Spelljammer
        The Isle of Repose Reprise
Current Turn?NoSubject:Back in Deep Port
Campaign:GreyhawkTurn Start Date:4/3/597
Adventure:The Isle of Repose RepriseTurn End Date:5/6/597
Adventure Number:AAFCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Wiley Finch
Turn Number:1.3Send 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
88/88
/0
8
2
65
6
0/0
3/day
2/2
1/1
Dyson Teague
0
0
80/80
2/2
7
2
74
8
0/0
1/day
2/3
1/1
Kalin
0
0
69/69
/0
9
2
45
0
0/0
1/day
2/2
1/1
Lorcan Smythe
0
0
51/51
4/4
10
0
30
0
1/1
1/day
2/2
1/1
Wiley Finch
0
0
70/70
/0
10
3
53
14
0/0
1/day
2/2
1/1
Barthon Brightwave
0
0
69/69
10/10
8
3
76
12
0/0
1/day
3/4
2/3
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
15/15
15/15
Wiley Finch
/
15/15
10/10
NameNotes
DarkthornRanger Pool (21/21)
Dyson Teague
KalinCleric Pool (21/21)
Lorcan Smythe
Wiley Finch
BarthonMagic Points (15/15)
GM: This is a list of everything, so some of it may already be divvied out. II removed all the flowery descriptions from the potions since that seemed to be more trouble than it was worth. I can't remember for sure, but I may have screwed up on the item dedicated to Peylor. I "think" I may have said curiass, but it's actually a flail. If he has it listed as a flail then I didn't screw up :-)

Potions:

* Potion of Fire Resistance.
* Potion of Water Breathing and Free Action
* Potion of Cold Resistance
* Neutralize Poison (4 doses)
*Potion of Black Sight – This potion allows the imbiber to see in darkness as well as he could normally see during daylight. It lasts for 10d8 turns.
* Potion of Insight – Gives imbiber 1 flash of insight.
* Potion of Invulnerability
* Potion of Poison
* Potion of Fire Breath

These were all the magic items on Farlom Grinforth

Signet Ring – ML 4. Doesn’t identify. Belongs to the Grinforth family.
Phylactery of Monstrous Attention
Rope of Climbing
Ring of Delusion
Longsword -2 Cursed

2 gallon Cask Aged Whisky (Magical) - Icecap Ale – Dwarven Make

By repeatedly partially freezing this brew and removing the ice, the alcoholic content of Icecap Ale is forced up to ten times that of normal ale. This ale additionally boosts the strength (1d4+4) and Constitution (1d4+4) of the drinker for 20+1d10 rounds but at a price temporary non-lethal Fatigue 1d10+10 and Int loss of 1d10+4) Can’t go below 3, Side effects lasts until person has a nights rest. Basically, the worst hangover ever.

Magic Items are listed on a scale based on Lorcan's Perception

ML-1 Pair of throwing Axes +5/+1

ML-3 +10/+2 Dagger of Piercing. This dagger has the ability to pass through any physical protection (Shields, helmets, Amour etc). Giving the target basically a protection of 0. Magical protection of any kind still works though. i.e. +2 chain-mail would give the target a protection of 2, but would ignore the non-magical protection of 6.

ML-4 Prot +2 - It gives the owner perfect dark-vision. **There is more to the item that is unidentifiable*

ML-4 Pelor’s penance - This Flail sparkles keenly. The metal parts are gilded. When wielded by a Cleric of Pelor, it gives the attuned wielder a +15 bonus to hit, in addition damage is 1d12+3. If a a hit is a critical or grievous, for the cost of 1 charge, it will Stun the victim for 2d6 attacks. Also, for a cost of 1 charge, the flail can cast a Cure Light wounds. 2 Charges will give a Cure Serious Wounds. 3 will cure Critical wounds. The flail has a maximum of 12 charges. The only way to recharge the flail, is to place it on an Altar dedicated to Pelor. Charges are returned at a rate of 1 point per 2 hours resting upon the alter. When wielded by a good cleric not of Pelor the flail is a +10/+2. When wielded by a good non-cleric, it is +5/+1. When wielded by a neutral character it is a magical +0/+0 flail. When wielded by an evil person, the flail is a -15/-6 weapon that does normal flail damage.

This compound longbow ML-3 - +10/+2 Strength Bow. PS 26. It was made to be used by adventurers and is heavy and menacing. The grip is knotted red leather. It allows its owner to speak with the dead. Bow of unlimited Arrows. Bow has 12 charges, a day which resets at midnight. Arrows appear nocked and ready to fire at the owner’s command. Arrows shot can be normal for no cost, +5/+1 for 1 charge, +10/+2 for a cost of 2 charges or +15/+3 for a cost of three charges. The speak with dead ability of the bow was due to an error in the bow’s creation. The original intent was to allow the bow to do extra damage to undead.

Suit of Leather Armor – Amour of Cure Wounds – This armor can cure ½ the damage a wearer has currently sustained. So if the wearer has been in three fights during the course of the day and is currently down 30 hit points it will heal 15 points of damage. This ability can be used once a day and will only cure damage that was sustained that day. This suit of leather armor is inset with sapphires. The buckles are inset with sapphires.

ML2 - +1 Protection. The armor bouns stacks with other magical armor protection. This pair of greaves is permanently covered in bloodstains. Once per week, the wearer gains the benefit of a haste spell. The spell lasts for 1 hour.

Staff ML-2 - +10/+2


Invested Items:

Four fangs, - Lesser Summoning’s (All spells are cast at rank 15): Monster Lore, Messenger, Animal Friendship (x2)

Eleven sea green rings – Water Mage (All spells cast at rank 13): Solid Fog (x2), Waters of Strength (x4), Underwater Action (x3), Ship Building, Floatation

Eleven Avian Skulls – Air Mage (All spells cast at rank 12): Weapon of Cold (x2), Hibernation (x2), Frost Bolt (x3), Sphere of Fresh Air, Ice Creation, Whispering Wind (x2)




GM: I can't remember for sure, but I may have screwed up on the item dedicated to Peylor. I "think" I may have said curiass, but it's actually a flail. If he has it listed as a flail then I didn't screw up :-)

ML-4 Pelor’s penance - This Flail sparkles keenly. The metal parts are gilded. When wielded by a Cleric of Pelor, it gives the attuned wielder a +15 bonus to hit, in addition damage is 1d12+3. If a a hit is a critical or grievous, for the cost of 1 charge, it will Stun the victim for 2d6 attacks. Also, for a cost of 1 charge, the flail can cast a Cure Light wounds. 2 Charges will give a Cure Serious Wounds. 3 will cure Critical wounds. The flail has a maximum of 12 charges. The only way to recharge the flail, is to place it on an Altar dedicated to Pelor. Charges are returned at a rate of 1 point per 2 hours resting upon the alter. When wielded by a good cleric not of Pelor the flail is a +10/+2. When wielded by a good non-cleric, it is + 5/+1. When wielded by a neutral character it is a magical +0/+0 flail. When wielded by an evil person, the flail is a -15/-6 weapon that does normal flail damage.

KALIN: Yeah, from my notes the item was a breastplate/cuirass. The divine works in strange and wondrous ways though!! The flail sounds amazing. The main challenge for Kalin is he only has skill in morning star. Assuming he attunes, which is not a trivial roll, then I guess we can figure out how to deal with that aspect.




ML-4 Prot +2 - It gives the owner perfect dark-vision. **There is more to the item that is unidentifiable*

STEVE: What is this item? From the description I am guessing either a ring or a helm.

----------

This compound longbow ML-3 - +10/+2 Strength Bow. PS 26. It was made to be used by adventurers and is heavy and menacing. The grip is knotted red leather. It allows its owner to speak with the dead. Bow of unlimited Arrows. Bow has 12 charges, a day which resets at midnight. Arrows appear nocked and ready to fire at the owner’s command. Arrows shot can be normal for no cost, +5/+1 for 1 charge, +10/+2 for a cost of 2 charges or +15/+3 for a cost of three charges. The speak with dead ability of the bow was due to an error in the bow’s creation. The original intent was to allow the bow to do extra damage to undead.

STEVE: When it says PS 26 does that mean that only someone with a 26 STR can use the bow? If so, it is not very useful to us. In the magic item list, I have 2 strength bows listed, a Medium strength bow requires an 18 STR to use while a Heavy strength bow requires a 21 STR to use. If this one requires a 26 STR it means that, for all practical purposes, only ogres or larger creatures can use it. Even a Strength spell can't get someone to STR 26 unless they are level 13 with the spell. I would love for Darkthorn to have it but he only has a STR of 21.

----------

Suit of Leather Armor – Amour of Cure Wounds – This armor can cure ½ the damage a wearer has currently sustained. So if the wearer has been in three fights during the course of the day and is currently down 30 hit points it will heal 15 points of damage. This ability can be used once a day and will only cure damage that was sustained that day. This suit of leather armor is inset with sapphires. The buckles are inset with sapphires.

STEVE: I am not seeing magical leather armor on the list. Is this the +2 breastplate emblazoned with the symbol of Pelor? If so, then it would presumably be +2 Leather Armor with the above properties.

----------

There are some items on my list but not on yours:

Minor Arrow of Direction
Rilantaver's Staff
Bastard Sword (3 out of 5)




GM: Yea, odd. I went back to an older copy of the magic list and those items are on the list. So somehow they disappeared off the updated version. My magic items ended up a mess somehow. I have two versions (old and new) and the write-ups for some of them are different between the two documents.

GM: You are correct on the Strength Bow. Minimum strength to use it is 21. I don't recall the medium STR bow, but if it's on your list, go ahead and keep it.


STEVE: I actually meant on the equipment list, not on the treasure list. I was just using them for comparison. There is only one magic bow.

STEVE: I am not seeing magical leather armor on the list. Is this the +2 breastplate emblazoned with the symbol of Pelor? If so, then it would presumably be +2 Leather Armor with the above properties.

GM: Yes this is correct, I just forgot to add the +2 to the description in the email. I also left off that this item can be used by any good or neutrally aligned character.

STEVE: ML-4 Prot +2 - It gives the owner perfect dark-vision. **There is more to the item that is unidentifiable*

GM: This was the Cuirass.


GM: Okay, since a cuirass is a breastplate, that means that we have two +2 breastplates. One is now the +2 Leather Armor of Cure Wounds and the other is this one that gives Dark Vision. I only had one breastplate on my list. Since we do not actually have any armor called breastplate in this game, do you want to make it +2 Reinforced Leather Armor that provides Darkvision?

STEVE: Minor Arrow of Direction.

GM: Minor Arrow of Direction – ML-2, When concentrating on a location, the arrow is thrown into the air and will then point in the direction of the desired location. The arrow does not move and must be taken. It has unlimited uses for a location but can only be used once per week for each separate location. Note: it will continue to point at the same location each time used for an unlimited amount of time, but if a new location is searched for, it will no longer point to the old location.

STEVE: Bastard Sword (3 out of 5)

GM: Mistake on the ML of the sword, it should have be ML-2.

GM: Bastard Sword: ML-2 +10/+2 Ice Slicer - Ice Slicer is a double-bladed sword (Bastard Sword) that was forged by the Icecap Dwarves, famous for their Icecap Ale. It was originally crafted for the Warrior Mage Ollamh MacFuirmid, an adventurer of some regard. He disappeared on one of his many adventures and the sword was lost with him. It gives the wielder +2 SP. In addition, each successful hit also causes 1d4+3 points of cold damage. Note: This ability obviously doesn't work on creatures that have protection/immunity/Damage Reduction to cold damage. Also, once per day, the attuned wielder can imbue himself with the effects of Icecap Ale. (see Icecap Ale for effects). The sword can also be placed upon a bleeding wound and when commanded will freeze the wound stopping any one bleeding wound, although it will cause 1d4 points of cold damage in the process.

STEVE: Rilantaver's Staff

GM: This somehow fell off the list with the new copy.

GM: Rilantaver's Staff - ML-3, +15/+3. It gives +15 to saves vs illusions. It's main power though is its ability to provide +3 protection for up to 6 people. The wielder must command the staff to activate this ability and anyone touching the staff when activated will gain the magical protection. Duration of this protection is 1d4+4 rounds. This ability can be used at will and costs 1 charge. The staff can also detect magic (power perception) at rank 10 for 2+d2 turns also at a cost of 1 charge. The staff currently has 5 charges with a maximum of 12. To recharge the staff, it must be placed in the Crack of Doom in Mordor. Or, instead can be recharged by sacrificing a 500 sp diamond to the staff for each charge. There is a small 1 hour ritual involved with this, but the attuned wielder will automatically know how to successfully perform the ritual.

GM: I think that answers all the questions, let me know if I missed something.

STEVE: For splitting the treasure, I'm thinking that we all roll to see who picks first, second, etc. and then come up with a list and insert Malor. So the list would be something like:

Malor - Signet Ring
Lorcan
Malor
Wiley
Malor
Dyson
etc.

STEVE: Each person got about 2500 silver for their share of the monetary treasure. Malor had indicated that he was more interested in money than magic items. So maybe the first six times that Malor gets a pick, he can choose either a magic item or 2500 silver. Alternately, I can reverse all of the monetary split, give him all of the monetary treasure and we take all of the magic treasure. What are people's thoughts on this?



1/2/2020 (GM-Jason)

We split up magic items with Malor and amongst ourselves. Malor gets the first choice and chooses the Signet Ring. Then the group gets the next 6 choices and each person chooses an item they want. Then Malor chooses the next six items that he wants. We go back and forth until all items, potions and invested items have been chosen. Then those in the group who wanted something that Malor took deal with him to buy the items from him. In this manner, Kalin gets the holy armor, Dyson gets the Rope of Climbing and Barthon gets the Minor Arrow of Direction.

Five days before we plan to leave, a man in tattered clothes runs up to the ship. Only Wiley and Lorcan are onboard (of the group). Lady Pendor sent him to seek his assistance. He has been riding for the last 5 days. She is looking for brave adventurers. There is a dark tower near the village of Carnelloe. It has been a thorn in the side of the village for many decades but they have grown accustomed to occasional bad things happening (killings, people missing, etc.). But then Lady Pendor's husband (Lord Pendor) entered the keep to kill the harpies that took roost there. About a week ago, lady received a message saying if her late husband's box is not delivered to the harpies, her and her children will be killed as well. The lady knows what box the message is referring to but it is magic and Lord Pendor has the key. She needs someone to retrieve the key from the keep.

The village is 5 days north along the coast. Carnelloe is the name of the village. It is in a different kingdom. Gurnard's Head is the name of the tower, which used to belong to the lord and lady.

The tower is in sight of the village but they did not usually bother the village except for the occasional bad things listed above. Things have gotten worst in the last few years but no attacks since her husband (Lord Pendor) went in. She offers anything in her power to get us to accept her quest. The goal is to recover the key and bring it back to Lady Pendor. If we are able to kill the harpies and whatever creature is controlling them, if any, that is also good. If we are able to rescue Lord Pendor, that too would be good.

Kalin, Dyson and Wiley are all about in town while Darkthorn is out in the wilderness somewhere. Once the others return to the ship, Kalin casts a Messenger spell and sends it to Darkthorn. Darkthorn is camped not too far from Deep Port and is able to get back by 11 pm. The ship gets underway immediately after he comes aboard. We also take the messenger and his horse. The trip is expected to last 2 days.

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. 4
2. 3
3. 2

  1. CLW, CLW, Invisibility to Undead, <Ranger>
  2. Slow Poison, Warp Wood, <Ranger>
  3. Call Lightning, <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
4. 2+P+SC

  1. CLW, CLW, CLW, Bless, Faerie Fire, <P-Battle Blessing>, <Single Class>
  2. Augury, Slow Poison, Warp Wood (x3), <P-Resist Fire/Cold>, <Single Class>
  3. Prayer, Create F&W, Repair Injury, <P-Dispel Magic>, <Single Class>
  4. Hold Plant, Neutralize Poison, <P-Protection from Evil 10'r>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

19

  • GK - COP Holy Minor, Calm Waters, Deluge, Detect Magic, Fireproofing, 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 - Greater, Detection
  • 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
  • Rings of Spell Storing (1 spell in each ring) -



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)1
DysonMind CloakHelm of High Sorcery1
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery1
DysonMental BoltHelm of High Sorcery1