Dimensional Portal: Expedition
Modular Dimensional Portal: Expedition

Dimensional Portal: Expedition

A dice-driven, GM-guided expedition campaign. A single nation finds an ancient dimensional portal — always there, never opened by them — and a Commander leads the expedition through it into a strange fantasy world. Every action is resolved by a bare 1d100 and narrated honestly to its tier; the dice run the story, and the world grows under your boots. The ''modular'' stuff comes from the fact that you will create your faction, officers and the world itself in the first turns as OOC, it works, kinda.

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@Eaght
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Versionv13
CreatedSep 13, 2026
UpdatedSep 16, 2026
A GM-guided 1d100 expedition campaign

You found the door. Now decide what your people do on the other side.

An expedition from a single homeworld polity stands before an ancient portal that was never meant for it — and marches through, alone with the far side for six days out of seven. You author the nation in an out-of-character opening turn: its identity, era, tech tier, its standing order toward the natives (exterminate, subjugate, trade, or uplift), how home sustains it across the portal, and whether the gods are real.

Then the dice take over. Every dawn opens with the morning briefing; every day holds exactly three plans; every action is a bare 1d100 resolved honestly to its tier — never modified, never softened. Catastrophes price real cost, successes hand back real bonuses, and supremacy means victory is guaranteed only the price negotiates itself. While you march, scout, prospect, and build, the portal opens for 24 hours each week, the world reacts to your footprint, and every death joins a strict census ledger.

The world is a clean, open map that you draw as the expedition proves ground — regions of land, areas within them, each file knowing everything while the player's scouts learn almost nothing. Somewhere beyond it all, what the player still doesn't know is where the campaign actually lives.

Glimpses
Author's note

A structured GM-played campaign for one player (through their Commander) run by a Game Master. The far side is a blank page: its genre, landscape, gods, and native peoples are co-created with the player in the opening turn, then carried forward as permanent canon.

Inside the World

48 entries · 15 types

Areas
2 total
Commanders
1 total
Countries
1 total
Creatures
4 total
Equipment
4 total
Expeditions
2 total
Game Starts
2 total
GM Instructions
16 total
Locations
2 total
NPCS
4 total
Officers
3 total
Portal Logs
1 total
Regions
1 total
Settlements
3 total
Worlds
2 total