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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 bringsthese 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 shamelesslycuts 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 foradvice 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.