This is a continuing playtest of the Niv Lova (link)RPG playtest. Previous sessions: Session 0, Session 1. With this post I have switched over to the straight posting of the chat, so much quicker and easier than writing a novel to go along with the play log.
Safe Return to Limbus
Andrei keeps his head down and moves quickly through the ruined streets, his senses on high alert. The storage facility fades into the distance behind him as he makes his way back toward the heart of Limbus without incident.
Finding a Place to Trade
Limbus is a rough, makeshift settlement, but trade is the lifeblood of its survival. Scavengers, mercenaries, and traders barter constantly, exchanging Scrap, Food, Ammo, and Gear for whatever they need.
Andrei has 5 Scrap—a solid amount to work with.
He spots a few potential places to trade:
- The Market Stalls – A row of open-air traders dealing in basic goods, medical supplies, and tools. Prices are fair, but selection is limited.
- The Rusted Shack – A grizzled merchant who specializes in weapons and ammo, but he drives a hard bargain.
- The Junker’s Den – A scavenger-turned-craftsman who repairs and modifies equipment. He might upgrade Andrei’s gear if given enough Scrap.
- The Back Alley Deal – A shady figure selling unusual and rare finds. Possibly a scam… or possibly a score.
Next Move?
Where does Andrei go to barter his Scrap?
You said:
You'll need to roll 1d6 to determine the quality of goods available at the market stalls today.
- 1-2: Slim Pickings – Mostly junk and common supplies. Prices are still fair, but nothing exciting.
- 3-4: Decent Stock – A good mix of food, bandages, and basic weapons/tools.
- 5-6: Lucky Day! – A rare item is available (roll to see what).
Roll 1d6, and let me know the result!
You said:
Market Stalls: Decent Stock
Andrei walks through the bustling market stalls of Limbus. Makeshift tables and crates hold various trade goods—mostly scavenged from ruins, looted from the dead, or brought in by other traders. The air is thick with the scent of grilled meat, burning trash, and unwashed bodies.
The merchants here are rough but straightforward—they won’t rip you off too badly, but they won’t give you any charity either.
What’s Available for Trade?
With 5 Scrap, Andrei can trade for:
- 1 Scrap = 1 unit of food (keeps hunger at bay)
- 1 Scrap = 1 Bandage (for healing wounds)
- 3 Scrap = A basic hand weapon (knife, crowbar, or length of pipe, d6 damage)
- 4 Scrap = A handful of bullets (d6 rounds) (specify caliber)
- 5 Scrap = A backpack upgrade (+1 inventory slot) (helps carry more gear)
Next Move?
What does Andrei want to buy, if anything? He can:
- Trade Scrap for Supplies – Choose what to purchase.
- Try to Haggle – Roll PRESENCE (PRE) to negotiate for better deals.
- Hold Onto the Scrap – Keep it for a better trade later.
- Ask About Jobs – See if the merchants need muscle, a courier, or a scavenger.
What does Andrei do next?
You said:
You'll need to roll 2d6 - 1 (since Andrei's PRESENCE is -1) to determine how well he gathers information from the merchants.
- On a 10+, they share valuable intel—a prime scavenging location or a major rumor.
- On a 7-9, they mention a general area to check but nothing too detailed.
- On a 6 or lower, they brush him off or give misleading information.
Roll 2d6 - 1, and let me know what you get!
You said:
Market Trade & Gathered Intel
Andrei exchanges 3 Scrap for a Crowbar—a sturdy, reliable tool that doubles as a weapon (d6 damage, advantage when breaking open doors, crates, etc.).
He also spends 2 Scrap to pick up 2 Bandages—a wise investment in case things go bad out in the ruins.
Gathering Information: 7 (8-1)
After making his trades, Andrei lingers at the market, striking up casual conversation with the merchants. Though he’s not the most charismatic, he listens carefully and pieces together useful intel from their grumbling complaints and scavenger stories.
Here’s what he learns:
- A factory ruin about a day's travel southeast has not been fully picked over. Most scavengers avoid it because it's partially collapsed, but that means there could still be good loot inside.
- North of Limbus, a scavenger went missing last week near an old abandoned neighborhood. Some believe bandits or mutants are active there.
- To the west, there’s an underground shelter that a trader swears has an untouched supply cache—but it's deep in Aberration territory.
Next Move?
Now that Andrei has a weapon, medical supplies, and some information, he can:
- Head Southeast to the Factory Ruins – Decent loot potential, but it's unstable.
- Investigate North – Check out the abandoned neighborhood where the scavenger went missing.
- Go West to the Underground Shelter – Riskier but possibly a jackpot (Aberrations nearby).
- Prepare More in Limbus – Buy more supplies, try to find a hired job, or get a temporary ally before heading out.
What does Andrei do next?
You said:
You'll need to roll 2d6 - 1 (since Andrei’s PRESENCE is -1) to determine if he finds an ally in Limbus willing to join him on an expedition.
- 10+: A capable ally (Skilled scavenger, mercenary, or local guide).
- 7-9: A decent companion, but they may have a price or a flaw.
- 6 or lower: No luck—either no one is interested, or they’re too untrustworthy to risk traveling with.
Roll 2d6 - 1, and let me know what you get!
You said:
Finding an Ally in Limbus: 8 (9 - 1)
Andrei scans the crowd, listening to the chatter of scavengers and mercenaries looking for work or partners. It doesn’t take long before he finds a potential ally—but there’s a catch.
Ally Found: Vera “Stray” Markova
- Background: A veteran scavenger with a cold, pragmatic attitude. She’s been in Niv Lova for a long time and knows how to survive.
- Gear: Sawed-off shotgun (d6 damage, doubleshot), medium armor (+2 armor)
- Skills: Survivor (ignores Cold conditions), Looter (scavenge with advantage)
- The Catch: She doesn’t work for free—Andrei needs to offer something valuable in return for her help.
Negotiation: What Will Andrei Offer?
Stray leans against a rusted-out food stall, looking Andrei over.
“You want backup? Fine. But I don’t take charity cases. You got anything to make this worth my time?”
Andrei needs to offer something valuable to secure her as an ally:
- A Cut of the Loot – Promise her half of anything found in the ruins. (Fair, but limits Andrei’s take.)
- 5 Credits or Supplies – She wants immediate payment. If Andrei can scavenge or trade for 5 credits, food, or scrap, she’ll join.
- A Favor Owed – Stray will help now, but Andrei owes her a favor—and she’ll call it in when it benefits her.
- Try to Haggle – Roll PRESENCE (2d6 - 1) to negotiate a better deal.
Next Move?
How does Andrei secure Stray’s help?
You said:
Deal Struck: Stray Joins the Expedition
Andrei hands over 5 credits, and Stray nods in approval, tucking them into the inner pocket of her armored jacket.
“Alright, you’re serious. I respect that.” She slings her sawed-off shotgun over her shoulder. “Let’s see what kind of trouble you’re looking for.”
Stray is now an ally and will travel with Andrei on his expedition.
Next Move: Where Do They Go?
With Stray on board, Andrei now has a capable partner and can confidently leave Limbus to explore:
- Southeast to the Factory Ruins – A partially collapsed industrial site, risky but with potential loot.
- West to the Underground Shelter – High-risk, high-reward, possibly containing a supply cache, but it's Aberration territory.
What’s the plan?
Where do Andrei and Stray head first?
You said:
You'll need to roll 2d6 + 1 (since Stray is an experienced scavenger with a +1 MIND bonus) to see if she knows anything useful about the Factory Ruins.
- 10+: She has detailed knowledge—knows about dangers, best entrances, and potential loot.
- 7-9: She knows something useful—a rumor, a warning, or a good strategy.
- 6 or lower: She isn’t sure—or worse, her info might be outdated or misleading.
Roll 2d6 + 1, and let me know what you get!
You said:
Stray’s Intel: The Factory Ruins (8 on the roll—some useful info)
Stray smirks as she hears Andrei’s question. “Yeah, I know the place. Haven’t been inside, but I’ve heard things.”
Here’s what she knows:
- Partially Collapsed: The factory was hit hard during the Incident—sections of the building are unstable, and scavengers have been crushed under falling debris.
- Not Fully Looted: Because of the collapse risk, many scavengers avoid it, meaning there could still be valuable gear inside.
- Mechanical Defenses: Rumor has it that some old security systems are still active, possibly automated turrets or drones.
- Bandits Nearby: A small group of scavengers tried to set up camp in the ruins, but they vanished. Either they left, died, or something else took them out.
Stray shrugs. “Could be worth the risk. We go in careful, check for signs of trouble, and get out if things go south.”
[continued...]
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