Spelljammer
        The Dark Tower
Current Turn?NoSubject:Back in Deep Port
Campaign:GreyhawkTurn Start Date:4/3/597
Adventure:The Dark TowerTurn End Date:5/11/597
Adventure Number:AAgCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Wiley Finch
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
0
0
88/88
/0
8
2
65
6
0/0
3/day
2/2
1/1
Dyson Teague
0
0
80/80
2/2
7
2
74
8
0/0
1/day
2/3
1/1
Kalin
0
0
74/74
/0
9
3
53
0
0/0
1/day
2/2
1/1
Lorcan Smythe
4
0
55/59
4/4
10
0
30
0
1/1
1/day
2/2
1/1
Wiley Finch
0
0
70/70
/0
10
3
53
14
0/0
1/day
1/2
1/1
Barthon Brightwave
0
0
69/69
10/10
9
3
76
12
0/0
1/day
3/4
2/3
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
8/15
8/15
Wiley Finch
/
11/15
1/10
NameNotes
DarkthornRanger Pool (21/21), Possible disease
Dyson TeagueMind Link with Barthon
KalinCleric Pool (21/21)
Lorcan Smythe
Wiley Finch
BarthonMagic Points (16/17)
1/2/2020 (GM-Jason)

We split up magic items with Malor and amongst ourselves. Malor gets the first choice and chooses the Signet Ring. Then the group gets the next 6 choices and each person chooses an item they want. Then Malor chooses the next six items that he wants. We go back and forth until all items, potions and invested items have been chosen. Then those in the group who wanted something that Malor took deal with him to buy the items from him. In this manner, Kalin gets the holy armor, Dyson gets the Rope of Climbing and Barthon gets the Minor Arrow of Direction.

Five days before we plan to leave, a man in tattered clothes runs up to the ship. Only Wiley and Lorcan are onboard (of the group). Lady Pendor sent him to seek his assistance. He has been riding for the last 5 days. She is looking for brave adventurers. There is a dark tower near the village of Carnelloe. It has been a thorn in the side of the village for many decades but they have grown accustomed to occasional bad things happening (killings, people missing, etc.). But then Lady Pendor's husband (Lord Pendor) entered the keep to kill the harpies that took roost there. About a week ago, lady received a message saying if her late husband's box is not delivered to the harpies, her and her children will be killed as well. The lady knows what box the message is referring to but it is magic and Lord Pendor has the key. She needs someone to retrieve the key from the keep.

The village is 5 days north along the coast. Carnelloe is the name of the village. It is in a different kingdom. Gurnard's Head is the name of the tower, which used to belong to the lord and lady.

The tower is in sight of the village but they did not usually bother the village except for the occasional bad things listed above. Things have gotten worst in the last few years but no attacks since her husband (Lord Pendor) went in. She offers anything in her power to get us to accept her quest. The goal is to recover the key and bring it back to Lady Pendor. If we are able to kill the harpies and whatever creature is controlling them, if any, that is also good. If we are able to rescue Lord Pendor, that too would be good.

Kalin, Dyson and Wiley are all about in town while Darkthorn is out in the wilderness somewhere. Once the others return to the ship, Kalin casts a Messenger spell and sends it to Darkthorn. Darkthorn is camped not too far from Deep Port and is able to get back by 11 pm. The ship gets underway immediately after he comes aboard. We also take the messenger and his horse. The trip is expected to last 2 days.

GM: This is where we stopped for the night.


1/9/2020 (GM-Jason)

Arrive in Carnelloe 2 days later. The tower is much higher than expected - about 800 to 900 feet tall. Base is about 200 feet across where it comes out of the water. It narrows as it goes up. The keep is inside the tower. The spire is the keep. There is a spiral stair that goes up the outside of the spire.

We anchor out and head into the village to talk to Lady Pendor. The guide takes us to the mansion. We ushered right in. The manor is fairly nice. It seems nicer than what the village could support.

She does not have a lot of wealth. She is hoping there might be some wealth in the box. Box radiates magic at level 5 on a scale of 1 to 7. It can't be picked or destroyed. Wiley tries a Spell of Opening but it doesn't work.

We depart and head to the tower. There is a cave that we can row into. There is a dock and then the stairs begin winding up the tower. It is actually a grotto.

As Barthon and Wiley come back from scouting underwater, they are attacked by underwater trolls. One bites Wiley and both he and Barthon flee towards the dock.

Lorcan casts a Floatation spell on a boat we see sunk near the pier. The boat comes up but breaks up and one of the two chests onboard falls off. The boat is new but was deliberately wrecked, probably destroyed by the trolls. Lorcan tries again on the other chest and causes it to float to the surface. The chests look old. They might be from the tower. In the boat is a thighbone that looks to have been gnawed.

We can tell the first chest contains coins. The second chest also contains coins. The chests do not radiate magic. Dyson checks for traps on chest 1. It had a trap but was removed. It is not locked. Inside are a variety of different coins (copper, silver and a few gold). Total weight about 85 lbs. The second chest contains silver coins. We head up the tunnel a bit and then spill the coins out before putting them into the Bag of Holding.

Chest 1 is about 5000 silver.
Chest 2 is an equal mix of silver and copper and a few gold (couple thousand of each). About 500 gold coins.

We starting heading up the spiral staircase. The stairs are 5 feet wide. As we come out of the winding tunnel, we see creatures flying towards us. They are something called rooks. They look similar to a harpy until they get close. They have a sonic attack. Kalin puts up a Silence 15' radius.

They attempt a sonic attack but have no effect with the Silence field. They land and attack. Darkthorn hit his with an arrow before it landed and kills it with 2 great blows but not before he is bitten for 6 damage. Barthon kills his as it attempts to flee.

We make a half circuit and are back in the ravine. Then out again. Then Darkthorn sees a hole in the cliff wall. Dyson moves up to investigate. There are more holes ahead. We learn that there are undead with bows that shoot through the holes. We crawl under. Then Darkthorn sees a secret door.

GM: This is where we stopped for the night.


01/16/2020 (GM-Jason)

Since Darkthorn killed on the of the flying creatures, he should be healed 1d8 by the Death Axe.

Go through the secret door. 5 skeletal remains and 7 old corpses in antiquated armor. We also see 7 heavy crossbows all in decent condition. You also see a several bolts for the crossbows in sleeves near the arrow slits. We also see some scattered coins near the pouches. Lorcan checks for magic and finds magic on 9 crossbow bolts that radiate magic.

We search the bodies and find a total of 88 sp, 52 gp.

We depart and continue up the stairs. For the fifth time, the stairs go back into the ravine. Now there is an overhang so we can't see as well. We see a widening of the path ahead and a door.

Dyson goes up and checks for traps. He finds that it is locked though no lock if visible. There are large dents in the door where it looks like someone tried to force it open. The doors are magical.

Wiley attempts a Spell of Opening but fails to open the door. He tries again and fails his cast chance. We decide to continue on. It takes another hour to reach the tower at the top. The path ends at a door. It too is magical (2 out of 7). Lorcan determines it is a Wizard Lock.

Darkthorn looks up to see if there are other entrances further up that the harpies might use.

We decide to head back down to the previous door to try to open it with magic, clear it out, and then rest there. We make it back down. Wiley tries his spell of opening and the spell works and it opens the door (used a Luck point). Eight feet are another pair of doors that also open at the same time.

10 x 10 room. Cold and dark, empty weapon rack and cot. 2 long dead defenders slumped against the wall. Expressions of pain and disbelief. There is the smell of death in the air. It is a recent smell. The smell is coming from the bodies. They may have died 6+ months ago. The lord went looking 2-6 weeks ago so they are probably not his men. These are dressed in nice robes and may have been sorcerers or priests. Lorcan looks with power perception but only the door radiates magic. There are no other exits visible.

Wiley puts a wooden plank in the doorway to keep it from closing.

We toss the bodies outside and look for secret doors but find none. We consider the dual doors that open at the same time and find it odd. Lorcan mentions that the magic on the interior door was different than the outer door. It is also E&E. We all go in and close the door. We find that we can see out like it is a glass window. It is apparently a guard post with the magical property that allows the guards to look out and keep watch on the stairs.

During the night, Barthon discovers that he can stick his hand through the glass wall. It works. We can attack through the wall.

During the second watch, Kalin and Wiley see torchlight coming up the stairs. They wake up everyone else. We see people dressed in robes coming up. All are wearing religious symbols but no one is sure what the religion it is - something obscure. There are 8 total, 3 guards and 5 priests.

The rest of the night goes by uneventfully.

We head back up in the morning. Wiley casts a Spell of Opening that works. Inside is a composting smell. There is a door to the south and a spiral staircase leading up.

GM: This is where we stopped for the night.

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

Spells

Spells Memorized

Darkthorn

1. 4
2. 3
3. 2

  1. CLW, Remove Fear, Protection from Evil, <Ranger>
  2. Slow Poison, Protection from Charm, <Ranger>
  3. Dispel Magic, <Ranger>
One spell of each level must be from the Ranger Realm but need not be chosen ahead of time.

Kalin

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

  1. CLW, CLW, Faerie Fire, Remove Fear, Protection from Evil, <P-Battle Blessing>, <Single Class-Remove Fear>
  2. Resist Fire/Cold, Silence 15' r, Slow Poison, Spiritual Weapon (x2) <P-Protection from Charm>, <Single Class>
  3. Prayer, Speak With Dead, Light Eruption, <P-Dispel Magic>, <Single Class>
  4. Cure Serious Wounds, Neutralize Poison, <P-Protection from Evil 10'r>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

19

  • GK - COP Holy Minor, Calm Waters, Deluge, Detect Magic, Flotation, Mage Wind, Navigation, Unseen Servant, Water Breathing, Water Purification
  • SK - Bolt of Water, Solid Fog, Torrential Geyser, Wall of Water, Water Walking, Waters of Vision
  • COP - GK Spells, Greater, Detection
  • Spell Wand (7) - Bolt of Water, Flotation, Solid Fog, Torrential Geyser

Wiley

13

  • GK - COP Missiles, Armor, Invisibility, Location, Shield, Speak with Enchanted Creatures, Telekinesis, Walking Unseen
  • SK - Levitation, Magic Missile, Opening, Web of Entanglement, Wizard Eye
  • Rings of Spell Storing (1 spell in each ring) - Cure Serious Wounds (x2)



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)1
DysonMind CloakHelm of High Sorcery11
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery1
DysonMental BoltHelm of High Sorcery1