Tuesday, November 29, 2011

An Ill-advised Experiment

A brilliant wizard with a fabulous idea for turning the conflux of positive and negative energy into a power source. Of course nothing can go wrong.

An imp summoned from nether fire with a penchant for mischief and an eye for gold.

A servant of the astral gods bound to odious service--an oracle of inscrutable forces.

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Wednesday, November 23, 2011

Happy Thanksgiving!

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Friday, November 18, 2011

Eyebelex, Thwun, Zokor

A seething bundle of envy, bundled lidless eyes coveting everything they see: Eyebelex.

Constriction and malice animated by dread, Thwun killed its cousin to win its mother's love.

And Zokor, most cunning of all, planned revenge on you from the day your father was born.

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Monday, November 14, 2011

Approaching City 6

I've been thinking about this old-school Gamma World megadungeon on a huge scale. Some sections of the dungeon are loosely detailed using rough guidelines and random tables int he style of Zak Smith's Vornheim City Guide. Others are fully mapped and statted.

City 6 is an abandoned arcology that completely spans a ravine with a river flowing down the middle of it. The other end of the arcology forms a massive hydroelectric dam, but this information is probably unknown to the PCs.

The front wall of the complex is composed primarily of hab pods, each of which is a neighborhood of dwellings with room for 200-1500 inhabitants. Originally, the habs were modular, self-contained units, each with its own AI, and a layout designated by the owner. Most are now horribly broken down. The lower units have been broken into and looted, and may be inhabited by native life forms. Some of the higher units are more or less untouched.

The layout of each pod is determined by a geomorph system. The current state and contents are inspired through a set or random tables.

The habs are an obvious spot for a first adventure, although more intrepid groups might enter through the effluvium, a great pipe that leads directly into the dangerously dilapidated processing plant deep in the Microdungon, and from there to the Garden district. If a party can reach the roof (no mean feat), they also might find their way to the central dome.

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Friday, November 11, 2011

Hell Yeah, this is Art!

I want art that packs in MORE!
I want art that mocks artistic convention...
while epitomizing excellence in technique!
I want art that builds on the conventions I grew up...
without depicting them in a bland, safe, or corporatized way!

Hell yeah, this:

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Thursday, November 10, 2011


The monsters are not just in books. The haunting spirits are not just numbered encounters. They're invisible for the most part, except for to those they specifically haunt, but if you sit with a particular mode of silence, and look diligently, you'll see that they hover over every neighborhood, home, and business.

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Wednesday, November 9, 2011

Because Some Days Things Just go Wrong...

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Thursday, November 3, 2011

Just you Wait

How much do you really know about your neighbors?

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Tuesday, November 1, 2011

Temple 46

It's not Temple number 46, it's the temple to 46. In Eagleport, they've got a temple to practically everything. The priests of the Temple 46, however, are particularly esoteric, eschewing gods with wings, with claws, or with mighty armies, to worship the pure untrammeled abstraction of a single number. With no particular attributes, they have nothing to tie them to the physical details that all other gods deal with. They are a uniquely, cold, dangerous lot; by turns more cruel that Astyborxovy, god of cruelty; more heartless than IGON the IRON; shiftier than Hylerat the Thief God.

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