|
|
♦ (Diamonds) Weapons |
♥ (Hearts) Health |
♠ (Spades) Monsters 1 |
♣ (Clubs) Monsters 2 |
|
2 |
Dagger |
Bandages |
Skeleton |
Goblin |
|
3 |
Battle
Axe |
Soothing
Ointment |
Pixie |
Cultist |
|
4 |
Bow |
8-hour
Sleep |
Ghoul |
Mimic |
|
5 |
Trident |
Potion
of Lesser H. |
Killer
Bees |
Fishfolk |
|
6 |
Scimitar |
Potion
of Greater H. |
Giant
Snake |
Chaos
Dwarf |
|
7 |
Magic
Wand |
Antidote |
Plant
Monster |
Moon
Elf |
|
8 |
Blunderbuss |
Meditation |
Smilodon |
Ooze |
|
9 |
Sword
of Legends |
Divine
Intervention |
Werewolf |
Troll |
|
10 |
Laser
Rifle |
Regeneration
Vat |
Mummy |
Rival
adventurers |
|
J = 11 |
- |
- |
Ghost |
Giant |
|
Q = 12 |
- |
- |
Beholder |
Evil
High Priestess |
|
K = 13 |
- |
- |
Lich |
Hydra |
|
A = 14 |
- |
- |
Elder
Dragon |
Mindflayer |
Eldritch Fields
Thursday, January 1, 2026
Hand-drawn deck for Scoundrel, the solitaire dungeon crawling game
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.
Sunday, November 16, 2025
Two of my dungeons in action
"Its really quite funny how two simple dungeons have led to nearly 10 sessions worth of play so far. Our next session will see an Undead Army of Berserkers (controlled by the PC’s, or so they think) going toe-to-toe with a small army of Gnolls."
So, let us all wish luck to the party on their path to becoming the baddies as leaders of an undead army!
![]() |
| "Comus" by Arthur Rackham |
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 23, 2025
Monster generator spark cards
|
1.
Ooze |
acid, rust,
pseudopod, subdividing, natural, lab-grown, medicinal, (a)morphing, mutating |
|
2.
Skeleton |
mausoleum, holding
shit, bone weapons, femur, teeth, display, pirate, giant, monster,
necromancy, skeleton key, grave robbing, tomb |
|
3.
Fungus/Plant |
flowers, seeds,
pods, tendrils, roots, crawling, stationary, fluorescent, growth, poison,
psychoactive |
|
4.
Robot |
laser, prosthetic,
tracks, lights, hologram, armor, clockwork, steam, replicant, android, mecha,
production |
|
5.
Lizard |
scales, amphibious,
rainbow, reptiloid, swamp gas, thunder, toad, prehistoric, conspiracy,
rending claws, running |
|
6.
Ghost |
immaterial,
haunting, fear, hunger, bound, eerie, screams, want, swamp, chains, murder,
fog, treasure |
|
7.
Parasyte |
symbiotic,
infectious, mind control, autonomous, slow transformation |
|
8.
Octopus |
tentacles, floating,
sepia, ink cloud, grabbing, reef, alien, weird, unsettling, slimy, suckered,
jelly, genius, mastermind |
|
9.
Elemental |
air, fire, earth,
water, outer planes, transformation, void, harmony, balance, alchemy,
philosophy |
|
10. Avian |
wing, shriek, egg,
flock, claw, migration, dive, beak, nest, sky, plumage, navigation |
|
11. Beast |
tail, sentient, cub,
mythical, bipedal, fangs, armored, quadraped, uplifted, horns, tribal,
magical, camouflage, mutated, hoofs, armed, nocturnal, centaur, cryptid |
|
12. Psychic |
mind blast, oracle,
clairvoyance, hypnosis, telekinesis, voice, illusion, pyrokinesis, vision |
Quick examples:
BEAST +
ELEMENTAL = a tribe of fire-worshipping pigmen
PSYCHIC +
AVIAN = giant bats that navigate using telepathy
OOZE +
PARASYTE = jelly that replaces a humanoid’s brain and spinal fluid
FUNGUS/PLANT
+ OCTOPUS = a tree with lots of grabby roots
GHOST +
ROBOT = a malevolent gremlin that possesses machinery
SKELETON +
LIZARD = dinosaur on display in museum reanimated






