Das tollste Abenteier das ich kenne *schwärm*
Spiele das Abenteuer auch gerade und ich habe deine Probleme nicht....dafür habe ich ein oder zwei andere. Als erstes hier ein paar Charaktere, hat Green Giant aus den Wizards Foren vor kurzer Zeit gemacht. Weitere Charaktere folgen bald, er wollte sie mir dann zumailen:
Marcus “Marco Volo” Wands CR 7
Male Tethyrian Human Bard 7
CN Medium Humanoid (Human)
Init +3; Senses Listen +3, Spot -2
Languages Chondathan, Common, Dwarven, Elven
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AC 17, touch 13, flat-footed 14; Dodge
hp 41 (7 HD)
Fort +5, Ref +9, Will +4
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Speed 30 ft. (6 squares)
Melee +1 rapier +9 (1d6+1/18-20)
Base Atk +5; Grp +5
Atk Options Blind-Fight
Special Actions bardic music 7/day (suggestion [DC 17], inspire competence, inspire courage +1, fascinate 3 creatures, countersong)
Combat Gear potion of shield of faith +2, scroll of sleep
Bard Spells Known (CL 7th):
3rd (1/day)–dispel magic, glibness
2nd (3/day)–eagle’s splendor, mindless rage (DC 16) [SC], mirror image, sound burst (DC 16)
1st (4/day)–alarm, cure light wounds, disguise self, expeditious retreat
0 (3/day)–detect magic, mage hand, open/close, prestidigitation, read magic, summon instrument
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Abilities Str 11, Dex 16, Con 15, Int 14, Wis 6, Cha 18
SQ bardic knowledge +9
Feats Blind-Fight, Dodge, Smooth Talk, Weapon Finesse
Skills Balance +5, Bluff +11, Climb +5, Diplomacy +16, Disguise +11 (+13 acting), Gather Information +9, Jump +2, Knowledge (arcana) +7, Listen +3, Move Silently +8, Perform (dance) +9, Perform (sing) +14, Perform (string instrument) +11, Profession (sailor) +3, Sleight of Hand +10, Spellcraft +11, Spot –2, Tumble +10
Possessions combat gear plus mithral shirt, +1 rapier, boots of elvenkind, vest of resistance +1. 200 gp in coins, gems, and jewelry.
Description A tall, spare man who moves with the grace of an acrobat, Marcus Wands can usually be found dressed in a fanciful doublet and hose.
Note Skills modified by magic items.
Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Spell Compendium (3.5E).
Sabbas/Sabbar CR 17
Male Chondathan Human Wizard 10/Planeshifter 7
CE Medium Humanoid (human)
Init +0; Senses permanent see invisibility; Listen +1, Spot +1
Languages Abyssal, Chondathan, Common, Draconic, Dwarven, Elven, Illuskan, Infernal, Orc, telepathy 100 ft.
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AC 22, touch 12, flat-footed 22
hp 17 (17 HD)
Immune natural planar effects
Fort +8, Ref +8, Will +13
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Speed 30 ft. (6 squares)
Melee staff of power +8/+3 (1d6) or dagger of venom +7/+2 (1d4-1/19-20)
Base Atk +8; Grp +6
Special Actions grant planar survival (7 creatures), morphic stability 210 ft.
Combat Gear potion of bear’s endurance, potion of shield of faith +2, potion of cure serious wounds x2, scroll of teleport
Wizard Spells Prepared (CL 17th, +19 to overcome SR):
8th–incendiary cloud (DC 25)
7th–finger of death (DC 24), power word blind, prismatic spray (DC 25)
6th–antimagic field, chain lightning (DC 24), circle of death (DC 23), stone to flesh
5th–baleful polymorph (DC 22), cloudkill (DC 22), cone of cold (DC 23), feeblemind (DC 22), summon monster V
4th–animate dead, confusion (DC 21), fear (DC 21), ice storm, wall of fire
3rd–dispel magic, fireball (DC 21) x2, haste, hold person (DC 20), protection from energy
2nd–darkness, detect thoughts (DC 19), false life, flaming sphere (DC 20), fog cloud, fox’s cunning
1st–feather fall, magic missile x3, ray of enfeeblement (+8 ranged touch), sleep (DC 18)
0–detect magic, message, ray of frost (+8 ranged touch), resistance
Spell-Like Abilities (CL 17th):
7/day–analyze portal
1/day–plane shift
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Abilities Str 7, Dex 10, Con 1, Int 24, Wis 12, Cha 8
SQ control planar flux (+4 caster level w/dimensional anchor and dismissal spell), summon familiar (none)
Feats Combat Casting, Craft Wondrous Item, Empower Spell, Great Fortitude, Improved Toughness, Practiced Spellcaster, Scribe Scroll{B}, Spell Focus (evocation), Spell Penetration, Transdimensional Spell
Skills Concentration +15 (+19 when casting defensively), Craft (alchemy) +20, Craft (calligraphy) +14, Decipher Script +17, Diplomacy +6, Intimidate +9, Knowledge (arcana) +27, Knowledge (religion) +17, Knowledge (the planes) +24, Listen +1, Profession (astrology) +8, Ride (horse) +7, Search +17, Spellcraft +29, Spot +1, Survival +1 (+3 on other planes)
Possessions combat gear as well as dagger of venom, amulet of the planes, bracers of armor +10, robe of stars, staff of power (25 charges). At least 20,000 gp in coins, gems, jewelry, and material components to pay bounty on Volo.
Spellbook spells prepared plus Sabbas/Sabbar knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. His spellbooks are protected by resist energy (minor).
Description Unknown
Note Sabbas/Sabbar has the penalties and bonuses associated with venerable age.
Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), Complete Warrior (3.5E), and Manual of the Planes (3E).
Felibarr Blacklance CR 12
Male Chondathan Human Sorcerer 8/Mage-Killer 4
CE Medium Humanoid (human)
Init +1; Senses Listen +1, Spot +1
Languages Chondathan, Common, Elven, Goblin, Orc
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AC 14, touch 11, flat-footed 13
hp 67 (12 HD)
Fort +6, Ref +6, Will +10
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Speed 30 ft. (6 squares)
Melee masterwork dagger +9/+4 (1d4+2/19-20)
Base Atk +6; Grp +8
Combat Gear potion of cure serious wounds, wand of fireball (5th) (16 charges)
Sorcerer Spells Known (CL 12th):
6th (3/day)–summon monster VI
5th (5/day)–blacklance* (DC 19), teleport
4th (6/day)–Evard’s black tentacles, lesser globe of invulnerability, phantasmal killer (DC 17)
3rd (7/day)–blink, dispel magic, fireball (DC 17), slow
2nd (7/day)–eagle’s splendor, invisibility, knock, Melf’s acid arrow (+7 ranged touch), minor image
1st (7/day)–burning hands (DC 15), feather fall, magic missile, mount, shield
0 (6/day)–acid splash (+7 ranged touch), daze, detect magic, electric jolt (+7 ranged touch), mage hand, message, ray of frost (+7 ranged touch), read magic, resistance
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Abilities Str 14, Dex 12, Con 17, Int 17, Wis 12, Cha 17
SQ improved saves (+1 Fort and Ref saves), summon familiar (none)
Feats Augment Summoning{B}, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (lance), Spell Focus (evocation){B}
Skills Bluff +14, Concentration +18 (+22 when casting defensively), Craft (alchemy) +21, Gather Information +10, Intimidate +12, Knowledge (arcana) +18, Knowledge (architecture and engineering) +7, Listen +1, Profession (herbalist) +9, Spellcraft +20, Spot +1
Possessions combat gear as well as masterwork dagger, amulet of natural armor +3, gem of seeing.
Description Felibarr is skeletally thin, sporting a small black beard and deep-set eyes.
Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Magic of Faerun (3E).
Blacklance
Evocation
Level: Sor/Wiz 5
Component: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
A lance of pure black energy streaks from your fingertips toward the target you chose.
Felibarr’s prized spell, from which he chose his surname, is a spear of black energy tapped from the Negative Energy Plane. The lance deals 1d4 points of negative energy damage per caster level (maximum 20d4) to the primary target. After it strikes, the lance can leap to a number of secondary targets equal to your caster level (maximum 12). The secondary spears each strike one target and deal half as much damage as the primary one did (rounded down). For example, a 12th-level sorcerer generates a primary lance (12d4 points of damage) and as many as twelve secondary spears (each of which deals half as much damage as the primary lance dealt). Each target can attempt a Fortitude saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Undead targeted by the spell are healed a like amount of damage. A target under the effects of a death ward spell or effect is protected from the negative energy damage.
Sir Rivaldo CR 9
Male Tethyrian Human Aristocrat 10
N Medium Humanoid (Human)
Init +0; Senses Listen +4, Spot +4
Languages Chondathan, Common
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AC 15, touch 10, flat-footed 15
hp 58 (10 HD)
Fort +4, Ref +3, Will +6
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Speed 20 ft. (4 squares)
Melee +2 longsword +12/+7 (1d8+4/19-20)
Base Atk +7; Grp +9
Atk Options Cleave, Mounted Combat, Power Attack, Ride-By Attack
Combat Gear potion of cure moderate wounds x2
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Abilities Str 15, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Feats Cleave, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (longsword)
Skills Bluff +9, Diplomacy +8, Handle Animal +4, Intimidate +11, Knowledge (nobility and royalty) +10, Listen +4, Ride (horse) +12, Spot +4, Swim +1
Possessions combat gear plus masterwork breastplate, +2 longsword, bag of holding (type II). 500 gp in coins, gems, and jewelry.
Description Unknown
Note Skills modified by armor.
Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E).
Nun zu deinen Fragen: " Nun fehlt mir aber zum einen Wissen über bestimmte Gegenstände (was z.B. ist Bucknard’s everfull
purse), Zauber (summon shadow oder shades?) oder wie ich bestimmte Dinge zu konvertieren habe (bei manchen NSCs fehlen mir nötige Angabe, wie Dex, Int, usw.)."
--> Kannst du mir sagen, wo diese Gegenstände im englischen zu finden sind? Habe die deutschen Ausgaben sowie die englischen hier...schaue dann mal nach und kann dir dann vielleicht mehr sagen.
Und zu NSCs denen es an Werten fehlt...denk dir einfach was aus?
Meine Fragen an dich:
- Wie hast du die Reisezeit bestimmt.....da die Zeitangaben des Abenteuers nicht hinauen, sondern viel zu wenig sind; weil sich der Kontinent ein wenig über die Editionen verändert hat und weil sich damals ganz klar verrechnet wurde. Falls du damit Probleme haben solltest, sag Bescheid...habe mir da was rausgesucht und es klappt ganz gut :-)
- Bei den Schwarzen Mönchen werden die Spieler von den Lebensmitteln betäubt und bewusstlos nachdem sie eingeschlafen sind. In der Zeit kommen eben diese Mönche in das Zimmer und prügeln auf die Spieler drauf los. Ich verstehe zwar nicht warum, doch hier muss in AD&D ein Angrifsswurf auf RK 10 gemacht werden......in AD&D traf man jedoch automatischen, sofern der Gegner schlief. Mein Problem in D&D ist jetzt, dass der Schwarzen Mönche ein jedes mal automatisch treffen würden und dann immer einen Coup de Grace machen dürften bis Marco erscheint. Nunja, dies ist aber zu gefährlich....wäre schon blöd wenn alle SCs sterben bis Marco erscheint. Wie gedenkst du dieses Problem zu lösen, würde mich wirklich sehr interessieren, denn bei der nächsten Session sollten meine Spieler sowet sein :-)