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Old 06-23-2015, 05:17 PM   #1
WaterAndWindSpirit
 
Join Date: Oct 2014
Default Caravan to Ein Arris... In a fantasy setting?

Hello all!

I've been thinking about adapting the Caravan to Ein Arris adventure in a fantasy setting where magic is common enough that you may see a priest or a wizard in the armies/mercenary groups/other large organization as elite members, and edge wizards knowing a single spell related to a specific trade can be found without too much of a hassle.

Aside from having to stat generic battle wizards like there are fighter 1, 2, and 3, and maybe changing some rewards, does anything break? I've read through it and I see no reason why would the adventure break beyond needing those stats (and maybe turning one NPC into a witch instead of a warrior, since she's arrogant and magic does costs quite a few points, and given the NPC's unique, let's say quirks... I find it to fit better.), but what does the collective think?
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Old 06-23-2015, 06:03 PM   #2
mr beer
 
Join Date: Mar 2013
Default Re: Caravan to Ein Arris... In a fantasy setting?

I used it as a handy segue into a lengthy fantasy campaign some years ago and see no problem at all adding some magic. I think I threw in some Drow assassins to assist the bad NPC because the players all refused her wiles.
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Old 06-23-2015, 07:37 PM   #3
evileeyore
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Default Re: Caravan to Ein Arris... In a fantasy setting?

It was the beginning of the first GURPS fantasy game I ever ran as well. No real issues.
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