Pyramid #3/76: Dungeon Fantasy IV

vendredi 20 février 2015








For stealing? Exile.

For looting monster-filled holes?

"Welcome back to town!"

— Someone with a golf bag full of magic swords








It's GURPS Dungeon Fantasy time again! In the time-honored tradition of add-on modules that reach really high volume numbers and add totally overpowered stuff, please welcome Pyramid #3/76: Dungeon Fantasy IV . Everything here is still balanced, of course . . . powerful new abilities and items that benefit delvers are matched by deadlier dungeons and monsters aimed at killing them. Because what's reward without risk?



And now for some spoilers that every munchkin will read ahead of time in order to plan their next character and be ready for what the GM throws at them:

  • Was GURPS Dungeon Fantasy 14: Psi a little too cerebral for you? Then rejoice! Kromm's Psychic Swords Against Elder Evil helps your psionic delvers get down to what really matters: slicing stuff up like Obi Wan. Then it gives the GM four new foes calculated to take psis (or other delvers) down a notch.



  • One of the biggest draws of magical styles like those in GURPS Magical Styles: Dungeon Magic is secret spells – Hidden Knowledge with real power behind it! If you're having a hard time coming up with new ones, let Christopher Rice's simple rules help you "beef up" existing spells into something potent and wondrous. Other magical bonuses flesh out the article, including an expanded look at spellbooks and suggestions for adapting these ideas to other magic systems.



  • When disgusting, fleshy monsters aren't enough to horrify your players, try throwing the delvers into a disgusting, fleshy dungeon. In this month's Eidetic Memory, David Pulver introduces you to the Living Room: a place with flesh and bone for walls, sphincters for doors, and plenty of gore and memorable dangers (from built-in defenses to icky "birthed" monsters).



  • Some Dungeon Fantasy campaigns hand out magical weapons by the cartload, but how does that help the poor martial artist who prefers to fight barehanded? Matt Riggsby knows your kung-fu masters need The Magic Touch, and provides 11 useful magic items that will make the xia in your party happy enough to kick a hole in the nearest wall.



  • One of the most popular features of GURPS Dungeon Fantasy Monsters 1 was the concept of prefixes: simple lenses that turn, say, "bear" into "determined juggernaut bear." Thanks to Douglas Cole and Peter Dell'Orto, you can now face Dire and Terrible Monsters. With eight different "terrible attacks" and seven ready-to-use sample monsters, there's no reason ever to run out of terrifying things that want to kill the heroes!



  • And the dungeon isn't clear until you face our usual features, including a Random Thought Table illustrating why "complication" isn't always a bad word, Odds and Ends about leaking new exposition into a game, and a Murphy's Rules that explains why order is everything.


PK & Kromm


Pyramid #3/76: Dungeon Fantasy IV

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