Spelljammer
        The Dark Tower
Current Turn?NoSubject:Back to the Tower
Campaign:GreyhawkTurn Start Date:4/3/597
Adventure:The Dark TowerTurn End Date:5/13/597
Adventure Number:AAgCharacters:Darkthorn, Dyson Teague, Kalin, Lorcan Smythe, Wiley Finch
Turn Number:1.2Send 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
6
0
92/98
/0
8
2
65
6
0/0
3/day
2/2
1/1
Dyson Teague
6
0
74/80
2/2
7
2
74
8
0/0
1/day
2/3
1/1
Kalin
0
0
74/74
/0
9
3
53
0
0/0
1/day
2/2
1/1
Lorcan Smythe
17
0
42/59
1/4
10
0
30
0
0/1
1/day
1/2
1/1
Wiley Finch
17
0
58/75
/0
10
3
57
14
0/0
1/day
2/2
1/1
Barthon Brightwave
6
0
63/69
10/10
9
3
80
14
0/0
1/day
4/4
2/3
Orielne
8
0
73/81
/0
7
0
71
14
0/0
2/day
1/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
Lorcan Smythe
/
14/17
3/15
Wiley Finch
/
12/19
10/10
NameNotes
DarkthornRanger Pool (19/21), 25% DR Crushing
Dyson Teague-4 WP
KalinCleric Pool (21/21)
Lorcan SmytheDetect Magic (60 minutes),
Wiley Finch
BarthonMagic Points (17/17)
Ori25% DR Slashing & Crushing, -3 WP
02/29/2020 (GM-Jason)

Use the invisible key to open the door and enter. Circular room with a fireplace, a blocked spiral staircase, a pile of debris and what looks like a brick flue that is a chimney from a fireplace on a lower level. The flue has a small hatch that opens to a shaft with no soot or ash. The shaft goes up and down. It goes down 20 feet and ends. It goes up out of sight. Maybe a dumb waiter?

White object in pile of debris. White bones hanging over fireplace. Object in debris appears to be a large egg (8-10" long). Not a harpy egg but maybe a rook egg. As Lorcan nears the egg, there is a commotion near the fireplace. A rook emerge and screeches.

We take the spiral stair to the next level. Hallway with four doors, all open. The first door leads to a chapel of a good diety. The altar is magic. Later Lorcan finds a magical holy symbol.

Some rotted shutters in one room radiate magic, possibly an ancient Wizard Lock.

After searching the level, we continue up the stairs and begin to smell a terrible stench.

GM: This is where we stopped for the night.


03/05/2020 (GM-Jason)

We continue up the stairs. Dyson in the lead steps on a creaky step that makes noise and the sounds of movement from further up suddenly subside. Kalin quickly casts his Silence spell on a rock that Lorcan will carry and we head up. We see 3 harpies flying up towards the rafters. Darkthorn, who had pulled his Death Axe out of the Bracer of Combat prior to the silence field going up, realizes he has the wrong weapon so once everyone is up, he heads back down to pull out his bow. Wiley does the same and also casts a Levitation spell on himself. Because of the silence field, the mages are unable to use their spells. Darkthorn and Wiley begin attacking with arrows. Barthon consumes a Potion of Spider Climbing and begins climbing up to the rafters where the harpies have landed. We can see that they are singing their Charm effect but of course, we are immune to it in the silence field. Barthon is not but, as and elf, he is highly resistant and is unaffected.

Meanwhile, even higher up in the rafters, the harpy lead begins raining down Javelins of Lightning on Lorcan. The battle progresses, with Darkthorn and Wiley hitting often with arrows, eventually knocking one to the ground where Ori moves in to attack. Then the other harpies fly down to attack, except for the leader. When Barthon kills his first harpy up in the rafters, he spider climbs towards the leader. Meanwhile, Darkthorn and Wiley have shifted to attacking the leader, now visible thanks to a Witchlight from Wiley. The leader suffers 4 critical hits, 2 from Darkthorn with arrows and then 2 more from Barthon once he arrives. She tries to surrender but Barthon kills her.

By this time, Lorcan is down from the numerous Javelins of Lightning and Darkthorn is Bloodied. Darkthorn casts a CLW on Lorcan to stabilize him and then carries him down to the previous floor and out of the filth and stench of the harpy lair. Kalin casts a CSW on Lorcan and then prays for a second one that he casts on Darkthorn.

Meanwhile, Ori and Dyson have ascended the two spiral staircases and find themselves on walkways on the roof of the tower. Ori sees the body of a noble hanging higher up. We assume it is Lord Pendor.

In the harpy lair, Barthon and Wiley are digging through the filth and searching the bodies. They uncovered some coins, gems and potions. They also recovered a javelin and case from the leader that we suspect is capable of creating multiple Javelins of Lighting that she had been using against us.
  • 12 gp
  • 40 sp
  • 9 gems (1 looks very valuable)
  • Javelin - Retribution (3 out of 8) - dozen made originally. King's retinue that all carried one. Would carry them into battle. Javelin of Lightning.
  • Vials (x2)
  • Ring (not magical)

GM: This is where we stopped for the night.


03/19/2020 (GM-Jason)

The key that Lord Pendor had is not on the harpy body or the lord's body. Wiley went up and cut the lord's body down. When he cut it down, a flash of lightning went across the sky. Vision of a half-man, half-rat carrying off the key. Wiley is pretty sure it is a were-rat.

We head back down to the entry level and then to the unexplored level below. This was once a forge. A door leads to a bedchamber, probably once having belonged to the blacksmith. 5 foot diameter circle in the center of the room composed of thousands of mosaic tiles (3 out of 8)

Scroch marks on the desk. Small fragments of bone. Possibly someone was incinerated.

Drawer on desk radiates magic (3 out of 8).

Continue down to lower level. Earthen floor. Store room. Path through clutter. Opposite wall has fungus growing on splattered stuff. Fungus is edible and nourishing. Barthon thinks there is another property with it as well that is beneficial. Lorcan and Darkthorn harvest some of the fungus. With magic and Darkthorn's cooking skill, we can dry out some. We harvest 15 doses.
  • 15 doses of Rumage

Lorcan sees another type of fungus in another part of the room. It is purple in color. Kalin recognizes it as something called Violent Fungi. There are mushroom sized pieces that can be broken off. An alchemist can make it into a poison that can coat a weapon. If imbibed, you go into a rage and do extra damage, but attack the closest persons.

Through the door is a passage with a dirt floor. Walls are rough hewn. 100 feet and turns south. Passage widens and narrows as it progresses. Up ahead, can feel a wind. It finally ends in a door. Wall is poorly made.

GM: This is where we stopped for the night.


03/26/2020 (GM-Jason)

Dyson examines the door. Corridor is rough hewn. The breeze picks up somewhat. 10 feet up, the walls open up. Darkthorn moves forward. The passage opens into a cavern and a chasm. An unstable stone bridge spans the cavern. Ceiling is 20 feet above. Wiley and Darkthorn go across. Wiley has Levitation cast so if Darkthron falls, he can carry him. In this manner, everyone crosses.

Beyond, the passage continues. But a side passage leads to a crypt. We investigate. 12 stone sarcophagi each carved with an effigy of the inhabitant. Another room with a door. Door is stuck but Darkthorn pops it open. A dias of black stone carved in image of a woman with a crow's head. A ghoul in chains moves forward and attacks. Dyson is paralyzed but then we manage to kill it. Dyson is un-paralyzed a few rounds later.

Nothing of interest in the tiny temple.

Lorcan removes the chains from the ghoul. Barthon pushes the statue off the dias.

Magical chains from the ghoul. They emanate magical stench. Chains of Stench (mimics the odor of a ghast). We leave the chains behind.

T intersection. Stairs going up and opening in the passage. Head to the opening. Mound of rock about 2 feet tall. Sitting on top is a grinning humanoid (rook?) skull. Nothing is magical.

Darkthorn uses his 10 foot pole and starts pushing the rock pile apart.

We move past towards the door. The door is magical (4 out of 9). Some sort of special knowledge spell from the College of Illusions, but strong. Dyson attempts to remove the trap but fails and he falls to the ground. It appears that a scythe came out and cut is head off but Darkthorn made a Disbelieve and sees that it wasn't real.

The magic illusion on the door is slowing recharging. It is locked and Dyson is unable to pick it. Now that the magic has temporarily gone done we see that it is a well constructed metal door. Wiley opens it with a spell of Opening. Beyond is a ledge overlooking a 60 foot deep chasm. Floor is dark black and bubbly (bubbling tar). Floating around the room are balls of crackling light.

Under the ledge about 20 feet down is an opening. It leads to a small cavern. Tower, bellows and furrows. Barthon is first with Lorcan behind. Bellows are magical as are the 4 metal rods (each about 2.5 feet long).

Lorcan picks up one of the magical rods.
  • 4 magical rods (3 of 9)

Back to the stairs. They go up about 40 feet. The last 15 feet or so are worked stone. Up to a corridor with many doors and openings.

Room of frescoes showing cannibalism.

Small library. 4 bookcases. Lots of books, scrolls, papers and even stone tablets.
  • Book that gives 1d2 levels of Cooking.

Room with wave of cool air that comes out. Pantry and cold storage.

Kitchen. Barrel sized steaming pot. Washbasin.

Large hall with pillars.

GM: This is where we stopped for the night.


03/29/2020 (GM-Jason)

Angled hall of doors. All put one empty of inhabitants. The inhabited one contains a man chanting. Darkthorn quietly opened the door and saw him and just as quietly closed it.

I somehow managed to see the boot tracks that I saw previously. We think he is carrying the key we are looking for (I rolled a 246 for tracking).

Doorway with mist swirling about in front of it. We move to investigate and a wall of mist shoots forward. Darkthorn rolls grievous success and Lorcan is immune to breathable poisons and effects but Ori and Dyson are in the area of effect. Dyson gets a bad headache but Ori is affected worse as some sort of foam infests her throat and prevents her from breathing. Darkthorn moves back when Kalin tries Neutralize Poison and it has no effect. He looks in her throat and then starts digging out the foam, causing damage to Ori in the process.

GM: Dyson suffers a -5 to WP and Ori suffers a -4 to WP.

As he is doing so, the man we saw previously steps out and begins casting a spell. Dyson, Wiley and Barthon move up to intercept. They quickly defeat him but hear him invoke the name "Malotoch" during the casting.
  • Chain mail
  • Heavy mace
  • Holy symbol
  • Vial
  • Ring (2)

Lorcan casts a Mage Wind spell to dissipate the mist. Dyson moves forward to look for traps. Then Lorcan notices a section of floor that radiates magic, which is probably what triggered the trap last time. The pressure plate is only 3 feet wide so Dyson and Lorcan are able to examine it for traps. No traps but a highly magical lock that probably can't be opened with a spell of Opening.

Next door. I open it and peer inside. A magic spell is cast at me but I resist. Bed, brazier, table and chairs, writing desk. Another door. Three enemies wearing chain mail. Difficult battle, made more difficult by the fact that Darkthorn gets hit almost every time and then a ghast suddenly appears and hits him with a critical.
  • Heavy mace (x3)
  • Chain mail (x2)
  • Chain mail (3)
  • Vials of holy water (x3)
  • Unholy symbols (x3)
  • Ring (3)

GM: This is where we stopped for the night.


04/02/2020 (GM-Jason)

Dyson checks the door for traps and finds none.

Counters on the walls covered with models of towers, castles, etc. Made of wood, stone, etc. All are carefully constructed with attention to detail.

Also see workbenches for building the items. Fireplace on the NE wall. Series of books in a book shelf on the SW wall. All 12 are books on architecture. 36 pounds of books go into the Bag of Holding.

Kalin finds what might be a secret door.

One of the buildings in the diorama radiates very faint magic (less than 1 on a scale of 1 to 10). Lorcan pulls up on the building and that opens the secret door.

Beyond the door is a treasure room. Coins on the floor and 4 copper chest. Lorcan finds magic on the 4 chests. There is also an empty bag on the floor that radiates magic. The coins are in a pile in a corner of the room, maybe 1200 to 1500 coins. None of the chests have locks but have holy symbol-shaped indentations. Some sort of divine magic that seems similar to Mage Lock. Chests are 10 lbs each.
  • Bag of Holding (5)
  • Copper Chests (x4)

We start dumping out the bag and gold coins come out. We stop and put the coins back in. Then put the coins in the corner in the bag as well. We tip the chests around and they seem to be filled with coins.

We put the chests in the bag of holding as well.

As we are leaving, we see a key that was not there before. It was somehow revealed, perhaps at the same time that Lorcan pulled on the building and revealed the secret door.

We head back out to the magic door and Dyson uses the key. It works and the door opens. Stairs leading up to a grand temple filled with mist. Lorcan notes that casting spells is harder when he casts a Mage Wind to blow away the mist away from portions of the floor. The wind mostly clears the smoke through about half the room along a channel towards the raised dias at the other end.

Lorcan casts another Mage Wind to clear the rest of the way to the dias. As he does so, 3 creatures appear on the dias. 2 are undead and 1 is a human high priest. The two undead come down to attack us (one with teleportation and the other running on air). Lorcan casts a Torrential Geyser on the high priest which damages him a couple times and eventually drives him off. When Darkthorn moves up, the ghoul switches to attack him and, after Darkthorn hits a couple of times, is paralyzed. However, Wiley had previously cast Levitation on Darkthorn, which only requires concentration so Darkthorn levitates up 20 feet to get out of range of the ghoul who continued to attack. The following round, Ori is paralyzed.

GM: This is where we stopped for the night.


04/05/2020 (GM-Jason)
  • Heavy mace (x2)
  • Chain mail (x2)
  • Vial of unholy water (x2)
  • Holy symbol (x2)
  • Stone in left eye socket of each one (x2)

We go through the door that connects the temple dias with the upper balcony. Another door leads to a small bedchamber that looks to have been hurriedly abandoned. Etched in the floor is a magical inscription of the crow god that radiates magic at level 4. Since we don't see the cleric, we wonder if it is a teleporter. Behind the bed is a secret compartment. Inside are a pouch, another pouch, lots of silver coins.
  • 3000 silver coins.
  • Pouch 1 - 5 vials (magical potions that cause damage)
  • Pouch 2 - 10 amythests
  • Papers from writing desk

Lorcan and Wiley study the inscription with Power Perception and Magic Lore.

Search the room and then the temple. Darkthorn levitates up the hole. It comes out at the top of the spire. There is no place to camp.

In the chest is clothing and a tool pouch containing torture tools.
  • Torture Tools (3) - +15 to extracting information (Lorcan)

Go back down and spend the night camping on the wide staircase.

Lorcan backfires a Detect Magic spell but uses a Luck point to reroll.

Head back down. All is dark. Check out another door. It leads to an apparently bottomless cavern with a bridge leading out to a flattened spire rising up from the depths. On the spire is a fountain. With mage light, we determine that the floor of the cavern is 200 feet down.

We check the other door and it leads to a torture room with 4 cells. There are still dead bodies in it giving it a horrible stench. Lorcan investigates (he has a Necklace of Adaption). He casts a Deluge as he leaves.

We start back the way we came. Darkthorn hears a voice in the distance. It is the smith shouting for his food. The smith looks like a dark dwarf (duregar) but is much bigger than a normal duregar. We talk to him a bit but he is not friendly and mainly just wants his food. We leave.

Find a door with a lot of crow noises behind it. Darkthorn opens the door slightly, takes a quick look and then shuts it again. A large cavern filled with foliage, including trees and grass.

Another door leads to a strange room filled with dead bodies in a crevice. Beyond is a large figure of the crow god.

Wiley casts Wizard Eye to scout the temple room and then the crow room. Gems in the eyes of the statue and an egg in the cess pool. The crow room seems to be a real/artificial forest. There are several rooks up in the branches of the trees.

Then we move back to the cavern with the fountain and Wiley scouts it with his Wizard Eye.

We head back down to level 1 and down a passage we hadn't checked before.

Cavern with brackish water and four fungus.

GM: This is where we stopped for the night.


04/09/2020 (GM-Jason)

Wiley decides to cast a Location spell to find the evil cleric. It works on the third try. It points west. Maybe in town or even further. As we move, it becomes apparent that he is probably well beyond the town.

We head back to the tower. Head to the room with the magical sigil on the floor. Lorcan studies it and determines that it is probably a teleporter.

We head back to town to report to Lady Pendor. It is stormy out. It does not appear to be a magical storm. We tell her that we killed the harpies and she breathes a sigh of relief. We also tell her about the cultists and describe them. She recognizes one of them and is surprised. Then we leave and follow the Arrow of Location to the west.

Ruined town is called Sickle Rock. The road is very muddy. Both Darkthorn and Kalin cast Tree Steed spells and the group rides over the muddy road.

We ride through the logging camp and continue to the ruins. The arrow is heading in the general direction. We see crows in the distance but they do not sound exactly quite right about them. They are coming closer. They attack by dive bombing the group but the attack is not particularly effective. Kalin kills most with a Turn Undead after their dive bomb attacks.

We move on.

After another 15 minutes Darkthorn notices unnatural movement in a plant. We are then attacked by Assassin vines. We suffer a few attacks but then retreat and go around them.

Sometime later, we hear crows cawing. We continue moving up and see hundreds and hundreds, if not thousands of crows, circling a clearing about 500 feet across. A massive tree is in the center of the clearing. It is surrounded by oblong stones. Two stones are knocked over. Ranger Lore tells Darkthorn that the knocked over stones were knocked over within the last day.


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, Protection from Evil, <Ranger>
  2. Slow Poison, Protection from Charm, <Ranger>
  3. Dispel Magic, <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, Faerie Fire, Remove Fear, <P-Protection from Evil>, <Single Class>
  2. Augury, Lantern, Silence 15' r, Slow Poison, Spiritual Weapon <P-Protection from Charm>, <Single Class>
  3. Prayer, Speak With Dead, Light Eruption, <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, 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 - GK Spells, Greater, Detection
  • Spell Wand (7) - Bolt of Water, Flotation, Solid Fog, Torrential Geyser

Wiley

15

  • GK - COP Missiles, Armor, Invisibility, Location, Shield, Speak with Enchanted Creatures, Telekinesis, Walking Unseen
  • SK - Levitation, Magic Missile, Opening, Web of Entanglement, Wizard Eye
  • Ring of Spell Storing - CSW
  • Ring of Spell Storing -



Limited Use Abilities
WhoAbilityNotesUses per DayUsed
KalinCure Light WoundsHealing Charm (self use only)1
KalinPelor's Penance12 charges but special recharge124
OriCell Adjustment2d6+21
DysonMind CloakHelm of High Sorcery1
DysonTelekinesisHelm of High Sorcery1
DysonMind LinkHelm of High Sorcery1
DysonMental BoltHelm of High Sorcery1