Spelljammer
        Trials of the Feathered God
Current Turn?NoSubject:Guard Duty
Campaign:GreyhawkTurn Start Date:7/30/597
Adventure:Trials of the Feathered GodTurn End Date:8/10/597
Adventure Number:AAHCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, Wiley Finch
Turn Number:1.8Send 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
103/103
/0
8
2
73
10
0/0
4/day
2/2
1/1
Dyson Teague
28
0
57/85
2/2
9
4
79
8
0/0
1/day
3/3
2/2
Kalin
0
0
74/74
/0
8
3
59
0
0/0
1/day
2/2
1/1
Lorcan Smythe
51
0
13/64
4/4
10
1
30
0
0/1
1/day
2/2
1/1
Wiley Finch
0
0
80/80
/0
11
4
63
16
0/0
1/day
2/2
1/1
Barthon Brightwave
27
0
47/74
12/12
10
3
83
18
0/0
1/day
4/4
3/3
Orielne
51
0
40/91
/0
10
0
83
16
0/0
2/day
1/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
14/19
19/19
Wiley Finch
/
16/17
10/10
NameNotes
DarkthornRanger Pool (23/23), 25% DR Crushing & Elemental
Dyson Teague
KalinCleric Pool (19/23)
Lorcan Smythe
Wiley Finch
BarthonMagic Points (19/19)
Ori25% DR Piercing, Slashing & Crushing


11/19/2020 (GM-Steve)

After the group has been in Saltmarsh for a few days, a fancy carriage pulls up onto the pier adjacent to the Sea Ghost. Liveried footmen stand on the rear platform while a liveried driver holds the reins of four beautifully groomed horses. The footmen step down and one of them opens the door to the carriage. A well dressed man steps out and walks over to the gangplank of the Sea Ghost, flanked by the two footmen. He hails the ship and asks for permission to come aboard.

The group meets with him in Lorcan's cabin. He introduces himself as Targosian Telm and is a representative of a powerful wizard by the name of Stannis Deep. Both Lorcan and Wiley have heard of the wizard. Targosian tells the group that Stannis will be performing a very complex ritual in a few days that may weaken his magical defenses and he would like to hire the group to protect him while he is performing the ritual. There is no specific threat to Stannis but the wizard has made his share of enemies over the years and one of them might become aware of his vulnerability and seek to exploit it. The group is interested and asks some probing questions before accepting the offer of employment. Targosian pulls out an ornate bronze compass from his coat pocket. The compass is about five inches in diameter and has a hinged lid that is currently shut. In the middle of the lid is embedded a small orange gem.

"In 5 days time," Targosian tells the group, "my master will signal for you to begin your two hour journey to his tower by causing the orange gem to glow. Please see that you have someone watch the compass around sundown, five days hence. Then the compass will open and you need only follow it to the tower."

For performing the duties, the group will be paid 4,000 silver. The group also asks if Stannis might know of the location of a spirit naga. The group needs scales from such a creature in order to open the next vault. Targosian feels certain that Stannis can help them and adds that to the recompense for the duties performed.

The group spends much time deciding what magical spells might be most useful to this type of duty. Stannis has a full complement of ordinary men-at-arms but they will not be as useful against non-mundane threats, which is why he has hired the group.

Two days later, a well-dress man, wearing dark gray clothing, a black cloak, black, broad-brimmed hat and black boots approaches the Sea Ghost and asks to speak to the owners. He is accompanied by a black cat with purple eyes. When the group meets with him in the waist of the ship, he tells them that he is seeking a particular item and his magical sources have indicated that the item he seeks is on the Sea Ghost. The group asks what he is looking for and he tells them it is a bronze compass with an orange gem on top. At first, Lorcan denies that such an item exists on the Sea Ghost but the man does not believe him and presses the group that his magical sources of information are infallible in pronouncing that the compass is on the Sea Ghost. Then Lorcan indicates that they do have the item but it is not for sale. The man, who introduced himself as Frederick Downing, asks if they want to hear the price he is willing to pay for it but the group declines. Lorcan tells him that if he wants the compass for the reason he thinks, that they are then forewarned of his intention. Frederick seems genuinely puzzled about his meaning but he could just be a very good actor. Once the group makes it clear that the compass is not for sale at any price, Frederick takes his leave and departs the Sea Ghost.

After he departs, the group spends some time discussing the man. In particular, Barthon and Dyson both recognized that the black cat had some special significance. While Dyson couldn't remember exactly what it was, Barthon tells the group that there is an incredibly evil sword, known as Esprit's Foul Slayer, that has a physical manifestation in the form of a cat. The sword is very evil and also very intelligent and cannot be wielded by anyone who is not also evil, or willing to become evil. However, Barthon also recalls that there is one or perhaps two brother swords to Esprit that are not evilly inclined.

Wiley suggests that perhaps Frederick is actually an ally of Stannis Deep and came here to test the group's loyalty in carrying out the guard duties to which they were to be paid.

Five days after their meeting with Targosian, at sundown, the orange gem on the compass glows and the group sets out. They head west out of town. Fifteen minutes later, the pass the old mansion where they had encountered the smugglers so long ago and gained the Sea Ghost. Five minutes past the abandoned mansion, the compass needle flips to the north and points to an old path. They follow it for the next hour and forty minutes as it winds among low hills and through dense undergrowth and thick forests. Halfway there it begins to rain. The rain become progressively worse over time as the wind picks up and lightning strikes down with unnerving frequency.

The group is quite wet when they arrive at the wizard's tower. A liveried guard lets them in where Targosian meets them. The group tells him about Frederick Downing and his offer to buy the compass. Targosian nods and tells Stannis after leading the group up to the floor of the tower when the wizard will perform his ritual. Stannis Deep does seem overly concerned about it and both Dyson and Kalin suspect that Wiley might have been right in his assessment of Frederick as an ally of Stannis.

The group examines the floor where Stannis will perform his ritual. They cast a Wyvern Watch near the staircase and plant the 8 guards allotted to them at strategic locations. Four more guards are on the floor above watching the stair while another four are similarly situated on the floor below. The group also blocks the four arrow slits with thick rugs. The storm is still blowing fiercely outside.

Kalin casts a Sacred Guardian spell on a guard on the floor above and another on the floor below.

GM: This is where we stopped for the night.


12/03/2020 (GM-Steve)

Wiley feels that something is about to happen a moment before it does, and shouts out a warning. He later realizes that he was hearing the Invisible Stalkers outside shouting in their esoteric language of wind wind and gusts. Suddenly the blockages on all four of the arrow slits explode into a vortex and the tapestries and rugs that made of the blockages are shredded. The wind and noise levels immediately rise. Lorcan burns a point and sees a shimmering field of magic coming through the air slit, followed by a couple more. He calls out a warning as well. By this time, Wiley has made is Witchsight 100% reliable but his located prevents him from seeing the arrow slits.

Then the group's outermost pickets are under attack. Dyson and Ori are both attacked by a whirlwind vortex that attempts to shred them as it did the blockages. Although unable to see their targets, Dyson and Ori attempt to attack back, with little success.

Kalin puts up a Visibility Field to reveal the invisible attackers but it has no effect. Visibility Field only reveals those made invisible by magical means, not creatures who have no visible form.

A third creature moves up and attacks Lorcan. Lorcan has a bit more success in attacking back due to his power perception. Darkthorn moves over to assist Dyson and Barthon, who has also come under attack. He has more success due to his super-human perception. Eventually even those unable to see the creatures are able to manage hits now and again. Wiley stays near Stannis as a last line of defense and casts Magic Missile spells at the Invisible Stalkers.

The group soon learns that more creatures entered through the arrow slits at the front of the tower and engaged the guards there. Once those guards are killed, they move to attack the group.

By this time, the group has successfully managed to kill a few of the creatures. Also, Dyson suddenly realized that he too could use his Helm of Telepathy for power perception, making him much more effective. Once Dyson, Barthon and Darkthorn take out the creatures on their side of the tower, Darkthorn returns to the center to help Wiley guard against a move against Stannis. Dyson sees another shimmering field of magic outside the arrow slit and moves towards it - and suffers a vortex attack. He quickly moves to the side.

On the other side of the tower, Kalin, Ori and Lorcan are battling four of the creatures. Lorcan and Kalin destroy one of them and move up to help Ori, who is beset by two creatures. They kill another one and then the remaining two turn and flee. The battle is over.

The group restores the blockages in each of the arrow slits and then works to heal those who were wounded.

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
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, Battle Blessing, <Ranger>
  2. Slow Poison, Barkskin, Resist Fire/Resist Cold <Ranger>
  3. Light Eruption, Dispel Magic <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. 5+P+SC
3. 5+P+SC
4. 3+P+SC

  1. Anti-Vermin Barrier, CLW, CLW, CLW, Faerie Fire, Sacred Guardian, <P-Remove Fear>, <Single Class>
  2. Silence 15' r, Slow Poison, Wyvern Watch, Wyvern Watch, Wyvern Watch <P-Resist Fire/Cold>, <Single Class>
  3. Light Eruption, Prayer, Prayer, Remove Paralysis, Sunlight <P-Dispel Magic>, <Single Class>
  4. Neutralize Poison, Protection from Charm 10'r, Visibility Field <P-Protection from Evil 10'r>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

19

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

Wiley

15

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



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)11
KalinPelor's Penance12 charges but special recharge122
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 Sorcery1
DarkthornLongbow ChargesMagic arrows or Speak With Dead