Spelljammer
        The Isle of Repose Reprise
Current Turn?NoSubject:Crypt
Campaign:GreyhawkTurn Start Date:4/2/597
Adventure:The Isle of Repose RepriseTurn End Date:4/2/597
Adventure Number:AAFCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Wiley Finch
Turn Number:1.1Send 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
87/87
/0
8
2
65
6
0/0
3/day
2/2
1/1
Dyson Teague
4
0
66/70
2/2
8
3
74
8
0/0
1/day
3/3
1/1
Kalin
0
0
69/69
/0
9
2
45
0
0/0
1/day
2/2
1/1
Lorcan Smythe
0
0
49/49
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
4/4
2/3
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
1/10
15/15
Wiley Finch
/
4/13
10/10
NameNotes
DarkthornRanger Pool (16/21), Accelerate Healing (3-1)
Dyson TeagueMind Cloak, Mind Link with Wiley
KalinCleric Pool (10/21)
Lorcan Smythe-4 STR, -? CON for near death experience
Wiley Finch-3 STR, Levitate.
BarthonMagic Points (13/13), -1 STR
9/19/2019 (GM-Jason)

Off to the north, we see a building on top of a mountain several miles.

We enter the building carrying the coffin. It gets very light. It is actually floating. We gently push it under the cupola. It just sits there and floats.

We look back and the door is closed. Dyson and Darkthorn inspect the door. It is closed but there is a keyhole.

Lorcan and Wiley push the coffin up towards the cupola. When they step on the floor under the cupola, it begins to sink.

At the bottom is a room. At the far end is an unmoving bone crawler that is not moving. As we get closer, the eyes begin to glow. The eyes stop glowing when the coffin gets close.

There are two side passages.

The Epitaph of Final Sacrament Where for the glory of the Horned One does the true essence lie? Not in the skin, that tattered rag that clothes us; strip it away. Not in the flesh, mere meat to rot to nothing; let the worms feast upon it. Not in the brain, for thought is fleeting, ever changing; crack the skull and suck it forth. Not in breath, that most fragile of sighs so easily stolen; drown it in tears and pain. Not in the belly, that furnace of power, for it so easily turns; dissolve it in acids of its own creation. Not in the seed of man and woman, the agent but not the source of the spark; it shall waste away in the shadow of false hope. Not in the bones, the final dancing relic of the dead; crush them to dust and let the wind take them.

The floor of the other passage is covered with swampy, green water about halfway down. At the end, beyond the swampy area, is a door. Darkthorn prods the floor with a 10 foot pole. Eventually Dyson uses his Helm to cast Telekinesis and uses the pole to prod all the way to the door. There is much discussion but eventually Darkthorn enters the swamp and walks slowly to the door. He does not fall because of his Boots of Balance but Lorcan falls when he follows. Darkthorn looks over the door and then opens it a small amount. The swampy water

GM: This is where we stopped for the night.


9/26/2019 (GM-Jason)

There is a Flesh Golem blocking our way but as we get close to it with the coffin, it moves away. We get into the next room where a hookah is burning. It is a magical smoke that affects Darkthorn and Wiley (they failed their save). Darkthorn sees some very sexy women enter and begin making out with them. Later, when Wiley enters after everyone else has entered and made their saves, he sees the same thing.

Lorcan casts a Deluge spell that clears the room of smoke but does not have any immediate effect on Darkthorn or Wiley. Lorcan recognizes the drug, which is based on natural ingredients (Plant and Herb Lore) and says it will probably take some time to wear off. The group pushes and pulls Darkthorn and Wiley out of the room through the next door. There they rest on the stairs for a while so that Darkthorn and Wiley can throw off the effects of the drug. Lorcan recovers a spell point.

The next cavern appears natural. We hear chirping of some sort of strange monster. Ambulatory fungi of some sort. They try to grab with tentacles, pull you in and try to dissolve you. We move forward into the chamber towards what appears to be a natural tunnel to the north. It narrows to a tunnel and we follow it single file but it ascends steeply and feels like the wrong way to go. We return to the main cavern and head deeper in but see some of the immobile strange monsters (known as meat puppets). Our progress is blocked by a line of 5 of the creatures. Then other creatures approach. These ones also seem to be plant-based but are ambulatory. Darkthorn gets a couple of shots off and does damage but they are somewhat resistant to piercing damage. They close and we melee with them.

They are not particularly tough opponents. They are easy to hit and, when they hit, they seldom do enough damage to penetrate our protection. When they do, their poison does additional damage but otherwise has no other effects that manifest immediately.

As we are battling the ambulatory creatures, something starts attacking us mentally, draining strength. Darkthorn eventually figures out that the attacks are coming from the immobile meat puppets. At about the same time, one of the ambulatory creatures that we killed starts moving again. Lorcan uses his Bolt of Water from the wand on one of the immobile meat puppets while Darkthorn, Barthon and Kalin move up to attack them in melee. Wiley pulls out oil to burn the downed ones. Dyson is still battling one of the ambulatory creatures. Lorcan, currently at 4 spell points, is holding himself in reserve for now but plans to move up to where he can see a meat puppet that is not in melee with anyone and hit it with a Torrential Geyser, hopefully preventing it from attacking anyone with magic. Then he can move up with his sword, which is especially effective against magic-using creatures. We thing their effects are magical in nature and not psionic.

GM: This is where we stopped for the night.


10/3/2019 (GM-Jason)

Finally finish the battle against meat puppets. Lorcan was drained of 4 STR, Wiley 3 and Barthon 1. Lots of poison damage but nothing progressive. It was all one time.

A demon suddenly arrives. It is a Navasu (?). Kalin recognizes as a very tough demon that could probably kill the entire party.

Kalin walks towards the coffin (and the demon). He stops as he encounters a fear aura. Wiley tries Telekinesis and it works but when he tries to move the coffin, the demon speaks to him mentally telling him he has to get it in person. Wiley does so.

We move on down a rough passage and encounter another demon. There is a passage behind him and Darkthorn approaches (and rolls critical success against the fear). He stops when others do not move forward. He backs away and heads the other way.

The demon taunts him in his mind.

The group progresses down another passage. A third demon appears.

GM: This is where we stopped for the night.


10/10/2019 (GM-Jason)

We try to move forward towards. Lorcan makes his save but he is the only one so far. Darkthorn grabs hold of the coffin and drags it forward. When he reaches the demon where he had previously failed his fear save, he is able to continue forward. We conclude that as long as we move forward and are touching the coffin, we will be mostly immune to the fear aura. We reach the door behind the demon. Darkthorn does not even pause. He opens the door, sees steps going down, and goes through, dragging the coffin with him. Everyone else follows.

At the bottom of the stairs is another room filled with crypts. We begin examining the plaques on the sarcophagi, which are all red marble (the last ones were carved out of stone).

We find the family name we are looking for. All of the sarcophgi in this chamber are depicted suffering great agony. There are 6 Grinforth sarcophagi.

We decide to try to rest here.

One hour into the first watch, PER rolls. Scratching in one of the coffins. Another one a couple hours later. Then another one later. Others begin to scratch as the night wears on. Over the course of the third watch, three more crypts have scratching.

Two thirds of the way through the third watch, Lorcan disappears. His name (and Wiley's) were on two of the crypts with engraved plaques. We hear him screaming a few seconds later. He has appeared in his sealed crypt. Dyson and Darkthron rush over and figure out how to open his crypt. We pull him out as he continues to scream. Darkthorn looks him over but sees no physical wounds but there are physical effects of the agony. The agony stops and Lorcan goes to sleep.

Wiley puts the lid of his own sarchophas into the bag of holding.

We open the first crypt (with scratching) on the wall. We spend a few hours. There were 63 but only 37 have names.

Treasure found
  • Golden goblet - about 800-1000 sp (fail)
  • Wood sculpture of priest of Mitra - 800-1000 sp (fail)
  • Scroll - canvas painting - beautiful woman, radiates great power - 500 sp (fail)
  • Carved fortress - 300 sp (fail)
  • Assorted gems - low quality gems (blunder), but some are 5000-8000 sp (partial)
  • Handful of pearls - 22 pearls ranging from 100 sp to 200 sp - average 150 per pearl - 3300 total (near)
  • 20 Vials of herbs and spices - saffron, cloves, rare spices - 2000 sp
  • 3 vials of liquid - amber (Potion of Fire Resistance), magenta (move around in water), mint green and hot (Potion of Cold Resistance) (1)
  • Lots of coins

Next we open a Grinforth sarcophagus (that did not have scratching). Inside we find a man dressed in decrepit armor, pair of throwing axes that look valuable and a staff.
  • Decrepit armor
  • Pair of throwing axes (1)
  • +3 Quarterstaff (but also more to it) (3)
  • Ritual components (2 sets)
  • Book
  • Pair of nice looking opals - 400 sp each (near)

Second Grinforth sacrophagus
  • Dagger (2)
  • Bastard Sword (3)
  • +2 Breastplate (LG Kalin feels good about the breastplate) (2)
  • Broach worth 175 sp (absolute)
  • Golden circlet worth 200 sp (near)
  • Coffer containing coins

Forth Grinforth sarcophagus
  • Flail (with almost disco ball effect from candlelabra) (2)
  • +2 Heavy Longbow - very menacing looking weapon (2)
  • Crown worth 3000-5000 sp (fail) (2)

Fifth Grinforth sarcophagus
  • Leather armor
  • Pair of greaves - blood stained (2)
  • 3 vials - blue with metallic (Potion of Black Sight), blue-green with silver sparkles and cold (some kind of healing), milky white yellowish orange (Potion of Insight) (1)
  • 2 matched rings worth 300 sp for the set (near)

Sixth Grinforth sarcophgus
  • Longsword - very nice - encrusted with gems
  • 2 potions - both Extra Healing
  • Coffer with 19 gems and 1 very nice diamond worth 1000 sp - remaining 19 worth 200 sp total (near)
  • 2 gallon cask (2) - both cask and alcohol are magical. Feels a little more strong and hardy.

When we opened the third sarcophagus, which had scratching noises coming from it, a strange creature emerged and attacked. It was exceedingly fast but we managed to defeat it.

GM: This is where we stopped for the night.


10/17/2019 (GM-Jason)

With the strange, shadowy creature defeated, we look into the third sarcophagus.

Third Grinforth sarcophagus
  • Coffer containing 160 sp, 42 gp and 5 pp
  • 11 bird skulls (1 out of 5)
  • 4 fangs in pouch (1 out of 5)
  • 11 rings in pouch (of sea elf manufacture) (1 out of 5)
  • +2 Quarterstaff (2 out of 5)

Lorcan burns a point to check everything we've found so far. The rings, bird skulls and fangs are probably invested items. The rings are water mage spells, the bird skulls are air mage spells while the fangs are lesser summonings.

We open the final coffin. Another shadowy creature emerges similar to the last but much bigger. Dyson, Wiley and Barthon fail their fear saves. Barthon runs, Wiley is paralyzed with fear and Dyson is wary. The rest of us battle the creature and eventually defeat it but then Kalin hears Barthon screaming from the direction in which he ran. Once we defeat the creature, Dyson, Kalin and Darkthorn run after Barthon. We arrive in time for Dyson to hit and kill the creature that Barthon had battled down to a few hit points.

We return to the crypt

Seventh Grinforth sarcophagus
  • 3 vials (1)
    • Potion of Invulnerability
    • Potion of Poison
    • Potion of (something to do with fire-offensive)
  • phylactery (2)
  • bag with 12 gems worth 100 sp each
  • coil of rope (2)
  • Signet Ring (4)
  • ring (2)
  • longsword (2)

Kalin tries to perform a burial ritual to inter the body in a crypt but we are unable to open the coffin. There was an altar in the other room where Barthon battled another creature so we decide to head there and try the ritual again. The coffin floats onto the altar and sets there. Kalin does the burial ritual. At the end of the ritual, the coffin disappears.

GM: This is where we stopped for the night.


10/24/2019 (GM-Jason)

A new set of stairs appeared behind the evil altar. We head down the stairs, lined with black marble and decorated with Orcus. They are actually not marble. They are painted to look like marble. The steps and ceiling are black marble. As we following the passage at the bottom of the stairs, the occasional quasit comes out of the wall and asks us a question. The first answer is Orcus and Darkthorn blurts it out. It takes Kalin to know the answers to the next two questions but they too are correctly answered. The murals on the walls get progressively worse. We reach the end. It is bad so Kalin does an augury and learns there are multiple ways out and this is a particularly dangerous one.

We retrace our steps. Barthon checks to see if the demons are still there and they are. We decide to head down the pit. At the bottom is a small room with a single door and 6 blackened skeletons with magical heads. We recognize them as something that can be animated into some sort of servant. Maybe throwing the head on the ground activates it. We decide to take them.

Darkthorn feels a bit better down here, as if it is non-natural terrain rather than anti-natural.

We follow a passage to a ballroom on miniature scale (only 20 by 25 foot room). All of the furnishings are normal size but crammed into the small space. We hear a loud grating sound from the south. A ball rolls down the hall, stops, rolls back, stops rolls again.

Lorcan takes one of the skull heads and tosses it into the ball's path. The skull is crushed but then after the ball rolls off it, the head reforms. It floats to within 2-3 feet of Lorcan. Lorcan tries to talk to it but it doesn't reply. Darkthorn suggests that he tell to "show us the way out".

Lorcan checks the ball for magic. It has Sorcery type magic (E&E). Wiley (the E&E mage) puts up a spell point and checks it. It is a custom E&E spell.

We crawl down the corridor to avoid the ball. But Barthon, who is in the lead, sees some brown mold ahead and stops as he starts to feel cold. We decide to try the other corridor. It leads to a locked door. Dyson works on it for a bit and manages to get it opened. Beyond is a hallway with a total of 4 ways to go, including stairs up. We take the stairs. They lead to a cavern with a couple of wererats in it. Darkthorn says, "what do you want?"

We talk to them a bit but they are evil. Then a bunch of rats appear. Lorcan casts a solid fog to slow them down and we decide to retreat and head south to the next door. It too has a difficult lock and Dyson is not able to open it (even with a Luck point) so Wiley opens it with a Spell of Opening.

GM: This is where we stopped for the night.


10/31/2019 (GM-Jason)

Peer around the corner and then backtrack to a door. Behind the door, we hear 2 to 3 voices speaking Brodignagian.

The next room is filled with neatly swept up debris. We see a broom sweeping with no one holding it. We move on.

Next door looks evil and evil runes. We hear nothing so Dyson checks for traps and doesn't find any but, when he tries to open it, a trap is sprung. It is a poison needle trap that he fortunately survives (makes his save at -20). Lorcan thinks the poison is a nasty, permanent STR drain poison. The activation of the trap also relocked the door. This time, he finds the trap and determines that the trap did not reset. Dyson attempts to unlock it again and gets it unlocked. We hear noises from down the passage so Darkthorn opens it and we all enter.

There are frescoes in the room showing a heroic looking man but later frescoes in the room show him apparently worshipping at an evil altar.

Dyson fails to open the next door so Wiley casts a Spell of Opening. Darkthorn, listens at the other door and hears giant creatures walk by. The spell of opening caused a trap to trigger and shoot out a dart but it did not hit anyone. Beyond is what appears to be a crypt. We decide not to investigate. We close the door and head back out into the hall and head the direction that the giants went. As we go that way, Barthon finds a secret door. Dyson finds no traps. It leads to a natural cavern that is very cold. In the center is a silver sphere floating. It radiates magic at level 2 (out of 5).

We depart and head north. We find a passage and then a door that ultimately leads to a fungi-covered natural cavern. When we encounter shriekers, we back off and watch but no one comes to investigate the noise. Lorcan says that the shriekers react to light so Barthon and Wiley investigate in the dark, with Dyson casting a Mind Link of Wiley first.

They begin scouting the area and finds lots of fungi and lots of shriekers. Barthon and Wiley search and eventually find a way out of the fungi covered area. They return and lead us through in the darkness.

The passage beyond goes for a few hundred feet and we come to an area of fresher air (not fresh but fresher than below). We reach a boulder that blocks the way forward. It looks like giants or ogres lift the boulder to get out. We try to lift it but it only lifts an inch. So we dig in the dirt around it and after 45 minutes, we dig a way out. Darkthorn crawls through. He is back in the graveyard. Others come out. When Wiley comes out, he gets a strong sense of foreboding. He climbs out anyway - and makes a grievous saving throw - and nothing happens.

We head over to the graves that had Lorcan and Wiley's names on it. Lorcan's has a death date from two days ago and it is closed. Wiley's no longer has a death date.

Wiley casts Levitate on Darkthorn who levitates up to look around the surrounding countryside.

We return to the ship. Zelkor meets us and tells us that Wiley needs to go back because he dies there. We tell him we plan to go back tomorrow. He is not happy but he accepts it and we get to the ship.

We attempt to identify the magic items again and we can identify the potions but something is blocking us from identifying anything else.

Lorcan examines for curses and finds one on Wiley.

When we attempt to identify the liquor in the cask, both fail but it did make them feel stronger and hardier for a moment. Lorcan takes a tankard of the whiskey. He gains +7 STR and +5 CON. An hour later, he loses the bonuses and loses 12 INT and 14 NL damage. An hour later, he starts recovering from a very bad headache. He slowly recovers. There are 23 doses of the whiskey left (Ice Cap ale - a dwarven ale).

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. Accelerate Healing, Slow Poison, <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, Silence 15' r, Spiritual Weapon (x2), <P-Resist Fire/Cold>, <Single Class>
  3. Prayer, Create F&W, Repair Injury, <P-Dispel Magic>, <Single Class>
  4. CSW, 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



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 Sorcery11
DysonMental BoltHelm of High Sorcery1