So it's been a while since I've written anything, but I've been running a campaign in my Prismatic Planet setting, and I've been making brief session summaries that I share here. I wrote most of the tables myself, but then I asked AI to generate enclaves using them, and it turned out quite well. The summaries have also been written with the help of AI, but that's what's happened so far. It's a sandbox campaign, and the PCs have ignored a few hooks along the way, as you'll see.
All skin colors were generated randomly (except for the PCs who choose to be red, like the Red Martians from Barsoom).
The intro was partly written by one of the players as I've asked then to describe their backstory.
Let me know what you think of it!
Introduction
The PCs are the Orash-Khai siblings, their skin a vivid crimson, are survivors of the Orun-Khai tribe, destroyed by drought and hunger. They went west to seek for food, shelter, etc., and maybe some place to be accepted and gain fame/glory.
Zarak Orash-Khai (20): Warrior and ranger.
Lark Orash-Khai (18.5): Technologist and psionic.
Nyko Orash-Khai (17): Scholar and warrior.
First Adventure (Days 1 to 7)
The characters arrived in Orveth, a village of red men who hated mutants. They were invited to join the village if they could prove their usefulness, or to confront the village's enemy: the Bone Wizard and the yellow men beyond the desert to the north.
They also met a counselor who possessed a cylindrical alien object. When Lark examined it and pressed a button, he was affected in some way, suffering intense nausea. The counselor advised them to leave the village before the effects became noticeable.
The next day, they decided not to cross the desert but instead travel west through the nearby forest in search of the tribe of green men. During the journey, they encountered strange sights, including a glowing fungus covering much of the forest and trapping a yellow man up to his neck.
Along the way, Lark noticed keloid-like growths emerging on his arm from the inside out. Despite this, he resisted the more harmful effects, and the transformation appeared to be only cosmetic, as he could still move his arm normally.
Later, they encountered a yellow woman and attempted to communicate with her, but things went very badly. They were attacked by a group of yellow men armed with knives who did not speak the same language. The woman informed them that the village of the green men lay two days to the east, and that there was also a cave in another direction inhabited by "the one who thinks alone."
Second Adventure (Days 8 to 15)
The characters arrived at the village of Kaldurr, deep within the forest. There they discovered that the green queen Ossavel was gravely ill, and that the government was effectively in the hands of the yellow regent Davar.
An elderly red man named Druvas welcomed them and revealed tensions between the factions. The reds sought the missing prophetess Sovan, who could see the future. They believed she might bring equality and prosperity. The yellows were divided: some supported rule by an elite that would usher in the "Golden Age" foretold by the prophetess, opposing the green people's pacifist philosophy.
Despite this, the yellow soldier Mirathis showed sympathy toward the players and attempted to recruit them to oppose Davar.
Several days later, other reds returned with news that Sovan might have gone to a nearby underground ruin to the west. Lark expressed a desire to explore the location. The PCs set off and encountered strange winged creatures along the way (Mi-Go).
Third Adventure (Days 16 to 18)
After resting and recovering, the players explored Sigma-7 Base, a technological shelter inhabited by mutant humanoid creatures.
They fought the creatures and later battled robots. Along the way, they discovered numerous pieces of advanced technology, recovering a laser rifle (3d6, e7) and a battery (e14).
At the end of their exploration, they fought a gigantic three-meter-tall obsidian woman. During a desperate cesarean operation, Niko managed to save a mutant baby from inside her, even though the mother died.
The question now was how to care for the child.
Fourth Adventure (Days 19 to 25)
The players decided to return to the village and try to convince someone from the green faction to take care of the baby.
With some reluctance, Mirathis agreed to find a caretaker in exchange for one hundred silver coins.
Meanwhile, other red men continued north in search of the prophetess.
After handing over the baby, the player characters also headed north. Along the way through the forest, they encountered monsters and obstacles, including other red men who were completely drugged out, while following the trail of those searching for Sovan.
Fifth Adventure (Days 26 and 27)
On the first day, the PCs were attacked by giant spider-like creatures, and Lark was badly wounded.
On the second day, they found the body of a red man missing part of his head.
They also met two blue merchants, Torgul and Naarak, who had been robbed by savage yellow men living in a nearby shelter. Investigating the shelter, the PCs discovered that many of the savages were suffering from something resembling radiation sickness, possibly caused by a glowing green stone inside.
They recovered the stolen treasure, fought the sick and mutated yellow savages, and received a reward. However, they left the "poisonous" stone behind and continued north with the two blue men. Both Naarak, the warrior, and Niko were badly injured.
Sixth/Seventh Adventure (Days 28 to 32)
After defeating a giant tiger-like creature with tentacles, the characters arrived with the merchants at the city of Sorvheen, a settlement hidden within an enormous pit.
The city was inhabited by blue warriors who revered combat and martial prowess above all else.
Speaking with the city's red minority, the characters learned that the prophetess had passed through and continued north, possibly toward Erethrix.
They set out in pursuit.
Erethrix was a vast city whose center was protected by high walls and three great towers: the Black Tower, the White Tower, and the Silver Tower. Around the walls stood various establishments, including expensive taverns and brothels, along with scattered poor shacks and small two- or three-story stone buildings.
Its population was diverse, consisting of blue, green, red, and yellow people. The city was supposedly ruled by mysterious obsidian sorcerers and their blue guards.
There, the adventurers heard rumors of a massive Shelter to the west, an enormous ruin of the Ancients where the prophetess might have gone. They decided to seek her there.
Eighth Adventure (Days 33 to 43)
The party left Erethrix and crossed the savanna, enduring red dust storms.
On the third night, three Ankhegs emerged from the mist and attacked. The group was injured, especially Lark.
They later arrived at Rholor, a settlement built on suspended platforms atop dark metal pillars. It was inhabited by about ninety pale-skinned people who had chosen not to speak.
They were welcomed because Lark was psionic, and the young leader communicated directly into his mind. After resting, the party continued their journey.
On the way to the mountain, they spotted an enormous creature resembling a six-meter-tall tree trunk covered in eyes and tentacles. They did not approach it, and the creature eventually moved on.
The group then reached Chovrek, a village of red men carved into stone. Its leader, Drav, whose hands bore chemical burns, welcomed them warmly and promised assistance in exchange for offerings of any artifacts they found, which the villagers considered sacred.
They climbed Mount Hedron beneath the shadows of pterodactyl-like creatures and entered a ruin with white metal walls and sealed doors.
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