Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
Quote:
Quote:
This would make every encounter, however harmless to 250-point heroes, a little trickier – especially if Mr. Blue's only talents aside from being extraordinarily rich and well-connected in town were being Indomitable and Unfazeable. He would insist on being in charge, and his survival would be essential to mission success. The delvers would require an unusual set of abilities, and the players would have to develop unorthodox operating procedures. It would also be fun to motivate players not with loot but with large, guaranteed payoffs in town after each quest ("Exhilarating, hey, wot? Bonuses, I say – bonuses for all, paid in gold! Now this next quest involves something called a lick or lech or some such thing – a dry old skeleton, anyway, so how hard could it be? But this Forbidden Tome thingy . . . well, I want it as a centerpiece for my library."). Their patron could even loan them powerful gear ("Before we head to the Tombs of the Restless Horde, does anyone want the Holy Sword of Ultimate Undead Slaying. 'Twas my great-grand uncle's, but I find it ugly and far too clumsy for me."). It would be an amusing change of pace. |
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
It also means the Giants being 10' wide look... spindly. Even upgrading them to 10 yards wide they look frail to my eyes. I know they're magically strong so there's no realism concerns, it's just... they visually get drowned out by the size of the cavern. Fortunately 3D being the forgiving medium that it is, I should be able to make two versions of the model, one with 10' pillars and one with stout ones with stouter ones and a note with how wide they end up. I'm debating between making the Barricade walls a magically fortified 100' tall or a "tall but historical" 40'. After a certain point (you want it for fending off ground bound and giant critters), the wall feels a little futile because of the problem of flight. |
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
Quote:
Quote:
Quote:
|
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
|
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
It also echoes the basic premise of one of The Deed of Paksenarrion books (I read it as a compilation, so I don't know the individual book titles): go on a long, perilous journey to obtain a relic that brings you closer to God. For medieval, or even faux-medieval, societies where communing with the divine is accessible but not routine, this would be a big deal. It also helps answer the question of "so . . . we're supposed to get the +5 sword of awesome . . . let's keep it." |
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
(Well, unless the NPC gets so annoying that somebody knifes him.) Still, I rather like the idea of a rich, well-connected, and outgoing NPC who's utterly incompetent at all delving tasks save for succeeding at Fright Checks ("Why are you all standing there? It's just some sort of portal with a big squid oozing through."). Especially if that NPC is a bottomless source of quests (a result of "well-connected," not skill) and random heirlooms of considerable power (see "rich"). Bonus points if – after a dozen quests – said NPC happens to mention the dungeon in the basement of the family mansion, doubtless horribly dangerous and filled with 101 reasons why his dead ancestors needed those heirlooms ("Bother, my map dealer is away for the month. I suppose we could go take a look at the boring old dungeon in the cellar."). |
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
|
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
|
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
|
Re: GURPS Dungeon Fantasy Setting: Caverntown
Quote:
|
| All times are GMT -6. The time now is 03:39 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.