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From: Thatotherguy <spellj@??????????.com> Date: Wed, 21 Aug 2002 08:06:12 -0700 Subject: Re: One Last Riddle SJ 2e Conversion 3/3
The Kobold Forces:
Apprentice, km WDoc: AC 7 (3 with armor); MV 6; Sh1/W1; hp 5; #AT 1;
Dmg 1-4 or by weapon; SD 9 hp armor spell, gains +1 bonus on rolls to
avoid being surprised; SW ^Ö1 to hit in bright light; AL LE; S 6; D 10;
Cn 12; I 16; W 17; Ch 10 (abilities rearranged to reflect classes and
Cn raised to meet class requirements); proficiencies: kobold, religion
(kobold), common, read/write kobold, healing, spellcraft, spacemanship,
herbalism, ancient history (this kobold tribe), spear, light crossbow
Spellbook: 1^× armor, read magic, detect magic, find familiar, sleep,
identify
Sh Spells Memorized (3L1): 1^× cure light wounds, sanctuary, orison
(can use 4 individual orisons per orison spell memorized)
W Spells Memorized (1L1): 1st^× sleep
Possessions: spear, small wooden shield, holy symbol of Kurtulmak,
vial of unholy water, pouch with 28 gp and 14 sp
Weasel Familiar: AC 6; MV 15; HD ¼; hp 5; #AT 1; Dmg 1; AL LE; THAC0
20; empathic link with master to 1 mile
Captain, 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, light crossbow, case of 20 light crossbow bolts,
studded leather armor, small wooden shield, pouch with 12 gp and 17 sp
Kobolds, adult km (49): hp Oppol^Òs bodyguard: 1, 4, 2, 2, 1; Ship
Crew: 2, 3, 4, 3, 1, 4, 4, 3, 1, 1, 1, 2, 1, 4, 2; Remainder: 2, 3,
3, 3, 1, 1, 1, 4, 4, 1, 3, 2, 4, 3, 3, 2, 4, 2, 3, 3, 2, 4, 4, 3, 2, 3,
3, 1, 1
Lizard Man Guard, lm: AC 4; MV 6, Sw 12; HD 2+1; hp 13; #AT 3 or 1;
Dmg 1-2/1-2/1-8 or by weapon; AL N; THAC0 16
Possessions: large steel shield, morning star, pouch with 22 gp, 18
sp, and 19 cp
Lizard Man Marine, lm F1 (uses marine kit from CGR1): AC 5; MV 6, Sw
12; hp 10; #AT 3, 3/2, or 1; Dmg 1-2/1-2/1-8 or by weapon; AL N; THAC0
20; S 13; D 10; Cn 13; I 9; W 10; Ch 10; proficiencies: lizard man,
swimming, spacemanship, common, balance, zero-G combat, fire control,
battle axe specialization, pike, ballista, light crossbow
Possessions: battle axe, pouch with 10 gp, 8 sp, and 12 cp
Lizard Man Sailor, lm F2 (uses soldier kit from PO:S&P): AC 5; MV 6,
Sw 12; hp 10; #AT 3 or 1; Dmg by weapon; AL N; THAC0 19; S 13; D 12; Cn
13; I 9; W 10; Ch 10; proficiencies: lizard man, swimming, endurance,
common, spacemanship, balance, fire control, signaling, spear, pike,
light crossbow, ballista
Possessions: spear, pouch with 10 gp, 11 sp, and 6 cp
Lizard Woman, lf: AC 5; MV 6, Sw 12; HD 2+1; hp 10; #AT 3 or 1; Dmg
1-2/1-2/1-8 or by weapon; AL N; THAC0 16
Possessions: morning star, pouch with 12 gp, 9 sp, and 16 cp
Note: Stats are given here for the lizard man guard^Òs mate as she will
aid him in any fight she is around for and will avenge him if he^Òs
slain.
Chief Oppol, km WDoc: AC 6; MV 6; Sh5/W2; hp 15; #AT 1; Dmg 1-4 or by
weapon; SD +1 bonus to rolls to avoid being surprised; SW ^Ö1 to hit in
bright light; AL LE; THAC0 18; S 6; D 10; Cn 13; I 14; W 16; Ch 10
(abilities rearranged to reflect class classes and meet class
requirements); proficiencies: kobold, religion (kobold), read/write
kobold, common, spellcraft, ancient history (this tribe), healing,
herbalism, spacemanship, dagger, spear, light crossbow
Possessions: light crossbow, case of 10 light crossbow bolts, spear,
holy symbol of Kurtulmak, 2 vials of unholy water, pouch with 250 and a
potion of extra-healing, necklace of adaptation, cloak of protection+2,
wand of lightning (18 charges)
Spellbook (protected by frisky chest spell): 1^× detect magic, read
magic, armor, shield, identify, find familiar, magic missile, sleep
Sh Spells Memorized (5L1, 5L2, 1L3): 1st^× cure light wounds (x2),
sanctuary, detect magic, orison (can cast 8 individual orisons per
orison spell); 2nd^× chant, dust devil (x2), zone of truth, speak with
animals; 3rd^× summon insects
W Spells Memorized (2L1): 1st^× magic missile, shield
Weasel Familiar: AC 6; MV 15; HD ¼; hp 6; #AT 1; Dmg 1; AL LE; THAC0
20; empathic link with master to 1 mile
Slave Overseer, km: AC 7; 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, leather armor, small wooden shield, pouch with 4
sp and 14 cp
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, light crossbow, case of 10 light crossbow bolts,
studded leather armor, small wooden shield, pouch with 14 gp and 10 sp
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: hand axe, light crossbow, case of 10 light crossbow
bolts, chainmail armor, small wooden shield, pouch with potion of
heroism and 157 gp
The Lairs:
The Ship: The crate contains a philter of love, 2 potions of climbing,
a longbow+1 (missing its bowstring), and a pair of boots of dancing.
Oppol has used speak with animals to communicate with the giant weasels
several times.
Giant Weasel (2): hp 17, 12
The Warehouse: The miners^Ò picks count as horseman^Òs military picks
and the shovels do 1d4 damage in combat. Note that the gnomes and
halflings have no trouble with the lack of light in 2e and neither does
Liffess due to their infravision so the kobolds never allow any light
at all in the warehouse. Liffess still brings a torch in case she
needs visible light to aid her but has not yet had to use it.
According to CGR1, spelljamming lizard men have infravision so the
lizard men in the module aren^Òt bothered by the darkness either, though
the CBoHum and MM do not mention infravision for lizard men. Oppol has
used speak with animals to communicate with these giant weasels also.
Giant Weasel (4): hp 12, 13, 11, 15
Oppol^Òs Headquarters: Change the spear traps to fire a spear that
does 1d6 damage (1d8 vs. large). The spears connected to the pit trap
have THAC0 16 while the ones on the stairs have THAC0 13. Oppol has
placed two snare spell traps on each stairwell (1st-2nd floor, 2nd-3rd
floor, and 1st floor-basement) and one in front of his and another in
front of his apprentice^Òs doors. The kobolds all know where are and
will avoid them (even if retreating they will do so, they have passed
them so many time that avoiding them is now habit) but PCs have a 50%
chance of stepping in one. Another two are set up between the pit and
the entry to the basement. These replace the magical traps Oppol and
his apprentice had in the 3e conversion.
The kobolds defend their headquarters in a retreating battle aimed at
escaping to the Blackspear.
Events:
Prisoner Visit: As noted above, in 2e Liffess and the lizard man do
not need nor use the torch.
Expansion: The clerical recruits are all training to become C1s.
Each is a normal person F0 (the dwarf and elf are F1 due to race)
without a kit. Upon completing their training they will all become C1s
except the dwarf who becomes a C1/F1. All will have the soldier kit
(from PO:S&P) though, at the DMs option, one might become a medicus.
The wizards to be trained will not include any war mages or
specialists unless more skilled teachers can be found. If any are
located, they will be gladly employed (war mages and wizards
specialized in any elemental discipline, illusion, evocation,
conjuration, and alteration will draw extra high salaries as well as
being highly sought after, wild mages will not be hired as teachers at
all, however). For now, the wizards produced will all be W1s.
Many of the recruits will become the equivalent of men-at-arms by the
time training ends. It is up to the DM to determine if any have the
potential to become full F1s. Those who are not humans (or halflings,
depending on future events) are automatically F1s but again, it is up
to the DM to determine which ones can eventually rise in level. Most
of those trained by the guard gain the soldier kit (from PO:S&P) though
Juliet is certainly skilled enough that some could gain the myrmidon or
marine (from CGR1) kits. Dwarves might gain the Axe for Hire kit
instead. It is recommended that only those able to rise in level gain
these kits, however. The guards do manage to hire 2 T1s that will gain
the soldier kit but are unable to dual-class. They also hire a F1 who
has the soldier kit.
Courses of Action:
Secret Investigation: The kobold^Òs altered spell lists mean they are
less able to use their familiars to greatest effect but they are not
above casting animal friendship and charm person or mammal to gain
mice, rats, and birds as allies. Oppol can use speak with animals (and
animal speech, animal spy, and gift of speech from the Priest^Òs Spell
Compendium Volumes 1 and 2 if the DM chooses to allow it) to make them
all the more effective.
Civil War: Again, Oppol and his apprentice^Òs reduced access to
directly powerful magic means they will be less capable of dealing
damage. With Oppol^Òs summon insects spell and wand, however, they
should be able to deal impressive damage (even if the amount of damage
isn^Òt so great the psychological effect will still be powerful).
Additionally, by the time things have gotten to civil war they should
have realized something was going on and started use animal friendship
and charm person or mammal to gain allies in the form of rats, birds,
cats, and dogs. An attack by such forces would definitely hurt the
morale of any rebellious citizens.
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