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Month Index: September, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Tue, 17 Sep 2002 07:40:21 -0700
Subject:  Re: The Sea Witch SJ Module Conversion pt. 2
SJ Adaption:
In this adaptation the ship and crew have been converted to a much more
standard crew, i.e., an illithid ship with human slaves.  This
adaptation is ideal for the Astromundi Cluster wherein the slaves
consist of powerful Varan servants in charge of lesser slaves.
The illithid in this adventure is referred to as Black Molly, an
adoption that has allowed this slaver and pirate to hide its true race
from those who^Òve heard of its exploits.  Its crew consists of slaves
that it has taken.  It has saved the best slaves over the course of its
career and eaten the riff-raff.  Thus many of its slaves are somewhat
powerful.  Black Molly has done more than this, however.  When Black
Molly arrived on Beacon Rock it had its ship set down about 100 yards
from the lighthouse due to the waves (the waves that crash against Old
Captain^Òs Rock aren^Òt large or powerful but Black Molly knows little of
nautical sailing and is concerned over the safety of the ship).  Then
the illithid had some of its crew row it in to the lighthouse (Black
Molly has long wanted to attack the lighthouse but it took a long time
to get hold of the long boat it needed) and all but two were sent back
to the ship.  The ship thus has a longboat that can ferry in
reinforcements (10 crew, including two oarsmen, can fit in the boat at
once).  Black Molly had used a wand of alter self to approach the
lighthouse and was greeted coldly by the Indra-worshipping Water
Cultists that controlled the lighthouse.  That^Òs when the attack began.
 Once the door was opened and Black Molly and the two slaves were let
in, the pirate set about charming all those it could and ordered its
slaves to attack.  The ensuing battle killed both original slaves but
managed to capture the entire group that controlled the lighthouse.
Black Molly immediately began questioning the Water Cultists but they
could provide no clues or aid.  Lacking knowledge, the illithid ordered
an equally fruitless search.  Again, nothing turned up.  Now thoroughly
frustrated, Black Molly decided to extort the town for fun and profit
(the illithid is still a greedy pirate, after all) while continuing the
search.  Secretly the illithid hopes a rescue mission will be sent and,
not knowing Black Molly is an illithid, will be overwhelmed and
charmed.  With the rescuers charmed it won^Òt be hide to order The
Harridan off for a few days while the rescuers go back to Poisson and
report success in driving the pirate waay and freeing the captives.
With agents now in town, Black Molly hopes to turn up the answers it
seeks, while the lighthouse crew continues its search.
The Lighthouse:  The lighthouse is mush as described in the module but
has not been weather beaten (there is no real weather on Beacon Rock
beyond mists that form as the asteroid rotates and day and night come
to different areas).  The lighthouse is extremely old, however, and so
is still in similar condition to that described.  If magic or an
examination by a knowledgeable person is made it is obvious that Old
Captain^Òs Rock (the upthrust that the lighthouse sits on) is not
naturally occurring.
Approaching the Asteroid:  Any ship approaching the asteroid that can
see the asteroid as they approach will also be seen.  Those that simply
approach from the other side will not be spotted.  If the lighthouse
and the nearby ship are within an hour of dawn, mist will obscure them,
though the lighthouse rises well above this and so is still visible
(and its lookouts aren^Òt interfered with).  Of course, getting to the
asteroid is only part of the problem.  If the PCs have a ship that can
land on the water they will be much better off and may choose to wait
until mist or darkness comes to that part of the asteroid before moving
in.  Of course, use of lights by PCs during such an approach will give
them away easily.  Another option is to go swimming.  If the PCs decide
to attempt an underwater approach they are noticed by some locathah
that are out gathering food and immediately send one to report to their
leader while the others watch the PCs carefully (each gains a +8
circumstnace bonus to Hide due to the seaweed and familiarity with the
environment).  The locathah leader sends a group of 10 warriors
(including the original one that went for reinforcements) and a shaman
to negotiate with the PCs and find out why they are here and what their
intent is.  The other 4 warriors that stayed to spy on the PCs choose
to remain hidden and observe the meeting.  If the PCs get hostile the
hiding locathah will send one of their number for reinforcements while
the other three move to support their fellows.
The locathah are peaceful and understanding if the PCs are forthright
with them.  All they^Òre really concerned about is that their home
remain undisturbed, including not becoming a prime fishing spot for
humans.  They know of the shipwreck and the gate to the elemental plane
of water but have no reason to think of these or reveal them to the PCs
at this time.  They are willing to help the PCs in a stealthy approach
to the lighthouse, however, as they have no love of pirates (they
remind the locathah of sahuagin).  If the PCs inquire about recent
activities the locathah are willing to tell them about the humans
examining the sea^Òs bounty for the last couple months, something that
concerns them greatly.  If asked about more recent events they will
tell the PCs of the coming of the ship that looks like a giant turtle,
the dumping of two bodies in the sea (Black Molly^Òs slaves that were
killed in the attack, the illithid ate their brains while they were
still fresh then dumped the bodies in the water), and an expedition the
humans made along with another human down to a shipwreck.  They didn^Òt
get close enough to know Black Molly is an illithid (nor do they know
what one is) but they do tell the PCs that the humans used magic to
drive the wreck^Òs inhabitant, a giant squid, away while they searched
it for something.
If Black Molly knows of the PC^Òs approach ahead of time, by spotting
them or through some other means, the illithid will prepare its
defenses.
Shaman, locm Clr3 (domains:  protection and water):  HD 5d8+5; hp 31;
Init +4; Spd 10 ft., swim 60 ft.; AC 17; Atk +4 melee (1d8+1/x3, long
spear) or +7 missile (1d8/19-20, light crossbow); SQ turn undead and
fire creatures, command water creatures, use protect ward once/day
(activated on self shortly before reaching PCs); AL N; SV Fort +7, Ref
+5, Will +5; Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 11.
Skills and Feats:  Craft(weaving) +3, Diplomacy +6, Healing +8,
Knowledge (religion) +7, Spot +5, Listen +5; Blind-Fight, Extend Spell,
Maximize Spell, Martial Weapon Proficiency (longspear).
Possessions:  longspear, light crossbow, equipment harness with pouches
(for spell components), case of 10 bolts, holy symbol of Eadro
Spells Memorized (4/3+1/2+1):  0^× cure minor wounds, light, mending,
detect magic; 1^× cure light wounds, comprehend languages, bane,
sanctuary; 2^× delay poison, speak with animals, fog cloud
Notes:  Speaks Aquan and common.  Has already activated his protective
ward power on himself.  It will last for 3 hours.
Warriors, locm (14):  HD 2d8; hp V; Init +1; Spd 10 ft., swim 60 ft.;
AC 14; Atk +1 melee (1d8/x3, longspear) or +2 missile (1d8/19-20, light
crossbow); AL N; SV Fort +3, Ref +1, Will +1; Str 10, Dex 12, Con 10,
Int 13, Wis 13, Cha 11.
Skills and Feats:  Craft (various) +3, Listen +4, Spot +4; Blind-Fight.
Possessions:  longspear, light crossbow, case of 10 bolts, equipment
harness
        Black Molly^Òs Precautions:  Black Molly has bothered with too many
precautions.  A Water Cultist keeps watch from the tower at all times
and has a signal lamp to alert the ship of trouble.  The ship also
maintains a watch, though it is a little more lax (but not enough to
allow anyone to easily arrive unobserved). It, too, has a signal
lantern in case of trouble.  Beyond this, black Molly has taken no
reveal precautions.  The illithid is most active at night, while the
Cultists perform best during the day.  The entry door is left unsecured
in case anyone arrives from The Harridan.  If an attack occurs, The
Harridan is signaled to send reinforcements, which will consist of the
lizard men accompanied by Tantra and Raeliss.  3 commoners will row
them to the lighthouse and then return to the ship with the longboat.
Note that if attackers are spotted outside the lighthouse, The Harridan
goes to battle stations but does nothing except defend itself.  The
Cultists are gathered in the entry and the door is secured.  Now
attackers are allowed to assault the tower while missiles and spells
hammer them in turn.  If they prove too strong, The Harridan will
attack, leading with large weapon fire and rising up to shower javelins
and crossbow bolts on the attackers.  It will also try to prevent an
enemy ship from fleeing.  If attackers use large weapons on the tower
they will have to face The Harridan as well as whatever the tower
defenders can conjure up.  Black Molly isn^Òt concerned about this,
however.  The townsfolk need the tower so there is little chance they
will attack it with large weapons (indeed, if the PCs assault the tower
in this manner they will be fined twice the cost of the repairs).
        Topmost Floor, 1. Lookout Loft:  Regardless of when the PCs attack
(day or night), assume that Hastan has the watch shift.  Hastan is a
cleric of Indra and a native of Poisson.  He was an orphan whose
devotion to power led him to the Water Cult^Òs more powerful priesthood.
 He is devout but also somewhat self-serving.  Once Hastan reaches ½
hps, and every time he^Òs hit thereafter, make a charisma check against
Black Molly^Òs charisma to see if he follows orders and fights to the
death to defend the beacon.  Otherwise, he surrenders and cooperates by
answering PCs^Ò questions (he won^Òt necessarily be honest, however
getting away with those lies he can, especially about what Black Molly
is).  Once he sees the party^Òs approach he alerts the others in the
tower by pulling the alarm bell and then lights a bullseye lantern to
signal The Harridan.  Then Hastan prepares to hold his position.  Note
that even if PCs attack from below rather than using their ship or
climbing the walls or flying to enter here, he will defend this post
(Black Molly realizes this is the objective of any attack and wants it
protected).
        The tower is much as described but there are no glass windows, instead
the area between the beacon and walkway is open (though there are thick
supports in between, sectioning it into several large "windows").
Also, there are no bells for warning ship, just the cord that allows
the tower personnel to be alerted to visitors.
        The beacon is a simple enough device to look at, looking like a large
cylinder running from floor to ceiling.  A door in the side opens to
reveal an upside down funnel shape that comes to a closed point.
Similar to a helm, the beacon operates on magical energy.  However, the
beacon is much weaker than a helm and so only needs have a spell cast
in it.  To power the beacon a spell that can be targeted on the tip of
the funnel must be cast on the point of the funnel.  Then the beacon
operates for as long as the spell lasts.  Continual flame spells are
the most commonly used due to their permanent duration (actually, they
only last a few hundred years as the beacon slowly destroys their
power).  The spell doesn^Òt seem to take effect as the beacon absorbs
the power as fast as it^Òs produced, before the spell^Òs effect becomes
apparent.  The spell that was powering the beacon has been dispelled.
Hastan, hem Clr4 (domains:  chaos and water):  HD 4d8+8; hp 28; Init
+3; Spd 30 ft.; AC 15; Atk +3 melee (1d6, light mace); SQ turn undead
and fire creatures, command water creatures, low light vision, immune
to sleep spells and spell-like effects, +2 racial bonus on saves vs.
enchantment spells; AL CN; SV Fort +5, Ref +4, Will +6; Str 10, Dex 17,
Con 14, Int 11, Wis 15, Cha 13.
Skills and Feats:  Knowledge (religion) +7, Spellcraft +7; Extend
Spell, Alertness.
Possessions:  light mace, holy symbol of Indra, leather armor
Spells Memorized (4/4+1/3+1):  0^× cure minor wounds, light, mending,
purify food and drink; 1^× bane, cure light wounds, shield of faith,
sanctuary, protection from law; 2^× hold person, endurance, silence, fog
cloud
        Second Floor, 2. Oil Provision Store:  This is not a storage for oil
in this conversion but rather for food and religious supplies.  Extra
clothing, much of it ceremonial, sandals, candles, and so on are
stacked here in abundance alongside durable foods, including flour and
grain.
        Second Floor, 3. Sand Provision Store:  This area is no longer used to
store provisions, nor to hold bound prisoners.  Instead, in this
conversion, it is the training area for the staff.  Here they would
practice basic spells (nothing destructive), weapons and combat, and
their other skills, keeping them in top form.  A variety of props,
including upright logs that have been beaten on and straw dummies are
found here.
        Second Floor, 4. Library:  In this conversion this is not the library.
 Instead it is where the high priest and attendants gathered to enter
the chapel in procession.  It is also the only room on this floor with
a window, or rather a 2 ½ foot diameter circular hole cut in the side.
As Beacon Rock has no significant weather, it has never had glass
placed in it.  Black Molly probably has some defenders station
themselves here to cast spells on PCs below if the PCs don^Òt breach the
tower itself.
        This room holds several wardrobes containing various clerical garb.
        Second Floor, 5. Oil Cisterns:  In the conversion this is now a
chapel.  It was the tower^Òs only chapel to Indra and was used
frequently.  There is a central altar opposite the entrance from the
stairs and only a couple pews near the front (other attendees brought
cushions to sit or kneel on or stood).  The altar has nothing special
on it.  It is covered by a simple cloth embroidered with symbols of the
cult and of Indra.  A single candle stands unlit at each corner.


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Month Index: September, 2002

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