Spelljammer
        Seas of Fate
Current Turn?NoSubject:Pennerick
Campaign:GreyhawkTurn Start Date:8/20/597
Adventure:Seas of FateTurn End Date:8/24/597
Adventure Number:AAJCharacters:Barthon Brightwave, Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, Wiley Finch
Turn Number:1.0Send To:fivewands@championsoftheempire.com; dntimm@gmail.com; mghaught@gmail.com
Greyhawk Campaign?YesCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Darkthorn
0
0
109/109
/0
11
3
78
10
0/0
4/day
2/2
0/1
Dyson Teague
0
0
95/95
2/2
12
4
89
14
0/0
1/day
0/3
0/2
Kalin
0
0
74/74
/0
8
3
65
0
0/0
1/day
2/2
1/1
Lorcan Smythe
0
0
64/64
6/8
10
1
30
0
0/1
1/day
1/2
1/1
Wiley Finch
0
0
85/85
/0
11
4
63
20
0/0
1/day
2/2
1/1
Barthon Brightwave
0
0
74/74
12/14
10
4
90
18
0/0
1/day
3/4
3/3
Follower1
0
0
78/78
8/8
7
4
32
10
0/0
2/day
2/3
0/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
4/4
19/19
19/19
Wiley Finch
/
21/21
11/11
Kalin
14/14
/
/
Darkthorn
9/9
/
/
NameNotes
DarkthornRanger Pool (25/25), 25% DR Crushing, Elemental & Non-Elemental
Dyson Teague
KalinCleric Pool (25/25)
Lorcan Smythe
Wiley Finch25% DR Elemental, Familiar-Cristo
BarthonMagic Points (19/19)
Aeryl
STEVE (02/18/2022): The ship is in Pennerick on the east side of the Azure Sea.

The entire group, with the exception of Ori, arrives on the Sea Ghost.



09/08/2022 (GM-Steve)

Upon arrival, Captain Merrick tells his story.

Captain Merrick's Story: After the group did not come back for a few days, Captain Merrick went to the Mariner's Guild to find out if they had ideas on where to find Lorcan. They asked him to come back in a couple of days and, when he did, told him that they had consulted a seer and the information they received was that Captain Merrick should set sail in 10 days time and head across the Azure Sea and pull into port at the town of Pennerick on the southwest side of the Vast Swamp. The Sea Ghost was to arrive no later than 60 days from today where they could hope to reunite with the owners of the Sea Ghost. From there, the seer suggested that the Sea Ghost, with the owners now aboard, should return to Saltmarsh. The seer seemed to indicate that the return trip might not be very straight-forward but could provide no details, only that they should set course for Saltmarsh.

Pennerick is a medium-sized city on the edge of the Vast Swamp. There is a lot of commerce with with villages and inhabitants of the Vast Swamp. Coastal roads head north and south along the Azure Sea and smaller paths lead into the Vast Swamp to villages located there. The port is a busy port.

After hearing what the captain has to say, and resting for a bit, there is a knock on the cabin door (the group is assembled in Lorcan's main deck cabin). A seaman is at the door and lets the group know that there is a visitor on the dock who wants to see them.

The visitor is Godwin the Acquirer and his two large bodyguards. The group invites him aboard and talks with him. Godwin would like the group to travel to a ruined city about 30 miles away and find an ancient tome known as the Tome of Cryptic Secrets. The ruin has been searched many, many times over the centuries but Godwin has a new clue that might lead to a chamber that has never been found.

Lorcan knows that the Tome of Cryptic Secrets contains secrets about the elemental planes and some of the denizens who inhabit those places. It is also thought to contain magical spells of an elemental nature. The book is not an artifact. Godwin makes it clear that he wants the book brought to him unopened. Lorcan asks if he can peruse the book after Godwin has opened it but Godwin says that he is a middle-man. The person he plans to sell the book to would be the one to open it. The group barters with Godwin and arrives at a price of 5,000 silver and a Wand of Fire with 23 charges for recovering the book. Assuming they are successful, Godwin also will pay the group 8,000 silver to transport himself, his bodyguards and the book to Saltmarsh. The group agrees to the terms.

While in Pennerick, a young sea elf arrives seeking Kalin. He is a devout believer of Pelor and would like to travel with Kalin as his follower. After praying to Pelor about this, Kalin agrees.

The group splits up the treasure from the previous adventure. Unneeded armor and weapons are given to Kalin's new follower, who goes by the name of Aeryw. He prefers bow, spear and dagger.

Two days later, the group meets again with Godwin the Acquirer. He provides them with the clue that he has learned that relates to the supposed location of the Tome of Cryptic Secrets. The clue takes the form of a poorly written poem:

A brave hero with magic weapons too,
Sets forth clad in wizard armor.
A ring of power held up to the light,
And an item of clothing fashioned by a charmer.

Set bravely forth to enter the Grieve,
With an elixir of magic ready to aid.
A final enchantment be not forgotten,
A spell of something, cast or prayed..

The group discusses the poem but decides that it will make the most sense when they find where it is to be used. They set out for the ruined city. It takes them a day to reach it. The ruined city is in the middle of the jungle but the actual location of the ruins is a desert about 3 miles in diameter and bounded on all sides by jungle.

Lorcan attempts to cast a Detect Magic but it backfires and he goes deaf. The group spends the night and, in the morning, Wiley begins a 10 hour ritual of preparation, followed by a remove curse ritual. It takes all day (16 hours) but the attempt is successful and Lorcan can hear again.

The following day, the group begins searching the ruined city.


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, Endure Heat/Cold, Protection from Evil <Ranger>
  2. Slow Poison, Barkskin, Resist Fire/Resist Cold <Ranger>
  3. Forest Guardian, Spike Growth, Commune With Nature <Ranger>
One spell of each level must be from the Animal, Plant or Ranger Realm but need not be chosen ahead of time.

Kalin

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

  1. Bless, CLW, CLW, CLW, Faerie Fire, Endure Heat/Cold <P-Remove Fear>, <Single Class>
  2. Augury, Greater Command, Slow Poison, Slow Poison, Spiritual Weapon, Silence 15' r <P-Resist Fire/Cold>, <Single Class>
  3. Prayer, Prayer, Sunlight, Tree Steed, Tree Steed <P-Dispel Magic>, <Single Class>
  4. CSW, Mass Healing, Neutralize Poison <P-Protection from Evil 10'r>, <Single Class>
  5. Anti-Plant Shell, CCW <P-Wall of Fire>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

24

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

Wiley

19

  • GK - Armor, Evil Eye, Invisibility, Lesser Enchantment, Location, Speak with Enchanted Creatures, Telekinesis, Walking Unseen
  • SK - Levitation, Mage Lock, Magic Missile, Opening, Passwall, Remove Curse, Web of Entanglement, Wizard Eye
  • COP - Animals, Missiles
  • Counterspells - Holy
  • Ring of Spell Storing - Visibility Field (4th level Cleric spell)
  • Ring of Spell Storing - Cure Critical Wounds



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)1
KalinPelor's Penance12 charges but special recharge129
OriCell Adjustment2d6+411
DysonCure half HP from current woundsArmor of Cure Wounds1
DysonMind CloakHelm of High Sorcery11
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery11
DysonMental BoltHelm of High Sorcery11
DarkthornLongbow ChargesMagic arrows or Speak With Dead1