Skip to main content

The Occasional Dungeon: Overview


In order to get some more GURPS out there and play with some maps, I started toying with something. I've worked up a large map ("ground level" is below; I may need to poke around with image hosting to keep enough maps at the proper scales) of a dungeon complex. From time to time, I'll post magnified excerpts from the map with details in GURPS terms, with specific reference to Dungeon Fantasy (that is, mostly stocked with things from GURPS Dungeon Fantasy 8: Treasure Tables and the Dungeon Fantasy Monsters volumes, but occasional pointers elsewhere). They may prove useful to somebody somewhere under some odd set of circumstances.


This dungeon is set in a fairly steep, rocky hill. The natural caves underneath it have long been home to a variety of creatures, natural and otherwise, but pretty much all horrible. There's also a large natural cavern accessible through a very large opening at the top of the hill where the surface caved in. It has been home to a number of dragons over the years. At some point, a group of dwarves started to build an outpost into the hill, possibly to keep an eye on a notorious dragon lair, but the monsters from the lower levels broke through and killed them or drove them off. Some time later, members of a religious sect build a shrine into a cave-like recess on the hillside and converted some of the natural caves farther in into catacombs for their honored dead. The cult faded away, but the dead remained; the nearby cave monsters broke into their as well, but neither ventured far into the catacombs nor remained long; the opening where they broke in was sealed off. More recently, the shrine has become home to a group of bandits, who enjoy what looks to them like a comfortable, secure location, but they are entirely unaware of the vast underground complex nearby. And the stump of a long-ruined tower, its origins unknown, remain at the top of the hill.





Comments

Kyle Norton said…
I'm excited to see where this goes.

Popular posts from this blog

Argonath 5

A while back, I made a Barad Dur case for The Kid's Xbox . And then he got a PS5. So...   The first possibility I looked at for a way of dressing up the console was Minas Tirith, but there's no way I could make that fit in any reasonable space. Then I hit on the Argonath, the twin statues marking the northern border of Gondor on the Anduin. One statue on either side? Doable.   There are a bunch of free versions of the Argonath out there, but they kind of suck, so I shelled out a few bucks for a much better model , and I do not regret it. Much like Barad Dur, I went through the simple process of scaling up and dividing into printable parts and then the multi-week process of printing them all out. After gluing together, I put on a coat of sandable primer. The thicker paint helps conceal the print lines a little bit.   Then stippling to give a natural stone look.   I wanted the unsculpted parts to look like they still had natural ground cover on them, so I masked the st...

Briefly, How To Play GURPS

For a long time, I’ve maintained that GURPS, despite its reputation for complexity, is actually pretty simple in play. I was thinking recently that I should see if I can express the fundamentals of playing GURPS in a short, easily digested form, and so here I am.   This does not address a more general “how to play rpgs” for those who know nothing on the topic. How to approach GURPS, at that level, isn’t necessarily a lot different from how to approach D&D or TFT or any other RPG system. It doesn’t get into optional and campaign-specific sets of rules or equipment. Rather, this is stuff applicable to playing GURPS no matter what the campaign is. It also doesn’t address how to build GURPS characters, which is a vastly more complicated topic. Rather, this is about how to engage GURPS rules when you’ve already got your character sheet and are sitting at the table to play. It’s a trifle over 1000 words, which I think isn’t too bad.   How To Play GURPS Most of what you’ll need t...

Spaced Out Rides

(This is the kind of thing I'd have sent into Pyramid   back in the day, but that's not an option now, so here we are.)   The GURPS Action series is the gift that keeps on giving for a lot of modern-and-later gaming. GURPS Action 2: Exploits has rules for sneaking around, running away, and all kinds of other activities which can be easily transplanted to cyberpunk and other high-tech settings. GURPS Action 6: Tricked-Out Rides provides more of the same for its topic, giving an easy framework for describing and even designing common types of vehicles without all the math and paralysis-by-analysis of GURPS Vehicles. Pick a standardized vehicle type (van, compact car, etc.) and apply modifiers (rugged, tinted windows). But, of course, it’s limited. It’s just ten pages, after all, so it’s great for common passenger vehicles for the modern(ish) era. But higher-tech vehic...