Sunday, November 23, 2025

Create A Castles & Crusades With Amazing Adventures Campaign using The Nexus The Infinite City Rpg





 A campaign combining Nexus: The Infinite City and Amazing Adventures provides a framework for multi-genre, multi-era, "anything goes" action, where pulp adventurers from the 1920s/30s suddenly find themselves in a sprawling, transdimensional metropolis.




Campaign Premise: The Infinite Crossroads
The campaign centers on the city of Nexus, a vast, unique metropolis that exists in a reality "between worlds," where portals and "jumps" converge from countless different realities, worlds, and time periods. The players use the Amazing Adventures system to portray their two-fisted pulp heroes, spies, and adventurers who have unexpectedly found themselves trapped in Nexus.
  • The Hook: The characters were on separate "amazing adventures" in their home realities (e.g., investigating a forgotten temple, chasing a spy, etc.) when a strange, localized dimensional anomaly (a "Nexus Jump") pulled them through the void and deposited them in a random district of Nexus.
  • The Stakes: The PCs must navigate the chaotic, diverse city to find a way home, all while being pursued by forces (factions) that want to either harness their unique "outsider" abilities, exploit their knowledge of their home reality, or prevent them from ever leaving the Infinite City.
  • The Tone: High-action, fast-paced pulp adventure with an "anything is possible" multiversal twist.
 Factions and Key Players
The city is a web of factions vying for control, resources, and power.
  • The Nexus Watch: The closest thing to law enforcement, a group of "native Nexans" (those born in the city) who try to maintain order and mediate disputes between the various realities. They are the PCs' primary point of contact for legitimate aid.
  • The Collectors: A shadowy organization from a reality obsessed with acquisition, they kidnap "unique" individuals from incoming Jumps and force them to work for them, or sell them to the highest bidder. They are the initial primary antagonists.
  • The Infinite Liberation Front (ILF): A rebel group dedicated to tearing down the barriers between worlds and allowing free travel for all, regardless of the consequences. They may offer the PCs help with a hidden agenda.
  • The Architects: Beings of immense power who seem to observe the flow of realities, occasionally intervening to "correct" imbalances, using the PCs as unknowing pawns.
 Campaign Structure & Development
The campaign should be a sandbox, allowing players to choose which plot threads to follow, with the GM focusing on developing areas and NPCs as needed.
1. The Starting Area
The characters all wake up in the same "Arrivals District," a chaotic, noisy market where newly arrived people and items from various realities are bartered and traded. This serves as a neutral ground and hub for initial adventures.
2. Session Zero
  • Collaboratively define the rules of the world: How does magic work? Are there "tech levels"? What are the general do's and don'ts of the city?.
  • Help players integrate their Amazing Adventures characters into the setting, focusing on how their pulp skills (e.g., pilot, detective, strongman, socialite) apply in this new, strange environment.
3. Plot Hooks
  • The Escape Route: The PCs discover rumors of a stable, two-way portal back to their home realities, but the location is lost in a dangerous part of the city.
  • The Missing Person: An NPC ally's loved one is "Collected" (kidnapped), requiring the party to infiltrate a Collector base in an art-deco skyscraper from a 1930s Earth.
  • The Anomaly: A small, localized "glitch" in reality is causing a street to cycle through different historical eras, creating temporal instabilities that threaten the district.
4. Progression
As the characters explore the city, they gain allies, power, and reputation, moving from simply surviving to actively shaping the fate of Nexus itself. The Amazing Adventures system's class-based progression handles character advancement, with new "pulp powers" representing the character's mastery over the strange energies of Nexus.
A campaign combining the surreal urban environment of Nexus: The Infinite City with the traditional fantasy ruleset of Castles & Crusades (C&C) creates a unique blend of classic dungeon crawling and planar adventure. The city itself becomes the "infinite dungeon," where feudal lords coexist with arcane scientists, and medieval knights must navigate districts built from futuristic technology or primeval jungles.
The campaign centers on survival and exploration within a city that defies the laws of normal reality.


Campaign Premise: The Infinite Crossroads
Player characters are individuals transported from a standard medieval-fantasy world into Nexus. They use the familiar rules of Castles & Crusades to navigate this unfamiliar, chaotic metropolis.
  • The Hook: The PCs were on a quest in their home realm when a "Nexus Jump" abruptly pulled them into a strange new reality. They must adapt their swords, spells, and chainmail to survive.
  • The Stakes: Factions within the city need capable adventurers. The PCs must choose allies, find a place in the city, or discover a way to return home.
  • The Tone: Classic fantasy adventure with a surreal, urban, multiversal twist. The familiar C&C classes and abilities remain relevant, but the "dungeons" are city districts, skyscrapers, sewers, and planar distortions.
Character Integration (Castles & Crusades)
Characters use standard C&C rules. The game master (CK) should treat unusual technology or magic of Nexus as "Arcane" or "Divine" effects, utilizing existing checks (Prime Abilities: Charisma, Wisdom, Intelligence, Dexterity, Strength, Constitution) to determine outcomes.
Applying C&C Rules in Nexus
  • Combat: Standard combat rules apply. Firearms (if encountered) can be treated as heavy crossbows with a faster rate of fire (homebrew needed).
  • Magic: All magic functions normally, making magic-users highly sought-after specialists in a city where science and the arcane clash daily.
  • Skills: The CK should lean heavily on Prime Ability Checks for navigating the infinite city's diverse challenges.

Example NPC: Karsk, The Guildmaster
Karsk is the party's initial contact: a pragmatic Dwarf who runs the "Arrivals Guild," helping new jumpers settle in.
AttributeScorePrime?
Strength14-
Dexterity10-
Constitution16Prime
Intelligence12-
Wisdom15Prime
Charisma11-
  • Class: Fighter 4
  • HP: 32
  • AC: 16 (Chainmail + Shield)
  • Attacks: Battle Axe +6 (1d8+2 damage)
  • Special Abilities: Stonecunning, Combat Focus
  • Description: A scarred dwarf with a permanent scowl, Karsk knows where to find almost anything in Nexus. He is suspicious of outsiders but values those who can handle themselves in a fight.

Example Faction Enemy: Collector Grunt (Modified Bandit/Guard Stats)
These agents of The Collectors are mercenaries often equipped with scavenged gear from various realities.
Collector Grunt (Fighter 1)
AttributeScorePrime?
Strength13-
Dexterity12Prime
Constitution11-
Intelligence10-
Wisdom9-
Charisma8-
  • HP: 6
  • AC: 14 (Mixed salvaged armor)
  • Attacks: Scavenged Energy Pistol +3 (Range 30ft, 1d6 damage, treated as light crossbow for rules) or Baton +3 (1d4+1 damage)
  • Special Abilities: Adaptable Combatant (advantage on checks related to navigating difficult terrain).

 Campaign Structure & Development
The campaign should be a sandbox where districts serve as massive "dungeons" to be explored.
The Starting District: The Bazaar Tier
A chaotic, noisy market where newly arrived people and items from various realities are bartered and traded. This serves as a neutral ground and hub for initial adventures. It is generally safe due to Nexus Watch patrols, but smuggling and theft are rampant.
Plot Hooks for C&C Players
  • The Relic Hunt: A local temple leader (Cleric) needs the party to retrieve a holy artifact that was lost in the Rust Belt district—an area made entirely of 20th-century scrap metal and broken machinery.
  • The Baron's Ransom: A medieval noble from the PCs' home reality has been kidnapped by a high-tech crime lord in the Glass Spire district (a cyberpunk area), requiring the party to navigate social intrigue and advanced security.
  • The Arcane Anomaly: A "glitch" in reality is causing a street to cycle through different elemental planes (fire, water, earth), creating temporal instabilities that threaten the district. A local Wizard is seeking aid to close the portal.
By using the familiar Castles & Crusades system, players can focus on the incredible environment and endless possibilities of Nexus The Infinite City.

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