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From: Thatotherguy <spellj@??????????.com> Date: Fri, 2 Aug 2002 10:03:26 -0700 Subject: Re: SJ Ghosts of Aniel Conversion 2/2
Battle Deck, Area 8: One of the largest rooms on the ship, the
captains cabin seems luxurious in comparison to the other living
areas. The door to the captains cabin is unlocked, though it is
closed and latched (meaning it merely has to be opened normally by
using the latch and handle). Inside the cabin is a bed, a desk with
chair, a table with 10 chairs around it, a bookcase, a wardrobe, a
clean (and empty) chamberpot, an armor stand, a weapons rack, a chest,
and a cage. The cage is filled with bedding for an animal and is on
the floor at the head of the bed. 4 paperweights (each a finely
polished rock worth 2 cp) have been hidden in the bedding. The bed is
against the far wall of the room, with the table and chairs taking up
the area closest to the door and the other items set against the wall.
Two curtains are set up in the room so they can be pulled across to
separate the room into sections. Both are currently open but if closed
one would section the rest of the room off from the entry and table
while the second would isolate the bed area.
Upon entering the room Captain Tariens pet ferret will immediately
attack the PCs unless an elf is visible (half-elves will not fool the
ferret). The ferret is so distraught at the apparent loss of its
master that even hadozee and half-elves wont prevent its attacking.
Once it has begun to attack, spells or an animal empathy check (DC 20)
must be used to calm it down. Hadozee and half-elves gain a +2 on
animal empathy checks while elves gain a +5. Use of speak with animals
(including by a gnome) grants a further bonus equal to the users
charisma adjustment. The ferrets name is Little Hand for his
enjoyment of scampering about and moving items. If reduced to 1 hp,
Little Hand runs and hides under the captains bed.
Little Hand, male ferret (uses weasel stats): HD 1/2d8; hp 3; Init +2
(+2 Dex); Spd 20 ft., climb 20 ft.; AC 14 (+2 size, +2 Dex); Atk bite
+4 melee (1d3-4); Face/Reach 2.5 ft. x 2.5 ft./0 ft.; SA Attach; SQ
Scent; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2,
Wis 12, Cha 5.
Skills: Balance +18 (includes +8 racial bonus), Climb +11 (uses dex
modifier rather than Str), Hide +13, Move Silently +13 (includes +4
racial bonus), Spot +4, Feats: Weapon Finesse (bite).
SAAttach (Ex) If hits with its bite a ferret automatically latches on
and deals automatic bite damage each round. It no longer gains dex
bonuses to AC as it does so, however.
The table is where Captain Tarien held his officer meetings.
Currently the table is cleared off and the chairs are all pushed in.
Behind the table, opposite the door, a tapestry hangs on the wall
showing an elven base made of 7 armadas grown together in a ring with a
sun shining below and behind it, giving it an ethereal backlighting.
Some may think the tapestry is meant to depict Lionheart but in fact it
is an elven artists purely fanciful rendering based on having seen
elvish stations such as the one depicted.
The bed is messed up (Tarien was in it when the shift occurred and
Little Hand has played in it and then begun sleeping in it as it misses
its master) and the underside of the frame contains a secret
compartment. The compartment is empty as the current captain of the
Aniel had no use for this addition by one of his predecessors. The
weapons rack, however, is not empty. It holds an unstrung masterwork
long bow (the string is attached to one end for quick restringing), a
+4 defender longsword, a spear, and a footmans mace. The armor stand
holds an elven-sized suit of +2 elven chainmail with a fur-lined cloak
draped over it. Next to the base of the stand are a pair of finely
tooled leather boots, one of which has a knife in an interior sheath.
The wardrobe is sparsely filled with 4 sets of elven clothing, a formal
dress uniform for a captain in the elvish fleet, the ceremonial attire
of a member of Solonor Thelandiras clergy, and a simple white robe. A
pair of heavily worn boots is on the floor of the wardrobe.
The bookcase holds a variety of minor reference works including basic
linguistic books for several common spacefaring languages (draconic,
gnomish, dwarvish, and halfling) that translate simple words, phrases,
and sentence structures to elvish. Some basic books on how to
navigate, repairing catapults, ballistae, and jettisons, standard
semaphore and light signals, and listings of ship types and insignias
of various spacefaring groups (it includes a large number of loose
sheets that have been added over time with the markings of additional
groups) round out the reference books. The bottom shelf is occupied by
several elvish fiction books and two books of elvish myths and legends.
None of the reference works is detailed enough to aid a character
already skilled in the appropriate subject (though the book of markings
and hulls would make an excellent reference work and could include any
group the DM wanted) but several could be used to help a character
begin training in an area.
The chest is locked with a good lock that sticks (causing an
additional +2 difficulty to open lock checks for a DC 32). Inside is a
pouch of 8 charges of smokepowder, a purse with 2 opals worth 250 gp
each, 75 gp, 42 sp, and 13 cp, a pouch with a worn whetstone, some
spare fletchings and arrow heads, and a set of wood carving knives, a
long wooden box, a pouch of jerky, a spearhead with about 8 inches of
broken off shaft attached, a personal journal, and a painted, carved
wooden amulet depicting a silver arrow with green fletching (this is a
holy symbol of Solonor Thelandira). The wooden box is separated into 6
slots and cushioned with wool. It contains the following potions each
in a crystal bottle (the bottles are worth 5 gp each or 50 gp as a set,
with the box the whole set will fetch 65 gp): bulls strength,
enlarge, spider climb, cure serious wounds, gaseous form, and heroism.
The personal journal is basically a mirror of the more interesting
passages in the ships log (including those not related to this
adventure that the DM chooses to make up) along with additional
personal notes by Tarien (Tarien didnt have to be as matter of fact in
his personal journal as he did in the log). It also contains some
entries not found in the log detailing discussions Revan and Tarien had
concerning some concerns of Revans about Navaes unhealthy obsession
with the galadiir. Since Navae is worried about the PCs reading the
log he will watch them closely while they are in this room. If they
read the journal he will remain unconcerned unless they begin to
discuss its contents (even parts unrelated to him as he will at this
point realize what it is) in which case he will attack.
The desks chair is pushed in. Atop the desk, pushed to a back
corner, is a well worn religious text dealing with Solonor Thelandiras
religion. A stoppered bottle of ink, a sprinkler of fine sand, a pour
cup for capturing sand (and pouring it back into the sprinkler once the
sprinklers top is opened), and two quill pens are in the opposite
corner of the desk. The desks built in inkwell is unused. On the
back of the upper portion of the desk are mounted a pair of crossed
wheellocks, each clean and serviceable but unloaded. A small pouch
holding 8 metal balls (wheellock ammunition) hangs from one. One desk
drawer holds 3 additional vials of ink, all stoppered and sealed with
wax, 3 more quill pens, a small pan with dried wax of various colors in
the bottom, a flint and knife, and almost a dozen candle of different
colors and lengths (for use with Tariens captains ring in sealing
official correspondence). The next drawer holds two empty log books as
well as reams of papyrus, vellum, parchment, and paper. The bottom
drawer is locked with a good lock (DC 30). It contains the ships log.
Finding the log will not motivate Navae to attack but beginning to
examine it will. The log entries of most relevance to this module
begin about 30 days ago. This one notes the mysterious death of
Navaes familiar as the hawk was flying through the ship and crashed
and broke its neck. Then 2 or 3 days ago is noted Navaes attack on
Revan and death. It notes the results of that, including finding some
notes on drow religion compiled by Navae during his research and
Navaes homemade holy symbol to Lolth when Navaes possessions were
searched. The log also details how they were destroyed just as Navaes
body was.
Main Deck: As long as any character is on the main deck, Navae will
watch them carefully. Even if other characters are elsewhere in the
ship he is interested in any chance of someone entering Area 7 above
all else. In this case he wont notice other characters elsewhere in
the ship reading the log in the captains quarters (Battle Deck, Area
8).
Every area on this deck is lit by rods placed in wall brackets with
continual flame spells cast on the end. Every area has at least one
large barrel of wet sand in it (for use in fighting fires).
Main Deck, Area 1: The jettison station is closed and secured from
within so this is not a potential route of entry for PCs without the
use of a knock spell or hacking their way in. Inside the jettison sits
in proper order with 10 bags of jettison shot stored beside it. A keg
set on end with a spout sits beside the jettison also. The keg is
filled with water created by a create water spell and is used to rinse
out chamber pots that are dumped here (Elven Fleet regulations prevent
cleaning with a ships stored supplies but if water can be magically
created or found it can be used). There is no sign of the crew (the
station was unmanned when the shift occurred). If the PCs attempt to
board the ship this way they will be attacked by the phase spiders.
They attack as described for the Battle Deck, Area 2 attempting to kill
only if the PCs do breach this entry.
Main Deck, Area 2: The companionway is empty and all the doors are
closed.
Main Deck, Area 3: The hold is full of ships stores, some wood for
making emergency repairs, and a few unique items. The first are three
cages that are 10 cubes. Each has a lockable door. These are used
for holding prisoners but currently are empty (unless the DM wants to
add a prisoner or twoprisoners wouldnt be part of the crew and so
would be immune to the curse). The second is a large ceramic basin
with several towels and two kegs of water with spickets. The basin is
used for bathing and the water was produced by create water spells (as
noted in Area 1). The final item of special interest is the rats
nest. A few rats have set up housekeeping since boarding at the last
port. The rats number 7 adults that will attack to defend their nest
but otherwise generally avoid PCs, instead concentrating on each
supplies out of a crate theyve gnawed into. They may attack lone,
small animals such as familiars, however. The rats will not fight to
the death, running away individually if wounded.
Rats, adult (7): HD 1/4d8; hp 2, 1, 1, 1, 2, 1, 1; Init +2 (+2 Dex);
Spd 15 ft., climb 15 ft.; AC 14 (+2 size, +2 Dex); Atk bite +4 melee
(1d3-4); Face/Reach 2.5 ft. x 2.5 ft./0 ft.; SQ Scent; AL N; SV Fort
+2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2.
Skills: Balance +18 (includes +8 racial bonus), Climb +12 (uses dex
modifier rather than Str), Hide +22 (includes +4 racial bonus), Move
Silently +14 (includes +4 racial bonus), Feats: Weapon Finesse
(bite).
Main Deck, Area 4&5: The crew cabins were shared by the marines and
sailors and each hammock rotated occupants by shift. Each crew member
had a wall locker the size of a chest (the wall lockers stacked to
conserve space). Typical crew had 1d4 gp, 3d4 sp, and 3d6 cp as well
as basic armor, weapons, clothes (including a sturdy cloak), and a
couple minor personal affects. Priests had holy symbols and possibly
holy water (one or both of which were with them if they were on duty
when the shift occurred) and wizards had spellbooks. The crew
consisted of a mix of elves and hadozees (and possibly a couple
half-elves at the DMs discretion). Typical weapons were longswords,
shortswords, longbows, daggers, maces, and hammers. Typical armor was
leather or studded leather and buckler or shield though DMs may choose
to make elven chainmail standard armor for the elven crew members. At
the DMs option a couple of scrolls written by their wizard owners may
be among the personal affects. One crew member had a potion of cure
light wounds thats still in his locker and at least three have written
letters similar to the one found in the officers quarters that gives
the basics of what occurred. Navae is watching characters on this
level and will attack if he finds out they discovered clues in the
letters. The ship had room for a total of 60 crew but typically
carried fewer (as officers filled some positions and the ships air
wouldnt last as long if the 60 crew maximum was violated). Each room
also holds 3 clean and empty chamber pots.
At least one of the crew was a rogue and has a set of lockpicks among
their gear. The rogue was assigned to help check for contraband or, on
a captured ship, to search for traps and gain access to locked areas.
Main Deck, Area 6: The galley contains stores of average elven wine,
water, fruits, vegetables, and other basic foodstuffs. There is a cold
storage box with a stone in it that has a special type of permanent
darkness spell cast on it that only absorbs infrared light. This
causes things in the area to cool and keeps the cold storage at about
40 degrees. Two similar stones can be used for cooking and have
special permanent light spells that produce only infrared light,
heating themselves so they can be used for cooking (cooking in this
manner takes longer than normal and the stones can be handled with care
for short periods without burning oneself). The heated stones are safe
for use in the flow as long as care is taken (they arent placed next
to anything flammable, such as being set down on wood). The key to
both types of stones is they are hollow, with the spell cast in them
rather than on them (so the spell doesnt affect the entire area). The
oven is also capable of holding a normal fire and standard cooking,
though the fire has burned itself out and the stew being made atop it
has gone cold. Some minor spices and partially cut up vegetable
ingredients are lying on the counter beside the stove.
Main Deck, Area 7: This is both the helmroom and Revans quarters (as
he was the primary helmsman). The door is unlocked but has a good lock
(DC 30) as well as being able to be barred from within. Finally a
special arcane lock spell has been cast on the door (at 12th level)
that will allow only elves, hadozee, and half-elves to open it.
The most notable item in the room is the large chair growing from the
deck. It is covered with cushions and has a greenish crystalline
appearance. This is the Aniels major helm. As it grows from the deck
it cannot be removed and placed on another ship without destroying it.
Beside the helm is a table on which is a plate with a couple pieces of
fruit (one partially eaten) and a mostly full glass of water (the
helmsman had some refreshments here).
The rest of the room is curtained off currently and if the curtain is
opened Revans living area is revealed. A cabinet, a wardrobe, a bed,
a chest, a desk, 3 chairs, a weapons rack, and an armor stand are
located in this area. The area has been carefully tidied up (including
making the bed and such, the elves did this when Revan was killed).
The desk holds 2 bottles of ink (both stoppered, one sealed with wax),
3 quill pens, reams of papyrus, vellum, parchment, and paper, several
works of elven fiction, a red candle, a pan with red candle wax in it,
a seal (the symbol is that of the Elven Fleet), a steel knife, a flint,
4 beautiful small polished stones (paperweights worth 2 cp each), and a
pan of fine sand. All these items are in the desks drawers.
The wardrobe holds a pair of sandals, a pair of boots and 3 robes.
Beside it the armor stand and weapons rack are empty. The bed is made.
The chest has an arcane lock at 6th level cast on it but the standard
lock is unlocked (unlike the rest of the crew, who wore their keys to
their chests or lockers on them at all times and locked their items,
Revan stored his key in the chest and relied on his arcane lock to
guard his possessionshe didnt like the hassle of using a key). The
chest contains a key (to it), a bag of marbles, non-exceptional
(valueless), non-perishable spell components for Revans spells, and a
carved wand. Revan had planned to create a wand of fireballs using the
wand but never got around to finally enchanting it before he was slain.
The crew used a knock spell to clean out the chest, removing valuable
and notable items.
The cabinet is arcane locked at 3rd level (or whatever level the DM
decides the highest level remaining wizard on the ship was) and has a
large wax seal (sealed with Tariens ring and an arcane mark) in the
middle of it to ensure no tampering occurs. It contains the scrolls
and wand of polymorph self listed in the module, the galadiir (in its
fire trapped box), a +2 dagger, a potion of spider climb, a wand of
magic missiles (5th level) with 14 charges remaining, a pouch with 42
gp, 18 sp, 65 cp, and a gold hoop earring (2 gpv), and Revans
spellbook. Revans spellbook holds the following spells: arcane mark,
dancing lights, daze, detect magic, detect poison, disrupt undead,
flare, ghost sound, light, mage hand, mending, open/close,
prestidigitation, ray of frost, read magic, resistance, mage armor,
shield, magic missile, charm person, identify, comprehend languages,
protection from evil, unseen servant, sleep, silent image, enlarge,
feather fall, jump, spider climb, arcane lock, protection from arrows,
web, Melfs acid arrow, see invisibility, detect thoughts, continual
flame, mirror image, knock, bulls strength, locate object, fireball,
dispel magic, summon monster III, tongues, hold person, sepia snake
sigil, and suggestion. Unlike other furniture in the ship, the cabinet
is not bolted to the ship as it was a personal possession of Revans.
If not damaged, the cabinets finely carved wooden architecture will
allow it to be sold for 120 gp.
If the galadiirs box is opened a book is found in it with the
galadiir. The book has a clasp and has been sealed with an arcane lock
(at 6th level). Additionally a sepia snake sigil has been cast on the
first page in order to defeat unauthorized readers. There is no title
to the small book (which looks much like a nondescript diary) but there
is a stylized carving of a gem in the books cover (that and the arcane
lock convinced the other elves the book was related to the galadiir).
The book details briefly the powers and history of the galadiir as the
elves know it (it was taken from the drow, who its subsequent owners
have been, and when, where, and for what its wishes have been used over
the centuries). The book is less than half full (since so much is just
quick annotations). As it has been in Revans family line for
centuries and he has many brothers, sisters, nephews, nieces, cousins,
and other relatives the elves (and any ethical or moral PCs) will
insist on its being returned to his family along with his other
effects.
As soon as PCs successfully enter the room Navae attempts to use his
malevolence ability to possess one. He attacks the last character in
line and preferably not one he thinks will have to cast spells to open
the cabinet (he knows the cabinet is arcane locked though not that the
box is fire trapped). He will then push his way to the fore (as the
character) in order to gain possession of the galadiir. This happens
regardless of the possessed PCs usual personality and is a clue that
somethings wrong. If possible he will try to grab the box that he
knows contains the galadiir which will, of course, set off the fire
trap. When this occurs he will scream and curse in rage in elvish
(possibly another crew), including swearing Lolths vengeance on
Tarien. This should be all thats needed to convince the PCs that
somethings wrong and cause them to restrain him. If Navae fails to
possess a character or has to fight the PCs the remaining crew will
attempt to prevent his fleeing to the ethereal. Their distractions
from the ethereal will cause him a 2 penalty on attack rolls. The
phase spiders stay close to Navae but do not interfere (the crew fires
arrows at him). If the DM wants to make things more interesting a
single phase spider at a time can shift into the room (but not the
passage) and attack. It attacks at 2 due to the narrow confines,
however. If the DM finds this makes the battle too hard, have the crew
use arrows to force the phase spider to stay on the prime material
(where PCs can kill it). As Navaes escape options are limited he will
probably try to run for the PCs ship. If he gets clear of the Aniels
interior the phase spiders will be able to help him but smart PCs will
probably stop him by then (Navae is in a strange bodyand possibly
armorand so likely to be awkward and slower than usual, he also lacks
any spells to cast). If he can get to the PCs ship he will tell the
crew the other PCs have been possessed and attempt to take the helm and
move the ship away. If the PCs have a hired helmsman this will
undoubtedly be a clue to the crew that not all is right, as will the
appearance of phase spiders to battle the other PCs. At this point he
will likely be tackled and held down (the phase spiders will be busy
with the PCs and unable to assist until that battle is won). All this
sounds like poor planning in SJ and it is. While Navae is both
intelligent and wise he is consumed with hatred and greed and so has
not thought rationally about any of this.
As an alternate approach Navae could appear to the PCs and tell them a
story of woe about how the ship was attacked and he was cursed and how
he needs an item in the cabinet to break the curse and return to life.
In this case if Navae gets hold of the galadiir he uses it to restore
himself to life (his body is recreated and his consciousness reinhabits
it) with the wish. DMs should have decided ahead of time exactly how
Navae knows the power of the galadiir in this case, however. There are
several clues that Navae is lying in his story. First, hes a ghost
(which means hes evil and the product of an evil and hateful persons
life). If no PCs recognizes this any truth or evil detection magic (as
well as any protection from evil effects) will reveal hes not a good
or neutral elf whos been victimized. Also he must make opposed bluff
attempts (opposed to sense motive) to convince the PCs of his lies.
Hes not skilled in bluff but since so much communication is conveyed
by body language and he no longer has a body (though he does have a
visible form) he gains a +2 bonus to his bluff attempt. Finally, the
crew intervenes. They shoot arrows at Navae on the ethereal plane,
causing him to curse crudely in elvish and swear Tariens destruction
in front of the PCs before disappearing for several (1d4+1) rounds to
force the crew away. PCs should become suspicious at this time and it
gives them a chance to cast spells that might reveal the situation
(such as detect evil, detect lie, and see invisibility which shows him
commanding the phase spiders to chase other elves and hadozee on the
ethereal plane) without Navae being aware of it. He then returns with
the lame claim that he was forced away by the curse (sense motive,
knowledge thats hes a ghost and recognition he went to the ethereal,
or any number of other things could reveal this lie) before continuing
his story. At this point, its up to the DM to role-play the encounter
to conclusion. If Navae is returned to life he will inform the PCs he
doesnt need any further help from them, will reward them with the
dagger and potion from the cabinet, and will see them on their way as
it is his duty and his duty alone to return the Aniel to port. In this
case he shoos the PCs off the ship and heads on his own way to build up
his power and restore Lolths favor.
Main Deck, Area 8: This room is filled floor to ceiling with various
charts along all the walls. Additionally a large, heavy table is in
the middle of the room with 6 chairs around it. The table is a
planetary locator that activates for 10 minutes when the phrase Show
me. is spoken in elvish. On the table are several standard
navigational items (such as a sextant) and a dozen paperweights as
found elsewhere on the ship (2 cpv each). The charts can be as
complete as the DM desires but at a minimum must contain complete,
standard navigation charts for the sphere the Aniels in. Hidden among
the charts are a 12th level arcane scroll of fireball and a 12th level
divine scroll of wall of fire. The scrolls are meant for last minute
defense or destroying the helm in the next room to ensure the ship is
not usable by enemies.
Main Deck, Area 9: The weapons pit is in disarray, with bolts
scattered across the area. The crews were running a weapons drill when
the shift occurred and were startled by it, causing them to knock over
the ballista bolts. Both ballista sit undamaged and a total of 20
bolts can be found scattered about. 4 large shields are mounted on the
wall.
Main Deck, Area 10: The hatch up is clear on this side but opening it
is described on the Battle Deck, Area 1.
Main Deck, Area 11: Both retractable eyes are closed and made of
glassteel. The eyes are bolted shut from within and require a knock
spell to unbolt. If unbolted they are still extremely difficult to
open from without and PC ingenuity will be required (getting a good
grip is the primary problem). If the PCs attempt to board the ship
this way they will be attacked by the phase spiders. They attack as
described for the Battle Deck, Area 2 attempting to kill only if the
PCs do breach this entry.
Continuing the Adventure:
The PCs may have just performed a service for the elven fleet. The
elves will not forget this but neither should every Elven Fleet member
everywhere remember it. Nevertheless, word will quickly travel through
channels that the PCs are resourceful, trustworthy, reliable, and
friendly to the elven cause.
Should the PCs fail Navae could become an evil they repeated hear
about that theyve unleashed on space. If he was resourceful enough to
escape the PCs Lolth will notice his potential and begin supporting him
again, including granting spells. She may even grant him a second
level in cleric as a sign of favor if he managed to gain the Aniel
itself and its many treasures (Navae reclaims his spellbook, studies
his spells, and uses knock to gain access to the ships other
treasures, including other spellbook and the scrolls from which he can
increase his repertoire of spells). Whether he has the Aniel and his
own spellbook or not, he will recruit a CE crew (probably human
pirates) and become a terror of the spacelanes. He will advance over
time as both a cleric and a wizard, including gaining new wizard spells
(and possibly replacing his lost spellbook). Navaes domains are evil
and chaos.
__________________________________________________
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