Falddinor Pinebrook

Back in September of this year Steve Jackson Games ran a contest for a Dungeon Fantasy Character Backstory, the winner was randomly chosen. Sadly I didn’t win but it did give me a great idea for a character.

While hunting and foraging in the forested foothills of The Neverending Rise, Falddinor came upon an old human man practicing Martial Arts. Falddinor watched the old man and learned the forms in secret until he was found out by the old master.  Falddinor was eventually accepted as a disciple and spent fifteen years learning the art of the Five Element Sword, the Eight Diagram Sword Technique and the Bāguà zhǎng style. He fights predominantly with dual weapons. He now wanders the world of “Jianghu” in search of spiritual knowledge, physical challenge, and to uphold righteousness.

Falddinor has long dark green hair which he braids a dart at the end of, and bright green eyes. He is lean and muscular with a hawkish nose. He carries a pair of antler hook swords as his preferred weapon, uses Deerhorn Knives in close quarters, a long knife strapped sideways across the small of his back and “Scholars Pens” hidden in his sleeves. Although skilled with a bow he does not use them. He prefers loose clothing that allows him to move freely but not so baggy that it will hinder his movement.

He is curious to the point of being annoying, loves to talk about anything and everything and appreciates a good joke even if the joke is on him. He is respectful to those he admires and will mercilessly tease those he does not. When asked what people think of Falddinor “Laughing Wind” the most common response is you either love him or hate him.

The following is Falddinor Pinebrook at a medium level of technique.  This 250 point version does not take into account him learning the higher techniques.

Miniature made with https://www.heroforge.com/

 

Falddinor Pinebrook Wood Elf (250 points)

Attributes

ST 10 HP 10  Basic Speed 7.25
DX 17 Will 11 Basic Move 9
IQ 10   Per 10
HT 12  FP 12 SM 0
Dodge 10 +0 Parry 11 +0 DR: 0
                       Block 9 +0

MELEE Attacks
Bite (17): 1d-3 cr at reach C.
Deer Antlers • Knife (19): 1d-1 cut at reach C ([5, 7]).
Deer Antlers • Main-gauche (15): 1d-1 cut at reach C ([5, 7]).
Hook Sword • Hilt punch (17): 1d-2 cut at reach C ([4, 5]).
Hook Sword • Swing (17): 1d+1 cr at reach 1 ([5]).
Hook Sword • Thrust (17): 1d-1 cr at reach 1.
Hook Sword • Hook (17): 1d-4 cut at reach 1 ([3, 7]).
Karate • Punch (17): 1d-2 cr at reach C.
Karate • Kick (15): 1d-1 cr at reach C,1.
Long Knife • Knife Swing (19): 1d-1 cut at reach C, 1.
Long Knife • Knife Thrust (19): 1d-2 imp at reach C, 1.
Long Knife • Shortsword Swing (15): 1d-1 cut at reach 1.
Long Knife • Shortsword Thrust (15): 1d-2 imp at reach C, 1.

RANGED Attacks
Throwing Dart (14): 1d-2 imp, ACC of 1, range of 25 / 35, ROF of 1.

Traits
Martial Artist (Dungeon Fantasy); Wood Elf (Dungeon Fantasy).

Skills
Acrobatics–16; Blind Fighting–10; Body Control–12; Breath Control–13; Broadsword–17; Esoteric Medicine (Chi)–11; Fast-Draw (Sword)–17; Hiking–11; Judo–17; Jumping–17; Karate–17; Knife–19; Light Walk–18; Meditation–10; Pressure Points (Human)–11; Push–18; Running–11; Stealth–18; Tactics–10; Throwing–16.

I imagine Falddinor wearing something similar to this

This next version is 300 points and represents him at a more advanced level

Falddinor Pinebrook Wood Elf (300 points)

Attributes
ST 10 HP 10 Basic Speed 7.25
DX 17 Will 11 Basic Move 9
IQ 10 Per 10
HT 12 FP 13 SM 0

Dodge 11 +0 Parry 12 +0 DR: 0
                      Block 9 +0

MELEE Attacks
Bite (17): 1d-2 cr at reach C.
Deer Antlers • Knife (17): 1d cut at reach C ([5, 7]).
Deer Antlers • Main-gauche (13): 1d cut at reach C ([5, 7]).
Exotic Hand Strike (Karate) (17): 1d cr at reach C.
Hammer Fist (Karate) (17): 1d-2 cr at reach C.
Hook Sword • Hilt punch (17): 1d-1 cut at reach C ([4, 5]).
Hook Sword • Swing (18): 1d+2 cr at reach 1 ([5]).
Hook Sword • Thrust (18): 1d cr at reach 1.
Hook Sword • Hook (18): 1d-3 cut at reach 1 ([3, 7]).
Karate • Punch (17): 1d-1 cr at reach C.
Karate • Kick (15): 1d cr at reach C,1.
Long Knife • Knife swing (17): 1d cut at reach C,1.
Long Knife • Knife thrust (17): 1d-1 imp at reach C,1.
Long Knife • Shortsword swing (18): 1d cut at reach 1.
Long Knife • Shortsword thrust (18): 1d-1 imp at reach C,1.

RANGED Attacks
Throwing Dart (17): 1d-1 imp, ACC of 1, range of 28 / 39, ROF of 1.

Traits
Martial Artist (Dungeon Fantasy); Pa Kua Chuan (Martial Arts); Wood Elf (Dungeon Fantasy).

Skills
Acrobatics–17; Animal Handling (Equines)–11; Arm Lock (Judo)–17; Blind Fighting–11; Body Control–12; Breath Control–13; Broadsword–18; Climbing–17; Disarming (Broadsword)–18; Dual-Weapon Attack (Broadsword)–18; Dual-Weapon Defense (Broadsword)–12; Dual-Weapon Defense (Knife)–10; Esoteric Medicine (Chi)–11; Evade (Judo)–17; Exotic Hand Strike (Karate)–17; Fast-Draw (Sword)–17; Hammer Fist (Karate)–17; Hook (Broadsword)–15; Judo–17; Jumping–17; Karate–17; Knife–17; Light Walk–18; Meditation–11; Navigation/TL3 (Land)–11; Parry Missile Weapons–18; Philosophy (Taoism)–8; Pressure Points (Human)–10; Pressure Secrets (Human)–9; Push–18; Reverse Grip (Broadsword)–12; Running–12; Shortsword–18; Stealth–18; Sweeping Kick (Judo)–14; Tactics–10; Thrown Weapon (Dart)–17; Whirlwind Attack (Broadsword)–15.

Diablo II Drowned Carcass

I like to get inspiration from video games which I think is only natural as they got their ideas from Tabletop RPG’s.  However many games will have several, if not up to a dozen, different subclasses of the same creature.  Let’s take the Diablo franchise.  Between I & III there are over 12 types of zombies.  So I thought it would be fun to make some of them as a little surprise to my players. I have yet to get GURPS Zombies so please take that into consideration.  I may have made a few mistakes in this.  Such as I don’t know if the Drowned Carcass needs a special Advantage to be able to transform into a Crawling Torso and I disagree with the Disadvantage Lame (Legless) to have a Basic Move of 0 as it does not take into account the ability to crawl or drag yourself by your arms.  However I can imagine this to be a fun turn of events as I remember to my surprise the first time a Walking Corpse turned into a Crawling Torso in Diablo III

Please feel free to add some suggestions on how to fix any issues I may have overlooked.

Template: Drowned Carcass (Zombie) -168 points

Drowned Carcasses are found in/near bodies of water like lakes, ponds, swamps, rivers, etc.  Their bodies are bloated from time spent within the depths of the water.  They move slower and are less intelligent than bog standard Zombies (pun intended) but have a higher strength to compensate.  The touch of a Drowned Carcass carries with it the cold of the deep water which will cause fatigue damage to exposed skin.

Attribute Modifiers: ST+2 {20}; IQ-3 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move -1 {-5}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Innate Attack: Cold {6}; Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Chilling Touch: Innate Attack: 1D+1 fat (Melee Attack: Reach C -30%, Contact Agent (no AoE) -30%) [6]

The Drowned Carcass has one in three chance of transforming into a Crawling Torso upon it’s ‘death’.  It is at this time a new monster with the sacrifice of its lower Torso to heal it and transform it into a new creature.  It loses it’s Innate Attack.

Template: Crawling Torso (Zombie) -178 points

A Crawling Torso is the remains of the lower half of a Zombie.  These pathetic, yet disturbing creatures will lay in wait for its victims grabbing at their legs and feet and to trip them up so they might crawl on top to consume their prey.

Attribute Modifiers: ST+1 {10}; IQ-2 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move +4 {20}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); Lame (Legless); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Note: Lame (Legless) disadvantage gives a Basic Move of 0, hence the need for an increased Basic Move +4 to indicate rapid crawling.  The Crawling Torso can not move and attack with its arms, but can move and attack with Bite.

Octopus Carnival

I just discovered Octopus Carnival on Google+.  This blog, written by Ubiratan Pires Alberton, a.k.a. Bira, who is a native of Brazil and has been gaming since he was 10.  I’m currently enjoying his conversion of Pathfinder NPC’s into Dungeon Fantasy with full stats and links to their original Bio’s!  Just today Jirelle the Swashbuckler was added, who also has her own Reaper Miniature!

Other items in the blog is the conversion of Capcom’s Dragon’s Dogma game into GURPS DF, which appear to fit very well. I personally like the Magic Archer. You really should take a look and bookmark  Octopus Carnival as it has a wealth of information and inspiration!

Tabletop Hex Terrain

I just backed a kickstarter for MDF Jigs to make hex terrain with!  Each hex is 100mm Vertical Hex (point to point)

 

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A mock of what a dungeon might look like using this system. Remember each of those hexes are 100mm vertical.

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I wasn’t sure if I was going to back it at first.  For GURPS I use 1″ (25.4mm) horizontal hexes and for this system it is 100mm vertically which allows for 25mm vertical hexes.  However I’ve decided that I’m not going to let it bother me as it looks so nice!  Here are the differences between the two.

hexjig-comparison

GURPS standard on the right side, Hex Terrain Tool Kit on the left side. 14.7485% decrease in size

It will mean that some miniature bases will overlap the hex.  However it looks so nice!

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Look how amazing that looks!  With the risers it would be really easy to place a dungeon underneath the ground and terrain on top!  They are expected to arrive in March which will give me two months before Dungeon Fantasy Powered by GURPS arrives in May!

Also I will be able to use these for my wargaming as well.

 

Linmead Burrow

In my attempt to get back into my underground campaign world I’ve created the Burrow of Linmead.  See About my Dungeon World for a description of my Dungeon Fantasy setting.

Linmead Burrow

Total population:37
Humans:25
Mountain Elves :7
Half-elves:5

Druid: 1
Guards: 6
Inn Staff: 4
Troubadour: 1
Labourers: 15
Merchants: 1

Water Source: Yes
Ventilated: Yes
Light Source: None, Residents use Fire Pits, Candles, and Lanterns
Sanitation: None, chamber pots are collected. Urine goes into barrels which are sold off, feces is turned into fertilizer.
Country Rock: Rhyolite (light gray in colour)
Trade: Mead, Cider, and water are the main exports. Import fuel, basic food stuffs, clothing, etc.
Main Features: Pocket Dimension (315 acres), Laughing Bee Inn (3 levels), Linmead Meadery (4 levels)

Linmead is a very special Burrow as it has it’s own clean water source, it has only one entrance so it is defensible. However more importantly they have their own gardens for growing food and they have their own pocket dimension which they use to produce honey for the Linmead Meadery.  The Linmead pocket dimension is an impressive 315 acres of clover and wild flowers and 250 Apple Trees which they also make Cider from.  There is one round house within the pocket dimension which is used by the caretaker of the grounds.  The L.P.D. (Linmead Pocket Dimension) has four seasons that are just perfect for growing apples.  The bees produce a good quantity of honey and have no predators.

The Laughing Bee Inn is rarely less than half full as they do steady trade in Cider, Mead, and water. Most of the buildings resemble Iron Age round houses on the inside.  Some will have ladders to upper or lower levels, every house has a fire pit in the center.  Linmead also has a mushroom farm.  The water comes from one pool in the Burrows communal area.  It is a very large domed room lit with lanterns with the pool in the center and bioluminescence vegetable and fruit plants in large clay pots around the edges.

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I hope to digitise the map soon and to get to the other two levels of the Laughing Bee Inn created

Adventure ideas

The Orchard has been invaded by a Awd Goggie (a type of Bogie who haunts forests and orchards, and kidnaps children). The adventurers have been contracted to remove the Fae without damaging the Orchard or the Hives.

A group of Bandits have set up a blockade against Linmead Burrow and a conglomerate of Inn Keepers and Merchants have offered a bounty for the capture of the ring leader(s), the rest are wanted dead or alive.

All is not as it seems in friendly Linmead. You have been hired to track down a missing couple of newlyweds who have disappeared.  Your investigations lead you to Linmead where the couple will be sacrificed to a Harvest Spirit. Can you save them in time?

The characters have been sent to Linmead to retrieve an ancient artifact, however the local Druid uses the artifact to perform Harvest rituals. Without the artifact they will be required to perform sacrifice during the ritual.

Dungeon Fantasy Roleplaying Game is successful!

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I’m extremely happy to have backed this project! We hit a bunch of the stretch goals and it is my hope that we will see some future backing for this new Dungeon Fantasy Powered by GURPS® in the future.  By that I mean more monster books and adventures, source books, etc. I’m sorry that I couldn’t have backed it with the “I Want It All” $250 option but I did back it with the game and GM Screen.

I’m curious to see the winners for the background contests which I hope they will announce next week.  There are some really good ideas that were submitted and I plan to use a few of them for NPC’s and treasures for sure!

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The Sinister Secret of Whiterock

As you can tell from my infrequent posts over the last few years I have not had much time to play GURPS and most of my friends have had even less time.  Well now I have a group of three that play, more or less, every other week.  However I still have not had a lot of time to make any original adventures so I’ve been doing something I have not done since the 80’s, I’m using purchased adventures!  Now converting adventures can be almost as time consuming as making one from scratch but it will still save me some time in the long run.

I’ve decided to go with Goodman Games Dungeon Crawl Classics with a splash of some original AD&D modules for good measure.  Our first adventure was The Sinister Secret of Whiterock #51.5. I found this adventure to be the perfect starter for our games.  It took six hours to run through the entire thing and it gave the party time to remember how to play (including myself).

Converting Challenges

As with anything GURPS 4e the one place that it will fall short is the lack of diverse book of Monsters.  Now they do have a lot of monsters but it is spread out through several books and not all of them are suitable for every adventure.  This is not normally a problem with my regular Fantasy games, but for Dungeon Fantasy it is a large problem for me.  I use DF when I don’t have a ton of spare time to design, this includes NPC’s and Monsters.  I replaced Owlbears with Cave Bears and had to design my own Sih’hel.

Thankfully the rest of the monsters where quite standard, Giant insects and mammals and a few skeletons.

Now the traps threw me for a bit as I don’t normally have traps in my standard fantasy games, however with a bit of reading I found the area that explained them.  When I get the time I will make a list like Grimstooth Traps for GURPS.

Playing Challenges

I have to admit that I forgot a good portion of the rules and I did not run the game as seamless as I should have.  The first few combats were a challenge and I did not do so well when the players did unexpected actions.  The players pretty much walked in unprepared.  No healing potions, no torches, no bandages.  For a Ninja, Assassin, and a Martial Artist they found out what happens when you don’t follow the 7 P’s ( Prior Proper Planning Prevents Piss Poor Performances).

Overview of the Session

One player could not make it (the Ninja), So we start the game in an Inn (what? you where expecting something original?) when the players hear rumors of a Cave Bear in the area and the inn keepers son went missing while gathering herbs and firewood.  The innkeeper offers the players some gold and a weeks worth of boarding (excluding food and drink) if they would find his son.  The players except as they are extremely low on cash and I have not offered any other options.

Not expecting much they just head out without supplies (silly adventures) and discover some standing stones while following the cave bear tracks (which they only found because they critically rolled Per, none of them had tracking).  They accidentally find the entrance (grace of GM).  Thankfully the Assassin had Night Vision 4. All the combats go well but the martial artist is slowly whittled down throughout the game and relies heavily on defensive maneuvers and techniques towards the end.  The Assassin fairs no better and during the final confrontation the two end up running back up the dungeon and ambushing and retreating the entire way up.   After dealing with the Sih’hel sorceress  the two delvers limp back down to the black crystal obelisk to find any treasure.  What they do find is the Ninja player who is unconscious and tied to an alter.  They find some health potions (grace of GM) and end up spending over 24 hours in the place recovering and getting their loot together.  The don’t realize until they reach the light of day that the black obelisk has transformed their features giving them pale white skin, dark vision 1, and a feral aura (-1 reaction rolls).  Now how will they deal with this curse?

Microsoft OneNote and GURPS

OneNote and GURPS

Microsoft OneNote is an amazing program that can be used effectively as a campaign manager.  There are other programs out there like EverNote, Realmscape and a few others but as I already have OneNote and use if for University I just stick to what I know.

OneNote acts just like a spiral notebook that you can keep adding pages and tabs to.  You may screen capture, use OCR, and links within OneNote and to pages on the internet for easy reference.  You can get Apps for both android and iPhone/iPad which I have used for my Android tablet and my iPhone.  The photo above shows a desktop picture overlaid with my iPhone screen cap.  I tend to place my maps into OneNote then number them in OneNote and link the numbers to the descriptions in another tab.  It works really well except the links won’t work in the Apps.  I almost wish I would have waited for the Windows 8 tablet from ASUS instead of getting my Android.

I will be using this extensively in my GURPS Dungeon Fantasy Games.