Previous Message: Vessel of Stars SJ 2e Conversion
Next Message: Vessel of Stars SJ 2e Conversion pt 4
Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 28 Aug 2002 09:25:14 -0700 Subject: Re: Vessel of Stars SJ 2e Conversion pt 2
SJ Adaption:
Second Unhuman War: Not much has changed in 2e.
Area 3: The ambush ship has a chest with 2 healing potions and a
dagger+1 in it.
Hobgoblins (9): AC 5; MV 9; HD 1+1; hp 2, 6, 5, 3, 6, 2, 3, 3, 6; #AT
1; Dmg 1-8 or by weapon; AL LE; THAC0 18
Possessions: morning star, chainmail, 1d6 gp
Sergeant, hobm: AC 5; MV 9; HD 1+1; hp 9; #AT 1; Dmg 1-8 or by
weapon; AL LE; THAC0 18
Possessions: morning star, chainmail, 4d6 gp
Area 5, The Waystation: If this is an elven outpost, conversions for
the inhabitants are provided above.
Waystation Area 1: Intelligence checks are all that^Òs required to
spot any subtle communications by the NPCs. Local history checks can
tell PCs that the elves ran the oupost if this is the case in the
campaign.
Waystation Area 6: The entire shrine area is filled with protection
from evil and turn undead checks are made at +2 levels by good priests
and paladins while in the area.
Waystation Area 7: A standard intelligence check is all that^Òs
required to detect problems with elven food (the +4 bonus still
applies).
Waystation Area 9: The arcane mark is a wizard mark in 2e.
Waystation Area 11: The ward acts as a wizard lock in 2e, with the
noted adjustments.
Waystation Area 14: Make the staff a staff of curing, the scimitar a
scimitar+2, the bag a bag of tricks (Type I), and the circlet a ring of
shooting stars.
The Caverns:
The Ship: In 2e the arcane lock is a wizard lock. The surviving
elven crew consists of two hadozee F1, a half-elven C5/W4 (the
helmsman, the crash occurred when she went into spelljammer shock), an
elven W10 (the person casting sending spells), and 2 elven F1/W1.
Caverns Area 2: A Dex check is required to pass the rubble. If an
avalanche begins a second Dex check with a +4 bonus is all that^Òs
required to avoid damage. There is no magic mouth here.
Caverns Area 3: A Dex check or a tightrope walking proficiency check
(whichever is better) is required to cross the bridge.
Caverns Area 4: Replace the masterwork longsword with a longsword+1
in 2e. If the orcs attack, give them standard chances for surprise.
Orc males (4): AC 7; MV 9; HD 1; hp 6, 6, 1, 7; #AT 1; Dmg 1-8 or by
weapon; AL LE; THAC0 19
Possessions: studded leather armor, battle axe, 1d8 sp; 3 have
ballista bolt (treat as spear) and 1 (1 hp) has a light crossbow and
case of 13 quarrels
Caverns Area 5: The continual light spells on the ship illuminate
most of the area. Orcs fighting under these conditions do so as though
in sunlight (-1 to hit).
Orc males (6): AC 7; MV 9; HD 1; hp 2, 8, 5, 6, 6, 3; #AT 1; Dmg 1-8
or by weapon; AL LE; THAC0 19
Possessions: studded leather armor, battle axe, 1d8 sp
Ogre males (2): AC 5; MV 9; HD 4+1; hp 21, 16; #AT 1; Dmg 1-10 or by
weapon+2; AL CE; THAC0 15
Possessions: hide armor, bastard sword (swung one-handed but does
damage as though used two-handed), 2d6 gp
Caverns Area 6: The orc cleric, who is now the humanoids^Ò leader, has
his acolyte with him, there is no first mate. There is no magic mouth.
PCs with infravision will automatically detect the heat signatures of
the 3 orcs hiding in ambush unless they are using torches or another
heat generating light source to see by. Against PCs that have not
spotted them in this way (or been warned by their infravisual fellows)
the orcs have a ^Ö1 penalty to their surprise roll.
The orc clerics start with silence 15^Ò radius and darkness, targeting
likely spellcasters, in an attempt to disable the PCs immediately (a PC
in both these spells^Ò area of effect cannot use blind-fighting
effectively). The acolyte then begins using his sling. Once he runs
out of bullets he can find a sling stone every round on the floor,
reducing his rate of fire to 1 per 2 rounds. He will cast his healing
spell on any highly wounded orc or ogre. The leader follows with
protection from good on himself and then approaches the battle to cast
aid on one of the warriors. He will then cast detect magic so he can
decide where to target his dispel magic. He tries to avoid disrupting
any of his own or his acolyte^Òs spells. He follows this with hold
person and command (note he uses the detect magic to help him tell
which PCs are in the silence area) on the most effective PCs. He will
cast cure light wounds on any heavily wounded allies but saves his
potions for himself. Once out of useful spells the leader charges into
melee. Notes on a second assault and possible elven aid still apply
from the 3e conversion.
Orc males (5): AC 7; MV 9; HD 1; hp 1, 7, 4 and 1, 6; #AT 1; Dmg 1-8
or by weapon; AL LE; THAC0 19
Possessions: studded leather armor, battle axe, 1d8 sp
Acolyte, om: AC 5; MV 9; C3; hp 15; #AT 1; Dmg 1-8 or by weapon; AL
LE; THAC0 20; Str 18, Dex 10, Con 13, Int 13, Wis 12 (5% chance of
spell failure), Cha 9; proficiencies: orcish, common,
religion(orcish), spellcraft, spacemanship, spelljamming, wildspace
navigation, read/write orcish, healing
Possessions: chainmail, sling and 7 sling bullets, club, 7 sp, 3 gp,
holy symbol of Gruumsh
Memorized Spells (2L1/1L2): 1^×cure light wounds, darkness (reversed
light); 2^×augury (already cast)
Leader, om: AC 4; MV 9; C5; hp 32; #AT 1; Dmg 1-8 or by weapon; AL
LE; THAC0 18; Str 15, Dex 13, Con 15, Int 10, Wis 14, Cha 8;
proficiencies: orcish, common, religion(orcish), spacemanship,
spellcraft, spelljamming, read/write orcish, healing, footman^Òs mace,
club, hammer
Possessions: holy symbol of Gruumsh, 2 vials of unholy water, 2
potions of healing, footman^Òs mace+1, chainmail, small wooden shield,
14 gp, 50 gpv gem, 32 sp
Spells Memorized (5/3/1): 1^× create water, protection from good, cure
light wounds, command, detect magic; 2^× aid, silence 15^Ò radius, hold
person; 3^× dispel magic
__________________________________________________
Do You Yahoo!?
Yahoo! Finance - Get real-time stock quotes
http://finance.yahoo.com
Previous Message: Vessel of Stars SJ 2e Conversion
Next Message: Vessel of Stars SJ 2e Conversion pt 4
Month Index: August, 2002