Spelljammer
        Trials of the Feathered God
Current Turn?NoSubject:Back to Jason
Campaign:GreyhawkTurn Start Date:8/20/597
Adventure:Trials of the Feathered GodTurn End Date:8/24/597
Adventure Number:AAHCharacters:Barthon Brightwave, Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Orielne, Wiley Finch
Turn Number:2.2Send 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
109/109
/0
11
3
78
10
0/0
4/day
2/2
0/1
Dyson Teague
0
0
90/90
2/2
12
4
89
12
0/0
1/day
0/3
0/2
Kalin
0
0
74/74
/0
8
3
65
0
0/0
1/day
2/2
1/1
Lorcan Smythe
0
0
64/64
6/6
10
1
30
0
0/1
1/day
2/2
1/1
Wiley Finch
0
0
85/85
/0
11
4
63
18
0/0
1/day
1/2
1/1
Barthon Brightwave
0
0
74/74
12/14
10
4
90
18
0/0
1/day
3/4
3/3
Orielne
0
0
91/91
/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
/
6/19
13/19
Wiley Finch
/
8/21
6/10
NameNotes
DarkthornRanger Pool (25/25), 25% DR Crushing, Elemental & Non-Elemental
Dyson Teague
KalinCleric Pool (25/25)
Lorcan Smythe
Wiley Finch25% DR Elemental, Familiar-Cristo
BarthonMagic Points (17/19)
Ori25% DR Piercing, Slashing & Crushing
TorvokDarkthorn's spare battle axe
Jorah+2 Morning Star
05/27/2021 (GM-Jason)

Wiley casts Wizard Eye and begins examining the interiors of the buildings.

Hut 8 - chambers of someone important, probably an herbalist.
Totem Pole 9 - Faces of lizardmen carved into it.
Hut 13 - Vines and mosses cling to the walls on the outside. Some parts made of stone. Probably built the hut over an old stone building. Partial stone floor, half the walls are stone. Someone important lives here.
Hut 12 - Sleeping lodge for unmated lizard men. 11 lizard men inside.
Hut 11 - Food storage. Lots of fish. Smoker.
Well 10
Hut 2 - Similar to 13 with partial stone ruins. Better condition than 13. Armory. Spears, clubs, darts, few sword, shields. 50-80 lizard people in the village but hundreds of weapons and shields. Floor is all stone.
Hut 3 - Vine covered and partially stone. Open windows. Communal eating area. Several large, ornately carved tables and benches fill the room. 15 lizard people eating.
Hut 1 - Front porch. Lizard woman and lizard youths. Class is session.
Hut 4 - Better shape than other buildings. Made of black wood. Temple of some sort. Furnishings are made of high quality black wood. Not made by normal lizardmen. Lizardman cleric and acolytes.
Hut 6 - Similar to hut 8 but fewer supplies. Sleeping for 3.
Hut 7 - Maybe chieftain's hut. This hut is nicer than 13. Furnishings that are not lizardmen-made. Fancier but gaudier. Partial stone building but most ruined of the stone buildings. Complete stone floor.

Wiley tries to draw the symbol in the dirt for Lorcan and Kalin. Lizardman god - Semuanya - lesser diety of intelligent lizardmen, neutral.

Another Wizard Eye. Backfire with result of 75 (hideous disease). Kalin prays for a Cure Disease and heals him. The disease takes a small amount of time to dissipate.

Undrinkable water in the well.

Over to totem pole. 20 feet tall. Something missing from top of totem. Polished at the top. Concave top.

We advance and speak to them. The chieftain speaks broken common. It seems someone stole their idol. Wiley tells them the human idol was stolen by what appeared to be lizardmen.

Their's is a gold and platinum statue of their god Semuanya. 18" tall statue.

Chieftain invites us in to his hut to talk. We learn that at about the time the statue was stolen, one of their scouts discovered a ruined building in the swamp that was not there three months ago. It magically appeared. Since then, they have had sightings of humans in the area. Idol taken about a month ago. They agree to take us to the building but they want us to leave an item of value with them. We discuss it and decide on the +3 Longsword after they decline a 90 gp non-magic item.

We set up camp near the village and a lizardman will lead us to the building in the morning. It will take a couple of days.

The next morning, we head down the path to the south and then south east. Two lizardmen lead the way - Sist and Grazk. They are not very talkative.

We are walking through the jungle when the lizardmen motion for us to stop. They see a couple of giant constrictor snakes and battle ensues as the lizardmen charge. More constrictor snakes appear and Kalin, Ori and Sisto are held.

GM: This is where we stopped for the night.


06/03/2021 (GM-Jason)

We quickly defeat the remaining snakes.

The night passes. The next day passes as well. The night passes. The next day and night pass. Will arrive tomorrow at evil lizardman village. They live in trees in huts and pathways.

Grazk sketches out a map of the village and we make plans to arrive on the north side and Wiley will use Wizard Eye to search out the village. In the morning, we put the plan into action.

Wiley starts at building 2-9. No windows but 2 doors. Inside is a storeroom. Crates and casks.

Building 2-7 - Two snake-like creatures that Wiley is not familiar with. About 10 feet long, but with arms. Maybe yuan-ti. Filthy, shattered bunks. Rack of longswords on one wall. Looks like they are shouting and angry.

Building 2-3 - Open platform 30x50. Animal pen. 2 creatures looking like reptilian jaguars. 3 lizardmen guards.

Building 2-5 - Devoid of furnishings and amenities. Some mutated lizardmen. Open book written in common - tome on transformation. Two 6' glass cylinders. A mutated lizardman in a greenish liquid in each cylinder.

Building 2-1 - Receiving room with ramp going down to the ground. Two gates on the ramp, one at the top one at the bottom. Guard post and barracks. 4 guards. Weapon racks with weapons and ammo and shields.

Building 2-2 - Open platform. Forge on a wooden platform. Floor covered in burns. Wood around forge is blackened. Lots of weapons (as in 2-1). Similar is craftsmanship as weapons in "peaceful" lizardman village.

Building 2-4 - 5 brutish snakemen. Practicing military drills but not looking excited about it. Armed with longswords.

Building 2-6 - Barracks. 3 doors open. Dozen or more beds. 8-10 lizardmen.

Building 2-8 - Temple - open to the air. Supported by 4 trees, one on each corner. Statue of a hideous creature (tentacled frog with horn on head). 3 snakemen, one in robes with a glowing mace. Lesser god - Titicapathuitl, god of madness and insanity.

Pyramid 2-10 - Door leading inside. Wizard eye winked out as Wiley sent into a 3" slot in the 12 foot high by 10 foot wide door. For a split second, Wiley saw mechanical works inside the slot (trap or locking mechanism).

We saw no young or female lizardmen.

We decide to wait until nightfall and then sneak into the pyramid.

At nightfall, torches are lit on the platforms.

Dyson and Darkthorn approach the pyramid and ambush the guards (invisible and silence) as the rest of the group comes up. We take the guards out in 3 rounds. Door is magical.

GM: This is where we stopped for the night.



06/10/2021 (GM-Jason)

Search of the bodies, we find a necklace in a pouch that looks fairly nice. Magical, level 3. Each pearl radiates magic separately? Necklace of Fireballs. Looks new. Bead can be pulled and thrown for a 6d6 fireball. Twelve pearls.

Discuss options but then Wiley uses Spell of Opening to open the door.

Stone ledge. Below ledge are stone tiles recessed into the floor. In each tile is inscribed with a letter, with 81 tiles. Past the tiles is another ledge with a statue and a stone door. Nine slots behind statue.

One of the rows spells out the name of a lizardman god and we cross on those tiles.

Dyson looks for traps but finds none. Darkthorn opens the door. Passageway and then T intersection. Door to the right and left. We investigate door to the right. Beyond is magical darkness. Magical light turns it to normal darkness for those who can see in the dark.

We decide to have those who can see in normal darkness go in. When Barthon steps in hears a woman's voice laughing and called Barthon a little wormling.

Room with glass cylinders containing bodies of lizardmen in various stages of decay. Smells of death. Green mists. Magical (level 5) mirror. Divination magic.

Secret door to diamond-shaped room. Prison with 4 cells. 2 are empty. Dwarves in other two. Both look like they have been beaten. Torvok Blackspear and Jorah Silverhand. Weaponsmith and armorsmith.

Well hidden rock in the floor. Dyson is able to lift rock. Inside is a key.

Lorcan looks in the mirror and has a vision of the group fighting several cyclops (7 total), just finished casting water bolt at one when suddenly see club come out of nowhere and smash him side of head and everything goes black (8th cyclops?).

Barthon looks into mirror as well. His vision was group fighting a hydra, desparate fight. Cut off head and 2 more would grow back. As things looked bleak, Lorcan cast a spell on the body that allowed the group to defeat the hydra.

Open door to hallway. Next door has lots of noise behind it.

Next two doors likely lead to the same place as the room with magical darkness.

Wizard eye into room with noise. Five mutant lizardmen with lizardmen upper body and scaled snake lower body. Another door leading to room with mosaic and murals. Stairs leading down. Wizard eye blinks out as it goes down the stairs.

We go back past the prison and cast a Passwall to get into the room with the stairs.

GM: This is where we stopped for the night.



06/17/2021 (GM-Jason)

Lorcan analyzes the field of magic on the stairs and determines that it is dispelling of magic. We go through and our active spells are dispelled.

We come to a room with 16 statues of yuan-ti and 6 of massive snakes. Darkthorn and Dyson decide to rush through the room to the other opening. As we approach, we see more massive snakes beyond. Nevertheless, we pass through and fight the snakes. As we do, the other statues begin to animate.

Lorcan casts Solid Fog from his wand to slow down half the yuan-ti and all 4 snakes in the room. Then the battles moves forward with most of the group (and NPC's) fighting the yuan-ti, who are not particularly difficult combatants, while Dyson and Darkthorn fight first two and eventually four of the snakes. We kill one of them and are busy battling the others when we stopped for the night. The rest of the group has taken out some of the yuan-ti when the last of the snakes and yuan-ti break out of the Solid Fog.

GM: This is where we stopped for the night.



06/24/2021 (GM-Jason)

The battle with the yuan-ti and snakes continues. After a total of 13 rounds, we defeat the last of them. Then the statues begin reforming. We lost Grask while Torvok is at death's door.

We move out of the room and onward. Dyson checks out a door, removes a trap and opens the lock. Dyson opens the door. It is an opulent bedroom. The floor is covered with coins.

We enter the room and Darkthorn and Dyson begin doing first aid. Torvok comes around but is weak.

GM: This is where we stopped for the night.



07/08/2021 (GM-Jason)

Most of the coins are copper with some silver and gold.

Darkthorn finds a total of 25 gp.

We decide to spend the night and Kalin will raise Grask from the dead. Wiley casts a Wizard Lock on the door.

We find 12 pieces of jewelry worth a total of 600 gp. We also find another 109 gp (total of 134 gp). None of the jewelry is magical.

We also find a total of 6843 sp. (Added all coins to treasure list.)

The night passes uneventfully. Grask and Torvok are feeling about 50% (they have half their physical stats back). We depart and continue deeper into the complex. Another door. Complex objects of magic inside. Glass cylinders and spires. Alchemist stuff broken. Table with papers. On the east side of the room is a beautiful woman who is not moving but seems to be staring at us.

Ori goes deepest into the room and gets hit by a electrical charge for 6 damage.

Papers are for alchemy. Lorcan and Wiley spend time examining the magic in the room. There is a creature in the cylinder but can't be seen clearly.

Eventually the counterspell wears off and Lorcan casts one on the cylinder closest to the woman. One of her hands is on the table and another on a bundle of vines on the wall. Once they move around the table, they notice that the woman has no legs. Under her body is a pile of ash. She is wearing a dress that ends at the knees with no legs below the dress. Lorcan looks under her dress. 3-4 inches above the knee are blackened bones and skin, probably from a particularly powerful lightning strike.

Darkthorn lends his 10 foot pole and Lorcan pries her hand away from the wall. She collapses to the floor. Her skin ripped off her hand. Kalin suggests Speak with Dead, which Lorcan can do using his Longbow of Infinite Arrows.

Darkthorn uses her Longbow of Infinite Arrows to speak with dead but before he can ask a question, she screams at him and says she won't be stopped now by the likes of "me".

We eventually decided to leave the room, dragging the woman's body out of the room. Dyson remembers to loot the woman's body.
  • Amulet (3) - Some kind of protection (Lorcan)
  • Ring (3) - Ring of Blinking (Ori)
  • Tiara
  • Wand (4) - Wand of Magic Missiles (made by high level mage) - shoots 5 magic missiles per charge.

i. Down the passage to double doors. Very ornate. Were once engraved with original god but since then, someone with less skill tried to engrave over it a lizard/snakeman god. Slowly open door. Lorcan hears quiet chanting in the room.

After three attempts, Wiley casts a Wizard Eye and sends it under the door with the chanting. Lots of yuan-ti. Both of the artifacts we are looking for are on the altar.

GM: This is where we stopped for the night.


07/15/2021 (GM-Jason)

As we are planning our attack, a door opens and a yuan-ti comes out. He sees us and shouts and alarm. The battle starts. Dyson and Ori take on the yuan-ti and another who also comes out the same door while Darkthron, Wiley, Barthon and Lorcan wait for the other door to open. It opens the following round.

During the first 7 rounds of combat, Wiley rolls 6 or 7 criticals. Darkthorn rolls 3 auto misses. Dyson gets hit with a critical hit, uses a Luck point to avoid it, and the reroll is a grievous would. He uses a Fate point to make it a miss. Lorcan puts up a Solid Fog which is later dispelled. He also absorbs a Wall of Ice from the enemy sorcerer. The enemy sorcerer cast a Lightning Bolt that hit Darkthorn, Barthon, Wiley and Lorcan, as well as a number of the yuan-ti.

Darkthorn and Barthon both drank Potions of Super Heroism at the beginning of the battle. Wiley and Ore drank Potions of Strength and Dyson drank a Potion of Speed.

We will start round 8 next session. There is a Prayer active and it will remain active for 3 more rounds.

GM: This is where we stopped for the night.


07/22/2021 (GM-Jason)

The battle continues.

Lorcan is at the altar and finds the two items we are looking for (totem and oracle) as well as a drum (3) and a staff (3). Lorcan sees some magical shackles hanging on the wall. He takes them.

We kill all of the yuan-ti but the high priest teleported away after Darkthorn engaged him and rolled some good attacks. We flee the temple with the help of some passwall spells to avoid encounters.

We travel overland and make it back to the lizard man village after many days. We give them the magical totem and they give us some items.

The trip to the human village is much longer. They give us a large party. We get the right to ask the Oracle a question.

GM: This is where we stopped for the night.


07/28/2021 (GM-Jason)

Discussing what questions to ask the Oracle.

Darkthorn - What is the quickest way to get back to our ship, the Sea Ghost? No immediate response and we learn that the Oracle will respond when the need arises.
Wiley - How do we find a spirit naga?

We head out the following day. We travel a mile and come to a portal. I step through and find myself on the deck of the Sea Ghost. The dwarves also go through but do not appear with us. They probably ended up where they wanted to go.

GM: This is where we stopped for the night.

STEVE (02/18/2022): The ship is in Pennerick on the east side of the Azure Sea.

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. Forest Guardian, Spike Growth, 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. 4+P+SC
5. 3+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, Wall of Ice

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 - Cure Critical Wounds



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 Sorcery11
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery11
DysonMental BoltHelm of High Sorcery11
DarkthornLongbow ChargesMagic arrows or Speak With Dead1