Spelljammer
        The Isle of Repose Reprise
Current Turn?NoSubject:Deep Port
Campaign:GreyhawkTurn Start Date:4/2/597
Adventure:The Isle of Repose RepriseTurn End Date:4/2/597
Adventure Number:AAFCharacters: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
87/87
/0
8
2
65
6
0/0
3/day
2/2
1/1
Dyson Teague
0
0
65/65
2/2
8
3
74
8
0/0
1/day
3/3
1/1
Kalin
0
0
69/69
/0
9
2
45
0
0/0
1/day
2/2
1/1
Lorcan Smythe
0
0
59/59
2/2
10
0
30
0
0/1
1/day
2/2
1/1
Wiley Finch
0
0
70/70
/0
10
3
50
12
0/0
1/day
2/2
1/1
Barthon Brightwave
0
0
69/69
10/10
8
3
76
12
0/0
1/day
4/4
2/3
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
13/15
15/15
Wiley Finch
/
9/13
10/10
NameNotes
DarkthornRanger Pool (16/19)
Dyson TeagueMind Link on Darkthorn
KalinCleric Pool (19/19)
Lorcan Smythe
Wiley Finch
BarthonMagic Points (13/13)


9/5/2019 (GM-Jason)

Takes 3 days to get back to Deep Port.

Maylor's face is more grim. He looks like he hasn't had much sleep of late.

"Times are hard. Your first attempt being unsuccessful made me dig very deep to get a second attempt."

He gives us the necessary document to get to the Isle of Repose.

Kalin barters to sells the Dire Wolf pelts. We sell them for 820 sp.

A messenger hands us a paper on the way back to the Sea Ghost. Kalin tips him a couple of copper. The message is from the alchemist (Atlon) saying he would like us to stop by. Alton was the man who wanted us to check out the mine on the island that mined unobtainium.

We go to meet from Alton. He greets us and knows that we are heading back to the island.

We arrive at the correct position at midnight of the first night. We do the ritual and sail in to the island.

We pull up to the dock and Zelkor comes out again. He shakes his head in annoyance and asks what we are doing here again.

We disembark and head into the town. We see a few other people hanging around in town.

Kelgor the Gemcutter is sign on building opposite Zelkor's shack. The door is slightly open. At another building we see a couple people standing out front.

We enter Zelkor's shack and find out that we are now in the book - specifically the woman's name is in the book Tembrina Grinforth. He points to Lorcan and Wiley and says they are in the book too but they can't but buried in the same graveyard but there are other places where they can be buried. Lorcan will die in 2 days and Wiley will die in 4 days. We ask about a cart and he says check with the stable. I ask how many people live in the town and he says today there are 12.

We depart and head towards the stable. We pass a building that says Pye's Trading Post. We see a jail and a forge in town. We also see a sign in front of another building saying Bristleback's Inn.

The village has a wall separating it from the rest of the island. The gates are slightly ajar while the four towers are in poor repair.

We enter the stable. Inside is a ghoulish looking old man (maybe over 200 years old). Also inside is a death wagon with four horses attached. The horses look very old. The man asks how many (bodies to bury). The death wagon looks almost new.

I check out Pye's Trading Post. The man inside looks disinterested. The wares are serviceable but are old.

We load the body on the death wagon and then head through town. We see a boy and girl but they are playing with no enthusiasm. Upon closer look, they look like they have been 5 or 6 for a hundred years or more.

There are people in the towers as we approach the gate. We go through the gate and head to the graveyard. We reach the gate but the horses refuse to go through (and the death wagon would not fit anyway). There was something wrong with the forest that we passed through on the way to the graveyard.

A statue at the top shows a 4 foot tall warrior dwarf on a 4 foot pedestal. We check out first mausoleum but no Grinforth. We check the statue and it is engraved with dwarven runes. Kalin reads the dwarven text. "Blessed is he who spares these stones and cursed be the man who moves my bones." I fail a tracking roll but use 3 pool points to notice a well worn path leading up to the statue. I look around the other side of the pedestal but there are no other tracks. The statue seems to be carved out of the stone at this spot.

Dyson thinks there might be a secret door of some sort in the statue.

We check the next mausoleum but recognize no names on them - certainly no Grinforths. We check the final mausoleum and find 17 names - 9 on one side and 8 on the other. Grinforth is the 14th name. We also see the name of the Baron of South Flaeness.

Like the town, the graveyard is magical. Most is level 3 (on a scale of 1 to 5) but door is 4.

Kalin uses and Augury to see if Dyson should attempt to pick the lock.

We looked around the outside of the mausoleum. There appears to be no way inside.

Wiley casts a Wizard Eye and looks down at the mausoleum from above. He tries to send it under the door but it does not go through.

Lorcan uses his Flash of Insight and decides that the trail leading to the statue has something to do with it. We head back and Darkthorn sees a "door" but it is irregular. I notice up higher on the dwarf there is a small worn spot on the dwarf. Dyson touches the spot after Darkthorn points it out. We hear a grinding and the door opens by sliding back 4 inches and then down into the ground. The stairway should not fit in the pedestal. Darkthorn and Lorcan remain with the coffin while the rest of the group heads down. Dyson uses his Mind Link ability of his helm on Darktorn so they can continue to communicate.

At bottom of stairs is a round littered room. They don't see any keys but the dwarf statue on the table might have something on him. Dyson walks up to the statue while avoiding disturbing the bones on the floor. There is a key in the dwarf's hand that couldn't be seen from the door. The dwarf's equipment looks valuable but we are just here for the key. Dyson takes the key and returns to the door. The group heads back out. The door closes behind the group.

We head back to the mausoleum and try the key. The door opens but the key disappears. The doors open easily. Inside, the room is barren. We all enter with the coffin.

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. 3+R
2. 2+R

  1. CLW, CLW, Invisibility to Undead, <Ranger>
  2. Accelerate Healing, Slow Poison, <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

  1. CLW, CLW, CLW, Bless, Faerie Fire, <P-Protection from Evil>, <Single Class>
  2. Augury, Lantern, Silence 15' r, Spiritual Weapon (x2), <P-Resist Fire/Cold>, <Single Class>
  3. Prayer, Create F&W, Repair Injury, <P-Dispel Magic>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

13

  • GK - COP Holy Minor, Calm Waters, Deluge, Flotation, Mage Wind, Navigation, Water Breathing, Water Purification
  • SK - Bolt of Water, Solid Fog, Torrential Geyser, Wall of Water, Water Walking
  • 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



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)11
DysonMind CloakHelm of High Sorcery1
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery11