"Gold flows eternal from the mountain's heart. But the Genie Enoch knows: every coin is a seed of discord, every nugget a fracture in Restraint's wall. When greed consumes a domain, what remains?"
Campaign At a Glance
Player Count
3-6 players
Sessions
15-25 sessions (4 hours each)
Difficulty
Advanced (experienced Tricksters)
Themes
Greed, Corruption, Redemption, Choice
Campaign Premise
Deep within the Domain of Restraint—a realm of austerity, discipline, and careful balance—an ancient mine has begun bleeding infinite gold. The source is Enoch, a trapped Genie whose essence corrupts everything it touches.
Gold Rush can run linear for new groups or as a full sandbox: faction clocks tick, Alexandrian three-clue nodes guide discovery, and hexcrawl exploration reveals sub-domains of Lust, Narcissism, Gluttony, and Wrath.
Solo Play
Player Entry Points
Players may enter Gold Rush through multiple hooks—choose one that fits your group:
The Outsiders
Modern humans pulled through a portal. Conspiracy rumors of a miracle mine and a first-contact vibe make them perfect for discovery play.
The Future Refugees
Travelers from a depleted future where precious metals are gone. Desperate, pragmatic, and ready to bargain with anyone.
The Domain Dwellers
Residents of Restraint who see corruption at home. Political intrigue, community defense, and moral dilemmas are front and center.
The Partisan Agents
Operatives hired to contain the gold flood before it wrecks interdomain economies. Investigation and faction play shine here.
Key NPCs & Factions
Enoch
Tier: Mythic Entity | Archetype: Corruptor
A biblical Genie trapped in a pocket domain of pure Greed. The mine bleeds his essence as living gold that whispers bargains and corrupts on contact.
Goal: weaken Restraint until it shatters, then absorb the fragments into a new empire of Greed.
⚠️ Trickster Note:
Play Enoch as sympathetic. He was imprisoned unjustly and offers genuine aid—at a cost. Players should question if stopping him is right.
Faction Clocks & Countdowns
Advance clocks at session starts based on in-game time and player inaction. Show them openly to create urgency.
Enoch's Corruption (2 / 8)
Advances when gold spreads or major NPCs fall. At 8, Restraint shatters and Enoch is free.
Khore's Conquest (1 / 6)
Advances when Khore wins major battles or captures key sites. At 6, he reaches Enoch's prison.
Restraint's Fracture (1 / 6)
Advances with faction splits and civil strife. At 6, the domain splits and endings lock in.
The Encyclopedist's Research (0 / 4)
Advances when players deliver data. At 4, she learns how to contain Enoch—but it requires sacrifice.
Campaign Structure
Gold Rush is divided into five chapters; they can overlap or be skipped based on player choices.
Chapter 1: The Glittering Rumor
Arrival in Restraint, origin-specific hooks, first corruption signs.
Sessions 1-4 | Investigation & Exploration
Chapter 2: The Spreading Stain
Sub-domains manifest; hexcrawl and first major boss.
Sessions 5-8 | Exploration & Survival
Chapter 3: The Hollow March
Khore's Legion invades; war and infiltration.
Sessions 9-12 | War & Resistance
Chapter 4: The Wrath Below
Collect keys from corrupted Genii; dungeon crawl across sub-domains.
Sessions 13-16 | Dungeon & Puzzles
Chapter 5: The Gilded Throne
Final confrontation with Enoch and branching endings.
Sessions 17-20 | Climax & Resolution
Campaign Bestiary
30+ creatures: gilded corruptions, Hollow Legion, sub-domain horrors, bosses.
All tiers
The Domain of Restraint
A realm of measured beauty and careful balance, now fracturing as corruption spreads.
The Three Cities
- Temperance: capital and seat of the Genii council—now split between reformists and zealots.
- Measure: trading hub and only portal to the Partisan Market—corruption epicenter.
- Balance: agricultural center literally splitting between fertile and blighted halves.
Key Locations
- The Goldspring Mine: source of endless gold leading to Enoch's prison.
- Monastery of Empty Hands: trains resistance to corruption and can be a bastion.
- Mirror Lake: reveals corruption and secrets.
- Boundary Stones: failing markers between domains.
Emerging Sub-Domains
- The Gilded Garden (Lust): pleasure district growing from Measure's ruins.
- The Hall of Mirrors (Narcissism): palace where everyone sees their ideal self.
- The Endless Feast (Gluttony): town trapped in eternal consumption.
- The Fury Pits (Wrath): combat arenas fueled by rage.
DROP v2 Challenge Design
⚙️ Mechanics as Challenge Endstates
Design encounters that push players toward DROP v2 decision points. When planning challenges, consider these mechanical endstates:
Zero Dice Moments
Create situations where characters with 0 in key attributes must act. The Gold corruption might drain attributes, forcing:
- • 2d6 take lowest: Safe but likely failure—good for probing tests
- • Reach for State: Desperate gambles in climactic scenes
Sets as Rewards
Large pool bonuses (from gold blessings, faction aid) make Sets more likely. Design encounters where:
- • Doubles recover crucial Reach debt during faction negotiations
- • Bonus dice from Triples create clutch moments in Domain set-pieces
Reach/Push Exclusivity
Structure sessions with escalating threats. Early encounters tempt Reaching; the finale punishes those who Pushed:
- • Act 1: Low-stakes tests where Reach is safe
- • Act 2: Pressure builds—Push temptation rises
- • Climax: Those who Pushed can't Reach when it matters most
Drift Reset Moments
Domain-hopping in Gold Rush creates natural Drift reset points:
- • Exit to Outside: Drift → 0 (full reset)
- • Re-enter Nowhere Land: Drift → 1 (fresh start)
- • Use this to pace the Corruption clock vs. character resources
Campaign Themes & Tools
The Three Clue Rule
Every important revelation has at least three clues pointing toward it so players always have options.
Environmental Storytelling
Use the world to narrate: gold veins in walls, weather shifts by sub-domain, and objects as clues.
Player Agency
Every major conflict supports combat, social, and subversion solutions—show those choices openly.
Possible Endings
Branching outcomes depend on clock states, alliances, and key decisions.
The Restoration
Contain Enoch, heal Restraint, and restore balance with allied Genii.
The Bargain
Negotiate with Enoch for a controlled peace where corruption remains but managed.
The Collapse
Restraint shatters; Enoch is free and the domain becomes part of his empire.
The Coronation
Players claim Enoch's power and become the new domain lords—at a cost.
Printable Cards
Use these handouts to track objects, powers, and levers the table can spend during Gold Rush.
Object
Gold Scrip
Track faction bribes; spend to gain advantage on Market or Volsprung dealings.
Power
Enoch Whisper
Once per session ask a corrupting favor; succeed with +effect but tick corruption.
Lore
Khore Intel
Reveal one Khore clock tick in advance or reduce a conquest clock by 1 when cashed.
Rule
Restraint Ward
Play to negate one corruption surge in a scene; shatters on use.
NPC
Partisan Audit
Summon a Market auditor to stall violence; creates social risk instead.
Trickster Resources
Complete Bestiary
30+ creatures with stat blocks: corruptions, Hollow Legion, sub-domain horrors, bosses.
Start Chapter 1
Begin the campaign with origin-specific entry scenarios and session guidance.
Trickster's Guide
General GM advice, session management, and running Nowhere Land campaigns.
"In the end, gold is just metal. But what we become to possess it? That is the true treasure—or the final price."
— Enoch, in whispers heard through gold
