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Month Index: August, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Mon, 19 Aug 2002 09:35:47 -0700
Subject:  Re: An Eye for an Eye SJ 2e Module Conversion
SJ 2e 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

General Conversion Notes:
        References to detect thoughts refer to ESP in 2e.
        Dorath Kir, hm:  AC 0; MV 9; F7 (uses myrmidon kit); hp 58; #AT 3/2 or
2; Dmg by weapon; AL CE; THAC0 14; S 18(27); D 11; Cn 16; I 10; W 10;
Ch 13; proficiencies:  common, ancient history (military history),
spacemanship (replaced fire-building for SJ setting), read/write
common, balance, fire control, sail manipulation, zero-G combat,
blind-fighting, longsword specialization, composite longbow, dagger,
pike, club, footman^Òs flail
Possessions:  plate mail+1, large shield+1, longsword+1, composite
longbow (this bow is built with an unusually strong draw and cannot be
used by those with under 18(01) strength, it does +3 damage per hit),
ring of protection+1 (grants only save bonus while he wears magic
armor), potion of extra-healing, potion of super heroism, quiver of 20
sheaf arrows, silver earring (50 gpv), 654 gp
Terquad, hm:  AC 6; MV 12; T6 (uses assassin kit from CTHB); hp 23; #AT
1; Dmg by weapon; AL NE; THAC0 18; S 13; D 14; Cn 12; I 16; W 10; Ch
12; proficiencies:  common, trailing, disguise (+1), read/write common,
spacemanship, balance, venom handling, forgery, tumbling, spellcraft,
information gathering, longsword, composite shortbow, dagger; base 40%
chance to identify any poison (see CTHB pages 26-27)
Possessions:  studded leather+1, longsword+1, potion of extra-healing
(1/3 gone), composite shortbow, quiver of 20 flight arrows, wand of
polymorphing (22 charges), 231 gp
Varimer, hef:  AC 4; MV 12; T6 (uses assassin kit from CTHB); hp 23;
#AT 1; Dmg by weapon; AL LE; THAC0 18; S 12 (increased to meet kit
requirements); D 17; Cn 10; I 18; W 11; Ch 12; proficiencies:  elvish,
common, trailing, disguise, read/write common, spacemanship, balance,
venom handling, forgery, tumbling, healing, herbalism, rapier,
composite shortbow, dagger; base 50% chance to identify any poison (see
CTHB pages 26-27)
Possessions:  leather armor+1, composite shortbow+1, rapier+1, potion
of extra-healing, quiver of 20 flight arrows, potion of invisibility (5
draughts left), 120 gp
        Enchilios, em:  AC 10 (6 with armor spell); MV 12; W6 (uses war mage
kit from CGR1); hp 18; #AT 1; Dmg by weapon; SD 14 hp armor spell, +1
bonus with all surprise die rolls; AL NE; THAC0 19; S 13; D 14; Cn 11;
I 16; W 11; Ch 8 (abilities scores switched around to reflect class and
kit); proficiencies:  elvish, common, read/write elvish, artistic
ability (sculpture), artistic ability (woodcarving), musical
instrument(flute), spelljamming, spacemanship, spellcraft, wildspace
navigation, balance, alchemy, phlogiston navigation, disguise,
signaling, semphore, dagger, light crossbow
Possessions:  spellbook, wand of fireballs (14 charges), wand of
polymorphing (19 charges), 6th level scroll of lightning bolt, 6th
level scroll of charm person, 6th level scroll of undetectable
alignment (reversed know alignment), dagger, potion of extra-healing,
philter of love, light crossbow, case of 20 light crossbow bolts, 2
flasks of oil, 281 gp
Spells Memorized:  4L1, 2L2, 2L3
Spellbook:  1^×shield, read magic, detect magic, magic missile,
identify, armor, wizard mark, light, cantrip, charm person, find
familiar; 2^×wizard lock, web, continual light, invisibility, know
alignment; 3^×dispel magic, fireball, lightning bolt, protection from
normal missiles
Rat Familiar:  AC 7 (6 with armor spell); MV 15; HD ¼; hp 8; #AT 1; Dmg
1; SA 5% chance bite causes a disease; SD 14 hp armor spell; AL NE;
THAC0 20; grants master superior sense of smell, empathic link with
master to 1 mile
        Smannet, doppleganger:  AC 3; MV 9; HD 4; hp 26; #AT 1; Dmg 1-12 or by
weapon; SA use ESP at will, polymorph to shpae of any humanoid between
4^Ò and 8^Ò tall; SD immune to sleep and charm spells, save as F10; AL N;
THAC0 15
Possessions:  composite shortbow, quiver of 20 flight arrows, ring of
protection+2
        Note:  Due to Terquad^Òs training Smannet can use the basic thief
skills at their base ability level.  He gains no adjustment by race
imitated except to climb walls as the other adjustments are partially
cultural and learning based.  Treat him as being armored in whatever
armor he^Òs emulating and having a dexterity of 14.  He has no
discretionary points and does not gain the backstab ability of thieves
as he isn^Òt a true member of the thief class.
        Garx, phase spider male:  AC 7; MV 6, Wb 15; HD 5+5; hp 31; #AT 1; Dmg
1-6+poison; SA ^Ö3 bonus to initiative due to ability to phase in and
attack (only ^Ö1 on ethereal plane), poison bite causes immediate death
unless save vs. poison at ^Ö2 made; SD attack and phase out before foe
can respond it win initiative by 5 or more; AL N; THAC0 15


SJ Adaption:
The Ship:  The ship is lit by continual light spells throughout.  The
strongbox^Òs lock causes a ^Ö15% to pick lock attempts.
Marine Sergeant, hm:  AC 4; MV 9; F2 (uses marine kit from CGR1); hp
15; #AT 3/2 or 1; Dmg by weapon; AL LE; THAC0 19; S 16; D 14; Cn 14; I
10; W 12; Ch 13; proficiencies:  common, spacemanship, balance, zero-G
combat, blind-fighting, ballista loader, longsword specialization,
longbow, ballista, catapult
Possessions:  longsword, longbow, chainmail, quiver of 20 flight
arrows, buckler, pouch with 36 gp and 18 sp
Marines, hm&f (10):  AC 4; MV 9; F1 (uses marine kit from CGR1); hp 9,
8, 6, 6, 9, 7, 6, 8, 7, 10; #AT 3/2 or 1; Dmg by weapon; AL LE; THAC0
20; proficiencies:  common, spacemanship, balance, zero-G combat,
blind-fighting, ballista loader (x5) or catapult loader (x5), longsword
specialization, longbow, ballista, catapult
Possessions:  longsword, longbow, chainmail, quiver of 20 flight
arrows, buckler, pouch with 2d6 gp and 3d8 sp
Helmsman, hf:  AC 10 (6 with armor spell); MV 12; W(D)4 (uses
academician kit from CWHB); hp 13; #AT 1; Dmg by weapon; SD 14 hp armor
spell; SW cannot use conjuration/summoning spells, -1 to hit on first
attack in melee; AL LE; THAC0 20; S 10; D 13; Cn 12; I 14; W 16
(increased to meet specialty minimums); Ch 10; proficiencies:  common,
read/write common, spelljamming, spacemanship, spellcraft, wildspace
navigation, alchemy, phlogiston navigation, balance, dagger; +3
reaction bonus from other scholarly types, +1 bonus on wisdom and
intelligence checks
Possessions:  spellbook, dagger, pouch with potion of healing, 94 gp,
and 22 sp
Spells Memorized:  3L1, 2L2+1 divination spell at each level
Spellbook:  1^×shield, read magic*, detect magic*, identify*, wizard
mark, charm person, cantrip*, sleep; 2^×wizard lock, continual light,
strength, locate object*; *=divination
Rat Familiar (gained through use of a scroll):  AC 7 (6 with armor
spell); MV 15; HD ¼; hp 6; #AT 1; Dmg 1; SA 5% chance bite causes a
disease; SD 14 hp armor spell; AL LE; THAC0 20; grants master superior
sense of smell, empathic link with master to 1 mile
Chaplain, hm:  AC 2; MV 9; C4 (uses soldier kit from PO:S&P); hp 19;
#AT 1; Dmg by weapon; AL LE; THAC0 18; S 11; D 16; Cn 13; I 10; W 14;
Ch 10; proficiencies:  common, blind-fighting, religion (SJ),
spelljamming, spacemanship, read/write common, spellcraft, healing,
footman^Òs mace, footman^Òs flail, club
Possessions:  footman^Òs mace, large steel shield, chainmail, holy
symbol of the planar church of Acheron, 4 vials of unholy water, pouch
with 2 potions of healing, 112 gp, and 14 sp
Spells Memorized:  5L1, 2L2
Crew Members, hm&f (variable):  AC 8; MV 12; F0; hp 5 each; #AT 1; Dmg
by weapon; AL LE; THAC0 20; crack with the Vengeancemaker
Possessions:  leather armor, dagger, light corssobw, case of 20 light
crossbow bolts, pouch with 2d4 gp and 3d6 sp
Encounter 2:
Carlatta, hef:  AC 4; MV 9; F3 (uses merchant kit from CGR1); hp 21;
#AT 3/2 or 1; Dmg by weapon; AL N; THAC0 18; S 14; D 17; Cn 14; I 12
(increased to meet kit requirements); W 13; Ch 8; proficiencies:
elvish, common, appraising, spacemanship, read/write common, balance,
zero-G combat, blind-fighting, sail manipulation, rapier
specialization, longbow, ballista; -2 to reactions in a commercial
environment
Possessions:  rapier+1, studded leather, longbow, quiver of 20 flight
arrows, gold ring (100 gpv), pouch with potion of hill giant strength,
64 gp, and 12 sp
Veris, hem:  AC 1; MV 9; F2 (uses marine kit from CGR1); hp 15; #AT 3/2
or 1; Dmg by weapon; AL N; THAC0 19; S 15; D 13; Cn 14; I 10; W 11; Ch
8; proficiencies:  elvish, common, spacemanship, balance, zero-G
combat, blind-fighting, battle axe specialization, light crossbow,
ballista, catapult
Possessions:  full plate, battle axe, light crossbow, case of 20 light
crossbow bolts, pouch with potion of healing, 45 gp, and 54 sp
Ernest, hm:  AC 4; MV 9; F1 (uses soldier kit from PO:S&P); hp 9; #AT
3/2 or 1; Dmg by weapon; AL LN; THAC0 20; S 15; D 11; Cn 13; I 10; W 8;
Ch 11; proficiencies:  common, endurance, spacemanship, balance, zero-G
combat, fire control, signaling, bastard sword specialization, longbow,
ballista
Possessions:  banded mail, bastard sword, longbow, quiver of 20 flight
arrows, pouch with potion of healing and 92 gp
Carlatta^Òs Marines, hm (3):  AC 4 (5 when using bows); MV 9; F1 (uses
marine kit from CGR1); hp 9, 9, 10; #AT 3/2 or 1; Dmg by weapon; AL LN;
THAC0 20; proficiencies:  common, spacemanship, balance, zero-G combat,
blind-fighting, ballista loader, battle axe specialization, longbow,
ballista, catapult
Possessions:  battle axe, longbow, quiver of 20 arrows, chainmail,
large shield, dagger, pouch with 3d4 gp and 5d6 sp.
Carlatta^Òs Crew, hm&f (5):  AC 8; MV 12; F0; hp 5, 5, 7, 7, 4; #AT 1;
Dmg by weapon; AL LN; THAC0 20; crack with Carlatta^Òs Venture
Possessions:  leather armor, dagger, light crossbow, case of 10 bolts,
pouch with   1d8 gp and 4d4 sp.
Encounter 4:
Enchilios memorizes shield, magic missile (x3), web (x2), dispel magic,
and protection from normal missiles for the battle.
Varimer and Terquad cannot cast any spells in 2e.
The chaplain memorizes bless, cure light wounds (x3), sanctuary,
silence 15^Ò radius, and hold person for the battle.
The helmsman has lost all her spells due to operating the helm.


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

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