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From: Thatotherguy <spellj@??????????.com> Date: Tue, 17 Sep 2002 07:44:46 -0700 Subject: Re: The Sea Witch SJ 2e Module Conversion pt. 2/2
SJ Adaption:
In 2e, Black Molly has used her wand of polymorphing to approach the
tower as a human.
Approaching the Asteroid: The locathah should generally be able to
easily hide from terrestrial PCs that are in the water.
Shaman, locm Sha3 (uses shaman rules from F&A, the Shaman supplement,
and PO:S&M): AC 6; MV 1, Sw 12; hp 20; #AT 1; Dmg by weapon; AL N;
THAC0 20; I 12; W 14; proficiencies: locathah, swimming, religion
(locathah), common, healing, blind-fighting, herbalism, spear, light
crossbow
Possessions: spear, aquatic light crossbow, equipment harness with
pouches (for spell components), case of 10 bolts, holy symbol of Eadro
Spells Memorized (4L1, 1L2): 1^× cure light wounds, bane, sanctuary,
detect magic; 2^× speak with animals
Warriors, locm (14): AC 6; MV 1, Sw 12; HD 2; hp V; #AT 1; Dmg by
weapon; AL N; THAC0 16
Possessions: spear, light crossbow, case of 10 bolts, equipment
harness
Topmost Floor, 1. Lookout Loft: The beacon operates the same in 2e as
in 3e. Continual light 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).
Hastan, hem C4: AC 5; MV 12; hp 20; #AT 1; Dmg by weapon; AL CN; THAC0
18; S 10; D 17; Cn 14; I 11; W 14; Ch 13; proficiencies: elvish,
common, religion (Indian), swimming, alertness, spellcraft, read/write
common, ettiquette, local history (Poisson and environs), spacemanship,
balance, footman^Òs mace, footman^Òs flail, staff
Possessions: footman^Òs mace, holy symbol of Indra, leather armor
Spells Memorized (5L1, 2L2): 1^× bane, cure light wounds, light,
sanctuary, purify food and drink; 2^× hold person, silence 15^Ò radius
First Floor, 8. Pantry: It is recommended that the 1st Edition monk
from the PHB or OA be used for the monks here. Alternately the monk
from PO:S&M and F&A can be used. I have used the fighting monk kit
from the CPHB, though I feel it is the least appropriate of the options
(I believe it is the most likely for 2e DMs to have access to). These
clerics only have major access to all, combat, and protection, and
minor access to healing and charm.
Riebold, hm C7 (uses fighting-monk kit from CPHB): AC 6; MV 12; hp 37;
#AT 1 or 2; Dmg by weapon (also see CFHB or CPHB for martial arts
fighting styles); AL LN; S 13; D 18; Cn 10; I 17; W 16; Ch 15;
proficiencies: common, religion (Indian), tumbling, swimming,
tightrope walking, read/write common, alertness, ambidexterity,
blind-fighting, endurance, spacemanship, balance, staff, club,
footman^Òs mace, martial arts fighting style specialization (see CFHB pg
76 or CPHB pg 125); no crossover penalty for any NWP group
Possessions: holy symbol of Indra
Spells Memorized (5L1, 5L2, 2L3, 1L4): 1^× cure light wounds (x2),
purify food and water, bless, remove fear; 2^× aid (x3), hold person,
spiritual hammer; 3^× emotion control, dispel magic; 4^× tongues
Dorin, hm C5 (uses fighting-monk kit from CPHB): AC 10; MV 12; hp 21;
#AT 1 or 2; Dmg by weapon (also see CFHB or CPHB for martial arts
fighting styles); AL LN; S 12; D 12; Cn 12; I 14; W 13; Ch 9;
proficiencies: common, religion (Indian), tumbling, swimming,
read/write common, alertness, ambidexterity, endurance, spacemanship,
balance, tightrope walking, staff, club, footman^Òs mace, martial arts
fighting style specialization (see CFHB pg 76 or CPHB pg 125); no
crossover penalty for any NWP group
Possessions: holy symbol of Indra
Spells Memorized (4L1, 3L2, 1L3): 1^× cure light wounds, purify food
and water, bless, remove fear; 2^× aid (x2), hold person; 3^× emotion
control
Lani, hm C3 (uses fighting-monk kit from CPHB): AC 10; MV 12; hp 22;
#AT 1 or 2; Dmg by weapon (also see CFHB or CPHB for martial arts
fighting styles); AL LN; S 13; D 14; Cn 11; I 16; W 13; Ch 18;
proficiencies: common, religion (Indian), tumbling, swimming,
tightrope walking, read/write common, alertness, ambidexterity,
endurance, spacemanship, balance, staff, club, martial arts fighting
style specialization (see CFHB pg 76 or CPHB pg 125); no crossover
penalty for any NWP group
Possessions: holy symbol of Indra
Spells Memorized (3L1, 1L2): 1^× cure light wounds, bless, remove fear;
2^× aid
Students, hm&f F0: AC 10; MV 12; hp 3, 3, 1, 1; #AT 1; Dmg by weapon;
AL LN; THAC0 20
Possessions: holy symbol of Indra
Ground Floor, 11. Equipment Store: This area is lit with continual
light.
Ground Floor, 13. Provision Store: Dorin^Òs chest holds an elegantly
inscribed wakizashi (an oriental dagger) worth 45 gp, a potion of
healing, and a purse with 47 gp, 14 sp, and 12 cp. Lani has hidden
away some diaphanous, sensual clothing, two philters of love, a purse
with 15 pp, 12 gp, 47 sp, and 82 cp, and a dagger+1.
Ground Floor, 14. Privy: There is no crossbow or bolts here.
Ground Floor, 15. Stranger^Òs Room:
Abbot Jurar, hm C10: AC 3; MV 9; hp 49; #AT 1; Dmg by weapon; AL CN;
THAC0 16; S 14; D 12; Cn 11; I 13; W 14; Ch 8; proficiencies: common,
religion (Indian), healing, swimming, alertness, spellcraft,
spacemanship, read/write common, balance, spelljamming, space heraldry,
footman^Òs mace, club, footman^Òs flail, sling
Possessions: footman^Òs mace+2, holy symbol of Indra, banded mail
Spells Memorized (6L1, 4L2, 3L3, 3L4, 2L5): 1^× bane, bless, cure light
wounds, sanctuary, purify food and drink, detect magic, light; 2^× hold
person (x3), silence 15^Ò radius; 3^× locate object (x2), create food and
water; 4^× cure serious wounds, divination (x2); 5^× true seeing,
flamestrike
Notes: Jurar has no crossbow and he used an item meant for emergency
contact with the cult leaders to send Black Molly^Òs message. As a one
use item, it is now used up.
Task, hm C6: AC 5; MV 9; hp 39; #AT 1; Dmg by weapon; AL CN; THAC0 18;
S 13; D 12; Cn 14; I 13; W 10 (15% chance of spell failure); Ch 9;
proficiencies: common, religion (Indian), alertness, swimming,
spellcraft, ettiquette, read/write common, healing, ambidexterity,
spacemanship, balance, footman^Òs mace, club, staff
Possessions: footman^Òs mace+1, holy symbol of Indra, chainmail, potion
of extra-healing, potion of healing, purse with 22 gp, 12 sp, and 17 cp
Spells Memorized (3L1, 3L2, 2L3): 1^× bane, cure light wounds, light;
2^× aid, hold person, silence 15^Ò radius; 3^× prayer, create food and
water
Notes: Task^Òs incompetence is not reflected in his lack of spell
access in 2e, but instead in his chance of spell failure.
Talia, hf C2: AC 6; MV 12; hp 14; #AT 1; Dmg by weapon; AL CN; THAC0
20; S 14; D 16; Cn 15; I 10; W 12 (5% chance of spell failure); Ch 15;
proficiencies: common, religion (Indian), read/write common, healing,
alertness, ambidexterity, ettiquette, horseman^Òs mace, staff
Possessions: horseman^Òs mace, holy symbol of Indra, leather armor,
potion of healing, 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 (2L1): 1^× cure light wounds, sanctuary
Nakima, hf C3 (uses evangelist kit from CGR1): AC 5; MV 9; hp 22; S
13; D 12; Cn 9; I 13; W 18; Ch 16; proficiencies: common, religion
(Indian, +1 bonus), read/write common, alertness, swimming, spellcraft,
healing, spacemanship, spelljamming; enthrall with voice (see CGR1 pg
47)
Possessions: footman^Òs mace, holy symbol of Indra, chainmail, potion
of extra-healing, purse with 12 gp, 18 sp, and 16 cp
Spells Memorized (4L1, 3L2): 1^× bane, cure light wounds, light, purify
food and water; 2^× hold person (x2)
The Wreck of the Flying Cloud:
Spotting the entrance to the caves is treated as finding a secret
door.
Giant Squid: AC 7/3; MV Sw 3, Jet 18; HD 12; hp ; #AT 9; Dmg 1-6
(x8)/5-20; SA on successful tentacle hit has hold and constricts for
2-12 damage each round thereafter (victim has chance that one arm
(1-25% left, 26-50% right), no arms (51-75%), or both arms (76-100%)
are immobilized, if only one arm free makes attacks at ^Ö3 to hit); SD
each tentacle has 12 hp separate from body^Òs hps, if more than 4
tentacles severed has 80% to squirt out cloud of black ink that is
60^Òx60^Òx80^Ò and jet back to lair; SW once a man-sized or small creature
is held in tentacle only that tentacle^Òs attack can be made against
them each round; AL N; THAC0 9
The Caves:
Black Molly: Illithids are powerful enough in 2e, so Black Molly has
no additional class levels.
Black Molly, illithid: AC -1; MV 12; HD 8+4; hp 34; #AT 4; Dmg
2+special each; SA mind blast in cone 60^Ò long with 5^Ò wide tip and 20^Ò
diameter base (all in area must save vs. wands or be unable to act for
3-12 rounds), a successful tentacle hit holds unless broken with bend
bars/lift gates roll, latched on tentacle does 2 hp damage/round, if
all 4 tentacles latch on kills by extracting brain in 1-4 rounds,
innate abilities usable once/round at will as 7th level mage (astral
projection, charm monster, charm person, ESP, levitate, plane shift,
and suggestion, all saves made at -4); MR 90%; AL LE; THAC0 11
Possessions: +2 cloak of protection, wand of polymorphing (36
charges), bag of holding (type I), 3 potions of extra-healing, potion
of infravision, bracers of defense AC 6, 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
Notes: Black Molly uses the wand of polymorphing to assume the
practiced identity.
Events:
Boarding The Harridan: Boarding the ship by stealth, particularly at
night, is relatively easy (+2 bonus to surprise rolls and +20% to move
silently, note that hide in shadows is likely to be completely negated
by infravision, however). 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 +1 to surprise and +10% to move silently and hide in
shadows).
Charmed: PCs forced to search the cave get a single d20 roll for each
hour at least 4 people spend searching (adding more people doesn^Òt help
as they only stir up the water and can^Òt search the same area at the
same time). On a roll of 1 the amulet is located. As it is buried in
silt, detect magic is no help. Locate object can not be used to find
something the PCs have very little knowledge of the actual shape of.
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Previous Message: The Sea Witch SJ 2e Module Conversion pt. 1
Next Message: Re: Just an out-of-topic question about jewels, gem s & their value in gold.
Month Index: September, 2002