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Patron advantage
How's everything?
Enjoying your Games Diner meal? Is the wait staff attentive? Is the chef bathed? (Then it must be a Sunday.) You do know that a little eggshell in the French toast adds calcium, right?
(Question: I note that Points of Light is system-neutral. Does that mean it has stats for many systems, or no stats at all?)
Minimal stats,
The Horde Clak and Frull, hill giant (9 HD) brothers, moved their families and slaves across the Great River five years ago. They live in one steading (Hex 1207), with another under construction nearby. The Horde consists of the brothers, 2 giantesses (4 HD), 2 male young adults (7 HD), and 2 female young adults (3 HD). In addition, Clak and Frull can call upon 20 ogre allies (8 adults, 12 children) and 200 gnoll warrior slaves (80 adults, 120 children). Because of their close proximity to Curnitha [Hex 1309), The Horde has frequent run-ins with patrolling paladins, and skirmishes are quite common.
village of Terish De’Carn is located on the southern shores of Lake Bovil. After the fall of Torra Norith (Hex 1104), the villagers used stone from the ruins to build a tower as a refuge during a raid. The villagers have gone through several seasons of hard times, and are hostile to strangers. The village is led by the Elder Marik (Ftr2) and is home to 155 people, including a militia of 15 men (Ftr1). The villagers know that darkness has fallen on the ruins of Torra Norith (Hex 1104), although they won’t speak of it to strangers.
1309 Curnitha Curnitha is located in a valley hidden in the roughest part of the Faris Hills. The only entrance is through a limestone cavern on the eastern end of the valley. Thirty years ago, during a battle with the Myrmidons of Sarrath, an experienced and powerful paladin named Captain Mithika (Pal12) was badly wounded. During his recovery, he was guided to the valley by a vision sent from Delaquain. A year later, Mithika established Curnitha as a refuge for paladins and clerics of Delaquain. Currently there are 500 villagers, 30 paladin candidates (Pal1), 20 cleric candidates (Clr1), and 20 guards and trainers (10 Pal2, 5 Clr3, Pal5, Clr5, Pal7, Clr9, Pal10) living in Curnitha.
The dirty secret of this product is that it was developed using GURPS. Multiply the HD or level by 20 to 25 pts and you will get the rough total I used for the templates.
My fantasy campaign was developed using AD&D then I switched to Fantasy Hero then to GURPS in 89. Since then it been my primary system. But we still played the campaign how it was under AD&D with monsters and dungeon crawls and the like. Over the influence of GURPS caused the campaign to shift to be more realistic and grittty.
What Dungeon Fantasy needs is generic setting about the size of one of my Points of Light and two to three adventure done in the same way D&D modules are done and not how Harkwood and other GURPS Adventures are put together which are mini-sourcebooks.
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Points of Light
(Question: I note that Points of Light is system-neutral. Does that mean it has stats for many systems, or no stats at all?)
Minimal stats,
The Horde
Clak and Frull, hill giant (9 HD) brothers, moved their families and slaves across the Great River five years ago. They live in one steading (Hex 1207), with another under construction nearby. The Horde consists of the brothers, 2 giantesses (4 HD), 2 male young adults (7 HD), and 2 female young adults (3 HD). In addition, Clak and Frull can call upon 20 ogre allies (8 adults, 12 children) and 200 gnoll warrior slaves (80 adults, 120 children). Because of their close proximity to Curnitha [Hex 1309), The Horde has frequent run-ins with patrolling paladins, and skirmishes are quite common.
village of Terish De’Carn is located on the southern
shores of Lake Bovil. After the fall of Torra Norith (Hex
1104), the villagers used stone from the ruins to build a
tower as a refuge during a raid. The villagers have gone
through several seasons of hard times, and are hostile to
strangers. The village is led by the Elder Marik (Ftr2)
and is home to 155 people, including a militia of 15
men (Ftr1). The villagers know that darkness has fallen
on the ruins of Torra Norith (Hex 1104), although they
won’t speak of it to strangers.
1309 Curnitha
Curnitha is located in a valley hidden in the roughest part of the Faris Hills. The only entrance is through a limestone cavern on the eastern end of the valley. Thirty years ago, during a battle with the Myrmidons of Sarrath, an experienced and powerful paladin named Captain Mithika (Pal12) was badly wounded. During his recovery, he was guided to the valley by a vision sent from Delaquain. A year later, Mithika established Curnitha as a refuge for paladins and clerics of Delaquain. Currently there are 500 villagers, 30 paladin candidates (Pal1), 20 cleric candidates (Clr1), and 20 guards and trainers (10 Pal2, 5 Clr3, Pal5, Clr5, Pal7, Clr9, Pal10) living in Curnitha.
You can see a preview here http://www.goodman-games.com/4380preview.html
The dirty secret of this product is that it was developed using GURPS. Multiply the HD or level by 20 to 25 pts and you will get the rough total I used for the templates.
My fantasy campaign was developed using AD&D then I switched to Fantasy Hero then to GURPS in 89. Since then it been my primary system. But we still played the campaign how it was under AD&D with monsters and dungeon crawls and the like. Over the influence of GURPS caused the campaign to shift to be more realistic and grittty.
What Dungeon Fantasy needs is generic setting about the size of one of my Points of Light and two to three adventure done in the same way D&D modules are done and not how Harkwood and other GURPS Adventures are put together which are mini-sourcebooks.