Spelljammer
        Citadel of Fire
Current Turn?NoSubject:The Pooping Toad
Campaign:SpelljammerTurn Start Date:4/25/606
Adventure:Citadel of FireTurn End Date:4/27/606
Adventure Number:6Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.0Send To:bluemountain@championsoftheempire.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
0
0
56/56
/0
7
1
34
0
/0
1/day
2/2
1/1
KC
0
0
43/43
/0
6
3
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
9
2
40
8
/0
1/day
2/2
1/1
Morty Crystaltouched
0
0
46/46
/0
5
0
49
0
1/1
1/day
2/2
1/1
Pellanistra Xarann
0
0
55/55
8/8
7
0
62
10
/0
1/day
1/1
/0
Shaarilla
0
0
33/33
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
62/62
/0
6
2
39
8
/0
1/day
2/2
/1
Tyra Stellastrom
0
0
76/76
6/6
7
1
63
12
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
7/7
9/9
Martin Vane
/
9/9
9/9
Morty Crystaltouched
/
9/9
9/9
Shaarilla
/
19/19
23/23
Syllivarrna Obanghall
/
9/9
12/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
The group spends some time at the Soaking Virgin. Some of the group stay at their own table talking amongst themselves. Others, specifically Barnas, Syl and Tyra, circulate and seek to meet new people from other strange places. This circulation requires the language potion that the three drank and even then, they are only able to speak to others who also consumed the potion. Nevertheless, they meet a number of people from some very strange realms. None of their conversation has any bearing on the group's current adventure but it is interesting nonetheless. The group eats a hearty meal at the tavern. When they finally depart, all are looking forward to a good night's rest and recuperation, along with some healing.

MORTY (GM): Were those circulating able to learn anything more about the Curtain of Winter, or the other exit from Solar? Did everyone describe their arrival much the same? Morty is very curious, particularly about those that seem to have futuristic technology, fabrics, alloys, etc. and is peering about curiously but stays very shy near the main table.

GM: Barnas, Syl and Tyra can send both Luck Rolls and Information Please rolls to see if they learn anything.

TYRA: [rolled 28 vs. LUCK 18, 2x roll], Info please: [rolled 89 (Partial Success)]
BARNAS: Luck [rolled 44 vs. LUCK 20, 3x roll] Information Please [rolled 125 (Success)]
SYL: Luck [rolled 47 vs. LUCK 19, 3x roll] Info Please [rolled 48 (Failure)]

GM: By and large none of the three find anything that helps make a decision on whether it would be a good idea to try the other exit from the village of Solar. Barnas talks to a group from the world of Kulthea (one of the worlds of the Spelljammer universe) who considered investigating it but decided against it. They relied on divination type magic but found that all such queries were in some way blocked when trying to find out what lie beyond the other exit. They concluded that divination magic was useless when it came to predicting actions beyond the curtain.

GM: Tyra also talked to someone with some knowledge. That group went through the other exit and visited the healer there but did not go any further. They understand that there is some sort of graveyard there but did not visit it. After visiting the healer, they came back to the village. They mention that the "Curtain of Winter" there is the same as the main entrance, with all of the same dangers.

They exit the Soaking Virgin and head to the large building at the back of the cavern. A signpost over the entrance shows a large, delicately inscribed toad of regal bearing but gives no name. However, from the grimace on the face of the toad, it is easy to see why it is called on the Pooping Toad even if the owner did not intend this for the name of his inn.

The inn is run by humans. A tall, thin man with hawk eyes and a long thin nose stands behind an arrival desk. He wears a long, black coat that is too small for him. In a gravelly voice, he welcomes the group to the Pooping Toad, takes their payment and presents them with a room key for their suite. Then another man arrives to show them to their room. He too wears a black coat but, despite his pot belly, it fits him fairly well. He huffs up two flights of stairs that again highlights that the buildings in the village are much larger on the inside than on the outside. On the third floor, he leads the group through a warren of wide halls lined with many doors. He stops at one numbered 84B and indicates that this is their room. Barnas puts the key in the lock and turns it. The door opens into a small suite with a central room of moderate size, three smaller rooms leading off the central room, and a spiral staircase in a corner of the central room. The man departs as Martin closes the door behind him after everyone else has entered.

The group quickly examines the suite. The central room has simple but ample seating for the group. Two of the rooms leading off are bunk rooms that sleep four each. The third room leads to a room where two bathtubs lie side by side flanking a narrow aisle. They are mounted on a wooden riser. Both are filled with steaming water and have spigots to refill them, and drain cocks to empty them. The spiral stair in the main room leads up to another level containing two small rooms each with a pair of bunks. Most of the rooms have windows that overlook the village of Solar.

GM: My assumption is that you will rest for the night and then continue on your way in the morning, either back through the Wall of Winter that you arrived from, or to investigate the other wall in the village. In any case, I will pause her to allow others to interject. Costs at the Village of Solar are relatively steep. The group paid a total of 50 sp for the suite, as well as drinks and food at the Soaking Virgin.

LANI: Lani will take her turn at one of the bathtubs to ease her aches and pains (she is one point away from being Bloodied) but is not too battle weary to try on her new Battle Gi once she has cleaned up. Once she has it on, she admires herself in a looking glass and looks forward to the time when she is fully attuned.

LANI: Battle Gi has a special attunement roll for martial artists. If they make their roll, they attune in 4 hours. If they fail, it takes 4 days. Attunement roll, needs 82 or less [rolled 48].

LANI: "Even though this place is a burden on our coin purse, we might want to think of staying here a couple of days until we are fully healed. This will also give us some time to attune to the new magic items we purchased."

MORTY: "I suppose there's no real rush to go back to the tower, and if we wish to investigate the potentially dangerous graveyard/healer area through the other exit here we will want to be fully ready. Perhaps another Augury or other divination magic could help us prepare or gather information?

BARNAS: The young man nods at Morty line of thought... "I suppose we need to decide on what we really want to do. Do we want to get back as soon as possible? Do we want to look for things to make us stronger? Do we want something else? We can ask all kinds of questions. But we need to know what our goals are before they are to useful."

BARNAS: The young man make sure Finn gets taken care of while we are taking care of all our other needs


GM: Everyone heals one point overnight except for Tyra who heals 2. I will assume that Barnas uses his Single Class spell for Accelerated Healing on Tyra to double her natural healing (so she healed 4 instead of 2).

GM: Does the group want to plan on spending at least one more day here to allow more healing? If so, I will to ahead and make the CLW rolls for Barnas. With his single class ability, he can cast up to 4 of them. I also need another 2nd level spell and 3 3rd level spells for Barnas since he is now 5th level. He might consider a Repair Injury spell or two, which is the same as a CSW except that it is a ritual that costs 50 sp each time it is used and can't be used on self.

GM: Also I need attunement rolls from Morty (Cube of Frost Resistance) and Tyra (Pendant of Healing).

TYRA: Pendant of Healing attunement with potion: [rolled 6]

MORTY TECH: Attune 75- [rolled 51]. I'm a little surprised this requires attunement, the original item could even be used by fighters or peasants ;)

TYRA: Tyra is good with resting here a few days to heal up.


BARNAS: I think we need to stay until healed... and fully respelled.

BARNAS: His Spell load while healing will be 4 CLW (cast) With Bless, Protection from Evil, and Detect Evil... Finishing the 1st level spells... 4 AccHealing and Healing Sanctuary (cast) with Augury (maybe cast to get info) and Aura of Comfort rounding out the 2nd level... The Repair Injury x2 (cast but he will need to buy the ritual stuff) with Prayer and Speak with Dead rounding out the 3rd level spells. He will also use the Healing Charm on himself before using any other healing magic on himself.

BARNAS: Between Barnas and Tyra (once she gets the Pendant working) hopefully we will not be here to long

SYL: Agree wholeheartedly with an Augury and/or Flash of Insight to determine the best way forward (OOC - my money is on Graveyard). Either way I think we need to rest here one more day to rest/prep spells.

SHAARILLA: "The augury was saying we have to go past the pooping toad, so I think the way home is somewhere past the portal to the graveyard. We need to get home before the docking fees run out on the Star Sprite, otherwise we won’t have a ship when we get back. But it does make sense to rest and recover while we can."


GM: Tyra successfully attunes to the Pendant of Healing 24 hours after buying it. The group ends up remaining for a total of 3 nights. Barnas casts his Healing Sanctuary and uses his healing spells to good effect while Tyra uses the CCW out of the pendant on the second and third days. On the morning of the fourth day, everyone is fully healed and everyone has their full quota of spells and spell points.

GM: Quick question. Do you want to have Shaarilla keep the Silver Key of the Spelljammer (which gives +2 spell points to the person carrying it) or have someone else take it? The reason I ask is that Shaarilla has more than twice as many spell points as anyone else in the group. I'm thinking it might be better for KC to carry it as he has the fewest spell points and generally runs out the fastest.

GM: Just need a decision on whether you want to head back the way you came or go through the other Curtain of Winter. During your time here, you have certainly had plenty of time to look at it and it looks identical to the other Curtain of Winter.

GM: Let me know if there is anything anyone wants to accomplish while you are in the village.

KC: The wall is cold on you can get misdirected inside. I am assuming that it also goes to many places based upon the variety of people here in the cavern. But ours only seem connected to two places. Are the locations set or can they be changed? Also are there other dangers in the space between that we did not run into on our traverse?

The group does not find anyone who considers themselves an expert on the Curtains of Winter but what you do learn is that when a group enters a Curtain of Winter, there are only two exits, the way they entered and the Village of Solar. The people you talk to have never heard of anyone using the Curtain of Winter to travel to other dimensions.

KC: also is it generally better to go through solo rather than attached as a group? We seemed to have harder time with the rope or was that just Barnas?


GM: Now that you have the Cube of Frost Resistance, it might be better to stay together. You would want to rope yourself and then designate one person to lead the effort to get through. Even if you stumble around a bit, you will probably be okay as long as you stay within the cube.

GM: I have not heard much more about where to go from here. If I don't hear anything by Monday, then I will assume you head back to the dungeon rather than on through the one that supposedly leads to a healer and a graveyard.

TYRA (OOC): I don't know if I'm clear as a player. What more did we want to accomplish in the Tower? Do we feel that's where we should be going? The healer/graveyard part sounds interesting but maybe the poem wasn't really meant for us. Not sure if an Augury would help us here.

SHAARILLA (OOC): Already posted Shaarilla’s opinion that we should continue through the other portal. If we continue in the dungeon, we run the risk of running into the big bad that caused all the problems in the tower. However this place connects to many different places, perhaps if we go on we can find a way back to the Star Sprite.

MORTY (OOC): I don't think we have any additional specific goals or time limit in the tower, and looking in the other direction is just as good a place as any to find our route back to the Star Sprite. It also has the advantage of not risking discovery in the tower, potentially letting any sign of our presence dwindle away and reducing our chance of discovery if and when we decide to return.The Augury seemed almost to encourage us to seek things in the village of Solar and beyond, though that may have been because we were focused on a safe place to rest at the time. It may well be that if we can't get home that way we can at least learn a few things, if not find a few magic items, that will allow us to be stronger upon our return and less overpowered by the stuff in the tower.

MORTY: "Unfortunately it seems divination magics are blocked so an Augury won't help us choose our way, but I have no desire to keep risking the tower and its denizens if we have another possible avenue of investigation and exploration. The planar magics of the curtains of winter seemed like our best hope of getting home, but it seems they are unable to be bent to our will. If we can solve the mystery of the graveyard we may be able to learn something connected to this place though, and that may even change...

MORTY (OOC): I didn't really think of it at the time but we should have asked Alomar if there was any way we could avoid being forced into conflict if we became convinced that we had to return to the Tower. Perhaps some rules of the Beast Maker that we could avoid breaking. He didn't seem that unfriendly, but if he is the Beast Maker's champion then he will have to fight us if certain conditions are met...

SYL: If we are going to wait another day or two i think that re-approaching Alomar would be a good idea, but my belief is we push on through the other Wall to see the Healer/graveyard.

GM: During the three days that the group spent in the village of Solar, they saw Alomar at the Soaking Virgin every night. Talking to him was simple enough but the only advice he could offer on avoiding the Beast Maker was to avoid the Beast Maker. There might very well be some magic deeper in the dungeons that might allow the group to return to the Kingdom of Celestian where they left their spelljammer but they would need to tread carefully to avoid the very powerful and evil mage who is now known as the Beast Maker.

GM: I will send the next turn later today with the group going through the other Curtain of Winter in the village of Solar (in the direction of the healer and the graveyard).

GM: And in answer to Tyra's question, the only real goal of the group right now is to find a way back to your spelljammer. You have already found the piece of the Crystal Wand that you were searching for.

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
Spell Memory
Spells Memorized
Barnas
1st - 6
2nd - 6
3rd - 4
  1. CLW, CLW, CLW, Bless, Protection from Evil, <D-Detect Evil>, <single class>
  2. Accelerated Healing, Accelerated Healing, Healing Sanctuary, Augury, Aura of Comfort, <D-Find Traps>, <single class>
  3. Repair Injury, Repair Injury, Prayer, <D-Speak With Dead>, <single class>
KC
9
  • GK - Jump, Shout, Spider Climb
  • SK - Fumble, Hold Person, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
9
  • GK - Levitation, Shield, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
  • Spell Store: Bolt of Energy, Counterspell Sorcery
Morty
7
  • GK - Illusion, Spell Store, Sphere of Silence, Stinking Cloud, Undetectability
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic
  • Spell Store - Shadow Magic, Phantasmal Force
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Mist Vision, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt, Wall of Ice
  • Spell Wand (7 spell points) - Lightning Bolt, Lightning Bolt, Wall of Ice, Sphere of Fresh Air
Syl
9
  • GK - Invisibility, Light, Shadowform, Strength of Darkness, Sunburst, Wall of Darkness, Witchsight
  • SK - Shadow Walking, Starfire
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
  • Spell Store - Sunburst



Limited Use Abilities
WhoAbilityNotesUsesUsed
BarnasCure Light WoundsHealing Charm (self use only)1
MortyElectrical BlastMage Tech Pistol4
LaniWalking UnseenMartial Artist ability1