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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 28 Aug 2002 09:19:12 -0700 Subject: Re: Vessel of Stars SJ Conversion pt 6
Caverns Area 6: The neogi captain (who, unlike the orc captain,
didn^Òt die), its first mate, and 5 slaves are located here with the
same basic plan as before. The neogi wish to corral the PCs so they
can use spells like web to capture them and their ship. The neogi can
see the PCs are more powerful than their current slaves and so are
willing to sacrifice current slaves to gain the PCs as slaves. They
are wary of the PCs and low on slaves, however, so this will only be
done reluctantly. See Area 4 and 5 above for how slaves can be freed
of the neogis^Ò hold over them. If all the neogi die, the slaves will
stop fighting.
The neogi mages immediately begin by casting defensive spells, first
shield. Once they have cast all their defensive spells (the first mate
reserves its second mirror image for after the first is used up or runs
out and the captain only casts protection from arrows if there are
enemy missile troops) they immediately begin with their most powerful
disabling spells such as charm person and web. Once the first mate has
run out of spells it is ordered into the melee, though it will recast
mirror image if need be. The neogi aren^Òt worried about catching
slaves (including other neogi) in their spells but will try to avoid it
(it^Òs counterproductive). The neogi wizards will throw their detect
magic spells if they suspect the PCs have defensive spells up (such as
observing spellcasting but seeing no obvious result). They reserve
their light spells in case they have to retreat. The captain will only
enter melee if it has run out of offensive spells and its forces are
winning. If the battle is being lost the captain orders its minions to
fight to the death and flees. If this occurs the two other neogi
immediately break and flee and the slaves will then flee. The medium
sized slaves will probably reach and cross the bridge at area 1 before
the neogi while multiple neogi may arrive together. While the neogi do
not have to make balance checks to cross safely due to their multiple
limbs they will fight for the privilege to cross first. In this case a
neogi may get pushed into the chasm. If a neogi scores two claw hits
on an opponent next to the chasm it may forgo damage in return for an
opposed strength check. If it wins its opponent is pushed into the
chasm. Those slaves that escape huddle in the ruined mindspider.
Neogi that escape head for the dark side of the asteroid and will
ignore any slaves.
There is no magic mouth here.
Slaves, hm&f (5): Com1 (1d4); hp 2, 3, 2 and 4, 2; 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, 1 that is located with the neogi (4 hp) has a
hooded lantern with continual flame spell (kept hooded to hide light
until the captain orders the attack^×the other slaves rely on the PCs
using light sources)
First Mate, neogi (see below for 3e neogi conversion): Wiz3
(5d8+3d4+8); hp 35; Init +6; Spd 20; AC 17; Atk +6 melee (1d6-1, bite),
2 at +4 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 +3, Ref +4, Will +7; 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, Concentration +7, Spellcraft +8,
Knowledge(arcana) +8, Alchemy +8; Multiattack, Weapon Finesse (bite,
claw), scribe scroll, alertness, improved initiative
Possessions: bag containing spellbook, potion of spider climb
Spells Memorized (4/3/2): 0^×detect magic, light, ray of frost (x2);
1^×shield, charm person, protection from good; 2^×mirror image (x2)
Spellbook: 0^× 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;
1^×shield, charm person, sleep, jump, spider climb, protection from
good, unseen servant; 2^×mirror image, continual flame
Captain, neogi (see below for 3e neogi conversion): Wiz6 (5d8+6d4+11);
hp 47; Init +6; Spd 20; AC 17; Atk +8 melee (1d6-1, bite), 2 at +6
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 +4, Ref +5, Will +9; Str 8, Dex 14, Con 12, Int 15, Wis 10, Cha 13
(15 to umber hulks)
Skills and Powers: Diplomacy +7, Intimidate +9, Profession (slaver)
+10, Sense Motive +8, Spot +8, Spellcraft +11, Concentration +10,
Alchemy +11, Knowledge(arcane) +11; Multiattack, Weapon Finesse (bite,
claw), scribe scroll, brew potion, alertness, improved initiative,
combat casting
Possessions: bag containing spellbook, potion of spider climb
Spells Memorized (4/4/4/2): 0^×detect magic, light, resistance, ray of
frost; 1^×shield, charm person, protection from good, unseen servant;
2^×continual flame, web (x2), protection from arrows; 3^×hold person,
slow
Spellbook: 0^× 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;
1^×shield, charm person, sleep, jump, spider climb, protection from
good, unseen servant; 2^×mirror image, continual flame, arcane lock,
web, ray of enfeeblement, protection from arrows; 3^×hold person, slow
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Month Index: August, 2002