GURPS Dungeon Fantasy Setting: Caverntown
GURPS Dungeon Fantasy has a lot of "implied setting": the Frozen North, Forbidden East, and Steamy South border the King's realm, home to a host of guilds that control settlements where the Town Watch keeps the peace and everybody knows about Hell Gnomes, The Devil, Elder Things, and other menaces. Yet it's all extremely generic. When names are dropped (like the mysterious "Teclá" mentioned in GURPS Dungeon Fantasy Monsters 1, and the locales in GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon), they're left there for the GM to pick up.A-way a-way down GURPS Dungeon Fantasy Setting: Caverntown is the first of what we hope will become a series aimed at changing that. It details a town that can serve as a brief stopover between quests, the focus of an adventure or three, or even the heroes' home base. While it remains generic enough to fit into the majority of existing Dungeon Fantasy campaigns, it also names specific people, places, things, and events . . . and certainly, it's anything but typical! Did I mention that it's underground, sustained by magic, and at the heart of a huge dungeon complex? But Caverntown has more to offer than just an interesting premise and a bunch of hard-to-pronounce fantasy names. It's the first supplement in the Dungeon Fantasy series to discuss how civilization survives and enforces its laws in the face of monsters – and delvers. To cover searching for, modifying, and ordering gear (including magic items). To offer costs for magical services such as healing and magic-item identification. To present rules for settling down and buying property. A-well a-well a-welcome to Caverntown! — Store Link: http://www.warehouse23.com/products/SJG37-0343 |
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I like the way this book is laid out. It also gave me lots of ideas for my Dungeon Fantasy campaign that's been going for the past couple years. I'm about to have the party being introduced into a city that actually exists in hell. This book gave me great ways of going about setting up the city.
Thanks for this! |
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Kromm's writing is excellent as always, and the introduction to the town is hilarious. It seems quite comprehensive in covering information that delvers and GMs need to know. It's a little light on things for PCs to do, but there is no shortage of adventure seeds for the GM to elaborate on.
Overall, well written, an enjoyable read, and a welcome addition to the Dungeon Fantasy line. Hopefully, we'll see more such setting materials in the future, both as adventuring locales and as places to visit between adventures. |
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I loved the book.
Good setting and info for the town but a lot of work was added that works for most towns so its worthwhile for most fantasy games. |
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Great news! I'll have to check it out.
This appears to be more in the direction I prefer: supporting game "pieces" that I can apply to play rather than just more rules that I have to integrate before play. Thank you. |
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I almost never use a setting as is either so skip most of them. However ones like this are good for mining ideas to use elsewhere and those are the ones I buy. It also was a pleasant read. |
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I hope you manage the best you can with whatever you are going through at the moment Kromm. |
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I wish you all the best, Sean. |
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I hope your real life issues are resolved well. |
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Also hoping for the best for you.
As for a flop, I dont recall anything of yours that qualifies. |
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You know, I've been wondering when we'd see something like this for a while.
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Ah! I'm so excited about this - I snapped it up right away, and just started reading it. Much fun!
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My congratulations to Kromm for getting the rarefied vocab of monadnock and inselberg into a gaming product, a trick that not even the polysllabic EGG ever managed*. If only he had managed to work bornhardt into the list of things it is not... but that would be asking too much.
Anyway, it is a great product and I am very happy to see it. Unfortunately my DF game is on hiatus until the summer, but that gives me all the more time to ponder how to get the PCs here. *C'mon, where did most of us learn dweomer, weal, demiurge, geas, and milieu? |
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It's also a really fun setting for a game, and could totally be run "straight", without the humor, if one preferred. But the writing itself is quite funny, IMHO. |
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I have t finished reading it, but I like what I see so far. Surprisingly there aren't many products like this. Typically you get books on whole nations or adventures, rather than just one city. D&D 4th ed did one product like this and it was probably one of the best ones it did. This compares quite favorably
It's fascinating to see the tone which is equal parts irreverent and equal parts old school Greyhawk. I'm working on my own DF home base, and this has me thinking of ways to help liven it up. Like Caverntown (which is a ridiculous name but it works and I like the touch of other names trying to be used officially but the locals were just like "Nah") I've got a gold rush mentality for adventuring, but this book helps give me ideas on how the local farmers and thatchers react to this sudden influx of adventurers. . |
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Published a review on my blog:
https://blindmapmaker.wordpress.com/...ng-caverntown/ Warning: May contain ads, depending on your ad-blocker settings (really should make my own site I know). It's only Wordpress, though. I agree with the things said so far, but I want to stress one thing in particular: This is basically the plug-and-play setting folks have been clamouring for for ages. Go buy it! And if you do, maybe we get a couple of those dungeons fleshed out in a while. |
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Ahhhh, this is a delicacy!
I read the first 15 pages last night, falling asleep while mulling the Royal Embassy and Deep Rangers. One of my favorite bits so far was the potential for wealthy "tourists" to provide quest opportunities: Quote:
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Imagine the fun with a dilettante monster slayer using the PCs as 'Guides' and they have to keep him from getting killed while making him look good so he comes back with a trophy and great stories. |
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Assuming the rough default of a 1.25mi (2km) on a side space for Caverntown, and not fiddling with the ratio of height to x-y dimensions, how high is the dome ceiling of the cavern?
I'm noodling around with making a model of caverntown in Blender, but PCs will inevitably want to fly or unleash a giant flying monster or both. How much clearance over houses and how high you can get and make guards/PCs get big range penalties to hit you is interesting (And as always, falling damage! PCs will find a way to take falling damage even on the arctic tundra. True story). Height also indirectly controls how tall the buildings are going to get. If e.g. the ceiling is 30', and people have a roof patio, they're never getting more than 2 floors (including ground floor, not counting on top the roof) "above ground" and you'll not have a lot of space to maneuver over parapets and any roof-top gazebos. It will also cramp the style of the druids trees. If the ceiling is 600' you can get some classy aerial dogfights going, and PCs make a satisfying splat noise if they fall. Side note: The stairs to the surface around the shaft seem to be about 60-odd flights [1], so presuming a 10' rise per flight, the ceiling isn't 600 feet. But that's still an awe-inspiring mental picture. [1] Someone with a move of 7 and a high enough HT or Running that they didn't have to make significant rest stops can run the steps up the shaft in about 7m 9s. The winner of the Empire State Building stair climb did 86 flights of stairs in 10m 16s, let's say he's our Move 7/healthy runner. That suggests the steps are ~60.5 flights of stairs. Unless I have my math wrong, which I could. It might be 390' instead of 600 ft. |
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There is one wrinkle in the description: it says that the floor "meets the dome's descending sides at an acute angle." This suggests that the cavern might be somewhat less than a perfect hemisphere (with the floor above the "equator" of the theoretical sphere). So one could take 1600 yards as the maximum ceiling height of the default cavern, but you could reduce it if it seems too spacious. |
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I don't have nearly the math chops of some of the folks around here, but a hemisphere is at my level of napkin trig. (Still, I hope someone checks my work!)
Based on the hemisphere radius of 1600 yards, I calculated the ceiling height at the corner towers (50 yards from the cavern edge, 1550 yards from the center) to be roughly 400 yards or 1200 feet. So no problem having tall towers. Above the gates at the center of each wall (500 yards from the cavern edge, 1100 yards from the center), the height would be 1162 yards / 3500 feet. |
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The default city plan is a perfect square 1.25 miles on a side (Where's the Map?, p. 6). That's an even 2,200 yards across. The gates in the center of each side of the Barricade (p. 7) are described as being "about 500 yards from the cavern walls." That gives the Great Cavern a diameter of ~3,200 yards.
(You could also look at the diagonal: √(1.25² + 1.25²) = 1.76 miles = 3,098 yards. The four corners are described as being "a mere 50 yards from it." That gives a cavern diameter of 3,198 yards . . . which is still ~3,200 yards at the assumed precision.) If the Great Cavern were a true hemisphere with the city sitting on a plane slicing a sphere in two, that would make the ceiling ~1,600 yards tall (i.e., equal to the cavern's radius). However, "the cavern floor [...] meets the dome's descending sides at an acute angle" (The Great Cavern, p. 6), so it isn't that spacious. That is, the cavern floor isn't a plane that slices a sphere in half. While the ceiling and walls describe "the surface of a vast hemisphere," it's never stated what percentage of that hemisphere is open space. Looking at the stairs described under The Shaft (p. 6), I assumed the walking speed of a fit person marching with purpose – i.e., a guard or adventurer – is Move 2 (2 yards/second, or ~4 miles/hour), which tends to be what GURPS assumes elsewhere is a brisk walk (see, for instance, Invisibility Art, p. B202). I further used the standard approximation that stairs cost +1 movement point per hex (p. B387), with the idea that as in ranged combat, the implied slope is around 45°. Thus, Move 2 behaves like Move 1 upward and Move 1 forward, and so the stated 25-minute journey is a climb of 25 minutes × 60 seconds/minute × 1 yard/second = 1,500 yards, not 1,600 yards. Moreover, some of that distance is passage through the Great Cavern's stone ceiling. That isn't thin, because it's mountainside that supports forts and so on despite being riddled with tunnels and caverns. Still, we don't want that acute angle to be too acute or you'll be bumping your head! So the part of the stairs that disappears up into a little hole in the ceiling spans at least a few stories. I'd put the zenith of the cavern ceiling – above Town Square – at between 1,400 and 1,500 yards. As Where's the Map? notes, "The GM may adjust the ratio of cavern diameter to height, too; the greater this is, the more oppressive the space will feel." Thus, it's up to the GM to decide whether caverns nearly a mile deep make sense in the setting. That said, note that this isn't the same as "almost a mile below sea level" – Fort Caverntown is up a mountain and well above sea level! Rather, it's "almost a mile below the surface." For those preoccupied with atmospheric effects: At GURPS' resolution, you would run into these only if the fort were at least 2,000 yards above sea level (p. B429) or the cavern floor were at least a mile below sea level (GURPS Underground Adventures, p. 13). So if you split the difference and have the fort be 800 yards above sea level (comparable to São Paulo) and the cavern floor be 800 yards below sea level, you could accommodate the above assumptions without worrying excessively about pressure at the resolution likely to matter for hack 'n' slash fantasy. In short, there's really nothing preventing impressive magically built skyscrapers in Caverntown. As Buildings (p. 7) notes, "most structures rise at least two stories above the street. Many are higher, their height reflecting the owners' wealth and status." The only restriction, if you want to call it that, is that the Wizards' Guild tower remain the "tallest structure after The Shaft and the Eight Titans" (p. 21). Likewise, aerial adventures above the city are entirely plausible, and there's even a flying species native to the Great Cavern (p. 12). |
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Now that's what I call support for all the niche interests.
For me it's more important to know when it is permitted to use the stairs? Because the staircase is described as auxiliary and off-limits to visitors in the Fort Caverntown section. Does that mean native inhabitants of Caverntown may use it or is it open only to guards and in emergencies? And what kind of emergencies would that be? If the town is attacked, you probably don't want citizens gallivanting on the perfect sniper platform. It certainly would make for an epicspot to watch a zombie apocalpyse unfold and engulf the town. |
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My review is up.
https://refplace.blogspot.com/2018/0...averntown.html |
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Bought and downloaded - will post thoughts later.
I just wanted to echo the others in wishing Dr. Punch a speedy resolution to any of his difficulties, and thanks for continuing to feed our ravening appetites for all things GURPS. Also, it's pretty amazing that Denis Loubet is illustrating GURPS products. I first saw his illustrations in the player's guide to the Ultima IV video game... |
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How much of "Traits for Town" from Pyramid #3/58: Urban Fantasy is covered in this volume?
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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. |
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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. |
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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." |
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(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."). |
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As an example: Escort Quests in World of Warcraft were horrible for the longest time because the NPC used the generic "patrolling monster" AI, and marched robotically [1] along a fixed path at a fixed rate, regardless of whether you were anywhere nearby or were stuck behind fighting monsters, if monsters were blatantly visible up ahead and attacking, if a gigantic demon T-Rex were trashing the zone at the time, nada. Salt liberally with usually having a very limited set of dialogue that they spout inanely and repeatedly, and with little relationship to events in the environment, and eventually you want to stab them in their little low polygon pixelated faces. Totally brainless, to a level that it's extremely difficult to replicate by a GM if the NPC is meant to be some kind of "person", even one with a low sense of self preservation and poor obedience. [1] Word used deliberately. Not even as smart as a roomba. |
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Yeah, CRPG escort quests are not the same thing at all. I've played many (far too many) CRPGs, and those sorts of quests aren't really what I've been writing about here. There, you basically have a squishy monster magnet over whom the player has zero influence. I'm talking about an NPC who could be persuaded to go along with plans through good roleplaying rather than mechanical Influence rolls, which is essentially not within the realm of even the best AI at the moment.
"Okay, this plan all comes down to you, Mr. Blue. When the monsters show up over there, you have to pull this rope back here right on cue, or we're doomed. We'll leave Father Aesculapius with you to watch your back, but that's all we can spare – you're going to have to hold out with almost no support. Our fate is in your hands!" Of course, the rope mostly just triggers a trap that gives the group a small advantage. Its real value is keeping Mr. Blue 20 yards back from the battle lines. And Father Aesculapius is there to buff and heal Blue so much that he'd have to actively try to die. But Blue doesn't need to know any of that, and his Indomitable won't matter because he has Gullibility and the explanation seems to make sense. I'm really talking more about a character who would be an NPC quest-giver but who wants to come along for the ride rather than sending the PCs off to do their work. The NPC would participate, just not all that usefully. But in pure GURPS terms, the NPC could still be worth quite a few points in the form of Contacts, Indomitable, Multimillionaire, high Status, Unfazeable, and hopefully a bit of Luck. |
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And spot on for the difference between a CRPG moronic AI vs, what the GM can do with a buffon like NPC. I dont think I ever ran a safari type quest but I have done the escort type stuff and usually the PCs like it. Its more fun when one of the players want to kill the nuisance and the rest try to convince them they cant. |
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Now I've finished the book, I suspect that Caverntown is where the Gnomish Army Knife originated. Swiss tropes probably work for the place in general, actually.
There's also a delightful scam to be run in selling "special" Adventurer's Guild memberships to "select" (new in town) delvers. |
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Reminds me of the Eye of Larn in the Larn roguelike game (very old).
Larn had a super-weapon that killed with a single hit. It was super expensive. Larn had a two stage dungeon. In stage 1, you went into a dungeon to find the Eye of Larn. Said eye sold for enough to buy the super weapon. However, the stage two dungeon had a bunch of invisible monsters, and you could only see them with the eye... |
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Caverntown Dome Calculator |
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One could also, of course, have competing delvers in the mix. Could be another team slaying the dragon before you arrive, spoiling your photo op. Or delvers hired by one of the two family factions ("bring Blue back alive; we don't care what happens to those ne'er-do-wells" or "make sure Blue gets eaten by the dragon, preferably with all witnesses"). So many fun opportunities with this! |
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Shady Family. They don't care about Mr. Blue's welfare; they care about his assets, but they're already the true masters of the clan wealth. They use their naïve relative as an inoffensive front and fall guy for illicit activities, and are torn between wanting to eliminate his canny adventurer "friends" before they spot the shadiness, and wanting to exploit those people in some fashion. The PCs may find their golden goose unable to pay them . . . or meet relations who obsequiously laud the party's efforts as Mr. Blue's minders as they quietly provide Mr. Blue with new quests that see the delvers serving sinister purposes (like recovering the Forbidden Tome, which will be "stolen" the day after Mr. Blue puts it in his library). Mr. Blue's heirlooms might be dangerous items these criminals want to see tested at a safe distance. Family Shades. Maybe Mr. Blue retains wealth and influence despite his uselessness because he's the last living member – and thus heir – of a great family. Old houses have ghosts, however, and heirlooms such as holy swords and forbidden books suggest the rest of the family didn't die in bed. That is, the Blues aren't dead, just not quite alive. This might be irrelevant at first . . . but then great-grand uncle doesn't want the PCs using his sword, or Mr. Blue is manipulated into the Forbidden Tome quest because undead granny in the attic wants the book for reasons. That dungeon in the basement could hold endless generations of zombie or wraith ancestors who can only be laid to rest on home soil by a descendant's hand: "Blue, we need you on the front line with that sword!" Political Blues. The Blue clan might have a history of filling important roles over the centuries: commanders, guild masters, high priests, etc. That's how the family got rich and well-connected. Now out-of-town relations want to secure control of the town as part of a larger power play, and intend to put Mr. Blue in some influential post (perhaps even Mayor), propping him up with their competence. The PCs might be invited on board directly and hired as bodyguards, in which case their future holds extra money (whatever Mr. Blue pays and the family's thanks) but also extra danger (assassins in town) – and extra consequences for failure (if Mr. Blue dies, they lose their meal ticket and acquire an enemy). Or they might be left in the dark, facing extra danger from assassins and family enemies with no idea why. If the campaign is going to be built around this NPC, it could be fun to use it all at once. The Tiffany Blues just want Mr. Blue out of the way to get at his money. The Federal Blues want to keep him around a political tool, while the Byzantine Blues want to keep him around as a criminal front. The True Blues despise all of the above (and probably the PCs), and actually care about Mr. Blue. But whichever faction is currently in the lead, the Midnight Blues are down there in the basement, waiting patiently. |
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Just posting it here before I forget.
Small typo on p. 37, on the 4th bullet in the aside. "rotherhood." |
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In the meantime, if any other errata pops up with this, feel free to let me know or email it to our errata coordinator directly! |
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I've bumped this supplement to the top of my to-get pile. I already have an idea of where I'd plop this into a setting. And even the non-fluff bits sound really useful, too. I hope I can grab this soon.
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I should have a rough sketch of a view from one of the Gates towards the Barricade gate tonight; it's a view from the side so I can handwave the street layout and just have random buildings poking over the wall. I'm still struggling on how best to populate the city's buildings without having to hand place every single one, but still reflect the 8 spoke roads and the Perimeter road and the 9 major courtyards. Technical cheats are great and everything, but it's amazing how much planning you need to put into being lazy. |
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This was a great book. The setting is really useful. Anyone want to sit Hellsgate in the next big cavern over?
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That's a nice little town you've got there. Sure would be a shame if something ... happened to it.
Seriously, as beautifully as this fits the niche for The Dungeon Town, I find myself thinking that the overrun ruins of Caverntown would themselves be an epic adventure setting. A) +1 week. "Fort Caverntown sent a courier. Some sort of zombie plague hit the town, and we need you to find out what happened and if anybody survived. On the assumption that the Mayor is dead, we've appointed Countess Plotpointe here the new Mayor. Get her to the great golems so she can activate them, and figure it out from there." B) +10 years. "The disputed royal succession and the ensuing civil war set the various factions and power centers in Caverntown against each other. When the coleopterans invaded, they weren't prepared, and the town fell. But the beetles haven't looted the town like humans or goblins would - there are reports that some shops are almost untouched if you can sneak or fight your way past the bugs." C) +800 years. "I'm telling you, I think we can get out this way. There are stories of a dwarven cave-town that traded with the surface, inside a huge hemispherical cave created by a demonic invasion. Look at the geometry of this place and tell me I'm wrong. Somewhere over that barricade wall is a way to the surface." |
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Zombies: Day One would be a nice supplement to run that concept!
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it will make your work easy |
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Some of these quest items can be identified in dungeon as "probably a quest item" with use of Knowledge skills, and then they have to go on a quest to find who wants to give them extra money for it :) If you find a magic item and Hidden Lore: Magic Items tells you it's a 600 year old wand from a set of 12 wands made by the great wizard Garry Hotter with equally great collectors value, then finding out who has the other wands and might want to pay 3x value to get another wand for their set is a "quest". Noncombat quest, but quest. |
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Also be aware that a lot of new players coming to hack 'n' slash dungeon-crawl games have no memory of "old school" times when dungeons were generated almost at random, without rhyme or reason, using dice (as emulated here) or computer code. Nor do they remember the more story-oriented games that came later, or the computer games based on them. They're coming from digital games where random monsters can drop epic items of incredible power, and where the quest rewards in town are often lackluster by comparison. I remember generally selling the quest prizes in every incarnation of Diablo, because they were lame next to the great stuff the tougher monsters could drop. Other games let you craft things, which once again requires you to farm monsters.
So . . . If that is your background, it will seem new and unexpected when the NPC quest-giver is actually paying you more gold than you looted and handing you cool items you want to keep in place of the ones you found. That will be an inversion of your expectations. Instead of, "Let's do this guy's quest so we can fight liches and find awesome magic stuff. Oh, look, he gave us a magic knife – how quaint. Anybody mind if I sell it?", it's, "Let's do this guy's quest. We'll have to fight liches and we'll probably find nothing but more dusty tomes we can't read, but he'll raid the family museum and give us a few more artifact-level items." |
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Re: GURPS Dungeon Fantasy Setting: Caverntown
Under the Repairs and Refits heading, p. 46, in the Fixer-Uppers section, the rules state: "Craftspeople can also . . . restring a bow to a new ST[.] Cost is 10% of mundane artifact value; time is a week."
If one found a Balanced, fine, elven composite bow worth $22,800, how much would it cost to make it a lower strength? Would it cost $2,800—10% of the bow minus any enchantments—or would it cost $90—10% of the cost of a plain composite bow? Thanks! |
Re: GURPS Dungeon Fantasy Setting: Caverntown
I'm pretty sure the intent is $2800. "Mundane" is contrasted with "magical" not with "fancy" (or "more adjectives"). A Balanced, Fine, Elven Composite Bow With Feathers And A Fringe And Gold Inlay And Elaborate Enamel Scenes with no enchantments is a mundane object, even if it's not something you can get in "the real world".
There's a point of debate about whether something made of Implausible Materials (a la DF8), such as a bow made of sky, or the songs of angels, would be "mundane" but the adjustment in cost for an implausible material is pretty modest so I'd count it anyways. |
Re: GURPS Dungeon Fantasy Setting: Caverntown
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Re: GURPS Dungeon Fantasy Setting: Caverntown
Oh, and yes, the intent is that it costs more to work on something with an ungodly high CF than to work on the same basic item without – that is, if you want your item to come back with its modifiers intact. If you don't mind the craftsperson messing up the balance, damaging the materials that make the thing fine, chipping off the gold, etc., you can get the work done for less. You'll also lose all modifiers you didn't include in the price calculation for the work. So if you're okay with your bow coming back as a plain old composite bow but with the ST you want, feel free to pay $90.
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Re: GURPS Dungeon Fantasy Setting: Caverntown
I got it the other day and just finished reading it. Love it! I see adventure everywhere when I read it. The thing with tourists joining experienced and battle-scarred delvers and ending up in trouble deep in the dungeon, full of Elder Things and goo... made me all giggly. A nice twist would be that later it turns out that one of the tourists is a royal family member, spelling big trouble for the delvers if everyone does not returns well and alive.
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Re: GURPS Dungeon Fantasy Setting: Caverntown
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For fun plot twists, make one of the tourists (not necessarily the same one, if there are several) a monster in disguise who wants to be escorted back home – or even an avatar of a god testing the heroes' resolve to protect the weak! It could be interesting to have one tourist per delver, each with a twist:
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Re: GURPS Dungeon Fantasy Setting: Caverntown
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It is still great, and while I know the reasons for a certain looseness of dimension here (as in the Where’s The Map text box), I keep coming back to the height. The section on The Shaft tells us that climbing the steps “involves a 25-minute walk or 50/Move minutes at a run” which seems well and good, except that it is hard to reconcile with the heights we hear. A reasonably brisk delver (the ninja in my current group) would be up in seven minutes or so, and she is no speed demon. My gaming group is in southern Ontario and we have all ascended the CN Tower at one point or another. I daresay it is our basic shared referent for A Tall Thing. Each year there is a charity run up the stairs: the world record is slightly under eight minutes, and a more typical pace is 30-40 minutes. These are pretty much in line with The Shaft stairs figures: trouble is, the observation deck on the CN Tower is an even 374 yards up, or almost exactly one-quarter the figures we are working with in this thread with Kromm’s mention of “I'd put the zenith of the cavern ceiling – above Town Square – at between 1,400 and 1,500 yards.” It’s going to be a hard sell for verisimilitude for my players when the basic figures seem to be off by a factor of four. Am I missing something*? *Besides joie de vivre, obviously. |
Re: GURPS Dungeon Fantasy Setting: Caverntown
This is heroic fantasy, not real life. Heroes just about always have enough HT and FP that, were we caring about them getting tired, they could run 1,400 to 1,500 yards.
That makes the base time 1,400/Move to 1,500/Move seconds, which is 23/Move to 25/Move minutes. But: stairs. You move up by moving forward, and even the rules in full-on GURPS ignore Pythagoras; per p. B387, it's "Stairs (up or down): +1 movement point per hex." That doubles the time to 46/Move to 50/Move minutes . . . assuming no breaks. That's where 50/Move comes from. Is that plausible? Well, a Move 5 runner (average person, or fast adventurer in armor) could do it at a Move 6 sprint (33 HT rolls) or Move 3 paced run (16 HT rolls). Even wheezy heroes have HT 11 (costs 12 FP or 6 FP), and most have HT 12+ (costs 8 or fewer FP or 4 or fewer FP), so rather than require lots of rolls, I assumed something between those paces and decided not to worry about HT rolls or FP costs. As for a walk, GURPS assumes a slow walk is Move 1 and a brisk walk but not a run is Move 2, so the 25-minute figure is just 50/2 = 25 in the above formula. Note that GURPS doesn't assess special FP costs for stair-climbing at any pace. The "extra cost" comes in through the extra distance (doubled!) and thus extra time (also doubled!). Hiking costs a few FP per hour, so fatigue just won't be an issue here. |
Re: GURPS Dungeon Fantasy Setting: Caverntown
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