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Old 01-20-2021, 11:10 PM   #21
seycyrus
 
Join Date: Jul 2013
Default Re: Keep on the Borderlands

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Originally Posted by Ordo_Lyrae View Post
If you're interested I statted up Humanoids for a DFRPG conversion of B2. ...
I'd be interested in seeing how you did undead besides skeleton and zombies. Especially, the "wispier" types of undead.
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Old 01-21-2021, 12:28 AM   #22
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Keep on the Borderlands

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Originally Posted by seycyrus View Post
I'd be interested in seeing how you did undead besides skeleton and zombies. Especially, the "wispier" types of undead.
Well the GURPSwiki has Spirit Meta-Traits which includes what amounts to "types"

Unmanifested Spirit
Apparition
Phantasm
Poltergeist
Haunt
Outsider
Specter
Threshold Entity
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number.
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Old 01-21-2021, 12:13 PM   #23
arnej
 
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Default Re: Keep on the Borderlands

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Originally Posted by seycyrus View Post
In the original, the caves are within an hour's walk of the keep. Even if you make it 3 hours because of difficult terrain, that still seems way too close for a threat that of that nature to exist near the local symbol of law.

I put my caves at about a day's travel, with the safest route taking about double that time.
Our GM did something similar. Then things got interesting.

Our druid's player had to take a break. Then without good woodsmanship in the party, we got lost finding our way back to the Keep.

So we looked for a closer base of operations. As we made allies/subjugated various residents of the Caves, we turned some ruins into a small village.

When last we left, Monstertown was a significant political entity in the area.
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