Advertisement
Guest User

Untitled

a guest
Apr 26th, 2015
241
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.41 KB | None | 0 0
  1. Darkest Dungeons (west Marches GURPS variant)
  2. Dungeons are not a friendly place. They are hell. They are full traps. They are full of monsters. They are frequently ruins, ancient temples, tombs, or fortresses of evil. And the only light is what you carry with you. Nevertheless, there's money to be made.
  3.  
  4. 'Crawlers' as they are known, go down into those dungeons, render them safe, empty 'em out, and get paid by whoever sent 'em down in the first place. Most will never survive their first day on the job. Those that do usually end up with shattered minds and souls after a few months. A luck few make it out intact, filthy stinking rich.
  5.  
  6. Basis:
  7. The world is full of dungeons. Whether from an age long ago, or fresh Kobold burrows, they're extremely dangerous. And nobody wants them around. A profession has arisen, joined only by the bravest, dumbest, or most desperate, who receive payment for clearing out those dungeons, in addition to anything of value inside. A dozen successful Crawlers have formed a guild, and begun putting together teams to work any job, for any reason, so long as it pays and is in a hostile underground environment.
  8.  
  9. Notes:
  10. Extremely gritty and harsh: sanity checks, supply management, and lots of death. Pure dungeon crawling. Jobs are chosen from a list after completing the 'intro': a very nasty newly discovered kobold burrow. Traps, a few dozen kobolds, and a likely pile of loot.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement