"There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind that most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders."
"These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before the entire Barony of Horn falls beneath their onslaught, and so he is offering a great reward to anyone who can defeat the Legion of Gold."
"Legion of Gold GW1" by Gary Gygax, Luke Gygax, Paul Reiche Ill still remains one of our all time favorite post apocalyptic sand box adventures. This is because while other post apocalyptic rpg games come & go Gamma World first edition remains iconic. So iconic that even today the model is being offered in print once again by Wizards of the Coast. Even today mutants & adventurers are still being killed off in the wilds of horn seeking out the golden maruaders!
Baron Jemmas, Warder of Horn, is an interesting NPC in his own right. Often glossed over in favor of the the rest of the sandbox of a module. Horn has all of the hallmarks of a post apocalytic domain. And that's exactly how we used it back in the Eighty one. The more we solved the dilema's of Baron Jemmas the more we came into his own good graces. According to Zen Darkstar on Rpg Geeks; "This is perhaps the best GW module ever made! If you are a lazy/unimaginative GM who needs everything laid out for you (or you like your adventures designed by rail-road engineers), that this is not your game. This is a "sandbox" (or 'point of light') setting - its an open-ended setting, with enough "seed" to run all sorts of adventures in and around it. The only down sides, is the way the players get to pick freely from the Baron's armory. This armory has a number of powerful artifacts, that the players should find on the course of the adventure - with all the trials and errors that comes with figuring them out."
"Legion of Gold GW1" has several of the usual high end qualities of Gamma World classic play going for it! Weird creatures, outlandish awesome adventure encounters, weird factions, & deadly combat. Beware that even though it says on the module cover, "Designed for use by 2-8 players of low to mid-levels." There have been several PC's of mine from Advanced Dungeons & Dragons that have been killed by the monsters in GW1. There's so much potential for campaign use in GW1. And the encounters can end well or not at all.
And its the all or nothing attitude with GW1 that remains a part of intriniscic charm & why it remains iconic even today. What makes it better? The "Legion of Gold GW1" module has been reprinted & is available on Drivethrurpg right here
- The sand box nature of the module allows the DM to string in their own encounters into the mix. "Legion of Gold GW1" is that module that brings the best of early Gamma World to the table top.
- The Buggems!
- There is so much potential for actual hard core Gamma World campaign planning.
- The potential is there for Greyhawk cross over! Nuff said there!
- The mutants & adventuers actually have a chance against some if not all of the Gamma World horrors within GW1!