Picture Pinball

It’s like picture pong, but with a lot more random people in it. In case you didn’t know the rules:

  1. Reply to the last post in this topic by creating some content (item/random/table/monster/dungeon/new ruleset/mixtape) inspired by the post’s image
  2. Link or add a new picture, without any explanation, at the end of your post

Now that you know the rules, you can start playing!

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Somebody has to open the dances, so I’ll post the first picture:

Clifstone Outpost houses the most powerful arcane library in the realm. Only five librarians have ever fully perused the collection of tomes within, as ten elite guards keep a vigilant gaze throughout the small fort. Deemed an impossible location to enter, your party sees it as a challenge.

IT’S HEIST TIME!

The Arch of light

Once part of a great temple dedicated to the elements of light and water, neither the Arch or the Elementals have forgotten its past. In fact, as the temple is reclaimed by nature, it is considered even more sacred by the Elementals, who have started going on pilgrimage there whenever they are on the material plane.

Random encounters:

First roll 1d6 to determine the type of creature

Roll Type
1-2 Water
3-4 Light
5 Fire
6 Djinn

Then roll 1d8 to determine the type of delegation

Roll Type
1-2 Diplomats (1d4)
3-4 Merchants (1d6)
5-6 Preachers (1d4)
7 Noble + retinue (1d6)
8 Eremit

Next illustration:

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Once upon a time, back when the oaths of chivalry really meant something, when the music was sweet, the romance pure, and the…

Actually. None of that ever happened.

Once upon a time, back when every knight was a brigand, when the halls were silent went they weren’t full of violence, when… no, I best not mention that.

Once upon a time, the very last scion of an ancient and noble house looked down from his tall tower, at the frothing heaving masses of bloodied meat that made up his army, mixed indistinguishably with the churning cutting hacking sawing forces of his step-brother. A young child, not knowing of the ways of the world. Not knowing how wishes twist on the tongue. Not knowing why he must never ever touch the locked crown above “his” throne.

He wished that everyone would get along, and that knights would be heroes like in his stories.

Now those knights march in lockstep, speak honeyed words through bulging throats to maidens, crones and all, are culled by the dozen by dragons dropping rocks from on-high, and dancing till they die in balls that sing and ring from dusk till dawn till dusk once more…

The young prince? He’s pretty happy with how it turned out.

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Protium Expansion Cannon
In low moisture substances (typically inorganic materials), the average plasma caster or disintegrator beam requires a much higher ammo expenditure than considered adequate for economic engagements. As such, the brilliant minds at Peer Co. have developed the Protium Rendering Ray, a beam of energy that can break down the atomic structure of denser materials to base Hydrogen. A secondary Electron Expansion Beam follows a split second later, sending the newly broken down hydrogen splintering away from each other, the fusion reaction fueling the resulting explosion!

Protium Expansion Cannon (Requires Paleo-Fusion Cells): Deals 1d6x1d10 to objects or creatures made of inorganic materials (stone, metal, gas?). d6 explodes 4+. d10 explodes on 6+. Both dice continue to explode.

Demonic Waste-spawn
With all modern industrial fabrication comes a certain element of risk. With the development of mass-produced Elemental Summon Spots (patent pending) to counter natural resources shortages, the possibility that a misfire could bring elemental materials that happen to be alive or highly out of scale are still remote.

The greatest threat itself are the waste-spawn, amalgamations of elemental materials sent back at the end of the industrial process, including additional pollutants produced through chemical composition. In extremely rare circumstances, they may even have a small spark of sentience. No one is quite sure why the human to building sized intelligent waste-spawn take on the appearance of old-world demons.

If you encounter such a creature, please report to your nearest Peer Co. representative and follow emergency procedures.

Colossal Waste-Spawn
Armor as Plate (compressed trash flesh and tendons), 20 HD, Attacks: 1 x devour (2d20) or 2 x swat (4d6) or 1 x molten spray (inhales a turn, then sprays out chemicals in a 60’ cone), moves slowly, wants revenge and food

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The origin of these immense, seemingly stone cubes are largely unknown and only a handful have been discovered to date. They seem to predate any long standing civilizations.

Research on these cubes is difficult due to numerous reasons. They seem to omit an ever present negative energy that often induces uneasiness, uncomfortability, anxiety, and dark thoughts. The strength of these effects are directly related to proximity to the cube - exponentially increasing with closer contact. When viewed from long distances, the viewer will be compelled to look away from the cube. Several explorers have been able to resist these effects to reach the cube, but any physical contact with the stone immediately induces fear, and in some cases, insanity.

Another dangerous factor relating to these cubes are the creatures that seem to be immune to the effects generated by the cube. Almost exclusive to arachnid creatures, this immunity seems to be naturally occurring and does not appear to involve any type of magic. These arachnids, ranging from giant spiders to intelligent Arachne, often surround the cube with webs and web-based traps to ensnare curious souls trying to challenge the cube’s negative effects. Due to the relationship between the cube and arachnids, the nickname “spider box” is often used when discussing these objects.

Feared by locals and not understood by scholars, these spider boxes remain a mystery.

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image

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The mountain passes of Giridina are unsteady on the quantum level. For every hour spent there, save vs magic or be carried away by rising platforms of rock and earth. These floating columns will slowly rise into the atmosphere for 1d4 hours and then mysteriously blink away into another realm.

Roll d8 to see where the PCs go.

  1. Yoon Suin
  2. Hot Springs Island
  3. Marlinko
  4. A Thousand Thousand Islands
  5. Krevborna
  6. Midderlands
  7. Meatlandia - Worm Witch Isle
  8. Ultraviolet Grasslands

Some savvy adventurers come here to travel to distant lands, seeking fortunes and favor. As of yet none have returned.

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This is your “happy place”. Somewhere you mentally frequent when stressed, or perhaps when you’ve taken a hit to the head by a surprise club attack from a goblin you didn’t notice. Ahhhh… those pretty colors. The swirling bushes and that cute little house. Wait, there’s something staring at you in the trees - they’re moving toward you. Wait, what?!