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 12-11-2008 08:39 PM

White Plume Mountain for GURPS Dungeon Fantasy
 
I am opening this thread to propose the conversion of the classic D&D adventure White Plume Mountain to GURPS Dungeon Fantasy.

The way I see it, such a conversion will serve to do at least two things:
  1. Let us make a conversion so we can have an adventure that is ready-to-play.
  2. Let us make a conversion so we can better know how to make a conversion.
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.

As I have no intention of stepping on the copyrights of Wizards of the Coast, the final conversion will be limited to game statistics for GURPS Dungeon Fantasy, and will require the version of the original adventure on Wizards's site.

The converted adventure will "play like GURPS" and will be game-balanced for GURPS. In some cases, this will mean changing the power level of various traps and monsters to fit a group of GURPS Dungeon Fantasy characters. Ideally, this adventure will be suitable for a group of four 250-point characters, but we may need to make the point total for characters higher. We should use existing GURPS monsters and traps when we can.

Collective_Restraint 12-11-2008 08:52 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Hey Rasputin,

I did plenty of D20 SRD Monster conversions to GURPS (they are available on my site). An experiment like this would indeed appeal to me. I'd gladly try to write the monster writeups if you'd like.

Nymdok 12-11-2008 09:13 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I converted (most of) this module for GURPS recently, but it was for a much lower point campaign than DF. I have Excel sheets with the statted monsters, conversions for Whelm, Wave and BlackRazor, and even some flavor text to go with them.

Also, if you have campaign cartographer, I actually converted that map as well.

The downside is that I converted the original 1st edition AD&D module.

If your interested, email me and I'll bounce it to you.

Nymdok@gmail.com

Nymdok
p.s. The formula that I used was TotalPartyPoints/AvgPartyLevel = points per hit die. PPHD*HD = Budget to build monsters. I think you'll find my stuff to be a good jumping off point (if a bit judeo centric in certain bits) and easy to Buff up for your game.

b-dog 12-11-2008 09:21 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I would love to see a conversion of this module on the forums. I would also like to see a conversion of Tomb of Horrors because it is downloadable now too. Hopefully soon the Forgotten Temple of Tharizdun will be on the D&D dounload list too!

Fred Brackin 12-11-2008 09:54 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
I would love to see a conversion of this module on the forums. I would also like to see a conversion of Tomb of Horrors because it is downloadable now too. Hopefully soon the Forgotten Temple of Tharizdun will be on the D&D dounload list too!

I ran White Plume and Tomb of Horrors for a Gurps group in the last year or so (from the Hackmaster versions). Ravenloft and a bunch of others too.

I didn't do any paperwork on it of course. I just converted to Gurps on the fly. It's really too simple to make a big project of.

An Orc is an Orc and a trap is roll v. Perception to spot and Traps to disarm and so on.

It's really only the magic items that are at all complicated to convert. As a hint you want something to replace all those Rings of Protection +1 with. Also the Scrolls. A Gurps Scroll is pretty much not worth the trouble of carrying. If the spells useful take your next CP and learn it.

b-dog 12-11-2008 10:23 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Fred Brackin
I ran White Plume and Tomb of Horrors for a Gurps group in the last year or so (from the Hackmaster versions). Ravenloft and a bunch of others too.

I didn't do any paperwork on it of course. I just converted to Gurps on the fly. It's really too simple to make a big project of.

An Orc is an Orc and a trap is roll v. Perception to spot and Traps to disarm and so on.

It's really only the magic items that are at all complicated to convert. As a hint you want something to replace all those Rings of Protection +1 with. Also the Scrolls. A Gurps Scroll is pretty much not worth the trouble of carrying. If the spells useful take your next CP and learn it.

Well, I could probably run those adventures on the fly but what I want is to convert them to GURPS formally. I have the downloads and I'm putting n the monsters and such. What I want to do is sort of put as many details as possible about the surroundings, monsters and anything else. Then I want to reprint them form the original for my collection.

Fred Brackin 12-12-2008 08:17 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
What I want to do is sort of put as many details as possible about the surroundings, monsters and anything else. Then I want to reprint them form the original for my collection.

How do the details that don't involve game stats differ from D&D to Gurps?

Bruno 12-12-2008 08:51 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Fred Brackin
How do the details that don't involve game stats differ from D&D to Gurps?

In my experience, it's not that it differs from D&D to GURPS, so much as a LOT of these older adventures just... lack details. Lots of commentary on some things, none on others.

EDIT: but something that's important and system related is sensory advantages - D&D characters come with Infravision and Ultravision (for old system) or Low-light Vision and Darkvision (new system).

GURPS Dungeon Fantasy characters have access to Infravision, Darkvision, and Sound Vision spells, and could easily buy Night Vision, Dark Vision, and Vibration Sense as advantages. I'm constantly having to think about air currents because the catboy thief in the game I'm running has Vibration Sense from his whiskers.

b-dog 12-12-2008 05:05 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Fred Brackin
How do the details that don't involve game stats differ from D&D to Gurps?

I would like some info on the strange rooms like in the Tomb of Horrors. There are a lot things that aren't really just cut and paste stats. There are some basic assumptions that need to be modified.

Fred Brackin 12-12-2008 05:11 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
I would like some info on the strange rooms like in the Tomb of Horrors. There are a lot things that aren't really just cut and paste stats. There are some basic assumptions that need to be modified.

If you can be specific I can try and help but off-hand I don't get what you mean.

demonsbane 12-12-2008 07:31 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
(...) what I want is to convert them to GURPS formally. (...) Then I want to reprint them form the original for my collection.

For that, I find particularly annoying the square grid overlay placed in all D&D 3 & 3.5 (4 maybe, too) maps. Even more if you use Tactical Combat. The issue involves lots of image editing.

Bruno 12-13-2008 06:24 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by demonsbane
For that, I find particularly annoying the square grid overlay placed in all D&D 3 & 3.5 (4 maybe, too) maps. Even more if you use Tactical Combat. The issue involves lots of image editing.

It's on 4 as well. But considering that the system is married to square grids, I don't expect that to ever change.

TheNinjaD 12-13-2008 06:43 AM

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.

Rasputin 12-13-2008 10:22 AM

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.

Rasputin 12-13-2008 10:27 AM

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.

carllarson 12-13-2008 11:54 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
Hmmm ... I just downloaded the web enhancement for this. Some of those stats will prove to be a challenge. A dracolich? Very tricky.

Base with Western Dragon of greatest age, add Skeletal Undead, and powers as wished to flavor.

Collective_Restraint 12-13-2008 12:08 PM

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.

Nymdok 12-13-2008 02:20 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
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.

For wave, I actually developed something called lesser force dome, that would actually work like the Shields in Dune.

Nymdok

Rasputin 12-13-2008 08:10 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Just did the Gynosphinx. Hope you like it.

Snipped in the interest of space.

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.

Collective_Restraint 12-13-2008 08:39 PM

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.

Rasputin 12-13-2008 10:22 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Here is the shadow, that you can find in room 4, the Chamber of Globes:

Again, snipped for space.

Usual notes:
* +2 turn resistance is a 10% increase. +2 to Will versus True Faith is a 20% increase. Make it a +1 bonus only.
* This is another monster that in D&D has skills that translate into points in Observation. Give it 4 points worth, or Observation-13.
* I wonder if it's such a great idea to be doing ability damage in GURPS. Have it do Fatigue damage, becoming a shadow on a failed HT roll once drained to 0 FP or less. No special rules for FP restoration.
* This one would not have Brawling, since it doesn't physically interact with anyone.

Oh, for Brawling and weapon skills, I'm toying with BAB = points in these skills. A feat dedicated to the skill, like Weapon Focus, will bump up that weapon skill a whole level; Weapon Finesse counts for the main weapon. This means that a 20th level fighter (BAB +20) with Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Melee Weapon Mastery (longsword), Slashing Fury and Weapon Mastery (longsword) will know Broadsword at DX+12 -- DX+5 from BAB +20 becoming 20 points, and the other +7 from the 7 feats dumped into it. He would know Bow at a mere DX+5, since he dumped no feats into it. Unrealistic, sure, but so is a 20th level fighter.

Nymdok 12-13-2008 11:05 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I did the shadow powers/Ads a little differently.

Strength Drain [58]
Affliction - 10 points
ST penalty -1 (+5%)
Cumulative (+400%)
Malediction (+100%)
Melee(-30%)

Mind of Shadow [15]
Affliction - 10 points
IQ Penalty -6 (+60%)
Malediction (+100%)
Melee (-30%)
Only on STR 0 (-50%)

Body of Shadow [44]
Affliction - 10 points
Body of Shadow (+20%)
Permenant(+300%)
Malediction(+100%)
Melee (-30%)
Only on STR 0 (-50%)

Collective_Restraint 12-14-2008 08:03 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
I did the shadow powers/Ads a little differently.

Strength Drain [58]
Affliction - 10 points
ST penalty -1 (+5%)
Cumulative (+400%)
Malediction (+100%)
Melee(-30%)

Mind of Shadow [15]
Affliction - 10 points
IQ Penalty -6 (+60%)
Malediction (+100%)
Melee (-30%)
Only on STR 0 (-50%)

Body of Shadow [44]
Affliction - 10 points
Body of Shadow (+20%)
Permenant(+300%)
Malediction(+100%)
Melee (-30%)
Only on STR 0 (-50%)

You're giving yourself a lot of work for nothing :) Why calculate points for critters ? Just dump the stats as they should only be used for opposition to the heroes, no ?

Collective_Restraint 12-14-2008 08:08 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
Again, snipped for space.
* This is another monster that in D&D has skills that translate into points in Observation. Give it 4 points worth, or Observation-13.

I took a look at the observation skill in the Basic Set and it is "This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching." I dunno, I simply translate both Spot and Listen to simply Perception. Observation seems more like a spy skill to me. If a critter has a lot more Spot than Listen, I simply add Acute Vision or Acute Hearing if it's the other way around.

Collective_Restraint 12-14-2008 08:15 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
* +2 turn resistance is a 10% increase. +2 to Will versus True Faith is a 20% increase. Make it a +1 bonus only.
* I wonder if it's such a great idea to be doing ability damage in GURPS. Have it do Fatigue damage, becoming a shadow on a failed HT roll once drained to 0 FP or less. No special rules for FP restoration.
* This one would not have Brawling, since it doesn't physically interact with anyone.

Agreed on the turn resistance. Will fix it up.

As for ability damage, I did toy with the Attribute Penalty from the Affliction advantage, but problem is, it gives you a HT roll to resist and your margin of failure becomes your damage. And it does recover fast a 1pt/minute. I simply decided to convert it as faithful as possible to the D&D Shadow. I just find that it makes things more elegant. Look at some critters in DF2, some of them have abilities that can't translate straight into GURPS terms. Which is fine by me as it will keep adventurers on their toes :) I should probably put a note that the ST drain can only be dodged as they are Insubstancial :)

For brawling ? These shadows were former humanoids, not sure if I would remove that completely from their stats. Well, putting a single point of Brawling or just use DX won't change much :)

Collective_Restraint 12-14-2008 08:27 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
* 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.

For Per, it's pretty minor but I know what you mean. I just thought though that because of the high Spot and Listen, Per should also be high and hey, it's a sphinx :)

As for the skills, I wouldn't put Observation (see my previous post on the shadow). Detect Lies !! How could I miss this one :) I knew there was a GURPS skills for Sense Motive. I would go with 12 points in each non-combat with the exception of Intimidate and Brawling where I would put 8.

Rasputin 12-14-2008 08:29 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
I took a look at the observation skill in the Basic Set and it is "This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching." I dunno, I simply translate both Spot and Listen to simply Perception. Observation seems more like a spy skill to me. If a critter has a lot more Spot than Listen, I simply add Acute Vision or Acute Hearing if it's the other way around.

Observation is the counter of Stealth, which is similar to how Listen and Spot are often used in D&D to counter Move Silently and Hide. The question is whether or not these monsters detect the party thief slipping by at default or not.

Collective_Restraint 12-14-2008 08:37 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
* 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.
* I'd drop her spells by a point, to the one point minimum investment.

I know there is GURPS spells equivalent, problem is, she will need to start sinking FP to maintain them and the rest. Decided to handle all of them as special area affliction that can be scribed on a surface. And I think this way, it stays very close to the original. Spells, I decided to put 2 points per spell as Sphinx feel pretty magical to me, especially since she casts them as a 14th level caster. I ususally handle caster levels by putting one point of Magery per 5 caster level. I rounded it up for the Sphinx.

Collective_Restraint 12-14-2008 12:29 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
Observation is the counter of Stealth, which is similar to how Listen and Spot are often used in D&D to counter Move Silently and Hide. The question is whether or not these monsters detect the party thief slipping by at default or not.

I dunno, I read the entry of Stealth (believe me, I'm no GURPS Guru and I do need to recheck stuff every once in a while) and it reads : "If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception." Not only that almost ALL D&D monsters have Listen and Spot ranks. I'd find it pretty harsh for Thieves to have all critters getting the Observation skill, no ? Perception by itself should do the job. IMHO.

Nymdok 12-14-2008 01:28 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
You're giving yourself a lot of work for nothing :) Why calculate points for critters ? Just dump the stats as they should only be used for opposition to the heroes, no ?

I use the point values to 'balance' the encounters based on hit dice. I stat every thing when Im converting.

Keep in mind I use balance in a somewhat vague sense here as there is no absolute translation.

Nymdok

Collective_Restraint 12-14-2008 07:25 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
I use the point values to 'balance' the encounters based on hit dice. I stat every thing when Im converting.

Keep in mind I use balance in a somewhat vague sense here as there is no absolute translation.

Nymdok

Yeah, combat balance is kinda hard to evaluate with points. Who's the biggest combat monster: An expert swordsman with ST 12 [20] DX 12 [40] and Broadsword-17 [20] for 60 points or a clumsy but high-powered ogre with ST 19 [81, -10% for SM+1], DX 9 [-20] and Axe/Mace-9 [2] for 63 points ? The ogre probably won't even be able to score a hit while the other one can either aim good targets (vitals, face, etc.) or perform Deceptive Attacks.

Rasputin 12-14-2008 07:30 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
As for ability damage, I did toy with the Attribute Penalty from the Affliction advantage, but problem is, it gives you a HT roll to resist and your margin of failure becomes your damage. And it does recover fast a 1pt/minute. I simply decided to convert it as faithful as possible to the D&D Shadow. I just find that it makes things more elegant. Look at some critters in DF2, some of them have abilities that can't translate straight into GURPS terms. Which is fine by me as it will keep adventurers on their toes :) I should probably put a note that the ST drain can only be dodged as they are Insubstancial :))

The problem with ST drain is that you need to address whether or not you recalculate damage with every loss. Fatigue damage, however, is easy to handle -- at 1/3 FP, you halve it. Done. End of story.

Rasputin 12-14-2008 07:34 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Yeah, combat balance is kinda hard to evaluate with points. Who's the biggest combat monster: An expert swordsman with ST 12 [20] DX 12 [40] and Broadsword-17 [20] for 60 points or a clumsy but high-powered ogre with ST 19 [81, -10% for SM+1], DX 9 [-20] and Axe/Mace-9 [2] for 63 points ? The ogre probably won't even be able to score a hit while the other one can either aim good targets (vitals, face, etc.) or perform Deceptive Attacks.

True, but the ogre can end the fight with one lucky hit. But otherwise, your point is correct. Character points are very vague for this sort of thing. They're really intended for PCs, and the farther you get from a PC, the less useful they are to measure anything.

Nymdok 12-14-2008 07:49 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
The problem with ST drain is that you need to address whether or not you recalculate damage with every loss.

Actually, the recalculating of damge wasn't an issue, it affected ST not HP, the real problem for the party was after a few hits, encumbrance became an issue. The cleric almost collapsed under her own weight!

Quote:

Originally Posted by Rasputin
True, but the ogre can end the fight with one lucky hit. But otherwise, your point is correct. Character points are very vague for this sort of thing. They're really intended for PCs, and the farther you get from a PC, the less useful they are to measure anything.

Although thats somewhat true, for enemies that are Vaguely humanoid, they work pretty well. For Green Slime and Grey Ooze, it was an utter failure, for everything else, it worked out OK.

For the Mathematically Inclined.....For evey combat the ST and DX and Skill of the Attacker matter as do the defenses of the defender. Seems like there oughta be a way to work out damage expectation value for a given set of conditions. Maybe even apply some markovnian math and finally see if its the Mighty or the nimble that have the greatest advantage.

Nymdok

Rasputin 12-14-2008 10:00 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
Although thats somewhat true [that points are worthless for NPCs], for enemies that are Vaguely humanoid, they work pretty well. For Green Slime and Grey Ooze, it was an utter failure, for everything else, it worked out OK.

Yes. But I wouldn't hold fast to them. And another thing, in GURPS, it is easier to defeat a lone foe with sheer numbers. By contrast, your 7th level D&D fighter can take on swarms of goblins.

Quote:

Originally Posted by Nymdok
For the Mathematically Inclined.....For evey combat the ST and DX and Skill of the Attacker matter as do the defenses of the defender. Seems like there oughta be a way to work out damage expectation value for a given set of conditions. Maybe even apply some markovnian math and finally see if its the Mighty or the nimble that have the greatest advantage.

You'd have to limit your assumptions greatly for this. There are literally hundreds of ways to circumvent the whole basic assumptions of melee combat in GURPS.

Rasputin 12-14-2008 10:11 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
Actually, the recalculating of damge wasn't an issue, it affected ST not HP, the real problem for the party was after a few hits, encumbrance became an issue. The cleric almost collapsed under her own weight!

That's an even better reason to use FP. The calculation to ST comes in once, and for Basic Lift, it's a simple quartering, leaving only the messy damage issue.

Nymdok 12-14-2008 11:49 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
That's an even better reason to use FP. The calculation to ST comes in once, and for Basic Lift, it's a simple quartering, leaving only the messy damage issue.

I must admit, my Spreadsheet did it for me :)

I think that the diminishing ST gave my players something different to deal with. Since Excel did the heavy lifting, it was worth the effort.

Nymdok

Collective_Restraint 12-15-2008 10:26 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
That's an even better reason to use FP. The calculation to ST comes in once, and for Basic Lift, it's a simple quartering, leaving only the messy damage issue.

Hmmm just thought of something though. By using FP instead of ST, it will greatly punish spellcasters compared to warriors. Damaging FP is a big impact on a spellcaster's ressource while compared to the D&D shadow that is supposed to cripple warriors. Don't forget that ability damage is part of the Affliction advantage.

Rasputin 12-15-2008 11:15 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Hmmm just thought of something though. By using FP instead of ST, it will greatly punish spellcasters compared to warriors. Damaging FP is a big impact on a spellcaster's ressource while compared to the D&D shadow that is supposed to cripple warriors. Don't forget that ability damage is part of the Affliction advantage.

That is an argument in favor of ST, you have me there.

Collective_Restraint 12-15-2008 11:48 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
That is an argument in favor of ST, you have me there.

I knew I should have been a lawyer ;)

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

b-dog 12-23-2008 04:12 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Well, I don't have access to the "new" White Plume Mountain because I am on vacation.

The next room in the "old" version is a room where there is a drain. It says that it is magically hidden. So in GURPS I would imagine that the drain has Conceal Magic at maybe 15 to 18 and a mage would need to overcome this spell with a Detect Magic spell or use something like a Gem of True Seeing.

Collective_Restraint 12-23-2008 06:28 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
Ugh....sorry. THats me showing my age :)

Is the revised one that different?

Nymdok

I wouldn't know as I never played the original one :) I just couldn't find the trap door thing that b-dog described requiring 3 characters of 16 Str each. It's a free download (click on Rasputin's link), you guys should definately check it out. I think they just updated it to match the 3.5 rules.

b-dog 12-23-2008 07:09 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
The new one is very different and I don't like it anywhere near as much.

Rasputin 12-23-2008 09:56 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
The new one is very different and I don't like it anywhere near as much.

The new one is for D&D 3.5e, and thus easier to convert.

b-dog 12-23-2008 11:08 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
The new one is for D&D 3.5e, and thus easier to convert.

True, they changed a lot of the monsters and encounters though.

Collective_Restraint 12-24-2008 09:06 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Critter of Room 6, The Gate:

Mimic
ST: 19 HP: 19 Speed: 6.00
DX: 11 Will: 11 Move: 2
IQ: 10 Per: 11
HT: 13 FP: 13 SM: +2
Dodge: 9 Parry: 10 DR: 3
Slam (14): 2d cr.
Traits: Binding 16 (See Notes); DR 20 (against acid); Infravision; Morph (See Notes).
Skills: Brawling-14; Climbing-12; Disguise(Objects)-15.
Class: Mundane.
Notes: The mimic has the following abilities:
Adhesive: A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds a Quick Contest of ST or Escape skill
against the ST 16 of the Binding. A successful Quick Contest of ST against ST 16 is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 seconds after the creature dies.
Mimic Shape: A mimic can assume the general shape of any object that fills roughly 8 cubic yard (2-yard by 2-yard by 2-yard), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Quick Contest of Per against the mimic’s Disguise skill. Of course, by this time it is generally far too late.

Rasputin 12-24-2008 10:54 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
True, they changed a lot of the monsters and encounters though.

And it is freely available. Having said that, I might use Nymdok's versions of the weapons, since the 3.5e weapons are very boring unless you use the Weapons of Legacy supplement, in which case, they're very complex.

b-dog 12-24-2008 04:35 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
And it is freely available. Having said that, I might use Nymdok's versions of the weapons, since the 3.5e weapons are very boring unless you use the Weapons of Legacy supplement, in which case, they're very complex.

I think that it would be cool to sort go into a lot of the room details too, like the DR and HP of various items and stuff. Also, I would like some stats for the magic items too.And maybe some notes for possiblilities for PCs who have other abilities like Permeation and also the ability to fly, (in the geyser room)

Rasputin 12-24-2008 09:57 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
I think that it would be cool to sort go into a lot of the room details too, like the DR and HP of various items and stuff. Also, I would like some stats for the magic items too.And maybe some notes for possiblilities for PCs who have other abilities like Permeation and also the ability to fly, (in the geyser room)

The room crunchy bits will probably be translated, at least for those walls and doors that already have listed hit points and Hardness stats. I'll have to check the adventure, but as it is written for 7th level characters, they would be assumed to have access to fly and gaseous form, so it might have some info.

b-dog 12-25-2008 02:28 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
The room crunchy bits will probably be translated, at least for those walls and doors that already have listed hit points and Hardness stats. I'll have to check the adventure, but as it is written for 7th level characters, they would be assumed to have access to fly and gaseous form, so it might have some info.

For me the info on the crunchy bits will be very useful. Stuff like the symbols on the wall with the gynosphynx would be interesting in how it would be handled if a PC with permeation were to go around the symbols. I would imgaine that the symbols wouldn't work. Also, a person with Magery should have a chance to identify the symbols too.

TheNinjaD 12-25-2008 06:25 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by b-dog
I think that it would be cool to sort go into a lot of the room details too, like the DR and HP of various items and stuff. Also, I would like some stats for the magic items too.And maybe some notes for possiblilities for PCs who have other abilities like Permeation and also the ability to fly, (in the geyser room)

Agreed. I would like to see all kinds of details.

Lupo 12-25-2008 06:03 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I was wondering... what do you like in White Plume Mountain, exactly?

I didn't know this adventure, but after reading this post I downloaded it and GMed it (in a GURPS Dungeon Fantasy game with 250 pt characters).

I made most conversions "on the fly" and everything was ok.

BUT, I have to say that I was VERY disappointed by the quality of the adventure itself.

The backstory is totally generic (evil archmage steals magic weapons, PCs hired to get them back); the dungeon lacks any characterization or theme (it isn't an orc fortress, nor a vampire lair, nor a magical stronghold... just a hole in the ground filled with unrelated monsters); enigmas are ridicolously easy and traps are quite unchallenging; there isn't a single interesting "talking" NPC (my players love hack&slash but they'd like to actually talk to 1 NPC in each adventure).

Last but not least, the map is *totally* linear - no exploration, no dead ends, no "bonus rooms", nothing - at the dungeon's entrance you can choose to go North, East or West and then you just have to go ahead and defeat all the monsters until the final room.

Please note that I am not bashing D&D or anything. I fully understand what "hack&slash" or "dungeon fantasy" are supposed to be, and I like them, as my players do. The previous Dungeon Fantasy adventure we had was a quest in a simil-Egyptian kingdom to find the golden mask of an ancient king, hidden in a lost pyramid... and everybody liked it.
I wasn't expecting a "serious" campaign, lots of dialogues, complex conspiracies nor anything of the sort.
I was expecting just a good, old-fashioned "dungeon" game; an action-oriented game with fierce fights, passages to explore, traps, enigmas and a little bit of heroism. If an adventure doesn't need to be realistic or believable, I'd expect it to be at least very playable and very funny; full of challenging situations, inspiring foes and occasions for problem-solving.
On the contrary, White Plume Mountain wasn't any of those things - actually it seemed VERY "basic" and very poorly designed to me.
To be honest, it was probably worse than the "adventures" (dungeons, actually) I created as a GM when I was 15.

So I am wondering: do you think it's a "good", well-written adventure in its genre? What do you like in it?

Nymdok 12-26-2008 01:11 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Nostalgia Drove my fond memmories of this Module, but after converting it, it still seemed to please my kids.

In typical gurps fashion, I supplied the charachterizing features of the module. Made the mage sort of an Evil Jackie Mason jewish guy and painted the module with that flavor.

I put old jewish proverbs in the mouths of the golems, made the GynoSphynx something of a yenta, and threw in a few jokes about not eating the giant crab.

The Map is linear, I grant you, but how intricate to you expect it to be? Since when Are dead ends fun? Also try to keep in mind that this is back when Mapping a dungeon was encouraged as opposed to now when mapping is generally considered less of a big deal.

What makes the Module Great:

The 'puzzle rooms' (river, dangling platforms, globe room, etc) were neat for thier day and each is still novel in its own way. There is a broad array of difficulty and aptitude there to be exploited.

The emphasis is largely ON those encounters as opposed to beating a lump of seaweed to death.

The players were rewarded with mighty weapons for their hard work, we all like shiny new mighty weapons.

Its pretty easy to map.

The eclectic array of monsters gave a sense that you never really KNEW what the next room would hold and that whatever force gathered them together was truly mighty.

I'm sorry you didnt have a good time playing through it. It is indeed one of the classics.

There should have been fierece fights galore in there and more than one occasion for helath rolls to live. If not, consider scaling up the monsters.

There were plenty of traps in there, dont know how your guys missed them.

What may provide some insight is telling us how your players circumvented/overcame the larger encounters.

Nymdok

b-dog 12-26-2008 01:34 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Lupo
I was wondering... what do you like in White Plume Mountain, exactly?

I didn't know this adventure, but after reading this post I downloaded it and GMed it (in a GURPS Dungeon Fantasy game with 250 pt characters).

I made most conversions "on the fly" and everything was ok.

BUT, I have to say that I was VERY disappointed by the quality of the adventure itself.

The backstory is totally generic (evil archmage steals magic weapons, PCs hired to get them back); the dungeon lacks any characterization or theme (it isn't an orc fortress, nor a vampire lair, nor a magical stronghold... just a hole in the ground filled with unrelated monsters); enigmas are ridicolously easy and traps are quite unchallenging; there isn't a single interesting "talking" NPC (my players love hack&slash but they'd like to actually talk to 1 NPC in each adventure).

Last but not least, the map is *totally* linear - no exploration, no dead ends, no "bonus rooms", nothing - at the dungeon's entrance you can choose to go North, East or West and then you just have to go ahead and defeat all the monsters until the final room.

Please note that I am not bashing D&D or anything. I fully understand what "hack&slash" or "dungeon fantasy" are supposed to be, and I like them, as my players do. The previous Dungeon Fantasy adventure we had was a quest in a simil-Egyptian kingdom to find the golden mask of an ancient king, hidden in a lost pyramid... and everybody liked it.
I wasn't expecting a "serious" campaign, lots of dialogues, complex conspiracies nor anything of the sort.
I was expecting just a good, old-fashioned "dungeon" game; an action-oriented game with fierce fights, passages to explore, traps, enigmas and a little bit of heroism. If an adventure doesn't need to be realistic or believable, I'd expect it to be at least very playable and very funny; full of challenging situations, inspiring foes and occasions for problem-solving.
On the contrary, White Plume Mountain wasn't any of those things - actually it seemed VERY "basic" and very poorly designed to me.
To be honest, it was probably worse than the "adventures" (dungeons, actually) I created as a GM when I was 15.

So I am wondering: do you think it's a "good", well-written adventure in its genre? What do you like in it?

I don't think this dungeon is anything special but I would like to have it statted out just for fun and it would be useful. I would much more interested in having some Gygax adventures converted though.

Lupo 12-26-2008 05:59 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
The Map is linear, I grant you, but how intricate to you expect it to be? Since when Are dead ends fun?

They are fun because being able to choose more than one path, gives the players a sense of freedom. IMHO a single path labyrinth is less fun than a complex one.
Quote:

Also try to keep in mind that this is back when Mapping a dungeon was encouraged as opposed to now when mapping is generally considered less of a big deal.
The players mapped everything, but in the end they realized it was useless... no need for maps if there is only one path.

Quote:

What makes the Module Great:

The 'puzzle rooms' (river, dangling platforms, globe room, etc) were neat for thier day and each is still novel in its own way. There is a broad array of difficulty and aptitude there to be exploited.
Yes, these are the best rooms/encounters, but, overall the module isn't good enough (in my opinion, of course).

Quote:

The players were rewarded with mighty weapons for their hard work, we all like shiny new mighty weapons.
Ok, I don't need a published module to give mighty weapons.
Btw, I didn't like the weapon statistics at all: TOO complicated with the three legacy rituals for each weapon (not to mention the really silly backstories for the rituals)

Quote:

The eclectic array of monsters gave a sense that you never really KNEW what the next room would hold and that whatever force gathered them together was truly mighty.
I had a sense that the author was in a hurry and he chose the monsters at random.

Quote:

There should have been fierece fights galore in there and more than one occasion for helath rolls to live. If not, consider scaling up the monsters.
Yes that was my fault, I probably was too generous in the conversion; some converted monsters were too weak for my PCs.
That said, the fights would have been more interesting if enemies had been better defined and characterized.
To me, "fight random, weird monsters trained by some unseen, undescribed mage" is less compelling than "fight the goblin horde and savage trolls of Lord Karzuk, the evil Lord War who's been terrifying the country"

Quote:

There were plenty of traps in there, dont know how your guys missed them.
There were many traps, but just a few were actually "interactive", and most were obvious. I was expecting something more complicated such as "only with the Talisman found in west corridor you can overcome the Death Rune in north corridor".

Perhaps my expectations were too high... reading that White Plume Mountain was a classic adventure, readapted to 3.5 edition after many years and so on, I expected a hell of a dungeon.

Collective_Restraint 12-26-2008 09:27 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
To Lupo: I agree with you Lupo, this module is not the best one there is and I too prefer dungeons with plenty of patterns. I think Rasputin decided to go with this module for ease of conversion and also with the fact that this module is FREE to download. Converting all of it would at least give one free Dungeon Fantasy module to the GURPS community.

TheNinjaD 12-26-2008 09:35 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Is this conversion being done away from here or is it being done here? Not much has been posted.

Peter V. Dell'Orto 12-26-2008 09:39 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Lupo
I was wondering... what do you like in White Plume Mountain, exactly?

Back in our AD&D days, it stuck out as a unique adventure. It had:

- puzzles you can solve to avoid combats (sphinx, golems)
- puzzles you can solve to get an ally (golems)
- interesting combo trap/fight encounters (go down hot corridor and then fight prepared foes)
- fights in damageable terrain (fight giant crab in delicate terrain, the tiered wet/dry fights)
- monsters will modified characteristics to make them more interesting (the crab was classic).
- enemies actually used their magic weapons against you, they just didn't have a treasure pile in the corner.

and finally it had magic weapons to recover that you probably wouldn't want to keep, thanks to their drawbacks.

Those weapons specifically informed the great magic weapons of my current fantasy game - all of them have really cool and unique upsides, and really unpleasant but possible bearable downsides.

Sure, the answers to the puzzles are more obvious to me now in my 30s than when I ran an AD&D game in elementary school using that adventure. The plot is hackneyed and old (go steal stuff from vanished evil wizard). It's a linear hack-and-slash adventure, with no real depth of characterization and no plot. But so what? It was a dungeon. It had cool monsters, unique treasures, interesting fights, and puzzles. It was generally more interesting and stood out as more unusual than most other modules of its time.

I haven't seen the 3.~ version, though, I've only read the old AD&D version and Return to White Plume Mountain (heck, I bought it in a second and reviewed it for Pyramid!). But it always stood out as packing a heck of a lot of interesting encounters into a very thin little module. I got my $7 worth and more out of that one.

b-dog 12-27-2008 05:00 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Toadkiller_Dog
Back in our AD&D days, it stuck out as a unique adventure. It had:

- puzzles you can solve to avoid combats (sphinx, golems)
- puzzles you can solve to get an ally (golems)
- interesting combo trap/fight encounters (go down hot corridor and then fight prepared foes)
- fights in damageable terrain (fight giant crab in delicate terrain, the tiered wet/dry fights)
- monsters will modified characteristics to make them more interesting (the crab was classic).
- enemies actually used their magic weapons against you, they just didn't have a treasure pile in the corner.

and finally it had magic weapons to recover that you probably wouldn't want to keep, thanks to their drawbacks.

Those weapons specifically informed the great magic weapons of my current fantasy game - all of them have really cool and unique upsides, and really unpleasant but possible bearable downsides.

Sure, the answers to the puzzles are more obvious to me now in my 30s than when I ran an AD&D game in elementary school using that adventure. The plot is hackneyed and old (go steal stuff from vanished evil wizard). It's a linear hack-and-slash adventure, with no real depth of characterization and no plot. But so what? It was a dungeon. It had cool monsters, unique treasures, interesting fights, and puzzles. It was generally more interesting and stood out as more unusual than most other modules of its time.

I haven't seen the 3.~ version, though, I've only read the old AD&D version and Return to White Plume Mountain (heck, I bought it in a second and reviewed it for Pyramid!). But it always stood out as packing a heck of a lot of interesting encounters into a very thin little module. I got my $7 worth and more out of that one.

I agree. I don't think this is the best module, but it was fun. I enjoy dungeons that are imaginative as opposed following pure realism. The point for me is to have fun not simulate reality.

Collective_Restraint 12-27-2008 06:49 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by TheNinjaD
Is this conversion being done away from here or is it being done here? Not much has been posted.

Well, I'm slowly converting all of the critters apprearing in the module one by one. Next will be the items.

Rasputin 12-27-2008 09:31 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Well, I'm slowly converting all of the critters apprearing in the module one by one. Next will be the items.

I'll probably post Nymdok's versions of the weapons from the original module. Weapons of Legacy data are too crunchy to be fun or easy-to-convert. And if you're reading this on a GURPS forum, that means it really is too crunchy.

Styxx 01-07-2009 07:16 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Lupo
I was wondering... what do you like in White Plume Mountain, exactly?

So I am wondering: do you think it's a "good", well-written adventure in its genre? What do you like in it?

Hey Lupo, I would like to comment on why I thought\think it is one of the best.
Nostalgia and virgin D&ders

The year was 1980 or it might have been 1981. I and my friends owned The Players handbook, the DMG, and the monster manual and a smattering of modules incudlign S1 Tomb of horrors that I killed everyone in 2 or three times over.
BTW I am at the time 10 or 11 years old as well as my friends and I think we where in grade 6 maybe grade 7.
We where not that well read when it came to fantasy. I think by then only the hobbit read to me by my mom and we say the movie in grade 7. There just was not that much art, literature, movies that there is today.

Out came this most amazing module. Cover art (was Jeff Dee)has this winged thing shooting sharp tale spikes at armoured men with big steel shields, a cool spell caster using this mystical shield to deflect them. The interior art was fantastic. (Again More Jeff Dee Art).

Then we open it up and I as the Dm read about these awesome assortment of weapons, with really neat powers and with disadvantages. In 1980/81, the Evil wizard stealing weapons was not tired. It was fresh, it was new. The monsters where awesome and varied. There where riddles (hell back then the only riddles we knew where Golems What do I have in my Pocketses, and the Old man by the bridge "What is the air speed velocity of a coconut laden swallow"?) Did I say the weapons where Amazing with fricken amazing pictures to boot? they where second only to those really powerful Artifacts in the DMG like Axe of the Dwarvish Lord and the Sword of Kas that my players where not allowed to have
.
Funny that you mention no good discussion because I vaguely remember the discussion that took play between the players and the Poor Trapped Halfing that was really the Ogre Magi. It rocked and I still remember killing the paladin as he reached down to pick up this poor trapped cute fellow and put him on his back to carry him. When I was 10 years old it was something like. Okay you are dead. And believe it or not the players said, okay Why? God I miss those days.

The newest iteration Sucks. The "Return to" is terrible.

By todays standards the first edition White Plume Mountian is tired.
(( Oh I forgot to mention that just the map with the arrow point to the "DracoLich" Which we had no freaken idea what it was but it looked cool and sure as spit we had to adventure that direction after they sacked this module)).
It is old and it is the yard stick that newer creations steal from and measure them selves by IMHO.

I recently re-dm this in Gurps (the only game I play now and have since "Man to Man" came out in soft cover and allowed my players to actively defend them selves in stead of the soft AC of Dnd but I digress.)


The entrance was actually a plume of plasma like Steam that ejected from a crevasse half way down a a slick smooth sided slide that was wet from the steam. The players had to navigate down, time the plume leap over it to the other side. Inside was the smell of pork. A poor Knight of Greyhawk barely alive was cooked in his chainmail and helm.
We play high fantasy (heavily influenced by our Dnd roots but are strict on lighting and movement in waters. So the knee deep water was a freaken terrifying proposition to wade through in the dark with just torchlight especially when I had the Mage catch sight of a ghostly white female in flowing robes swim by and dart under the pathway (the Sea versions of the undead ghouls) Picture men leaping up on any ledges or other person as fast as possible.

The encounters where harder, the traps more dangerous. Jumping from a swinging chain with a wood platform that tips too and fro suspended over lava just to have to leap to the next one is both more visceral in gurps and doable as well. Thus more rewarding. Dnd it was really about fluff and soft D20 rolls.

So really in a nut shell you sound too young and spoiled by all the awesomeness that is out there now. It is crap compared to it now.
But I remember that Saturday morning we all walked down to the store after hitting the Arcade and saw it sitting on the self . For me, it was and always will be one of the greatest.

BTW, great post, awesome conversions.
Keep up all the great work all of you. Really is great.

Rasputin 01-18-2009 11:26 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Well, I've run two sessions of this so far. I ignored random encounters on the way to the mountain, and they went down the west passageway, so they just fought the harpy. I probably made her a bit too easy -- I let the bard jam her with Musical Influence and stun her with Rapier Wit, and once he did that, she was a sitting duck for his arrows. Now that I translate the stats formally, that affliction should have been something like a contest of her Will versus Will-3 rather than straight Will; I was winging it this afternoon. They did have all sorts of troubles with the ghouls and the heat trap -- the barbarian wanted to see what happened when he walked in front of the plates holding a crowbar, which wound up dealing 4 points of damage to his hand.

Incidentally, for the heat trap, I translated each d6 of damage as being 1d-2. It never came to more than 1d-2; they took no chances, running down the hall, and the bard lobbed his rapier into the room with the ghouls. I let them push down the water the cleric's armor with his stick with Continual Light unfettered once they had taken out the ghouls. The cleric never got the idea to cast Dispel Magic on the plates, as I might have let that work. But if someone has a better idea as to how to work that trap, feel free.

Harpy
ST: 10 HP: 10 Speed: 5.50
DX: 12 Will: 11 Move: 4 (Air Move 8)
IQ: 8 Per: 11
HT: 10 FP: 10 SM: +0
Dodge: 8 Parry: 9 DR: 1*
Baton (13): 1d crushing.
Claws (13): 1d-3 cutting.
Song (11; Resisted by Will-3): Those within 100 yards who fail start walking towards the harpy. Taking damage or suffering an irritating condition allow another resistance roll. Someone with Musical Influence can grant another resistance roll upon a successful Quick Contest of his Musical Influence versus her Will.
Traits: Acute Hearing 3; Infravision; Night Vision 5; Sadism (12).
Skills: Brawling-14; Fast-Talk-10; Public Speaking-8; Shortsword-13.
Class: Hybrid.

Ghoul
ST: 11 HP: 11 Speed: 5.50
DX: 12 Will: 12 Move: 5
IQ: 11 Per: 12
HT: 10 FP: 10 SM: +0
Dodge: 8 Parry: 9 DR: 1*
Bite (12): 1d-2 crushing plus stunning (resisted by HT) and disease (resisted by HT). The disease has an onset of one day. Those who fail take 1d-2 points of DX damage. The victim must roll daily until he succeeds on two straight daily HT rolls.
Claws (12): 1d-2 crushing plus stunning (resisted by HT) and disease (resisted by HT). Disease is as for the bite.
Traits: Acute Vision 1; Darkvision; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (Unliving); Unfazeable; Unhealing (Total).
Skills: Acrobatics-11; Brawling-12; Climbing-13; Jumping-14; Stealth-13.
Class: Undead.

Ghast
ST: 13 HP: 15 Speed: 5.75
DX: 13 Will: 12 Move: 5
IQ: 11 Per: 12
HT: 10 FP: 10 SM: +0
Dodge: 8 Parry: 10 DR: 2*
Bite (14): 1d-1 crushing plus stunning (resisted by HT) and disease (resisted by HT). The disease has an onset of one day. Those who fail take 1d-2 points of DX damage. The victim must roll daily until he succeeds on two straight daily HT rolls.
Claws (14): 1d-1 crushing plus stunning (resisted by HT) and disease (resisted by HT). Disease is as for the bite.
Bad Smell (Resisted by HT): All approaching the ghast within two yards must resist or start Retching for minutes equal to how much they failed their resistance roll.
Traits: Acute Vision 2; Darkvision; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (Unliving); Unfazeable; Unhealing (Total).
Skills: Acrobatics-12; Brawling-14; Climbing-14; Jumping-15; Stealth-14.
Class: Undead.

Rasputin 01-19-2009 01:23 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quick translation of the boss encounter for this wing. French speakers: what does "sans pite" mean? I can't find a translation for "pite" anywhere. Or is this a pun, like "without spite"?

Sir Bluto Sans Pite
ST: 13 HP: 13 Speed: 6.00
DX: 12 Will: 9 Move: 4
IQ: 11 Per: 9
HT: 11 FP: 11 SM: +0
Dodge: 12 Parry: 14 Block: 14 DR: 7
Weapon (14): Fine broadsword (2d+1 cutting or 1d+2 crushing). He has the Feint technique at +4, meaning he can feint at skill 18.
Traits: Acute Hearing 2; Bloodlust (12); Bully (12); Callous; Combat Reflexes; High Pain Threshold.
Skills: Animal Handling (Equines)-12; Broadsword-14; Diplomacy-10; Fast-Talk-13; Intimidation-11; Jumping-13; Riding (Horses)-13; Shield-14.
Notes: He wears plate on his torso, groin, arms and legs and a great helm on his skull and face, all enchanted with Fortify +1, giving DR 7 to those areas. He wears heavy gauntlets on his hands, also enchanted with Fortify +1, granting DR 6. He wears boots on his feet, granting DR 2*, which are enchanted with Haste 1 and Jump 1, adding to his Move and Dodge, factored in above. He carries a large shield, granting DB 3, also factored in above. His gear gives him Medium Encumbrance, also factored in above.

Rogues
ST: 11 HP: 11 Speed: 6.00
DX: 12 Will: 11 Move: 6
IQ: 9 Per: 12
HT: 12 FP: 12 SM: +0
Dodge: 9 Parry: 9 DR: 2
Weapon (12): Fine rapier (1d+1 impaling).
Weapon (11): Fine long spear (1d+3 impaling).
Weapon (10): Melee net (entangle). This is ranged (Acc 1, Range 13).
Traits: Bully (12); Overconfidence (12).
Skills: Acrobatics-12; Climbing-13; Jumping-14; Lockpicking-10; Net-10; Rapier-12; Spear-11; Stealth-13.

Celjabba 01-19-2009 01:35 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I would guess it is 'sans pitié' , meaning without compassion or more adequately here, merciless, showing no mercy.

celjabba

Evil Roy Slade 01-19-2009 02:08 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I am likewise inclined to think it is a TSR typesetter decades ago overlooking the accent in "pitié" (which I seem to recall was "pité" in Middle French anyway -- the formation "sans pité" certainly appears a whole bunch in Malory).

Collective_Restraint 02-03-2009 05:25 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Finally back ! I was able to finish my first version of Ctenmiir. Comments welcomed.

Ctenmiir
ST: 23 HP: 23 Speed: 7.25
DX: 14 Will: 12 (+2 Will against True Faith) Move: 6
IQ: 11 Per: 13
HT: 13 FP: N/A SM: -1
Dodge: 12 Parry: 12U DR: See Equipment and Traits sections
Punch (16): 2d+2 crushing.
Welm (17): 5d+1 imp.
Traits: Allies (See Notes); Clinging; Combat Reflexes; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; DR 3; Enhanced Dodge; High Pain Threshold; Darkvision; Divine Curse (Cannot enter dwelling for first time unless invited); Dominance (victim must have died from energy drain); DR 5 (against cold/electricity/non-silver/non-magical weapons); Dread (Garlic); Dread (Mirrors); Dread (Religious Symbols); Dread (Running Water); Enhanced Dodge; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood, Unliving); Insubtantiality (Can carry objects; can last only 10 minutes); Leech 5 (Accelerated Healing); Mind Control (Vision-Based); Regeneration (Very Fast); Shapeshifting (Reduced Time 1 sec.; can transform into a bat, dire vat, wolf or dire wolf); Unfazeable; Unkillable 2 (Achilles’ Heel: exposed to sunlight, immersed into running water or wooden stake through the heart); Vampiric Bite (3 HP per second); Weakness (1 burn damage per second exposed to sunlight; DR doesn’t protect).
Skills: Two-Handed Axe/Mace-16; Brawling-16; Detect Lies-12; Fast-Talk-13; Intimidation-14; Riding (Horse)-17; Stealth-13.
Class: Undead.
Notes: Ctenmiir has the additionnal following ability:
Children of the Night: Ctenmiir can summon either 5 Rat Swarms, 3 Bat Swarms or 10 Timber Wolves by performing a Concentrate maneuver. The creatures arrive in 2d seconds and serve their master for up to 1 hour.
Equipment: Ctenmiir is wearing a magic armor enhanced with a +1 Fortity enchantment. All armor pieces are enchanted.
- Steel Corselet: Location: torso, groin; DR: 7
- Plate Arms: Location: arms; DR: 7
- Plate Legs: Location: legs; DR: 7
- Barrel Helm: Location: skull, face; DR: 7
- Gauntlets: Location: hands; DR: 5
- Sollerets: Location: feet; DR: 5
On top of that, Ctenmiir is wielding a magical warhammer named Whelm. In combat, it acts like a warhammer enhanced by both a +1 Puissance and +1 Accuracy enchantments.

Lupo 02-03-2009 06:41 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Finally back ! I was able to finish my first version of Ctenmiir. Comments welcomed.

Very good and detailed!

I'd give him ST 25, Peripheral Vision, and Axe/Mace skill 20 (since he was a legendary fighter even before he became a vampire, IIRC).

When I GMed this adventure for a DF group I gave him those traits. He may be a little powerful for more realistic campaigns... but if he's supposed to be the "final boss" it's probably right.

Rasputin 02-03-2009 07:51 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
We need something better for Whelm.

Per Nymdok's conversion of the original adventure, it has an additional +1 Bane enchantment against Trolls, Goblins and Orcs. He has Detect Gold, Detect Gems and Detect Goblinkind, 100 foot radius. The radius, for GURPS, could be expressed as 30 yards. He gives a Casting Cost for the first two Detects as 2/1 FP, but I don't know how it powers it. The user would suffer from Agoraphobia (12).

Nymdok 02-03-2009 09:02 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
We need something better for Whelm....

Hiya fellas. Glad to see ya'll are getting mileage out of the coversion!

To be honest, I hadnt converted it completely. Its other abilities were based on magic spells, but as there is no Detect Goblinkind Spell, Beast Seeker might be what your looking for, with the decrese in Fatigue offset by the decrease in range and the narrow selection. In other words, cuz it only works for 30 meters, and its limited to Goblinkind, its kind of a freebie deal. Like Sting from LOTR.

Detect Gold and Gems are each handled by Seek Earth, feel free to omit their fatigue casts as well.....

Viola! :)

Nymdok


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.