Cristyne

Post/Author/DateTimePost
#1

zombiegleemax

Sep 21, 2003 1:20:40
A nice little island located to the east of Sancrist, and the west of Southern Ergoth. In one of the original adventure modules, some information is given on the island, but I have long since lost that module. Is there an online copy of this information? Is there any more information on the island available anywhere out there? I would appreciate any help given, thank you.
#2

zombiegleemax

Sep 21, 2003 2:05:49
There is an adventure I wrote, set in Cristyne, that can be downloaded from dragonlance.com. Please bear in mind this is a SAGA rules adventure, but does have some additional information on Cristyne that could be plucked for use elsewhere. I included all the locations I could find reference to in official sources and expanded upon them.

I will shortly be updating this for use with 3.5 (once the Bestiary is released) and expanding/improving upon it, with adventure ideas, advice for amending the level of play, changes for those who want to stick with canon, etc.

Hope that helps

Simon Collins

http://www.dragonlance.com/fan/rules/module.asp?id=11276
#3

zombiegleemax

Sep 21, 2003 2:10:54
BTW, I think most of the original modules can be officially downloaded from RPGNow.com:
http://www.rpgnow.com/default.php?cPath=1_297_307&

Hope that helps too.

Simon Collins
#4

talinthas

Sep 21, 2003 13:35:15
btw, i ran that module. it was fun =)
#5

zombiegleemax

Sep 21, 2003 13:50:33
Yeah, it was. One of the reasons I was looking for info on the Island is I liked what I read, I enjoyed the adventure, and I seem to remember a Tower of Magus was located there. I thought "Tower of Magius?" Since I am plotting out a campaign that leads to the death of Frost, I figured the Tower of Magus may have something that would assist the Heroes. Before actually making it from whole cloth, I thought i would see if anyone knew what was out there for established materials for the Island, and maybe the Tower.
#6

zombiegleemax

Sep 21, 2003 14:57:43
btw, i ran that module. it was fun =)

Hey, thanks for the kind words.

I figured the Tower of Magus may have something that would assist the Heroes.

DL Classics II (IIRC) mentions a wand of fire in a ruined tower on Cristyne, and the tower being the home of giant wasps, but it doesn't specifically mention it as being the Tower of Magius/Magus (it's spelt differently in different products).

Hope that helps.

Simon Collins
#7

zombiegleemax

Sep 25, 2003 22:50:29
Simon, when you wrote that module, what did you envision the Rebecca Ehrling being, Knight of the Crown, Sword, or Rose?

I am thinking of converting it to 3e, and figured that might be a good place to start. Thank you. (By the way, it was an excellent module, though i know nothing of SAGA, which is why I want to convert it.)
#8

zombiegleemax

Sep 26, 2003 13:03:52
Hi Winterknight

Thanks for your comments. As I mentioned above, I have already practically completed the 3.5 conversion, except for those monsters still to be released in The Bestiary (wichtlin, daemon warrior, and shadow wight) and I have significantly expanded it in terms of additional character hooks and future adventures. I will be posting it on dragonlance.com as soon as The Bestiary is released (presuming they OK it).

The other thing I had not got round to was the pre-gen PCs. What I'll do over the next few days is do my take on a conversion and post them up here. Feel free to post your own too (or just do a conversion for yourself) - nobody's right with these things, it's an art. The adventure turned out to be roughly for 7th-level PCs, so I might have to power up or down the PCs from their original stats to fit the adventure level.

Watch this space.

Simon Collins
#9

zombiegleemax

Sep 26, 2003 13:11:29
BTW, to directly answer your question: I envisioned Rebecca to be a Knight of the Crown.
#10

zombiegleemax

Sep 27, 2003 5:01:50
Mods - Apologies if I'm not allowed to post this type of stuff here. Obviously remove it, if it's inappropriate.

Winterknight
Here are the stats for the six pre-gen PCs (though the 3.5-converted adventure is now designed for four 7th-level PCs):

Rebecca Ehrling, female civilised human Fgt4/Crown 3: CR 7; Medium Humanoid; HD 7d10+21 (67 hp); Init +0; Spd 20 ft.; AC 18, touch 9, flat-footed 18; Base Atk +7; Grp +10; Atk +13 melee (2d6+8, greatsword +2); Full Atk +13/+8 melee (2d6+8, greatsword +2); SQ Strength of honor +1/day, knightly courage, heroic initiative +1, fight to the death; AL LG; SV Fort +10, Ref +1, Will +6; Str 16, Dex 9, Con 16, Int 12, Wis 14, Cha 17. Skills: Diplomacy +8, Handle Animal +8, Intimidate +8, Jump +3, Knowledge (Religion) +3, Ride +8. Feats: Honor-bound, Iron Will, Leadership, Mounted Combat, Ride-by Attack, Weapon Focus: Greatsword, Weapon Specialisation: Greatsword. Possessions: full plate +1, greatsword +2.

Davvyd Clayton, male civilised human, Sor6/Auxiliary1: CR 7; Medium Humanoid; HD 7d4-7 (18 hp); Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +3; Grp +3; Atk +3 melee (1d6/1d6, quarterstaff) or +4 ranged (1d8, light crossbow); Full Atk +3 melee (1d6/1d6, quarterstaff) or +4 ranged (1d8, light crossbow); SA Spells; SQ Magic of loyalty; AL LG; SV Fort +1, Ref +3, Will +6; Str 10, Dex 13, Con 9, Int 17, Wis 9, Cha 15. Skills: Concentration +9, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (nobility and royalty) +13, Profession (apothecary) +9, Spellcraft +13. Feats: Education, Honor-bound, Spellcasting prodigy, Toughness. Possessions: Quarterstaff, Light Crossbow.
Spells Known (6/7/7/4, save DC 13 + spell level): 0 – acid splash, disrupt undead, light, mage hand, mending, message, open/close; 1st – expeditious retreat, mage armor, magic weapon, summon monster I, talons; 2nd – alter self, knock, stone shards; 3rd – earthen shield, stonesight.

Crow, male kagonesti elf Rgr1/Drd5/Shaman1: CR 7; Medium Humanoid; HD 7d8-7 (34 hp); Init +4; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +4; Grp +5; Atk +6 melee (1d8+1, shortspear) or +7 ranged (1d8+1, shortspear); Full Atk +6 melee (1d8+1, shortspear) or +7 ranged (1d8+1, shortspear); SA Spells; SQ Favored enemy (chaos creatures), nature sense, resist nature’s lure, spirit sight, totemic insight (animal cunning), track, trackless step, wild empathy, wild shape (1/day), woodland stride; AL N; SV Fort +5, Ref +5, Will +10; Str 13, Dex 15, Con 9, Int 12, Wis 19, Cha 12. Skills: Concentration +4, Heal +8, Hide +11, Knowledge (nature) +9, Knowledge (religion) +5, Listen +9, Move Silently +11, Spot +9, Survival +9. Feats: Combat Casting, Stealthy, Weapon Focus: Shortspear. Possessions: Shortspear.
Spells Prepared (5/4/4/3, DC 14 + spell level): 0 – detect poison, guidance x 4; 1st – entangle, goodberry x 2, speak with animals; 2nd – barkskin, gust of wind, lesser restoration x 2; 3rd – cure moderate wounds, sleet storm, speak with plants.

Wolf, kagonesti elf Rgr7: CR 7; Medium Humanoid; HD 7d8+7 (53 hp); Init +4; Spd 30 ft.; AC 16, touch 14, flat-footed 12; Base Atk +7; Grp +8; Atk +7 melee (1d6+1, club) or +11 ranged (1d8, longbow); Full Atk +7/+2 melee (1d6+1, club) or +11/+6 ranged (1d8, longbow); SA Improved combat style (archery) – rapid shot, manyshot; SQ Animal companion (wolf)*, endurance, favored enemy (chaos creatures, dragonspawn), track, wild empathy, woodland stride; AL CG; SV Fort +6, Ref +9, Will +2; Str 13, Dex 19, Con 13, Int 12, Wis 10, Cha 11. Skills: Hide +14, Listen +12, Move Silently +14, Spot +12, Survival +13. Feats: Point-blank Shot, Skill Focus: Survival, Weapon Focus: Longbow. Possessions: Leather armor, club, longbow.
*Wolf (see MM, p.283)

Kithas Owlbear, male half-elf Fgt3/Mys4: CR 7; Medium Humanoid; HD 3d10+9 plus 4d8+12 (63 hp); Init +5; Spd 30 ft.; AC 14, touch 11, flat-footed 13; Base Atk +6; Grp +9; Atk +10 melee (1d8+3, warhammer); Full Atk +10/+5 melee (1d8+3, warhammer); SA Spells; SQ Domain; AL CG; SV Fort +7, Ref +2, Will +6; Str 16, Dex 12, Con 17, Int 9, Wis 14, Cha 15. Skills: Concentration +9, Jump +8. Feats: Discipline, heroic surge, improved initiative, power attack, weapon focus: warhammer. Possessions: warhammer, studded leather armor.
Spells Known (6/7/3, DC 12 + spell level): 0 – cure minor wounds, guidance, inflict minor wounds, mending, resistance, virtue; 1st – divine favor, jump*, shield of faith, talons; 2nd – bear’s endurance*, bull’s strength.
*Domain spell. Domain: Channeling (AoM)

Tirana (Tiranthalasa Wanderer), female half-elf Brd7: CR 7; Medium Humanoid; HD 7d6 (30 hp); Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 12; Base Atk +5 ; Grp +4; Atk +4 melee (1d4-1, dagger) or +6 ranged (1d8, light crossbow); Full Atk +4 melee (1d4-1, dagger) or +6 ranged (1d8, light crossbow); SA Spells; SQ Bardic knowledge, bardic music; AL NG; SV Fort +2, Ref +6, Will +7; Str 8, Dex 13, Con 11, Int 16, Wis 14, Cha 15. Skills: Bluff +12, Concentration +10, Diplomacy +14, Gather Information +14, Knowledge (history) +16, Perform (storytelling) +15, Sense Motive +12. Feats: Skill focus: knowledge (history), skill focus: perform (storytelling), trustworthy. Possessions: dagger, light crossbow, padded armor, buckler.
Spells Prepared (6/5/5/2, DC 12 + spell level): 0 – detect magic, ghost sound, lullaby, message, read magic, summon instrument; 1st – charm person, comprehend languages, hypnotism, identify, lesser confusion; 2nd – calm emotions, detect thoughts, eagle’s splendor, tongues, trace magic; 3rd – charm monster, good hope.
#11

zombiegleemax

Sep 28, 2003 15:15:42
apparently you are allowed to post that stuff here

Thank you for the conversion, basically i was mostly trying to figure out roughly the party size and level, so that i could then adjust based off of that. I was thinking I would work the adventure into the campaign I am putting together, in which the final goal is a final confrontation with Frost, which will be a challenge I think, as they will have to lure the Beast out of its lair, and then they have to battle it.