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Month Index: September, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Tue, 17 Sep 2002 07:43:51 -0700
Subject:  Re: The Sea Witch SJ 2e Module Conversion pt. 1
SJ 2e Module Conversion:  The Sea Witch

This free adventure can be found at:
http://www.wizards.com/dnd/article1.asp?x=dnd/oa/oa20011005a,3

General Conversion Notes:
        Slloorawssthas, elder water elemental:  AC 2; MV 6, Sw 18; HD 16; hp
80; #AT 1; Dmg 5-30; SD +2 or better weapon to hit; AL N; THAC0 7
        The Ship:  Black Molly^Òs stored spellbook contains a spellbook web,
flaming sphere, Melf^Òs acid arrow, locate object, detect invisibility,
locate portal, dispel magic, fly, gust of wind, monster summoning I,
protection from normal missiles, tongues, minor globe of
invulnerability, remove curse, fire shield, and shout.
        Turgid Ranson, dm F8 (uses Axe for Hire kit):  AC 7; MV 12; hp 62; #AT
3/2; Dmg by weapon; AL LE; THAC0 13; S 16; D 12; Cn 15; I 17; W 14; Ch
8 (9 to dwarves); proficiencies:  common, dwarven, endurance (+1),
read/write dwarven, local dwarf history, local history, blacksmithing,
spacemanship, balance, fire control, sail manipulation, zero-G combat,
blind-fighting, weaponsmith, armorer, catapult loading, heavy crossbow
specialization, battle axe, catapult, ballista, dagger, footman^Òs flail
Possessions:  battle axe+1, heavy crossbow, quiver of 20 bolts, studded
leather armor
Lorkith, lm F5 (uses marine kit from CGR1):  AC 3; MV 6, Sw 12; hp 40;
#AT 3, 3/2, or 1; Dmg 1-2/1-2/1-8 or by weapon; AL N; THAC0 16; S
18/62; D 16; Cn 16; I 8; W 9; Ch 12; proficiencies:  common, lizard
man, swimming, spacemanship, balance, zero-G combat, blind-fighting,
ballista loader, bastard sword specialization, javelin, pike, ballista,
catapult
Possessions:  quiver of 5 javelins
Raeliss Starflier, em W2 (uses academician kit):  AC 10; MV 12; hp 5;
#AT 1; Dmg by weapon; SD +1 bonus to rolls to avoid being surprised; AL
CG; THAC0 20; S 9; D 13; Cn 11; I 18; W 11 (increased to meet kit
requirements); Ch 12; proficiencies:  common, elven, read/write elven,
artistic ability (drawing), musical instrument (flute), dancing,
read/write common, spacemanship, spelljamming, balance, fire control,
wildspace navigation, phlogiston navigation, gem cutting, engineering,
dagger; +1 on intelligence and wisdom checks, +3 reaction adjustment
from other academics, -1 to hit in melee on first attack against any
particular enemy
Possessions:  dagger, spellbook
Spellbook:  1^× comprehend languages, identify, shield, unseen servant,
sleep, ventriloquism, feather fall, jump, spider climb, erase, read
magic, detect magic
Spells Memorized (2L1):  1^× jump, shield
Raven Familiar:  AC 7; MV 1, Fl 36 (MC: B); HD ¼; hp 4; #AT 1; Dmg 1;
SA 10% likely to attack an opponents eye (if hits, the eye is lost); AL
CG; THAC0 20; grants master superior distance vision, empathic link
with master to 1 mile
Tantra, hf C5 (uses soldier kit from PO:S&P):  AC 10; MV 12; hp 17; #AT
1; Dmg by weapon; AL LE; THAC0 18; S 15; D 11; Cn 13; I 11; W 16; Ch
16; proficiencies:  common, religion (SJ), blind-fighting,
spacemanship, spelljamming, spellcraft, balance, read/write common,
wildspace navigation, phlogiston navigation, footman^Òs mace, club,
footman^Òs flail
Possessions:  footman^Òs mace, holy symbol of planar church of Acheron
Spells Memorized (5L1, 5L2, 1L3):  1^× purify food and drink, bless,
cure light wounds, sanctuary, protection from good; 2^× hold person,
silence 15^Ò radius, aid, chant, spiritual hammer; 3^× create food and
water
Belinda, hf C4 (uses evangelist kit from CGR1):  AC 10; MV 12; hp 26;
#AT 1; Dmg by weapon; AL NG; THAC0 18; S 10; D 9; Cn 13; I 11; W 18; Ch
17; proficiencies:  common, religion (SJ), religion (Chinese),
read/write common, spacemanship, spelljamming, healing, spellcraft,
balance, footman^Òs mace, hammer; enthrall with voice (see CGR1 pg 47)
Possessions:  footman^Òs mace, holy symbol of planar church of Elysium
Spells Memorized (5L1, 4L2):  None
The Renders, lm F2 (5, use marine kit from CGR1):  AC 5; MV 6, Sw 12;
hp 13, 11, 17, 17, 13; #AT 3, 3/2, or 1; Dmg 1-2/1-2/1-8 or by weapon;
AL N; THAC0 16; proficiencies:  common, lizard man, swimming,
spacemanship, balance, zero-G combat, blind-fighting, ballista loader,
bastard sword specialization, javelin, pike, ballista
Possessions:  quiver of 5 javelins
Tremith, hm B1: AC 6; MV 12; hp 5; #AT 1; Dmg by weapon; AL CN; THAC0
20; S 12; D 18; Cn 13; I 13 (increased to meet class minimums); W 10;
Ch 17; proficiencies:  common, read/write common, local history,
musical instrument (lute), ambidexterity, spacemanship, balance,
gaming, tightrope walking, disguise, singing, dancing, rapier, dagger
Possessions:  rapier, lute
Crew, hm&f F0 (8):  AC 10; MV 12; hp 4, 6, 4, 7, 5, 7, 4, 7; #AT 1; Dmg
by weapon; AL N; THAC0 20
Possessions:  club
        Crew, dm F1 (2, use clansdwarf kit):  AC 10; MV 12; hp 7, 10; #AT 1;
Dmg by weapon; AL LN; THAC0 20; proficiencies:  dwarvish, common,
read/write dwarvish, endurance (+1), spelljamming shipwright (+2),
spelljamming, ballista repair, catapult repair, engineering, hammer,
light crossbow, hand axe, throwing axe
Possessions:  club


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Previous Message: The Sea Witch SJ Module Conversion pt. 5/5
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Month Index: September, 2002

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