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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 28 Aug 2002 09:20:39 -0700 Subject: Re: Vessel of Stars SJ Conversion pt 8
Caverns Area 6: The Antilan captain (who, unlike the orc captain,
didn^Òt die), his first mate, and the last 5 sailors are located here
with the same basic plan as before. The Antilans will try to subdue
elven and half-elven PCs through the use of spells and by doing subdual
damage but all others are fair game. The Antilans fight intelligently
and coordinate through commands. They will not fight to the death,
however, and will retreat if losing to wait for their ships to come
save them. If they have to, they will surrender. Both the Antilan
captain and first mate are [very] minor nobility. They will not risk
themselves in melee and the other Antilans will do their utmost to
protect them. The mages use their defensive spells first and then open
up with spells to aid their troops. If seriously threatened they will
call a retreat or may even surrender even though the battle could still
be won (they each consider either of the life of any noble worth more
than winning this battle^×especially with additional forces on the way).
As soon as the battle begins the Antilan mages will each cast mage
armor. On the second round, the first mate casts shield while the
captain casts protection against arrows. Their familiars are riding on
their shoulders so they are also protected by these spells. As soon as
their defenses are up, the two begin casting combat spells. The first
mate starts with ray of enfeeblement on an elf or half-elf followed by
his damaging spells on other enemies. He targets whoever is apparently
the most powerful (except elves and half-elves). Once he^Òs out of
spells he retreats out of the chasm (beyond area 1) in case the battle
is lost. He casts light on a stone as his last action before running
to allow him to see as he flees. If necessary he will consume his
potion and spider climb away. His familiar will stay but will fly high
above, watching the battle and informing him of its progress (so he can
return if the Antilans win or move to the dark side of the asteroid and
hide if they lose). His familiar stays high enough that PCs can^Òt see
or hurt it (looking down on the lit battlefield it can see things
below). The captain will cast detect magic so he can target his dispel
magic (note that he may end up dispelling continual flames^×all the
Antilans^Ò were cast by a 5th level wizard^×or the first mate^Òs ray of
enfeeblement). If he has no good target for dispel magic or has cast
it he follows with slow and then web spells. He will summon monsters
if the Antilan forces are losing and will use his damaging spells
against those who aren^Òt elves or half-elves. He prefers to target
spellcasters, then missile troops, then melee forces. Once out of
other spells he uses his wand while issuing orders. If he has to
retreat he uses his expeditious retreat spell and possibly his boots.
He will only use his scroll if all else is lost and he has to slow the
PCs down so the Antilans can escape. Both mages prefer fire-based
damage-inducing spells, even when another spell might be more
effective. This is part of their culture and training.
Note that while neither wizard is a sun mage and both wish to become
sun mages, the captain will never attain this feat. The first mate
might with time and training so he is actually the more valuable of the
two as far as the Antilan command is concerned, though neither is of
especial value.
There is no magic mouth here.
Sailors, hm&f (5): War1 (1d8); hp 7, 7, 1 and 2, 8; Init +5; Spd 30
ft.; AC 13; Atk +1 melee (1d6, crit. 19-20, shortsword); AL LN; SV Fort
+2, Ref +1, Will +0; Str 11, Dex 13, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: climb +4, jump +4, profession(SJ sailor) +2;
improved initiative, endurance
Possessions: shortsword, studded leather armor, 2d4 gp, mask helmet, 1
that is located with each group (7 and 2 hp) has a hooded lantern with
continual flame spell (kept hooded to hide the light until the captain
orders the attack)
First Mate, hm Wiz3 (invoker): Wiz3(3d4); hp 10; Init +0; Spd 30 ft.;
AC 10; Atk +2 melee (1d4+2, crit. 19-20, +1 dagger); SQ can^Òt use
enchantment and illusion spells; AL LN; SV Fort +1, Ref +1, Will +2;
Str 13, Dex 10, Con 11, Int 17, Wis 9, Cha 8.
Skills and Feats: spellcraft +9, concentration +6, knowledge(arcana)
+9, scry +9, alchemy +9; scribe scroll, brew potion, extend spell,
enlarge spell; alertness when familiar in arm^Òs reach
Possessions: spellbook (marked with arcane mark of the mage^Òs symbol
on cover), +1 dagger, 25 gp, potion of cure light wounds, potion of
spider climb, full face mask
Spells Memorized (5/4/3): 0^×light, detect magic, ray of frost (x3);
1^×mage armor, shield, magic missile, ray of enfeeblement; 2^×Melf^Òs acid
arrow, flaming sphere (x2)
Spellbook: 0^×resistance, ray of frost, detect poison, flare, light,
disrupt undead, mage hand, mending, open/close, arcane mark, detect
magic, prestidigitation, read magic; 1^×shield, mage armor, comprehend
languages, identify, magic missile, ray of enfeeblement, feather fall,
jump, spider climb, burning hands; 2^×arcane lock, Melf^Òs acid arrow,
daylight, flaming sphere, scare
Hawk Familiar: HD 3d4; hp 5; Init +3; Spd 10, fly 60; AC 19; Atk +4
melee (1d4-2, claw); SD improved evasion; AL LN; SV Fort +2, Ref +5,
Will +5; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6
Skills and Powers: Listen +6, Spot +6 (+14 in daylight); share spells
if in 5^Ò of master, empathic link with master to 1 mile, deliver touch
spells for master
Captain, hm Wiz6 (invoker): Wiz6 (6d4); hp 15; Init +2; Spd 30 ft.;
AC 12; Atk +3 melee (1d4-1, crit. 19-20, masterwork dagger); SQ can^Òt
use enchantment and illusion spells; AL LN; SV (include cloak) Fort +5,
Ref +6, Will +8; Str 9, Dex 14, Con 11, Int 13, Wis 13, Cha 14.
Skills and Feats: spellcraft +10, scry +10, knowledge(arcana) +10;
scribe scroll, brew potion, create wondrous item, extend spell, enlarge
spell, craft wand; alertness while familiar in arm^Òs reach
Possessions: spellbook (marked with arcane mark of the mage^Òs symbol
on front cover and the Antilan symbol on the back cover), wand of magic
missiles (33 charges, 5th level caster), masterwork dagger, potion of
cat^Òs grace, potion of bull^Òs strength, boots of levitation, +2 cloak
of resistance, scroll of fireball, 32 gp, 100 gpv ruby, full face mask
Spells Memorized (5/5/4/3): 0^×flare, light, detect magic, ray of frost
(x2); 1^×mage armor, magic missile, burning hands (x2), expeditious
retreat; 2^×protection against arrows, web (x2), flaming sphere; 3^×slow,
dispel magic, summon monster III
Spellbook: 0^×resistance, ray of frost, detect poison, flare, light,
disrupt undead, mage hand, mending, open/close, arcane mark, detect
magic, prestidigitation, read magic; 1^×shield, mage armor, comprehend
languages, magic missile, identify, feather fall, jump, message,
burning hands, expeditious retreat, erase; 2^×arcane lock, protection
against arrows, Melf^Òs acid arrow, web, daylight, flaming sphere,
levitate, bull^Òs strength, cat^Òs grace; 3^×dispel magic, fireball, slow,
summon monster III
Hawk Familiar: HD 6d4; hp 7; Init +3; Spd 10, fly 60; AC 20; Atk +6
melee (1d4-2, claw); SD improved evasion; AL LN; SV Fort +2, Ref +5,
Will +7; Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
Skills and Powers: Listen +6, Spot +6 (+14 in daylight); share spells
if in 5^Ò of master, empathic link with master to 1 mile, deliver touch
spells for master, speak with master
Continuing the Adventure:
The PCs may have made long term enemies in the form of Tallon^Òs Crew
and have also just gotten involved in a larger conflict. Whether they
intended to or not they have now chosen sides in that conflict (in this
case, the right side, fortunately) and they are likely to get drawn
deeper in even if they try to pull away.
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Month Index: August, 2002