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Month Index: August, 2002
From: Thatotherguy <spellj@??????????.com> Date: Wed, 28 Aug 2002 09:26:54 -0700 Subject: Re: Vessel of Stars SJ 2e Conversion pt 5
Astromundi Cluster: The Astromundi Cluster version of the module is
very much as described in the 3e conversion. DMs should decide whether
or not they will use all the special Astromundi Cluster rules or not as
they have not been accounted for (such as contacting other planes and
human ability adjustments). In the Astromundi Cluster Varan gain the
languages neogi, Varan, and illithid for free instead of common. This
adjustment needs to be made for all of Tallan^Òs crew. Additionally,
due to her unique heritage, Sweet Gurta speaks Thoric for free. Any of
Tallan^Òs crew that are proficient in reading/writing common are instead
proficient in read/write Varan.
Area 3&4:
Varan, hm (9): AC 5; MV 9; F1; hp 10, 6, 9, 9, 8, 9, 7, 8, 7; #AT 1;
Dmg by weapon; AL LE; THAC0 20; proficiencies: Varan, illithid, neogi,
spacemanship, balance, fire control, zero-G combat, morning star, club,
dagger, pike
Possessions: morning star, chainmail, 2d6 gp
Varan Leader, hm: AC 2; MV 9; F3; hp 23; #AT 3/2 or 1; Dmg by weapon;
AL LE; THAC0 20; S 14; Dex 17; Cn 16; I 12; W 5; Ch 16; proficiencies:
Varan, illithid, neogi, spacemanship, balance, fire control, zero-G
combat, rope use, sail manipulation, morning star, club, dagger,
longsword specialization
Possessions: longsword, chainmail, 15 gp
Area 5, The Waystation: Tallon is not altered (statwise) by being
human. DMs who use psionics are recommended to convert Kata and Raz^Òs
levels of wizard to levels of psionicist to reflect Varan association
with the illithids. In this case Kata is a former thief, rather than a
former psionicist (she is still 3rd level in thief and 2nd level in
psionicist, however).
The Caverns: The only alteration to the doombat from 3e to 2e is that
the chaplain is a C7 of Corellon Larethian.
Caverns, Area 3: A single continual light hangs in the air,
illuminating the area.
Caverns, Area 4: In this case the ballista bolts are actually
boarding pikes.
Sailors, hm&f (4): AC 7; MV 9; F1 (uses soldier kit from PO:S&P); hp
9, 7, 6, 6; #AT 3/2 or 1; Dmg by weapon; AL LN; THAC0 20;
proficiencies: Antilan, neogi, blind-fighting, read/write Antilan,
spacemanship, balance, endurance, shortsword specialization, pike,
light crossbow
Possessions: light crossbow and case of 15 bolts, 3 have ballista
bolts and 1 (1 hp) has a hooded lantern with continual light spell
(kept hooded to hide the light until they attack), shortsword, studded
leather armor, 2d4 gp, full face mask
Caverns, Area 5:
Marines, hm&f (7): AC 5; MV 9; F1 (use marine kit from CGR1); hp 10,
7, 10, 9, 8, 8, 10; #AT 3/2 or 1; Dmg by weapon; AL LN; THAC0 20;
proficiencies: Antilan, neogi, spacemanship, read/write Antilan,
endurance, blind-fighting, longsword specialization, ballista,
catapult, light crossbow
Possessions: chainmail, longsword, 2d6 gp, mask-helmet
Sergeant, hm: AC 5; MV 9; F3 (uses marine kit from CGR1); hp 21; #AT
3/2 or 1; Dmg by weapon; AL LN; THAC0 20; S 12; D 10; Cn 13; Int 11;
Wis 10; Ch 10 (scores raised to meet kit requirements); proficiencies:
Antilan, neogi, spacemanship, read/write Antilan, endurance,
blind-fighting, ballista loader, longsword specialization, ballista,
catapult, light crossbow, dagger
Possessions: chainmail, longsword+1, 25 gp, hooded lantern with
continual light spell (kept hooded to hide the light, opening the
lantern signals the beginning of the attack), mask-helmet
Caverns, Area 6: Both mages will start with defensive spells followed
by using their attack spells to disrupt enemy spellcasters. The
captain will use his scroll early and is not afraid to catch his troops
in his own web spells. He only uses the fireball if absolutely
necessary. He will give his potion of growth to the marine sergeant if
the battle is going poorly but saves his potion of diminution so he can
escape by drinking it and having his familiar carry him away. Both
mages save their light spells to allow them to see in the event of
retreat rather than using them in battle (outside area 5 and area 3
there is no light and they may have to flee to the dark side of the
asteroid to hide from PCs).
Sailors, hm&f (5): AC 7; MV 9; F1; hp 9, 8, 7 and 10, 9; #AT 3/2 or
1; Dmg by weapon; AL LN; THAC0 20; proficiencies: Antilan, neogi,
blind-fighting, read/write Antilan, spacemanship, balance, endurance,
shortsword specialization, pike, light crossbow
Possessions: shortsword, studded leather armor, 2d4 gp, mask helmet, 1
that is located with each group (7 and 9 hp) has a hooded lantern with
continual light spell (kept hooded to hide the light until the captain
orders the attack)
First Mate, hm: AC 10; MV 12; W(I)3 (uses war mage kit from CGR1); hp
16; #AT 1; Dmg by weapon; SD +1 bonus with all surprise die rolls; AL
LN; THAC0 20; S 13; D 10; Cn 16 (increased to meet specialty
requirements); I 17; W 9; Ch 8; proficiencies: Antilan, neogi,
spelljamming, read/write Antilan, spacemanship, spellcraft, wildspace
navigation, balance, alchemy, ettiquette, space heraldry, signaling,
local history (Antilan Empire), dagger
Possessions: spellbook (marked with arcane mark of the mage^Òs symbol
on cover), dagger+1, 25 gp, potion of healing, potion of climbing, full
face mask
Spells Memorized (2L1/1L2+1 invocation/evocation spell at each level):
1^×magic missile (x2), light; 2^×flaming sphere (x2)
Spellbook: 1^×shield*, detect magic, read magic, cantrip*, mending,
wizard mark, light, comprehend languages, identify, magic missile*,
feather fall, jump, spider climb, burning hands; 2^×wizard lock,
continual light, flaming sphere*; * = invocation/evocation
Hawk Familiar (was gained through use of a scroll): AC 6; MV 1, fly 33
(MC B); HD 1; hp 11; #AT 3; Dmg 1-2/1-2/1; SA plummet 100^Ò+ to strike
with both claws at +2 to hit for 2-4 damage/claw, 25% to hit eyes with
beak (if hit, creature blinded for 1-10 rounds and has 10% of losing
one eye); SD never surprised due to superior vision; AL LN; THAC0 19;
grants master very superior distance vision, empathic link with master
to 1 mile
Captain, hm: AC 8; MV 12; W(I)6 (uses war mage kit from CGR1); hp 27;
#AT 1; Dmg by weapon; SD +1 bonus with all surprise die rolls; AL LN;
THAC0 19; S 12 (increased to meet kit minimums); D 14; Cn 16 (increased
to meet specialty minimums); I 12; W 13; Ch 14; proficiencies:
Antilan, neogi, spelljamming, read/write Antilan, spacemanship,
spellcraft, wildspace navigation, balance, alchemy, ettiquette,
signaling, dagger, light crossbow
Possessions: spellbook (marked with wizard mark of the mage^Òs symbol
on front cover and the Antilan symbol on the back cover), wand of magic
missiles (33 charges), dagger+1, potion of diminution, potion of
growth, boots of levitation, cloak of protection+2, scroll of monster
summoning I, 32 gp, 100 gpv ruby, full face mask
Spells Memorized (4L1/2L2/2L3+1 invocation/evocation at each level):
1^×magic missile, burning hands (x2), light, shield; 2^×web (x2), flaming
sphere; 3^×protection from normal missiles, dispel magic, fireball
Spellbook: 1^×shield*, read magic, detect magic, magic missile*,
identify, burning hands, wizard mark; 2^×wizard lock, web*, continual
light, flaming sphere*, levitate, strength; 3^×dispel magic, fireball*,
slow, protection from normal missiles; *=invocation/evocation
Hawk Familiar (was gained through use of a scroll): AC 6; MV 1, fly 33
(MC B); HD 1; hp 12; #AT 3; Dmg 1-2/1-2/1; SA plummet 100^Ò+ to strike
with both claws at +2 to hit for 2-4 damage/claw, 25% to hit eyes with
beak (if hit, creature blinded for 1-10 rounds and has 10% of losing
one eye); SD never surprised due to superior vision; AL LN; THAC0 19;
grants master very superior distance vision, empathic link with master
to 1 mile
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