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Month Index: August, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Wed, 28 Aug 2002 09:17:44 -0700
Subject:  Re: Vessel of Stars SJ Conversion pt 4
        Caverns Area 6:  The humanoids^Ò leader, an orc cleric (the captain
died), along waits here along with the remaining orcs, including the
orc first mate.  The leader has stationed 3 of the orcs near the
entrance, poorly hidden in the rocks (-2 to their hide checks).  The
other two are with him and the first mate.  The hope the PCs will
retreat past the 3 orcs in hiding who will suddenly appear attempting
to gain surprising and flanking attacks of opportunity.  Once this
occurs the other four will appear and attack, joining the ogres and
orcs from area 5 in their assault.  The three orcs do not attempt to
keep the PCs here as they^Òve been down the chasm and know it dead-ends
in about 100 feet.  As the leader and first mate move to attack the
leader calls on the orcs from area 4 to join them.  In this case the
area 4 orcs do not attempt to block the passage at area 5 but instead
drop the ballista bolts and charge into the battle.  The orc leader
uses silent spell to cast aid on one of the orc warrior with him (the 6
hp orc) as soon as he sees the PCs enter area 5.  He sacrifices his
create food and water spell to do this.  Once battle is joined he
begins with protection from good followed by command (^Ósleep^Ô in
common) on a spellcaster or missile user that^Òs doing particularly
well.  He then casts silence 15^Ò radius on the spellcaster nearest
other spellcasters or someone shouting orders followed by bane on as
many foes as possible.  Following this he casts sanctuary followed by
magic circle against good.  He then approaches the battle and uses
healing spells and calm emotion as needed while protected by his
sanctuary (note that the magic circle against good will also help his
allies nearest him at this point).  He will join melee if his most
useful spells are already cast and the PCs are winning.  The first mate
starts out with arcane armor as soon as his group reveals themselves.
He follows this with see invisibility and then magic missile spells
against the most powerful warriors in melee (he holds to the orcish
prejudice that warriors and especially those in melee are the most
deadly opponents).  He will follow this with sling shots, ignoring any
hits he might have on his own troops.  If he runs out of bullets he
enters melee also.  The humanoids will fight to the death but may
retreat for a short time to regroup, heal, and prepare to reassault.
Their second assault will be their last and they will give nor quarter
nor expect none.  They will pursue fleeing PCs but if the PCs reach
their ship they will immediately return to the shelter of the chasm.
        If the PCs ever head down the chasm away from area 6 they will
discover another magic mouth like the one at area 2 has been placed
here to warn the humanoids of any attempted elven escapes.
        Orc males (5):  HD 1d8; hp 1, 7, 4 and 1, 6; Init +0; Spd 30 ft.; AC
13; Atk +3 melee (1d8+2, crit. x3, battle axe); AL LE; SV Fort +2, Ref
+0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
Skills and Feats:  listen +2, spot +2; alertness
Possessions:  studded leather armor, battle axe, 1d8 sp
        First Mate, om:  Wiz3 (3d4+3); hp 12; Init +0; Spd 30 ft.; AC 10; Atk
+5 melee (1d4+4, crit. 19-20, dagger), +1 missile (1d4, sling); AL LE;
SV Fort +2, Ref +1, Will +4; Str 18, Dex 10, Con 13, Int 13, Wis 12,
Cha 9
Skills and Feats:  Concentration +7, Spellcraft +7, Profession (SJ
navigator) +11; scribe scroll, skill focus (profession^×SJ navigator),
brew potion
Possessions:  sling and 7 sling bullets, dagger, 7 sp, 3 gp, spellbook
(has an arcane mark of the orc^Òs name on it), two pouches of jade dust
(10 gp each, for magic mouth spells)
        Spells Memorized (4/3/1):  0^× detect magic, daze, ray of frost (x2);
1^× arcane armor, magic missile (x2) ;  2^× see invisibility
Spellbook:  0 ^Ö resistance, ray of frost, detect poison, daze, flare,
light, dancing lights, ghost sound, disrupt undead, mage hand, mending,
open/close, arcane mark, detect magic, prestidigitation, read magic;
1st-level ^Ö arcane armor, magic missile, shield, comprehend languages,
identify, feather fall, jump; 2nd-level ^Ö see invisibility, magic
mouth, scare
        Leader, om:  Clr5 (5d8+10); hp 37; Init +1; Spd 30 ft.; AC 17; Atk +5
melee (1d8+2, morning star); SA has law and evil domains (note that in
the 3e PHB Gruumsh is noted as LE so his domains should include law
rather than chaos); AL LE; SV Fort +6, Ref +2, Will +5; Str 15, Dex 13,
Con 15, Int 10, Wis 14, Cha 8
Skills and Feats:  Concentration +10, Spellcraft +8; brew potion,
silent spell
Possessions:  holy symbol of Gruumsh, 2 vials of unholy water, 2
potions of cure light wounds, +1 morning star, chainmail, small wooden
shield, 14 gp, 50 gpv gem, 32 sp
Spells Memorized (5/5/4/2):  0^× create water, cure minor wounds, detect
magic, light, mending; 1^× protection from good, bane, sanctuary, cure
light wounds, command;  2^× aid, augury (already cast), silence 15^Ò
radius, calm emotions; 3^× create food and water, magic circle against
good


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Previous Message: Vessel of Stars SJ Conversion pt 3
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Month Index: August, 2002

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