06-23-2015, 05:17 PM | #1 |
Join Date: Oct 2014
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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? |
06-23-2015, 06:03 PM | #2 |
Join Date: Mar 2013
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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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06-23-2015, 07:37 PM | #3 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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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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