|
|
|
|
|
#1 |
|
Join Date: Aug 2004
Location: Austin, TX
|
I want to torment the PCs in my DF game with some supernatural, outdoor hazards while they're traveling. I've thought of 4 and would like some other suggestions.
The 4 I've thought of so far are: 1) Good Omen. Someone in the group witnesses some startling natural event, and one member may make a team Religious Ritual roll to give the effect of Blessing 1 for a few days. 2) Bad Omen. Someone in the group witnesses some ominous natural event, and one member may must make a team Religious Ritual roll or the entire group suffers a minor Curse effect for a few days. 3) Rain of Frogs. Small amphibians fall from the sky. Weather Sense to detect, Survival at a penalty to find shelter. Groups in the open have to spend a few hours dodging toads and frogs or take multiple 2d-4 hits to the torso, arms, and head. 4) Pollen Field. The PCs run into a field of magical flowers with hallucinogenic properties. Survival to detect, and roll HT to resist the poisonous effect if the PC push through it. Breathing the pollen causes a Tipsy affliction, or possibly Hallucinating on a failed HT roll. Any other suggestions? |
|
|
|
|
|
#2 | |
|
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Quote:
5) Poppies will make them sleep! As 4, but the effect is sleep, not hallucination.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
|
|
|
|
|
|
#3 |
|
Join Date: Feb 2008
|
The Fire Swamp will "attempt" to cast Fire Jet on anybody moving through it at seemingly random intervals.
The casting is preceded by a distinctive popping sound (+4 to Per checks to detect). All somebody needs to do to avoid the fire is to move out of the hex in question, which is fairly easy as the popping noise only lasts for about a second or so before the Jet is cast. It is possible that these castings are caused by a spirit trapped somewhere in the swamp. If that spirit is freed, the swamp will become much safer for travelers. |
|
|
|
|
|
#4 |
|
Banned
Join Date: Mar 2005
Location: Athens, GA
|
Hazards and obstacles - even things that are completely innocuous can derail the party that spends hours investigating them.
6)Lightening strikes a near-by tree. This can cause all kinds of craziness, from a spontaneously generated Ent to a bleeding stump. The wood, especially from an Oak, will be very valuable in making wands. 7)A perfectly circular patch of dead vegetation. 8)A *spiral* of mushrooms (Amanita muscaria, of course, and there may be Redcaps lurking nearby). A trail of mushrooms leading into a thicket would also work. 9)The corpse of a large herbivore, frozen solid despite the warm temperatures, only now starting to thaw. 10)A Yara-ma-yha-who or even one of its victims. In my world, Yara-ma-yha-whos are undead Dryads. 11)Also, I use Undead Animals, aka Inanimals. When a living animal is subjected to the same process that turns a human undead, it becomes an Inanimal (so named because it is cut off from the Animus, the animal group soul). They become monsterous and perverted version of their former selves. Blooderflies, for instance, are large, black butterflies with transparent wings that have mutated into blood suckers. Shrieks are Shrike bird Inanimals. They are Ostrich sized things with naked heads and long impaling bills and evil eyes. They have hand-talons - they can stand on one foot like a stork and hold (usually someone) in their prehensile toes. Shrieks impale their victims on the Manfruit Trees, which nourish them and keep them alive while bleeding them dry. Some of the blood falls into the nests of the baby Shrieks built underneath the trees, who hold open their evil little maws and shriek for blood. 12)A brier patch and a tar baby. Or #11 could be the work of Aint Mammy-Jammy Bigmoney De Witch Doctor. Last edited by tantric; 09-01-2009 at 11:49 PM. |
|
|
|
|
|
#5 |
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Elementals. Small, weak elementals form naturally in places aspected to them, and they can be rather capricious in nature. Don't have 'em attack the party -- even one delver should make short work of a weak elemental -- but have one decide to torment or follow the party for some reason.
A fire elemental might come out of the campfire at night, setting bedrolls alight. An air elemental could drop down from anywhere, and blow the partys' scent to attract vicious wildlife. An earth elemental could start a small rockslide as they cross a pass. A water elemental could actually initiate direct hostility and have a chance of winning -- provided the party is swimming across a river. (Find the templates for each type of small elemental in GURPS Magic, at the end of the elemental college.)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
|
|
|
|
#6 | |||
|
Join Date: Feb 2008
|
These might not be the same elementals that are available as familiars in DF:5, but...
Quote:
Quote:
Quote:
|
|||
|
|
|
|
|
#7 | |
|
Join Date: Oct 2007
Location: Vermont
|
Quote:
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
|
|
|
|
|
#8 | |
|
Join Date: Aug 2004
|
Quote:
|
|
|
|
|
|
|
#9 |
|
Join Date: Feb 2008
|
|
|
|
|
|
|
#10 |
|
Join Date: Sep 2004
Location: Chicago
|
It isn't the velocity. It is the fact that these are dire saber-toothed monocerous frogs. Oh, and they excrete acid from their skins -- so even if they miss with their horns and teeth you still get burned.
Last edited by RobKamm; 09-02-2009 at 03:00 PM. Reason: fix a typo |
|
|
|
![]() |
| Tags |
| dungeon fantasy, hazards |
|
|