Spelljammer
        Campaign Start
Current Turn?NoSubject:Fleeing the Intrepid
Campaign:GreyhawkTurn Start Date:9/8/596
Adventure:Campaign StartTurn End Date:9/8/596
Adventure Number:AAACharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Morgan Dunst, Rory Rockhound
Turn Number:1.0Send To:fivewands@championsoftheempire.com
Greyhawk Campaign?YesCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Darkthorn
7
0
45/52
/0
2
0
26
0
/
1/day
1/1
/0
Dyson Teague
5
0
50/55
/2
3
0
36
2
/
1/day
3/3
1/1
Kalin
14
0
30/44
/0
2
0
13
0
/
1/day
1/2
1/1
Lorcan Smythe
15
0
34/49
/0
2
0
20
0
/
1/day
1/2
1/1
Morgan Dunst
19
11
22/52
2/2
1
0
33
4
/
1/day
1/1
/0
Rory Rockhound
13
0
32/45
/0
1
0
14
0
/
1/day
1/1
/0
Wiley Finch
3
0
47/50
/0
2
0
28
0
/
1/day
1/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Wiley FinchArmor (PROT 3, 24 hours)
The game starts with the group aboard the Intrepid, a ship of the line from one of the Sea Princes. Each member of the group was separately pressed into service over the past few months by a press gang from the ship. The ship has ranged far and wide over the intervening months. The ship was seldom within sight of land.

The Intrepid has a crew of over 500 men, including 12 officers and 30 midshipmen. One of the men pressed into service was Lorcan Smythe (Keith's character). As a member in good standing with the Mariner's guild, Lorcan should have been immune to the press gang. However, his warnings to the press gang that he was a member of the Mariner's Guild went unheeded and he was pressed anyway. Only after he had been aboard the Intrepid for a few weeks, and demonstrated his skill with leadership and navigation, was he promoted from the lower decks to the midshipmen mess and given greater responsibility. However, this did not make up for the crime of pressing him in the first place and Lorcan is under no obligation to remain with the Intrepid. Per Mariner's Guild rules, he has every right to escape the ship and then submit a grievance to the guild for the initial pressing. The rules also allow him to recruit other crew members to help him escape.

Lorcan has done just that. As a midshipman, he has 25 men reporting to him. He has recruited five of them to eventually escape from the ship with him.
  • Darkthorn - Darkthorn is a ranger from the Pomarj. He was born in the city of Highport on the Sea of Gearnat. He is skilled in all things related to nature.
  • Dyson Teague - A bit of a thug but a good man to have on your side. Skilled with many weapons and with good knowledge of the seamier sides of civilization.
  • Kalin - An almost insufferably honest and fair man. He is absolutely trustworthy and very religious. Whereas Lorcan has shared very few details of his plans with the others he has chosen, he has been forthright with Kalin.
  • Morgan Dunst - Morgan is large man of low intelligence but absolutely loyal to Lorcan. He is still a young man but is easily the strongest human Lorcan has every encountered.
  • Rory Rockhound - Rory is not necessarily someone Lorcan would have chosen but Kalin speaks highly of him and Lorcan trusts Kalin. Rory claims to have had magical training but says his magic doesn't work aboard ship.

GM: Morgan is a henchman of Lorcan's while Rory is a henchman of Kalin's.

On a dark and stormy night, Lorcan finally puts his escape plans into action. Unbeknownst to his superior officers, Lorcan is also a water mage and he uses his magic this night to unsettle the seas and keep more men below deck. He has already notified Kalin that tonight is the night and set the time of escape at three bells into the midwatch - 1:30 in the morning. His navigation plot that morning put the Intrepid off the southern coast of Keoland.

As three bells sound, the plotters gather in the forward chain locker to finalize their escape. They have gathered together equipment and food they have scavenged over the past few months (q.v. Starting Equipment). Lorcan leads the way through the rolling and pitching ship to the waist. He carefully opens the weather deck to make sure no one is watching. It is a very dark, moonless night and the darkness is almost absolute. He steps out into the waist staying near the forward bulkhead. He lowers a rope over the side that is already secured to a thick stanchion. Then he removes from his pack the object that will make their escape possible - an irregularly shaped box about a foot long, six inches wide and four high. He has Morgan secure a rope around him and lower him over the side. Then he opens the box. And opens it again. He holds it below him on the surface of the rolling, pitching sea and continues to unfold it until it has taken the form of a 12 foot longboat, complete with oars.

He climbs aboard and holds the boat firm against the side of the Intrepid as the rest of the group scrambles down the line and takes their places in the boat. Morgan is the last one down. Darkthorn, Dyson, Morgan and Lorcan each take up an oar and push away from the ship. It is touch and go for a short time but the four make headway against the seas until they are out of the area of the magically enhanced seas - the result of Lorcan's Wave Making spell. Then they make steady progress to the west and shore, a good 10 to 15 miles away.

GM: Unless someone in the group wants to take the Folding Boat as their starting edge, it will be destroyed on the rocky reefs as the group reaches shore.

KALIN: I'm curious if anyone sees their character as someone that wants to cook or has a particular love of food. I'm considering have Kalin be quite fond of food and drink.

DARKTHORN: Darkthorn will be developing Cooking skill. He is currently rank 1. he sees it as an essential outdoors man skill.

KALIN: Steve, do you have thoughts on Pelor and St Cuthbert's domains? At this point, I like Pelor a bit more than St Cuthbert for Kalin's deity. The only issue is that Pelor is listed as NG and I see Kalin more along the LG alignment. Maybe it's not a big deal though.


GM: I will look up information of Pelor and add a religion document for him. This will determine required skills and available realms.

KALIN: Steve, can you move 1 point from STR to KNOW?

GM: Done.

Show details for Spells and Limited Use Items and AbilitiesSpells and Limited Use Items and Abilities
Hide details for Spells and Limited Use Items and Abilities

Name
Spell Memory
Spells Memorized
Kalin
4
  1. CLW (x2), Bless, Protection from Evil
Lorcan
9
  • GK - Navigation, Calm Waters, Floatation, Water Breathing, Water Creation, Liquid Purification
  • SK - Bolt of Water, Wall of Water, Water Walking
  • Spell Wand - Bolt of Water, Wall of Water, Water Breathing
Rory
5
  • GK - Earth Spire, Earthwall, Stone Shape, Stone Walking
  • SK - Earth Hammer
Wiley
7
  • GK - Armor, Invisibility, Location, Telekinesis
  • SK - Levitation, Magic Missile



Limited Use Abilities
WhoAbilityNotesUsesUsed
KalinCure Light WoundsHealing Charm (self use only)1