[Swordbearer] Swordbearer Tamoachan (part 2 of 4)
Lev Lafayette
lev at rpgreview.net
Mon Feb 16 12:16:22 UTC 2009
Don't you think I continued this? ;)
Will finish the other two this week as well.. promise!
It was actually in the third and fourth session that things went very
funny.... I'll also use the fourth post to describe some opinions that
came out during the game (huzzah!)
Again, the following comments assume you have a copy of Swordbearer and
the old AD&D module The Hidden Shrine of Tamoachan.
Location 8
No change.
Location 9
The obsidian "sword" was easily translated to +5%, +1 damage or +20%, +4
damage, Int 3. Damage for the statue if overbalanced remained at 2d6,
perhaps a little high in relative terms, but it made sense under the
circumstances - it is a falling statue after all..
Location 10
No change
Location 11
Swordbearer's drowning rules are rather simply explained under the
swimming skill. They certainly need elaboration.
I found that using each 'thing' carried as a -10% penalty to Swimming
(including sectional armour and with metal sections counting double)
provided a quick and dirty rule. A failed Swim check meant the character
began to drown. Second and subsequent failed checks meant 1d6 damage to
the torso until unconsciousness resulted.
The giant slug creature had 1 point of armour all over its body and
three locations, head, body and foot. Strength 15, Mass 15, Agility 5,
Causes 1-3 points of acid damage. The slug had a Phlegmatic humour in
its foot.
Location 12
No change
Location 13
The Neried is, of course, an intelligent water elemental. Strength 9,
Mass 9, Agility 15, Intelligence 18, 5 Water Element Node and a
Vitriolic Spirit Humour. Her charm ability is the equivalent of the
Charm ability from the Choleric humour.
There was also the electric eel present. I simply used the abilities of
a poisonous lizard from Swordbearer and adapted the poison as
electricity..
The bracers of defense were converted into a +6 magical armour for the
arms only.
Location 14
The slippery floor was simply a Easy Test against Agility.
Location 15
No change
Location 16
No change.
Location 17
Used the Swordbearer rules for aimed shots against the beak of the eagle
statue.
Location 18
Used the Swordbearer rules for zombies. Reduced number from 15 to 4. An
interesting scaling issue here; in D&D 15 zombies is a pretty modest
challenge against mid-level characters. In Swordbearer, having a more
realistic orientation, it would be almost certain victory to the
zombies.
Location 19
No change.
Location 20
Used the Swordbearer Ghost with Charm powers (I used this a lot) and the
appropriate Spirit Humour rather than the AD&D Wraith. Ignored the
Amulet of Protection from Turning.
Location 21
No change
Location 22
This was rather fun. In addition to the extremely powerful sleeping gas
poison (which I also included a Wind Elemental 3 point Node), I
converted the monks in suspended animation to Swordbearer liches which
was somewhat more frightening.. The PCs ran away screaming from this
encounter :)
Location 23
I converted the Will-O-Wisp into a malevolent Swordbearer Light
elemental.
Location 24
Although this did not eventuate I was going to use the drowning rules
(above).
Location 25
The nest of 13 giant beetles was converted into a nest of 6 giant ants;
again similar scaling issues as with the zombies, although not as
dramatic.
And thus ended the second session...
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