10-02-2010, 01:42 AM | #62 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Fan Dungeon for GURPS DF now Up
My players are now on level 5 (skipped level 4). I've had to buff some of the monsters as my players have nearly 400 points right now but otherwise it's working fine.
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10-02-2010, 01:57 AM | #63 |
Never Been Pretty
Join Date: Jan 2005
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Re: Fan Dungeon for GURPS DF now Up
If the height is the same everywhere, or at least in most places, you can list the default height in one place, or perhaps once per level, and then list height specifically for any room that has a non-default height.
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10-02-2010, 04:13 AM | #64 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Fan Dungeon for GURPS DF now Up
Some notes on my playthrough:
As Rasputin noted, the bugbears are a bit tough. They're probably most dangerous if they come into the guardroom from their barracks while the PCs are still fighting the guards, as then the PCs have to fight them in a relatively confined space. In the chief's hall, the bugbears have to Move for several seconds, giving arches and spellcasters multiple opportunities to take them out. My experience was that the shamans were by far the toughest fight in the Cutnose Lair. Their high effective skill means they can toss off Strike Blinds from 5 hexes away, and most PCs come out poorly in a contest of HT vs effective skill-16. High Pain Threshold and massive hit points means that they don't go down for much of anything, especially Old Snaggle. The fight can turn into a farce, with a bunch of blind PCs desperately trying to take out a bunch of otherwise weak shaman. I haven't played much of the 2nd or later levels, but I'm not super fond of them. The first level has implicit time pressure: sooner or later the orcs are going to notice the noise of battle or trail of bodies, and so the PCs need to quickly and efficiently dispatch the foe, secure the loot, and push on to the next bunch. The next two levels have generally weaker foes (except for the dragon) that the PCs can overwhelm individually, rest for as long as they want, and then continue. I did a runthrough of the hellslug encounter. The PCs were all bunched up on the stairs, the hellslug managed to get through the knight's defenses and survive to make a Constriction attack. Nasty, but it's just HP damage and the party dispatched it a round or two later. Then they healed and rested for an hour and continued on. I expect the earth elemental fight will be similar. One thing that I would recommend would be adding more opportunities for dungeon parkour (DF2 p7). A chasm separating the stairs down from the rest of the Cutnose Lair would explain why the orcs don't guard their back door and give the martial artists and thieves something to cross. Some treasures in high places that the orcs or whatever can't reach would put a little more wealth into circulation and make people appreciate points put into Perception and Climbing. There's probably other stuff; those are just the two I thought of first. |
10-02-2010, 06:48 AM | #65 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Fan Dungeon for GURPS DF now Up
Quote:
I'm assuming about 10 CP a chapter, though probably staggered quite a bit: Journey to the castle: 5 CP Castle grounds: 10 CP Cutnose Lair: 15 CP Vault of Scribes: 5 CP Vault of Servants: 10 CP Garden: 10 CP Palace: 10 CP Prison: 15 CP Tomb: 15 CP I might have eyeballed the difficulty of the palace and prison backwards. The Vault of the Scribes is definitely easier than the previous levels. |
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10-02-2010, 11:18 AM | #66 | |
Join Date: Sep 2004
Location: Canada
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Re: Fan Dungeon for GURPS DF now Up
Quote:
So, something like "This dungeon is lit with sputtering pinetar torches in sconces every 10 yards on walls (-3 light penalty, stealable). Ceilings are 8' tall. Walls are a -4 penalty to climb from being made of well fitted stone blocks, and floors are even, imposing no combat penalties. Doors are Average Ironbound doors equipped with an Average bar but are unbarred unless noted in the room description. See DF2 page 18 for details about the door construciton."
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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10-02-2010, 05:24 PM | #67 | |
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
Thank you! Very useful!
Quote:
Do folks agree that the monsters on levels 2 and 3 are too weak? Suggestions on beefing them up to appropriate levels?
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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10-02-2010, 05:35 PM | #68 | |
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
Quote:
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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10-02-2010, 06:56 PM | #69 |
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
It occurs to me that one thing that folk could do to help me balance is to identify any specific monsters that seem underpowered (or overpowered) and give me an idea of how underpowered (or overpowered) you think they are.
That would be a useful guide for raising scores and adding abilities.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
10-02-2010, 07:02 PM | #70 |
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
So, for instance, we might take the poor old hell slug. Do folk agree that it is underpowered? What does it need?
Hellslug takes half impaling damage? Or does that make the creature too complex? Here is the original: Hell Slug The Hell slug is a broad, flat invertebrate of roughly oval shape that hides in trees or on ceilings, dropping onto creatures passing below to grapple and smother them. It has a limited ability to alter the color of its rough, slimy hide for camouflage and may vary in color from light brown to dark brown or green, to black. The slug waiting on the ceiling here is dark brown and well-concealed against its background. PCs coming through the door above which it waits are at -6 to notice it. PCs entering through any other door are at -2. The Hell Slug’s pink blood is extremely thick and sticky. Anyone who damages the slug with a weapon of Reach 1 or less must roll Dodge or be splattered with blood on the attacking limb or limbs (no Dodge permitted if striking bare-handed). If a character is splattered, consider their limb to be covered by units of goo equal to the damage they just caused to the slug (example: a sword blow to the slug causing 4 points of damage will produce 4 points of goo). Until the goo is removed, use of the limb will require the character to win a contested ST roll every second against the cumulative amount of goo on it. The goo can be removed at a rate of one unit per second of cloth-wiping or five units per second of washing. ST: 40 HP: 50 Speed: 5 DX: 12 Will: 11 Move: 5 IQ: 3 Per: 10 SM: 2 HT: 12 FP: 40 DR: 2, 8 vs Crushing Dodge: 9 Parry: N/A Block: N/A Attacks: Squeeze-16 4d Crushing Traits: Constriction Attack; High Pain Threshold; Infravision; Invertibrate; Vermiform. Skills: Brawling-16; Stealth-16. Class: Dire Animal. Notes: None
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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adventure, adventures, dungeon, dungeon fantasy, gurps dungeon fantasy |
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