Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
This seems to be getting a little derailed but I think it is a good idea. If there is any way that I can help, I will. Being new to the system and inexperienced will probably limit me, though. I do have much more experience with D&D and I can be very detail-minded.
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Re: White Plume Mountain for GURPS Dungeon Fantasy
I was doing some rough conversions, and mostly, much of this is in fact able to be winged. I did try converting a few of the monsters using Collective Restraint's guidelines, and a few of the abilities will need tweaking. If it is to be posted, we'd want to fill in all the other details as well, like door and wall stats.
Nymdok: I'll be e-mailing you soon. The weapons will probably require a bit of work, since they should be special, so I look forward to your interpretation. Bruno: Yes, that is a huge issue. It's one reason I want to use the 3rd edition conversion, since more recent adventures do fill in those details. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
Hmmm ... I just downloaded the web enhancement for this. Some of those stats will prove to be a challenge. A dracolich? Very tricky.
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Re: White Plume Mountain for GURPS Dungeon Fantasy
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Re: White Plume Mountain for GURPS Dungeon Fantasy
Just did the Gynosphinx. Hope you like it.
Sphinx, Gynosphinx ST: 19 HP: 19 Speed: 6.00 DX: 11 Will: 15 Move: 6 (Air Move 9) IQ: 14 Per: 15 HT: 11 FP: 11 SM: +2 Dodge: 9 Parry: 10 (prefers resorting to dodge against armed attacks) DR: 5 (Tough Skin) Claws (14): 2d cut. Traits: Flight (Winged; Handling Penalty -1); Infravision; Magery 3 (Racially innate spells only); Night Vision 5; Quadruped; Sharp Claws. Skills: Brawling-14; Detect Lies-17; Diplomacy-14; Fast-Talk-17; Intimidation-17. Spells: Ancient History-16; Detect Magic-16; Dispel Magic-16; Gift of Letters-15; Gift of Tongues-15; Invisible Wizard Eye-16; Invisible Wizard Ear-16; Remove Curse-16; See Invisible-16; Seeker-16. Class: Hybrid. Notes: Once per week, the Gynosphinx, by performing a 10 minutes ritual, can inscribe a magical rune that is triggered whenever a creature does one or more of the following, as she selects: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 20-yard from a rune can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the rune is inscribed, the triggering conditions cannot be changed. In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a rune to render it inoperative triggers it if the symbol reacts to touch. She can’t use a rune offensively; for instance, a touch-triggered rune remains untriggered if an item bearing it is used to touch a creature. Likewise, a rune cannot be placed on a weapon and set to activate when the weapon strikes a foe. She can also set special triggering limitations of her own. These can be as simple or elaborate as she desires. Special conditions for triggering a rune can be based on a creature’s name, identity, or other observable actions or qualities. When scribing a rune, she can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. She also can attune any number of creatures to the rune, but doing this can extend the ritual time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the ritual time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a rune cannot trigger it and is immune to its effects, even if within its radius when triggered. She is automatically considered attuned to her own runes, and thus always ignore the effects and cannot inadvertently trigger them. A rune can be removed by a successful Dispel Magic spell. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. She can cast each version of these runes once per week and the rune lasts a maximum of one week. Here are the available rune types: Rune of Death: Roll vs HT-2 of suffer a Heart Attack. Rune of Fear: Fright Check at -3. Rune of Insanity: Roll vs Will-3 or suffer the Hallucinating condition for minutes equal to the margin of failure. Rune of Pain: Roll vs HT-3 or suffer the Agony condition for minutes equal to the margin of failure. Rune of Persuasion: Roll vs Will-3 or suffer the effects of a Loyalty spell (M136) as if casted by the Gynopshinx. Rune of Sleep: Roll vs Will-4 or suffer the Sleep condition for minutes equal to the margin of failure. Rune of Stunning: Roll vs Will-3 or suffer the Paralysis condition for minutes equal to the margin of failure. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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Nymdok |
Re: White Plume Mountain for GURPS Dungeon Fantasy
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Pretty good, mostly. A few notes: * I'd go with Per 14 and Will 15, the latter getting a boost from the Wisdom bonus of +4 due to Iron Will. Very minor. * I compute that the gynosphinx has her skill ranks as: Bluff 11, Concentration 11, Intimidate 7, Listen 13, Sense Motive 11, Spot 13. Concentration is worthless in GURPS, and Listen and Spot should be capped at 11 ranks, but regardless, this indicates to me that the skills she should have are Detect Lies, Fast-Talk, Intimidation and Observation, as well as Brawling. Give the non-combat skills a straight 12 points each and 8 for Brawling. Her Diplomacy and Disguise come exclusively from synergies and Charisma. Thus: Brawling-14, Detect Lies-16, Fast-Talk-17, Intimidation-18, Observation-17. * I did find GURPS Magic equivalents for the four Symbols used in the adventure. Sleep, Stun and Pain match up well to their GURPS equivalents, with Insanity working out best as Permanent Madness, the Hallucinating condition. I didn't check the others. This is in case it matters or simplifies things. Incidentally, the effect itself would work best as a special magic item, if someone else wants to do it, as the Link spell doesn't allow a reset. * Her DR would have the Tough Skin limitation. She has just enough for that to come into play too, for crushing damage. * She would be able to Parry with that limb, from Brawling, at a 10, though probably would seldom do so. * I'd drop her spells by a point, to the one point minimum investment. In short, nothing too important. I've discovered your methods for translating stats works well, though I handle Strength as all the others if we're dealing with a humanoid PC-type. |
Re: White Plume Mountain for GURPS Dungeon Fantasy
Here is the shadow, that you can find in room 4, the Chamber of Globes:
Shadow ST: 0 HP: 10 Speed: 5.50 DX: 12 Will: 11 (+1 Will against True Faith) Air Move: 5 IQ: 8 Per: 12 HT: 10 FP: N/A SM: 0 Dodge: 9 Parry: N/A DR: 0 Strenght Drain (12): 1d-2 ST damage (min 1). Affects only living foes. A foe reduced to ST 0 by a shadow dies. If humanoid, it becomes a shadow under the control of its killer within 1d6 x 5 seconds. Reduced ST is recovered at 1pt/hour. Traits: Darkvision; Doesn’t Breathe; Doesn’t Sleep; Enhanced Dodge; Flight (Handling Bonus +1); High Pain Threshold; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Insubstantiality (Affect Substantial, Always On, Doesn’t work against positive/negative energy and force effects, Works 50% time against magic/spells/holy water) Injury Tolerance (Diffuse, Unliving); Unfazeable; Unhealing (Total). Skills: Brawling-12; Stealth-14. Class: Undead. |
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