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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 28 Aug 2002 09:18:48 -0700 Subject: Re: Vessel of Stars SJ Conversion pt 5
Neogi Slavers: In this situation things are much the same except that
neogi are the ones who downed the elven vessel. The mother ship of the
neogi clan has asked its Chainmen allies for help and the Chainmen
band, Tallon^Òs Claw, has agreed to help in return for cash. Again, the
neogi think the elven ship holds the locations of elven settlements and
distribution of elven forces in the sphere. The actions and equipment
of Raz and Kata are the same.
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 neogi ambush is by the neogi clan^Òs only other ship
(besides their deathspider mothership which is busy searching), a
recently obtained dragonfly they have repaired. A neogi and some
slaves are sent to intercept the PCs. 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. 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). If they
retreat the neogi decides to take his ship and slaves and go it alone,
afraid to become a great old master if he returns to his clan. Drugs,
venom, and abuse have brainwashed the slaves so they now serve the
neogi loyally out of fear. A heal spell or having any fear inducing
spell (scare, cause fear, fear, etc.) cast by the PCs will bring them
to their right minds, though they will refuse to fight the neogi and
only try to escape.
Slaves, hm&f (9): Com1 (1d4); hp 4, 2, 4, 4, 1, 2, 2, 4, 1; Init +0;
Spd 30 ft.; AC 10; Atk +0 melee (1d6, club); AL N; SV Fort +0, Ref +0,
Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: varies highly (DM choice if any are notable).
Possessions: club
Neogi (go to: for 3e neogi conversion): HD ; hp ; Init +; Spd ft.;
AC ; Atk + melee (, bite); AL LE; SV Fort +, Ref +, Will +; Str , Dex ,
Con , Int , Wis , Cha .
Skills and Feats: ;
Area 4: The mercenaries do not try their own ambush. Instead they
are all together at the waystation.
Area 5, The Waystation: The waystation encounter is unchanged though
the NPCs are now dedicated slavers this time and will use web and other
spells to capture PCs in preference to killing them. The also plan to
sell their captives that are upstairs.
Random Encounters: Like the scro in the previous conversion, the
neogi have no real idea where their ship went down. As such it is
unlikely the deathspider will be encountered by PCs. For DMs who
decide to run such an encounter the deathspider is a standard
configuration deathspider with the following crew: captain (LE neogi
Wiz8), 8 umber hulks, 2 neogi mages (LE Wiz2 & LE Wiz4), 6 neogi crew,
and 67 assorted slaves.
The Caverns: The caverns have few changes. The crashed enemy ship is
actually a neogi mindspider (the neogi clan had only two ships).
Caverns Area 1: A slave waits here with the lantern until the PCs^Ò
ship is noticed, then he flees as described. The neogi do not have an
augury to use but assume any ship encountered is an enemy unless it^Òs
their own deathspider (rival neogi and even Chainmen cannot be
trusted).
Caverns Area 2: There is no magic mouth here.
Caverns Area 3: The bridge is lit by a continual flame spell at each
end (as most of the slaves are humans). There are no corpses in the
chasm (the neogi eat even their own dead).
Caverns Area 4: 4 slaves hide in the back of the cave as noted above
but all 4 have light crossbows and none have ballista bolts as the
mindspider had no ballista. One has a hooded lantern (currently
covered so they won^Òt be noticed) with a continual flame spell so they
can see (this is the lantern described in area 1). It will be opened
as soon as they have to go into battle. Drugs, venom, and abuse have
brainwashed the slaves so they now serve the neogi loyally out of fear.
A heal spell or having any fear inducing spell (scare, cause fear,
fear, etc.) cast on them by the PCs will bring them to their right
minds, though they will refuse to fight the neogi and only try to
escape. An opposed intimidate check against the most powerful
remaining neogi^Òs intimidate skill can also cause slaves to flee the
area and stop serving the neogi. Due to the continual torment the
slaves have undergone at neogi hands, however, the neogi gain a +4
bonus to their roll. Replace the description of what^Òs in the area
with:
Among the large boulders are dirty sleeping mats for the slaves and
neogi (salvaged from their ship), a masterwork longsword of elven make
(the elven captain^Òs, the orc have not yet determined its quality, the
elves will claim it to return to his family), 2 bucklers, a cracked
longsword, a suit of elven chainmail sized for an elf, a wrecked
wheellock (barrel crushed, mechanism broken, and handle cracked), and
the bones of several creatures (successful knowledge(nature) checks
reveal these to be bones of an elf and 3 hadozee^×the captain and 3 of
the crew of the damselfly^×as well as several humans and at least one
neogi). A small firepit containing only ashes beside which sits a
large, dented metal jug full of water (the water also has a lot of dust
in it but is safe to drink if unpleasant tasting).
Slaves, hm&f (4): Com1 (1d4); hp 4, 1, 3, 4; Init +0; Spd 30 ft.; AC
10; Atk +0 melee (1d6, club), +0 missile (1d8, crit. 19-20, light
crossbow); AL N; SV Fort +0, Ref +0, Will +0; Str 11, Dex 10, Con 11,
Int 10, Wis 10, Cha 10.
Skills and Feats: varies highly (DM choice if any are notable)
Possessions: club, light crossbow and case of 15 bolts
Caverns Area 5: The neogi use similar tactics to the scro. The force
that charges is not ogres and orcs, however, but instead is a neogi
leading a group of mixed slaves. The best slave troops available to
the neogi are in this group. Drugs, venom, and abuse have brainwashed
the slaves so they now serve the neogi loyally out of fear. A heal
spell or having any fear inducing spell (scare, cause fear, fear, etc.)
cast by the PCs will bring them to their right minds, though they will
refuse to fight the neogi and only try to escape. An opposed
intimidate check against the most powerful remaining neogi^Òs intimidate
skill can also cause slaves to flee the area and stop serving the
neogi. Due to the continual torment the slaves have undergone at neogi
hands, however, the neogi gain a +4 bonus to their roll.
A dead elf and a dead human both lie atop the ship, slaves sacrificed
to try to get through the hatch and killed by the fire trap (the neogi
hoped it wouldn^Òt trigger against an elf after they^Òd lost a human,
their only rogue, to it).
Slaves, hm&f (4): Com1 (1d4); hp 2, 4, 4, 3; Init +0; Spd 30 ft.; AC
10; Atk +0 melee (1d6, club); AL N; SV Fort +0, Ref +0, Will +0; Str
11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: varies highly (DM choice if any are notable).
Possessions: club
Slaves, hm (2): War1 (1d8+1); hp 6, 5; Init +0; Spd 30 ft.; AC 10;
Atk +2 melee (1d6+1, club), +2 melee (1d8+1, morning star); AL N; SV
Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha
10.
Skills and Feats: Jump +5, Climb +5, Intimidate +4; blind-fighting,
endurance
Possessions: club, morning star
Slave, hm: Rng1 (1d10+2); hp 12; Init +3; Spd 30 ft.; AC 13; Atk +2
melee (1d6+1, club); AL NG; SV Fort +4, Ref +3, Will +2; Str 13, Dex
16, Con 14, Int 14, Wis 15, Cha 12.
Skills and Feats: Wilderness Lore +6, Animal Empathy +6, Handle Animal
+6, Search +6, Spot +6, Hide +7; track, ambidexterity and two-weapon
fighting when in light or no armor, weapon focus (composite longbow),
point blank shot
Possessions: club
Note: This ranger^Òs favored enemy is aberrations (including neogi).
Every time he sees a neogi killed he gets a will save with a cumulative
+1 bonus (DC 15) to break the neogi^Òs hold on him. If he succeeds in a
second will save with the same bonus (DC 18) he will even turn and
attack them rather than fleeing.
Slave, dm: F2 (2d10+4); hp 19; Init -1; Spd 20 ft.; AC 9; Atk +3
melee (1d8, battle axe); AL LG; SV Fort +5, Ref -1, Will +0; Str 11,
Dex 8, Con 14, Int 8, Wis 10, Cha 14.
Skills and Feats: Craft (Metalworking) +4; weapon focus (battle axe),
endurance, blind-fighting
Possessions: battle axe
Slave, hef: Wiz1 (1d4+1); hp 5; Init +1; Spd 30 ft.; AC 11; Atk +2
melee (1d6+2, club); AL NG; SV Fort +1, Ref +1, Will +2; Str 14, Dex
12, Con 13, Int 11, Wis 11, Cha 11.
Skills and Feats: Spellcraft +4, Knowledge(Arcana)+4; scribe scroll,
still spell
Possessions: club, hooded lantern with continual flame spell (kept
hooded to hide light until the neogi orders the attack)
Spells Memorized (3/1): 0^× none; 1^× none
Slave, dm: Exp1 (1d6+1); hp 7; Init +3; Spd 20 ft.; AC 13; Atk +1
melee (1d6+1, club); AL LN; SV Fort +1, Ref +3, Will +2; Str 12, Dex
17, Con 12, Int 10, Wis 10, Cha 11.
Skills and Feats: Profession (SJ shipwright) +8, Craft (Carpentry) +4,
Spot +4, Listen +4, Search +4, Knowledge(nature) +4; Skill focus
(Profession^×SJ shipwright)
Possessions: club
Neogi (see below for 3e neogi conversion): HD 5d8+5; hp 29; Init +2;
Spd 20; AC 17; Atk +5 melee (1d6-1, bite), 2 at +3 melee (1d4-1 claw);
SA slow poison (fortitude save (DC 14) or be slowed for 1-8 rounds); SQ
immunity to umber hulk gaze, low light vision, +2 racial bonus to
opposed spot checks, umber hulk leadership; AL LE; SV Fort +2, Ref +3,
Will +4; Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 13 (15 to umber
hulks)
Skills and Powers: Diplomacy +7, Intimidate +9, Profession (slaver)
+10, Sense Motive +8, Spot +8; Multiattack, Weapon Finesse (bite, claw)
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Month Index: August, 2002