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Had a quiet B-day which i enjoyed.
Wishing everyone well.

As for discussion: Anyone ever play a game where there was no "common" language?

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Another old Dungeon,

Title: Reclaimed Ruins
System: PF2e
Group: 2-6
Setting: Players have entered a large city that is being claimed in the aftermath of a war. The city is still standing but many of its districts are being explored and reclaimed. The Marquise placed in charge encounters the group looking for work and asks them to assist in exploring a district where several Scouts had gone missing.

Flow: Once the players accept the quest and are aware that monsters & other dangers often are discovered, the players will head to the district. The district consists of many half flooded buildings; warehouses and workshops. The flooding comes from a inner-city canal.

As the party searches: they will encounter signs of traps once triggered by the prior group of scouts and a small shadow lobbing alchemical items that make loud pops and/or burst into alchemical fires. The party can discern that the small shadow is directing them away from a building, and retreating to it if pursued by the players.

The building, A tall 40ft building covered in subtly shifting vines and a soft smell decay. The water tints, slightly tainted. There are few windows but there is a balcony 20ft above and an alley-side entrance at street level. The side entrance door handle is trapped, a shocking sigil carved into the bronze handle, and a missing scout slumped against the opposing wall. As the party interacts with the obvious trap, the shadow will jump the alley (from the opposing root to the balcony). They throw a stone at the group, the words stay away, etched onto it.

From here the premise is set: There is a goblin alchemist protecting this location; This location is a 2 floor building covered in vines; Traps will be prevalent through out this "dungeon"; enemies will consist of fish and plants, just being general hazards; the boss will be an alchemist Goblin and a shambling mound. Generally the party will be lead through 6 rooms, where they will disable traps, fight territorial fish and temperamental plants, and discover clues of the boss NPC's to come.

The goblin is a young alchemist, lost their parent in the war. Their parent became the core of a shambling mound. They protect their workshop together as a child protecting their monster. They use the water and electrical attacks to attack large sections of the battlefield, and the shambling mound occasionally summons vines to rebalance action economy, impede, and restrict movement of the party.

The entire upstairs is a knot of grasping vines. terrible to traverse and hard to burn due to the flooding and lack of light, keeping the upper floor humid. I once had a map and dm sheet for this, but will have to remake them.

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Old idea for a pathfinder campaign or just a game to program.

"Title: Prophet of Rot

Scope: The player will embark on an adventure to stop the Prophet of Rot from awakening their Old God (an empress of fungus and decay). Beginning with a rampant disease and the appearance of a Prophet who asks people to embrace the illness as a gift and drink the "Ichor of Tor". The Prophet will travel to cities and towns to convert people and collect offerings. The Prophet's goal will be to collect enough resources to offer to their Goddesses awakening, 10 tokens of Infection.

The resources The prophet collects are: Disciples, 3 of which amount to one tokens worth, and he can send these disciples to other towns/cities to also convert others; Abominations, 2 of which amount to one token, they can be sent to attack towns/cities to cause fear which improves conversion chances, and if they attack a town/city 5 times then they will gain an offering, these are high profile enemies used to distract player efforts; Offerings, 1 of which amounts to one tokens worth, only obtained by sending Abominations to attack towns/cities. Once enough tokens worth are accumulated, the Prophet of Rot will direct them to the location of awakening and sacrifice whatever combination valued at 10 tokens to awaken their Goddess. They will aim to keep extra Disciples and Abominations to ward off anyone attempting to interfere.

To make these resources the Towns/cities will need enough value to convert. Towns will have a point value 2-4 and cities will have a point value 3-7; they will regain one point every 3 turns. Disciples cost 2 point to convert but can be moved to other locations to increase the locations value by 1 point per disciple. Abominations Cost 4 points to make. Offerings are created when Abominations attack locations 5 times and can be used to increase a locations value by 5. The Prophet and/or Disciples can convert one of these resources each per location, as long as the location has enough total value to do so.

Players goal will be to prevent this awakening by neutralizing the Prophet (3pts+[2 per re-encounter]; respawns after 5 turns neutralized), Disciples (1pt), Abominations (4pts), and Offerings (2pts); offerings can be used by the Prophet at the Awakening location to reduce the player's point value by (3pts). Once players have neutralized 25 points worth of the Prophet's Resources, the Prophet and disciples will be reclaimed by fungus and the Goddess will go dormant; signs of her awakening will noticeably fade.

Disciples:

Courtesan - cr2

Noble - cr3

Spy - cr6

Abominations:

Grothlut - cr5

Bogwid - cr6

Destrachan - cr7

"

This is more technical for the DM to run, but I like how the villain is able to accelerate and pressure the players but the players still have a tangible means to stop the prophet. Down to hear thoughts.

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Tried a Play by Post with friends but it's just not the way to play for them. How does anyone feel about this.

Have a read and share your thoughts.

System: PF2e

Group Size: 1 to 4 players

Restrictions: All characters must be kobolds. Level 1 start

Setting: Welcome Catar, the sunken city.

Catar was a bastion of a castle city and was under the rule of an enormous dragon. Filled with magics and wonders, the city prospered until its ruler was felled by a mage. This mysterious caster slowly poisoned the city, turning its people to monster-like beings; restrained the dragon in a death like slumber; banished the earth beneath the city causing it to sink past the reach of any light; and sealed it away under a labyrinth of cragged earth.

Not all is silent in the city. Beyond the terrors, there were those who survived the descent. A community of Kobolds survived....

It's been 3 weeks since the collapse....

Someone enters the remains of an old bar. Walls of stone and wooden beams hold it together. Looks to be a basement level bar, the central candelabra still alite with enchanted light. There seems to be a man behind the bar that takes notice to the visitor(s).

"What a surprise..." The man notes in a stoic tone. He raises to full stature and you can see the one to greet you is a Large kobold [literally], greys and blues, bearded, and in what seems to be the patchwork of leather armor and a suit.

now, who does he see...

Goals: Build a safehaven; Find the dragon, find a cure, escape to the surface.

A very open setting with a flexible story. Benefits from character family and friends being available to help grow the setting.

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È tutto per oggi...
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