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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 21 Aug 2002 08:04:39 -0700 Subject: Re: One Last Riddle SJ 2e Conversion 1/3
SJ 2e Module Conversion: One Last Riddle
This free adventure can be found at:
http://wizards.com/dnd/article1.asp?x=dnd/oa/oa20010202a,3
General Conversion Notes:
The biggest difference between 2e and 3e is that there are no sorcerers
and the original adventure and the conversion are both based around the
awesome might of a kobold sorcerer. Nor in 2e can a kobold become a
wizard (the natural conversion for a sorcerer to 2e). Making Oppol a
wizard of another race or even a wizard reincarnated as or polymorphed
to a kobold are both possibilities but neither is very satisfying given
the premise and nature of the conversion. And then there is always the
option to just break the rules but that would make conversion
senseless. Instead Oppol and his apprentice have been converted to
witchdoctors based on the 2e Monster Mythology manual and the 1st
Edition DMG. He has thus been made a shaman that is multi-classed as a
wizard. His shaman level limit is 5 and his wizard limit is 2,
however, both of which he has maxed out. The shaman rules from F&A
have been used in this conversion except for the spirits portion. DMs
who choose to use the spirit rules should concentrate on ancestors as
Oppol and his apprentice^Òs spirits. Shaman spheres are Major: All,
Animal, Protection, Summoning, Travelers, Wards, and Minor: Healing,
Plant. If the DM decides the kobolds are experienced spacefarers and
not groundlings who just reached space, the shamans also have access to
all SJ spells. The alteration in both spells and powers will further
alter the nature of the threat the PCs face, however it should be
interesting.
Also of note in this conversion is that while the kobolds were
under-equipped in 3e with the same gear they are equipped better than
average in 2e. However, their leather armor is of no benefit in 2e as
they have natural AC 8 already. As such I^Òve added wooden shields so
they have AC 7.
Wyverns (1 or 2): AC 3; MV 6, Fl 24 (MC: E); HD 7+7; hp 45 (, 39);
#AT 2; Dmg 2-16/1-6+poison; SA poison sting (save vs. poison or die),
snatch (dives from above with ^Ö2 penalty to target surprise, takes two
claw attacks for 1-6 dmg each, if either hits a small or medium or both
hit a large creature lifts creature into air, then gets a bite and a
sting attack each round at +4 to hit); AL N(E); THAC0 12
Kobold: AC 7; MV 6; HD 1/2; #AT 1; Dmg 1-4 or by weapon; SW ^Ö1 to hit
in bright light; AL LE; THAC0 20
Possessions: spear, leather armor, small wooden shield
Giant Weasel: AC 6; MV 15; HD 3+3; #AT 1; Dmg 2-12; SA blood drain
(on a successful hit locks on and does 2-12 damage/round); AL N; THAC0
16
SJ Adaption:
Encounter 1: The riddle makes even less sense in 2e than it will in
most 3e campaigns. On the other hand, that makes it perfect for use by
an astrosphinx. If a fal is used it may not even use a riddle or the
DM may decide it is testing the characters^Ò intelligence and if they
get it right it will be pleased to know it has found intelligent people
to negotiate with. If they get it wrong it will settle for stupid
minions simply because it^Òs desperate. In 2e use some other sort of
undead than a ghost. A spectre could be used if the DM feels the need
for a creature with statistics.
Encounter 3: Continual light items may or may not have lit the lair,
depending on whether the creature that lived here have infravision.
Regardless, all have been removed.
Jaalask, km: hp 1
Encounter 4: The level of magic is not as appropriate for 2e as it is
for 3e. Remove the Murlynd^Òs spoons and simply have the kobolds
survive off fish.
Giant Weasels (2): hp 19, 16
Kobolds, km (12): hp 1, 2, 1, 3, 4, 3, 4, 3, (asleep: 4, 3, 1, 3)
Kobold Sergeant, km: AC 6 (7 when using crossbow); MV 6; HD 1-1; hp
4; #AT 1; Dmg 1-6 or by weapon; SW ^Ö1 to hit in bright light; AL LE;
THAC0 20
Possessions: spear, studded leather armor, small wooden shield, light
crossbow, case of 10 light crossbow bolts, pouch of 15 gp
Kobold War Leader, km: AC 4 (5 when using crossbow); MV 6; HD 1+1; hp
7; #AT 1; Dmg 1-8 or by weapon; SW ^Ö1 to hit in bright light; AL LE;
THAC0 18
Possessions: chainmail, small wooden shield, light crossbow, case of
10 light crossbow bolts, shortsword+1, pouch of 145 gp
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Month Index: August, 2002