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From: Thatotherguy <spellj@??????????.com> Date: Fri, 2 Aug 2002 09:59:36 -0700 Subject: Re: Ghosts of Aniel SJ 2e conversion
SJ 2e Module Conversion: Ghosts of Aniel
This free adventure can be found at:
http://wizards.com/dnd/article1.asp?x=dnd/oa/oa20010112a,3
General Conversion Notes:
The remaining crew consists of the captain, Tarien (CG em R3), 5
hadozee marines (N F1), a priestess of Aerdrie Faenya (CG ef C3), and 7
elven sailors (CG F1).
Phase Spiders (3): AC 7; MV 6, Wb 15; HD 5+5; hp 21, 33, 23; #AT 1;
Dmg 1-6+poison; SA 3 bonus to initiative due to ability to phase in
and attack (only 1 on ethereal plane), poison bite causes immediate
death unless save vs. poison at 2 made; SD attack and phase out before
foe can respond it win initiative by 5 or more; AL N; THAC0 15
Navae, ghost (former W3/C1 using war mage kit from CGR1): AC 0 (8 on
ethereal plane); MV 9; HD 10; hp 43; #AT 1; Dmg special; SA on first
sight a saving throw vs spells must be made or age 10 years and flee in
panic for 2-12 turns (7th+ level priests are immune, 9th+ level
characters gain a +2 to the save), magic jar a creature in 60 yards,
touch causes 10-40 years of aging; SD can only be attacked on ethereal
plane unless assume semi-material form, can only be attacked with
spells by those on ethereal plane, only struck by silver and magical
weapons when in semi-material form (takes ½ damage from silver weapons
in semi-material form); AL CE; THAC0 10; I 14; W 16; proficiencies:
elvish, common, read/write elvish, dancing, singing, religion (drow),
spelljamming, spacemanship, balance, ancient history (elven), religion
(elven), spellcraft, wildspace navigation, phlogiston navigation,
read/write common, dagger, club; C spells: 3L1 (currently none as
Lolth has withdrawn her favor); W spells: 2L1, 1L2 (currently none
memorized); Note: Navae is a unique multi-class as Lolth has chosen to
grant him power as a cleric in her service in order to finish pulling
him into her service.
SJ Adaption:
Note that in 2e the phase spiders are definitely too large to fit
anywhere inside the ship except the cargo bay but this area is too
crowded with equipment and supplies to allow them access unless the
items are moved. Replace all references to continual flame spells with
continual light. Replace references to arcane lock with wizard lock.
Good locks have a 5% to thieves lock picking chances.
Battle Deck, Area 7: The first mates potion is a potion of growth
and his spellbook holds the following spells: detect magic, read
magic, mending, wizard mark, dancing lights, light, identify,
comprehend languages, detect undead, charm person, sleep, magic
missile, armor, shield, enlarge, erase, phantasmal force, wizard lock,
web, knock, flaming sphere, and scare.
Navaes spellbook contains: detect magic, read magic, mending, wizard
mark, dancing lights, light, identify, spider climb, magic missile,
armor, shield, web, and knock.
The chaplains scrolls, written at 8th level, are: 1) protection from
evil and find traps, 2) tongues and neutralize poison, and 3) aid,
protection from evil, and dispel magic.
The weapon masters spellbook contains: wizard mark, dancing lights,
detect magic, light, mending, read magic, armor, shield, jump,
protection from evil, and wall of fog.
Battle Deck, Area 8: Once the ferret has begun to attack, spells or a
rangers animal empathy must be used to calm it down.
Little Hand, male ferret: AC 6; MV 15; HD 1; hp 6; #AT 1; Dmg 1; AL
N; THAC0 19
The lock is 8% to a thiefs lock picking chances due to its sticking.
The potions in the rack are: hill giant strength, growth, climbing,
extra healing, gaseous form, and super heroism.
Main Deck, Area 3:
Rats, adult (7): AC 6; MV 15; HD 1/4; hp 2, 1, 1, 1, 2, 1, 1; #AT 1;
Dmg 1+special; SA bite has 5% chance of inflicting disease; AL N(E);
THAC0 20
Main Deck, Area 6: The spells used are continual heat and continual
cold. This is a 2nd level wizard spell that is reversible and was
first presented in the Greyhawk module Return of the Eight.
Main Deck, Area 7: Either remove the unenchanted wand or add a scroll
of enchant an item to the scrolls in the cabinet (unless youve chosen
to make Revan 12th or greater level wizard in which case enchant an
item is in his spellbook).
The potion is a potion of climbing. The wand of polymorph self is a
wand of polymorphing with 18 charges. The scrolls, written at 7th
level, are: 1) charm monster and dimension door, 2) phantasmal force
and sleep, 3) knock and locate object, 4) dispel magic, and 5) detect
invisibility. Revans spellbook contains: wizard mark, dancing
lights, detect magic, light, mending, read magic, armor, shield, magic
missile, charm person, identify, comprehend languages, protection from
evil, unseen servant, sleep, phantasmal force, enlarge, feather fall,
jump, spider climb, wizard lock, web, Melfs acid arrow, detect
invisibility, ESP, continual light, mirror image, knock, strength,
locate object, fireball, dispel magic, monster summoning I, tongues,
hold person, protection from normal missiles, sepia snake sigil, and
suggestion.
Navae either uses his magic jar power or attempts subterfuge as
listed. Again, the DM must decide how Navae knows the galadiirs
powers now if he uses it since he didnt before and has been unable to
access the cabinet due to the wizard lock. It would not be
inappropriate for the DM to allow intelligence or wisdom checks to
characters when Navaes story doesnt quite fit. Clerics and anyone
with an anti-undead kit (or a ranger with undead as a racial enemy)
should have a chance to recognize what Navae is and possibly even know
how ghosts are formed.
Main Deck, Area 8: The scrolls (both written at 12th level) are a
wizard scroll of fireball and a priest scroll of flame strike.
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