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From: Thatotherguy <spellj@??????????.com> Date: Wed, 17 Jul 2002 13:03:56 -0700 Subject: Re: Base of Operations 2e Conversion
SJ 2e Module Conversion: Base of Operations
This free adventure can be found at:
http://wizards.com/dnd/article1.asp?x=dnd/oa/oa20001001a,3
General Conversion Notes:
Makkal, hm: AC 5; MV 12; Yak6 (uses the Yakuza class from 1st Edition
Oriental Adventures); hp 24; #AT 1; Dmg by weapon; AL LE; THAC0 18; S
15; D 17; Cn 13; I 12; W 7; Ch 16 (W & Ch switched to meet class
minimums); class abilities: hide in shadows, move silently, open
locks, and pick pockets as a thief, investigate area (those lacking OA
should use the information gathering NWP with a bonus based on level),
contacts (has none in this module), +10% to encounter reactions that
don't rely on social status, ki power usable once/day/level reduces
damage from all attacks taken in one round by ½ (round up), call on up
to 6 brethren yakuza of up to 5th level (not usable in this module);
proficiencies (number based on 6+1/2 levels and intelligence but uses
2e proficiency lists with standard access to the general, warrior, and
rogue NWP groups): common, Shou, read/write Shou, read/write common,
spacemanship, appraising, gaming, balance, quarterstaff, shortsword,
chu-ko-nu (repeating light crossbow), dagger; possessions:
quarterstaff, 17 gp, 32 sp, 2 potions of healing, leather armor, small
locked chest with shortsword and clothes
Approaches: In addition to the SJ conversion notes impose a -10%
penalty to climbing checks (this is a -2 penalty to the mountaineering
proficiency if PCs choose to use it). For chances PCs are spotted use
the normal surprise rules but modify as given in the conversion (note
that 3e uses d20s for 5% increments so a -4 in 3e is a -2 in 2e as 2e
uses d10s for 10% increments).
Area 1-3: Again, use standard 2e surprise chances to see if the forces
in one tower hear a commotion in any other tower. Note that the forces
atop the tower will warn other towers of a problem if there is a real
fight going on below and they know it.
Area 4-5: Dwarf slaves a 1st level clansdwarves, humans and halflings
are 0th level fighters, and gnome are 1st level tinkers. The trolls
speak orcish and troll while giff speak giff and common. The elf will
trade service for a spellbook with detect magic, read magic, cantrip,
and at least 2 other [useful] spells.
Area 7: The winter wolf speaks its own language, worg, common, and
orcish.
SJ Adaption:
Second Unhuman War: Not much has changed in this scenario, though
Kurjan has spells and a kit from the CBoNec as he is described in the
text as a necromancer. An alternate spell list has been provided for
DMs lacking the CBoNec spells given.
The Town: The town's racial make-up and population are still about
the same but the classes have changed. Town Council Speaker Gerrard
Ishkar is a descendant of the town's founders and the discoverer of the
ore and gems that were mined. He is a retired 8th level noble fighter
(using the CFHB kit). Hubrid Darkfather is an exiled 5th level
clansdwarf who refuses to talk about his past. He has been loyal to
the town and gained acceptance here, moreso by the humans than any of
the other races. Sara Ty-Djarling is a half-elven 8th level
entertainer bard (using the kit from the CBardHB). Her husband, Reg
Ty-Djarling, is a 5th level high elven frontiersman ranger (uses the
kit from CGR1). He has settled down in civilization due to the desires
of his new wife. Both are young and want to have children quickly as
Sara will age and pass away before any children are full grown. Reg is
the leader of the town's guard and a skilled [SJ] sailor. Lorren is a
9th level astrologer cleric (using the kit from CGR1) and runs the
primary shrine in town, the one dedicated to Ptah. He has a 1st and a
3rd level acolyte and another Ptahian, a 1st level cleric, is also a
resident of the town (though that cleric has his own business). The
town guard consists of 3 1st level human wizards, 16 0th level human
fighters (use standard mercenary stats), 5 1st level human fighters,
and a 2nd level cleric of the planar church of Arcadia (choose kits as
desired). At least 2 druids, one 1st level and one 6th level are
present in town and the local thieves are mostly pickpockets. 10 1st
level thieves include a half-elf, 3 humans, and 6 halflings. The 2 2nd
level thieves are both human. There is a 2nd/3rd level elven
magic-user/thief. A gnome and a human thief (each 3rd level) complete
the town's resident thief population though transients are common
enough. The town's gnomish population are rock gnomes, not tinkers,
and the gnomes and dwarves were involved with the mine when it was
active (they are engineers, smelters, and miners). A 2nd level elven
ranger in town is part of the guard and also Reg's younger brother. 2
human 1st level rangers and a 3rd level human ranger also live in town.
The town's elves, humans, and halflings, are primarily farmers as the
town is located on a large and bountiful asteroid with excellent soil
and its own water supply (which is magically replenished).
Area 8: There is no limit to how many undead Kurjan can animate in 2e
so he will animate all he gets the chance to. If the orcs have
suffered heavy losses but the PCs have been forced to retreat he will
begin sacrificing slaves to Shargaas (he starts with elves, then
dwarves, then gnomes) which he will animate afterwards. Other than
this his battle tactics will follow the same basic ideas, adjusted for
his altered spell roster.
Orc males (24+17 ship crew): AC 6 or 7 (archers can't use their
shields while using their bows); MV 9; HD 1; hp 6 (x6), 4(x12), 2(x6) +
5 (x8), 4 (x9); #AT 1; Dmg 1-8 or by weapon; AL LE; THAC0 19; studded
leather, small wooden shield, 2d6 sp, 1d4 gp; all but the 2 hp orcs
also have battle axe, each 2 hp orc also has a shortbow, quiver of 20
flight arrows, and a hand axe; The orcs are all trained crew with the
ship.
Orc leaders (3 +1 on ship): AC 6; MV 9; HD 1; hp 8 each; #AT 1; Dmg
1-8 or by weapon; AL LE; THAC0 19; studded leather, small wooden
shield, 3d8 sp, 2d4 gp, battle axe, wheellock pistol, 3 charges of
smokepowder and ammunition for 3 shots, healing potion
Trolls (2): AC 4; MV 12; HD 6+6; hp 27, 40; #AT 3; Dmg 5-8/5-8/2-12;
SA can split attacks between foes; SD regenerate 3 hp/round beginning 3
rounds after wounding any damage not done by acid or fire; AL CE; THAC0
13; one (27 hp) wears chainmail+1 (doesn't alter its AC in 2e) sized
for ogres, trolls, giff and other large humanoids and one has a ring of
fire resistance
Goblin males (23): AC 10; MV 6; HD 1-1; hp 4 each; #AT 1; Dmg 1-6 or
by weapon; AL LE; THAC0 20
Winter Wolf: AC 5; MV 18; HD 6; hp 27; #AT 1; Dmg 2-8; SA once/10
rounds breathe cone of cold to 10 feet that does 6-24 damage (1/2
damage if save vs. breath weapon made); SD immune to cold; SW +1 damage
per die from fire; AL NE; THAC0 13
Kurjan, om: AC 1; MV 9; C6; hp 33; #AT 1; Dmg 1-8 or by weapon; AL
LE; THAC0 18; S 16; Dex 10; Con 14; Int 11; Wis 16; Cha 14;
proficiencies: orcish, common, religion(orcish), read/write orcish,
necrology (CBoNec), netherworld knowledge (CBoNec), healing,
spacemanship, wildspace navigation, phlogiston navigation, footman's
mace, club, sling; spells: 5L1, 5L2, 2L3; plate mail+1, large shield,
footman's mace +1, holy symbol of Shargaas, 2 vials of unholy water,
wand of magic missiles (15 charges)
Spells (using CBoNec): defile (reverse of sanctify), cause fear
(reverse of remove fear), cure light wounds, command, undead
alactricity, hold person, silence 15' radius, aid, chant, resist fire,
animate dead, life drain
Spells (using only PHB and ToM): defile (reverse of sanctify), cause
fear (reverse of remove fear), cure light wounds, command, cause light
wounds (reverse of cure light wounds), hold person, silence 15' radius,
aid, chant, resist fire, animate dead, speak with dead
Zombies (4): AC 8; MV 6; HD 2; hp 16 each; #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
Skeletons (3): AC 7; MV 12; HD 1; hp 6 each; #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
Pirates: Again, Kurjan uses a necromancer kit from the CBoNec. All
other general conversion notes are as given under the Second Unhuman
War conversion above.
Pirates, hm & hf (24+17 ship crew): AC 6 or 7 (archers can't use
their shields while using their bows); MV 9; F0; hp 6 (x6), 5(x12),
4(x6) + 7 (x8), 5 (x9); #AT 1; Dmg 1-8 or by weapon; AL LE; THAC0 19;
studded leather, small wooden shield, 2d6 sp, 1d4 gp; all but the 4 hp
pirates also have battle axe, each 4 hp pirate also has a shortbow,
quiver of 20 flight arrows, and a hand axe; The pirates are all trained
crew with the ship.
Sergeants, hm (3 +1 on ship): AC 6; MV 9; F3 (uses kit from ); hp ,
, + ; #AT 1; Dmg by weapon; AL LE; THAC0 18; proficiencies: common,
spacemanship, ; studded leather, small wooden shield, 3d8 sp, 2d4 gp,
battle axe, wheellock pistol, 3 charges of smokepowder and ammunition
for 3 shots, healing potion
Giff (4): AC 2; MV 6; HD 4; hp 22, 23, 18, 30; #AT 2 or 1; Dmg ; SA
charge and head butt for 2-12 damage; AL CE; MR 10%; THAC0 15; giff
armor, battle axe, arquebus, 6 charges of smokepowder and ammunition
for 6 shots, one (22 hp) has a ring of fire resistance and each of the
others has a potion of healing
Wolf pet: AC 7; MV 18; HD 2+2; hp 18; #AT 1; Dmg 2-5; AL N; THAC0 16
Kurjan, hm: AC 1; MV 9; C6 (uses kit from CBoNec); hp 33; #AT 1; Dmg
1-8 or by weapon; AL CE; THAC0 18; S 14; Dex 10; Con 14; Int 12; Wis
16; Cha 16; proficiencies: common, religion, read/write common,
necrology (CBoNec), netherworld knowledge (CBoNec), healing,
spacemanship, wildspace navigation, space heraldry, footman's mace,
club, sling; spells: 5L1, 5L2, 2L3; plate mail+1, large shield,
footman's mace +1, holy symbol of Orcus, 2 vials of unholy water, wand
of magic missiles (15 charges)
Spells (using CBoNec): defile (reverse of sanctify), cause fear
(reverse of remove fear), cure light wounds, command, undead
alactricity, hold person, silence 15' radius, aid, chant, resist fire,
animate dead, life drain
Spells (using only PHB and ToM): defile (reverse of sanctify), cause
fear (reverse of remove fear), cure light wounds, command, cause light
wounds (reverse of cure light wounds), hold person, silence 15' radius,
aid, chant, resist fire, animate dead, speak with dead
Zombies (4): AC 8; MV 6; HD 2; hp 16 each; #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
Skeletons (3): AC 7; MV 12; HD 1; hp 6 each; #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