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#1 |
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Join Date: Aug 2018
Location: Dallas, TX
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I'm going to be running some DFRPG demos, but this scenario seems to suggest a TPK IMHO.
You've got the ruined-lined hallway (room 5), an almost unavoidable trap with unlimited shots that does 3d6-3, going into a very tough boss battle (room 6), with a nearby chamber of zombies. I feel a lot of parties just die here. |
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#2 |
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Join Date: Jun 2022
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Honestly, depends.
If everything goes wrong, few to none save versus the Evil Runes, Rune damage rolls higher than average, no one figures out how to fight a Peshkali, zombies get involved, everyone gets cursed by the altar... it's definitely a party wipe. However, from what I've seen the trap tends to deal low damage (average is 7-8, if it isn't resisted), some GMs even allow it to be disarmed*, the zombies rarely get involved in the mini-Boss fight... but the Peshkali does tend to be a tough fight, especially if it knocks PCs into the altar to curse them. Not as oddly brutal as the later Siege Beast can be, but the Peskali is a mini-boss for a reason. If your PCs have a super rough time with the Close Combat fights earlier (spiders and rats), maybe consider reducing damage by a d6 for the trap and Peshkali (so 2d-2 for both). And if the Peshkali fight is then going too easily, the demon could always burst the false wall and invite the zeds in to help spice it up. * I'd say use Hazardous Materials to back up Trap (Disarm), but that's just me trying to give the Wizard skills some usage. |
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#3 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It depends a bit on some assumptions that are not clearly stated. A key thing is just how often someone can be affected by the runes. If you have to leave the area and come back to be affected again, you can sneak carefully down the passage. If it hits people every turn, you have to run through it, and the odds are the party winds up noisily trickling into the room with the Peshkali. Or worse, piling up at the door because something blocks the doorway.
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#4 | |
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Join Date: Jun 2022
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#5 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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It says "Once per visit." That means each time you enter area #5 from area #3 or area #6. It doesn't say "per second," "each turn," or anything else that would imply repeated damage over time.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#6 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It does not say that in my copy, was it errata'd?
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#7 | ||
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Join Date: Jan 2008
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I like your idea of involving the zombies better than the book's suggestion of multiple peshkalis. I'll maybe try that next time. It's an interesting tactic for a peshkali to try after losing an arm or two. If you wanted to make the peshkali easy to kill I would suggest removing either its DR or its Supernatural Durability--but IMO the peshkali is the most interesting thing in the (vanilla) adventure so don't! I also like replacing the Merle-thing at the end with a Merle-Ramex. It' thematic, dramatic, and mechanically interesting: instead of just blasting away at a target until it dies a second later, it feels more like the end of Ghostbusters where they hit Gozer and it's gone... but after a minute or so it comes back. For extra fun make Merle-thing visibly older each time it heals up and reappears. And reread Stephen King's story The Jaunt to get ideas for what kind of mad dialogue to give someone trapped outside of time. Last edited by sjmdw45; 05-05-2023 at 03:32 PM. |
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#8 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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In the original Gen Con sessions, the groups who went through the dungeon came up with novel proposals for how to deal with this area, and I went with their ideas. It does say, "Disarm: No, unless the GM permits Cleansing (Exploits, p. 24)." One group tried exactly that. I forget whether they used Theology with Seeking Guidance (Exploits, p. 90) to get a hint from me.
Both groups had expert thaumatologists who warned of the danger when the door was opened. They learned about selling their soul, but nobody wanted to do that. Three of the pre-gens have Shape Earth, too. Nobody tried it, but it would've been an option if they were willing to spend lots of time casting and recovering (~14 cubic yards, so 84 energy because it's explicitly worked stone . . .), and mostly likely meeting wandering monsters.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#10 | |
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Join Date: Jun 2022
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Yeah, yeah, I know, SJG doesn't do that anymore. Really stings for those of us who've bought only printed copies of things released the last decade. No. Reprinted. Sword-armor golem, my bad. The two tend to get confused, especially when I don't revisit the material and just go off memory. I just remember that everyone who fought (twice as a PC and once as a GM running it) that it was "siege-beast" levels of rough due to the very high armor DR (everyone I've played with has either hated siege-beasts because of the high armor and decent damage they do, or ignored them because the Mind Mage just wiped them out). |
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