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(+1)

Love this, it’s clean and fun and classic with a great archaeological/cosmic horror flavor! The tangible link between the past and future punches this up quite aways! I also really like the obelisk dice concept and would have a blast ominously stacking dice as my players demand to know what I'm up to!

I think my main pain point would be 1) Obelisk might be too tanky. Unless the crew finds the broken gadgets, there's not much they can roll on their loadouts that'll do the trick. I'd consider adding a couple Anti Armor weapons around (potential the Ancestral Sword?) to give them a fighting chance. 2) The rooms have fun lore and flavor but there's not a lot to keep PCs in each room for long. I'd recommend some traps, puzzles, or smaller encounters to break things up a bit before things really pop off.

All told though, super solveable problems and worst-case you just get to the star presence faster which isn't a bad thing. Really really keen on this one! Excellent work!

Thanks!
You raise good points:

1: I had considered making the Obelisk's AP some kind of formula (e.g. AP=10 x [number of players]) or something, but after some consideration I decided that since there are ways to depower it, or freely run away, it works better as a serious threat if the players go in gung-ho without planning. I did playtest this, and my players defeated the Obelisk on the final round of combat. Interestingly they had two broken gadgets AND had interpreted the verses to mean ''obelisk is vulnerable to electricity', so they used the gadget as a club to chip into the Obelisk and then connected the power generator to it. I decided this would both deactivate the Obelisk as well as give them a d10dmg roll (times two hehehe) which blew it up.
However in the interest of finetuning the balance, I do think you are right and that I could hide a broken gadget in one of the rooms...

2: I think the roll tables will return an encounter with a cultist or trap (miasma, irradiated, vision or evil)  three times vs two non-dangerous events. In my view this is enough for a one-session, but of course the warden is free to add *more* enemies or another npc scientist, who is driven near-mad but has survived to warn the players... 

Cheers!

(+1)

Fair! Having it be a close call makes a lot of sense, and if you playtested the encounter cadence then that makes far more difference than my gut reaction!

(+1)

No no, all feedback is valid! I think we'd need to playtest things multiple times to really know about balance haha.