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Month Index: August, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Wed, 28 Aug 2002 09:26:14 -0700
Subject:  Re: Vessel of Stars SJ 2e Conversion pt 4
        Neogi Slavers:  The is also not much change for the neogi slavers
version of the module.  Use the Second Unhuman War 2e conversions above
for converting to 2e except as indicated.  In 2e the slaves are all
under charm person though they are still so abused by their masters
that they will run away if freed of the effects of the spell (the neogi
are more subtle about their torture and subjugation in 2e in order to
avoid breaking the charm).
        Area 3:
        Slaves, hm&f (9):  AC 10; MV 12; F0; hp 4, 2, 4, 4, 1, 2, 2, 4, 1; #AT
1; Dmg by weapon; AL N; THAC0 20
        Possessions:  club
        Neogi:  AC 3; MV 6; HD 5; hp 24; #AT 3; Dmg 1-3/1-3/1-6+poison; SA
slow poison (save vs. poison or be slowed for 1-8 rounds); AL LE; THAC0
15
        The Caverns:
        Caverns, Area 4:
        Slaves, hm&f (4):  AC 10; MV 12; F0; hp 4, 1, 3, 4; #AT 1; Dmg by
weapon; AL N; THAC0 20
        Possessions:  club, light crossbow and case of 15 bolts
        Caverns, Area 5:
        Slaves, hm&f (4):  AC 10; MV 12; F0; hp 2, 4, 4, 3; #AT 1; Dmg by
weapon; AL N; THAC0 20
        Possessions:  club
        Slaves, hm (2):  AC 10; MV 12; F1 (uses soldier kit from PO:S&P); hp
8, 9; #AT 1; Dmg by weapon; AL N; THAC0 20; proficiencies:  common,
neogi, endurance, spacemanship, balance, blind-fighting, morning star,
club, ballista, catapult
        Possessions:  club, morning star
        Slave, hm:  AC 8; MV 12; R1 (uses corsair kit from CGR1); hp 10; #AT
1; Dmg by weapon; AL NG; THAC0 20; S 13; D 16; Cn 14; I 14; W 15; Ch
12; proficiencies:  common, tracking, space heraldry, read/write
common, neogi, animal handling, animal lore, spacemanship, balance,
fire control, longbow, dagger, spear, longsword
        Possessions:  club
        Note:  This ranger^Òs favored enemy is neogi.  Every time he sees a
neogi killed or a neogi injure someone (per round of combat in which
the neogi causes injury, not per individual hit) he gets a save with a
cumulative +1 bonus to break the neogis^Ò charm spell.  If he succeeds
in a second save with the same bonus he will even turn and attack them
rather than fleeing.  He also suffers non-proficiency penalties when
using a club.
        Slave, dm:  AC 10; MV 6; F2 (uses clansdwarf kit); hp 15; #AT 3/2 or
1; Dmg by weapon; AL LG; THAC0 19; S 11; D 8; Cn 13; I 8; W 10; Ch 15
(16 to dwarves); proficiencies:  dwarvish, read/write dwarvish, common,
endurance, blacksmith (+2 bonus), blind-fighting, spacemanship, fire
control, battle axe specialization, hammer, dagger
        Possessions:  battle axe
        Slave, hef:  AC 10; MV 12; W1 (uses academician kit); hp 4; #AT 1; Dmg
by weapon; AL NG; THAC0 20; S 14; D 12; Cn 13; I 11; W 11; Ch 11;
proficiencies:  elvish, common, read/write common, read/write elvish,
spacemanship, spellcraft, wildspace navigation, spelljamming, staff
        Possessions:  club, hooded lantern with continual light spell (kept
hooded to hide light until the neogi orders the attack)
        Spells Memorized (1L1):  0^× none; 1^× none
        Note:  She^Òs not proficient with the club.
        Slave, dm:  AC 7; MV 6; F1 (uses clansdwarf kit); hp ; #AT 3/2 or 1;
Dmg by weapon; AL LN; THAC0 20; S 12; D 17; Cn 11; I 10; Wis 10; Ch 12
(13 to dwarves); proficiencies:  dwarvish, read/write dwarvish, common,
endurance, spelljamming shipwright (+2), spelljamming carpentry,
ballista repair, catapult repair, jettison repair, spacemanship,
hammer, dagger, hand axe specialization
        Possessions:  club
        Note:  He^Òs not proficient with the club.
        Neogi:  AC 3; MV 6; HD 5; hp 22; #AT 3; Dmg 1-3/1-3/1-6+poison; SA
slow poison (save vs. poison or be slowed for 1-8 rounds); AL LE; THAC0
15
        Caverns, Area 6:  The neogi wizards immediately cast shield when they
order the two slaves with them to attack.  The first mate then attempts
sleep, knowing that elves and half-elves are less likely to be
affected.  Finally the first mate casts mirror image before moving into
melee where it^Òll try to bite and slow as many foes as possible.  The
captain follows shield with protection from normal missiles if there
are any enemy missile troops.  It then casts web on the largest number
of enemies but is unconcerned about whether it captures allies as well
as foes.  It follows with sleep and hold person on stragglers not
caught in the web and may throw a detect magic if it suspects one or
more PCs has a defensive spell up (such as if it observes spellcasting
but sees no effect).  Only when it runs out of spells, and if the
battle is going well, will it cast mirror image and enter melee combat.
 If the battle is being lost it casts mirror image and orders it
minions to fight to the death before fleeing.  In this case any
surviving neogi ignore the order and scuttle away which causes all the
slaves to break and run also.  The faster slaves will undoubtedly
overtake the neogi and try to cross the bridge (-4 penalty to dex
checks for haste).  The neogi, with all their legs, don^Òt need to make
checks to cross the bridge but will undoubtedly fight over who crosses
first, biting and tearing at each other.  They may also attempt to
knock each other into the chasm (a neogi that gets 2 claw hits in one
round on another neogi can forgo damage to shove the other neogi into
the chasm^×the neogi aren^Òt large enough to perform this maneuver on PCs
other than gnomes and halflings).  Those slaves that make it away
huddle in the ruined mindspider while any neogi run for the PCs^Ò ship
or to the other side of the asteroid (depending on whether or not the
PCs^Ò ship is guarded or accessible).  In either case they ignore any
surviving slaves.
        Slaves, hm&f (5):  AC 10; MV 12; F0; hp 2, 3, 2 and 4, 2; #AT 1; Dmg
by weapon; AL N; THAC0 20
        Possessions:  club, 1 that is located with the neogi (4 hp) has a
hooded lantern with continual light 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:  AC 3; MV 6; HD 5; hp 16; #AT 3; Dmg
1-3/1-3/1-6+poison; SA slow poison (save vs. poison or be slowed for
1-8 rounds), cast spells as W3; AL LE; THAC0 15
Possessions:  bag containing spellbook, potion of climbing
Spells Memorized (2L1/1L2):  1^×shield, sleep; 2^×mirror image
Spellbook:  1^×light, read magic, detect magic, cantrip, shield, charm
person, sleep, affect normal fires, mending; 2^×mirror image, continual
light
        Captain, neogi:  AC 3; MV 6; HD 5; hp 20; #AT 3; Dmg
1-3/1-3/1-6+poison; SA slow poison (save vs. poison or be slowed for
1-8 rounds), cast spells as W6; AL LE; THAC0 15
Possessions:  bag containing spellbook, potion of climbing
Spells Memorized (4L1/2L2/2L3):  1^×shield, sleep (x2), detect magic;
2^×mirror image, web; 3^×protection from normal missiles, hold person
Spellbook:  1^×light, read magic, detect magic, cantrip, shield, charm
person, sleep, affect normal fires, mending, jump, spider climb, unseen
servant; 2^×mirror image, wizard lock, web, ray of enfeeblement,
continual light; 3^×protection from normal missiles, slow, hold person


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Month Index: August, 2002

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