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Month Index: July, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Mon, 8 Jul 2002 11:06:34 -0700
Subject:  Re: SJ 2e Module Conversion: Into the Darkness
SJ 2e Module Conversion:  Into the Darkness

This "3e demo adventure" can be found at:
http://wizards.com/dnd/article.asp?x=dnd/dx20020121x1#adv

There are two conversions presented.  In the first, Holg is assumed to
be in charge of a dragonfly full of orcs that is a scout or raider for
the scro (or an ex-scout or raider that has gone independent).  In the
second, Holg is a human cleric of the planar church of Hell and a
smuggler, though he may also be involved in piracy, slaving, or act as
a messenger for a larger organization.  In both conversions he is
assumed to use the same ship:  Holger's Lair, a standard dragonfly
propelled by a furnace helm.  The furnace uses a small supply of
potions for power.  These potions are stored in a chest in the
captain's cabin and include:  2 potions of delusion (healing and
diminution), a philter of love, and a potion of sweet water.  For
deckplans, see the Beyond the Moons website's page of to-scale
deckplans:  http://www.darkwood.org/sj/ships/deckplans/index.html


Unhuman War:
        Holg Bloodaxe, hom:  AC 5; MV 6; F2/C1 (smuggler kit from PO:S&P); hp
14; #AT 1; Dmg by weapon; AL LE; THAC0 19; S 15; I 9; W 13; D 11; Cn
16; Ch 8; proficiencies:  common, orcish, religion(orcish),
spacemanship, sail manipulation, read/write common, read/write orcish,
blind-fighting, footman's mace, footman's flail, club, sling; spells:
2L1 (usually bless and cure light wounds); is crack with Holger's Lair
        Equipment:  scale mail, small shield, footman's mace+1, potion of
healing, unholy symbol of Gruumsh, sling and 10 sling bullets, 2 vials
of unholy water

        Crew, om (9):  AC 7; MV 9; HD 1; hp 8, 6, 2, 8, 4, 7, 8, 4, 1; #AT 1;
Dmg by weapon or 1-8; AL LE; THAC0 19; all crew are crack with Holger's
Lair
        Equipment:  light crossbow, case of 20 light crossbow bolts, spear,
hand axe, studded leather

        Zombies (2):  AC 8; MV 6; HD 2; hp 11, 8; #AT 1; Dmg 1-8; SD immune to
cold, paralysis, poison, charm, hold, sleep, and death magic; AL N;
THAC0 16; SW always attack last; The zombies are animated from some
group the PCs can identify with.  Perhaps they are elves or dwarves or
are still wearing tabards showing they once served a local ruler or
spacefaring nation.

        Skeletons (6):  AC 7; MV 12; HD 1; hp 2, 1, 4, 1, 2, 2; #AT 1; Dmg
1-6; SD ½ damage from piercing and slashing weapons, immune to cold,
paralysis, poison, charm, hold, sleep, and death magic; AL N; THAC0 19

Pirate/Slaver:
        Holg Bloodaxe, hm:  AC 5; MV 6; C1 (former F2, smuggler kit from
PO:S&P); hp 12; #AT 1; Dmg by weapon; AL LE; THAC0 19; S 14; I 10; W
13; D 11; Cn 15; Ch 9; proficiencies:  common, orcish, religion(SJ),
spacemanship, blind-fighting, appraising (+2), read/write common, sail
manipulation, wildspace navigation, phlogiston navigation, footman's
mace specialization, dagger, light crossbow, footman's flail, sling;
spells:  2L1 (usually bless and cure light wounds); is crack with
Holger's Lair
        Equipment:  scale mail, small shield, footman's mace+1, potion of
healing, unholy symbol of Gruumsh, sling and 10 sling bullets, 2 vials
of unholy water

        Crew, hm (9):  AC 7; MV 9; F0; hp 7, 6, 4, 6, 4, 7, 6, 7, 7; #AT 1;
Dmg by weapon; AL LE; THAC0 20; standard mercenary sailors (consider
all to be proficient in spacemanship), all crew are crack with Holger's
Lair
        Equipment:  light crossbow, case of 20 light crossbow bolts, spear,
hand axe, studded leather

        Zombies (2):  AC 8; MV 6; HD 2; hp 11, 8; #AT 1; Dmg 1-8; SD immune to
cold, paralysis, poison, charm, hold, sleep, and death magic; AL N;
THAC0 16; SW always attack last; The zombies are animated from dead
friends of the PC or slaves if the DM wants to link them somehow to the
PCs.  If this is done it is recommended that Holg have an easily
investigated or obvious tie to some larger group the DM wants the PCs
to hate (or perhaps he's connected with a group the PCs are working
with and don't realize the evil of, yet).

        Skeletons (6):  AC 7; MV 12; HD 1; hp 2, 1, 4, 1, 2, 2; #AT 1; Dmg
1-6; SD ½ damage from piercing and slashing weapons, immune to cold,
paralysis, poison, charm, hold, sleep, and death magic; AL N; THAC0 19

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Month Index: July, 2002

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