GURPS Dungeon Fantasy is a series of small PDF genre books for GURPS that covers the sub-genre of fantasy made popular by Dungeon & Dragons. Several of the books were rewritten and repackaged for the Powered by GURPS Dungeon Fantasy Roleplaying Game.
The Next Level Edit
Dungeon Fantasy 3: The Next Level is a 44 page PDF written by Sean Punch. It covers how to use GURPS' point-based system as a level based system while keeping niche based style.
Dungeon Fantasy 4: Sages is a 17 page PDF written by Sean Punch. It expands on Dungeon Fantasy 1: Adventurers for knowledge based characters.
40 Artifacts Edit
Treasure Tables Edit
Dungeon Fantasy 9: Summoners is a 44 page PDF written by Phil Masters. It adds to Dungeon Fantasy 1: Adventurers summoning based characters: the demonologist, the elementalist, the necromancer, and the shaman.
Dungeon Fantasy 11: Power-Ups is a 45 page PDF written by Sean Punch. It furthers the Goals of The Next Level.
- See also
Dungeon Fantasy 13: Loadouts is a 64 page PDF written Matt Riggsby that does for gear what character templates do for abilities.
Dungeon Fantasy 14: Psi is a 47 page PDF written Sean Punch that lets you introduce the power of the mind to a Dungeon Fantasy campaign.
Dungeon Fantasy 15: Henchmen is a 43 page PDF written Peter V. Dell'Orto and Sean Punch and gives you everything you need to create servants.
- Templates for 10 distinct 125-point archetypes (agent, apprentice, archer, brute, cutpurse, initiate, killer, sage, skirmisher, and squire) and five 62-point callings (cultist, guard, laborer, servant, and torch-bearer), each with detailed customization notes.
- How to use these templates for hirelings, including rules for recruitment, loyalty, and pay.
- Advice on treating these henchmen as Allies: evaluating the advantage, handling NPC advancement, and weighing the campaign ramifications of permanent associates.
- Thoughts on adapting such roles for PCs in low-powered, mixed-power-level, and standard 250-point campaigns.
- A dozen 125-point lenses – adept, burglar, champion, gadgeteer, genin, learned, monk, priest, psi, treasure-hunter, troubadour, and veteran – that mix and match with the templates to get a wide variety of high-end henchmen and custom PC professions.
- New perks and power-ups for companions and flunkies.
- Guidelines for adding nonhuman racial templates to the mix for henchmen and custom PCs alike.
Wilderness Adventures Edit
Dungeon Fantasy 16: Wilderness Adventures is a 60 page PDF written by Sean Punch regarding adventures in the area between the dungeons.
Dungeon Fantasy 17: Guilds is a 31 page PDF written by Sean Punch regarding various organizations that appear in settings that can help or hinder the players
- Craft Guild
- Delving Company; Guild of Dungeoneering is the silly version
- Extended Family
- Hermetic Cabal
- Mafia (Thieves’ Guild, Ninja Clan)
- Merchant House
- Military Company
- Nobel Court
- Spiritual Society
- Sworn Society
- Town Watch and Rangers
Dungeon Fantasy 18: Power Items is a 14 page PDF written by Sean Punch that provides alternatives to Powerstones.
Dungeon Fantasy 19: Incantation Magic is a 32 page PDF written by Sean Punch that covers Incantation Magic.
See also Edit
External Links Edit
- Dungeon Fantasy on the Cheap (fan version)