Spelljammer
        The Isle of Ruin
Current Turn?NoSubject:The Black Angel Woods
Campaign:GreyhawkTurn Start Date:10/22/596
Adventure:The Isle of RuinTurn End Date:10/23/596
Adventure Number:AACCharacters: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
20
3
48/71
/0
7
1
43
6
0/0
2/day
2/2
1/1
Dyson Teague
18
0
42/60
2/2
8
3
50
8
0/0
1/day
1/3
0/1
Kalin
41
0
23/64
/0
9
2
37
0
0/0
1/day
1/2
1/1
Lorcan Smythe
34
0
20/54
/0
8
0
30
0
0/1
1/day
0/2
1/1
Wiley Finch
7
0
58/65
/0
8
1
43
10
0/0
1/day
2/2
1/1
Barthon Brightwave
31
3
26/60
0/10
6
1
53
8
0/0
1/day
1/4
3/3
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
1/11
2/13
Wiley Finch
/
9/11
10/10
NameNotes
Darkthorn
Dyson TeagueInfected first aid
Kalin
Lorcan Smythe
Wiley Finch
BarthonMagic Points (7/13)
Outside it is about noon though heavily overcast. In the area of the dungeon, they find a path leading to the northwest. They follow it but the path disappears behind them. They eventually reach an intersection and turn north. As they travel, the path disappears behind them. They reach a point where Darkthorn senses something "pleasant" (Ranger with Environmental Sensitivity). He moves forward alone but it unable to determine the exact cause of the good feeling. Eventually the group continues on.

After about four hours, they reach another intersection. Paths lead to the right and left but Darkthorn is also able to discern one straight ahead. They follow that one for many hours until it reaches an intersection where there are signs of a long ago battle.

It is now close to midnight.

GM: This is where we stopped for the night.


4/11/2019

The group searched around the battle site briefly but found nothing of consequence. They decided to move on before resting for the night. About 1 in the morning, they stop for the night. The night passes uneventfully.

In the morning, the group continues on. They spend the day following paths and encountering numerous intersections. Sometimes they can see other paths and sometimes they can't. Sometimes Darkthorn is able to discern paths that others cannot. The group does their best to maintain a north and westerly direction. Darkthorn's Direction Sense tells him that they are moving more to the west than north. After noon, the path they are on ends in a tunnel leading under a massive tree. The direction is generally southwest. They enter the tunnel and follow it for a couple of hours before it ends at a secret door. They open the door and find that the tunnel ends in a dilapidated temple with a couple of rooms for the priests who once manned the temple. They find an old magical trap in the temple which Dyson removes. However, he does not know what the trap was supposed to guard. No treasure is found.

There is a path leading south from the temple and the group follows it for a couple of hours to a four way intersection. The three other paths have a sense of permanency that most of the paths have lacked. Whereas other paths have sometimes disappeared, these ones seem like they won't. The group chooses once that leads to the southwest and follows it for a few hours until they reach another intersection. The main path continues on while the new path heads south.

The group decides to spend the night so that Darkthorn can cast a Path Lore spell in the morning to hopefully tell which path is more promising.

In the middle of the night, Wiley and Dyson sense something evil to the south along the path. They wake everyone up. Not entirely sure what is happening, the group quickly breaks camp. Kalin casts an Augury spell and determines that, to the south is "great treasure, guarded by evil." The group decides to head down that way.

Suddenly a large, green dragon leaps down onto the path between Dyson and Darkthorn (who is invisible and a little ways ahead). Battle is joined.

GM: This is where we stopped for the night. Dyson is badly wounded. He is at 20 HP. He had to use both a Luck and Fate point to avoid taking 32 damage from the breath weapon, which would have put him at -12 HP.


4/18/2019

The battle continues but the dragon only fights for another round and then leaps into the air and flies away. The free attacks that the group gets as it flees do very little to it.

The group discusses what to do next as Darkthorn tries and Blunders his first aid on Dyson. Lorcan puts a Bolt of Water into his Spell Wand. The group uses the rest of their healing spells to heal the most badly wounded.

Lorcan suggests that the path might lead to the dragon's lair so the group continues down the path. Suddenly Darkthorn and Kalin hear sounds to the right and a moment later, the dragon appears, breathes chlorine gas at the group, getting Dyson, Lorcan and Kalin, despite the group spacing themselves a bit further apart. Wiley and Darkthorn shoot at the dragon with their bows but they do nothing to stop the dragon. Darkthorn tried the arrows that the group though might be Arrows of Penetration but they did not seem to penetrate very well.

GM: Dyson and Kalin each got a +10 to their saves for being close to the edge. Dyson and Lorcan made their saves and took 19 damage each. Kalin failed his save, used a Luck point to reroll, and failed again and took 38 damage. He had previously been uninjured. Kalin uses his Healing Charm to heal some of the damage.

The group picks up the pace and continues on, spacing themselves even further apart. The next time, the dragon arrives from the back surprising Barthon, Kalin and Wiley (all of whom made 5x PER rolls). It breathes again and both Barthon and Kalin make their save and take 17 damage each.

For the next couple of minutes, the dragon keeps coming back and attacking but this time only with its tail lash as it flies by overhead, leaving the group to believe that it cannot breathe any more chlorine gas. Then the group arrives as the dragon's lair, a clearing among the trees and the dragon becomes enraged and lands to attack. The final battle is difficult and although both Barthon and Lorcan end up badly wounded, the group defeats the dragon.

GM: Lorcan had to use his remaining Luck point to avoid a nasty backfire as he was casting water bolts at the dragon.

Darkthorn does first aid, starting with Dyson and this time he rolls better than his last attempt. Instead of a Blunder, he only rolls Absolute Failure, causing an extra 10 damage to Dyson and an infected wound. His other first aid attempts on others result in simple failures. Kalin prays for a second Repair Injury and then uses them on Barthon and Lorcan. Kalin is the worst off but Repair Injury can't be used on himself.

The group spends the next 10 hours or so rooting among the lair digging up coins and treasure that is scattered about, much of it pressed into the ground by the dragon's mass as he slept. The group ends up with thousands of coins, some gems and jewelry and three magic items which they identify as a +1 Dagger, a +1 Short Bow (heavy) and a Potion of Extra Healing.

The group heads back to the main path, makes a left and then stops and makes camp a short time later. In the morning, the group continues following the path and it eventually leads them out of the Black Angel Woods and into a pass in the mountains leading south. The next day, they travel all day and reach the village of Verona which Lorcan and Darkthorn encountered when they arrived on the Isle of Ruin. Two days later, they are back in the city of Carrara where their ship is waiting.

GM: The group spent the next couple of days converting their gems and jewelry to cash. The total haul was 30,412 sp. After the ship tithing, it came to 27,370 sp. This resulted in each person getting a share of 4,561 sp. Those with the tithing flaw ended up with 4,105 sp. The money is already on everyone's character sheets. Lorcan owed 1,800 sp to Kalin and 675 to Wiley and these are now paid off so the total amount on Lorcan's character sheet should be correct.

GM: The group will also want to resolve the magical books. Here is what I have so far for who wants what:
  • Manual of Bodily Health (x2) - Darkthorn, Barthon
  • Manual of Gainful Exercise - Dyson
  • Tome of Learning
  • Tome of Mystical Enhancement - Wiley
  • Tome of Understanding - Kalin

GM: In visiting the stores in Carrara, you learn that a couple of adventuring groups had been through after successful forays into some of the other ruins on the island and so the items available had changed. Here is a new list of what is available.

Jolten's Weapons of War
  • +1 Short Bow - 500 sp
  • +1 Short Bow - Heavy - 1200 sp
  • +1 Long Bow - 800 sp
  • +1 Longsword - 900 sp
  • +1 Broadsword - 700 sp
  • +2 Short Bow - 900 sp
  • +2 Broadsword (if 2x LUCK roll made) - 1500 sp
  • +2 Longsword (if 2x LUCK roll made) - 1620 sp
  • +2 Morning Star (if 2x LUCK roll made) - 2200 sp
  • +2 Battle Axe (if 2x LUCK roll made) - 2000 sp
  • +1 Arrows (x64) - 10 sp each

Boltar's Armor
  • +2 Leather Armor - 900 sp
  • +3 Leather Armor - 1800 sp
  • +2 Reinforced Leather Armor - 1400 sp
  • +2 Scale Mail - 2700 sp
  • +2 Chain Mail - 3100 sp
  • +10 (SR) Shield - 600 sp
  • +1 (LR) Shield - 600 sp
  • +5 (LR) Shield - 500 sp
  • +5 Kite Shield - 600 sp

World Emporium
  • +1 Ring of Protection - 1300 sp
  • +10 Ring of Defense - 1300 sp
  • Brooch of Shielding - 1500 sp
  • Ring of Toxic Resistance - 2500 sp
  • Lamp Light - 800 sp
  • Periapt of Wound Closure - 2700 sp
  • Mind Link gem for Telemyst (Helm of High Sorcery) - 700 sp

Island Alchemy
  • Potion of Location - 450 sp
  • Potion of Clairaudience - 200 sp
  • Potion of Spider Climbing - 200 sp
  • Potion of Levitation - 250 sp
  • Potion of Stone to Flesh - 450 sp
  • Potion of Healing (x3) - 250 sp
  • Potion of Extra Healing (x2) - 500 sp
  • Potion of Leaping - 200 sp
  • Potion of Growth - 450 sp
  • Potion of Detecting Magic - 75 sp
  • Potion of Diminuation - 400 sp
  • Potion of Fire Resistance - 300 sp
  • Oil of Impact - 100 sp

Magic and Unmagic
A Disenchanting Mage by the name of Moriel the Unmagic has a shop in town where he will cast spells on behalf of those who need or want them. He specializes in removing curses and helping others to attune to items after they have failed. Costs are as listed in the Buying Spells rules.

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. 2

  1. CLW, CLW, Ranger, <Ranger>
  2. 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. 2+P+SC

  1. CLW, CLW, CLW, Bless, Detect Snares & Pits, <P-Protection from Evil>, <Single Class>
  2. Accelerated Healing, Augury, Lantern, Silence 15' r, Spiritual Weapon, <P-Withdraw>, <Single Class>
  3. Prayer, Repair Injury, <P-Invis to Undead 10' r>, <Single Class>
One spell of each level must be from the Protection Realm.

Lorcan

13

  • GK - Calm Waters, COP Holy Magics Minor, Deluge, Mage Wind, Read Magic, Spell Store, Water Breathing, Water Purification
  • SK - Bolt of Water, Solid Fog, Torrential Geyser, Wall of Water, Water Walking
  • Spell Wand - Deluge, Solid Fog, Bolt of Water

Wiley

11

  • GK - Invisibility, Lesser Enchantment, Location, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Levitation, Magic Missile, Opening, Web of Entanglement



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