Difference between revisions of "Beneath Castle Everglory: INTRODUCTION: Into the Dungeon"

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The adventure is designed for a party who are proceeding carefully and cleverly, and PC point value may be less important than PC cunning.  The dungeon can be dangerous indeed, and while it is not intended to be a “killer” dungeon, death may come easily to those with more bravado than prudence.  On the other hand, even a relatively weak party may find the dungeon profitable, since there is no goal to achieve beyond looting whatever the party can get their hands on.
 
The adventure is designed for a party who are proceeding carefully and cleverly, and PC point value may be less important than PC cunning.  The dungeon can be dangerous indeed, and while it is not intended to be a “killer” dungeon, death may come easily to those with more bravado than prudence.  On the other hand, even a relatively weak party may find the dungeon profitable, since there is no goal to achieve beyond looting whatever the party can get their hands on.
  
The dungeon beneath Castle Everglory interacts with the supernatural in special ways that must be kept in mind throughout.  In particular, supernatural means of gathering information do not function normally when targeting the dungeon or its contents.  In particular, spells that offer information about the past will reveal nothing and will cause the caster to suffer a Fright Check at a penalty equal to the spell’s cost in FP.  The caster will not be able to recall anything about their terrifying experience apart from a sense of utter emptiness.  Other supernatural abilities that offer information about the past should have similar effects.
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The dungeon beneath Castle Everglory interacts with the supernatural in special ways that must be kept in mind throughout.  Supernatural means of gathering information do not function normally when targeting the dungeon or its contents.  Spells that offer information about the past will reveal nothing and will cause the caster to suffer a Fright Check at a penalty equal to the spell’s cost in FP.  The caster will not be able to recall anything about their terrifying experience apart from a sense of utter emptiness.  Other supernatural abilities that offer information about the past should have similar effects.
  
 
[http://wiki.rpg.net/index.php/Beneath_Castle_Everglory Table of Contents]
 
[http://wiki.rpg.net/index.php/Beneath_Castle_Everglory Table of Contents]

Latest revision as of 02:44, 12 September 2010

Beneath Castle Everglory is a dungeon adventure designed for 5 or more 250 point PCs built according to the templates in GURPS Dungeon Fantasy. However, PCs do not have to be built according to those templates and in fact, the only books absolutely required are GURPS Characters, GURPS Campaigns and GURPS Magic.

The adventure is designed for a party who are proceeding carefully and cleverly, and PC point value may be less important than PC cunning. The dungeon can be dangerous indeed, and while it is not intended to be a “killer” dungeon, death may come easily to those with more bravado than prudence. On the other hand, even a relatively weak party may find the dungeon profitable, since there is no goal to achieve beyond looting whatever the party can get their hands on.

The dungeon beneath Castle Everglory interacts with the supernatural in special ways that must be kept in mind throughout. Supernatural means of gathering information do not function normally when targeting the dungeon or its contents. Spells that offer information about the past will reveal nothing and will cause the caster to suffer a Fright Check at a penalty equal to the spell’s cost in FP. The caster will not be able to recall anything about their terrifying experience apart from a sense of utter emptiness. Other supernatural abilities that offer information about the past should have similar effects.

Table of Contents

SET-UP: The Stained Green Map

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