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Old 10-25-2008, 10:53 AM   #11
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by b-dog
Leprechauns

ST:6 DX:12 IQ:10 HT:10 HP:8 Per:15 Will:12 FP:10 Speed:7 Move:7 SM-4 DR:4 Dodge:10 Parry:10

Weapons (15) Sling 1d-2 + Magical death charge 3d on a failed HT roll.
Knife (15) 1d-2/1d-3

Traits: Bad Temper; Depency (Mana, very common); Invisable (can carry objects, light; switchable); Magery 0; Reduced Consumption 2; Rediculous Luck; Sense of Duty (Nature); Shapeshift (Various small forest creatures)

Spells (15) Leprechaun #1 Rain of Nuts, Walk through wood, Shield; #2 Armor, Return Missile, Blink #3 Fear, Fascinate, Perfect Illusion #4 Create Food, Steelwraith, Stench #5 Dispell Magic, Arboreal Immurement, Thunderclap

If there are more the GM can make more spells. Each leprechaun has 3 spells.
This could be a very tough fight for the PCs in a manner that makes sense (without the arbitrary, WTF-inducing increases to brute might such as 3d Death Touch on their sling stones and DR 4 clothes) if the Leprechauns act like they have IQ 10. Assuming that they will all turn Invisible and stay that way for the battle, the Lep with Reverse Missiles could position himself on a high tree limb or something, become visible, and attempt to draw fire while his buddies circle the group and pelt them from behind for no defense. If they climb or fly up to grab him, he vanishes and Blinks away to repeat as necessary. Rather than relying on weapon kills, they attempt to herd the group into a big, magically-camouflaged tiger trap that they dug and filled with huge, nasty spikes.
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Old 10-25-2008, 11:06 AM   #12
Gudiomen
 
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Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by b-dog
The PCs don't have to explore the tomb it is just there to explore if the PCs are interested and maybe give some background as to why the elves are attacking.
I just used that as an example, there's also the boulder thing Golden talked about. And more generally, I'm picking up on a trend of railroading and arbitrary traps. And not the fun type.
The point that I was trying to make is that you shouldn't just patch together a bunch of "cool stuff and traps" for no apparent reason. Even if it is DF, there should be some internal logic at least partially comprehensible to the players.

I'll give you an example of one of the games I've played in... a fellow player, GM'ing at the time ran a fantasy setting. Under a crypt there was a long corridor with many tall double-doors on each side, they players (including me) were mages. He set up the doors as being impervious, and got a little annoyed when we just went through the wall instead. Inside the doors were very large rooms each containing a chest at the other end, and an army of golems defending it. He obviously wanted us to go through the golems, wich was pretty much impossible, so we got created and levitated over them, after having established that there were no handy pieces of rock to be thrown at us... this also got him a little annoyed. Hovering a few feet above the golems, we raised the ground under the chest (Shape Earth) to get the chest. In response I'm pretty sure he mad the chest empty.
Now, I'm not saying that you'll do the same... he got mad at us not following his ideas and retaliated, we canceled the game after that session. But the very existance of an army of golems to defend empty chests was completely implausible. He thought it was cool, but it made no sense.

Trying to navigate a setting that isn't internally consistent, where things are there for no reason and you don't know what to expect only generates more implausibility. Players start to take idiotic precautions towards mundane situation (dungeon-crawler-syndrome as I like to call it) throwing the suspension of disbilief out the window. This break in mood is something I hate in a RPG game, others are more tolerant.
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Old 10-25-2008, 11:13 AM   #13
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by Gudiomen
Gold & Apple is being a little picky, but I think you should listen to some of the stuff he's saying, b-dog.

Unless your players are young, used to being led by a short leesh or will take anything for the loot, things like "trap that cannot be avoided and does XXd damage" are really pedantic. I personally wouldn't play under the GM again. To be, RPG is about solving problems, not being a punching bag
.

If the PCs read the runes then maybe they can use resist electricity, fire and cold spells and then physically move the rock. Or they can cast a spell like telekinesis at -8 to skill. The lizard people in the tomb ruled my game world for entire eras so their power is awesome. The PCs don't have to enter the tomb at all and the adventure doesn't require it.



Quote:
Some things are just arbitrary. You've clearly done them to move the plot the way you want it to, not because it makes sense internally. For instance your unmovable, undisenchantable, unpassable, unscryable, etc. door seems like the work of gods. Nothing short of divine power could make something so impervious. You should at least decide why whichever god put it there did it. The - use key once take 3d/second... key teleports to original location... use key twice it opens the tomb - thing makes no sense. What's worse, if players are using any reasoning and have the luck to survive 3d/second damage they're NOT going to try it again.
These beings were gods during their time. The key is supposed to be used in the nose of the skull on the wall which will lower a ramp from the ceiling. The two doors are a trap designed to killed those who placed the key in the keyhole on the doors.

Quote:
Things should have a reason for being there, the logic of it should be understandable, at least partially to the players, and they should be faced with problems with multiple solutions, not unsolvable puzzles or it will only work if you do it this one specific way I have thought of and that nobody might guess, but hey that's life...
If you create the puzzles based on some internal logic, then the players may come up with several solutions. This rewards your players for being creative and amuses you as a GM to see how they'll solve things. You don't even need to create a solution, just the problem... let them worry about the solutions. Just don't lock out all solutions, but one.
This tomb was there long before the elves came to the world. The elves placed a rock at the entrance and clearly wrote that there is certain death for all who entered the mound. This tomb has been undefiled for eaons so it logically must be very well protected.

Anyone who activates a rune will alert the elves however.
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Old 10-25-2008, 11:33 AM   #14
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by Gold & Appel Inc
There was an explanation for the elf attacks in there?
At the end of the adventure there will be.
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Old 11-28-2008, 02:15 PM   #15
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Default Re: DF Adventure: Finn's Forest

If any PC touches a rune on the large rock blocking the entrance to the burial mound of the lizard people, then within 10 minutes the PCs will have Per chance to hear the flapping of large wings. High above the PCs is Gavaran, ruler of the forest, flying upon a huge griffin. Gavaran will descend toward the PCs. He is wearing armor made from tree bark and he is grasping the reigns with one hand and with the other he is pulling acorns off of his necklace. He will cast these down toward the PCs and then will fly away exclaiming that death will be swift.

When the acorns (1 per 2 PCs) hit the ground, they will sprout immediately and grow in 2 seconds into huge tree beings. These tree beings have eyes, noses and mouths on their trunk and can use up to 4 branches as arms. They are over 20 feet tall and will shamble towards the PCs with roots that serve as legs. If the PCsprevent the acorns from hitting the ground then they will not sprout.

Tree Beings
ST: 30 HP: 30 Speed:6.00
DX: 12 Will:12 Move: 5
IQ: 10 Per:12 SM: +2
HT: 12 FP: 18
Dodge: 9 Parry:11 DR:5

Weapon(15): Four Claws (3d+3 crushing)
Bite(15): 3d crushing

Traits: Doesn't Breath; Doesn't Sleep; Extra Attack 3; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Homogeneous, No Blood); Regeneration (Very Fast, 1 HT per second; only when "roots" are touching the ground; fire damage does not regenerate); Unfazeable.
Skills: Brawling-15
Class: Plant
Notes: Bite counts as a grapple on opponents of SM0 or smaller. Plant Spells affect Tree Beings normally.

While the PCs are busy with the Tree Beings, a small force of elves will attempt to sneak up on the PCs and shoot them with arrows.

Elf Warriors (1 per PC)
ST: 12 HP:12 Speed:6.50
DX: 14 Will: 12 Move: 8
IQ: 12 Per: 14
HT: 12 FP: 12 SM:0
Dodge:11 Parry:12 DR: 5

Weapon: Long Bow (18) 1d6 imp Acc:3 Range:x15/x20 RoF:1
Broad sword (18) swing 1d6+3 cut, thrust 1d6+2 imp

Skills: Bow-18; Brawling-14; Broadsword-18; Camouflage-14 (With cloaks-18 in natural settings only); Fast-Draw (Arrow)-14; Observation-14; Stealth-13; Tracking-16

Traits: Appearance (Attractive); Forest Guardian 2; Magery 0; Sense of Duty (Nature)
Class: Humanoid

Notes: These elves wear cloaks that are able to use the mana in natural setting to change to the color of the surroundings and give a camouflage bonus of +4 (Works only in natural settings) The elves have fair to tanned skin with wood brown hair color, their eyes are forest green and they wear armor made from wood that has been magically enchanted.

2nd Note: The elves each have an acorn that is threaded on a string and worn around their necks like a necklace. This acorn will be useful for getting into the palace of the elves.

Elf Horses:
ST: 20 HP: 20 Speed: 6.00
DX: 12 Will: 11 Move: 8/24
IQ: 6 Per: 12
HT: 12 FP: 12 SM: +1
Dodge: 10 Parry: n/a DR: 1

Bite (14): 1d-1 crushing.
Kick (14): 2d+1 crushing.

Traits: Acute Hearing 2; Claws (Hooves); Combat Reflexes; Enhanced Move 1.5 (Ground); Night Vision 3 ; Chameleon 2 (uses mana from nature sanctity to change coat color to match surroundings; only works in natural settings); Peripheral Vision; Silence 2 (in forests only); Quadruped; Ultrahearing; Weak Bite.

Skills: Brawling-14; Camouflage-14 (18 in natural settings); Running-13; Stealth-14 (16 in natural settings); Survival (Forest)-12.
Techniques: Kicking (Brawling)-14.
Class: Animal.

Elf horses have the ability to change to natural colors in a natural environment to blend in with their surroundings, they can also move silently in natral settings as well. They appear as normal horses although they are more slender with deer-like features.

The elves will attack fanatically and to the death. Their hatred of humanity and other non-elves is extreme. They will regard other elves as traitors.

If the PCs try to take to the air to try to capture Gavaran then Gavaran with summon 1 Air Elemental per person attempting to fly after Gavaran.
Note to DM: Gavaran is not an elf, he is an alfar who has magical powers far beyond normal elves.

Air Elemental:
ST: 20 HP: 20 Speed: 12
DX: 12 Will: 12 Move: 12/24
IQ: 10 Per: 12
HT: 12 FP: 12 SM: 0
Dodge: 10 Parry:

Air Fist (14): 2d-1 crushing.
Air Jet (14) 3d knockback; Costs 2 fatigue to use

Traits: Flight (Mana Sensitive); Dependency (Mana Constantly); Doesn't Eat, Doesn't Breath; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; weapons that can affect spirits do normal damage); Invisability (Mana Sensitive); Indomitable; Vibration Sense (Air).

Skills: Brawling-14; Camouflage-14 (18 in natural settings); Running-13; Stealth-14 (16 in natural settings); Survival (Forest)-12

The elementals will only attack those that attempt to follow Gavaran. If they give up chase then they will not attack.

Last edited by b-dog; 11-28-2008 at 06:24 PM.
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Old 11-28-2008, 02:45 PM   #16
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: DF Adventure: Finn's Forest

Quote:
Originally Posted by b-dog
Tree Beings / Elf Warriors
Now that's a tough fight. :) I'd probably just hit them with one tree monster to create the opening for the kamikaze fanatic ninja elves, but do it immediately after the last thing instead of letting them sit around healing and resting since this is an intelligent adversary.

Quote:
Originally Posted by b-dog
Obscure 4 (uses mana from nature to change coat color to match surroundings; only works in natural settings)

Elf horses have the ability to change to natural colors in a natural environment to blend in with their surroundings
I think you're looking for Chameleon here, instead of Obscure.

Quote:
Originally Posted by b-dog
Air Elemental:

Air Fist (14): 2d-1 crushing.
Air Jet (14) 3d crushing; Costs 2 fatigue to use
I know 1 little attack + 1 big attack w/ limited uses is a genre favorite, but I'd probably go with the fist attack + the "normal" Air Jet spell or a power built like it with big knockback but no damage, especially if their goal is to stop pursuit rather than to (necessarily) kill. Then PCs who fly under their own power (an intentional rarity if I understand DF) can be punched/grappled, but PCs who give chase on flying carpets, flying creatures, etc can be blown off them for a long fall instead, which is much more fun and interesting IMHO.
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Old 11-28-2008, 03:55 PM   #17
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

If the PCs manage to defeat the Tree Beings, Elves and Air Elementals and procede on the trail then they will meet up with 3 figure wearing hooded cloaks (that conceal their faces) identical to the the elves who were at the mound. They will attempt to communicate with the PCs, provided they are all not elves or other faerie races. They will reveal their faces to the PCs if the PCs seem to be cooperative. They are 3 human Scouts sent by the king to attempt to defeat the elves. They will be suspicious of any elves in the party as well as fauns, nymphs, leprechauns and sprites. If the PCs are all faerie races then these figure will flee into the woods.

The leader is Roderick, Scout
ST: 18 HP: 22 Speed:7.00
DX: 15 Will: 15 Move:7
IQ: 12 Per: 15
HT: 13 FP: 13 SM: 0
Dodge: 10 Parry: 15 DR:5

Weapons: Long Bow (20) 2d-2 imp Acc:3 Range:x15/x20 RoF:1
Broadsword: (20) Swing 3d+1 cut, thrust 1d+3 impaling.

Traits: Combat Reflexes; Code of Honor (Pirate); Danger Sense; Heroic Archer; High Pain Threshold; Outdoorsman 2;

Skills: Bow-20; Brawling-17; Broadsword-20; Camouflage-16 (With cloaks-20 in natural settings only); Fast-Draw (Arrow)-14; Observation-14; Survival(Outdoors)-18; Stealth-15; Tracking-18

Notes: Roderick is in the service of the king and charged to defeat the elf aggression. Roderick dislikes the elves as the have harassed him for hunting in the forest on many prior occasions. He would like nothing better than to rid the forest of the elves and the faerie races. He was given 2 magic arrows to help defeat the elven leader Gavaran as it is known that he possesses great magical powers. If the arrows are examined, they appear to have black stone heads on an orichalcum shaft. The arrows have the spell False Aura (20) and this makes them seem to be anti-magical like meteoric metal. If this spell is removed then the aura will be of extreme evil and this will be impossible to remove this enchantment by mortal beings.

Roderick will never reveal these weapons to the PCs because he thinks they have great powers. He will not use the weapons on any other being than Gavaran because he was instructed not to. He has no idea that the arrows have an evil power however.

2 Henchman Scouts; Tanner and Ayryn
ST: 12 HP:12 Speed:6.50
DX: 14 Will: 12 Move: 7
IQ: 12 Per: 14
HT: 12 FP: 12 SM:0
Dodge:11 Parry:12 DR: 4 (Chain)

Weapon: Long Bow (18) 1d6 imp Acc:3 Range:x15/x20 RoF:1
Broad sword (18) swing 1d6+3 cut, thrust 1d6+2 imp

Skills: Bow-18; Brawling-14; Broadsword-18; Camouflage-14 (With cloaks-18 in natural settings only); Fast-Draw (Arrow)-14; Observation-14; Stealth-13; Survival(Outdoors)-16; Tracking-16

Traits: Combat Reflexes; High Pain Threshold; Outdoorsman-2; Sense of Duty(King and Roderick).

Notes: These two are loyal to the king and possibly even more loyal to Roderick who has taken them under his wing. They greatly dislike the elves for similar reasons as Roderick.

The three will accompany the PCs if they feel that the PCs are going to defeat Gavaran, if they feel that the PCs won't then they will follow them using their Tracking skills and attempt to shoot Gavaran with the magic arrows if/when the PCs flush him out of hiding.
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Old 11-28-2008, 04:58 PM   #18
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Default Re: DF Adventure: Finn's Forest

As the PCs walk along the trail at one point they will encounter a wizened old gnome wearing a red pointed cap and blue workshop clothing. He stands 3 feet tall with piercing blue eyes, white beard and a ruddy complexion. He has a small set of tools on his belt. He tells the party that he has information and f they want to hear it then they must come with him inside his house. He says first the PCs must put their weapons inside a tree opening which he says will magically seal them inside and prevent them from being stolen. He pleads to hurry because there is not much time left.

If the Scouts are with the party he will say that he does not trust them and will not let them enter his house to hear what is happening.

The Scouts will reply that the party would be foolish to trust this gnome because they think this is a trap. The Scouts will have their weapons drawn in case there is any problem.

This gnome is in fact a faerie gnome named Gondel and his house is a small mushroom that is beside a tree. When Gondel desires, he can activate the magic surrounding the mushroom and when the PCs come within 1 foot of the mushroom, they will magically shrink to a half inch size where they can enter a door on the mushroom. Inside the mushroom is a comforable and spacious room, with one end a workshop and the other a kitchen. Gondel will offer the PCs either mushroom tea or mushroom wine. He also has some bread and porridge for the PCs which is very nourishing. In the middle of the room are couches where he will invite the PCs to sit.

He tells the PCs about what is happening. He says that an archer sent by the king shot and killed Trillian, Gavarans bride. He tells the story of how Gavaran met Trillian when she looked into a magical pool in the forest and Gavaran was able to see her. He instantly fell in love with her and decided to leave the Faerie Realm to be with the beautiful Trillian. When he came all of the elves loved him as a brother just as they loved Trillian as a sister.

When Trillian was shot with an arrow she died and Gavaran tried with all of his magical might to bring her back to life. It was no use as the magic was too strong and then Gavaran fell into despair which turned into hatred. The other elves felt deeply for their suffering leader and decided that since Trillian could not be brought back then justice should be served on humanty and all others who tresspass into the elven forest. Quick death is the price that must be paid.

Gondel
ST: 7 HP: 20 Speed: 5.00
DX: 15 Will: 18 Move:7
IQ: 18 Per: 18
HT: 10 FP: 10 SM: 0
Dodge: 10 Parry: N/A DR: 8 (when touching earth)

Traits: Dependency (Mana, Constantly); Honesty; Magery 4 (Enchantment Only); Invisability; Permeation (Earth;Extended, Stone, Mana Sensitive); Reduced Consumption 4; Rediculous Luck.

Skills: Armoury-18; Brawling-18; Carpentry-18; Gardening-18; Machinist-18; Mechanic-18; Metallurgy-18.

Class:Faerie

Notes: If attacked, Gondel will become invisible and permeate into the ground. He will then tell Gavaran that he was wrong about helping the PCs and will give him directions as to where the PCs are. The forces will arrive in 10 minutes. If the PCs stay in Gondels mushroom house the the elves will use a battering ram to knock down the door and they will attack. There will be 2 elves per PC.

If the PCs exit the mushroom house, they will return to normal size upon exiting the door. The mushroom can not be harmed by missile weapons as it has an Utter Dome spell permanantly cast upon it.

If the PCs are kind to Gondel he will be kind to them. He will say he doesn't know how to stop the elves as they have become insane, but he advises to capture them istead of killing them. He says that he does not know where the elve's palace is but he does know there are two huge oaks nearby. Gondle will repair the armor of the PCs if they request it.
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Old 11-28-2008, 07:07 PM   #19
b-dog
 
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Default Re: DF Adventure: Finn's Forest

If the PCs believe Gondel and decide to turn back, then somewhere along the trail Roderick, Tanner and Ayryn will join them. If the PCs tell Roderick and company what Gondel had told the PCs, then they will say that they are surprised that the king would do this and then tell them they will lead them back out of the forest. If the PCs agree, then they will guide them back toward the entrance of the trail. When the PCs leave the forest, they will see patrols of the King's army wandering about. Roderick will quickly say, "let me speak to the patrol, they know me and I can get you by them." If the PCs agree, then Rodrick will go talk to the King's army guards and say "These people have been enchanted by the faeries of the forest, arrest them and take them to the sorceress, she will be able to break their enchantment."

The army guards have no-sanctity meteoric mannicles to place the PCs in should they become defeated by the guards.

(1 King guard per PC)
ST: 15 HP:15 Speed:6.00
DX: 12 Will: 11 Move: 6
IQ: 10 Per: 13
HT: 12 FP: 12 SM:0
Dodge:9 Parry:10 DR: 6 (Plate)

Weapon: Broad sword (15) swing 2d+2 cut, thrust 1d6+3 imp

Skills: Brawling-15; Broadsword-15; Intimidation-15, Tactics-14; Wrestling-15.

Traits: Combat Reflexes; High Pain Threshold; Outdoorsman-2; Sense of Duty(King).

Notes: They will attempt to surround the PCs while Roderick and the scouts try to tell the PCs that it is no use trying to fight and that they should just surrender. The guards will use Intimidation at first, but later they will attack.

Roderick truly believes that the PCs have been ensorceled by the faeries and they honestly believe that it is in the PCs best interest to be arrested and have the sorceress remove the enchantment. If the PCs resist, Roderick has no problem attacking the PCs because he feels that since the PCs are ensorceled, the PCs will eventually harm innocent people in the town and surrounding area.
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Old 11-28-2008, 07:44 PM   #20
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: Finn's Forest

If the PCs don't believe Gondel and decide to march forward to defeat the elves then Roderick and the scouts will accompany them if they didn't enter the mushroom house of Gondel. If the PCs did go into the house then Roderick and the scouts will shadow the party using their Tracking skills.
There will be 2 to 4 ambushes with elves along the trail. The elves will ride elf horses and the will have 2 cu sith dogs which they will use to surround the PCs. There will be one elf per PC and the elves will have the same stats as the elves in the lizard people burial mound.

ST: 13 HP: 15 Speed: 7.00
DX: 14 Will: 11 Move: 8/12
IQ: 8 Per: 14
HT: 14 FP: 14 SM: 0
Dodge: 11 Parry: n/a DR: 1
Bite (16): 1d+1 cutting.
Claw (16): 1d crushing.

Traits: Acute Hearing 2; Acute Smell 2; Chameleon 2; Combat Reflexes; Discriminatory Smell; Enhanced Move 0.5 (Ground); Fur; High Pain Threshold; Magery (Barking) 0; Night Vision 5; Quadruped; Reduced Consumption 4; Striking ST 2 (Bite only, -60%); Teeth (Sharp); Ultrahearing; Very Fit.

Skills: Brawling-16; Hiking-14; Intimidation;-13; Stealth-16 (Standing Still-18); Survival(Forests) (A) Per [2]-14; Swimming-14; Tracking-20; Wrestling-14.

Spells (Affects only those who can hear the cu sith barking): Panic-15


Notes: These dogs will move silently to sneak up behind the PCs, they will then launch an attack from behind and begin barking to cause the PCs to panic. The elves will be waiting on horseback to shoot the PCs with their long bows.

Last edited by b-dog; 11-28-2008 at 07:51 PM.
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