Soooo...you like it?
martes, 1 de febrero de 2022
miércoles, 28 de julio de 2021
It really happen-campaign in tenra 01
I managed to organize my group of players and the first game in the world of Tenra took place.The game consisted of what was stated in Tenra's previous post, to summarize, the feudal lord of a small town asked the group of adventurers to explore a haunted mansion with the objective of avoiding the participation of the order of the phoenix in his town.
Although the adventurers are somewhat varied, since they are a fairy and two warriors (one of them possessed by a mutant). They soon began to work as a team and although their personalities clash, they were quickly assembled and soon arrived to the mansion.
In the haunted mansion they were greeted by multiple specters, one of them was a maid who managed to knock them out and place each one in a room with its respective trap. With difficulty each adventurer escaped from their respective trap.
Once united they decide to confront the main ghost of the mansion, at that moment they realize that the owners of the mansion were captured by the desire for revenge of their abused servant, the heroes decide to side with the owners and purify the place, making everything disappear.
In the end they were rewarded by the lord of the village and decided to embark to a nearby thieves' camp, with the intention of defeating them and making them work for them... Or something like that plans one of the players with a lot of hunger for power.
As a guide I used several ideas from the module "The hell house beckons", using the description of some rooms to create simple traps. And for the creatures I used the bestiary from "Monters of the Orient", with almost no noticeable changes.
At the moment the system is not generating me too many problems, but I feel that as the players level up, the rules are going to become more and more complicated for them, I can't imagine making a long campaign with this system, there are too many details.
And now I have to think about what to do with the problem of the thieves, I will probably look for inspiration in a sandbox type module.
martes, 12 de enero de 2021
Zuggtmoy the RETURN
I decided that the main antagonist of the version I am making of "Keep on the Borderlands" is going to be the forgotten mushroom queen, Zuggtmoy. I plan to use the food chain as an explanation of how the evil entity gained access to the vicinity of Phandalin.
Reviewing the Abyss adventure...you can find some information regarding the effects that the presence of Zuggtmoy produces in the region, for example:
-Fungi that allow to transform the creatures of the region into zombies.
-Fungi that generate effects of temporary madness.
-Modify the biome of the region.
Based on the suggestions of the books the food chain is the only thing that is needed to expand the influence of the queen fungus without having to present the devil with all his power, the air and fur of the animals, is all that is needed to infest a region of fungi and mold. I plan to place Zuggtmoy in a lower state where it can only make one type of attack, making it difficult to approach.
Its presence wreaks havoc on nearby settlements, dozens of sick people in the border fortress, adventurers who barely approach the site, find a dead deer infested with brown fungi, unknowingly infected. Inside the fortress, they are told of the rewards and the caves, adding to all that has been said and seen the fact of a disease that is ravaging the place.
When the group goes outside they will be able to find more signs of the presence of the disease in the area and as more days go by, they will be able to notice some minor effects of the infection, they should hurry and find the root of the problem. While in the caves they fight for supremacy between those who have been dominated and those who follow the jellyfish, the more days go by, the stronger the Zuggtmoy will become.
The time will be reduced and adjusted according to the needs of the adventure, but in general those are the changes that I propose, being another big change to place other creatures instead of the cultists, which could be creatures of plant or fungi type. Being a giant face of Zuggtmoy instead of the bell of chaos, changing the alignments for effects that modify the sanity. The effects of sanity as described in the DMG.
It seems to me that the same thing can be done with different types of antagonists, adding variety to adventures that are sometimes left a little behind, but that don't cost anything to renew and bring new energy.
jueves, 12 de noviembre de 2020
Some alien items
I find myself looking for and modifying a new list of magic items to use in my 5th edition game to give an interesting twist to the game, so I just started looking for several entries suggested by google, I hope you find the items I was gathering for my game interesting:
Alien creatures from the astral plane have left forgotten along millenniums different artifacts and items that less advanced cultures in their technical level, use in the way they can imagine.
Green Wand: Made of material with a neon glow, when a creature is hurt by the staff, the creature damaged by the staff will flatly refuse to harm the owner of the staff for 1d4 rounds.
Purple Mask: Plastic and with a strong smell of dust. When placed on the face of a humanoid creature, it will have to resist to avoid the effect of a domination spell, if it manages to resist, it suffers a type of madness permanently. Single use.
Duplicate Chest: Small opaque glass chest that can duplicate any object stored inside it. Fading out the first object and delivering two copies of lower quality.
Red Horn: Red bone in the shape of a horn, when stuck on the user's forehead, it obtains a strength of 20 during 1d4 turns, it can be used once a day.
Dehydrated Aberration: Monster of CR 5 or smaller that fits in the pocket and needs 3 gallons of water to grow and fight according to its master's orders. It remains active for 3 hours before it is turned into dust.
Purple Pill: Single use, when consumed the pill obtains the effects of rage for 1 minute.
Control 9: Machine with nine buttons and a lever, pressing the buttons does not generate anything, just pulling the lever, generates an earthquake in the region for 1d10 minutes. One use.
Body map: Plastic roll, with different inks marking the veins. By placing a drop of blood on the map, changes can be made to the image, as if it were a voodoo doll.
Chaos Plastic: Green and rubbery, it is located inside a glass jar and can be extended up to 5 feet by 5 feet. The area in which the plastic was placed disappears.
Breeding Backpack: Bizarre creature inside a bottle with liquid, which can be carried on the back. When the character fails a saving throw of some magic effect or curse, the creature in the bottle absorbs all the damage or effect automatically and immediately is petrified.
Mini Automata: As big as a bottle, it has the shape of a jewel, but with a silver color, a small servant emerges who can serve as an explorer, but has a pitiful defense and life.
Pocket Laser: Metal tube with a golden button on one of its edges, when pressed it loops a radiant beam that does 1d20 of damage, if you get 1 in the roll, the object explodes.
The 3 Vials: Small box with a vial full of red, green and black liquid. Consuming only one has no effect, the liquids are tasteless. They have three effects according to the order in which they are consumed. Red, Black, Green... the creature is reduced to a black tar-like paste. Black, Red, Green revives the creature, as long as it is less than 3 days old. Green, Red, Black recovers total hit points. Other combinations have no effect. One use.


