Wednesday, June 17, 2026
[Dungeon] The Shining Hexahedron
Saturday, December 27, 2025
[Dungeon] Underground Station, Long Abandoned (location from The World of Tomorrow science fantasy campaign)
DOWNLOAD PDF
Map: North (N) is “up”. One square = 10’. Treasure values: listed in “standard coins” (c).
Vibes: mole people, Escape from New York, Terminator, Planet of the Apes, Fallout 1-2
Entrance: 500’ deep elevator shaft. Architecture:
concrete walls & floors. Doors: Code-locked
sliding metal doors, numerical panel by side (can be hacked, short-circuited;
codes hidden in safe of #7).
Generator in #1 has three modes of operation:
|
Mode |
Light |
Elevator |
Train |
|
OFF |
no |
no |
no |
|
EMERGENCY |
dim red |
no |
yes |
|
FULL |
bright white |
yes |
yes |
Random encounters: 1-in-6 chance every other turn to run into Amyntor. Introduce
wandering vermin or lesser mutants as needed.
Amyntor (Halfling 3): The main
inhabitant of the station. A cyclopic person of short stature in a ragged
vault-suit, exile from a secret high-class bunker (COMPLEX 4000). Has
night-vision goggles (single-eyed, 60’) and a Puppet-Master 3000 device to
control the Mutants in #3 (it glitches out often, so can only issue commands to
2 random mutants out of the 3 in each round). Shy and paranoid, likely to hide
and sneak around (don’t forget to check for surprise and encounter distance –
the result might mean he is around the corner). If in danger, flees and
activates the Mutants.
AREAS:
1. ENTRANCE HALL. Elevator arrives here. Generator in SW corner,
currently OFF.
2. SERVICE HALL. Train car from N tunnel (#3). Three large garage doors,
each one has a Bulbous Mutant (as Troll) behind it: they are linked to
the walls by feeding tubes, only come to life if controlled by Amyntor.
3. TRAIN CAR. All windows spray-painted black or covered with cardboard.
Two rows of seats. Tunnel around car blocked with debris, but there is a small
passage through the blockage on the top of the car.
4. TRAIN TURNTABLE. Domed hall, 70’ high. Locomotive (#5-6) in middle.
a. Towards “NUCLEAR FACILITY” b. Full of graffiti. Secret door to #9 graffiti’d over
c. Towards “EXPERIMENTAL CITY” d. Dead-end
e. Towards “COMPLEX 4000” f. Balcony of control room (#7), 40’ above floor
5. LOCOMOTIVE PILOT CABIN. Trash and a bedroll. Controls functional
(magnet on/off, speed, open/close doors). Constant white noise with granular
speech and music fragments emanates from a small speaker.
6. LOCOMOTIVE MAGNETIC ENGINE. Hermetically sealed door. If open, all
metal objects in the door’s vicinity are attracted to the giant magnetic coil
in the middle.
7. CONTROL ROOM. Control panels to bring the monorail network online.
Computer logs show last activity was “9999 years ago”. Large safe built into
the N wall: holds blueprints, instruction manuals, 6 platinum bars (3000 c
total).
8. LONG CORRIDOR. “Danger” signs at both ends. TRAP: 1-in-8 chance of
collapse into tunnels underneath in the middle section (20’ fall).
9. DANK CAVE. Metal footlocker: spare vault-suit and Pupper-Master 3000
device (fully functional, but with battery drained).
10. STORAGE ROOM. Dozens of crates stacked high: some tools and parts
can be salvaged (500 c total). Sensitive characters feel tentative
probing: one of the crates holds a plastiglass formicarium of psionic ants. The
hive mind is ready to trade services for food.
11. COLLAPSED AREA. Fungal smell from N.
12. SHRINE OF SHROOM CONSCIOUSNESS. Save vs. Poison; on failure, commune
with the the world-encompassing mycorrhizal network) – treat as a Contact
Higher Plains spell, followed by 1d6 days of unconsciousness.
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…).
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.
Tuesday, November 11, 2025
Appendix N for The World of Tomorrow
The World of Tomorrow, our science fantasy campaign, is pretty much built with a kitchen-sink approach. The initial pitch can basically double as the Appendix N: “moebius jodorowsky tangerine nightmare oranssi mutant pazuzu heavy metal barsoom carcosa acid police surf”
The main
rules are: If it could be published as a DAW book or an ACE Double… if you can
imagine it on a sick space/psych/prog rock album cover… if there is a
conspiracy theory about it… then it fits.
Due to its
eclectic and expansive nature, I could probably list off every piece 1960s-1970s
sci-fi and dystopian fiction and every krautrock album ever. But that would
defeat the purpose. So I will try to limit myself to a couple of key entries
for each category.
Books: the
biggest influence is Fred Saberhagen’s “Empire of the East” series. It’s
chock-full of COOL SHIT that you can steal for your post-apoc sci-fant games. “The
Elephant”? A must. Radar stations as scrying magic. Nuclear demon lords and their
satraps. Good stuff. Read them if you can. The main protagonist is kinda bland…
But the world is great. Add Lin Carter, Leigh Brackett, Poul Anderson's early stuff...
Movies: oh
boy… Logan’s Run, Planet of the Apes + Beneath the Planet of the Apes, 2001:
Space Odyssey… Hard to narrow this down. Phase IV too, for sure.
Comics/art: yeah, Moebius is the big one here. No explanation necessary. Mike Grell's Warlord, another great hollow earth weird fiction title. A lesser known entry would be the stuff from Planet Comics, in particular "The Lost World" which ran in #21-69 (1942-1952).
Other RPG
stuff: McKinney’s Carcosa (I use a bunch of tables for robots, weapons…), Gamma
World, Mutant Crawl Classics – actually, from these last two, I borrow very
little specifics, but definitely lean into the same atmosphere.
Computer
games: Fallout 1 & 2, for sure. The most powerful motif for me is the Vault
suit, which always marks the wearer as either/or a weirdo, a demigod, a target.
Last, but
not least: history/non-fiction… I use my science-fantasy Frankentable extensively,
so many characters have names from ancient cultures (Egyptian, Akkadian, Greek…).
There are lot of ziggurats, statues, artifacts, stuff that comes from my academic
interests. And my non-academic interests in weird shit, conspiracies, cults.
![]() |
| In collage form. |
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.
Wednesday, July 2, 2025
[Actual Play] The World of Tomorrow, Session 2
The science
fantasy campaign continues! (see the session 1 write-up here)
The
characters are:
Psamtek,
the psionic Grey pilot (Halfling 3)
Keteus, the
dark prophet or something (Magic-User 3 with Space Age Sorcery spells)
After
exiting the sanctuary of ETERNAL-6000, the duo took some time to examine the
World around them, using the binoculars pilfered from the stocks of the
sanctuary.
Off in the
far-far distance, they noted a floating isle, a large chunk of earth with
mountains and perhaps ruins on top of it. It seemed to move on its own
volition.
They tried
to scout out the way down to the city, but that was not easy. They did get a
better understanding of the valley below, though: a river flows through it from
east to west, empties into the sea. The city stands on the river and is made up
of five large ziggurats/step pyramids: one in the middle, four on each corner.
After this reconnaissance,
the party started their descent. Pretty soon they got lost between the rocks
and in the narrow canyons.
After some
time, they reached a larger flat area with an interesting feature: a GIANT
SKULL embedded in the cliff-face! Small offerings (flowers, cups, simple pieces
of jewelry) had been lain out before the skull on a stone platform.
Psamtek
threw up a grappling hook and climbed up to the left eye socket. Beyond, they
saw a small grotto with a pool of water inside. They climbed in and noticed
many inscriptions carved into the inside of the skull. Keteus joined them and
read the inscriptions: most of them were vows and prayers to the MOUNTAIN
MOTHER. They didn’t touch any of the offerings and continued the way down the
mountain.
They were
still quite lost, and couldn’t find a way directly down towards the city.
However, this off-the-beaten-path journey led them to another interesting
discovery.
They
noticed the sounds of metal against rock and soon reached an open-air quarry.
The workforce was about 30 people, who chipped away tirelessly at the black
basalt. The chunks of stone were then collected by a giant robotic walker and
loaded onto a double-tracked vehicle… PULLED BY GIANT QUADREPEDAL LIZARDS!
These brontosauri had some sort of mechanisms attached to their heads, probably
for control.
![]() |
| Dinotopia! |
Psamtek and
Keteus descended into the quarry.
The workers
didn’t seem to notice them. The robotic vehicle, however, turned towards them,
opened its back hatch. A large, tattooed, four-armed person got out from
inside.
Wednesday, June 18, 2025
[Actual Play] The World of Tomorrow, Session 1
I ran a game yesterday for my best friends. Hopefully the start of a casual campaign?
The pitch was dead simple:
“moebius jodorowsky tangerine nightmare oranssi mutant pazuzu heavy metal barsoom carcosa acid police surf”
![]() |
| Moebius, duhh |
I asked them in advance to create a 3rd level LotFP character each: just the stats, class, skills and hp. No name or concept. They rolled up a Magic-User and a Halfling.
At the start of the session, the characters were woken up from a long formless darkness by a distant, glitchy voice. The voice told them that “there has been an accident… but your personality, memories and body will soon be re-integrated… please watch these short promotional videos and signal if you see anything you recognize as your own memory…”
In the memory fragments, the Magic-User saw themselves:
- Hurriedly grabbing everything from a library with crystal books, storing all the treasure in a vault (and remembering how to open it again!); then emerging to the surface only to see the ideal city swallowed by the ocean
- Putting on a mask and conducting human sacrifice on top of a black pyramid; only for the gift of the dark gods to be stolen by an interloper
- Performing elaborate magic tricks on a stage in a 1920s theater, feeding off of the adoration of the audience; getting sawn into two halves, but emerging again from behind the curtains, while the mutilated body was carted off-stage.
The
Halfling saw themselves:
- Riding through an ice age wasteland atop a woolly mammoth, controlling the beast with their mind; then a small flying lizard landed (hunting hawk style) on their outstretched left hand
- Piloting a spaceship, exiting hyperspace, crashlanding on a blue planet (remembering the place of the crash!); only to be taken captive, probed, interrogated by men in white coats; then blowing up their brains with psionic powers
- Crawling through underground tunnels, in total darkness, but seeing everything perfectly, breaking through to a large hall of the sewers, and knowing that the dwellers of the depth will rise again and they are to be their leader.
The
Magic-User picked the sacrificial priest option and became KETEUS, a mummified
sorcerer. With spells from Space Age Sorcery. The Halfling picked the Roswell
option and became PSAMTEK, the psionic pilot. With psi powers cobbled together
from various sources (Carcosa, LotFP, Realms of Crawling Chaos).
Thus Keteus and Psamtek emerged from their cryo-pods and found themselves in a depressing concrete room. There were old decorations hanging from the ceilings and walls, little festive flags, and a sign that read “WELCOME TO THE WORLD OF TOMORROW!!”, with a couple of letters already faded.
One other
cyro-pod contained a dead body… And a fourth cryo-pod’s glass top was broken,
with clawmarks on the inside of the pod.
Sunday, June 1, 2025
[Solo] The Prussian Infantry Marches to Carcosa, Turn 3: Dinner Invitation
Continuing the adventures of the Prussians on Carcosa. See Turn 1, Turn 2.
The Detachment:
- Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
- Brother Paul, Augustine monk and scholar
- Dr. Krowitz, field surgeon
- 20 disciplined Infantrymen with muskets
Turn 3
Day 2, dawnLocation: Hex 0410, ForestWeather: 7, NeutralEncounter: 1, Daytime: 58, 3 Mummies. Party surprise: 1, yes. Encounter surprise: 1, yes. Encounter distance: 100’. Encounter reaction: 7, Neutral
Soundtrack: "Mummified Fragment of Everyday" by Zofie Siege
With sunrise, the blackness of night first shifts into an indescribable blue iridescence, then into a purple haze. Light filters through the black leaves. The infantrymen lay wrapped in their cloaks, huddled together for warmth.
Four sentries sit, leaning on their rifles. The last shift was trying, the alien forest full off invisible insects and bizarre whispers. But they persevered – driven by discipline… or fear?
///
But something else stirs in the forest.
Three dark, gaunt, sickly thin figures stalk between the trees. Their joints seem bloated, yet their movements are fluid. Ribbons and thin veils float behind them. Their gazes are trained downwards. From time to time they examine the leaves of certain trees.
Sunday, May 25, 2025
[Solo] The Prussian Infantry Marches to Carcosa, Turn 2: Prussians in the Mist
The Detachment:
- Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
- Brother Paul, Augustine monk and scholar
- Dr. Krowitz, field surgeon
- 20 disciplined Infantrymen with muskets
![]() |
| © Helene Schmitz. Alabama Fields. Digigraphie, 108 x 134 cm |
Turn 2
Day 1, dusk to nightLocation: entering Hex 0410, ForestWeather: 7, NeutralEncounter: 11, None
Soundtrack: "Aqua" by Edgar Froese
Wednesday, May 21, 2025
[Solo] The Prussian Infantry Marches to Carcosa, Turn 1
The Detachment:
- Captain Friederike “Freddy” Krüger, a woman who entered service disguised as a man, but is by now accepted as she is
- Brother Paul, Augustine monk and scholar
- Dr. Krowitz, field surgeon
- 20 disciplined Infantrymen with muskets
How I play:
Turn 1
Location: Hex 0311, WastelandWeather: 7, NeutralEncounter: 11, None
Monday, May 5, 2025
The Science Fantasy Frankentable
The Frankentable is an ever-growing multi-purpose random generator. 11,578 lines as of today. I’ve been maintaining and expanding it since 2020-2021, using Inspiration Pad Pro.
It’s gonzo science fantasy, sort of like Carcosa, but with
even more stuff added in. I copied some stuff from my favorite PDFs and blogposts.
I added tons of names from ancient civilizations. Lists of random adjectives
and nouns... And wrote thousands of lines of custom content.
I love it, because it’s finetuned to how my brain works and
always inspires gameable ideas... And it’s just fun adding stuff to it. I used
to to run solo hexcrawls (session 1, session 2), then a randomized hexcrawl for my friends,
use it all the time when I’m creating dungeons (to come up with fresh ideas),
generate settlements. I used it to make pre-gens for a recent pick-up game.
Unfortunately, I cannot share it, sorry! It has copyrighted
material in it alongside my own stuff. But I can only recommend creating your
own Frankentable! Either as a digital tool, or, who knows, maybe as a bunch of
index cards?
Just a sampling of raw results:
Seeds:
- regular sisterhood going to polluted inn
- android (Mawia, Sovereign of the baggy Pterodactyl-infested standing stone) telling bad news regarding lucky spaceman
- brigand (Mardonius) and archaeologist (ruby warlock Pro-Consul) searching for runaway lover Pharadates (the vigilante)
- cart-pusher (Urshanabi, Chief of the fountain) going to helipad
- motley cult embarking on expedition to mist-covered stone circle
Objects:
- stone flower
- stone staff, imbued with the power to poison
- oversized cape
- fake bottle, rumored to hold the power of invincibility
- glowing pharmacon, imbued with the power to overcome fear
Buildings:
- narrow bakery closed
- ancestral cairn is actually a front for something sinister (connected to hierarchic cult)
- bustling bank under attack from monarchist herald
- stucco-covered bakery rumored to hide secret knowledge
- decrepit carpentry rumored to hold treasure
Locations:
- (10 hexes west from here) windswept volcano is the hide-out of militaristic brotherhood
- (11 hexes west from here) poisonous Sabertooth-infested castle infested with vermin
- (14 hexes west from here) otherworldly garrison staked out by chimeric food-seller
- (5 hexes north-west from here) bowl-shaped sierra staked out by Giant Snake
- (3 hexes east from here) pleasent barrow hides buried treasure
Sunday, May 4, 2025
[Actual Play] Secret Hide-Out of Glaxorzis pick-up game! (Searchers of the Unknown)
I ran
Glaxorzis as a quick pick-up game on the OSR Discord server yesterday! Around
90 minutes, for three players – a nice group of chill folks, two of them I’ve
interacted on the server before (but haven’t played together) and one new person
– so, overall, a great time!
We used
Searchers of the Unknown. Great ruleset for quick games. “Think D&D without
the ability scores. Do you know how in Basic you can write down the scores of a
monster in a single stat line? This game just uses that for player characters
as well”.
I whipped
up some pre-gens using my trusty science fantasy frankentable (a gigantic
ever-growing generator I maintain in Inspiration Pad Pro).
The players
picked these characters:
Baron Chosroes the Purple (enterprising mercenary)
• Stats: Leather, AC 7, MV 9, HD 1, 8 hp, #AT
1
• Arms: laser pistol (d8), shield (-1 AC, -1
MV), axe (d6)
• Equipment: hand-torch, chalk, small sack,
electric lamp, holodisk
Timo
(holographic golem)
• Stats: Plate, AC 3, MV 3, HD 1, 8 hp, #AT 1
• Arms: energy pistol (d6), shield (-1 AC, -1
MV), sling (d10)
• Equipment: 50' rope, hand-torch, 6 rations,
50' wire rope, backpack, moldy looking glass, with the power to make the
material immaterial
Europa (shy hero)
• Stats: Chain, AC 5, MV 6, HD 1, 4 hp, #AT 1
• Arms: shield (-1 AC, -1 MV), grenade (d10),
polearm (d6)
• Equipment: musical instrument (loud
synthesizer), water bottle, hand-torch, candle, grappling hook, bedroll,
decaying book, acquired from the frightening tower
We bumped
them up to level 2.
Then the
players came up with their motivation to go after Glaxorzis, that sorcerous
CREEP!: Timo the golem had been created by Glaxorzis and now wants to take
revenge; Baron the mercenary was cheated out of a promising contract by
Glaxorzis, and Europa (who joined 30 minutes into the game) was the heroic type
who is generally out fighting baddies.
The session
was enough to cover most of the first level.
- The group explored the passages, got into a fight with the Orange Goblin guards, routed them, took and interrogated a hostage (“Bingus”), then let it go free.
- They went back to free the imprisoned giant. They gave him rations and started working on bending the prison bars.
- The goblins returned with back-up and their leader, striking from two directions, and another fight ensued.
- But in the meantime one character managed to free the giant (using that randomly rolled dematerialization device). The giant (“Chungus”) went berserk – well, it couldn’t do too much, as he is a 15’ tall dude in narrow cave passages. So he crawled through with great fervor, sometimes blocking the passage, which added an interesting element to the fight.
- After defeating the goblins, the party explored some more. They steered clear of the lake with mist, got the giant to clear the passage blocked by the collapse and went round. They found the shaft to level 2, descended, and this is where we finished.
- They left three rooms on this level unexplored (which is where the treasure was…). However, they did grab the goblin chief’s Scimitar of Unhealing Wounds!
Glaxorzis, you
sorcerous creep, they are coming after you! AND THEY ARE GONNA FEED YOU TO
CHUNGUS.
Wednesday, September 4, 2024
Oracular exercise: Fallen starship in the Sargasso Sea
Fallen starship in the Sargasso Sea
· Cigar-shaped
shining metal vessel, at 45 degree angle, half of it waterlogged
· Residual
cosmic radiation caused mutations in local flora & fauna:
o
Kelp
monsters
o
Fire-vomiting
seagulls
o
Sentient
krill swarms
o
Seaweed
which accelerates healing when applied as bandages + causes weird plant-based
mutations
· Inhabitants:
Pike-people from Beyond the Dog-Star
o
Elongated
silvery bodies, fluid movements, naga-style, four upper appendages
§ weaponry: anchor-guns and boarding
hooks
o
Actually
fear saline water
o
They
kidnapped 6 people from the planet, who are now in suspended animation in the
waterlogged area
o
Want
to repair their ship and leave the planet
Wednesday, August 21, 2024
d10 Treasures of great potential for science fantasy settings
- Stash of discharged but functional energy weapons, enough to arm a squad
- Giant metal bird with broken wings, large enough to carry 20 men
- Weapon of mass destruction, lacking its trigger mechanism
- Recipes and formulae of miracle cures, written in undeciphered language
- A portal of instantaneous travel to other realms, but the coordinates are unknown
- Two dozen giant eggs, unhatched, but full of life
- Treasure map engraved on basalt slab, vital fragment missing
- Great sage or warrior in suspended animation on the verge of death from incurable disease
- Air-generator or Water-purifier, sealed by mad curse
- Satellite array and radar complex that, due to a malfunction, kills anybody who interfaces with it
Bonus: The local community’s relationship with the artifact:
- Secretly researched by a small group
- Actively and openly researched by all
- Worshipped by all as a divine effigy
- Feared, shunned and quarantined
- Buried and hidden, unbeknownst to all (but rumors exists…)
- Buried and hidden, guarded by a small group (but rumors exists…)
Wednesday, November 1, 2023
Painting my first miniature (after a 16-year hiatus)
Friday, August 18, 2023
[Dungeon] Oracle of the Laughing Prophet - a small OSR location
Monday, May 1, 2023
Science fantasy campaign with floating islands, quick notes
|
Floating island |
Movement |
Special |
|
1, Inhabited by monsters |
Immobile |
Weird weather magnet. |
|
2, Inhabited by sentient beings, split into
two warring factions |
Controlled by dominant
faction, 1 hex/day or 30 degree turn/day |
Mostly functioning
tech and ecosystem. |
|
3, Inhabited by monsters |
Erratic, roll 1/week |
Corruption field. If
the island stays on the same hex for more than 1 week, the hex becomes
Corrupted. |
|
4, Inhabited by a single sentient being and a
bunch of monsters |
Continuous, roll
1/week |
Transporter beam. Every
midnight, a 30’ diameter column of red light projects from the lower tip of
the island, stays for 1 minute, then teleports everything in its reach to the
island (incl. a hemisphere of ground below). |
|
5, Inhabited by sentient beings |
Continuous, roll
1/week |
Crumbling. There is
a chance of either a rain of small debris or a large chunk falling down from
it. |
|
|
Erratic |
Continuous |
|
1 |
Turn clockwise |
|
|
2 |
Descend 1000’ |
|
|
3-4 |
Move 1 hex |
Move 1 hex |
|
5-6 |
Stop |
|
|
7 |
Ascend 1000’ |
|
|
8 |
Turn counter-clockwise |
|














