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[Let's Read] Nyambe: African Adventures
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<blockquote data-quote="Libertad" data-source="post: 7634989" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/qCequJz.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>This is the Miscellaneous GM’s Section of the book, a collection of material which doesn’t fit in the other chapters. On a similar note the artwork here feels like placeholders, few of which is directly relevant to the adjoining this. The majority of content focuses on new adventure hooks and what’s going on behind the scenes of the various lands.</p><p></p><p></p><p style="text-align: center"><strong>Advanced Disease Rules</strong></p><p></p><p></p><p>Certain regions of Nyambe are home to terrain and animals capable of spreading illness, who in colder climates would have their numbers reduced during the harsh winters. As a result, every region has a percentage chance per week of game time to check if a character needs to roll a Fortitude save against an illness. Foreigners suffer -4 on this save due to not having built up immunities, and vice versa for Nyambans encountering foreign diseases. The exception are magical diseases which the humanoid body cannot naturally build a natural resistance against. In fact, due to the preponderance of divine spellcasters with <em>cure disease</em> many diseases have naturally developed Spell Resistance. Additionally, there are new rules for Prevention which allow you to automatically succeed on saving throws in regards to certain illnesses: cauterizing injuries, wearing gloves, purifying and boiling water, etc.</p><p></p><p></p><p>We have 12 new diseases, ranging from the mild yet disgusting <em>worms</em> which are parasitic eggs found in ingogo feces and tainted food supplies; <em>blood fever</em> spread by rats which can drive one to fever-driven hallucinations; <em>malaise</em> is basically malaria and spread by mosquitoes which deal Dexterity damage in the form of joint pain; <em>fiend touch</em> which is spread by evil outsiders and causes rapid Intelligence damage from the swelling of the brain lining; to the infamous <em>red death</em> which is a highly magically-resistant airborne virus that deals daily Constitution damage from internal hemorrhaging.</p><p></p><p></p><p>Diseases have always ranged from inconveniences to slow death for adventuring parties, and Nyambe is no different. The Spell Resistance combined with new Prevention rules may cause gaming groups to become overly cautious, although the novelty may wear off when players announce that the PCs boil their water for every meal and sleep in mosquito-proof net tents.</p><p></p><p></p><p style="text-align: center"><img src="https://i.imgur.com/XriBvbX.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Secrets of Nyambe</strong></p><p></p><p></p><p>This is technically an addition to Chapter Ten’s regional and national issues, sorted by adventure hooks. Each hook has three sample pieces of information about “the real behind-the-scenes plot” so as to prevent players spoiling themselves by reading the book. There is a bit of a recurring sample secret where the conspiracy/rumor/etc is bunk and there’s no big monster/invasion/etc going to happen. This feels like a bit of a downer, but may make for a good twist...if used only once, and provided with an alternative so the adventure does not feel like a waste.</p><p></p><p></p><p>I won’t cover all of the hooks, focusing instead on the more interesting ones. For example, the lost Great Udamalore may have already been reclaimed as a ploy to deceive Boroko into believing that Bashar’ka is not ready to attack; alternatively it is in the possession of the ngoloko on the Isle of Shadow; or it may in fact have gained sentience and now runs Mademba behind the scenes! The orcish slave raids on the western coasts may be your mere typical slaver-baddies, or in fact remnants of the fallen Kosan Empire who made a beachhead on Kalayu Island. Boroko’s Devil of T’ombo may be either a depraved serial killer, a group of terkow undead, or the lost lich Zulo who is killing people to slowly rebuild his necromantic power base. The Oba of Mabwe may be dead, his corpse animated to look real and controlled by duplicitous necromancer advisors, or in fact has been replaced by a shapeshifting monster seeking to escalate tensions with Nibomay. The orcish Isle of Shadow’s secret may be a genuine project to build a ngoloko utopia, an assassin’s guild, or guards a portal to an alternate Material Plane where the Kosa Empire never fell. The yuan-ti may either seek to turn the bIda Rainforest into a new home, to reawaken their ancestral race (the Samat) from their tombs, or established contact with the few remaining Kosan orcs and are working together to conquer all of Nyambe in the name of Zombi the Serpent Lord.</p><p></p><p></p><p style="text-align: center"><img src="https://i.imgur.com/pdVnXC3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Nyamban Treasure</strong></p><p></p><p></p><p>This brief section explains that different types of currency and items result in slightly different random treasure generation, and provides new tables for various item types. Nothing major to say, although the example objects are nicely reflavored, while a table for mundane items and adventuring gear are changed to include the new equipment types and mounts. Here’s an example for one art object result:</p><p></p><p></p><p><em>Beaded ostrich egg drinking vessel, Expertly carved wood cup, Expertly carved wood bowl, Iron necklace, Pigmented wood and raffia fiber ceremonial mask, Bolt of mud cloth (Bogolanfini)</em></p><p></p><p></p><p><strong>Thoughts So Far:</strong> I overall like the adventure hooks, and the individual options are sufficiently different enough from each other to result in very unique campaigns. The new item generation tables and disease rules are more of a novelty which I cannot see myself using, but may be of help to some gaming groups.</p><p></p><p></p><p><strong>Join us next time as we gaze upon the new wonders in Chapter Twelve, Magic Items!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 7634989, member: 6750502"] [CENTER][IMG]https://i.imgur.com/qCequJz.png[/IMG][/CENTER] This is the Miscellaneous GM’s Section of the book, a collection of material which doesn’t fit in the other chapters. On a similar note the artwork here feels like placeholders, few of which is directly relevant to the adjoining this. The majority of content focuses on new adventure hooks and what’s going on behind the scenes of the various lands. [CENTER][B]Advanced Disease Rules[/B][/CENTER] Certain regions of Nyambe are home to terrain and animals capable of spreading illness, who in colder climates would have their numbers reduced during the harsh winters. As a result, every region has a percentage chance per week of game time to check if a character needs to roll a Fortitude save against an illness. Foreigners suffer -4 on this save due to not having built up immunities, and vice versa for Nyambans encountering foreign diseases. The exception are magical diseases which the humanoid body cannot naturally build a natural resistance against. In fact, due to the preponderance of divine spellcasters with [I]cure disease[/I] many diseases have naturally developed Spell Resistance. Additionally, there are new rules for Prevention which allow you to automatically succeed on saving throws in regards to certain illnesses: cauterizing injuries, wearing gloves, purifying and boiling water, etc. We have 12 new diseases, ranging from the mild yet disgusting [I]worms[/I] which are parasitic eggs found in ingogo feces and tainted food supplies; [I]blood fever[/I] spread by rats which can drive one to fever-driven hallucinations; [I]malaise[/I] is basically malaria and spread by mosquitoes which deal Dexterity damage in the form of joint pain; [I]fiend touch[/I] which is spread by evil outsiders and causes rapid Intelligence damage from the swelling of the brain lining; to the infamous [I]red death[/I] which is a highly magically-resistant airborne virus that deals daily Constitution damage from internal hemorrhaging. Diseases have always ranged from inconveniences to slow death for adventuring parties, and Nyambe is no different. The Spell Resistance combined with new Prevention rules may cause gaming groups to become overly cautious, although the novelty may wear off when players announce that the PCs boil their water for every meal and sleep in mosquito-proof net tents. [CENTER][IMG]https://i.imgur.com/XriBvbX.png[/IMG] [B]Secrets of Nyambe[/B][/CENTER] This is technically an addition to Chapter Ten’s regional and national issues, sorted by adventure hooks. Each hook has three sample pieces of information about “the real behind-the-scenes plot” so as to prevent players spoiling themselves by reading the book. There is a bit of a recurring sample secret where the conspiracy/rumor/etc is bunk and there’s no big monster/invasion/etc going to happen. This feels like a bit of a downer, but may make for a good twist...if used only once, and provided with an alternative so the adventure does not feel like a waste. I won’t cover all of the hooks, focusing instead on the more interesting ones. For example, the lost Great Udamalore may have already been reclaimed as a ploy to deceive Boroko into believing that Bashar’ka is not ready to attack; alternatively it is in the possession of the ngoloko on the Isle of Shadow; or it may in fact have gained sentience and now runs Mademba behind the scenes! The orcish slave raids on the western coasts may be your mere typical slaver-baddies, or in fact remnants of the fallen Kosan Empire who made a beachhead on Kalayu Island. Boroko’s Devil of T’ombo may be either a depraved serial killer, a group of terkow undead, or the lost lich Zulo who is killing people to slowly rebuild his necromantic power base. The Oba of Mabwe may be dead, his corpse animated to look real and controlled by duplicitous necromancer advisors, or in fact has been replaced by a shapeshifting monster seeking to escalate tensions with Nibomay. The orcish Isle of Shadow’s secret may be a genuine project to build a ngoloko utopia, an assassin’s guild, or guards a portal to an alternate Material Plane where the Kosa Empire never fell. The yuan-ti may either seek to turn the bIda Rainforest into a new home, to reawaken their ancestral race (the Samat) from their tombs, or established contact with the few remaining Kosan orcs and are working together to conquer all of Nyambe in the name of Zombi the Serpent Lord. [CENTER][IMG]https://i.imgur.com/pdVnXC3.png[/IMG] [B]Nyamban Treasure[/B][/CENTER] This brief section explains that different types of currency and items result in slightly different random treasure generation, and provides new tables for various item types. Nothing major to say, although the example objects are nicely reflavored, while a table for mundane items and adventuring gear are changed to include the new equipment types and mounts. Here’s an example for one art object result: [I]Beaded ostrich egg drinking vessel, Expertly carved wood cup, Expertly carved wood bowl, Iron necklace, Pigmented wood and raffia fiber ceremonial mask, Bolt of mud cloth (Bogolanfini)[/I] [B]Thoughts So Far:[/B] I overall like the adventure hooks, and the individual options are sufficiently different enough from each other to result in very unique campaigns. The new item generation tables and disease rules are more of a novelty which I cannot see myself using, but may be of help to some gaming groups. [B]Join us next time as we gaze upon the new wonders in Chapter Twelve, Magic Items![/B] [/QUOTE]
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