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Previous Message: The Sea Witch SJ Module Conversion pt. 3
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Month Index: September, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Tue, 17 Sep 2002 07:42:20 -0700
Subject:  Re: The Sea Witch SJ Module Conversion pt. 4
        Ground Floor, 15. Stranger^Òs Room:  In the conversion, this area is
the clerics^Ò quarters.  The Indran^Òs have never seen fit to send one of
their druids out here so there are no druids stationed at the tower nor
are they currently very knowledgeable about the asteroid^Òs environment.
 This area is set up to house 12 people in relative comfort.  Each has
a bed with mattress, a wardrobe, a large chest with lock, an armor
stand, and a weapon rack.  Currently the tower only supports 4 clerics
as well as the abbot.  The abbot and 3 of his lesser clerics will be
asleep here when the PCs arrive unless the alarm has been sounded.
Each one^Òs possessions are listed with them.  Hastan^Òs additional
possessions of note consist of 2 silver decanters worth 40 gp each, a
gold statuette (he bought it for 75 gp but it^Òs actually lead covered
with gold plating and worth perhaps 15 gp), a potion of flying, a purse
with 17 pp, 82 gp, and 13 sp, and a gold pendant worth 12 gp.
Abbot Jurar, hm Clr10 (domains:  water and chaos):  HD 10d8; hp 55;
Init +1; Spd 30 or 20 ft.; AC 11 or 17; Atk +11/+6 melee (1d6+4, light
mace) or +8/+3 missile (1d10/19-20, heavy crossbow); SQ turn undead and
fire creatures, command water creatures; AL CN; SV Fort +7, Ref +4,
Will +10; Str 14, Dex 12, Con 11, Int 13, Wis 16, Cha 8.
Skills and Feats:  Concentration+2, Heal+13, Knowledge (arcana)+11,
Knowledge (religion) +11, Scry +11, Spellcraft +11; Alertness, Extend
Spell, Enlarge Spell, Still Spell, Silent Spell.
Possessions:  +2 light mace, holy symbol of Indra, banded mail
Spells Memorized (6/5+1/5+1/4+1/3+1/2+1):  0^× cure minor wounds, light,
mending, purify food and drink, detect magic, virtue; 1^× bane, bless,
cure light wounds, shield of faith, sanctuary, protection from law; 2^×
hold person (x3), endurance, silence, fog cloud; 3^× cure serious
wounds, deeper darkness, locate object (x2), magic circle against law;
4^× cure critical wounds, death ward, divination, chaos hammer; 5^× true
seeing, flamestrike, ice storm
        Notes:  He only has his heavy crossbow if he can retrieve it from area
14.  Jurar hates his current position as abbot of the lighthouse tower.
 He knows the position is too lowly for someone of his power but he
doesn^Òt understand why he^Òs been assigned here.  The answer is all too
simple:  Jurar is an embarrassment to the cult.  For such an
influential priest he has almost no social skills and he has a tendency
to say things that the other members of the cult don^Òt want revealed.
As such he^Òs been stationed here for more than 3 years in order to keep
him out of the way.  Jurar will take his frustration out as soon as he
sees PCs enter his tower (assuming he doesn^Òt already have orders from
Black Molly).  First he^Òs assigned to this dump then some new arrival
is placed in charge (he hasn^Òt thought about how that came to be).  On
seeing more intruders he has had enough and starts unleashing his
pent-up frustration by trying to kill them, including ordering the
others to help him.  Only if reduced to a 1/3 of his hps or less will
he surrender.  Jurar sent the ransom demand to Poisson through several
sending spells (each to a different person).
Task, hm Clr6 (domains:  chaos and water):  HD 6d8+18; hp 47; Init +1;
Spd 30 or 20 ft.; AC 11 or 16; Atk +6 melee (1d6+1, masterwork light
mace); SQ turn undead and fire creatures, command water creatures; AL
CN; SV Fort +7, Ref +3, Will +5; Str 13, Dex 12, Con 14, Int 13, Wis
11, Cha 9.
Skills and Feats:  Diplomacy+8, Heal+9, Knowledge (religion) +10,
Spellcraft +10; Alertness, Ambidexterity, Toughness (x2).
Possessions:  masterwork light mace, holy symbol of Indra, chainmail,
potion of cure serious wounds, potion of cure light wounds, purse with
22 gp, 12 sp, and 17 cp
Spells Memorized (5/3+1):  0^× cure minor wounds, light, mending, purify
food and drink, detect magic; 1^× bane, cure light wounds, shield of
faith, protection from law
        Notes:  Task is a highly devoted cleric of Indra but he^Òs not very
skilled.  Most notably, he can^Òt even cast all the spells allowed by
his level due to a low wisdom.  Despite this, his extreme devotion has
allowed him to achieve a position of power and honor in the cult,
second in command of the tower.  Task knows he^Òs perfectly suited for
this job and is extremely enthusiastic about performing it (it^Òs
normally given to a Clr5 or Clr6 so this is the first time he^Òs ever
had a position that was not meant for someone of lower level, of course
Jurar^Òs position is usually given to a Clr7 or Clr8).  As such he
follows all Jurar^Òs orders without question, even ignoring Black Molly
until Jurar repeats the instruction (this annoys Black Molly but she
lets it go for now).  He will fight until reduced below 10 hp and only
then will he surrender.  If Jurar and the others are still fighting,
there^Òs a 50% chance even then that he will keep fighting as long as
he^Òs able (though he^Òll definitely try to heal himself at this point
also).
Talia, hf Clr2 (domains:  chaos and water):  HD 2d8+4; hp 16; Init +3;
Spd 30 or 20 ft.; AC 13 or 15; Atk +3 melee (1d6+2, light mace); SQ
turn undead and fire creatures, command water creatures; AL CN; SV Fort
+5, Ref +3, Will +4; Str 14, Dex 16, Con 15, Int 10, Wis 12, Cha 15.
Skills and Feats:  Diplomacy+7, Heal+6, Knowledge (religion) +5;
Alertness, Ambidexterity.
Possessions:  light mace, holy symbol of Indra, leather armor, potion
of cure light wounds, purse with 18 pp, 6 gp, 7 sp, and 14 cp, gold
ring with ruby chip (25 gpv), silver brooch (15 gpv), silver necklace
with polished rock crystals (150 gpv), sapphire earrings (250 gp for
the set, 100 gpv each individually)
Spells Memorized (4/3+1):  0^× cure minor wounds, light, mending, purify
food and drink; 1^× cure light wounds, shield of faith, sanctuary,
protection from law
Notes:  Talia is not extremely devout.  Instead she joined the cult in
hopes of meeting and marrying a local businessman or one of the cult^Òs
leaders.  She grew up to simple farmers and wants a better life.
Something went wrong, however, as her most recent lover had her
transferred here after an affair lasting only a few months.  Talia is
still trying to figure out what went wrong while avoiding the males at
the tower.  None are ones she wants as she knows they were all sent
here due to incompetence (she has no interest in the aesthetic monks).
Talia is not battle hardened and will try to withdraw from any fight.
She will instead concentrate on casting support spells.  If wounded,
she surrenders.
Nakima, hf Clr3 (domains:  chaos and water):  HD 3d8-3; hp 19; Init +1;
Spd 30 or 20 ft.; AC 11 or 16; Atk +3 melee (1d6+1, masterwork light
mace); SQ turn undead and fire creatures, command water creatures; AL
CN; SV Fort +2, Ref +2, Will +7; Str 13, Dex 12, Con 9, Int 13, Wis 18,
Cha 16.
Skills and Feats:  Diplomacy+7, Heal+8, Knowledge (arcana) +5,
Knowledge (religion) +5, Scry +5, Spellcraft +5; Alertness, Extend
Spell, Silent Spell.
Possessions:  light mace, holy symbol of Indra, chainmail, potion of
cure serious wounds, purse with 12 gp, 18 sp, and 16 cp
Spells Memorized (4/3+1/2+1):  0^× cure minor wounds, light, mending,
purify food and drink; 1^× bane, cure light wounds, shield of faith,
protection from law; 2^× hold person (x2), fog cloud
        Notes:  Nakima is the most competent of the clerics at the tower and
the only one to have requested the assignment.  What better place is
there for her commune with her goddess of the seas than on an asteroid
covered by a sea?  She is not interested in the political battles that
run rampant in the cult and instead seeks only to serve her goddess.
Nakima is prone to chills and sickness and the tower is not a good
place for her.  It is slowly ruining her health, though no one yet
realizes it.  Until it does, however, she will fight to the death to
defend it from being taken over by intruders.
        The Wreck of the Flying Cloud:  The Flying Cloud lies at the base of
Old Captain^Òs Rock, some 2200 feet down (yes, 2200, not 200 or 2000).
Here the water is dark and coral and barnacles have grown up on the
hull.  Investigation of the wreck shows no sign of the amulet, the
helm, or any other salvageable treasure (the helm was toted away by the
locathah to use as a throne, they have no idea they have a minor helm
in their possession nor of its purpose or worth).  The Flying Cloud was
a standard galleon but now its beyond salvage or repair.  The Flying
Cloud is also the lair of a giant squid that has moved in recently.
The squid attacked Black Molly^Òs salvage team but was able to be driven
off temporarily with spells.  It will not be kind to trespassing PCs or
locathah.  If the locathah are accompanying the PCs when they search
the wreck or are asked where it is at, they insist the PCs slay the
giant squid as it is aggressive and a danger to them.  PCs who do so
(the locathah are willing to help with their crossbows and healing
wounded PCs after the fight) win the locathah^Òs friendship.  What the
locathah will not reveal to the PCs is that the giant squid also blocks
their access to the elemental plane of water by preventing their
reaching the portal.  With the giant squid gone they will be able to
flee Beacon Rock should they ever need to.
        Spotting the entrance to the caves requires a search roll (DC 30).
Giant Squid:  HD 12d8+12; hp 73; Init +3; Spd swim 80 ft.; AC 17; Atk
+15 melee (1d6+8, 10 tentacles), +10 melee (2d8+4, bite); SA improved
grab, constrict 1d6+8; SQ ink cloud, jet; AL N; SV Fort +9, Ref +11,
Will +5; Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2.
Skills:  Listen +8, Spot +8.
        The Caves:  The elemental vortex that formed in the caves between the
prime material and the elemental plane of water was not naturally
occurring though it has since stabilized into a natural phenomenon.
The gate that was opened and created the vortex is also responsible for
the asteroid being completely submerged.  This even occurred and
unknown time ago but predates the construction of Old Captain^Òs Rock
and the lighthouse and the establishment of the beacon.  The vortex is
based around a portal, an access point to the elemental plane of water
through which the original aquatic life on the asteroid arrived.  It is
also the means by which the asteroid^Òs most recent inhabitants arrived:
 the locathah.
        Black Molly:  The pirate captain that is at the heart of this
adventure is detailed here.  As illithids are a different breed than
sea hags and much more powerful Black Molly is only a Wiz2 in this
conversion to preserve the relative power levels.
Black Molly, illithid Wiz2:  HD 8d8+2d4+10; hp 51; Init +6; Spd 30 ft.;
AC 19; Atk +9 melee (1d4+1, 4 tentacles); SA mind blast, psionics
(astral projection, charm monster, detect thoughts, levitate, plane
shift, and suggestion at will as an 8th level sorcerer), improved grab,
extract brain; SQ SR 25, telepathy 100 ft. range; AL LE; SV Fort +5,
Ref +6, Will +14; Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17.
Skills and Feats:  Bluff+8, Concentration +12, Hide +8, Intimidate +10,
Knowledge (arcana) +9, Knowledge (history) +9, Listen +10, Move
Silently +7, Scry +10, Spot +10, Spellcraft +10; Scribe Scroll,
Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse
(tentacle), Extend Spell.
Possessions:  spellbook, +2 cloak of resistance, wand of alter self (36
charges), bag of holding (type I), 3 potions of cure serious wounds,
potion of darkvision, +4 bracers of armor, 4 potions of water breathing
(each bottle is marked with the symbol of the Water Cult as well as
Indra^Òs symbol), ring of swimming, ring of shooting stars, gauntlets of
swimming and climbing, wand of magic missiles (24 charges), wand of
fireballs (3 charges), cage with Raeliss^Òs raven
Spellbook:  0^× resistance, ray of frost, detect poison, daze, flare,
light, dancing lights, ghost sound, disrupt undead, mage hand, mending,
open/close, arcane mark, detect magic, prestidigitation, read magic; 1^×
comprehend languages, identify, shield, unseen servant, sleep,
ventriloquism, feather fall, jump, spider climb, erase, magic missile,
enlarge
Spells Memorized (4/3):  0^× resistance, light, detect magic, read
magic; 1^× identify, shield, unseen servant
Notes:  Black Molly doesn^Òt have a familiar as it would just be a
liability.  Black Molly is a deadly and determined foe.  The illithid
may be part of a larger group of illithids or working alone.  It is
still determined and resourceful.  Black Molly reacts to any assault on
the tower by ordering the other inhabitants to trap the PCs in a
vulnerable position.  Outside the tower is ideal.  Once this has been
accomplished the clerics are ordered to use non-damaging spells like
silence and hold person to disable the PCs, especially their
spellcasters.  Black Molly, meanwhile, uses its charm monster power on
the PCs until they are all charmed.  The illithid will use its mind
blast power on groups of PCs if most of its slaves are clear.  Even in
combat, Black Molly will not reveal itself to anyone not under its
magical control without using the wand of alter self to appear as a
strong, beautiful human female (Black Molly has perfected this form so
it is extremely convincing).  Black Molly will only seek to slay the
PCs if they are winning.  It wants slaves and answers, infiltrators to
return to Poisson and gather information.  Black Molly uses detect
thoughts and detect magic to determine the power of foes and their
intent.  When ordering its slaves it will use suggestion to reinforce
the order (and prevent a need for a charisma check) as long as this
doesn^Òt interfere with any other actions it needs to take in the round
(such as attempting to charm a PC).  Black Molly isn^Òt concerned about
using up its magical items and will use them as needed.  Likewise,
Black Molly will call upon its crew on The Harridan for support if the
PCs are presenting a major threat.  If seriously pressed, Black Molly
will grab hold of its two nearest slaves and plane shift the three of
them.  It doesn^Òt like to do this, however, as it means abandoning The
Harridan as well as the quest, for now.  The Harridan knows of a nearby
asteroid cluster to meet its captain in should such a retreat occur and
Black Molly will quickly plane shift there after escaping (Black Molly
keeps using this power until it hits the correct asteroid).


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Month Index: September, 2002

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