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Month Index: September, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Tue, 17 Sep 2002 07:42:56 -0700
Subject:  Re: The Sea Witch SJ Module Conversion pt. 5/5
Events:
        A few events are listed here that could significantly change the
nature of the conversion from the limited scope presented in the
original module.
Befriending the Locathah:  If the PCs manage to befriend the locathah
they have gained an extremely valuable set of allies.  Not only will
the locathah aid the PCs with information and by allowing them to
retreat to the water in safety but they will provide healing and warn
the PCs of events such as The Harridan launching its longboat.  The
locathah are even willing to hole the longboat so it^Òs not seaworthy
and do the same to The Harridan, an even that would cause it to leave
the asteroid^Òs air envelope and gravity.  The locathah will also use
their crossbows to shoot at any swimmers that try to move from the ship
to the tower or vice versa.  Finally, the locathah can convince the
water elemental to allow PCs access to the caves so long as they don^Òt
try to take the amulet or pass through the portal.
        Holing The Harridan:  If either the PCs or the locathah hole The
Harridan below the water line, Belinda takes the helm and moves it to a
near orbit above the tower.  This automatically warns the pirates of
hostile forces and Black Molly will order the tower fortified (the door
is barred, an additional guard is sent to the topmost floor, and two
guards are placed at the door).  This action does not prevent The
Harridan from acting, either, but limits its options.
        Boarding The Harridan:  ½ The Harridan crew is on duty at all times.
Turgid, Raeliss, and the dwarven experts are among those keeping watch
on deck at night due to their improved sight while the lizard men are
all on duty during the day.  Despite this, boarding the ship by
stealth, particularly at night, is relatively easy (+4 circumstance
bonus to hide and move silently checks due to the distraction and
conversations of the crew on deck).  During the day it is more
difficult as the lizard men often watch the waters for large fish they
want to catch (bonus reduced to +2).  PCs who manage to quietly hole
the ship and board through this entrance will have an easier time,
automatically achieving surprise on anyone they meet as long as they
can remain undetected first.  If the PCs manage to capture some of the
crew and free them of their charms they will be able to learn quite a
bit of useful information and can better plan their attack on the
tower.  However they gain control of The Harridan, Black Molly will be
unable to support its slaves on the ship except through the use of
fireballs and it will only do this if the ship is taken from its
control (i.e., the slaves have lost the battle or are obviously about
to).  This is because Black Molly doesn^Òt want to burn its own ship.
If Black Molly becomes aware of the ship being freed by the PCs it will
cover the raven^Òs cage with a cloth and store it somewhere out of the
way (such as the dressing room beside the chapel) in order to keep it
from learning anything and passing the information on to Raeliss.  For
his part, Raeliss will not do anything to place his familiar at risk,
even if freed of the charm.
        Recovering the Amulet:  If the PCs recover the amulet and offer it to
Black Molly, the illithid will agree to leave the tower peacefully.  It
will not leave its ship, however.  If the illithid knows the PCs have
the amulet it will prefer to negotiate for it but will attack if it
thinks this is the only way to gain the object it seeks.  If Black
Molly knows the PCs don^Òt already know its true race (through detect
thoughts) it will not allow any of its slaves to go at all.  If it
suspects the PCs do know (such as they freed some slaves from the
illithid^Òs control) it will do whatever is necessary, including falsely
agreeing to meet under truce conditions, in order to attack them.
Black Molly doesn^Òt want its secret to get out.
        Charmed:  If the PCs are charmed by Black Molly, the illithid abandons
the tower with all its current slaves while sending the PCs to Poisson
to report success in driving the pirates away and then begin
investigating the location of the amulet.  Unfortunately, nothing short
of searching the caves (DC 35) can reveal the item^Òs location (even the
gods haven^Òt paid attention to such a minor event and certainly aren^Òt
interested in conversing with PCs on the matter).  As such, PCs are
doomed to failure, which will only relegate them to a life of permanent
slavery.

Concluding the Adventure:
If the tower is cleared and no one is left to control it, there is a
race between the Water Cult and the town to reoccupy it.  If the
cultists win, status quo will be preserved though more effort will go
into defenses, including establishing watches, magical wards, and even
sealing the upper balcony and portholes with thick glass windows.  If
the town guard arrives first they will lack the power to control the
tower but will be able to force the Water Cult to allow them to add a
permanent contingent of 5 guards and a wizard to ^Ókeep the beacon
secure^Ô.  The Water Cultists will still secure the sight themselves,
regardless.
        Whether the tower was emptied by battle or its forces survived the PCs
and Black Molly^Òs activities, the Water Cult suffers massive
embarrassment and its political position is lessened for some time due
to the incident.  Also the Cult will want their and their members^Ò
property returned (in addition to what the NPCs have, the potions of
water breathing, ring of swimming, and gauntlets of swimming and
climbing Black Molly carries are all Cult property stored at the
tower).  The town is not about to allow the PCs to get away with a ship
and will force the PCs to hand The Harridan over if they captured it.
Only if they have letters of marque from Poisson will they be
recompensed for the vessel, and then they only get 10% of its value
(remember to reduce the value for damage and being used, including the
value of the helm).  The town does allow them to keep loot that can^Òt
be identifiably claimed by the Water Cult, however.


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Previous Message: The Sea Witch SJ Module Conversion pt. 4
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Month Index: September, 2002

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