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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Mon, 19 Aug 2002 09:31:33 -0700 Subject: Re: An Eye for an Eye SJ Module Conversion 1/3
SJ Module Conversion: An Eye for an Eye
This free adventure can be found at:
http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20010824a,3
This module converts well to SJ and may even be more likely in SJ than
in a standard campaign due to the severe limits on ships and skilled
personnel in SJ. In a normal campaign, foes can hire any average thug
off the streets but in SJ they need someone with a ship to track PCs
down and possibly even engage them in battle, something they may not be
able or willing to risk one of their own ships and crews doing since
the investment in time and money is so much greater than simply hiring
new troops. If the PCs frequent areas where they are denied access (a
rival nation or port, perhaps) they can^Òt send their own ships to
follow. Finally, any ship that does follow and attack the PCs would be
linked to the employer and create a legal or diplomatic incident (in a
groundling campaign attackers can simply head out of town over or under
the city walls and head in any direction, in SJ they can be easily
bottled up by authorities). The key to converting this module is
adjusting the NPCs^Ò tactics and providing them a ship.
Fix:
Dorath Kir is only has 21 of his potential 30 skill points used.
Grant him jump +13 to use all the points. In SJ ride is not truly
useful so for the conversion his ride +7 skill is replaced with
profession (SJ sailor) +3.5. His Will save should be +5. His AC
should be 21.
Terquad should only have 104 skill points but has 107 used. Reduce
his Escape Artist skill to +7. DMs will have to remember to apply
armor check penalties to his skills when he^Òs wearing his +1 studded
leather as this in not figured into his stats (with his penchant for
disguises this is reasonable but should be noted in the module to
remind DMs, remember to make this adjustment for all characters
presented as armor has not been adjusted for in any of their skills,
including the corrections presented here). He uses a longsword but is
not proficient in it. Trade his Weapon Focus (longsword) feat for
Martial Weapon Proficiency (longsword) and reduce his attack bonus with
his +1 longsword to +6. His attack with his shortbow is also only +6
except when in 30 feet where his point blank shot feat applies. He is
also not proficient with shields. As such get rid of his masterwork
buckler and reduce his AC to 16.
Varimer also should only have 104 skill points but has 106 used.
Reduce her Escape Artist skill to +11. Her Fort save should be +1.
She has too many feats. Remove her weapon finesse (rapier) and rapid
shot feats. Reduce her attack bonus to +8 with her shortbow (+9 when
in 30 feet from point blank shot). She is also not proficient with
shield so get rid of her +1 large shield and reduce her AC to 17.
Varimer^Òs special qualities as a half-elf are not listed though they
still apply (of course).
Enchilios should only have 36 skill points but has only 31 listed.
Give him profession(SJ navigator) +2.5 to make up for it. His correct
spells per day are 6/7/6/4 due to his Chr bonus. Enchilios^Òs attacks
list a dagger and light crossbow yet none appears under his equipment
list. Add dagger, light crossbow, and case of 10 bolts to his
equipment list. He has no familiar yet a familiar is potentially very
beneficial to the group for gathering information on targets (at
Enchilios^Òs level the familiar has 8 Int and can speak with Enchilios
so the uses are particularly wide). As such, give Enchilios a rat
familiar (rats are common everywhere, thus not being out-of-place, and
can go a variety of places on ship, in an urban environment, and in the
wilderness where some other familiars wouldn^Òt go). The familiar gives
him a Ref save of +4, the alertness feat when they are in arm^Òs reach
of each other, and the ability to have his familiar deliver touch range
spells. In SJ expeditious retreat is not as useful (where do you run
to escape your enemies on a ship?) so trade it for the identify spell.
Rat familiar: HD 6d4; hp 9; Init +2; Spd 15 ft., climb 15 ft.; AC 17;
Atk +5 melee (1d3-4, bite); SA deliver touch range spell attacks for
Enchilios; SQ scent, empathic link with Enchilios to 1 mile, improved
evasion, share spells, speak with Enchilios; AL NE; SV Fort +2, Ref +4,
Will +6; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2.
Special Qualities: Rat^×uses Dex modifier for Climb skill, +8 racial
bonus to balance, +4 racial bonus to hide and move silently
Skills and Feats: Balance +18 (includes racial bonus), Climb +12, Hide
+22 (includes racial bonus), Move Silently +14 (includes racial bonus);
Weapon Finesse (bite).
Share Spells: Enchilios may choose to have any spells he casts on
himself also affect his familiar if the familiar is within 5^Ò when the
spell is cast. If Enchilios and his familiar separate by more than 5
feet this effect is broken for any spell it was in use with (the spell
remains in effect on Enchilios only). Even returning to 5^Ò or less
range will not restore the effect for already cast spells.
Smannet^Òs correct Ref save is +9 and his Will save is +7.
A module should list the abilities of creatures used in it, at least
in summary. This was not done with Garx the phase spider so his full
stats have been added for DM convenience here:
Garx, male phase spider: CR 5; Large Magical Beast; HD 4d10+15; hp
41; Init +7; Spd 40 ft., climb 20 ft.; AC 15; Atk +7 melee (1d6+4 and
poison, bite); SA ethereal jaunt, poison; AL N; SV Fort +7, Ref +7,
Will +2; Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10.
Skills and Feats: Climb +12, Move Silently +11, Spot +9; Improved
Initiative.
Ethereal Jaunt (Su): Garx can shift from the ethereal to the prime
material plane as a free action and shift back again as a move or
move-equivalent action. This ability is otherwise identical to
ethereal jaunt cast by a 15th level sorcerer.
Poison (Ex): Garx^Òs bite injects poison that forces the victim to make
a Fort save (DC 15) or suffer initial and secondary 2d6 temporary Con
damage.
Carlatta should only have 12 skill points but has only used 10. Give
her Profession (SJ Sailor) +2 also. Her AC is 17 and she is only +7 on
attacks with her masterwork composite shortbow.
Veris has 2 skill points as he should but Jump +0 is listed for no
reason. In fact, with his Str bonus it should be +3. Greataxes have
x3 crit and light crossbows are crit on 19-20, neither of which is
listed in his stats. In SJ half-orcs are extremely rare and if the 2nd
Unhuman War has begun they are treated with extreme suspicion. As such
make Veris a half-elf, Carlatta^Òs younger brother. The adjustments to
Veris^Òs stats for this change are listed here:
Atk +6 melee (1d12+2/x3, greataxe); Str 15, Int 10, Cha 8.
Special Qualities: Half elf^×immune to sleep; +2 saves against
Enchantment spells or effects; low-light vision; +1 racial bonus on
Listen, Search, and Spot checks.
Skills: Jump +4, Spot+2.
Ernest has only 4 skill points when he should have 12. Give him
Profession (SJ Sailor) +1 and Use Rope +2. His AC is 17 (15 when using
his bow) and he is +5 on attack with his masterwork bastard sword. The
bastard sword has a 19-20 crit range that is not listed.
The short presentation of this module makes it seem like something
that should occur quickly. This is not so, particularly in SJ. The DM
should decide behind the scenes when and where the Council was hired,
should track their progress through space toward the PCs (especially
the time and where they are and are headed in case they randomly cross
paths with the PCs early^×PCs always manage to surprise DMs).
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Month Index: August, 2002