Spelljammer
        Campaign Start
Current Turn?NoSubject:Battle at Seaton
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:1.1Send 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
0
0
57/57
/0
4
0
22
0
/
1/day
1/1
/0
Dyson Teague
0
0
55/55
/2
6
0
28
2
/
1/day
2/3
1/1
Kalin
0
0
44/44
/0
4
0
12
0
/
1/day
2/2
1/1
Lorcan Smythe
0
0
49/49
/0
4
0
28
0
/
1/day
1/2
1/1
Morgan Dunst
0
0
52/52
2/2
5
0
35
4
/
1/day
1/1
/0
Rory Rockhound
0
0
45/45
/0
4
0
14
0
/
1/day
1/1
/0
Wiley Finch
0
0
50/50
/0
7
1
33
0
/
1/day
2/2
0/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
The group has to navigate through some rocks close to shore but with some skillful direction by Lorcan and equally skillful rowing by Morgan and Darkthorn, they make it through unscathed and pull onto the beach several minutes later. It is about 3:30 in the morning.

Lorcan folds up the magical boat and puts it in his backpack. Lorcan tells the others what he remembers from the charts he saw of this section of coastline. There were two place names indicated - Splitrock and Anglar - about 30 to 40 miles from each other along the coast, with a road a few miles inland that connected them. Lorcan suspects that the group has landed somewhere between these two names, which he assumes are villages or cities. The charts showed nothing of the inland terrain.

The group strikes off into the woods with Darkthorn in the leads. Both Darkthorn and Rory are positively giddy at the prospect of being back on land. Darkthorn loves the forest and strides confidently into the underbrush. Lorcan holds Dyson's lantern in the center of the group allowing people to see.

A couple hours later, dawn first shows its head in the east and the sky becomes slowly lighter. Eventually the group leaves the forest and begins climbing a range of low hills with occasional stands of trees and many lone trees and thick grasses.

Once the group reaches the top of the hill, they have a chance to look around. Far to the east behind them, they can see the sea on which they sailed the previous day. Far to the southwest, they can see more water. Dyson spots some smoke far to the north that could be from chimneys of a town. Based on the information, Lorcan reassesses their position as being south of Splitrock rather than between Splitrock and Anglar. He recalls a peninsula to the south of Splitrock and another place name to the west called Seaton. He suggests head west towards Seaton as he believes it might be a larger town than Splitrock.

The group travels for a few more hours and then sets up camp for the morning through early afternoon. They share their meager rations, eating about half of what they brought with them from the ship. Darkthorn was unable to forage any food during the march of the previous night though they did cross several streams and were able to fill their waterskins with fresh water.

Later they head out again. Shortly after dark, they reach a road running from the northeast to the southwest. Thinking this might lead to Seaton, they follow it to the soutwest, and reach the outskirts of a small city, presumably Seaton, around 9 pm. The city is walled but there are quite a few buildings outside the walls. As they pass between the buildings and approach the gate, they see an inn to the right and decide to head inside and see what they can find out about their location.

Suddenly the group hears distant screams as if a section of the city was suddenly gripped by fear. Fear of what, the group does not know but they draw weapons and begin to head in that direction. Some in the group are able to pinpoint screams coming from two distinct directions, as if two sections of the city were almost simultaneously affected. A few sections later, the group hears war cries coming from behind them. They don't yet see anyone through the darkness but it sounds like a large host of attacks, perhaps between 50 and a hundred men, are charging the city.

Lorcan sees the guards up on the walls preparing to repel attackers. He also notices that some are pointing to their group and clearly wondering if they are part of the attackers. Lorcan yells up that they are not part of the attackers but will help fight them off. The men don't reply but seem to understand.

The group runs around the back of the inn and waits to see who shows up. Through the buildings, they see dozens of men charging forward. Some have torches and all are armed. They appear to be charging the gate but, a few seconds later, it becomes clear that they are attacking the outlying houses.

"Slavers," Dyson hisses as he suddenly understands their intent.

Darkthorn needs to hear no more. He hates slavers and the concept of slavery. He charges towards some of the attackers who are moving towards the houses. The rest of the group follows and soon the group is engaged in melee with half a dozen of the slavers and a couple more show up shortly thereafter.

GM: This is where we stopped for the night. We are 6 rounds into the battle. Darkthorn and Wiley have combined to kill one of the slavers so far. Two more are badly wounded. Everyone in the group has been hurt to some extent but no one is badly wounded, or even bloodied, yet. Morgan is the worst off but that is because he was hitting extra hard and took 11 NL from the effort.

Four rounds later, the battle is over as more slavers drop and the remainder flee. Lorcan and Morgan remain to loot the bodies though others grab some equipment as they go after more slavers. Over the course of the next fifteen to twenty minutes, they actively rescue about ten to twelve townspeople and are responsible for helping even more as some slavers flee without their captured townspeople rather than face the heavily armed group.

When the others join up with Lorcan and Morgan, they have five more slaver bodies to loot of weapons, armor and coins. By this time, the group has also learned that the native language of this part of the world is Keoish, which Kalin speaks well enough to converse.

The group spends much of the rest of the night helping out where the can. The slavers created chaos in Seaton by starting numerous fires. They attacked from three different directions, with the largest attack coming by sea, apparently in captured fishing boats. The attack from the east, where the group encountered them, was the second largest attack and the smallest was from the west.

By the time the group finds a wooded glen in which to rest for what remains of the night, they are tired. Their haul consists of six longswords, four maces and two daggers, one of which is a +2 weapon. They captured three small round shields, of which two are magical, +5 shields. They captured one set of chain mail, one set of scale mail, three sets of ring mail, three sets of reinforced leather armor and four sets of leather armor.

GM: There is one correction here. Scale mail is better than Ring mail so I am going to change things and say that you found only one set of scale and three sets of ring instead of the other way around. Scale mail is metal so cannot be worn by rangers so Darkthorn took a set of reinforced leather instead. Assume that Morgan has the scale mail and also assume that Kalin's armor is ring instead of scale and make the change on the character sheet.

The following morning, the group trades two of the captured longswords for a mule and some rations and sets out heading west to the next closest city - Saltmarsh.

It takes a few days of leisurely travel before they start seeing far flung estates that flank the seaside town. The first few estates are abandoned and show no signs of having been used in many decades. They reach the town of Saltmarsh and find a decent inn called the Inn of the Salty Crab. They learn that their exploits in Seaton are already known here as a bard arrived the previous day and told a grand tale of a group of foreign seaman who arrived in time to help battle the slavers. As such, the group has a good reception in Saltmarsh and immediate good will.

The following morning, Lorcan checks in at the Mariner's Guild and tells his story of being illegally pressed into service on the Intrepid. The guild convenes a Court of Inquiry the following day and takes testimony from Lorcan and the rest of the group before concluding that the Intrepid was in the wrong and Lorcan and the group are cleared of any wrongdoing.

GM: Note that Lorcan is entitled to free lodging at the guild. The lodging is commensurate with his rank so, at this time, he would be quartered in the common midshipman berthing.

Deciding to stick together after proving themselves at the Battle of Seaton, the group decides to look for adventuring opportunities. Most are of little interest - caravan duty for minimal pay or shipping back out for even less pay and less opportunity for adventure. They encounter a few people who try to sell them treasure maps or otherwise given them "valuable" information about distant adventures in return for money. The only opportunity that seems even a little likely is a hunter who tells them about entering a ruined mansion a couple of years ago and encountering a vampire. The man, whose name is Rafael Borge happily tells them the story in return for some drinks. The house is along the road to Seaton and is the last estate in that direction. It has a reputation for being haunted. A couple of years ago, Rafael entered the house thinking that it was a house closer to Saltmarsh. He was looking for some shelter from a sudden storm that cropped up while he was out hunting. Kalin thinks it more likely that he was actually poaching but doesn't say anything. Rafael goes into much detail about the back entrance, kitchen and scullery before telling of a vampire who came up the stairs from the dungeon. The way Rafael tells it, he faced down the vampire and slowly departed the house. Kalin thinks if more likely that Rafael saw or heard something and ran away, embellishing the story later in return for drinks.

Checking around, the group finds that the estate in Rafael's story does indeed have a reputation for being haunted.

During this time, the group also sells the weapons and armor that they do not plan to use. They earn enough for everyone to have 400 sp spending money (200 sp for the two henchmen).

GM: This is where we stopped for the night.

GM: There is one correction here. Scale mail is better than Ring mail so I am going to change things and say that you found only one set of scale and three sets of ring instead of the other way around. Scale mail is metal so cannot be worn by rangers so Darkthorn took a set of reinforced leather instead. Assume that Morgan has the scale mail and also assume that Kalin's armor is ring instead of scale and make the change on the character sheet.

DYSON: Given this correction, what armor does Dyson have now? I've got him as having Scale mail as of last night. Should this now be Ring mail?

GM: Correct, replace the scale mail with ring mail. PROT drops by one but so does the DEX penalty.

LORCAN (OOC): We determined that only Wiley and Lorcan are both the appropriate size (smaller and wirier) and actually able to wear the chain mail, and assumed that Wiley would take it as a fighter/mage, is that right Dennis? We also gave him a magical small round shield since you have that skill and don't have large shields for the one you had? Lorcan can wear the chain mail if you decide you don't want it but I want you to have it before I take it, I expect you to be a little more front line than I? The only reason not to do this is that you have your armor spell and I don't, though you could cast yours on me (we attempted this last night and you had to use your luck point to avoid a backfire :(

Show details for Spells and Limited Use Items and AbilitiesSpells and Limited Use Items and Abilities
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Name
Spell Memory
Spells Memorized
Kalin
4
  1. CLW (x2) (used 2), 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