Adventurers (1)
In the beginning¸ an adventure consisted of meeting an old wizard in a tavern¸ and following the dusty map he gave you and your friends. Inevitably¸ you were led to a complex series of rooms¸ usually underground¸ filled with monsters and their treasure. You slew the monsters¸ took the treasure¸ and returned to the tavern to celebrate (or heal your wounds). Now Dungeon Fantasy 1: Adventurers brings these classic dungeon crawlers into GURPS.Sean Punch¸ architect of Fourth Edition¸ guides players and gamemasters alike through the options... to create GURPS characters who can kick down doors and slay dragons with the best of 'em. Dungeon Fantasy 1: Adventurers shamelessly cuts corners¸ focusing on characters who can "hack-n-slash" to the exclusion of almost everything else. This is a quick reference guide for gamers who want a fast¸ fun adventure; use it in a serious fantasy campaign at your peril. This volume focuses on the characters...watch for Dungeon Fantasy 2: Dungeons for advice on running the adventure. That number in the title isn't just for show! Click here to see the other books in the Dungeon Fantasy line.