Spelljammer
        Trials of the Feathered God
Current Turn?NoSubject:The Sea Ghost
Campaign:GreyhawkTurn Start Date:5/16/597
Adventure:Trials of the Feathered GodTurn End Date:5/18/597
Adventure Number:AAHCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, 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
5
0
93/98
/0
8
2
65
6
0/0
3/day
2/2
1/1
Dyson Teague
0
0
80/80
2/2
7
2
79
8
0/0
1/day
3/3
1/1
Kalin
0
0
74/74
/0
9
3
53
0
0/0
1/day
2/2
1/1
Lorcan Smythe
0
0
59/59
4/4
10
0
30
0
0/1
1/day
1/2
1/1
Wiley Finch
0
0
75/75
/0
10
3
61
16
0/0
1/day
1/2
1/1
Barthon Brightwave
0
0
69/69
10/10
9
3
80
14
0/0
1/day
3/4
2/3
Orielne
0
0
86/86
/0
7
0
74
16
0/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
17/17
15/15
Wiley Finch
/
19/19
10/10
NameNotes
DarkthornRanger Pool (21/21), 25% DR Crushing & Elemental
Dyson Teague
KalinCleric Pool (23/23)
Lorcan Smythe
Wiley Finch
BarthonMagic Points (17/17)
Ori25% DR Slashing & Crushing
06/04/2020 (GM-Steve)

Split up the treasure. Lorcan tries the ritual to open the second Ghost Vault but fails. He uses a Luck Point and fails worse so tries the next day. It ends up costing the group 4,000 sp instead of 2,000 because they had to do it twice.

Lorcan succeeds in performing the ritual. The number 2 on the Ghost Vaults door is now tinged with green instead of red. Lorcan opens the door but cannot enter. It is as if there is a Wall of Force preventing him from entered. Darkthorn is able to poke his 10 foot pole through but not his arm. Lorcan examines it with Power Perception and determines that the barrier only blocks a specific thing but he can't tell what. Further experimentation determines that it blocks magic. Anyone wearing magic items cannot enter.

The group retires to their rooms and removes all of their magic items. They take up non-magical weapons, armor and shields and then they are able to enter.

There is what appears to be a stone golem halfway down the passage beyond the door but it does not animate and the group is able to move past it. They reach a locked door that Dyson determines is also trapped. Murder holes on the walls, floor and ceiling in front of the door indicate some sort of complicated dart trap. Dyson successfully disarms the trap and then opens the door. The passage beyond leads to a four way intersection.

The group continues to explore the vault. It soon becomes clear that, just as the first vault was clearly designed for a cleric, this one was designed for a rogue. They find a locked door with a sign indicating that they must tread lightly through the next room. Dyson is unable to open the door and, since magic does not work, Wiley is unable to use his Spell of Opening. They also find a steep slope off one corridor that leads down a scree-covered rocky slope. They find a room with three locked doors that lead to more locked doors. Dyson is able to open a number of them but is finally stalled.

Then they come to a room with a 30 foot high ceiling, no other doors and 3 by 4 foot holes in the wall up near the ceiling, 26 feet up. There are three such holes but Dyson has never learned how to climb walls. Lorcan and Wiley have minimal skill in climbing walls and Darkthorn's climbing skill is limited to trees and ropes, not rock walls. The group also hears some sort of mechanical buzzing sound coming from up near the ceiling.

The group heads back out to the Sea Ghost to fetch a ladder and bring it back. The prop it up against a wall, not under any of the holes, and Darkthorn climbs up holding a torch. He is then able to see five mechanical bugs buzzing around near the ceiling.

As it turns out, Barthon has climbing skill and he volunteers to give it a shot. Lorcan suggests that Darkthorn and Dyson stretch a blanket between them in case Barthon falls while trying to climb up. At first, Barthon uses the ladder to cover the first 10 feet of the climb but, as soon as he steps on the ladder when it is propped up under a hole, the bugs fly down and begin destroying the ladder. He and Darkthorn quickly grab it and carry it out and the bugs desist.

Barthon climbs. After a fall into the blanket (taking 1 damage), he makes it up to the hole about 26 feet up. It leads to another room. He lowers a rope to allow Darkthorn to climb up and then he climbs down the rope to the other room. There are no doors and the room is empty but, on the far wall, and again 26 feet up the far wall, is another hole.

So begins a long series of climbs and falls. The trick with Darkthorn and Dyson holding the blanket helps but Barthon still ends up taking 17 damage from numerous falls. He also uses a Luck point to avoid a Blunder. He also gets a couple of Absolute Successes in a row giving him bonuses on subsequent climbs. However, the group eventually reaches a dead end and has to go back to the beginning and try the other hole in the first room. Barthon, after at least a dozen climbs, eventually reaches the far side of the room and a passage leading out.

The group eventually reaches a place where the corridor ends and rough hewn passage begins and slopes down. The group descend to a level below the worked stone passages. They find a number of round hewn passages and a couple of chambers. They find one passage completely blocked by some sort of stone golem. The golem is wedged in so tight it is hard to see more than a couple of feet past it.

The group finds the back entrance to the room with all the locked doors and Dyson is able to open a few more but there are still doors he is not able to open (he can try again the next day). After exploring all of the underground areas, they head back up the incline and explore that last of the worked passages that they have access to. They find a fresh water shower with water constantly falling from ceiling to drains in the floor.

The next room is full of shadows and mist. Lorcan suggests that it might be some sort of Hide in Shadows testing room. Darkthorn, Dyson and Ori enter. Within moments, Dyson and Ori are surrounded by shadows and unable to see anyone else.

GM: This is where we stopped for the night.


06/18/2020 (GM-Jason)

Out of Sea Ghost.

Anchored off Deep Port.

Moors at Deep Port.

Cartographer - pay 150 for him to extract map and then make a copy.

Lorcan paid a mage to write COP Animals in his spell book. Wiley learned from Lorcan.

Darkthorn will carry the Tome of Infinite Knowledge.

Trip from Deep Port to the location at the start of the map. 5 weeks to start of map.

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, Anti-Vermin Barrier, <Ranger>
  2. Slow Poison, Faerie's Feet, Find Shelter <Ranger>
  3. Commune With Nature, Tree Steed <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. 4+P+SC
4. 3+P+SC

  1. Battle Blessing, CLW, CLW, CLW, Anti-Vermin Barrier, <P-Anti-Vermin Barrier>, <Single Class>
  2. Augury, Lantern, Silence 15' r, Slow Poison, Spiritual Weapon <P-Resist Fire/Cold>, <Single Class>
  3. Tree Steed, Tree Steed, Prayer, Prayer, <P-Dispel Magic>, <Single Class>
  4. CSW, Hold Plant, Neutralize Poison, <P-Repel Insect>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

19

  • GK - 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 - Animals, Greater, Detection, Holy Minor
  • Spell Wand (7) - Deluge, Solid Fog, Torrential Geyser

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)1
KalinPelor's Penance12 charges but special recharge12
OriCell Adjustment2d6+21
DysonCure half HP from current woundsArmor of Cure Wounds1
DysonMind CloakHelm of High Sorcery1
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery1
DysonMental BoltHelm of High Sorcery1