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Old 12-11-2008, 08:39 PM   #1
Rasputin
 
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Default 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.
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Old 12-11-2008, 08:52 PM   #2
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Default 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.
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Old 02-10-2009, 07:34 PM   #3
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by Collective_Restraint
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.
Your page is wonderful, Collective.

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
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Old 02-11-2009, 07:54 PM   #4
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by Greg 1
Your page is wonderful, Collective.

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
Thanks a lot for your comments Greg, appreciated. I will take a look at this wiki and maybe add my site as you suggested. I have already added it there.
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Old 02-11-2009, 08:00 PM   #5
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

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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Old 02-24-2009, 06:22 PM   #6
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

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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Old 12-11-2008, 09:13 PM   #7
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Default 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.
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Old 12-11-2008, 09:21 PM   #8
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Default 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!
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Old 12-11-2008, 09:54 PM   #9
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Default 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.
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Old 12-11-2008, 10:23 PM   #10
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Default 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.
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