Spelljammer
        Trials of the Feathered God
Current Turn?NoSubject:The Sea Shore
Campaign:GreyhawkTurn Start Date:7/17/597
Adventure:Trials of the Feathered GodTurn End Date:7/30/597
Adventure Number:AAHCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, Wiley Finch
Turn Number:1.7Send 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
38
0
65/103
/0
8
2
73
8
0/0
4/day
2/2
1/1
Dyson Teague
15
28
42/85
0/2
9
4
79
8
0/0
1/day
3/3
2/2
Kalin
8
27
39/74
/0
8
3
59
0
0/0
1/day
1/2
1/1
Lorcan Smythe
19
0
45/64
4/4
10
1
30
0
0/1
1/day
2/2
1/1
Wiley Finch
17
0
63/80
/0
10
4
65
16
0/0
1/day
1/2
1/1
Barthon Brightwave
24
0
50/74
12/12
10
3
83
16
0/0
1/day
4/4
3/3
Orielne
34
0
57/91
/0
10
0
83
16
0/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
18/19
19/19
Wiley Finch
/
15/17
10/10
NameNotes
DarkthornRanger Pool (23/23), 25% DR Crushing & Elemental
Dyson Teague
KalinCleric Pool (19/23)
Lorcan Smythe
Wiley Finch
BarthonMagic Points (19/19)
Ori25% DR Piercing, Slashing & Crushing


10/22/2020 (GM-Steve)

The group signals the Sea Ghost, which is several miles out to sea and then start a campfire on the beach and wait for the ship to get closer before sailing out to it in the Folding Boat.

Some time passes as evening transitions to night. Suddenly Lorcan notices that his broadsword is glowing slightly. Pulling the blade out a couple of inches, he sees that indeed, the blade is glowing. He burns a spell point to learn more just as Barthon and Darkthorn hear some slight noises approaching. Suddenly, as everyone is surging to their feet and drawing weapons, a large feline creature bearing an armed human looms into view out of the darkness. Barthon moves quickly to intercept but misses. The beast and rider move past him as another beast and rider follow. The riders leap easily and acrobatically from their mounts and land among the group, swinging their longswords. The group recognizes their almost perfect bodies and fluid motion as those of the deadly warriors they fought when the judge was destroyed.

Battle is joined. The beasts are recognized as Displacer Beasts but these ones have a displacement attack. When hit, the target is teleported some distance away (5d10 feet, magic save for half). Barthon has poor luck in the battle, rarely hitting the warriors while Darkthorn has extremely good luck (3 grievous hits). The displacer beasts are the less difficult foes and are more easily dispatched. But eventually the group manages to defeat the Clax warriors as well.

During the battle, the group noticed that some of their magic items seemed to be stronger than expected so, when the battle is over, Lorcan studies each person. He notes that Barthon's Flame Tongue is stronger (it is now Flame Breath). Darkthorn's Ring of Defense and Life Axe are both slightly stronger. Dyson's Armor of Curing Wounds is significantly stronger. Kalin's +2 Morning Star is stronger and is now Pelor's Spiritual Star. Lorcan's broadsword is stronger and is now Retribution, Slayer of Mirax. Ori's Battle Gi and Ring of Protection are both slightly stronger. And finally, Wiley's +2 Plate Mail is stronger.

GM: This is where we stopped for the night..


10/29/2020 (GM-Steve)

Lorcan finishes identifying the newly improved magic items, as well as the Doss Lute (Instrument of the Bards). Then he performs the ritual to the open the next door of the Ghost Vaults. This one leads to a dank corridor leading off into darkness. After it turns a corner, it opens into a mostly natural cavern where half the cavern is about four feet higher than the other half, with the two sections connected by stone steps. Suddenly a grapefruit-sized ball of darkness shoots out of the darkness and explodes into a blast of intense cold. Everyone except Darkthorn is in the area of effect but the damage is not great. The group charges forward and finds a couple of very shadowy creatures. Magical lights are extinguished as the group gets close and even the magical flames from the Fire Mace and Flame Breath are diminished. Dyson and Darkthorn are able to destroy one of them but the other one flees.

The group continues on and encounters another such creature who also attacks initially with a grapefruit-sized ball of darkness that explodes into cold. As they are fighting it, another one arrives and also shoots the cold blast but Lorcan is able to absorb it with his Spell Wand. After the battle, he discharges the ball to make room to absorb another one.

After exhausting all other possible routes forward, the group is left with a small, shallow river to wade through. They follow it for a bit before it opens up and again a black ball of cold streaks out of the darkness ahead. Darkthorn saw it and called out a warning. He presses to the side of the passage, as does Ori, while Barthon, Dyson and Lorcan dive below the surface. The blast explodes into cold, freezing the water in the river and trapping Dyson and Lorcan. Barthon is not as trapped due to his Ring of Free Action. He stays under the ice and swims forward. Lorcan is able to free himself enough to swim backwards but Dyson is trapped. Darkthorn and Ori attempt to free their trapped legs and make some progress but are not completely freed.

GM: This is where we stopped for the night..


11/05/2020 (GM-Steve)

The group destroyed the 2 shadowy creatures and then retreated to rest, do first aid and heal. Kalin cast a spell that warmed everyone up as everyone was drenched and had been hit with exploding balls of frost. Then they headed back into the river. As they were getting close to the exit cave, another exploding frost ball came their way. Lorcan attempted to absorb it but failed. However, the spell that Kalin had cast prevented it from doing any damage. The group gave chase but did not catch the caster. They search among the tunnels and saw exits leading to a large, water-filled chamber. Eventually they reached a cave where some chests and barrels were stored along the walls and there was a table and single chair in the middle. As they were examining the area, they were attacked by another shadow. Darkthorn attacked back as two more came from other directions and attacked Barthon and Ori. Then something attempted to take control of Kalin but Kalin was able to fight back and prevent it from controlling him. However, it was taking a lot of effort to keep control of his body. Then the entity departed, but not before hitting him with a Mental Bolt for 27 points of NL damage.

Then it successfully took control of Dyson and made him attack first Darkthorn and then Kalin when it looked like Kalin was going to try to cast a Protection from Evil spell. It soon relinquished control of Dyson in the same way, hitting him for 28 NL damage from a Mental Bolt. It attempted a Mindreave on Darkthorn but Darkthorn resisted.

By this time, the group had killed all three of the shadowy creatures. Darkthorn thought he saw movement in the water-filled cave and shot three arrows, hitting only once. Then the thing dove below the surface.

Lorcan believed that the group might be fighting a Morkoth, who were formidable enemies but physical cowards. Barthon and Wiley dove into the water to find the creature but it somehow eluded them and departed the Ghost Vault entirely, as evidenced by a lifting of darkness wherein the water-filled cave was revealed in all its splendor as a beautiful grotto with sparkling mineral formations and bioluminescence. On a rocky ledge in the center of the grotto was a tent, table and empty weapons rack. The remains of an old campfire was surrounded by some rickety chairs.

GM: This is where we stopped for the night..


11/12/2020 (GM-Steve)

The group finished exploring the third Ghost Vault. Barthon decided that he would claim this one for his own though Lorcan will no doubt be a frequent visitor.

A few days later, during a heavy storm, the group is augmenting the normal watches, with Ori on the forecastle, Wiley up in the crow's nest and Lorcan on the fantail, a lookout spots a ship approaching dead ahead at about 600 yards. The captain steers to port to avoid it but it turns to starboard and continues to close. Fearing an attack, and Sea Ghost with no artillery weapons, the group turns to escape, and then sees another ship approaching. They eventually note that both ships are galleys and one is armed with a massive ram. Both are crewed by ogres but there is also clearly a water mage on one of the enemy ships who slows the Sea Ghost a couple of times with a Wave Making spell before Lorcan casts a maelstrom spell to stop one of the ships and then absorbs another wave making spell and casts it back at the enemy ship.

The Sea Ghost successfully escapes.

Several days later, they arrive in Saltmarsh.

GM: This is where we stopped for the night..


11/19/2020 (GM-Steve)

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

Spells

Spells Memorized

Darkthorn

1. 5
2. 4
3. 2

  1. CLW, CLW, Protection from Evil, Battle Blessing, <Ranger>
  2. Slow Poison, Barkskin, Resist Fire/Resist Cold <Ranger>
  3. Cure Disease, Tree Steed <Ranger>
One spell of each level must be from the Ranger Realm but need not be chosen ahead of time.

Kalin

1. 6+P+SC
2. 5+P+SC
3. 5+P+SC
4. 3+P+SC

  1. CLW, CLW, CLW, Faerie Fire, Battle Blessing, Protection From Evil, <P-Remove Fear>, <Single Class>
  2. Augury, Silence 15' r, Resist Fire/Cold, Slow Poison, Spiritual Weapon <P-Resist Fire/Cold>, <Single Class>
  3. Light Eruption, Prayer, Prayer, Remove Paralysis, Sunlight <P-Dispel Magic>, <Single Class>
  4. CSW, Mass Healing, Neutralize Poison, <P-Repel Insect>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

19

  • GK - Deluge, Detect Magic, Fireproofing, Flotation, Mage Wind, Navigation, Speak with Aquatic Mammals, Summon Aquatic Mammals, Water Breathing, Water Purification
  • SK - Bolt of Water, Solid Fog, Torrential Geyser, Water Walking, Waters of Vision
  • COP - Animals, Greater, Detection, Holy Minor
  • Spell Wand (7) - Deluge, Solid Fog, Torrential Geyser, Maelstrom

Wiley

15

  • GK - Armor, Invisibility, Location, Speak with Enchanted Creatures, Telekinesis, Walking Unseen
  • SK - Levitation, Mage Lock, Magic Missile, Opening, Web of Entanglement, Wizard Eye
  • COP - Animals, Missiles
  • Counterspells - Holy
  • Ring of Spell Storing - CSW
  • Ring of Spell Storing - CSW



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)11
KalinPelor's Penance12 charges but special recharge122
OriCell Adjustment2d6+411
DysonCure half HP from current woundsArmor of Cure Wounds1
DysonMind CloakHelm of High Sorcery1
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery11
DysonMental BoltHelm of High Sorcery1
DarkthornLongbow ChargesMagic arrows or Speak With Dead