Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Wednesday, November 12, 2025

[Actual Play] The World of Tomorrow, Session 12: I’m going deeper underground / there’s too much panic in this town

Back to dungeoneering!

 

  • Psamtek, the psionic Grey pilot (Halfling 4)
  • Keteus, the dark prophet or something (Magic-User 4 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 3)
  • Phireus, priest of the Mountain Mother (Cleric 4)
  • + Rex, riverboat captain (Fighter 3, NPC follower)

 

The party waited for the next anti-light phase, then moved out. Rex led them up the south ziggurat. They just barely avoided a Black Sun paladin patrol and reached the top platform. Here, nestled between a bricolage of latter-era habitats, they found a large round concrete platform and a small concrete building (which looked like the creepy abandoned building where Demi Moore picks up her doses in The Substance). They forced the door, cleaned out some rubble, then forced another door (its code lock without power) and found an elevator. This too was without power, so they opened a hatch in its floor, climbed down and managed to reach the ladder in the side of the shaft.

The descent was LONG, at least 500’. At one point, they disturbed a flock of small flying creatures, and Ugazum fell off the ladder. Keteus saved him with a Wand of Flying (they had picked this up back in the Spire of Iron & Crystal, an ivory wind with wings carved into it, they thought it might be for flight, but weren’t sure…).


At the bottom of the shaft, they dropped into a concrete-walled complex. In the first room, they flipped a switch and restored auxiliary power (small red lights along the corridors and door keypads online), but decided not to bring on full power just yet.

They explored the west-bound corridor and ran into a closed door marked “Workshop”. They tried 1312 (ACAB!) at the keypad to no effect.

They turned around and took the stairs at the intersection. At the upper level, the north-bound corridor was closed off with yellow-black “Danger!” tape, so they went east to another door.

They examined the keypad to see if any of the buttons were particularly worn: yes, 1, 2 and 4.

[For the keypads, I generated the codes by rolling 4d10, one for each digit. For this door, I rolled 1412 :D So I handwaved it that if they put in 1312 again, it would be close enough]

They entered the room, a storage area for tools, equipment, spare parts, etc. The north wall of the place had caved in, opening into a moldy underground tunnel.

Psamtek picked up some weird psychic vibrations from one of the crates. He managed to commune with a hive-mind. They opened the crate and found a formicarium with psionic ants! They decided to leave them be for now and marched into the moldy tunnel.

Wednesday, November 5, 2025

[Actual Play] The World of Tomorrow, Session 11: Seriously, who needs a SIXTH ziggurat?

We’re back in the World of Tomorrow, baby! Can’t stop the science fantasying. 

  • Psamtek, the psionic Grey pilot (Halfling 4)
  • Keteus, the dark prophet or something (Magic-User 4 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 3)
  • Phireus, priest of the Mountain Mother (Cleric 4)

So, back in Cryopolis (proud city of the five ziggurats, sixth under construction), the party found a lot had changed in their absence.

Investigating their storage container, they found that it was entered through a ventilation shaft, by a clawed creature.

They found a place to stable the Stegosaurus for a month.

They spent some downtime identifying magic items: Ugazum’s ring-mail shirt (with electric circuits) has actually bonded to his body, but at least it provides ample protection and DOUBLE healing rate. The crystal tablets found in the dragon cave have genetic sequences encoded on them, which can be fed into a machine to cause targeted beneficial mutations.

More Moebius! Because OF COURSE.

Next, they went to the market to find replacement armor for Psamtek (we blamed the loss of the previous armor on the draconic acid breath, but, turns out, it was lost in a battle with skeletons – stop blaming the dragons for everything!!). Luckily, the market had a shop with kids’ size flak jackets (which says a lot about the state of this world). While getting Psamtek’s measurements, the armorer was ready to engage in some light banter: rumor has it that Zalter made a pact with the Black Sun Cult, and convinced the cultists to get rid of his rival, Ayesha.

Ugazum was still in debt to Zalter, the zombiemancer crime-lord, so the party went over to Zalter’s HQ at the north ziggurat. Only Ugazum and Psamtek were let in (and only because Ugazum said Psamtek is his servant/weapon-bearer). They were led to Zalter’s office to meet the big man himself. And he is big indeed, and not just a man, but also a giant toad thing. Ugazum paid up the 100 sp. Zalter proved to be quite well-informed, and kept asking weirdly pointed questions about Ugazum’s recent exploits, where he is staying in town, and especially whether he works for anybody in particular.

At Zalter’s place, they saw one of Ayesha’s men – turned into a mindless zombie drone…

After leaving, the party suspected that Zalter will surely have them followed.

So, instead of going back to their storage/home, they went to a fancy hotel and got themselves two rooms. On the rooftop terrace, they chatted with incense-trader Ipy of the Purple Sea, who shared some tasty “Turkish delights” and more rumors. He also shared info on the two main caravan routes (the North and the West). When asked about any places with constant thick fog covering a caldera (this had been shown to them in a vision, as the hiding place of the arch-enemy of the god-computer ETERNAL 6000). Ipy ventured that this might be in the dangerous volcanic mountains to the north-west.

Later, to shake off any potential tails, the party used ropes to climb off this rooftop, instead of exiting through the main door.

And they went back to their storage container.

Here, a mysterious figure was waiting for them: Rex, river barge captain, one of Ayesha’s trusted men (see Session 3). Rex told them that most of the gang was captured and imprisoned – they are likely to be sacrificed to the Black Sun during the next great constellation. Ayesha evaded capture and is on the run. Earlier, she had told Rex about an underground tunnel system under the city, and that in case of shit going down, that would be the place for the gang to reconvene.

The party agreed to go and explore these tunnels.

To be continued!

Tuesday, September 16, 2025

[Actual Play] The World of Tomorrow, Sessions 4 – uh, like, 10?

I’m hopelessly behind on session reports for our science fantasy campaign, The World of Tomorrow! The thing is, we played two more online sessions, then we met up, holed up in our summer house for four days, and PLAYED A LOT OF D&D. A LOT. “Sessions” flowed into each other. So here’s a non-comprehensive re-cap of where the campaign’s at right now.

Session 4 was still online.

The party delved into the Salt-Encrusted Shrine of the Immortal Wave Cult (AKA Dank Cave of the Immoral Weed Gang), a cool little dungeon I wrote. They explored the main hall, caught a glimpse of a red glowing idol, encountered a giant crab, then met with the local cultists, decided NOT to join the cult just yet. They explored the complex, deciphered some reliefs, found the magical Seaweed Orb, then a secret door too, which gave them access to a hidden room. In this chamber, they found the high priest of the cult, dormant in a stasis pod. With a countdown timer set to about 60 years or so. They also gained access to the main temple. And they found a way to lower themselves into the idol chamber: gathered most of the loose treasure, but shied away from grabbing the large crystal from inside the idol. They fled the complex and went back to the city of Cryopolis.

Session 5 was for downtime and city crawling. They managed to hide some of the loot from their boss and divvied up the rest. Then they gathered some rumors. And rented a storage container for their stuff. They went to the Fighting Pits and gambled, winning some money on the gladiator fights. But their main reason to go there was to hire one of the gladiators. So that they have more muscle. They hired Ugazum the Fighter. Then, back at the Atomic Kitten, they got a new quest from their crime boss Ayesha. To go and find a weird dungeon complex in the Thunder Mountains. She assigned a guide and a porter with a pack Stegosaurus to them.

Ultimately, we ended up generating two more player characters: the gladiator and the guide.

So now the party consists of

  • Psamtek, the psionic Grey pilot (Halfling 3)
  • Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)
  • Ugazum, the gladiator (Fighter 2)
  • Phireus, priest of the Mountain Mother (Cleric 2)

 

Then we had all those long sessions of live play. IT IS SO GOOD TO PLAY D&D FACE-TO-FACE WITH YOUR FRIENDS. Ugh!

 

So, the party of four plus the Stego and the porter went on a big wilderness track through the labyrinthine canyons of Thunder Mountain. There were dangerous pits, undead dragonflies, etc. Then they reached a valley with tour giant crystal eggs.

Cue THE SPIRE OF IRON AND CRYSTAL by Matt Finch.



Saturday, July 5, 2025

[Actual Play] The World of Tomorrow, Session 3: Exploring Cryopolis

We continued our science fantasy game. Session 1 was a dungeon crawl, session 2 was a trek through the wilderness, so it is only fair for session 3 to concentrate upon hanging out in the big city!

The characters are:

Psamtek, the psionic Grey pilot (Halfling 3)

Keteus, the dark prophet or something (Magic-User 3 with Space Age Sorcery spells)

Soundtrack: "Nuits de Printemps Avec Abdou El Omari" by Abdou El Omari


At the end of the last session, they reached, via ferry, Cryopolis, the city of the five black ziggurats. Their entry point was at the docks near the southern ziggurat. So instantly they were plunged into the bustling cosmopolitan atmosphere of the harbor quarter. As this was just the beginning of the light phase, there were a lot of dock workers carrying stuff, loading barges, merchants disembarking, etc.

The other passengers of the ferry (the zombies and the school field trip) all headed north towards the center of the city.

Keteus and Psamtek decided to hang out here a bit, find a place to stay, pick up some rumors, maybe find a job to earn money.

The architecture of the area proved to be quite eclectic. The main feature, the black three-tiered ziggurat, had clearly been built during an earlier period and was now covered with newer buildings: shacks, towers… So the levels of the ziggurat became like city streets. The river partially flows under the ziggurat.

Moebius... Why, what did you expect?

They headed towards the local watering hole, the Atomic Kitten tavern. Which is a two-storey metal building: Psamtek identified it as the repurposed habitation module of an ancient generation ship.

The Atomic Kitten at this time was rather underpopulated, as most of its patrons were busy at the docks. So Keteus and Psamtek ordered some drinks (Keteus can drink through his mouth, Psamtek has suckers on their fingers to suck up liquids from a sponge).

They chatted with the bartender and expressed a wish to get some sort of a job. The bartender took them up to the second floor to introduce them to his boss. He knocked at an inconspicuous door.

Psamtek managed to overhear a door opening and closing in that room. However, once in the room, they couldn’t see any other exit, so they surmised that there must be a secret passage here somewhere.

They met AYISHA, an older lady with rust-red hair and creepy fangs. Turns out, she is the boss of the whole harbor area.

Saturday, April 23, 2022

Random tables for 1970s crime movie RPGs

A couple of d30-based random tables for gritty 1970s crime/cop/vigilante movie RPGs... Generate NPCs, connections between them, Locations, Objects of interest.

Grab all the tables as a double-sided page PDF here.


Or read the tables after the jump-cut:

Thursday, February 24, 2022

1d10 more carousing mishaps for city-based campaigns

 Ten more carousing mishaps! Can be combined with the Three Musketeers table or used in any fantasy or historical fantasy urbane campaign.

  1. During your night-time escapades, you discover a shortcut leading through the hidden alleys, rooftops, dark sewers. Once this session, you can lead the party through this shortcut to any place in the city, ten times faster than it would take normally. However, each member of the party must roll a d6. The character who rolls highest takes that much damage from an unforeseen attack or mishap along the way.
  2. First, you just talk to a stranger in a bar. A mysterious stranger with a mesmerizing gaze. Next thing you know, their fangs sink into your neck. Luckily, the assailant flees before sucking you dry. You take d6 damage from blood loss. Any time you encounter a vampire, there is a 1-in-6 chance (cumulative, if you roll this mishap more than once) it is this particular fiend.
  3. You turn a corner and witness a masked man stabbing a foreign sailor to the death. The killer looks at you, then drops a pouch on the ground and says, in a hoarse voice: “You’ve seen nothing”. He then leaps over a wall and disappears into the night. The pouch contains 200 sp.
  4. A fortune teller reveals a source of imminent danger. Roll d6: 1 blades, 2 fire, 3 poison, 4 height, 5 water, 6 black magic. This session, the first time you are threatened by the type of danger rolled, you automatically fail your save or automatically get hit, and take double damage.
  5. You are drawn to games of chance this night. Both you and the Referee must roll 2d6, higher roll wins. If you win, you get half your carousing money back. If you lose, you must spend double for this carousing attempt. The amount of experience points gained does not change.
  6. You befriend the owner of a drinking establishment (perhaps you healed their favorite parrot or saved their son’s ass is a brawl). The next time you go carousing, you get a 100 sp discount. The amount of experience points gained does not change.
  7. Your body is a temple and you should be more careful what you drink! You wake up with a terrible hangover and a strong acidic aftertaste. Once during this session, you can regurgitate the contents of your stomach (10’ cone, 2d6 damage, save against Breath Weapons for half).
  8. A random item belonging to you is stolen, but soon you rediscover it – hanging from a place at least 100’ high (like a tower or a flagpole).
  9. The place you party at has extremely loud music (out-of-tune experimental bagpipe drone orchestra?). Your hearing is ruined for this session. You are surprised on 3-in-6 and fail all checks or saves depending on sound.
  10. A tasteless remark earns you the ire of a stranger. At the worst possible time during this session, this person shows up and hinders you in some very annoying way (embarrasses you during an important meeting, trips or tackles you during a fight, casts an appearance-changing spell, sicks a pack of stray dogs on you, etc.).