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#1 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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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:
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. |
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#2 |
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Join Date: Jun 2006
Location: Montreal, Canada
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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. |
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#3 | |
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Join Date: Feb 2007
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I strongly suggest that you add it to RPGnet's list of unofficial GURPS books http://wiki.rpg.net/index.php/List_o...GURPS_Netbooks
__________________
GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#4 | |
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Join Date: Jun 2006
Location: Montreal, Canada
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Quote:
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#5 |
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Join Date: Jun 2006
Location: Montreal, Canada
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Here are three more critters for White Plume Mountain !
Crab, Advanced Huge Monstrous ST: 26 HP: 28 Speed: 5.50 DX: 10 Will: 10 Move: 5 (Water Move 5) IQ: 2 Per: 10 HT: 12 FP: 12 SM: +2 Dodge: 10 Parry: 11 (Wrestling) DR: 7 Pincer (14): 3d+2 cut. Traits: Amphibious; Constriction Attack; Cutting Striker (Pincers); Doesn’t Breathe (Gills); Immunity (All mind control); Infravision; Night Vision 5. Skills: Brawling-14; Camouflage-10; Wrestling-14. Class: Giant Animal. Ghoul ST: 13 HP: 13 Speed: 5.50 DX: 12 Will: 12 (+1 Will against True Faith) Move: 5 IQ: 11 Per: 12 HT: 10 FP: N/A SM: 0 Dodge: 8 Parry: 9 (Brawling) DR: 1 Bite (13): 1d-1 cut. Follow-up Ghoul Fever and Paralysis. Claws (13): 1d-1 cut. Follow-up Paralysis. Ghoul Fever (Resisted by HT): Follow-up to bite; Delay: 1 day; Damage: 1d-2 tox; Cycles: daily/infinite; Symptoms: A victim who loses 1/3 HP suffers Moderate Pain, Severe Pain after losing 1/2 HP and Terrible Pain after losing 2/3 HP. Paralysis (Resisted by HT): Follow-up to bite or claws; Victim is paralysed for a number of seconds equal to the margin of failure. After that, he is stunned until he can make a HT roll. Elves are immune to this effect. Traits: Darkvision; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Infectious Attack (must have died of ghoul fever); Injury Tolerance (No Blood, Unliving); Sharp Claws; Sharp Teeth; Unfazeable; Unhealing (Total). Skills: Acrobatics-12; Brawling-13; Climbing-13; Jumping-14; Stealth-13. Class: Undead. Ghast ST: 17 HP: 19 Speed: 6.00 DX: 13 Will: 12 (+1 Will against True Faith) Move: 6 IQ: 11 Per: 12 HT: 11 FP: N/A SM: 0 Dodge: 9 Parry: 10 (Brawling) DR: 2 Bite (15): 1d+2 cut. Follow-up Ghoul Fever and Paralysis. Claws (15): 1d+2 cut. Follow-up Paralysis. Ghoul Fever (Resisted by HT-1): Follow-up to bite; Delay: 1 day; Damage: 1d-2 tox; Cycles: daily/infinite; Symptoms: A victim who loses 1/3 HP suffers Moderate Pain, Severe Pain after losing 1/2 HP and Terrible Pain after losing 2/3 HP. Paralysis (Resisted by HT-1): Follow-up to bite or claws; Victim is paralysed for a number of seconds equal to the margin of failure. After that, he is stunned until he can make a HT roll. Elves are immune to this effect. Stench (Resisted by HT-1): Smell-based emanation in a two-yard radius. Those who don’t resist are nauseated (-2 to attribute and skill rolls, -1 to active defenses, and possible vomiting; see p. B428) for minutes equal to margin of failure. Traits: Darkvision; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Immunity (All mind control); Immunity to Metabolic Hazards; Indomitable; Infectious Attack (must have died of ghoul fever); Injury Tolerance (No Blood, Unliving); Sharp Claws; Sharp Teeth; Unfazeable; Unhealing (Total). Skills: Acrobatics-13; Brawling-15; Climbing-15; Jumping-16; Stealth-15. Class: Undead. |
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#6 |
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Join Date: Jun 2006
Location: Montreal, Canada
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My god, I'm so tied up in work, programming and side projects, I barely have the time to put into this. Here goes, another critter :
Harpy ST: 10 HP: 10 Speed: 5.50 DX: 12 Will: 11 Move: 4 (Air Move 11) IQ: 8 Per: 11 HT: 10 FP: 10 SM: 0 Dodge: 9 Parry: 10 (Light Club) DR: 0 Claws (15): 1d-2 cut Light Club (14): sw 1d+1 cr or thr 1d-1 cr Captivating Song (Resisted by Will-1): Hearing-based emanation in a 60-yard radius. Those who resist cannot be affected again by the same harpy’s song for 24 hours. Those who fail walk toward the harpy, taking the most direct route available. If the path leads to a dangerous area (through flame, off a cliff, or the like) they get a second resistance roll. The victim cannot undertake any other action than a Move but can defend normally. A victim within 1-yard from the harpy stands there and offers no resistance to the harpy’s attacks. The effect lasts as long as the harpy sings and for 1 second thereafter. Other harpies are immune to this effect. Traits: Enhanced Dodge; Flight (Winged); Infravision; Sharp Claws. Skills: Brawling-15; Broadsword-14; Fast-Talk-10; Intimidation-12; Singing-11. Class: Mundane. |
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#7 |
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Join Date: Dec 2006
Location: Houston
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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. |
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#8 |
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Join Date: Nov 2006
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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!
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#9 | |
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Join Date: Aug 2007
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Quote:
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.
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Fred Brackin |
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#10 | |
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Join Date: Nov 2006
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Quote:
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| Tags |
| bestiary, conversion, d&d |
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