ALTERNATE WORLD GATE~~

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Enc.: varies
IS: 
Aura:
XP: 00
GP: k
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<8Magic Items8>
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DMG

    These are various odd, unfamiliar items. When
touched, each item/gate summons a being from
an alternate world who appears within one turn.
At that timem, a door appearrs near the item (even if
in midair), and a being steps through the door,
grabs the item before the characters can react
(even if it is apparently secured, stored, or held),
and steps back through the doorway. If the characters
react quickl you may allow them to step
through the door and arrive in the alternate world.
Once in such a world, the characters must locate
a gem of returning (q.v.) to return to the D&D<>
game world. The characters might not remain
human after passing through the gate, depending
on the alternate world they visit. You and the
players should discuss the change at that time;
severe changse should be optional, not forced.

    Alternate world gates should be selected, not
randomly determined. The various items and
beings linked to them are:

<r>

Blackjack: This small, heavy item is made of
leather wrapped about a strip of steel. It summons
an agent from the TOP SECRET game: a
short, wiry, blond human wearing a black woolen
outfit. The agent might stop and eye the characters
suspiciously but does not speak.

Laser Pistol:

paperkraft.blogspot.com

This is a plastic and chrome cylinder
with a grip on one end. It cannot be fired <>
without the user first spending 2-5 turns experimenting.
The pistol summons a security robot
from the GAMMA WORLD game: a metallic
humanoid with two arms and two tentacles, each
about 33 inches long. The robot may mutter
something about "restricted areas" but will not
attack or otherwise converse.

Lute:

This musical instrument is 2 feet long. A
long, thin neck makes up one half and a round,
flat-topped ornate box the other. Strings of
unknown material are attached to either end. The
lute summons a bard from the ADVANCED DUNGEONS & DRAGONS game--
a normal well-armed but unarmored human clad in green and
carrying a flute. He may mutter something about incompatibility, <flute>
but will not otherwise converse.
 

Medal:

This is a small blue ribbon with a pin on
the back and adorned with a silver metal object of
odd design. The medal summnons an ace pilot
from the DAWN PATROL game--a normal man
garbed in strange clothes who wears a leather
helmet, a strange device over the eyes, and a long
scarf. Though silent, he might, if encountered
outdoors, examine the sky carefully before
departing.

Pocket Tool:

This odd device is 3 inches long
and may be unfolded to reveal a knife, corkscrew,
and various other utensils of fine metal manufacture.
The tool summons a Yazirian from the STAR FRONTIERS game--
a man sized monkeylike being with membranes between its arms and
body. The creature may bare its teeth and snarl at the
characters but will not otherwise converse.

Star:

This silver five-pointed item is apparently <revise image>
a brooch. The star summons a sheriff from the
BOOT HILL game--a normal man clad in fine
but thin black leather who wears a metallic
device strapped to each hip. He pins the star to
his vest and might draw one of his hip devices,
twirl it with one finger, and replace it. He then
winks solemnly at the characters and departs.

Violin Case:

This strangely-shaped box has
three hasps; if opened, a golden, furry lining is
seen but the box is empty. Both the lining and the
material of the box are unfamilliar. The case summons
a thug from the GANGBUSTERS game--a
human clad entirely in black, wearing a cloth hat,
and carrying an odd-looking metal tube with two
handles and a large rounded middle. He may
wave the device about threateningly but will not
attack and cannot speak intelligently.

<revise image>



 


 

<place Star Frontiers conversion notes here>