Search SJML Archives! (Powered by Google)

Previous Message: An Eye for an Eye SJ Module Conversion 1/3
Next Message: An Eye for an Eye SJ Module Conversion 3/3
Month Index: August, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Mon, 19 Aug 2002 09:32:47 -0700
Subject:  Re: An Eye for an Eye SJ Module Conversion 2/3
SJ Adaption:
This adaptation can be used most anywhere with little trouble.  The key
to the adaptation is the Council^Òs possession of a ship and crew and
their altered tactics.  Also the module does not account for
information about the PCs gained from the Council^Òs employers, yet the
Council should never reasonably accept a job without as much
information as possible (if the PCs are particularly well known they
may have even made inquiries before accepting the job at all).
The Ship:  The Council of Wrath employs the Vengeancemaker, which is a
waspship, shrikeship, turtleship, squidship, or hammership depending on
what the PCs use (the DM should make it an equivalent or more powerful
ship but should not vary from these craft as their commonness and
usefulness in battle is what the Council has chosen one of them for).
The Vengeancemaker flies no colors and carries letters of marque and
registrations from a variety of ports for use as cover as a
pirate-hunter.  It has the standard weapons configuration but its
rigging has been topped out, netting has been added, the hull has been
thickened, and hull plating has been added.  The ship has a major helm
as well as a backup furnace helm.  Stored beside the furnace in a
locked cabinet are a longsword of berserking and an amulet of
inescapable location for use as fuel.  The ship is lit by continual
flame spells throughout.  The Company employs a contingent of 10
marines led by a sergeant as well as a full ship^Òs crew (including a
helmsman and a ship^Òs chaplain).  They offset the unusually high number
of crew with air replenishing spells.  The ship contains a strongbox
locked with a good lock (DC 30) that contains the payroll:  1500 gp.
Marine Sergeant, hm Ftr2:  CR 2; HD 2d10+4; hp 19; Init +2; Spd 20 ft.;
AC 20 (18 when using bow due to lack of shield); Atk +6 melee
(1d8+3/19^Ö20, longsword), +4 ranged (1d8/x3, composite longbow); AL LE;
SV Fort +5, Ref +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12,
Cha 13.
Skills and Feats:  Climb +8, Craft (siege weapon builder) +5, Jump +8;
Cleave, Dodge, Power Attack, Weapon Focus (longsword).
Possessions:  longsword, composite longbow, quiver of 20 arrows,
masterwork chainmail, large shield, pouch with 36 gp and 18 sp.
Marines, hm&f Ftr1 (10):  CR 1; HD 1d10+1; hp 10, 9, 7, 7, 10, 8, 7, 9,
8, 11; Init +1; Spd 20 ft.; AC 18 (16 when using bow due to lack of
shield); Atk +3 melee (1d8+1/19^Ö20, longsword), +2 ranged (1d8/x3,
composite longbow); AL LE; SV Fort +4, Ref +1, Will +0; Str 13, Dex 12,
Con 12, Int 10, Wis 10, Cha 11.
Skills and Feats:  Climb +5, Craft (siege weapon builder) +4, Jump +5;
Dodge, Power Attack, Weapon Focus (longsword).
Possessions:  longsword, composite longbow, quiver of 20 arrows,
chainmail, large shield, pouch with 2d6 gp and 3d8 sp.
Helmsman, hf Wiz(Div)4:  CR 4; HD 4d4+4; hp 17; Init +2; Spd 30 ft.; AC
12; Atk +2 melee (1d4/19^Ö20, dagger), +4 ranged (1d8/19-20, light
crossbow); SQ cannot use necromancy spells; AL LE; SV Fort +4, Ref +3,
Will +4; Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 10.
Skills and Feats:  Alchemy +9, Knowledge (arcana) +9, Profession (SJ
sailor) +3.5, Scry +9, Spellcraft+9 (+11 with divinations); Scribe
Scroll, Brew Potion, Still Spell, Silent Spell, Alertness when in arm^Òs
reach of familiar.
Possessions:  dagger, light crossbow, case of 10 bolts, pouch with
potion of cure light wounds, potion of bull^Òs strength, potion of cat^Òs
grace, 94 gp, and 22 sp, scroll case containing 4th level arcane
scrolls of 1) mage armor (x2), shield (x2), and protection against
arrows (x2), 2) arcane lock, sleep, hypnotism, and charm person, and
3,4,5) charm person.
Spellbook:  0^×resistance, ray of frost, detect poison, daze, flare,
light, dancing lights, ghost sound, mage hand, mending, open/close,
arcane mark, detect magic, prestidigitation, read magic; 1^×shield, mage
armor, comprehend languages, identify, feather fall, jump, charm
person, hypnotism, sleep; 2^×arcane lock, protection against arrows,
bull^Òs strength, cat^Òs grace, continual flame, locate object.
Spells per day:  4/4/3
Note:  She is Enchilios^Òs lover and keeps him supplied with scrolls of
charm person.  He is anxious for her to reach 5th level and learn alter
self and fireball as well as create wand so she can recharge his wands
(she^Òs studying them now and will gain them on achieving 5th level).
Rat familiar:  HD 4d4; hp 8; Init +2; Spd 15 ft., climb 15 ft.; AC 16;
Atk +5 melee (1d3-4, bite); SA deliver touch range spell attacks for
Enchilios; SQ scent, empathic link with helmsman to 1 mile, improved
evasion, share spells; AL NE; SV Fort +2, Ref +4, Will +5; Str 2, Dex
15, Con 10, Int 7, 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:  The helmsman may choose to have any spells she casts on
herself also affect her familiar if the familiar is within 5^Ò when the
spell is cast.  If the helmsman and her 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 the helmsman only).  Even returning to 5^Ò or
less range will not restore the effect for already cast spells.
Chaplain, hm Clr4 (domains:  law and evil):  CR 4; HD 4d8+4; hp 23;
Init +3; Spd 20 ft.; AC 21 (19 when using crossbow due to lack of
shield); Atk +4 melee (1d8, morning star), +3 melee (1d4/19^Ö20,
dagger), +6 ranged (1d8/19-20, light crossbow); SQ casts evil and law
spells at +1 level; AL LE; SV Fort +5, Ref +4, Will +6; Str 11, Dex 16,
Con 13, Int 10, Wis 15, Cha 10.
Skills and Feats:  Concentration +8, Heal +9, Knowledge (religion) +7;
Brew Potion, Extend Spell, Scribe Scroll.
Possessions:  masterwork morning star, masterwork chainmail, large
steel shield, dagger, light crossbow, case of 10 bolts, holy symbol of
the planar church of Acheron, 4 vials of unholy water, pouch with 2
potions of cure light wounds, a potion of bull^Òs strength, 112 gp, and
14 sp, scroll case containing 4th level divine scrolls of 1) protection
from good (x2), protection from chaos (x2), and sanctuary (x2), 2) aid
(x3) and bull^Òs strength (x3), and 3) entropic shield.
Spells per day:  5/4+1/3+1
Note:  All the crew are members of the planar church of Acheron or at
least LE (this was done to ensure their loyalty and that they wouldn^Òt
rebel at the Council^Òs activities).  The chaplain is a cleric in the
church.  He works for the council but really wants to be granted status
as a full member (which would give him prestige, power, and access to
more and better pay and equipment).  The chaplain is the only member of
the crew that occasionally accompanies the Council members on their
strikes inside town and he is in charge of the ship when the Council
members are not present.
Crew Members, hm&f Exp1 (see Note below):  CR 1/2; HD 1d6; hp 3 each;
Init +5; Spd 30 ft.; AC 13; Atk +0 melee (1d4/19^Ö20, dagger), +1 ranged
(1d8/19-20, light crossbow); AL LE; SV Fort +0, Ref +1, Will +2; Str
11, Dex 13, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats:  Balance +5, Climb +4, Jump +4, Profession (SJ
Sailor) +7, Spot +5, Tumble +5, Use Rope +5; Improved Initiative, Skill
Focus (Profession (SJ Sailor)).
Possessions:  leather armor, dagger, light crossbow, case of 10 bolts,
pouch with   2d4 gp and 3d6 sp.
Note:  The # of crew is equal to the tonnage of the ship-2 (since the
helmsman and chaplain count as crew also) so there are 16 crew members
on a waspship, 28 on a shrikeship, 38 on a turtleship, 43 on a
squidship, and 58 on a hammership.
        Encounter 1:  Beginning with all the information on the PCs they could
get from their employers, the Council then seeks to gather their own
information.  If the PCs frequent more than one port they may begin
their investigation in a port the PCs aren^Òt even at currently (unless
they know where the PCs are, however, this would be purely luck).  DMs
should take the opportunity to reward PCs for previously established
friendly dealings with NPCs.  PCs who have close friends in various
ports may hear about a variety of people asking innocuous questions
about them, allowing them to be on guard.  If any PCs are members of
established churches (e.g., a planar church or Celestian^Òs faith) the
Council will undoubtedly investigate them through these channels as
well and rivalries with other members of the church as well as
friendships could well come into play.  If the PCs have any bard
friends or their own bards are in the habit of telling the party^Òs
stories while in earshot of other bards, the Council will undoubtedly
here these ballads (Smannet^Òs detect thoughts power will help them
discern additional embellishments the bard they^Òre listening to is
making though they still won^Òt know what embellishments previous
tellings may have added^×particularly those the PCs themselves added).
When the group finally does arrive in the same port as the PCs they
immediately try to determine how long the PCs will be in port and will
try to keep track of where the PCs are headed if the PCs leave before
they can prepare.  Parties that don^Òt stay in port for long and
frequent several ports may notice that the Vengeancemaker shows up in
any port they travel to within a few days of their own arrival (the DM
should determine this with more than just a roll of the die, PCs must
watch^×closely or not^×what ships are in port to have a chance of
noticing this).  The Council (in disguise) will try to get the PCs to
tell tales of their exploits while in town and are willing to ply them
with a few drinks to encourage the conversation.  Any such meetings
will be attended by Smannet who uses detect thoughts to try to weed out
the truth from PCs^Ò boasts.  If the PCs include a bard this will make
them especially vulnerable as the Council will call for ^Óoriginal^Ô
works to be performed and they are willing to use magic or money to
convince a barkeep of tavern owner to pressure the bard to play (in
return the bard is given free drinks and meal and the chance to pick up
some donated coins).  Enchilios may also convince his lover, the
helmsman, to use still spell and silent spell to secretly detect magic
and detect poison on PCs.  Only when they feel they have all the basic
information on PC powers and tactics (as well as vulnerabilities,
rivalries, and so forth) will the Council of Wrath move to encounter 2.
        Encounter 2:  It is critical that the DM decide what the Council of
Wrath has done to motivate the NPCs to attack the PCs.  Even with the
use of charm person spells, the dupes in encounter 2 will have been
told a story to motivate them.
        Carlatta is the captain and owner of a merchant dragonfly.  Her
brother, Veris, is in charge of the marines she employs and her first
mate, Ernest, runs the ship.  She is quite successful, hence the NPCs^Ò
high quality of equipment.  Her ship is Carlatta^Òs Venture.  The
standard configuration dragonfly uses a furnace helm fed by potions and
scrolls purchased in ports that are visited.  The members of the
Council have fed her a story about the PCs.  Perhaps the PCs are
spreading rumors about her, hurting her business (when in fact it is
the Council spreading rumors while disguised as the PCs).  Or they have
been hired to directly interfere with her in some manner.  Whatever the
story is, Carlatta and her crew are out to settle the score.  If the
PCs have a small ship (up to a dromond of the standard ship types but
nothing as large as a waspship as she will feel this is too powerful to
take on^×unless it^Òs already damaged) she and her crew will attack the
PCs in space.  In this case the Council arranges to watch the showdown
from afar, though they may decide to help if the Carlotta^Òs crew is
doing well against the PCs.  More likely, however, the PCs ship is too
large for Carlatta to attack, she, her brother, her first mate, and the
three marines she employs will wait until the PCs are in a tavern away
from their crew and come in to teach them a lesson.  The fight will be
a simple brawl unless a PC draws a weapon or begins casting a spell, in
which case Carlatta and her crew will draw steel and try to kill the
PCs.  A side effect of this tactic is that PCs have to deal with the
authorities also (whether or not things got lethal).
Carlatta^Òs Marines, hm Ftr1 (3):  CR 1; HD 1d10+1; hp 10, 10, 11; Init
+1; Spd 20 ft.; AC 18 (16 when using bow due to lack of shield); Atk +3
melee (1d8+1, battle axe), +2 melee (1d4+1/19-20, dagger), +2 ranged
(1d8/x3, composite longbow); AL LN; SV Fort +4, Ref +1, Will +0; Str
13, Dex 12, Con 12, Int 10, Wis 10, Cha 11.
Skills and Feats:  Climb +5, Craft (siege weapon builder) +4, Jump +5;
Dodge, Power Attack, Weapon Focus (battle axe).
Possessions:  battle axe, composite longbow, quiver of 20 arrows,
chainmail, large shield, dagger, pouch with 3d4 gp and 5d6 sp.
Carlatta^Òs Crew, hm&f Exp1 (5):  CR 1/2; HD 1d6; hp 4, 1, 1, 2, 4; Init
+5; Spd 30 ft.; AC 13; Atk +0 melee (1d4/19^Ö20, dagger), +1 ranged
(1d8/19-20, light crossbow); AL LN; SV Fort +0, Ref +1, Will +2; Str
11, Dex 13, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats:  Balance +5, Climb +4, Jump +4, Profession (SJ
Sailor) +7, Spot +5, Tumble +5, Use Rope +5; Improved Initiative, Skill
Focus (Profession (SJ Sailor)).
Possessions:  leather armor, dagger, light crossbow, case of 10 bolts,
pouch with   1d8 gp and 4d4 sp.


__________________________________________________
Do You Yahoo!?
HotJobs - Search Thousands of New Jobs
http://www.hotjobs.com


Previous Message: An Eye for an Eye SJ Module Conversion 1/3
Next Message: An Eye for an Eye SJ Module Conversion 3/3
Month Index: August, 2002

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]