Sunday, August 23, 2026

The Great Dungeon Crawl, Session 9.5: Skipping Town!

August 23rd, 1084 Korlai Reckoning.

     Late at night, Bea bursts into the Inn near Nickstown that the party was staying in. There was a lot of shouting and a lot of packing, but apparently, a company of 40 mercenaries from the Silver Broach company were after the party. Uh oh.

    They quickly got their stuff ready to go, but couldn't find Lyons. He had left the party to become the apprentice of a Knight Errant in the Fighter's Guild and they hadn't seen him in days at this point. Bea recalled that there was an abandoned Keep she had been looking at near a small town in the East of the Kingdom. They rushed into the Mages' Guild near midnight to get as far away from here as possible.

    Apparently, the man who runs the small Mages' Guild had a good friend in town, who is a licensed teleporter, meaning they were able to get to that small town near the Keep tonight, in a very sneaky manner. They had no time to break change and fish out treasure, however. They were told that they should speak to Frank, the local Wizard in said town, when they get a chance to pay back the Mages' Guild.

    The four of them (Fleck, Ofydd, John, and Bea) darted away in an instant, and then appeared in a Mages' Guild tower, where they were escorted to an inn, named The Lonely Crest, where they bought some rooms and prepared themselves for the coming days. They then got rather shitfaced, carousing with the locals, hearing rumors, and even possibly finding new companions to take with them.

    Who knows what this new chapter of their life will bring: fame? fortune? death? That is still up to the Gods and fate itself. They do know one thing, however. They need more cash to support their frankly bum-like lifestyle of sleeping where ever they can, getting drunk when possible, and killing whatever monsters stand between them and their treasure. 

My Dungeon Fantasy Rules: Races, Classes, and new Traits

     In this post, I will go over my classes, races, and some new traits I made for my game. As a note, character creation starts at [100], and you get two buckets: [70] to go towards your class as well as [30] to go toward either playing as a demi-human or buying other things on your template that you couldn't afford. Each class has [-30] in disadvantages, which is the limit, and it is baked into the choices; omitting disadvantages from your class will screw up the math. Characters can also take [-5] in quirks for bonus spending points during character creation as well.

    If you notice math being incorrect, skill difficulties being incorrect, or anything else weird, please leave a comment here so I can edit it. Anonymous comments are turned on now, so anyone should be able to comment. If you have questions on design decisions, please ask them, because you might have me thinking about something in a way I hadn't before.

Thursday, August 20, 2026

Level Drain in GURPS Dungeon Fantasy

    Anyone who has played GURPS knows that GURPS doesn't have levels; at least not the traditional sense of levels. Compared to D&D, which has breakpoints for XP which grant batches of abilities, skill increases, and otherwise bonuses at once, GURPS is incremental. That makes one thing, one stupid little thing, so annoying in GURPS. Energy Drain.

    The closest thing GURPS has to levels is present in Dungeon Fantasy. The levels could be expressed by the two additional ranks of characters present in GURPS Dungeon Fantasy 15: Henchmen, being [62] and [125] point henchmen respectively. This would make our levels [62], [125], and [250]. How would you even lose that many points?

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