merchant Guild.

Danger: The Merchant Guild (ambitious organization)

Impulse: To monopolize the crystal dust trade

  1. Caravan and competitors leaders identified
  2. Competitors stopped from traveling the road.
  3. All buyers of crystal dust forced into compliance with the Guild

Impending Doom: Usurpation. The Merchant’s Guild is now the only way to get crystal dust.

Danger: New! Magic (arcane enemy)

Impulse: To supplant crystal dust market with his own invention.

  1. Rydar, an enterprising gnome, begins looking for a way to make crystal dust obsolete.
  2. Rydar gathers a team.
  3. The team invents/discovers a way to make crystal dust obsolete.
  4. The team begins distributing their method and/or new product.
  5. The team organizes its own guild.

Impending Doom: Impoverishment. The entire Crystal Dust Road economy is shot.

Front: The Forgotten Graveyard

Description: See this post.

Main Caste:

  • Ergithia, an ancient gargoyle in the shape of a veiled woman, she stalks graveyards, kills for fun, and collects morbid tokens from her victims.
  • Tribley: One of the captured goblins and an amateur alchemist.

Danger: Ergithia (arcane enemy)

Impulse: To delight in cruelty, to increase her collection

  1. Desires a new addition to her collection.
  2. Builds her army
  3. Marches to find the addition
  4. Finds and obtains the addition.
  5. Harnesses the power of her new collection and army

Impending Doom: Tyranny. Ergithia takes over Stone Fort and enslaves the city.

Danger: The Imprisoned Goblins (hordes)

Impulse: To survive by any means necessary, to fulfill their own hedonistic desires.

  1. The goblins choose a leader
  2. The leader organizes a mutiny against Ergithia
  3. The goblins mutiny and attempt to kill (or at least escape) the Ergithia.

Impending Doom: Anarchy. If the goblins can free themselves, they plunder and pillage anything they can


  1. Who will be the goblin leader?
  2. What does Ergithia desire?
  3. How does the merchant guild control the competitors?
  4. Why is crystal dust so important?
  5. What has the gnome invented?
  6. Who is on Rydar’s team?

Continue the story in Part 2