Thursday, September 24, 2026

The Tower of Roulen

This is an adventure intended for GURPS. It is written for characters built with Dungeon Fantasy, at 250 points and very combat capable, but it's not a "pure" Dungeon Fantasy adventure: it mostly takes place outdoors and has more social elements than proper Dungeon Fantasy. It is designed with a fairy tale motif: a wizard in a tower, a unicorn that will only come to the pure in heart, and a fair maiden who is trapped rather than killed. The story is meant to be set  near the town of Salay, a sea-side desert fortress built on the edge of an evil empire and reasonably hostile to it, but really could be set anywhere, including Yrth (Probably in Cardiel or Al-Wazif). 

Monday, September 21, 2026

Ice Wyrm to Sand Wyrm

Dungeon Fantasy Monsters 1 features the Ice Wyrm on page 20. It's a giant cold-breathing worm that's especially dangerous if you encounter it on ice. This is very nice if you have the players in a cold location. If you're in a desert, it's less useful... unless you turn it into the notorious and ever-popular sand wyrm!

This is not a terribly hard conversion. 

  • Remove slippery, cold resistance, and Temperature Tolerance, Detect (Heat), and DR vs Cold
  • Change the name of the breath to "Sand Blast", and change the effect from paralyzed to blinded.
  • Change the fatigue damage type on the sting to "Thirst" 
  • Add vibration sense (air). This works from beneath the sand.
  • Change the specialty of the terrain adaptation to (Sand)
  • Add Tunneling 4 (only in sand)
  • Ice generating organs cannot be harvested, but mana organs for earth and air can be harvested for $4,000 each
  • And there we have it. Simple as that. 

    Now, you may not need a Sand Wyrm specifically, but the general principle applies. Take a monster close to what you want and change it to fit your scenario. If you need tons and tons of elder things, edit existing mundane entries, adding tentacles or removing their eyes (or adding far too many eyes) and alter their fluff a little. That's why it's called "fluff", after all. 

    Maybe this is an obvious thing. But I find a lot of GMing is just about fundamentals. So here is a Sand Wyrm, and here is a tool. I hope you find the monster useful! And if not, I hope you find the technique useful!



     



    Tuesday, September 15, 2026

    Table of Feline Instincts

    Here I present a table of "Feline Instincts". Or in other words, random cat behaviors. I built this is for Psi-Wars and the Asrathi, but it applies to any cat or catfolk race where a player might want inspiration on what to do for a bit of flavor. Catfolk seem to be a favorite racial option in GURPS. I've probably had as many catfolk PC's as any other race except humans. Only elves might come close. So hopefully a fair number of you will find this useful.

     This was requested by Kalzazz, and it seems simple enough. 

    1. Grooming fur with the tongue 
    2. Looking up distractedly a something no one else can see or care about
    3. Giving a small startled jump
    4. Rubbing up against a nearby object
    5. Spotting a small moving object to chase
    6. Attacking a small dangling object. 
    7. Curling up somewhere to rest
    8. Sniffing something half-interested
    9. Walking impossibly slowly
    10. Climbing up something 
    11. Slowly blinking at someone
    12. Staring intensely at someone
    13. Stretching out and extending claws while yawning
    14. Hacking up a hairball
    15. Flopping onto something 
    16. Sleeping with eyes 3/4's of the way shut. 
    17. Eating something random nearby
    18. Swishing the tail back and forth
    19. Suddenly running a very short distance to look at something
    20. Kneading something with claws 

    This is designed so that if you need your cat or cat person to do something randomly feline, you have a reference to pick from or roll on. A simple 20 sided die will do, or just click the button below.  

    I hope you find this useful. At least one of you should. Happy Gaming! 

    Tuesday, September 8, 2026

    Dakka Golem

    Dakka Golems are normal sized repeating crossbows with added legs and the ability to operate themselves. They're small but surprisingly strong and usually found in numbers in hard to reach locations. They're rather intricate and as such are Unliving rather than Homogeneous

    ST8      HP12    Speed5
    DX12Will8Move5
    IQ8Per10

    HT12FPN/ASM-3

    Dodge      9ParryN/A  DR3

    Bolt (15): 1d6+1 Impaling. Range 84/180. Acc 3 if aiming. 10 Shots (3i). Can fire once a round.
    Kick (10): 1d6-1 crushing. Close Reach 
    Traits: Quadruped, Lifting ST +4, Cannot Speak, Automaton, Cannot Learn, Doesn't Breathe, Doesn't Eat or Drink, Doesn't Sleep, High Pain Threshold, Immunity to Metabolic Hazards, No Blood, Reprogrammable, Unfazeable, Unhealing (Total),  Unliving, Unnatural
    Skills: Crossbow- 16, Climbing - 12
    Class: Construct

    Dakka Golems are made from a repeating crossbow, but the process of destroying one also destroys the intricate mechanisms of the weapon. Their bolts are occasionally poisoned. Daka Golems are incapable of loading themselves once all their bolts have been fired. Once empty, they are generally helpless and usually instructed to flee back to a loading location until they can be reloaded, or wait for an ally to come reload them. It takes 3 seconds to load a single bolt, and 30 seconds to load all 10. A smart master will usually place them somewhere protected, as they rely on range and have poor melee defenses

     I hope you find a use for these little monsters. I know I have!