Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   White Plume Mountain for GURPS Dungeon Fantasy (https://forums.sjgames.com/showthread.php?t=48708)

Rasputin 02-24-2009 09:08 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Stone Dog
Unfortunately, all my people have played White Plume Mountain more than once. I'd like to work on something new.

Other than that, though... kudos on a good job, Rasputin!

Well, thanks. Collective Restraint is at least responsible for this as I, if not more. Too bad my players got Wave and left, discouraged that they couldn't just jump down to the manticore.

Nymdok 02-25-2009 08:16 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Im currently Converting the I series (Deserts of Desolation) for my players. As My players are substantially below the 250 point line used in DF(they run about 150-200), I tend to convert them on a lower budget, but If your interested I suppose I could make it available.


Nymdok

p.s. Got Waveand Left? They just left Whelm and Blackrazor behind? GAH! WHere is the greed that used to drive players?['Young people these days' grumble grumble grumble 'you kids get off my lawn!' grumble grumble grumble 'back in my day' grumble grumble grumble...etc]

Pomphis 02-25-2009 10:10 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Are there GURPS versions of Whelm and Blackrazor ?

Collective_Restraint 02-25-2009 07:18 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Three new critters done :

Hammerclaw
ST: 19 HP: 19 Speed: 6.25
DX: 10 Will: 12 Move: 4 (Water Move 4)
IQ: 5 Per: 11
HT: 13 FP: 13 SM: +1
Dodge: 9 Parry: 9 (Wrestling) DR: 4
Pincer (13): 2d+1 cut.
Sonic Pulse (13): Can create a 6-yard-wide x 6-yard-long cone of sonic energy that deals 2d cr.
Paralysis (Resisted by HT-1): Follow-up to Sonic Pulse; Victim is stunned but can recover by rolling vs. HT+1 once per second but starting at HT-1.
Traits: Amphibious; Constriction Attack; Cutting Striker (Pincers); Doesn’t Breathe (Gills); DR 5 (against sonic); Infravision.
Skills: Brawling-13; Camouflage-13 (14 in rocky areas); Innate Attack (Beam)-13; Jumping-13; Swimming-16; Wrestling-13.
Class: Dire Animal.


Scorpion, Large Monstrous
ST: 19 HP: 19 Speed: 5.50
DX: 10 Will: 10 Move: 8
IQ: 2 Per: 10
HT: 12 FP: 12 SM: +1
Dodge: 8 Parry: N/A DR: 3
Pincer (12): 2d+1 cut.
Sting (11): 2d-1 pi+.
Poison (Resisted by HT): Follow-up to sting; Damage: 1d-2 tox; Cycles: 1 minute/1 cycle; Symptoms: A victim who loses 1/3 HP from the poison suffers -4 DX.
Traits: Constriction Attack; Cutting Striker (Pincers); Striker (Sting); Immunity (All mind control); Infravision; Vibration Sense.
Skills: Brawling-12; Camouflage-10; Wrestling-12.
Class: Giant Animal.


Sea Cat
ST: 19 HP: 19 Speed: 6.00
DX: 11 Will: 12 Move: 2 (Water Move 6)
IQ: 4 Per: 13
HT: 13 FP: 13 SM: +2
Dodge: 9 Parry: N/A DR: 4
Bite (14): 2d cut.
Claws (14): 2d cut.
Traits: Discriminatory Smell; Infravision; Night Vision 5; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-14; Breath Control-14; Swimming-16.
Class: Hybrid.

AmesJainchill 02-25-2009 07:34 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Pomphis
Are there GURPS versions of Whelm and Blackrazor ?

A friend of mine is excited to see how you do Blackrazor in GURPS, Collective Restraint.

Collective_Restraint 02-25-2009 08:10 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by AmesJainchill
A friend of mine is excited to see how you do Blackrazor in GURPS, Collective Restraint.

I'll get there eventually, pant, pant... I'm a very structured worker :) Critters first, goodies after.

Rasputin 02-26-2009 06:09 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
p.s. Got Waveand Left? They just left Whelm and Blackrazor behind? GAH! WHere is the greed that used to drive players?['Young people these days' grumble grumble grumble 'you kids get off my lawn!' grumble grumble grumble 'back in my day' grumble grumble grumble...etc]

Well, both had played the original adventure. I might have them go through the rest as a what-if.

Collective_Restraint 02-26-2009 06:23 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
And now, presenting the...

Manticore
ST: 20 HP: 20 Speed: 6.50
DX: 12 Will: 11 Move: 6 (Air Move 8)
IQ: 8 Per: 11
HT: 14 FP: 14 SM: +1
Dodge: 9 Parry: 10 (Brawling) DR: 3
Bite (15): 2d cut.
Claws (15): 2d cut.
Spikes (16): 1/2 15, Max 30, Acc 2, RoF 6, Shots 6(1)*, Recoil 1. 2d-2 imp. *The manticore can only launch a maximum of 24 spikes in any 24-hour period.
Traits: Acute Vision 2; Discriminatory Smell; Flight (Winged; Handling Penalty -3); Infravision; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth.
Skills: Brawling-15; Innate Attack (Projectile)-16; Survival (select one)-10.
Class: Hybrid.

AmesJainchill 02-26-2009 07:14 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
I'll get there eventually, pant, pant... I'm a very structured worker :) Critters first, goodies after.

No problem. This will be very useful for my future GURPS Al-Qadim game. I already ran my PCs through the module in D&D. I wonder how it will change in GURPS. :D

Collective_Restraint 02-26-2009 11:14 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Another one bites the dust...

Ogre Mage
ST: 21 HP: 21 Speed: 6.25
DX: 10 Will: 12 Move: 7 (Air Move 7)
IQ: 12 Per: 13
HT: 13 FP: 13 SM: +1
Dodge: 9 Parry: 9 DR: 2 + 4/2 (Mail Hauberk with Mail Sleeves and Leggings, protects torso, groin, arms and legs)
Greatsword (12): 4d+2 cut or 2d+3 imp.
Longbow (11): 2d+2 imp. (Acc 3, Range 315/420).
Traits: Flight (Handling Bonus +1); Infravision; Magery 2 (Racially innate spells only); Magic Resistance 2 (Improved); Night Vision 5; Regeneration (Very Fast; 1 HP/sec.); Regrowth (can only reattach lost limb by holding the severed member to the stump).
Skills: Bow-11; Innate Attack (Breath)-12; Thamatology-12; Two-Handed Sword-12.
Spells: Blackout-15; Body of Air-15; Icy Breath-15; Invisibility-15; Loyalty-15; Shapeshift-15; Sleep-15.
Class: Mundane.

For Qesnef in room 27, replace the regular mail hauberk with a Fortified +1 Mythril Mail Hauberk with sleeves and leggings (Treat it as Elven Chain from DF1). This gives Quesnef an extra DR 5 for his body, groin, legs and arms. The Mythril chain can adjust to the size of it's wearer.

Qesnef in Halfling form: ST: 8 DX: 11 HT: 10 SM: -1.


All times are GMT -6. The time now is 04:28 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.