Dungeon Fantasy 'Raiders of the Dead'

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powered by GURPS

Using the Dungeon Fantasy rules which are focus GUPRS 4th edition

PBP Ruling

Luck the Luck Advantage will renew every week of game to reflect one hour at a table top

PBP Combat

The GM will make rolls for Initiative and post the order for all to see...
Initiative is modified Base Speed +1d6, plus any advantages like Combat Reflexes. Generally initiative is only going to be rolled at the beginning of combat.
Players then describe their action in their posts and then in an OOC at the bottom declare their actions for 3-4 rounds and make your Attack, Damage, and type of Defense rolls you want to use in order. Generally make at least 4 of each one including Dodges as some attacks can only be dodged, etc. Make note of any special ability, advantage, etc. that you are using so I do forget.
For example - Bob is attacking Orc #3. On the first round Bob "Steps and Attack". On the second and further rounds Bob will continue to attack Orc #3 until its down. Bob will then "Step and Attack" any targets within a hex. If none are he will Move for one round. Bob's attack rolls are XX, XX, XX and XX. If Bob hits with these attacks his damage rolls are XX, XX, XX and XX. Roll #3 is a critical and the roll/result is XX. Bob's Parry checks with his Boardsward are XX, XX, XX, XX, XX, XX and XX. Bob has Weapon Master with Boardsword so only suffers half the penalty for more then one Parry a round. Bob's Dodge checks are XX, XX, XX, XX and XX.
Once everyone has posted their actions and rolls the GM will sort it out and post the results. Then the process repeats until combat ends

CHARACTERS

Argle, a Half-Ogre Scout played by Bira [1]
Minou, a Cat-Folk Swashbuckler played by Dalillama [2]
Taran Boltlord, a Human Sorceress played by GaoGaiGar
Ruíz de Santiago Cat-Folk Barbarian played by chitzk0i [3]

ADVENTURE BACKGROUND

Raiders of the Dead. A once mighty and great port-city of Valdin on the Golden Coast was nearly destroyed almost a hundred years ago when the city's Wizards Guide tried to bring down a meteor of near pure Vis (pure magical essence) that they could mine to their hearts content. The spell went wrong and the meteor exploded over the city and shattered this Vis throughout it and the surrounding lands and killed most of the people in the area. Now a hundred years later there is a bit of a thriving trade for those who collect this Vis but also going into the ancient ruined city to recover the treasures there. Of course this is not as easy as it sounds. First much of the Vis was corrupted in the explosion and is now deadly to most living beings to handling it in raw form. Those that trade and transport it do so in thick iron bound boxes to protect themselves from the deadly effects. Second there is a corrupted and twisted forest (called the Wormwood) that has grown up around the ruined city. Fallow and unnatural creatures seem to grow out of the ground itself and no matter the number of them that are killed they seem to replenish their numbers within days. And third of course the city itself is overrun by undead and other monsters that have been drawn here by the malice and dark energies.

The group of adventures have been drawn here by the promise of wealth and glory. The shanty town of Bonepickes caters to these adventures and traders seeking the wealth of the ancient city (now called Old Bones). It is only a few hours away from edge of Old Bone's ancient walls (which strangely most remain standing). There are many possible adventures here for those brave (and foolish) enough to look. Are you one of them?

Important Locations

BONEPICKERS

The shanty town of Bonepickers is surrounded by a 30ft tall wooden palisade. Two watchtowers face the south where up to six guards (generally archers and crossbowmen) are stationed day and night. The wall is breached only on the northern side by a heavy iron-reinforced gate. This gateway remains open during the day and six to ten guards man it during these times. From dusk to dawn the gate is closed and locked and no one is allowed to leave or enter during these hours. Within the walls the first thing one encounters is the "Job Board" a large wooden sign with a few dozen parchment posts attached to it with various jobs and those looking to be hired for various jobs (porters, mercenaries, etc). Just past the jobs board is a three story wooden structure with the rune for the Mage's and Alchemist's Guilds. Within the village there are about two dozen wooden building, none higher then two stories, and maybe the same number of tents. All advertising different services, good, gear, taverns, etc.


WORMWOOD

This fell forest surrounds the ancient city ruins of Valdin and even a bit into the ocean. Weird and mutated animals and planets are abundant here having been corrupted by the raw Vis that liters the area. At its shortest its about three to four hours travel from Bonepickers to the ancient walls of Old Bones. It is thicker and wider in some places but the town hires woodcutters and fire-starters to keep the vegetation back.


OLD BONES

The ancient walls of this city still surround its ruins. some fifty feet high and made of hard granite stone the Wizard's Guild believes some ancient magic keep them intact when the meteor exploded over the city and destroyed many of the other structures within.
There are three main gates that pierce the great wall, on the north, east and west. From the north gate to the old docks is about 2 miles distance and is the distance between the east and west gate.