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Month Index: August, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Wed, 28 Aug 2002 09:16:10 -0700
Subject:  Re: Vessel of Stars SJ Conversion pt 2
The Scenarios:
        Second Unhuman War:  The scro caused the elven ship to wreck but have
lost their own vessel at the same time (the scro vessel was a wasp that
is completely destroyed).  The scro have begun looking for the vessel
and sent an allied band of human mercenaries to Horvath to see what
could be found out.  If the UWII has not yet begun the vessel and its
crew know of the scro, otherwise the scro think the ship is carrying
important orders for an elven fleet, armada, or base or even details of
the deployment and plans of the entire elven fleet in the sphere (the
latter is highly doubtful which means the scro are probably mistaken if
the DM chooses to use this motivation).  When Raz and Kara learn of the
PCs mission they use a magical item that can perform sending once/day
to call their ship and then get out of town.  One day into their trip
to the waystation they contact the scro and tell them what the PCs are
up to.  The scro then arrange an ambush.
        For this conversion, all members of Tallon^Òs band should be evil.
        Random Encounters:  Random encounters will be appropriate to the
sphere and area traveled.  In the Grinder in Greyspace Horg are a
possibility while scavvers, krajen, space worms (see SJR1), and other
nuisance encounters are likely to occur.  In place of the vrill patrol
give a random chance for a scro dragonfly (if the UWII has begun) or a
pirate dragonfly to be encountered.  Either vessel will flee if heavily
damaged as in neither case has either been informed of the PCs^Ò mission
and what^Òs going on.
        Area 3:  The scro have sent a dragonfly to stop the PCs (this is not
the same as the one encountered as a random encounter).  This
encounter, like area 3 in the module, is avoidable by using an indirect
route to reach the waystation.  The dragonfly uses a furnace helm
powered by potions and is standard configuration.  It has a chest
containing 2 potions of cure light wounds and a +1 dagger beside it.
The crew are hobgoblins armed with morning stars and led by a hobgoblin
sergeant.  They attack and fight until all hope is lost (it may quickly
be if the PCs have a significantly larger vessel but they still try to
slow the PCs down).
        Hobgoblins (9):  HD 1d8+1; hp 2, 6, 5, 3, 6, 2, 3, 3, 6; Init +1; Spd
20 ft.; AC 16; Atk +1 melee (1d8, morning star); AL LE; SV Fort +3, Ref
+1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills and Feats:  Hide +1, Listen +3, Move Silently +7 (includes
racial bonus), Spot +3; Alertness.
        Possessions:  morning star, chainmail, 1d6 gp
        Sergeant, hobm:  HD 3d8+3; hp 23; Init +1; Spd 20 ft.; AC 16; Atk +3
melee (1d8, morning star); AL LE; SV Fort +4, Ref +2, Will +1; Str 11,
Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills and Feats:  Hide +3, Listen +5, Move Silently +7 (includes
racial bonus), Spot +3; Alertness.
        Possessions:  morning star, chainmail, 4d6 gp
        Area 4:  The mercenaries do not try their own ambush.  Instead they
are all together at the waystation.
        Area 5, The Waystation:  The Waystation may be an elven outpost.  In
this case change the inhabitants to elves, add a level of wizard to the
Clr2 and 3 levels of wizard to the sergeant of the guard, change the
guards to hadozee warriors, and change the commoners to hadozee experts
(here to repair ships, maintain the station, etc.).  The clerics in
this case worship Corellon Larethian.  If this is an elven outpost the
crashed ship may have stopped here for resupply, originated here (be
permanently stationed at the outpost), or have been headed here or away
from the Waystation.  If the Waystation is not an elven outpost it is a
well known stopover and resupply station in this region of space and is
run by the planar church of Elysium as well as having ties to the PoTs
(perhaps it^Òs a PoTs waystation for transporting freed slaves).
        The Waystation^Òs asteroid rotates slowly, placing the station in
daylight for 3 days at a time and darkness for 3 days.  The top of the
station has numerous continual flame spells cast on it so that it^Òs
easily found even when in darkness (the DM should decide what stage it
is in when the PCs arrive or roll a d6 with 1-3 indicating which day of
sunlight and 4-6 which day of darkness it is in).  All areas inside the
waystation are lit by continual flame spells.
        Waystation Area 0:  A dragonfly with the name Tallon^Òs Sloop is landed
near the courtyard entrance.  The ship^Òs name can be recognized as a
local independent mercenary^Òs ship on a successful knowledge(history)
roll for the sphere (DC 25).  In this case the recognizer also knows
Tallon^Òs Crew is known for ruthlessness in carrying out contracts but
is also absolutely reliable.  If the PCs choose to board the Sloop
uninvited Raz and Kata will go invisible and wait to see what the PCs
do.  If they feel they need to, they will attack (attempting to
surprise) and call for help.  Then the fight will be on.
        Tallon^Òs Sloop is a dragonfly that has been topped out and had hull
plating and netting added.  It is powered by a minor helm.  The PCs
cannot keep the ship if they capture it as the elves have had it marked
for crimes against them (being in league with the scro in the Second
Unhuman War conversion) for several months (word simply hasn^Òt gotten
around the sphere that fast and Tallon^Òs Crew isn^Òt that well known).
The elves will pay a standard amount (as determined by the DM but not
more than 10% of the ships value, alternately the PCs may buy the ship
from the elves for 50% of its true value) for its capture as though it
were taken under a letter of marque, however.
        Waystation Area 1:  Tallon and his forces have somewhat disguised
themselves. Raz and Kata may have been seen by the PCs while in Horvath
(it is likely Kata was in the bar when she overheard the PCs plans or
their being hired by Satura) so they will be hidden away aboard
Tallon^Òs Sloop to wait for things to come to a head.  Once they hear
fighting they will come to backup their friends.  Captain Tallon, his
First Mate Sweet Gurta, the battle mage Vrex, and the helmsmen Maldavis
and Seril will all be present as guests while the 7 rogues play the
parts of the servers and operators of the waystation.  If asked about
the rest of his crew Tallon says they are asleep upstairs.  Sweet Gurta
is a human barbarian in this conversion as half-orcs are so rare in
space (and with the UWII going on they are highly suspect).  The NPCs
try to lull the PCs into a sense of ease but Satura will be suspicious
no matter what.  Tallon^Òs troops don^Òt know much about the lost ship
and will have to bluff their way through any questioning.  These two
things combined should give the PCs a chance to discover the ruse
(bluff and sense motive checks should be made frequently).  Note that
if the Waystation is an elven outpost the human mercenaries will not be
able to maintain the cover at all to Satura (and possibly not the PCs
if they make knowledge(history or geography) checks at DC 20 or
remember Satura telling them it^Òs an elven run outpost).  In this case
the mercenaries still try their ruse and all that^Òs left is to see if
the PCs can subtly warn each other and plan a counter ambush (the
innuendo skill is of use here).  The undercover mercenaries entertain
PCs in area 7 and give them room in the guest quarters of areas 2 and 3
(astute PCs may wonder why the mercenary crew are upstairs in which
case the startled answer (-4 to bluff check as question was not
expected) is that the only other guest rooms are upstairs and the
mercenary crew has filled them).
        The mercenaries believe the PCs have some knowledge of where the ship
went down and so will look to capture at least 2 of them.  If they can
determine Satura is their employer before any combat begins they will
target her as their captive while having no qualms about killing the
PCs.  They are willing to accept surrenders, realizing that the PCs are
valuable for sale as slaves if nothing else.
        Waystation Areas 2 and 3:  These are not used by the NPCs and are
clear in case the PCs want to use them (the mercenaries would love for
PCs to bunk here then attack them while they sleep, of course clever
PCs may hide in these rooms instead of sleeping and prepare an assault
of their own).  The rooms are normally for visitors (including freed
slaves if the Waystation has PoTs links) and are unexceptionally and
spartanly furnished.
        Waystation Area 4:  Tallon and Kata stay here, though of course Kata
has to stay on the ship for now.  They have taken over the room and
Kata has burned some incense she found among the clerical supplies to
freshen the air.  Tallon has hidden his finances here but DMs should
probably make some of the money be looted funds from the shrine and so
force ethical and moral PCs to give it back (DMs should decide how much
was stolen and how much is really the mercenaries^Ò).  It is obvious the
room is currently prepared for two but the bed is only used by one (as
Kata is staying aboard ship for now).  This room was used by Meryt and
still holds his personal possessions.
        Waystation Area 6:  The temple is dedicated as noted above.  If it is
dedicated to Corellon Larethian it is CG (as are the candles of
invocation).  In either case, instead of making the altar do damage
(not a good thing), however, DMs should note that the entire shrine
operates under both continual and undispellable sanctify and protection
from evil spells.
        Waystation Area 7:  No one is hiding here and the kitchen is in use.
As a couple of the rogues are passable cooks so no one should notice a
problem.  If the station is an elven outpost they are having trouble
with the elven fare, however, so an intelligence check against DC 17
notes the food is not quite properly prepared in some way (elves and
those extremely familiar with elven cooking gain a +4 bonus to their
check).
        Waystation Area 8:  This is where the obvious mercenaries (Tallon and
friends) are and where the mercenaries expect to have to do most of the
fighting.  It is also likely where the PCs will initiate any
hostilities.  The rogues have their rapiers but not their shortbows
(it^Òs one thing to go armed as space is dangerous, it^Òs another thing
to be overarmed).  They move to melee, attempting to make sneak attacks
and flank foes, as soon as combat begins.  They will not initiate
combat, instead letting their leaders do that.  They are ready,
however.
Once battle begins Tallon and Sweet Gurta fight side by side while the
spellcasters attempt to get to a safe position to cast spells
(including overturning tables to gain 75% cover as they kneel behind
them^×this gives them a +7 to AC and saves vs. spells with a reflex
save).  They will concentrate on defensive spells first in order to
protect themselves.  Vrex calls for his pet, Fessid to come down and
help in the battle (Fessid arrives and is ready to fight the next
round) but Maldavis will not risk her familiar and lets Hren stay
upstairs.  Someone will try to contact Raz and Kata, probably a rogue
that runs to the entry and screams for them to come help (this takes
the rogue out of battle for two rounds, Kata and Raz arrive 5 rounds
after that).  The mercenaries consider this a no holds barred fight and
will do whatever it takes to cut down PCs.  They will quaff potions and
use magical items freely (especially potions and scrolls as they can be
easily replaced).  The spellcasters will hesitate to use area affect
spells in locations that might catch their allies, however (the 3
wizards ultimately are willing to sacrifice their allies if it saves
themselves and wins the day but the sorcerers are not).  If the
mercenaries are obviously losing badly they will attempt to retreat to
their ship and fly away.  Once they have escaped the PCs will be on
their list of enemies but they are professionals, they won^Òt waste time
hunting the PCs down and will for the most part write the entire
misadventure off while relocating elsewhere.  Note that Maldavis will
mentally call Hren down and have him fly out to the ship in the case of
a retreat.
        Waystation Area 9:  The pipes are property of the station and should
not be stolen.  If this is an elven outpost an arcane mark is on the
pipes so they can be identified (the arcane mark is of the symbol of
the Elven Fleet).  Fessid waits here to be called down.  He is not
particularly watchful and is lightly dozing, not expecting anyone to be
able to sneak up the stairs without warning being given.  Hren is also
here, though he is using his empathic link to keep track of what^Òs
going on.
        Waystation Area 11:  The door^Òs ward acts as an arcane lock to all
those who are not of good alignment (if it^Òs an elven outpost change
this to all non- elves, half-elves, and hadozee).  It does not deal
damage but a permanent magic mouth cries ^ÓThief!^Ô 25 times in elvish if
the door is breached anyway.  The secret door is not marked on the map.
        Waystation Area 12:  The lesser clerics stay here.  Additional beds
are either for the lost ship^Òs crew or in case of visiting pilgrims and
clergy.
        Waystation Area 13:  The guards and commoners stay here.  Any extra
beds are for either the lost ship^Òs crew or visiting guests who are
members of a friendly organization (PoTs or elven troops).
        Waystation Area 14:  Both the obvious door and the secret door from
Area 11 are defended by the same wards.  The magical items stored in
this room are property of the Elven Fleet or the shrine.  If they are
Elven Fleet property they will be marked as the pipes in Area 9.
        Waystation Area 16:  Again, this lyre is waystation property and
should be returned by ethical and moral PCs.  If this is an elven
outpost it will be marked as described in Area 9.
        Waystation Area 17:  The waystation^Òs inhabitants have been tied up
here.  If they are elven prisoners they will be given to the scro,
otherwise the mercenaries will sell them to slavers (since they can
identify the mercenaries they must be shut up but they should still
bring a profit).  If the inhabitants can^Òt tell the PCs the route the
ship was flying then their added divination magic should be able to
help the PCs locate the craft within a couple days.  If nothing else,
their extreme familiarity with the region allows Satura^Òs information
to finally be put to good use and the ship^Òs location to be found.


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