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System: GURPS Dungeon Fantasy http://www.sjgames.com/gurps/books/dungeonfantasy/
Number of Players: 4 - 8 (Though room for more if needed)
When: TBA, but hopefully a good length session on each day.
Further Information: firstname.lastname@example.org or post your questions here.
Style of Play: Floor Plans, Mini's and Heroic Roleplay.
Select from one of twelve Pre-generated Characters, built from each of the main Templates in Dungeon Fantasy 1, and rekindle old flames.
The Adventurers Guild boast to have a sword for every occasion and the spells from every book at their disposal. Across lands for many miles around, ruled by numerous Kings, Wizards and Governing Bodies, they are held in great revere. Their services having at one time or another been called upon by all, and were, in truth, likely to be needed again. To some they are gallant heroes, to others ruthless mercenaries bought on nothing more than the flip of a coin. Yet none can deny the effectiveness of the Guilds membership. So when weird creatures start spewing from deep underground caves, or undead nightmares lurched through once deserted temple grounds, its usually not long before the guild gets wind of the situation and begins to negotiate terms.
The Ruined Abbey had been quiet for eons, hidden deep within Delnor Forest none had ventured there in living memory. The ancient buildings and the dark secrets hidden within their walls, forgotten to all but a few. Of late local farmers who's crops and cattle were closest to the fringes of the forest, spoke of strange movement within the trees and cows disappearing mysteriously in the night. It was not long before idle gossip turned into drunken bravado and a small group, well stocked with home brewed ale, was sent to investigate. Needless to say these initial investigations had not gone well, only one of four souls sent - returned and well little of sense had been uttered passed his lips since. So it was in the light of these, if somewhat inconclusive, facts that urgent word was sent to The Adventurers Guild...
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The Adventurers' Guild boasts to have a sword for every occasion and the spells from every book at their disposal. Across lands for many miles around, ruled by numerous Kings, Wizards and Governing Bodies, they are held in great revere. Their services at one time or another having been called upon by all, and were, in truth, likely to be needed again. To some they are gallant heroes, to others ruthless mercenaries bought on nothing more than the flip of a coin. Yet, none can deny the effectiveness of the Guilds membership. So when weird creatures start spewing from deep underground caves, or undead nightmares lurch through once deserted temple grounds, it is usually not long before the society gets wind of the situation and begins to negotiate terms.
• Membership to The Guild is varied to say the least and to numerous in reason to be counted here. This said, all who swear the ‘oath of allegiance‘ are bound by common rules. Whether cut throat assassin or holy-man, they are expected to uphold their collective name. Any lacking soon find themselves excommunicated or worse. Disappearances and deaths, though rare, are not unheard of.
• Service to The Guild means eligibility to two calls to duty every year, depending on readiness. Any member refusing a call to duty will likely find themselves subject to a probationary period or in some cases have their membership revoked.
• Structure of The Guild is broken in smaller collectives; these are spread across numerous cities and lands in the hope of improving its effectiveness. The collectives are usually housed in large stockades or barracks that allow for the rehabilitation and training of its members. This said some members do prefer to live off campus, though they generally stay in close proximity to their respective bases of operations.
For Green Wing it had been quiet for a number of months now, old wounds had healed and a sense of readiness once more echoed round the barracks hall. Having all been declared fit and ready for actions they had once again been returned to the shifts roster and were soon expecting the call to action. It was not long before their new shifts were posted, the first being, as luck would have it, the graveyard shift and a source of disquiet among some members of the group. By the third night of the rota, most misgivings overcome, Green Wing had slipped easily back into the routine of Guild life. Most conceding a mounting excitement coursing through their veins, even an eagerness to leave. Alcohol understandably banned for those Members stationed in The Ready Room meant the twelve members of Green Wing entertained themselves as the best could. Some slept, while others gambled or chatted, and all played out to the endless sounds of the bards flute. A sound, which though annoying, was more bearable than the little fellows, otherwise, lecherous advances towards the female members of the group. The night had passed peacefully enough, some even gathering possessions and making ready to leave. Though as the first rays of morning sun broke through the barred windows of the barracks. " Tttrrrrnnnn!!! " The ear piercing sound of The Ready Room alarm brought any who rested quickly to a state of wakefulness.
With well practiced actions the group gathered any personal items they had with them, swiftly exiting the room. Making in turn down the adjoining corridor towards The Control Room, ahead they are greeted by the familiar face of Grintal. The multi-skilled Gnome and long time Guard Masters Assistant appears flustered and out of breath, his aged face reddened already by over exertion. Leaning out of the open doorway adjacent to The Control Room, he gesticulates between the group and the door opposite. Behind him the frantic movements of his teams in The Research Centre and Teleportation Room can clearly be seen as they ready for the impending departure. “Go, Go, Go!!” He bellows as Green Wing pass. Watching as all enter, his attentions focused until the door swings closed behind them.
The large control centre at the AG Barracks is best described as an area of organised chaos. Atop the many tables, cupboards and variety of other strange furniture, a multitude of glowing lights, switches and dials appear to perform all manner of functions. Several Control Room Operatives, mainly Gnomes wearing strange leather helmets fitted with a variety of attachments, worked frantically, chattering in number of different languages. To the centre of the room a large table is all but covered in parchment paper and maps, detailing such things as areas of interest and ongoing missions. At the head of the table Watch Master Kern is stationed. The Dwarf now in his twilight years is stereotypical of his kind, and renowned for being unapproachable at best. Looking briefly toward the group as it enters, Kern frowns, eying each in turn. With a short nod he indicates that they should take advantage of the available chairs.
Gnome Control Room Operative
When all are seated Kern leans forward across the table, pushing, as he does, a map to a position where it can be seen by the entire group. “We’ve got a sweep and clean on the board, it’s flagged up for an urgent response. Unfortunately we got very little recent information on site activity, but Lance will give you what we have in records when I've finished with you here...” The old Dwarf, pausing briefly, poked a stubby digit at a largely wooded area on the map. “Delnor Forest 'll be where you’re heading, no need for winter gear as it’s a relatively pleasant climate. We've had this one on amber for a few years now, to be honest it be on amber longer than I've been here and well, as I’m sure you'll agree, that’s saying something. No special extra equipment should be needed, but as I said we only got the history books to work with on this one, so be prepared. In any case the stores will be available to if you have need of any last minute purchases, feel free to take a look before you leave.” Pulling the map back across the table, rolling it up as he does, the Watch Master then makes his way round the table towards the door. Opening it briefly, he calls loudly across the corridor. “Lance, your times up. Grab what you've got and bring it through!”
With no apparent response forthcoming, the aged Dwarf seemingly happy that his call has been heard, after letting the door swing closed makes back to his original standing at the table. This done, and after matching any looks with a cold, practiced stare the veteran continues to gruffly address the gathered group. “Well I guess we're down to the business end of things, so we'll move onto treasure. Usual rules apply on gold and low end magic items; keep any you like paying 10% of its value. All high end gear is property of The Guild and its client; we pay you 5% of its value. As usual, any Special interest Items will be dealt with on a individual basis and will be negotiated upon the return of said items. ” Then after again pausing, in which time he looked towards the door as if in wonder to Lance's location, he asked gruffly. “Any questions?”
Characters to follow.
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You’re a beefy warrior from somewhere distant and a little backward – probably the Frozen North. You combine physical
grit with a connection to nature second only to that of the druid. As the Big, Tough Guy, you can withstand almost
any punishment, even dangers that armor can’t stop, making you as essential in combat as the party’s knight. You’re
also a more-than-capable outdoorsman, and as crucial as the scout on outdoor adventures.
You’re a magical minstrel who dabbles in a little of everything: the roguish pursuits of the thief, the swordplay of
the swashbuckler, and the spellcraft of the wizard. You rarely need to be so crudely direct, though – the
power of Bard-Song lets you neutralize many opponents without resorting to violence or tiring spells. Exceptional
social gifts round out your repertoire, helping the party score superior deals when buying or selling in town.
You’re the mortal representative of the Powers of Good. You might not be the physical foe of Evil that is the holy warrior, but you’re no cloistered idealist – when Evil need whacking, you go out in the world and whack it. To complement
your mundane weapons, your god grants you healing and protection spells, and also the spark of Holy Might, which never fails you even when you’re too exhausted to fight or cast.
Your friends call you a “nature priest.” That’s half true: you do worship Nature, and Nature has powerful allies, but you’re
dedicated to Life above all, and your powers are a divine reward for your fervor. Like the cleric, you cast supportive spells. You’re also an initiate of the Druidic Arts. These gifts don’t work perfectly down in the dungeon, but they do work – and without you, the party often wouldn’t reach the dungeon!
You fight for what’s right – and the gods have your back. You’re on a quest to bury Evil six feet deep and make sure it stays there. Like the cleric, you carry the flame of Holy Might, but where the cleric wields spells, you prefer the sword, much like the knight. While people who don’t know you sometimes think that makes you a generalist, you’re a true specialist when it comes to destroying Evil.
Officially, you might not be a knight, but you’re more dedicated than some fop living in a castle. Anyway, “knight” sounds
better than “fighter” (dull!) or “thug” (offensive!). Like the barbarian, you favor heavy weapons, and like the swashbuckler, you’re very skilled. Unlike both, though, you have the good sense to wear proper armor. You’re into dungeon delving to prove your mettle – although the loot doesn’t hurt, given the high price of decent weapons and armor.
You’re a true master of barehanded combat and exotic weapons, from a faraway land – probably the Mysterious East. While the knight and swashbuckler claim to be trained in “martial arts,” their kung fu is weak. Years as a monastic ascetic have awakened your gift for Chi Mastery and taught you disciplines that channel your inner strength. Now you’ve left the monastery for the dungeon to perfect your art against even the strangest of foes.
You’re called “archer,” “stalker,” and “tracker,” and you’ve filled all three roles in the past. Such labels don’t do justice to
your expertise, however. By taking the stealth of the thief into the great outdoors and mixing it with the mobility and skill at arms of the swashbuckler, you’ve become a master of guerrilla warfare. You track elusive prey of all descriptions – and when the trail leads down into the dungeon, you follow it without hesitation.
You’re living proof that the sword is mightier, speedier, and more stylish than, well, just about everything. In the time it
takes the plodding knight to strike his first blow, you’ve struck two, and with more flair – and although you respect the
precision of the martial artist, you would never bring fists to a swordfight. You like nothing better than to leap and tumble through battle, blade a blur, deftly covering the party’s flanks and rear.
You’re a “procurement expert,” whatever unflattering terms others may use. You take things that need taking. Of course,
the best stuff is inevitably in trapped chests behind locked doors guarded by monsters in mazes. This frames your business
relationship with the party: they merely have to take care of the monsters. You’ll handle finding treasures and unlocking
doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!
You’re the only truly learned delver. Your knowledge of magic is deeper than that of the cleric or druid, and
your spells don’t merely borrow the power of mercurial supernatural beings (demons are quite controllable). The party
needs your mighty wizardry, knowledge of all manner of strange creatures, and raw intellect. Not that you don’t need the party – the greatest magical secrets are buried in the darkest pits, and you’re smart enough to travel with bodyguards.
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I'm glad to see a few people have had a look over the brief player’s introduction and am hoping this means a few of you want to give it a go. It would be very helpful if those interested could either PM, post here or e-mail me at the address above and let me know the best day for them and hopefully I'll be able to arrange suitable time slots.
For those of you inexperienced with GURPS Dungeon Fantasy, fear not.... I say again FEAR NOT... I've have printed off Combat Cards and a variety of other Player Aids to make most aspects of Game Play very easy to pick up. In my opinion, having played AD&D 2nd Edition for many years, the GURPS DF Rules System is simple enough for the noob to pick up quickly and a pleasure to use for the more xp'ed player.
Well look forward to hearing from you.
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