Previous Message: SJ Module Review & Conversion: The Burning Plague (updated repost)
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From: Thatotherguy <spellj@??????????.com> Date: Tue, 9 Jul 2002 15:30:24 -0700 Subject: Re: SJ 2e Module Conversion: The Burning Plague
SJ 2e Module Conversion: The Burning Plague
This "3e demo adventure" can be found at:
http://wizards.com/dnd/article.asp?x=dnd/dx20020121x1#adv
General Conversion Notes:
Change all fortitude saves against the burning plague to saving throws
vs. poison (whether the disease or poison variant is used) with a +4
bonus.
Area 2: Unless the 2e DM wishes to introduce thunderstones to their
campaign (or some sort of one shot magical item to replace it) the
following change is suggested: The trap still exists as described,
only the line goes up to a niche in the ceiling where a wheellock
pistol and 5 charges of smokepowder (one loaded) are set. The pistol
is ready to fire (the trigger is already held back by a thin sliver of
wood that's precariously balanced) and the other charges are in front
of it. If the trap is triggered the pistol fires and the other four
charges are ignited. The small explosion echoes about the room causing
potential temporary (1-4 rounds) deafness (save vs. spells at +4 or +2
for creatures with sensitive ears like elves, half-elves, and many
animals). More importantly, it has alerted the defenders further in.
Both a normal find traps roll and a normal remove traps roll are
required to disable the trap (the hair trigger on the wheellock makes
it difficult to remove safely). Whether the trap goes off or not, the
wheellock is salvageable (it is already loaded with powder but not
ammunition for one shot if it didn't go off). The four additional
charges of smokepowder are on a leather cloth and may also be retrieved
if not expended. If the wheellock misfires the trap still operates
(all that's required is the lighting of the powder) but it must be
properly cleaned by someone with the wheellock maintenance proficiency
(from SJR1) before it can be used again.
Area 4: Treat finding the trap as a roll to locate concealed doors
with a +1 bonus. Alternately, characters with the find traps skill may
choose to use this instead.
Barrel 3 reacts like greek fire.
If the disease option is used the weasel and rats are all contagious.
Giant weasel: AC 4; MV 15; HD ½; hp 4 (currently 2 due to
disease/poison); #AT 1; Dmg 1-2; AL N; THAC0 20; if the disease option
is used the weasel's bite has an 80% chance to inflict the burning
plague; If the weasel was brought in by the forces of evil then it will
no longer work with its former masters due to its condition.
Giant rats (8): AC 7; MV 12, Sw 6; HD ½; hp 3 each (currently 1 each
due to disease/poison); #AT 1; Dmg 1-3 + special; SA bite has 5% chance
of inflicting disease (increase to 80% if disease option is used rather
than poison, in this case disease is the burning plague); AL NE; THAC0
20
Area 5: Dwarves detect the trap on 1 in 10. If specifically looking
for traps, they instead use their find traps roll (if they have this
thief skill) or dwarven chance to detect stonework pits and traps,
whichever is higher. The pit trap operates when anything over 100
pounds steps on it, allowing the kobolds and skeletons to cross it
without trouble (the kobolds must do so one at a time). Anyone
stepping on it gets a dexterity check to jump back or grab the side,
otherwise they fall in (the trap is not built with quality materials
and so is slow and squeaky).
Area 6: In 2e this area has only the animated zombies and no other
bodies in it as there is no limit to the number of undead Jakk can
animate (and no reason to stop). Even if the disease option is used,
this area is not hazardous (though the zombies themselves are
contagious).
Plague Conversion:
Poison: Jakk is proficient in venom handling (from CBoNec),
herbalism, and alchemy (from PO:S&M) and has used these to manufacture
the poison. Use the full statistics for the kobolds and Jakk/Jacen and
Jakk, not the reduced statistics, if this option is used.
Disease: Jakk is proficient in venom handling (from CBoNec),
herbalism, and alchemy (from PO:S&M) and has used these to manufacture
the potion that spreads the disease. Used the reduced statistics (the
ones marked currently) for the kobolds and Jakk in the dwarven citadel
conversion if this option is used. If this option is used with the
saboteur conversion, there is no adjustment to Jacen and Jakk as they
have remained healthy through the use of cure disease spells.
SJ Adaption:
Dwarven Citadel: In the dwarven citadel conversion, M'dok is a
shaman, not a sorcerer. Since the kobolds have been supplied by the
scro they are unusually well equipped for kobolds, another indication
beyond the unusual nature of the commando raid that the raid is
connected to something larger if the Second Unhuman War isn't common
knowledge in the campaign yet.
The Town: The town can be converted to the population of a citadel or
a dwarven mining colony. I have chosen to handle the latter as I feel
most DMs will have an easier time with the former and want to make the
citadel more customized to their campaign and why the PCs are present.
The dwarven mining settelement should be between 80% and 100% dwarven
with a total population of about 1600. I have chosen 80% dwarven with
a 12% population of rock gnomes. These gnomes aren't tinkers, they are
miners (the dwarves have no time nor tolerance for tinker devices).
The other 8% of the population includes a squad of giff mercenaries
that guard the docks and warehouses (the dwarves would rather mine and
forge than perform such basic duties) and about 100 humans and
half-elves with a minor transient population. There are several
shrines in town, including a shrine of the planar church of Arcadia (no
cleric, mostly attended by humans), a shrine of Moradin (head priest is
a 2nd level ritual priest), a shrine of Berronar (run full time by a1st
level ritual priestess but with several other minor crafts priestesses
in town), and the most popular shrine, a shrine to Dumathoin, Keeper of
Secrets Under the Mountain. The most powerful priest in town is
Dumathoin's head priest, Dwor Thunderspike, a 4th level ritual
priest/4th level fighter. The gnomes also have a shrine to Segojan
Earthcaller with that has a newly arrived 1st level rocktender
overseeing it. The dwarven clan that makes up the dwarven portion of
the population is the Rocksplitter clan, currently led by Thargaar
Rocksplitter, a 5th level highborn fighter. In addition to the giff
squad there are 10 1st level sharpshooters and axes for hire (as they
work in a dwarven community for dwarves they don't suffer the usual axe
for hire reaction penalty) led by a 2nd level axe for hire who make up
the clan guard. A few other dwarven priests, thieves, and
multi-classes (none above 2nd level) are also found in the community
while most of the adult dwarves are 1st level clansdwarves. Only 3
chanters (all 1st level) are part of the town's makeup. The gnomes are
also primarily 1st level fighters with several multi-classes,
illusionists, and thieves. None of the gnomes is above 2nd level.
Area 3: The kobolds know they have nowhere to run and they know
what's going on. Thus they will parley if they think the PCs are
willing, directing them to talk to their leader at the "other end of
the hall" (the other side of area 2). If the trap in area 2 was set
off (or if the PCs moved the cart after disabling the trap as that
would also make noise) the kobolds are behind cover with crossbows
already loaded (they gain a +4 to AC and saves vs. area effect spell
due to 50% cover). If they convince the PCs to parley they will follow
a few rounds later with crossbows loaded, ready to back up their
fellows if the negotiations go poorly. They will fail to warn the PCs
of the pit trap at the entry to area 5 unless asked, feeling that
injured PCs are more likely to strike a deal (and less dangerous if
they don't). If they have to, the kobolds fight to the death. All the
kobolds speak common as they've been taught by M'dok. If the poison
option is used the kobold's weapons (including crossbow bolts) are
poisoned. If the disease option is used they are contagious.
Kobolds (9): AC 7; MV 6; HD ½; hp 2, 3, 4, 2, 2, 2, 4, 2, 3
(currently: 1, 2, 3, 1, 1, 1, 3, 1, 2); #AT 1; Dmg by weapon or 1-4;
AL LE; THAC0 20; spear, light crossbow, case of 13 light crossbow
bolts, buckler, 11 gp
Area 5: M'dok would rather parley than fight. If the trap in area 2
was set off (or if the PCs moved the cart after disabling the trap as
that would also make noise) the kobolds have their crossbows already
loaded. The kobolds will not fire first, however, instead M'dok takes
the chance to speak to the PCs in common (while covered by his
fellows). If they have to, the kobolds fight to the death (this
includes if they can't arrange a deal that lets them live). All the
kobolds speak common as they've been taught by M'dok. If the poison
option is used the kobold's weapons (including crossbow bolts) are
poisoned. If the disease option is used they are contagious.
M'dok, mk: AC 7; MV 6; C2; hp 13 (currently: 11); #AT 1; Dmg by
weapon or 1-4; AL LE; THAC0 20; S 8; I 10; W 14; D 13; Cn 10 (currently
8); Ch 10; proficiencies: kobold, common, religion(kobold), healing,
spellcraft, alertness, animal training (weasel), animal lore,
horseman's mace, sling; spells: 4L1 (purify food and water, darkness,
cure light wounds, sanctuary); cloak of protection+1, potion of growth,
sling and 10 bullets, horseman's mace, buckler (not used), 24 gp,
violet garnet (500 gpv), unholy symbol of Maglubiyet
Kobolds (8): AC 7; MV 6; HD ½; hp 2, 2, 4, 4, 3, 3, 2, 3 (currently:
1, 1, 3, 3, 2, 2, 1, 2); #AT 1; Dmg by weapon or 1-4; AL LE; THAC0 20;
spear, light crossbow, case of 17 light crossbow bolts, buckler, 11 gp
Area 6: The zombies are locals along with a few kobolds who were
killed. In 2e Jakk can animate undead all day long if he so desires so
DMs should feel free to increase these numbers if they to provide a
greater challenge for the PCs. Jakk will arrive to back up the zombies
in either 3 or 5 rounds (the latter if he's sleeping, Jakk has a 30%
chance of being asleep at any time). If they are still fighting he
immediately casts dust devil from back in the corridor so PCs can't see
him. He'll follow with darkness. If the zombies are still fighting
he'll cast curse from his scroll or hold person or silence 15' radius,
depending on which seems best. He'll keep throwing spells and firing
sling bullets until he's attacked, at which point he'll retreat
(drinking his last swallow of potion of invisibility if necessary to
escape) and prepare his final defense. He prefers not to use too many
magical items unless if comes down to a final fight so he'll conserve
his potions and scroll until forced to retreat. His final defense
consists of using dust devil and call upon holy might from his scroll
as well as using sanctuary to maneuver and possibly heal without
interruption. If the PCs have forced him back on his own he will know
this is the final fight and use every resource he has to kill as many
of them as possible. If the poison option is used the zombies wield
poisoned weapons. If the disease option is used they are contagious.
Zombie Miners (4): AC 8; MV 6; HD 2; hp 8, 9, 16, 11; #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
Zombie Kobolds (4): AC 8; MV 6; HD 1 ½; hp 10, 5, 7, 11; #AT 1; Dmg
1-4; SD immune to cold, paralysis, poison, charm, hold, sleep, and
death magic; AL N; THAC0 18; SW always attack last
Area 7: Jakk will awaken and don his armor (if he's asleep) followed
by casting protection from good and aid. He then goes to aid the
zombies in area 6, arriving and able to act one round later. If the
disease option is used he is contagious. Note that Jakk is being
tested by Gruumsh. If he drives the PCs off once (that is, if he's
personally involved in a battle that drives them off), he will be cured
of the disease and have gained a level when they make another assault.
This reflects Gruumsh's favor.
A religion check recognizes the symbols as being for an unholy site.
Only religion(orc, dwarf, elf, or gnome) recognizes the symbols on the
walls and floor as belonging to Gruumsh. Anyone able to read/write
orcish (or who casts a comprehend languages) can also quickly determine
this (no check required).
Jakk Tornclaw, mo: AC 4; MV 9; C5; hp 32 (currently: 27); #AT 1; Dmg
by weapon or 1-8; AL LE; THAC0 18; S 15; I 10; W 16; D 14; Cn 12
(currently: 6); Ch 12; proficiencies: orcish, common,
religion(orcish), venom handling, alchemy, herbalism, footman's mace,
sling, club; spells: 5L1, 5L2, 1L3 (cure light wounds, darkness,
sanctuary, purify food and water, protection from good, hold person
(x2), silence 15' radius, aid, dust devil, create food and water; large
steel shield, chainmail, footman's mace +1, potion of healing, potion
of invisibility (one swallow left), 8th level priest scroll of curse
(reversed bless), dispel magic, dust devil, call upon holy might, and
slow poison (this last is useless in the case of the poison option as
Jakk has been poisoned for so long), 13 gp, blue sapphire (1300 gpv),
stone unholy symbol of Gruumsh, 2 vials of unholy water, sling with 15
sling bullets, 4 wineskins full of the mixture that produces the plague
Saboteur: In the saboteur conversion, M'dok has been replaced by
Jacen Tungstan who is secretly an invoker as well as an Abyssal
cultist. His spellbook is stored with Jakk (though listed with his
character description). If the DM prefers Jacen as a priest, use
M'dok's statistics from above (change the alignment to CE).
Town: The town's makeup is predominantly human. Approximately 1600
people inhabit the asteroid in total. The town is 90% human with an
extended family of dwarven craftsmen and a number of halflings and
half-elves. The town's high priest is Samual, a 3rd level peasant
priest of the planar church of Elysium. Two 1st level guardian druids
(a married couple) and Samual's acolyte round out the local priestly
power (of course, no one knew an Abyssal cult was secreted in their
midst). Cristofar Sendars is a 5th level frontiersman and the town
mayor, the son of the colony's founder. Jacen Tungstan is secretly an
invoker, though most people think he's just an engineer. His wife,
Arianna, is merely a 0th level commoner (Jacen didn't trust her with
magic or power-such are the ways of the Abyssal faith). Stefan
Doverspeak is a 6th level diviner, a man who made his wealth as a
helmsman and then used his divination spells to determine there was
valuable ore in the asteroid. He began the mine and owns it outright,
and is currently being blamed from the trouble coming out of it. He
employs the dwarves (all 1st level clansdwarves) to help refine the ore
from the mine and has a dozen 1st level fighters (humans and
half-elves) that guard his warehouse. The town militia consists of
between 80 and 100 humans and halflings of 0th level (there are about a
dozen who've had experience and are 1st level) but they drill only
twice each year.
Area 3: If the poison option is used, the skeletons have had their
claws coated in the burning plague poison. They attack on sight.
Skeletons (9): AC 7; MV 12; HD 1; hp 6, 8, 2, 1, 4, 1, 2, 5, 7; #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; if the poison conversion is used their claws have been coated
with it (good for one hit)
Area 5: Area 5 is lit by a continual light spell 30' SE of the
entrance (note the map has the N on the right and not the top),
allowing Jacen and Jakk to observe the battle without problem while
hiding in the dark. It is also far enough back that it doesn't
illuminate the area of the trap door. Jacen will have heard the PCs in
area 2 just as described for the kobolds in the dwarven citadel
conversion above. Even if he hasn't, the skeletons are untiring
sentinels that will attack as soon as the PCs appear. If they are
turned they retreat to area 6 and join with the zombie force there.
They will not chase the PCs to area 2 without orders from Jacen. Jacen
is not interested in parley, knowing what will happen to him if he is
caught. Instead he is at the entry to the passage to area 6, where he
can cast spells. He orders the skeletons to attack as soon as the PCs
enter and then casts shield. He follows this with his other spells,
darts, and by directing the skeletons in the assault. He will call up
the zombies from area 6 by yelling at the top of his lungs if the
battle is close. This will also alert Jakk, who will come as quickly
as possible (stopping only to put on his armor if he was asleep). If
the pit trap at the entry to area 5 is triggered, Jacen will
immediately slip back to warn Jakk and then return to observe further
actions of the PCs (it takes him two rounds to do this). Jacen is
careful to remain under complete cover until he has his shield spell up
but will not waste it until he's ready to enter combat. Jacen will
fight to the death or even read spells straight from his spellbook
(casting them as though cast from scrolls) if all else is lost. If the
poison option is used, Jacen's dagger and darts and the skeletons'
claws are coated in it.
Jacen Tungstan, hm: AC 9; MV 12; W(I)2; hp 11; #AT 1; Dmg by weapon;
AL CE; THAC0 20; S 6; I 14; W 10; D 11; Cn 16; Ch 10; proficiencies:
common, read/write common, engineering, mining, alchemy, religion(SJ),
dart; spells: 2L1 + 1 invocation/evocation spell/level (shield, magic
missile, light); spellbook: read magic, detect magic, shield, magic
missile, cantrip, light, identify; cloak of protection+1, healing
potion, 24 gp, violet garnet (500 gpv), silver piece with continual
light cast on it in pouch, dagger, 30 darts; note that Jacen isn't
proficient with his dagger
Area 6: This area is well lit by a continual light in the center.
The zombies are lined up against the north and south walls where they
are out of sight of people in the tunnel. 4 are against each wall.
The zombies will follow either Jacen or Jakk's commands. If not
neither is present, they will attack any intruder. They will chase
enemies into area 7 but not beyond the tunnel entry to area 6 unless
ordered to by Jakk or Jacen. If called to area 5, they take two rounds
to arrive at the battle. If the disease option is used, they are
contagious.
Zombie Miners (8): AC 8; MV 6; HD 2; hp 8, 9, 16, 11, 12, 7, 9, 13;
#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
Area 7: Jakk's strategy is basically the same as described under area
6 and area 7 of the dwarven citadel conversion, though in this case he
won't wait to cast spells before coming to Jacen's aid (he will don
armor if he was sleeping, however). Jacen and Jakk had worked out
supporting strategies and won't negate each other's spells (for
instance, Jakk won't cast darkness on a well lit area). If the disease
option is used, Jakk is not contagious.
The room is lit by a continual light cast 30' east of the entry. This
illuminates to the east wall but leaves the north and south portions in
darkness, where Jacen and Jakk can cast spells and hurl missiles from
without being visible. In one corner is a large amount of supplies,
all carefully sealed (and resealed after some is removed for
consumption). Jakk casts purify food and water on them regularly
anyway. The graffiti on the walls and floor is meaningless (it's
supposed to be Abyssal symbols but there are few set symbols for such a
chaotic and cruel plane).
Jakk Tornclaw, mo: AC 4; MV 9; C5; hp 32; #AT 1; Dmg by weapon; AL
CE; THAC0 18; S 13; I 12; W 16; D 14; Cn 12; Ch 14; proficiencies:
common, religion(SJ), read/write common, venom handling, alchemy,
herbalism, footman's mace, sling, club; spells: 5L1, 5L2, 1L3 (cure
light wounds, darkness, sanctuary, purify food and water, protection
from good, hold person (x2), silence 15' radius, aid, dust devil, cure
disease; large steel shield, chainmail, footman's mace +1, potion of
healing, potion of invisibility (one swallow left), 8th level priest
scroll of curse (reversed bless), dispel magic, dust devil, call upon
holy might, and slow poison (this last is useless in the case of the
poison option as Jakk has been poisoned for so long), 13 gp, blue
sapphire (1300 gpv), gold piece with continual light cast on it in
pouch, stone unholy symbol of Gruumsh, 2 vials of unholy water, sling
with 15 sling bullets, 4 wineskins full of the mixture that produces
the plague
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Month Index: July, 2002