Spelljammer
        Seas of Fate
Current Turn?NoSubject:Ghost Vaults - The Fourth Door
Campaign:GreyhawkTurn Start Date:8/26/597
Adventure:Seas of FateTurn End Date:8/30/597
Adventure Number:AAJCharacters:Barthon Brightwave, Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, Wiley Finch
Turn Number:1.3Send 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
67
0
42/109
/0
11
3
78
10
0/0
4/day
0/2
1/1
Dyson Teague
77
0
18/95
2/2
12
4
89
14
0/0
1/day
2/3
1/2
Kalin
21
7
46/74
/0
8
3
71
0
0/0
1/day
1/2
1/1
Lorcan Smythe
32
2
30/64
0/8
10
1
30
0
0/1
1/day
0/2
1/1
Wiley Finch
91
0
-1/90
/0
11
4
63
20
0/0
1/day
1/2
1/1
Barthon Brightwave
29
0
45/74
14/14
9
4
90
20
0/0
1/day
1/4
2/3
Aeryl Razorfin
24
0
59/83
8/8
4
1
56
10
0/0
2/day
2/3
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
3/4
17/19
19/19
Wiley Finch
/
16/21
11/11
Kalin
11/14
/
/
Darkthorn
9/9
/
/
NameNotes
DarkthornRanger Pool (27/27), 25% DR Crushing, Elemental & Non-Elemental
Dyson Teague
KalinCleric Pool (16/25)
Lorcan Smythe
Wiley Finch25% DR Elemental, Familiar-Cristo
BarthonMagic Points (19/19)
Aeryl
10/13/2022 (GM-Steve)

PREVIOUS: Later, while Lorcan is maintaining the elemental counterspell, Wiley attempts to cast Levitation on Darkthorn so he can go up and take a look around. After three attempts he desists and Darkthorn, who already had the telescope in hand, has to settle for scanning from the crow's nest. A short time later, he points to a spot in the sky miles distant and says, "I see a cloud castle over there!"

While Darkthorn continues to keep an eye on the cloud castle from his vantage point in the crow's nest, using the telescope, Lorcan continues his search pattern using Waters of Vision. Sometime later, in the far distance, he sees the top of a mountain poking out over the distant horizon. He focuses on this and moves his vantage point closer and closer until he is certain that there is a fairly large island about 200 miles away from the Sea Ghost.

While Dyson and Barthon continue their (ultimately failed) attempts to repair some of the damage the ship sustained in the storm, Kalin heads down to the Ghost Vaults with Aeryl.

Godwin remains on deck with his bodyguards and asks questions about the Sea Ghost. He tells the group that he has heard of a magical ship called the Sea Ghost but it is bigger than this one so he assumed it was a different ship. However, when he saw the magical door leading to the Ghost Vaults, he wondered if this was indeed the ship he had heard of.

Lorcan tells them that they can only access some of the extra-dimensional locations beyond the door.

Godwin nods and says that he noticed that there were 8 numbers on the dial but only 4 of them had a green tint to them. No one listening immediately picks up on this since, as far as the group knows, there should only be 3 numbers with green tints.

Sometime later, Darkthorn reports that a large flying creature with a rider on his back has departed the cloud castle and is heading this way. It takes the better part of half an hour to reach the ship during which time Lorcan escorts Godwin and his bodyguards down to the Ghost Vaults to take refuge in the Temple there. It is then that Lorcan also notices that the 4 position of the dial is now green and was not before. Kalin and Aerly failed to notice this when they entered the Temple earlier.

The flyer eventually manifests as a very large wyvern being ridden by an ogre except that the ogre looks more intelligent than most ogres. He stays about a thousand feet up and circles lazily for about 10 minutes observing the ship. Wiley casts Levitation on both Kalin and Darkthorn so they can ascend and try to talk to the rider. However, when Kalin reaches the same altitude as the rider and attempts to hail him and engage him in conversation, the rider ignores his overtures. Eventually he flies back to the castle and Kalin and Darkthorn descend.

The group has several choices, the most obvious of which are to sail towards the island, investigate the new door to the Ghost Vaults, sail towards the cloud castle and have someone Levitate up to it, or simply remain here and continue to repair the Sea Ghost. In the end, they decide to sail towards the island.

Lorcan uses his Waters of Vision spell to scan the entire perimeter of the island. He eventually notes the presence of what appears to be an abandoned, three story, stone building in a bay on this side of the island.

The following morning, Lorcan casts a Mage Wind and then a Shipbuilding spell. The second spell causes the Sea Ghost to be fully repaired and ready for sailing, but only so long as Lorcan concentrates on the spell and makes no attempt to cast any other spells. Lorcan does so for the duration of the spell and the Sea Ghost makes about 60 miles towards the island over the course of the day. This same process is repeated for the next two days, getting the Sea Ghost with within 30 miles of the island by the end of the third day. On the fourth day, they cautiously approach the island using the same two spells.

At ten miles out, Darkthorn, in the crow's nest with the telescope, reports seeing two people exit the building. Both stop in surprise as they note the sails of the Sea Ghost ten miles away. One of them points at the ship. A short discussion ensues and then the other runs back in the building and soon a couple of dozen people are exiting the building to stare at the Sea Ghost as it approaches.

As the ship gets closer, Darkthorn notices women and children among the people. He also sees them get a bit wary and eventually usher the women and children back into the building as they arm themselves with swords and crossbows.

The Sea Ghost anchors in the bay and prepares to take the small boat ashore. Kalin casts an Augury on whether the encounter is likely to be good or bad and learns that it will be "morally good".

Lorcan remains on the ship to maintain the counterspell that makes the Sea Ghost less obvious to inhabitants of the elemental planes while the rest of the group goes ashore.

The group meets Captain Cedric Sisk, a former captain of a merchant ship who tells of a violent storm in the Sea of Gearnat that apparently brought them to this place. They have been stranded here for six years. Their ship sunk about 25 miles from this island and the survivors made it the rest of the way in a couple of small boats that are tied up in a nearby cove. They would very much like to return to Greyhawk, specifically the city of Fax on the Wild Coast.

Lorcan and Captain Cedric have actually met before, briefly, at the Navigator's Guild in Saltmarsh. The group assures the captain that they will take them with after they repair the Sea Ghost.

The group spends the next three days slowly repairing the Sea Ghost. On the third day, they let the counterspell lapse hoping that it will not be needed here in this sheltered cove. Nothing seeks them out and, by the end of the third day, the Sea Ghost is repaired of all but 3 points of damage.

The group decides to investigate the new entrance to the Ghost Vault. They enter and are attacked almost immediately by a Fire Revenant who hits Darkthorn, Dyson, Barthon and Kalin with a Hellfire spell.

GM: This is where we stopped for the night. We finished one round of combat. Kalin rolled full success with Undead Lore and Darkthorn rolled near success.


10/20/2022 (GM-Steve)

We started the night with round 2 of the battle with the revenants and finished on round 9.

We completed 8 rounds of combat during which more revenants showed up and used their Hellfire and Bolts of Fire. Lorcan was able to absorb some Hellfire spells to keep them from affecting the group. He was also able to use them against the revenants. The revenants are very difficult to kill. They only have a DEF of 20 and PROT of 1 but seem to have high DR.

Kalin cast a Resist Fire spell on Barthon but then we forgot about it and he took a lot of damage from Hellfire spells and is currently at 5 HP remaining. Barthon used a fate point and 2 luck points to stay alive during the battle.

GM: I will go ahead and give Barthon 10 more HP since we forgot about the Resist Fire. I'm not going to change anything else. That puts Barthon at 15 HP instead of 5.

The group is currently being attacked by 4 revenants and a ghost and has killed 3 revenants. The ghost has not yet manifested in the prime material plane and is only using psionic attacks, to negligible effect. Kalin and Lorcan have been attacking it psionically when not otherwise engaged.

On round 9, a 5th revenant arrived at the far corner and hit Wiley with a Hellfire spell.

On round 9, Kalin attempted to cast a Mass Healing spell but was attacked before he could get the spell off and it was lost.

Everyone has suffered some damage. Barthon is the worst off with 15 HP but Wiley is down to 30 HP remaining.

GM: I awarded 1600 EXP for last night.


10/27/2022 (GM-Steve)

The battle continues. Yet another fire revenant arrives and casts a Hellfire, but Lorcan is ready for it and absorbs it into his spell wand and then uses it against them.

Those fire revenants in melee switch to attacking with physical attacks twice per round and using their eyes to shoot bolts of fire (instead of doing 4 physical attacks per round). This has a telling effect on the group.

Barthon, with only 14 HP remaining, successfully backed out of combat for a couple of rounds and then remembered that he was wearing his Armor of Cure Wounds. He used it to heal himself of half of the damage he sustained and then rejoined the fight.

The ghost manifested at one point and attempted to Magic Jar but was thwarted by the Protection from Evil, 10 foot radius spell. Then it went ethereal again and went back to using psionic attacks. It targeted Lorcan.

Wiley eventually dropped when he took a hit that brought him down to -4 HP. Darkthorn, Dyson and Lorcan all dropped to badly wounded before using healing potions to heal when the final fire revenant dropped. Then Lorcan, Darkthorn and Kalin concentrated on attacking the ghost with psionics until they finally destroyed it.

With the battle over, the group took time to treat their wounds with first aid and healing spells, saving their potions. When they were feeling better, they began searching the new Ghost Vault. There was a sulphuric smell that permeated the entire vault but no other monsters were encountered. They came across half a dozen rooms filled with decaying bunks and chests, and then other, semi-private rooms with equally decaying furniture. At the back of the vault, they came across as private suite of rooms and the inevitable crystal ball. They concluded that this vault is intended as a barracks.

GM: The current breakdown of the vaults and who "owns" each one is as follows:

Vault 1 - Temple of Pelor - Kalin
Vault 2 - Rogue Practice - Dyson
Vault 3 - Lake Encampment - Barthon
Vault 4 - Barracks

GM: My thought is that Wiley take ownership of the Barracks since he is a fighter/mage. He can eventually convert a room for magical research and/or alchemy, as desired.

GM: I awarded 2000 EXP for this session.

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. 6
2. 5
3. 3
4. 2

  1. CLW, CLW, CLW, Endure Heat/Cold, Protection from Evil <Animal, Plant or Ranger>
  2. Lantern, Resist Fire/Cold, Resist Fire/Cold, Slow Poison <Animal, Plant or Ranger>
  3. Call Lightning, Cure Light Wounds at Range <Animal, Plant or Ranger>
  4. Mass Healing <Animal, Plant or Ranger>

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, Augury, 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 recharge12
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
DarkthornLongbow ChargesMagic arrows or Speak With Dead127