Spelljammer
        Trials of the Feathered God
Current Turn?NoSubject:Jason Takes Over II
Campaign:GreyhawkTurn Start Date:8/18/597
Adventure:Trials of the Feathered GodTurn End Date:8/18/597
Adventure Number:AAHCharacters:Barthon Brightwave, Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, Wiley Finch
Turn Number:2.0Send 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
3
0
106/109
/0
8
2
78
10
0/0
4/day
2/2
0/1
Dyson Teague
6
0
79/85
2/2
12
4
84
10
0/0
1/day
3/3
1/2
Kalin
0
0
74/74
/0
8
3
65
0
0/0
1/day
2/2
1/1
Lorcan Smythe
4
0
60/64
4/4
10
1
30
0
0/1
1/day
2/2
1/1
Wiley Finch
4
0
81/85
/0
11
4
63
18
0/0
1/day
2/2
1/1
Barthon Brightwave
8
0
64/72
12/12
10
3
87
18
0/0
1/day
4/4
3/3
Orielne
3
0
88/91
/0
10
0
88
20
0/0
2/day
2/2
0/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
19/19
3/19
Wiley Finch
/
17/17
10/10
NameNotes
DarkthornRanger Pool (25/25), 25% DR Crushing, Elemental & Non-Elemental
Dyson Teague
KalinCleric Pool (23/23)
Lorcan Smythe
Wiley Finch25% DR Elemental, Familiar-Cristo
BarthonMagic Points (19/19)
Ori25% DR Piercing, Slashing & Crushing
03/29/2021 (GM-Jason)

Fog Monsters attempt to run away. We kill one and the other flees. Wiley casts Location to find my axe but we are blocked by the other trees. We start attacking one of the trees to get through. They are Blood Trees.

We finally destroy a Blood Tree and then cast Tree Steeds and dart through the opening after the Fog Giant who took Darkthorn's Life Axe.

We catch up with him and battle ensues. He has healed significantly since we ran off. We defeat him though Darkthorn is very badly wounded.
  • 3 Chunks of Gold (250 gp value each)
  • Large Vial (3) - Greater Potion of Giant Healing - have to drink entire quart and heals 5d10 + 50 HP of healing. Must be drunk within 6 rounds.

We head back to search the other fallen fog giant and find:

  • 522 gp
  • Branding iron
  • Carved dragonbone flute
  • Crudely-carved wooden figure
  • Dead rabbit
  • Map of a castle
  • Pair of well-worn hide gloves
  • 4 x Small boulder
  • Tortoise shell bowl
  • Wyvern skull
  • 2 large vials (3)m - two more Greater Potions of Giant Healing

We use the tree steeds and continue in our original direction for 4 hours. We come out of the oppressive area. We find nowhere to camp so we set up the Folding Boat and rest. We awaken around noon and continue to use the boat for movement. Lorcan casts Waters of Visions and finds a location not far away with a lot of bodies under the water. We head there. The bodies are scattered over a large area. We make a circuit of the mile wide area.

GM: This is where we stopped for the night.


04/01/2021 (GM-Jason)

We saw about a hundred bodies during our circuit. Looks like a battle tooks place here. Most are lizardmen and different types of animals with only a few humans. We also see skeletal remains of giants and a fair number of ogres. We see weapons and such.

Darkthorn gets out of the boat to wade. Lorcan casts Water Walking on himself. Then he casts it on Darkthorn as well. We make several circuits working our ways towards the center. Meanwhile, Barthon and Wiley search underwater in the deeper sections. Dyson wades (but can run on top of the water if necessary). Ori and Kalin remain behind.

The bodies look to have been dead for at least 10 years or more.

We spend a couple of hours searching. The stuff we find has been there for too long to be of use.

Barthon and Wiley come across an area where the water is significantly deeper. They descend. At about 60-70 feet, it starts getting murkier. After another 60 feet or so, visibility is down to a foot or two. Barthon bumps into something solid but doesn't see anything. Something invisible. It feels like stone. With Witchsight, Wiley sees an invisible Wall of Stone. The wall starts curving as they follow it to the right. They start to follow it up. It goes to the surface. When within 10 feet of the surface, it disappears from Wiley's vision though he thought it went all the way to the surface. He goes back down and can see it again. The wall was 70 feet in diameter.

The wall disappears when Wiley gets near the surface. It reappears when Wiley gets close to the bottom again.

Barthon, Wiley and Lorcan go down and look for an entrance. They find one. They see a door. The double doors are large enough for giants.

Lorcan uses most of his remaining spell points to cast Water Breathing on the 4 others who need it.

We all get down and three of us push on the door. It doesn't budge so we add Barthon and Ori. It wiggles a little so we add Kalin and Wiley and the door opens and those two get sucked through the door. Wiley reverts to human as he is sucked in. Darkthorn steps through into air. The room contains another door opposite the entry. There are also murder holes. We peer through them and see a couple of rooms with a brass entry door.

We open the double doors in this room. There is a shimmering force in front of the door. Darkthorn tries to pull his 10 foot pole out of his Brace of Combat but learns that none of the group's magic items work, except for some of Kalin's holy items. After some discussion, Darkthorn steps out of the tower briefly where his magic works and pulls his Life Axe, Longbow of Infinite Arrows and 10 foot pole out of the Brace of Combat before re-entering the tower.

He pushes the pole into the shimmering force. It goes in but can't be pulled back. Darkthorn steps through the shimmering force - and is back in water. He holds his breath and indicates for Dyson not to follow. Then an undead ogre comes through a passage and Darkthorn is in combat. Barthon, who can breathe underwater without magic, comes through to help and learns that he can breathe air normally. Darkthorn tries and can breathe.

We complete two rounds of combat with everyone else coming in. Darkthorn badly wounds his opponent, pushes him back and sends him prone to the ground. Kalin turns two more that appear on the other side of the room. Meanwhile, Dyson and Lorcan are fighting a fourth undead ogre. Most of our magic items continue to not work except for some of Kalin's.

GM: This is where we stopped for the night.


04/08/2021 (GM-Jason)

Kill off the two undead ogres. No magic. Find stairs leading up. Cold room. Magic works a tiny bit. Messy kitchen. No magic in kitchen.

Next level. Airy water type spell. Battle with sea ogres. Defeat the sea ogres but female giant arrives. Battle still going on when we finish for the night.

GM: This is where we stopped for the night.


04/15/2021 (GM-Jason)

We finally kill the female giant but her rage allows her to continue attacking for a couple more rounds. An undead ogre comes up the stairs but Wiley, Lorcan and Darkthorn defeat it easily. Barthon and Dyson are both very badly wounded.

In giantess room, we find:
  • Coffer (holds 12 potions when full)
    • Potion of Extra Healing (x2)

Do some healing. Take 15 minutes for first aid. Kalin also prayed for another Mass Healing (single class ability).

Up to the next level. Room filled with ice blocks. Each block holds a bird. Kalin sees a trap door. Beneath it is treasure:
  • Coins - 800 sp, 320 silver
  • Gems 16 gems at 10 gp each. Might be worth more as a set.
  • 7 peridots at 50 sp each
  • 19 pearls at 100 sp each
  • 3 black pearls at 500 silver each
  • Choker, gold and ivory worth 90 gp

Next room - stone chest and very good weapons, maybe magical. All Excellent Quality.
  • Spear
  • Crossbow
  • Dagger
  • 20 crossbow bolts

Last room of this level. Military type officer quarters for giant.
  • Gold ring with ruby (100 sp)
  • Dagger (same as dagger in last room)
  • Set of giant size leather armor of good quality
  • Small coffer, not giant size.
    • Potion of Extra Healing
    • Potion of Healing (x2)
    • Potion of Strength
    • Potion of Haste
    • Potion of Super Heroism (x2)

Up to the next level (last level?). Battle with ettins.

GM: This is where we stopped for the night.


04/29/2021 (GM-Jason)

Kill the remaining ettins. Bathon steps into the room and it goes black. Kalin casts a Sunlight spell on Darkthorn's torch and he sticks it into the room. Barthon is gone. I suggest someone check the other door but Ori hears nothing. When Darkthorn finds nothing in this room, he joins Ori and hears combat. Ori and Darkthorn force the door. Extremely fast woman who drops Barthon as we watch. She moves over and attacks Darkthorn. He gets in a few hits before he drops. Ori is next to drop.

Ori had to use a Fate point to avoid death.
Dyson uses a Fate point to kill her as she is about to get away.
  • +3 Long Sword
  • +3 Dagger
  • Ring (7) - generates magic - no such thing as a magic dead zone. Also gives +4 spell points.
  • +3 Elven Chain Mail
  • +2 Short Bow
  • Quiver of 20 Arrows (+2)
  • Cloak (4) - Extra dimensional - stuff on back is not there.
  • Potion of Extra Healing
  • Potion of Extra Healing
  • Potion of Agility

Living quarters for a human, presumably the woman. Ornate chest.
  • Medium coffer
    • Potion of Haste
    • Potion of Strength (x2)
    • Potion of Water Breathing (x4)
    • Potion of Extra Healing (x3)
    • Potion of Fire Breath (take 2d6 damage when drinking then 1d4 fire breaths of 4d6 damage)
  • 4 furs (100-150 sp each)

We departed the tower through a window, which was 20 feet above the water. We lowered Lorcan, who unfolded the Folding Boat and then lowered our treasure and ourselves into the boat. Then we sailed away and found a place to rest for the night.

GM: This is where we stopped for the night.

DARKTHORN: The following morning, after using all healing spells for both Kalin and Darkthorn, including single class abilities, everyone except Kalin is still wounded but only in single digits. Barthon is down 8 HP, Dyson down 6 and everyone else except Kalin is down 4 or 3.

DARKTHORN: Here is a list of the available magic items that we found. Let me know who wants what and then we can decide who gets what. Maybe we dice for it.

MAGIC ITEMS
+3 Longsword
+3 Dagger
+2 Short Bow
Quiver of 20 +2 arrows
+3 Elven Chain Mail
Wind Fan (left over from previous adventure and still not fully identified)
Ring of Magic Infusion (this is the ring we found that allows magic to work
in null magic zones and gives +4 spell points)
Cloak of Carrying (this is the cloak we found that hides backpacks, etc.)

DARKTHORN: First choice is the Elven Chain Mail. Second choice is the Cloak of Carrying.


BARTHON: First choice is the Elven Chain Mail. Second choice is the Cloak.

DARKTHORN: Would like a Potion of Strength and a Potion of Super Heroism
.

BARTHON: Potions would be Extra Healing and Strength and Haste.


LORCAN: As usual only one item on the list is of any interest to me, and it's very likely Wiley is also very interested, the Ring of Magic Infusion. I want to advocate for getting it but I feel really selfish for doing so :( Wiley has definitely been getting fewer of the mage oriented items so unless he's happy staying as much warrior as mage I would not want to get in the way.

ORI (though she can correct me if I'm wrong): I think she's only interested in the Cloak of Carrying. The fact that it removes the encumbrance, bulk, and weight of anything worn on your back to allow you to move freely is most beneficial for her, it would actually allow her to carry a much larger backpack, for instance, for more carrying space like we were dealing with in the last adventure when no Bags of Holding were working :( Though I suppose then the Cloak wouldn't be working either ;(

DYSON: first choice is the (surprise!) Elven Chain, second choice the Cloak, third choice the short bow and quiver of arrows.

DYSON: Any of the potions would be useful, though he has a slight preference for the potions of extra healing.

KALIN: Kalin is not interested in any of the magic items. I suppose the Wind Fan might be of interest but he doubts it. Potion-wise, he'll probably just take whatever seems useful. Nothing in the list jumps out as something he cares enough about beyond the obvious choices.

WILEY: Lorcan is correct I am really only interested in the ring. And I do have ring capacity open… As it would let him not to have to worry about null-mana issues. As for the rest like every other fighting type else the Elven chain looks fun. He already has a bow of the same level and some arrows. As for the cloak he’s been keeping stuff in the bag of holding…

DARKTHORN: Why don't we do this. Rather than make this a permanent pick right now, we temporarily give the armor and cloak to people based on luck rolls. Then, at the end of the adventure when we may have more magic items to choose from, we make permanent picks then? If everyone is in agreement, then let's just make LUCK rolls to see who gets what (with the caveat that if you get one of the items, you can't have the other).

DARKTHORN: Luck roll for +3 Elven Chain Mail [rolled 91 vs. LUCK 19, 5x roll]
DARKTHORN: Luck roll for Cloak of Carrying [rolled 74 vs. LUCK 19, 4x roll]

BARTHON: Luck roll for +3 Elven Chain Mail [rolled 62 vs. LUCK 26, 3x roll]
BARTHON: Luck roll for Cloak of Carrying [rolled 85 vs. LUCK 26, 4x roll]

DYSON: for Elven Chain – [rolled 13 vs. LUCK 24, 1x roll]
DYSON: for Cloak – [rolled 20 vs. LUCK 24, 1x roll]


DARKTHORN: The following are how I suggest we divide up the potions (partially based on preferences for those who expressed them)

POTIONS
Potion of Extra Healing (x6) (Barthon, Dyson, Wiley, Darkthorn, Lorcan, Ori)
Potion of Healing (x2) (Kalin, Wiley)
Potion of Strength (x3) (Darkthorn, Barthon, Ori)
Potion of Haste (x2) (Barthon, Kalin)
Potion of Super Heroism (x2) (Darkthorn, Barthon)
Potion of Agility (Dyson)
Potion of Water Breathing (x4) (Darkthorn, Dyson, Kalin, Ori)
Potion of Fire Breath (Darkthorn)


DARKTHORN: Since both Lorcan and Wiley are interested in the Ring of Magic Infusion, they should probably both make Luck rolls for it.

DARKTHORN: Looks like Dyson wins temporary use of the Elven Chain Mail. Still need a Luck roll from Ori on the Cloak of Carrying.

DARKTHRON: With Dyson wearing the Elven Chain Mail, that leaves his Armor of Cure Wounds available. Barthon rolled the next highest Luck, so he could wear that (+4 Leather Armor and, once per day, can heal half of your damage sustained that day). If he takes that, then Darkthorn could take Barthon's +3 Leather Armor. It would not improve his PROT, but would improve his LOW by 1.

DARKTHORN: Since both Lorcan and Wiley are interested in the Ring of Magic Infusion, they should probably both make Luck rolls for it.

DARKTHORN: Looks like Dyson wins temporary use of the Elven Chain Mail. Still need a Luck roll from Ori on the Cloak of Carrying.

DARKTHORN: With Dyson wearing the Elven Chain Mail, that leaves his Armor of Cure Wounds available. Barthon rolled the next highest Luck, so he could wear that (+4 Leather Armor and, once per day, can heal half of your damage sustained that day). If he takes that, then Darkthorn could take Barthon's +3 Leather Armor. It would not improve his PROT, but would improve his LOW by 1.

BARTHON: Sounds good, I'll take the armor of healing and give Darkthorn his. Assuming everyone was cool with Darkthorns potion list, I'll take those as well. With this armor, Im fine with Ori having the cloak. So that can be a roll off between others. I'll bow out.



05/06/2021 (GM-Jason)

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, Endure Heat/Cold, Protection from Evil <Ranger>
  2. Slow Poison, Barkskin, Resist Fire/Resist Cold <Ranger>
  3. Tree Steed, Tree Steed, Commune With Nature <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. 6+P+SC
3. 5+P+SC
4. 3+P+SC
5. 2+P+SC

  1. Bless, CLW, CLW, CLW, Faerie Fire, Endure Heat/Cold <P-Remove Fear>, <Single Class>
  2. Augury, Greater Command, 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

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 -



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)1
KalinPelor's Penance12 charges but special recharge129
OriCell Adjustment2d6+411
DysonCure half HP from current woundsArmor of Cure Wounds1
DysonMind CloakHelm of High Sorcery1
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery11
DysonMental BoltHelm of High Sorcery1
DarkthornLongbow ChargesMagic arrows or Speak With Dead