06-23-2012, 03:25 AM | #21 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: [DF] One shot- Crevan Brokenhands Last Rest
He looks great. With berserk and unkillable, he's going to be one tough mutha. Add his shield skill to his skill list and he'll be ready for play test, I'd say.
Now, I need to stop commenting on other people's work and hurry up and finish my own! XD
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06-23-2012, 03:52 PM | #22 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] One shot- Crevan Brokenhands Last Rest
Quote:
In tabletop gaming, a non-plot based game (your typical sandbox, say), you don't need to have a linear adventure. The big sprawling dungeon can be the whole point, and you've got a lot more resources as the GM and as the player to find out where the Whatzit is, if it becomes important. The fun keeps going even if you don't find the plot item, because the plot item isn't play-critical, really.
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06-25-2012, 07:23 AM | #23 |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: [DF] One shot- Crevan Brokenhands Last Rest
This looks great! I will definily run it for my group as their next adventure.
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Link for my DF Campaign Game: http://www.obsidianportal.com/campaigns/panorica |
06-26-2012, 07:53 AM | #24 | |
Join Date: Sep 2004
Location: Canada
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Re: [DF] One shot- Crevan Brokenhands Last Rest
Quote:
Skyrim dungeons are frequently just for "messing around" in, and they've got pretty darn good design for that. They aren't randomly generated dungeons though - some very very patient designers have hand crafted each one (which impresses me to no end, because you can't go more than about 100 feet without tripping over another dungeon, and the world map is huuuuuuge). They range from bandits taking shelter in and around a cliff overhang through through one-room caves with animals or trolls in residence through smallish 4-6 room things with tunnels and a second exit to huge spiraling things that keep doubling back on themselves. The really big ones might have two or three entrances and exits, or just one and use the trick of depositing you back at the entrance pretty liberally to save on walking time. I've been taking lots of notes from Skyrim on "one path dungeon design" because they've done some really clever stuff with the concept. It's also interesting going through a dungeon and seeing the places where GURPS PCs might make an alternate route (various cave-ins and windows through to other dungeon sections), or would use the greater flexibility a table-top RPG gives you to shortcut to what Skyrim has as the "end" - by climbing or flying, for example. . . IF they spot the shortcut at all, which is pretty difficult for me sometimes.
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07-09-2012, 11:54 AM | #25 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] One shot- Crevan Brokenhands Last Rest
Hey, I've just posted my experiences with this dungeon over on this other thread if you were interested in how my group has handled it so far.
Its not entirely a shining review, but there were a number of other teething problems the group has had thanks to the situation which bought it to the table. If you're interested in more details I'll be happy to answer any queries (although the write up is quite detailed already).
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07-09-2012, 01:54 PM | #26 | |
Join Date: Jun 2006
Location: Mpls, MN
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Re: [DF] One shot- Crevan Brokenhands Last Rest
That is fantastic feedback! I hadn't noticed that thread before, I will have to check it out.
I appreciate your impressions of the combat types, regard variety and I can see where your coming from. I will keep that in mind, with the expanded version I am writing up. The power levels and experiences of the various encounters is useful information, I would love to hear what other people experience with that, and compare it to what I experience. Thank you for stopping back and letting me know what hurdles and insights you found. Quote:
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Profession Life path Templates [DF]One Shot - Crevan Brokenhand's Last Rest Towndale: A user generated fantasy town for any game system. |
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07-10-2012, 04:19 PM | #27 |
Join Date: Jul 2007
Location: One Mile Up
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Re: [DF] One shot- Crevan Brokenhands Last Rest
Depends. The Golem Armor Swordsman's DR and active defenses (until it goes Berserk and starts taking 4-6 Telegraphic hits to the Skull/round) are very good, but, like most golems, it's Fragile (Unnatural) and, unlike most golems, it has full vulnerability to everything except bleeding after that. It has a Brain and Vitals. A party with an eye-shooting Scout and some meatshields should make short work of them if they don't charge up the hallway and get surrounded, and most Swashbucklers should be able to do the same or go through chinks in the armor. With a Move of only 2, the party should be able to choose the battlefield, including potential chokepoints, if they play it smart. The GAS also has a Willpower of only 10, so a lot of magic spells are going to take them down easily.
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07-11-2012, 06:15 AM | #28 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] One shot- Crevan Brokenhands Last Rest
I felt the need to make a few tweaks to the end boss fight to make it a little more racy and dangerous - but also to potentially cover the PCs choosing to just flee upfront (due to the proximity of the cramped fight before section 8 and the ability for PCs to just rush ahead into the open room beyond it without finishing that fight). I mostly felt the need to make him more of an annoyance against a group of foes, despite only being one guy, as so to prevent everyone just mobbing him without much care.
I also removed a few of the bits of DF 6 loot which were seeded into previous parts of the dungeon, so wanted to add more to the big boss fight and reward a few unique items to make it stand out against other loot my group has encountered before (I've played lots of DF). I therefore chose to change his equipment to include more loot, but also to help explain how Crevan was so hard to kill, giving him overall much better protection and defences. As such this is my version of Crevan (next post) [And yes, I changed his name in my run of the dungeon, just overlook it]. He's a lot more of a handful than the last one listed here, the extra attack and better equipment make him a lot more dangerous to a group. Overall his lack of weapon skill should allow PCs to not focus overly on defensive play, as he's not really able to make great deceptive attacks to overcome their defences. Although the ghostly bindings will keep them from being too mobile, and his amour divisor and high damage will force them to retreat often if they rely on dodges. The PCs will have to work out how to get past his awesome Block and Parry, and then his heavy armour... and huge pool of HP - all the while being disarmed and pushed back into poor fighting positions. The fight should be a bit of a ranging grind, the PCs attempting to retreat away from attacks or fall back to maintain range or recover disarmed weapons, whilst Crevan constantly closes the distance with Shield Rushes and high Move. Hopefully this will make it more engaging and tactical in PC placement and optimising when and where to attack to best put an end to his tenacious fighting. I'll be running it this next weekend in all likelihood, so I'll let you know how it goes.
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...like a monkey with a wrench. Last edited by PseudoFenton; 07-11-2012 at 06:18 AM. |
07-11-2012, 06:16 AM | #29 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] One shot- Crevan Brokenhands Last Rest
Crevan Shatterhand
ST: 25 HP: 35 Speed: 8 DX: 14 Will: 12 Move: 9 IQ: 10 Per: 10 HT: 18 FP: N/A SM: +1 Dodge: 12 (16 with shield, +1 against skull) Parry: 13 (17 with shield, +1 against skull) Block: 12 (18 with shield, +1 against skull) DR: Torso+Legs DR 11 (10 Vs Cr); Skull DR 15; Feet DR 5 (4 Vs Imp); Right Hand DR 7; Other DR 3 Attacks (Two attacks a turn, each with a different weapon):
Traits: Bad Smell; Bad Temper (12); Bloodlust (6); Combat Reflexes; Damage Resistance 3 (Tough Skin); Dark Vision; Dependency (Rest in own tomb 1/3 of the time; Daily); Doesn’t Breathe; Doesn’t Eat or Drink; Extra Attack; Frightens Animals; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Indomitable; Injury Tolerance (No Blood); Intolerance (Living); Unkillable 1 (Achilles Heel:Urla-skul's Spear); Single-Minded; Temperature Tolerance 10 (-40°F to 165°F); Unhealing (Total); Vulnerability (Fire x2). Skills: Brawling-18; Intimidation-13(18); Sword-18; Shield-16; Shield (Disarm)-21; Wrestling-14. Class: Undead. Notes: All worn equipment (see spoiler) is factored into above stats, 3 of DR is Tough skin. Also see Combat Guide below for more details on how he should fight. Equipment: (loot)
Spoiler:
Combat Guide: Crevan was an accomplished fighter before his demise, and as such will fight tactically and competently. Use the following points to help work out how he will act during the fight. Note that Crevan's will open with an Intimidation check, attempting to convince/scare the PCs out of his tomb. If the PCs agree to leave but have managed to get to section 8 without killing all foes up to that point, Crevan will order his men to let the PCs leave - on the condition that the PCs leave everything they've taken plus extra gold/loot (Nx$1000 worth of gear or coins) - if the PCs refuse or fight anything on the way out he will engage in combat as below with all extra foes.
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07-11-2012, 09:25 AM | #30 |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: [DF] One shot- Crevan Brokenhands Last Rest
NOW I am affraid of Crevan =). And his loot now is exactly in the details that I like. I alwyas put decorations on my itens, so my players rarely encounter a "simple" broadsword. Even orcs shilds I normaly put a dorwing simbol on them.
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adventures, dungeon fantasy, one-shot, [df] |
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