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-   -   White Plume Mountain for GURPS Dungeon Fantasy (https://forums.sjgames.com/showthread.php?t=48708)

Rasputin 12-15-2008 04:14 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
I knew I should have been a lawyer ;)

I'll just state my biggest concern again -- I'm a little wary of implementing a new structure when an existing one works 90% as well.

Collective_Restraint 12-16-2008 08:22 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Second critter from room 4, The Chamber of Globes:

Elemental, Air Large
ST: 14 HP: 14 Speed: 8.00
DX: 17 Will: 10 Air Move: 16
IQ: 8 Per: 11
HT: 13 FP: 11 SM: +2
Dodge: 13 Parry: 13 DR: 2
Slam (18): 1d cr
Traits: Combat Reflexes; Darkvision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; DR 3 (against non-magical weapons); Enhanced Dodge; Flight (Handling Bonus +3); Immunity to Metabolic Hazards; Injury Tolerance (Diffuse, Only against mundane attacks); No Legs (Aerial); No Manipulators.
Skills: Brawling-19.
Class: Outerplanar (Air).
Notes: The Air Elemental has two abilities:
Air Mastery: Airborne foes get a -1 to attack and damage rolls against an air elemental.
Whirlwind: The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 4 seconds. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 1-yard wide at the base, up to 6-yard wide at the top, and up to 8-yard tall. The elemental controls the exact height, but it must be at least 2-yard tall.
Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more SM smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed a Dodge roll when it comes into contact with the whirlwind or take 1d+3 cr damage. It must also succeed a second Dodge roll or be picked up bodily and held suspended in the powerful winds, automatically taking 1d+3 cr damage each turn. A creature that can fly is allowed a Dodge roll each turn to escape the whirlwind. The creature still takes damage but can leave if the Dodge is successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Will-3 roll to cast a spell. Creatures caught in the whirlwind suffer a -2 DX penalty. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including Darkvision, beyond 1-yard.
Those caught in the cloud must succeed a Will-3 check to cast a spell.
An elemental in whirlwind form cannot make slam attacks.

Collective_Restraint 12-16-2008 08:25 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Last critter of room 4, The Chamber of Globes:

Ooze, Gray
ST: 12 HP: 12 Speed: 4.00
DX: 5 Will: 5 Move: 2
IQ: 0 Per: 10
HT: 15 FP: 15 SM: +1
Dodge: 7 Parry: N/A DR: 0
Slam (6): 1d-2 cr + follow-up 1d cor.
Traits: Amphibious; Blindness; Chameleon 4; Constriction Attack; DR 20 (against cold/fire); Infravision; Doesn’t Sleep; Immunity (All mind control); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); Invertebrate; No Legs (Slithers); No Manipulators; Vibration Sense (Universal).
Skills: Brawling-6; Stealth-10 (14 if perfectly still).
Class: Slime.
Notes: Anyone or anything (other than stone) touching the gray ooze’s body receives 1d cor damage. Foes grappled or constricted by the grey ooze receives 1d cor damage per second until he breaks free.

b-dog 12-23-2008 06:06 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Entrance to White Plume Mountain Dungeon:
The Wizard's Mouth

It says that the air of the entrance cycles in and out every 30 seconds which causes the torches to flicker madly and there is a whistle. What would the vision penalties be for this situation? (GURPS wants to be realistic)

At the end of the cave is a long horizontal crevice that is about a foot wide. The air is sucked into this crevice at great speed which causes the torches to be snuffed out. After there is a calming down and then a burst of steam that isn't dangerous enough to harm PCs. How would this be handled with GURPS?

At the end of the cave there is a metal trap door with a rusted iron ring on it. The floor is covered with muck. Now PCs must probe the ground to use their Per rolls to find the ring to the trap door. Would PCs with very high Per have a chance to find the ring without probing? If so, what would the penalty be?

In order to lift the metal trap door it says there needs to be three players with at least 16 Strength each. In GURPS, things are done more realistically (I don't have my Players Handbook so I don't know the maximum lift of Strength 16) What would you guestimate the weight of the trap door to be? Also, GURPS has the advantage of crowbars and other tools that AD&D doesn't so how would that fit in?

Below the trap door is a spiral staircase which is badly rusted. A Per roll will notice there is a thrumming to a continuous vibration.

1 A. Floating Scum: The floor is covered with water with floating scum on top. It also is attached to the walls and ceilings. It says that the PCs might wantto have a Dexterity check to avoid falling so this would translate to a DX in GURPS. It says that the floor is very slippery.

Reception Room: There is a mangy gynosphinx squatting behind a free-form desk. There is a Wall of Force blocking the corridor which can be brought down by Disintigrate, Dispel Magic or Passwall. In GURPS, Dispel Magic must win a Contest of Skills with the skill of the Wall of Force. What would be a reasonable spell skill level? Maybe Wall of Force-15?

GURPS introduces some other options such as having the PCs attempt to break the Wall of Force, if this can be done then what would the DR and HP be? Also, GURPS PCs could tunnel the wall to go around the Wall of Force, if this happens, is it assumed that the Wall of Force only extends to the edges of the hallway, or should it maybe also line the wall too?

3. Slimed: There is a large patch of green slime covering the floor . It says that it is not easily detectable. What would the penalty be for the Per rolls of the PCs be? It is below the water and would be very hard to percieve. Oil does not work due to the water covering the green slime.

b-dog 12-23-2008 07:01 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Silver Globe Awards:

(Forgot to mention this but the doors are of oak bound with iron)

Within this room there are nine 2 foot diameter silvery globes hanging from the ceiling with fine wire. Other than the water on the floor, the room appears empty.

The door to the room gives off a mild aura of magic. "Say nothing that tells the PCs whether the magic comes from the door or the inside of the room until the door has been opened. Then, magic can be detected from the door itself."

In GURPS, wizards have magery and will easily beable to notice the aura of magic (IQ + Magery are often 18+) Would you use some sort of penalty to notice what is magical, say -6? Or would there be some sort of obscure going on? GURPS wizards assumptions are different than AD&D so how would this situation be best handled? A GURPS wizard will ruin this encounter with his/her ability to detect magic easily.

When the party enteres the room, the door slams shut behind them. No spike, Hold Portal, Passwall or Knock spell can open the door or keep the door open. Only the proper key turned in the keyhole on the inside of the door (there is no keyhole on the outside of the door) unlocks its magic.

Here is where GURPS changes things. GURPS PCs can tunnel through the walls and bypass the door so would it be safe to asume the walls of the room also are impregnated with the same powerful magic that the door has?

Within each sliver globe there are various items which can be seen with X-ray vision and Clairvoyance. I'm sure that there are other ways with GURPS different powers. Strangley, there are monsters that can not be detected within the globes. Would this be the result of an Obsuring power?

6. Turnstile:There is a barred turnstile here made of iron bars attached to a central post. It says a golem could rip out the turnstile or a strong PC with a chance equal to bending bars.

This is another area where the game doesn't match up well with GURPS more realistic rules. GURPS warriors are very strong and can quickly demolish things and GURPS also has tool use like crowbars which greatly ease the destruction of things. So maybe the turnstile must be quite a bit stronger than the AD&D version to give the PCs a challenge?

7. Disk Bridge: A Per roll will let the PCs notice the heat from the door.

The door opens onto a stone platform near the north end of a large natural cave. There is a stone platform at the opposite end and bridging the gap between the platforms are a series of wooden disks suspended from the ceiling by massive sttel chains. The nine disks are about fout feet in diameter and three feet apart. Each disk is attached to its chain by a giant staple fixed to it's center. The disks and chains are coated with scum.

This is a question of modifiers in GURPS, what would be a fair penalty to handle slippery scum?

If the PCs steps immediately onto the platform, then they will take 1d4 steam damage. This maight be 1d6-2 in GURPS.

This encounter could use some GURPSifying.

There are various geysers that spout forth at regular intervals.

In order to move from disk to disk, the PCs must swing the disk towards the next one and then transfer to the next disk. The PC must make a Dexterity check which would be the same as a DX in GURPS to accomplish this.

There is also the problem of maintaining the grip on the chain and disk when the guysers go off.

Nymdok 12-23-2008 09:24 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Dont worry about torch flicker. Its momentary and there is nothing around to jeapordize the pcs, so its just sort of a mood setter.

Same with steam.

Since its about a foot of water and its murky dirty water I appplied -3 in addition to Lighting Penalties. Since the Party was bumping around with continual light cranked up to high, they found it pretty easily, which is good or else the adventure never gets off the ground.

Didnt Mess with the weight of the door, remember if they dont get through it, things never really get going. Realistic Schmealistic, but if you MUST know.

16 ST => BL 51.2 (ST*ST/5)=> Two Handed Lift 400lbs. (BL*8)=> 3people that can lift a total of 1200 pounds.

THis may not be the actual weight, this is just the force required to open it (Rusty Hinges, weight of water on top of it yadda yadda). But it may help to know incase the party has to slam it on a pursuing monster on the way out :)

IF you think this is too much, drop the wieght. Remember if they dont get through the door its gonna be a short adventure.

SPiral Stairs - Dont miss chance for collapse here. Its a little more exciting getting in and more fun getting out.

ForceWall - Reasonable here is dependent on the power level of your party. Roll the spell at about 5+ the dispel magic of the party.

As for them breaking it, you're actually looking for them to either Solve the riddle (not too tough) or work with the Gyno. Telling her you know where to find an Andro is a good hustle. If they absolutely HAVE to break it down, just let the Gyno be wearing a collar that dispells the wall. That way if they kill the Sphinx, they can still get through.

Green Slime Detection, use the -3 for murky water, add another -2 for cammo with other algae and darkness penalties.

Nymdok

Nymdok 12-23-2008 09:56 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
The silvered Globes are probably easiest solved with Obscure, but for something a little more useful treat the silvering as an Antimagic coating. You can also have a thin layer of this in the door and walls. Penetrating vision wont really help you see any of the creatures in the spheres so its sort of a self solving problem. (One is made of air, some are just shadows, and one fills up the globe so penetrating vision wont help there either.)

The door I let the whole wall slide to the left, with the wooden door ending up inside the opposite wall. The Keyhole doesnt go all the way through, it ends up being air tight, and if you have the silvering on there it does a pretty good job of sealing them in so they have to 'deal with' the room. I gave 30 real world seconds from the time the first party member entered untill the door closed. That way those that wanted in were in but anyone who was cautious would have a reasonable opportunity to go 'Well ok... it LOOKS allright'.

Turnstiles should be set up to where a golem could bypass it based on how you've built your golems.

Disc Room: Swinging back and forth and then jumping gives you a shot at dry chain. If you must rule it, base it on jumping or climbing skills for success. In the event they fail, give them another chance with a Pure DX roll (-3 for the mud and muck). If they fail both those, drop them in the mud and let em die.

If they get hit by one of the geysers, thats when bad happens. 4d burning is what I set it at, roll versus Will - Shock penalty to hold on. IF they fail, then its into the mud scum queen. Double the Dice for knockback distance on Flying creatures (since they arent holding on to anything) in ADDITION to the burn damage they take.

For the record, none of my guys got hit by the steam.

Nymdok

Collective_Restraint 12-23-2008 10:02 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Critter from Room 5, A Prime Choice:

Golem, Flesh
ST: 21 HP: 25 Speed: 5.25
DX: 9 Will: 10 Move: 5
IQ: 0 Per: 10
HT: 12 FP: N/A SM: +1
Dodge: 8 Parry: 9 DR: 2
Slam (12): 2d+1 cr.
Traits: Automaton; Berserk* (See Notes); Cannot Learn; Darkvision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Infravision; Doesn’t Sleep; DR 3 (against non-magical and non-adamantine weapons); Immunity (All mind control); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); Magic Resistance 20; Night Vision 5; Single-Minded; Unfazeable; Unhealing (Partial, See Notes).
Skills: Brawling-12.
Class: Construct.
Notes: Magical attacks that deals cold or fire slows a flesh golem same as the Decreased Time Rate disadvantage for 2d seconds. A magical attack that deals electricity damage breaks any Decreased Time Rate effects on the golem and heals 1 HP for each 2 points of electricity damage.
A flesh golem in combat has greater chances of becoming Berserk the longer it stays in that mode. Roll for Self-Control each second of combat and use the table below for the target number.
Code:

Seconds in combat Self-Control Number       
1                        17
2                        16
3-5                        15
6-10                        14
11-16                        15
17-25                        14


Collective_Restraint 12-23-2008 10:09 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
To Nymdok and B-Dog: You guys know that we are working into converting the revised version of White Plume Mountain found here ? Not the original one :
Quote:

Originally Posted by Rasputin
I have chosen White Plume Mountain as an adventure as it is freely available on Wizards of the Coast's web site. Wizards has already taken the liberty of converting this adventure to Dungeons & Dragons 3.5 Edition, which is also freely available and open source under the Open Gaming License. I am picking this for a first conversion instead of the similarily available Expedition to the Barrier Peaks as it is geared for slightly lower level play, and is a more conventional adventure. If all goes well, we can convert Expedition to the Barrier Peaks as a follow-up to this.


Nymdok 12-23-2008 11:11 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
To Nymdok and B-Dog: You guys know that we are working into converting the revised version of White Plume Mountain found here ? Not the original one :

Ugh....sorry. THats me showing my age :)

Is the revised one that different?

Nymdok


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