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#1 |
Join Date: Jan 2006
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![]() KeeperNotes: Keeper Spirits are bound to protect something, but also bound to keep it from being forgotten. Originally placed to guard the tombs of the great royalty of old, the keeper spirits kept their charges safe with elaborate tombs, guardians, and traps ... and kept them from being forgotten by luring greedy yet braggy types into their clutches, letting out just enough hoarded wealth the keep the legend alive. Over time, the secrets of binding ritual to create these spirits has spread, been used, re-used, and mis-used in many times and spaces. Yet exactly how common keepers are is unknown, as they are very shy and cautious. They observe their mandate from the spirit world, making subtle changes here, and exerting subtle influences there, like a fanatical hobbyist adjusting the rigging on a ship in a bottle. In practice, most keepers use their powers to make the denizens of their domains committed defenders, with fanatacism, sense of duty, or other binding disads, as well as a sprinkling of trickster, greed, and other traits that make for opponents worth singing about in the tavern later. Those close to the object of the keeper's curse will often have one or more levels of higher purpose, and a favored few will have been subtly modified in other interesting ways. (The GM should always feel free to add "fun" traits to their dungeon critters of course – the keeper is just getting the blame.) The oldest keepers tend to be the shyest, and the ones with the most mundane looking focuses for their curse. There is a keeper who has been protecting the same set of three finger bones (all that is left of an ancient prince) for millennia. Occasionally explorers have breached the inner sanctum, and driven off and exorcised the spirit, and destroyed the (decoy) prince's undead body, but those finger bones have been carefully wedged between two wall stones in a back corner, and the keeper has been called back again. An example of "Corrupt Weakness" – a group of delvers, exploring the omni-maze, sets up camp in the outer domain of a keeper. The curious keeper seeps through the cracks of the stone to the room where they have camped, and listens to them talk of their adventures, noticing that Tvalin (who has a sense of duty to underground nature) really appreciated the natural beauty of the Flowcaves, another area inside of its domain. In the morning, Tvalin wakes up with a new quirk: Really Likes the Flowcaves. Usually that's it as delvers seldom linger ... but Tvalin gets captured by the local orc tribe in a terrible battle that forced his fellows to flee the dungeon. By the time the rescue mission finds him again, Tvalin has a -10 point duty to protect the caves from interlopers. The next delvers through that cave are going to have to deal with him. |
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#2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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And indexed.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#3 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Hmmm. On one hand I'm bound (contractually) to agree that it makes an incredibly good excuse, and really does the job well, of 'why do these dungeons keep filling with monstrous humanoids"... but on the other... I don't use excuses, so... not much use to me.
But it might make for a great adventure hook... hmmm. |
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#4 | |
Join Date: Jan 2006
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Keepers started out as a source of "lower purpose," that extra fun special "Higher Purpose, Defend the Dungeon" variant Peter proposed all those moons ago. It gelled when he reported his players suspected that sufficiently successful delvers moved into the dungeon to become the boss monsters for the next generation. But keepers provide more than just that. Keepers mean that the dungeon is a being with goals. It want's to protect something or things, but it also wants fame. This means when the GM colludes to make the delve as epic as possible, there is an explicit tool to take up. When the monsters let the bard escape the TPK, AGAIN, there's a creature doing it. The crazy monsters are just the right kind of crazy to be fun, and not boring crazy or terrifyingly competent crazy. Etc. There's also the possibility of the learned PCs or NPCs negotiating a deal with the dungeon itself. What will the PCs do when they learn that their fiercest rivals for the King's favor have mostly been bribing the Keeper spirits with really good tavern tales? But the core of it is actually my brain, which sometimes does do much better when there is an excuse for the monsters to be just the right kind of crazy, the traps to be just the right kinds of flashy almost lethal nonsense, rather than something effective, and the talky monsters to be just the right kind of entertaining. For those of y'all for whom this sort of nonsense is not even a bit off-footing, well ... a keeper is you. |
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#5 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Variant that may appeal to North American gamers of a certain age:
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#6 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#7 |
Join Date: Jan 2006
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#8 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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For a less overtly campy version of this, each "color" could instead be a magical aura "tag" that functions the same way.
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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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#9 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Even as I wrote this tongue-in-cheek post, though, I started mulling over the idea of a more serious version of a Spirit Guardian who, like an obsessive museum curator, wants to collect, classify, and preserve everything. Adventurers might not need to defeat the spirit itself, but just come up with a way to extract someone or something from its halls. |
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#10 | |
Join Date: Jan 2006
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Tags |
dfrpg, gurps, monster, spirit |
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