Spelljammer
        Cult of the Black Earth
Current Turn?NoSubject:Temple of the Secret Power
Campaign:GreyhawkTurn Start Date:
Adventure:Cult of the Black EarthTurn End Date:
Adventure Number:AALCharacters:Barthon Brightwave, Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Wiley Finch
Turn Number:1.1Send 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
Benick Tallwood
0
0
52/52
/0
7
0
31
0
0/0
1/day
2/2
1/1
Drogo Featherfoot
32
0
27/59
/0
6
3
59
14
0/0
1/day
3/3
2/2
Erendriel Adgwyn
19
0
26/45
2/2
7
3
51
6
0/0
1/day
1/2
1/1
Folis Kaylor
42
0
26/68
/0
8
2
46
10
0/0
1/day
1/2
0/1
Kano
52
0
24/76
8/8
6
1
59
12
0/0
2/day
0/2
0/1
Quent Werlin
39
0
35/74
8/8
7
2
55
12
0/0
1/day
0/1
0/0
Lanita Stanmore
20
0
26/46
/0
5
1
40
0
0/1
1/day
1/1
0/0
Rufus
21
0
69/90
8/8
7
2
64
16
0/0
3/day
1/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Benick Tallwood
/
0/12
19/19
Folis Kaylor
/
1/15
3/11
Rufus
3/7
15/17
/
NameNotes
Benick Tallwood
Drogo FeatherfootAccelerated Healing 2/3
Erendriel Adgwyn
Folis KaylorCURSE: -12 to all percentile die rolls.
KanoAccelerated Healing 2/3, Lesser Enchantment
Quent WerlinLesser Enchantment
Lanita StanmoreCleric Pool (9/11), Lesser Enchantment
RufusAccelerated Healing 1/3, Lesser Enchantment
12/21/2023 (GM-Jason)

GM: Jason' computer died. Went to laptop and I ran Maptool (since he does not have control of his port forwarding).

The ship is currently moored in Safeton while the main group is off to Verbobonc.

Kano is sitting in the hammock room on the Sea Ghost and hears a voice. He looks down and sees a large rat wearing clothes (lab coat and kit). He wants to talk to the owners. He wants to hire the adventurers.

Kano sends for the follower adventurers and he tells his story. Someone broke into his lab and removed a critical item as the rat was doing a ritual. He is normally a rat. The thieves think it is an artifact of their gods. The rat is normally a gnome. He wants us to sneak in and retrieve the item. The item is a gem, called Omnihedron. His name is Cheak and the gem can be found in the temple of those who stole it.

The Temple of the Secret Power. The leader of the cult is a ratfolk (human-sized rat with intelligence). The cult is predominately ratfolk but there are a few human members. The ratfolk leader is Glirdot. His henchmen is Venvot. This is who Cheak dealt with. He is a troubleshooter. The temple is in a ruined keep. The temple is underground and may be well developed underground.

PAYMENT: He is willing to put a permanent enchantment on one item for each member of the group - up to a max of 6 people. He can't tell us what the bonus would be. It varies and comes from an item he has.

He gives us an item to communicate with him when we retrieve the item. We should contact him when we are in a safe place. It is a humanoid fingerbone.

The Sea Ghost takes us up close to the ruined temple and the small boat takes us ashore.

There are torches are each side of the entrance.

GM: 1500 for this session.



12/28/2023 (GM-Jason)

Head down to the lower level. A locked door stops us. Erendriel fails to find the trap and sets it off when she fails to pick the lock. Erendriel is poisoned. Lanita casts a Slow Poison on her.

Beni tries his Spell of Opening. The spell works.

The first door we come to is locked and trapped beyond Erendriel's ability to disarm and open. We try a different door. This one vibrates slightly but Erendriel is unable to pick it.

We try another door. It has a difficult lock, but Erendriel is able to pick the lock and open it. It leads to a bedroom. It is in good shape and there are two women sleeping in the bed. The door was locked from the outside with no way to open it from the inside, indicating that the women are prisoners. Erendriel and Drogo enter after suggesting Lanita come up to talk to them. Lanita whispers for them to wake up. From their initial reactions, they appear to be hired help whose role is to entertain.

Lanita questions them. The rat folk are followers of the master, named Druit. We depart and Erendriel attempts to lock the door. She succeeds after a couple of attempts.

The next door leads to a dungeon with cells. One cell contains a human male. The second cell contains 2 more human males.

As we are investigating the cells, a door opens and a guard comes out. Initially he only sees Lanita and assumes she is a whore from the entertainment room. He moves forward and sees the rest and battle is joined. We defeat all of the guards and then move quickly down to the temple level to prevent them from setting up an ambush.

GM: This is where we stopped for the night.

GM: Jason awarded 1500 exp for the session.



01/04/2024 (GM-Jason)

We begin searching the dungeon. We find a very clean torture room with lots of alchemical stuff. Rufus detects magic on one vial.

We continue on and find another way into the temple with the blood trough. The blood in the trough is magical. We continue to pursue whoever ran ahead of us. We find evidence of his passing and finally find an ambush in a secret room. Erendriel is hit with multiple hits, including crits as she levitates up into the room. The rest of us swarm up and quickly overcome the five attackers. We find no way out of the room until Lanita thinks of closing the trap door to the ladder, at which time another door swings open. By this time however, Rufus has teleported through the aperture and Drogo is below the trap door so not in the battle.

The first round ends with Drogo opening the trap door again and asking if closing it did anything. That is when he finds out about the battle. He scurries through the opening and closes the trap door again.

Two cultist casters leapt into what could be a portal. Three of the cultist guards are either dead or very bad off. Only the main cultist guard is still relatively uninjured. Kano is badly wounded and facing the main cultist.

GM: This is where we stopped for the night.

GM: Jason awarded 1600 exp for the session.



01/11/2024 (GM-Jason)

We defeat the cultists even after some ratmen show up. Some later flee through the black maw, with is a teleporter. After the battle, Beni casts Invisibility on Drogo and he goes through after Lani assures him (via Augury) that it is not immediately fatal. It leads to a room with 3 doors and a return portal. Drogo returns and tells the others to come through.

All of the doors radiate magic. Big main door has 9 locks in 3 rows of 3 numbered 1-9. Enormous sculpture of a dragon on each side. Door on the left has 3 locks that are also numbered.

Beni tries a spell of opening on the door without a lock.

Drogo, Rufus and Kano go back through and searches the 4' "chimney". There are 2 latches. One opens the top and we find a key to the door (1 of 9). The key matches lock 3. In the trap door we came through originally, we find key 2.

We continue searching for well over an hour and finally decide to try the blocked passage. Drogo uses the potion of gaseous form to scout through it and finds a few rooms, at the end of which is a room with a chest and a dead body. Drogo comes out of gaseous form long enough to start searching the body but, when it starts to move, he quickly shifts back and departs. He goes back and tells the group what he found. The group decides to clear the blockage. Drogo uses the gaseous form to go back through the rubble and begin clearing from the inside.

Unfortunately, several minutes later, the undead body from the room with the chest shows up. Drogo uses his war hammer of returning and hits it but is forced to flee when it gets close to avoid being paralyzed by its touch. Fortunately he rolled a critical success against the foul stench of the creature.

Drogo suddenly remembered that he was carrying a berry of flying from the a cloud bush in the floating castle. He eats it and then hides near the ceiling and waits for the undead to show up. He finally does but fails to spot Drogo. He waits around for a bit and then departs, probably to search the other rooms. Drogo remains where he is until the creature comes back. Then Drogo flees without the undead seeing him up by the ceiling. He returns to the room with the blockage, which also has a massive area of collapsed floor where Drogo can float above and be out of direct reach of the undead. When the undead shows up. Drogo uses his war hammer of returning but the undead also shoots some sort of acid bolt which, fortunately, misses.

Meanwhile, Kano and the others are still trying to clear the rubble to enter the room.

NOTE: At least 4 minutes (and maybe more) have gone by of the 7 minutes needed to clear a path through the rest of the rubble enough for others to enter.

NOTE: Drogo is flying. He rolled critical success against the stench of the creature and he also rolled critical success against the paralyzing touch of the creature.

DROGO: Rufus could actually help out. He can obviously dimension door past the blockage and then, instead of attacking physically, he could use psionic attacks on the creature.

GM: Jason awarded 1600 exp for the session.



01/18/2024 (GM-Jason)

Rufus comes through and attacks with psioinics. He only hits a couple of times but the ghast turns its attention on Rufus allowing Drogo to continue throwing his war hammer of returning to good effect until Kano finally breaks through and scores a critical hit, finally killing it.

Erendriel opens the chest. Worn out gloves and a key. We now have keys 1, 2 and 3 (of a total of 9), but enough to open the door that only required 3 keys.

We find some coins scattered about, amounting to 12 cp, 10 sp, 7 gp and 5 pp.

Meanwhile, Lanita, Beni and Rufus head to where Quent is watching the death head. Quent does first aid on Rufus and then Lanita uses her last cure light wound.

A rat man appears, sees Beni and then retreats.

We decide to rest for the night since they seem to be trapped. Rufus crawls into the Bedroll of Healing. Lanita uses a repair injure spell on Kano and he feels better. We take up watches.

Three hours later, a rat man appears. The wyvern watch missed him. Kano is right there and attacks.

We rest for the remainder of the night. Both Rufus and Drogo are fully healed.

We head back down but Quent and Lanita remain behind to watch for the rat men and hopefully bluff them into think we are all still there. Lanita uses another wyvern watch.

We try the first door in the dungeon. It opens to a room with 10 statues in fighting stance. Rufus goes in. He has to run the gauntlet to get to the key at the end. With his acrobatics skill, he does well and recovers the key (key 4) at the other end of the room.

Room with lots of bleeding and moaning men.

GM: Jason awarded 1700 exp for the session.



01/25/2024 (GM-Jason)

Room with lots of bleeding and moaning men. We start assessing the wounded. Finally Quent tries to treat (first aid) one by fails. Then Drogo gets partial success to treat another one.

Drogo - first aid 1. stop bleeding 1.75
Quent - stop bleeding 3.5
Lanita - CLW 3

The 3 with CLW look like they will survive so will the one that Drogo did full first aid on. The rest need real first aid. Over the next hour, we successfully heal all of the bodies with either first aid or CLW. After the last one, all of the bodies disappear and a key appears. It is key #5.

We check out the door. Keno opens the door with the new key.

Room with 5 statues with raised spears. A key on a pedestal in the center of the room. The floor is checkerboard. At each vertice, there are red crystals.

Rufus spots a wall of magic in front of the door.

We decide to turn the statues around. It takes time but we succeed. Drogo moves up and takes the key. We hear grinding in the walls as we rush towards the other door. Then Quent disappears.

Erendriel unlocks the door and Kano opens it. Quent is laying on a slab with a bladed pendulum swinging over him and slowly descending. Elsewhere are levers with blades hanging over them.

Erendriel checks the levers and Rufus checks for magic. Level 2 (of 4) magic on the room. We all line up in front of a different lever and pull. Our hands are trapped. We pull again and the pendulum stops. A key drops and quent is free. This is key 7.

We open the next door. We see a grossly fat creature sitting on the floor with his back to the wall. He asks for someone to volunteer to give a memory which he will take. We discuss for a bit but then Folis volunteers to give him a memory. He feels tendrils dig into his head but no one else sees anything. He then gives the key to Folis.

We go back to the original room. The door on the east wall now has 3 keyholes in it. Erendriel says it will take keys 4, 5 and 6. We unlock and open the door. The room is bare except for 2 mirrors that hang on the walls across from each other. A silver key is reflected in each mirror but no physical key is visible.

Erendril notices that she no longer has keys 1, 2 and 3.

Beni looks for anything invisible.

Drogo uses lasso skill to try to get the key but the rope goes right through the key.

We roll up the mirror going across. In the middle, Folis reaches up to try to grab the key but it is not there. We avoid looking at either mirror.

By the time we quit, the rug is unrolled again and Quent and Kano have tried to lift it high enough to touch the phantom key. No luck.

GM: Jason awarded 1500 exp for the session.



02/01/2024 (GM-Jason)

Try a few more things and then determine that we need to block the key from the mirror to have it appear. Rufus grabs it. It is mostly the right key but it is reversed and doesn't work.

We try a bunch of things to get the right key and eventually hide the key from the mirror using the rug and are able to put the wrong key back and get the right key.

We open the next door. We see a key in a see through massive puzzle box. Looks like a job for Erendriel. She takes 5 and a half hours to solve the box, getting hurt once, but she finally gets the key.

In the next room is an Ice Devil (according to Lanita). When Lanita steps into the doorway, she is teleported into the room and combat ensues. We circle the ice devil. Kano is quickly dropped due to 4-5 critical hits almost in a row. But then we attack and slowly wear it down and eventually kill it - sort of. It regenerates so we continue to hit it. Quent cuts it open and finds the key.

The next room, 3 tables with 4 glowing boxes on each table. Man on the floor who died in agony.

This is where we stop for the night.

GM: Jason awarded 1600 exp for the session.



02/08/2024 (GM-Jason)

Each box is roughly 4" square (but different shapes). All 12 boxes are different.

Left table
gold
silver
rectanglar silver
trianglar copper

Each box is open and inside they are empty. There are four different shapes (circle, square, triangle and rectangle) and three colors (gold, silver, copper). There are three tables.

One thought is to put all four gold shapes on one table, all four silver shapes on a second table and all four copper shapes on the last table.

The boxes are more magical than the rest of the room and tables.

Body suffered electrical damage but also suffered claw wounds.

Rufus studies one of the boxes with power perception (copper triangle). He thinks it has some sort of conjuring type magic on it.

We put a copper coin in the copper triangle.

Folis tries to put gold coin in the gold square box. It does not move with or without the coin.

Close copper triangle. Put copper coin in circle box and close. Magic save vs magic. He failed and feels something bad happened.

Order may matter.

Table 1
gold square - close - combo of E&E (TK) and abjuration
silver circle - open - electrical
silver rectangle - close - abjuration
copper triangle - close - conjuring

Table 2
gold circle - open - E&E (TK)
silver triangle - open - combo of E&E (TK) and abjuration
copper circle - open - General - Curse (Folis?)
gold triangle - open - similar to silver triangle

Table 3
silver square - open - conjuring
gold rectangle - open - Phantasm spell
copper rectangle - open - E&E (TK)
copper square - open - combo of E&E (TK) and abjuration

We got zapped only with circles - first copper and then silver and only when closed.

Beni tried telekinesis but it fails to cast, even with his successful roll.

Close silver square and an insubstantial key appears over the body in the center of the room. Then Quent closes the gold rectangular box and a creature appears that only Quent can see (the worst possible result).

We decide to use power perception. Rufus, Beni and Folis all study the boxes together.

Beni closes the copper triangle box and the key falls to the floor.

We go back to the upper room and rest for 24 hours. Towards the end, cultists arrive from the outside. They do not see us at first but do note that the door behind the altar is open. They draw weapons and proceed cautiously. Both Drogo and Erendrial use ranged weapons as they enter. We quickly kill one of the rat men. Another cultist (female) enters and Rufus and Kano gang up on her to the point that she drops her weapon and surrenders. Then Folis triggers the doors to close, trapping most of the cultists out in the temple.

GM: This is where we stopped for the night.

GM: Jason awarded 1700 exp for the session.



02/15/2024 (GM-Jason)

We question are captive and learn some information but not a lot. We eventually let her go in exchange for some information.

Skeleton 1 - 1/17
Skeleton 2 - 15/19
Skeleton 3 - 7/15

We open the final door and final a rat warren ruled by a 15' tall wererat. We fight it and eventually kill it but not before it hurts us badly with a fireball from a Wand of Fire.

We find a Wand of Fire,4 rose quartz worth 200 sp each and some copper, silver and gold coins.

We spend 5 minutes doing first aid and Lanita prays for some spells.

There is a dagger in the back of the archway. Erendriel retrieves it.

Then we go through the portal. It leads to an outdoor area. There is a tower in front of us with a small river running alongside. Steps lead from the tower down to the shore of the river.

Kano opens the door.

GM: This is where we stopped for the night.

GM: Jason awarded 1500 exp for the session.


02/22/2024 (GM-Jason)

Fight some ratmen and a cultist and prevailed over all of them. Then took the time to rest, do first aid and a little healing before pressing on.

On the second floor of the tower, we came across a room with four cultist, including a spell caster and a couple of very good swordsmen. We hit them with ranged attacks and then Kano and Quent moved in, followed by Drogo and Rufus. Lanita threw a total of six finger bones into the back of the room to keep the spell caster and his bodyguard busy but not before the cast a Ray of Enfeeblement on both Kano (-1 STR) and Drogo (-6 STR).

The battle is still ongoing when we stopped for the night. One of the cultists lost his sword to a grievous on a skeleton and two others are at least very badly wounded. Kano, Drogo and Lanita are badly wounded.

GM: Jason awarded 1500 exp for the session.


02/29/2024 (GM-Jason)

We defeat the remaining cultists. Another was casting spells that made people feel nauseous but he fled.


Bonus from Cheak (max of 6)
Folis - Helm - 1x day - cast fireball for 8d6 damage.
Kano - Helm - +1 Protection Helm
Drogo - Backpack - Items reduce in size by 50% when put in (8x less weight)
Quent - Cloak - 3x day can use telepathy and, if successfully ID target, cause 1d6 target
Beni - Cloak - 3x day can cast Invisibility on himself (as E&E at rank 6)
Rufus - Magic Collar - +4 damage when biting

Lanita and Erendriel have first pick of the magic items.

Since the henchmen party is going to be in the background for a while, I'm just going to assume that as time passes while the main characters adventure they are able to get the items the party found identified though one way or another. This is what the henchmen found on their adventure:

Magic Items:

+5/+1 Longsword
+10/+2 Broadsword - Quent
+1 Chainmail - Kano
+1 Ring Mail
Wand of Fire (15 charges) - Folis

Bracers of Tactical Blows – These Blue Dragonscale bracers help you find weak points in the heat of battle. 4 times per day you can do an additional 1d6 points of damage.

STEVE: Do you have to decide to use this before rolling for attack or can you use it after you know you have hit the target?

Belt of Returning: This simple belt has 4 slots for daggers, hand-axes or anything that can be thrown of no more than small size. While wearing the belt and weapon/item stored on the belt that is thrown returns to the belt at the end of the round. - Drogo

Arcanist’s Glasses: These violet spectacles increase your sensitivity to the subtle patterns of magic. While wearing these glasses, you gain 2 ranks in power perception as well as 2 ranks in magic lore. (these do not give you power perception if you do not already have it. - Beni

Aldron’s Firebox: This small box is warm to the touch. When the lid is lifted, a tiny campfire can be seen within the box. Over the course of one round, the player can continue to “unfold” the box to reveal a normal sized campfire. The fire is warm, comfortable and cannot be doused. Although the fire will not burn if you place your hand in the flame, it is able to cook food normally and cannot be put out via normal or magical means other than folding the fire back into it's box. - Group item

Ring of Tranquility: Although this ring seems to be made of a ring of thorns, the wearer of the ring suffers no damage wearing it. While wearing the ring, the player always has a sense of calmness that grants a +10 bonus to all save’s vs fear and charming effects. Once per day, the wearer may cast a silence 10’ radius around themselves that lasts for 10 minutes. Anyone inside the radius while the silence is active, also gains the bonuses of the ring wearer. If someone other than the wearer attempts to remove the ring, they take 1d4+2 points of damage (no protection). - Lanita

Waist pouch of Potion Storing: The pouch contains a small inter-dimensional area that can hold up to 6 potions. While in the pouch, the potions are immune to damage. If the wearer of the pouch knows what potions the pouch contains, the wearer may reach into the pouch and retrieve the desired potion. - Lanita

Reckoner: This is a plain, gray dagger. It does not radiate magic, has no bonuses to hit or damage. When wielded that dagger ignores all protection, damage reduction, magical level requirements and lack of weakness bonuses. In addition, the dagger can damage inanimate objects such as golems and solid stone. Given enough time, any wall can be tunneled through, and any chain can be cut. The drawback is the dagger is only able to inflict normal dagger damage. In addition, the weapon will dampen any other hand wielded weapon the wearer attempts to use reducing its pluses to hit and damage to 0. This also will make such weapons unable to hit creatures that require a +1 or greater magic item to hit. (this is the dagger the party found in the arch that lead to the final area).

STEVE: Does the drawback of reducing any other hand wielded weapon occur only when Reconer is in hand (i.e., double wielding) or does it occur even if Reconer is sheathed?

Potions:
Healing (2)
Extra Healing
Polymorph Self
Delusion - Identified at a potion of Extra healing.

(In pouch)
Undead Control: ghasts/ghouls.
Acid Resistance
Stone Giant Strength
Diminution
Extra-Healing
Climbing

LANITA: Lanita is interested in the Ring of Tranquility and the Waist Pouch of Potion Storing, with more interest in the ring.

KANO: "I'd suggest that the Firebox simply be considered a party item. I would like to ask for the Chainmail +1 if I can make it fit me. Someone else is welcome to the Ringmail +1 I'm currently wearing if I get it of course. It would help with both my protection and my lack of weakness and I've been getting hit an awful lot lately, I don't mind since I'm used to it but the longer I can last as the distraction or 'tank' the better.

QUENT: Quent is interested in the broad sword. He'd like a smaller option that is +2 than his two hander. He's got a +1 long sword that someone else could have or we could sell.

Erendriel is not really interested in any of the main magic items.

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

Lanita

1. 0/6
2. 3/6
3. 2/3

  1. CLW, CLW, CLW, CLW, CLW, Protection from Evil (Torch)
  2. Augury, Slow Poison, Wound Closure (Lantern)
  3. Prayer, Prayer, CLW at Range (Light Eruption)

Bennick



Folis


Limited Use Abilities
WhoAbilityNotesUses per DayUsed
ErendrielLevitate up to 100' (5' per second)31
LanitaCure Light WoundHealing Charm11
RufusDimension Door42