Spelljammer
        Archeron
Current Turn?NoSubject:The Void Wanderer
Campaign:SpelljammerTurn Start Date:5/17/606
Adventure:ArcheronTurn End Date:6/12/606
Adventure Number:7Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:7.1Send To:bluemountain@championsoftheempire.com; kc.starsprite@gmail.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
KC
0
0
55/55
/0
7
3
52
4
/0
1/day
1/2
1/1
Martin Vane
0
0
60/60
/0
10
3
55
12
/0
1/day
3/3
1/1
Morty Crystaltouched
0
0
51/51
/0
5
0
49
0
1/1
1/day
2/2
0/1
Pellanistra Xarann
0
0
60/60
8/8
9
0
81
16
/0
1/day
1/1
/0
Randle Hewlet
0
0
45/45
/0
5
0
23
0
/0
1/day
2/2
1/1
Shaarilla
0
0
45/45
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
72/72
/0
6
2
51
12
/0
1/day
1/2
1/1
Tyra Stellastrom
0
0
81/81
10/10
10
3
69
14
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
13/13
9/9
Martin Vane
/
15/15
13/13
Morty Crystaltouched
/
15/15
9/9
Shaarilla
/
23/23
27/27
Syllivarrna Obanghall
/
15/15
12/12
Randle Hewlet
/
13/13
13/13
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
Randle Hewlet
Five hours later, the group has reached the port and makes their way to Dark Spelljammers.

GM: Who is going to take the Amber Key of Spelljammer? If you recall, the Silver Key of Spelljammer that Shaarilla wears also provides her with +2 spell points so presumably the Amber Key has some sort of magical property, perhaps even the same property.

GM: I need three Barter rolls from Barnas. One is for the sale of the Star Sprite. The second is for the purchase of the Void Wanderer. The third is for the level 1 repairs needed to get the Void Wanderer space-worthy enough to depart Archeron and make the jump to the Kingdom of Celestian.

BARNAS: Roll for sale of the Star Sprite: Success-144
BARNAS: Roll to purchase the Void Wanderer: Success-126
BARNAS: Roll to get level 1 repairs completed: Success-122
BARNAS: Roll to provision for a week: Success-158
BARNAS: Roll to provision supplies for level 2 and 3 repairs: Near Success-93

While most of the group, Knights of Lore, and freed captives remain outside, Barnas and a few of the group enter the offices of Dark Spelljammers to begin negotiations. They are ushered into a luxuriously appointed office where they meet a male drow by the name of Kaperdesh. Once everyone is settled, negotiations begin. Barnas needs to accomplish three things here. Sell the Star Sprite, buy the Void Wanderer and arrange for fast repair of the level one repair items. He performs very well. He manages to sell the Star Sprite for 10,500 silver, buy the Void Wanderer for 24,000 and arrange for level one repairs for 1,150. When this is all complete, the group still has 11,857 silver left.

The group departs the Dark Spelljammers office feeling good about their negotiations. They take another quick tour of the Void Wanderer with Kaperdesh and a Spelljammer mechanician who points out what they will be repairing for the arranged cost. Morty and Shaarilla are satisfied that, while a long ways from fully repairing the ship, it will be enough for them to limp to the Kingdom of Celestian where they can spend more time to complete repairs. The repairs are expected to take about 60 hours.

The group also takes the time to transfer all of their gear from the Star Sprite to the Void Wanderer.

SHAARILLA: .When retrieving our stuff from teh StarSprite, Shaarilla takes a moment to sit in the pilot’s chair one last time. As she strokes the controls of her first ship, a single tear heads down her cheek. After a moment she says, “Goodby Starsprite, you have served us well.'

LANI: Lani also feels like she will miss the small ship in some ways but, in other ways, she is happy to be moving to a larger ship.

Next, the group arranges for raw materials that they can use for additional repair. Barnas purchases 5,000 silver worth of such material for a total of 4,500 silver. Finally he purchases normal provisions.

GM: I will begin deducting 10% of any treasure earned by the group to pay for the provisioning and crew salaries of the Void Wanderer. That way we don't have to get into the minutia of financially managing the ship.

TYRA: That's good. So it is reasonable to assume that we'll get a crew that's able to man the weapons stations as part of this 10%? If so should we try to have the skills ourselves?

GM: When all of the financial arrangements are made, the group has about 4800 silver left. Let me know if you are going to give any to the Knights of Lore. Note that the group also has some undivided loot that I will split up normally and assigned to each person.

TYRA: I'd like to see what our treasury and our personal funds are at with the undivided loot before finalizing what to give the Knights of Lore. My gut says 3000 silver right now feels fine though I'd love to give them more if we can afford it. I just want to make sure we've got enough to last us a while after we get back to the Kingdom of Celestian. I know there was some mention that the freed captives will be able to financially compensate us once they're reunited. I feel that this is not something we should count on though.

GM: I split up the coins and each person got 170 sp, minus tithing for those who have it. Tyra still owes 200 sp each to Martin and Syl. Everyone else who had debts have cleared them.

TYRA: Tyra will pay them each 100sp and will still owe them 100sp.



TYRA: Tyra asks the staff of the Dark Spelljammers if they could go over the weapons and defenses of the Void Wanderer. She inquires if the weapons are operational or if they need repairs. Finally, she asks if there's someone that can provide training on catapults and ballistae.

GM: Yes, the weapons will need some work. They do not provide training on weapons but assure you that you can easily find someone in the port town who can provide training. Sure enough, Tyra finds a bar for spelljammer crewmembers, many of them currently unemployed and can easily hire someone to teach her how to use a catapult and ballista. Since you don't currently have a functioning weapon, it will cost a little extra but, for 100 silver, you can find someone.

TYRA: I just realized this may not have been included in the rolls earlier for skilled crewmembers, but are any of our passengers skilled with the ballista or catapult?

GM: I did consider this in the rolls earlier.

MORTY (OOC): Just a quick reminder, Morty mentioned that he knows the basics of Artillery skill and can train anyone who wants to learn when he's not busy repairing the ship.

TYRA (OOC): Ah, I either forgot about that or didn't know. Morty probably won't have any time to do that until the repairs are done. The piece I didn't think about that likely makes this less important is that we'll just hire a crew that can operate the weapons so I'm not sure if it makes sense to have our PCs be good at that.


GM: Your call. In general, the crew you hire is going to be adequate but not great. It would not be a bad idea if each weapon had a member of the group who was good at artillery. I noticed that the cost was a bit too high so I lowered it. I also gave each fighter type in the Spelljammer group (including KC) a .75 multiple with Artillery.

LANI: Lani will sit in on lessons on using artillery weapons.

LANI (OOC): Lani bought rank 1 with Artillery.

SYL: How many ranks of blacksmith can she buy? What is skill for Ballistae?

GM: She can buy 2 ranks of Blacksmith, or 3 if she rolls a 1x KNOW roll. Artillery skill is used for Ballistae.

SYL: Knowledge Roll [rolled 37 vs. KNOW 20, 2x roll]

MARTIN: Martin would definitely be interested in learning how to operate the Void Wanderer’s weaponry.

TYRA: Okay, that makes sense. How many ranks of Artillery can she buy?

MARTIN: Good question – how many levels of Artillery can Martin buy?

GM: 2 ranks. 3 if she makes a 1x KNOW roll.

TYRA: [rolled 90 vs. KNOW 15, 6x roll]

KC: I bought wood craft up to rank 2 and I would like to make a knowledge roll to see if I can buy another rank. Rolled a [rolled 48 vs. KNOW 20, 3x roll]

GM: He can buy 2 ranks now.



The next two days pass uneventfully. The repairs of the Void Wanderer progress under the watchful eyes of the group, especially those with applicable shipboard repair skills such as Shipwright, Mechanician, Engineering, Blacksmith and Woodcraft. Morty presides over basic artillery lessons which are limited to classroom basics since you do not have a functioning piece of artillery to practice on. Barnas, Syl and Tyra handle the interviewing of potential crew members (all 3 have Conversation and Character Judgement). Most do not make the cut due to moral and ethical issues. However, the group does find a couple of skilled workers.

GM: Here are the skilled members of the crew so far:
  • Talor Woodson (human male) - Woodcraft 6 (Talor is one of the captives you freed)
  • Gepsud Metalson (human male) - Blacksmith 3 (Gepsud is one of the captives you freed)
  • Tip Garrier (human male) - Armorer 7/Artillery 6 (hired on Archeron - can fix, maintain and operate the artillery weapons)
  • Deles T'gannon (drow male) - Blacksmith 6/Shipwright 3 (hired on Archeron)

GM: Also aboard are the 9 Knights of Lore and 5 other freed captives (2 male and 3 female) who will assist as they can. One of the males and one of the females have both said that their families will reward the group for their return though they might have said it simply because they were desperate not to be left behind.

GM: My assumption is that the group is not looking for either a pilot or an astrogator and plans to handle those tasks themselves.

Once the level one repairs are complete, the group moves onto the Void Wanderer and prepares to get underway. They do this quickly as more than one member of the group has spotted suspicious-looking drow keeping an eye on some combination of Dark Spelljammers, the Void Wanderer and the group. They could be spies ready to help House Despana pounce on the group once the no-harassment clause expires.

The Void Wanderer limps out of the massive cavern that holds the port and Dark Spelljammers and moves ungracefully out into the phlogiston. Shaarilla is at the helm and Syl is the astrogator. Before exiting the cavern into the airless saragasso, Shaarilla calls everyone to the bridge and then casts a Sphere of Fresh Air.

Once out, Shaarilla makes best speed away.

GM: If Syl wants to raise her Spelljammer Astrogator skill by 1 rank, you can make the jump from here to Fangora in a single jump on the Void Wanderer. In fact, she should probably plan on spending some time improving her astrogator skill or it could take years to reach the general location of the next key. Basically you now have a ship that is capable of long jumps but are limited by your astrogator skill.

SYL: will raise Spell Jammer Astrogation by one rank, Manuever in Armor by one and Blacksmith by one.

SYL: now that we have the Amber Key, it will lead us to the next one in the chain once the ship is ready and we have a full crew??

GM: Probably, once Shaarilla does a Ritual of Identification on it.

MORTY: I will be losing some sleep during this project, but barely noticing because I want to be everywhere at once. The artillery lessons will be happening after hours while the workmen (or at least their supervisors) sleep.

MORTY: "I think it's a bad idea to return to Fangora if we have any other choice. Syl, are there any other stops we could choose? Even Alley Rock would be better. Fangora is where we last encountered Brute Force, and they may have a significant force there in case we return. Plus there's that bureaucratic issue of departing without permission from the (probably bribed) 'harbormaster' or whatever he's called. Admittedly the fact that we're arriving in a Hammership will help a little in both cases, but I'd rather not take chances if we have an equally good other option.

LANI: "But wasn't there someone in Fangora that was looking into more information for us on the next Spelljammer Key?

Syl puts a spell point into the helm and views the 3d image of surrounding space. With the capabilities of the Hammership and Syl's new skill, she is able to see all Anchor Points within 4,000 miles (though her safe jump distance is only 2,000 miles). She is able to see most of the cities within the Kingdom of Celestian though only Fangora and Alley Rock are within safe jump distance. If you were to jump first to Alley Rock, then Fangora, Besar and Center Rock Port would all be within safe jump distance though the latter is just a small waypoint.

TYRA: Do our passengers have any strong preferences for where they are dropped off? We'd especially want to know for the two that said their families would reward the group.

GM: The two that mentioned rewards would need to be dropped off at Fangora if you want to collect a reward. The Knights of Lore eventually want to land somewhere to start a new life but do not have strong preferences as to where.

TYRA: That makes it even more obvious for us to go to Fangora first.

TYRA: "I wonder if we can stop by and have a group of all drow meet with our contact without harboring? Syl, Lani, and a few Knights of Lore would not match the description folks would be looking for so they should have a decent chance of getting in and out without notice."

GM: I will send the next turn with the assumption that you will jump to Fangora unless I hear otherwise. While there, Barnas wants to visit with Calver the Holy again to see if he has learned anything more about the Gold Key of Spelljammer.

KC: We might as well go to Fangora. We can not run from Brute Force forever, that is unless we never want to go home again. But that is what we are collecting the Spelljammer keys for right? Once we have the we are going back and visit the spirits of Spelljammer. It is also large enough to get supplies for the ship if we need to.

TYRA: Sounds good. I do think we'll want to limit our exposure to the harbormaster since we expect Brute Force will have agents looking for us. While I agree we can't run forever, I'd rather take precautions to make it harder for them to track us down.



Syl sets a course for Fangora and the Hammership leaps ahead into Otherspace. Speed is difficult to measure objectively in Otherspace but it feels fast and, looking at the visual display of the helm, the group can see that it is fast. In the Star Sprite, a trip of 2000 miles would have take Shaarilla almost 12 hours. On the Void Wanderer, she and Syl expect to reach Fangora in about 2 hours time! Shaarilla will use only 3 spell points.

The group spends some time resting an recuperating. Most of the group retires to the individual cabins that they have tentatively claimed.

GM: The following sleeping cabins exist on the Void Wanderer:
  • Main Deck
    • Captain's Cabin (Shaarilla?)
    • Officer's Cabin (Syl?)
    • Officer's Cabin (Morty?)
    • Crew quarters (4 bunks)
    • Crew quarters (4 bunks)
  • Cargo Deck
    • Large stateroom
    • Small stateroom
    • Small stateroom
    • Crew quarters (4 bunks)

GM: Since you will have a crew and they will presumably occupy the crew quarters, then the group can double up. If you don't plan to haul much cargo, then you can easily build a couple more staterooms in the cargo hold and each person will then have their own cabin. It's really just a role-playing element and not really a big deal. As you spend time, materials and money on repairs, you can add a couple of staterooms.

An hour passes with Shaarilla at the helm. Most of the group has retired to their quarters to rest but, one by one, everyone in the group drifts back into the bridge. Some are still tired and wounded but feel the need to be on the bridge. All non-group members, including the Knights of Lore, are aft. Crew members are working while the others are resting and recuperating.

Suddenly, there is a shimmer on the forecastle just forward of the bridge (the bridge is wide open to the forecastle though the bridge is covered and stays warmer than the forecastle). Four figures materialize on the forecastle. They are the same four figures that the group saw in the depths of Spelljammer after solving the numbers grid there. Now, as then, the four figures converge to become a single figure who says, "We are the Spirit of Spelljammer. Two keys now are yours. The properties of the Silver Key are known to you. The Amber Key provides infravision. These further gifts will assist you as you now seek the Gold Key in the Gateway Kingdoms." Before anyone can ask any questions, the Spirit of Spelljammer fades away.
  • Barnas gains nothing new but his +2 Quarterstaff is now a Staff of Defense.
  • A leather helm appears on KC's head that he knows is a Helm of Scouting.
  • A ring appears on Martin's finger that he knows is a Ring of Courage.
  • A ring appears on Morty's finger that he knows is a +1 Ring of Protection.
  • A pair of engraved braces appear on Lani's wrists that she knows are Monkey Bracers.
  • A ring appears on Shaarilla's finger that she knows is a Ring of Armor and Shield.
  • Syl gains nothing new but her +1 Broadsword becomes a +2 Broadsword.
  • A ring appears on Tyra's finger that she knows is a Ring of Medicine.

TYRA: The young warrior observes the scene with fascination. Her expression brightens briefly as the Amber Key's ability is mentioned. Then the new ring appears on her hand and she looks it over in wonder.

Two hours later, the ship comes out of Otherspace in the vicinity of Fangora. Shaarilla brings the ship into the aerodrome. To the group's relief, the customs official that comes out, flanked by a couple of guards, is not the corrupt official who they met previously.

SYL: Trying to find the map of SpellJammer space so I can see where Gateway Kingdoms are in relation to where we are and which Phlogiston Lore I might need to bump up along with my Astrogation skill...

GM: Those with Phlogiston Lore - Putarrha Sector can send skill rolls, as well as those with Everything Lore.

SYL: phlogiston lore check [rolled 102 (Near Success)]

SYL: Everything Lore check [rolled 76 (Partial Success)]

GM: Everything Lore can only be used if you don't have another lore that qualifies so I will ignore that roll.


SHAARILLA: Phlogiston Lore - Putarrhan Sector [rolled 112 (Success)]

MORTY TECH: Phlogiston Lore - Putarrha Sector 25%, [rolled 88 (Partial Success)]

Morty, Syl and Shaarilla all recall that the Gateway Kingdoms are located in the Putarrha sector. Shaarilla further recalls that they are relatively close to the Kingdom of Celestian. Maybe somewhere between 10 and 20 million miles away.




SHAARILLA: Shaarilla will not insist on the captain’s cabin, but she does want one of the cabins near the bridge.

SHAARILLA: Now that we don’t need to deal with the airless void, Shaarilla will start changing the spells in her wand of Spell Storing. As it turns out, her preparations for an extended-stay in the airless void were for naught. We were able to jump past the airless sections…

SHAARILLA (OOC): Neat looking ship! I wasn’t able to tell where the pilot sat just looking at it, but the additional explanation in the post cleared that up. I like how we have two large game rooms! Well, I guess one is a meeting room (suitable for board games and roleplaying games)

SHAARILLA (GM): I noticed that the description of a hammership says that it can land on water, but not on land. Is this going to cause us problems landing at Fangora?

GM: The aerodrome has mooring towers for just that purpose. It also includes a large lake so you have your choice of a mooring tower or the lake. The lake is at the edge of the aerodrome so you would have further to walk to get into the city.

SHAARILLA: Shaarilla is glad that the spirits of Spelljammer don’t seem to be upset that they have traded in for a larger ship. Selling their gift of the Star Sprite had her concerned about that. Not that there was any option really, the Star Sprite couldn’t have gotten them to the next key…

SHAARILLA: Shaarilla really enjoyed piloting the larger, faster ship. While far from being the largest ship she’s ever piloted, that was just friendly pilots letting a kid4 their ship away from the Spelljammer. But the Void Wanderer was hers to fly! She was as happy as she could be :-)


TYRA: Tyra will let the others choose their individual cabins. She'll happily bunk in the cargo hold. She'll set up a makeshift shrine to Tyr while the group rests and sits in prayer.

TYRA (OOC): I have some questions on the layout of the ship. What is the room at the bow on the cargo deck? It seems bridge-like but it sounds the bridge is on the main level and open to the forecastle. The two rooms on the port bow ahead of the crew room would be a small galley and storage? In the cargo hold, what is the boiler/furnace looking thing in the middle, and what is the orange line with the colorful shapes? What are the two rooms at the stern on the cargo hold? They sort of look like bathrooms but maybe those are casks of water?


GM: Now that you mention it, I think the room at the bow of the cargo deck is actually the bridge where the Spelljammer helm is located. Ignore my previous comments to the contrary.

GM: Yes, on the cargo deck, those 2 rooms are the galley (forward) and the pantry (aft).

GM: The boiler-looking thing in the cargo hold is probably supposed to represent a table or some strange cargo. You can assume that the cargo hold is empty, and damaged.

GM: On the original Hammership plans, there are no rooms at the aft end of the cargo deck so let's just assume they are water storage tanks.

TYRA: On the main deck, starting at the stern, that looks like the mess and galley. In the port 'eye', that seems like a conference room but what's the area behind what appears to be a curtain. Is that connected to the room below I think is a galley?


GM: the area behind the curtain is just a couple of storage cabinets.

GM: If I have time, I will probably recreate the Void Wanderer in MapTool and make it more accurate for the group's needs.


SHAARILLA: Looking closely at the illustrations, on one illustration there are windows going all the way around the bridge. These are missing on the other illustrations and on the deck plans. I though just having a roof the pilot station was luxurious. Having a fully enclosed bridge is even more so...

SHAARILLA: In that case Shaarilla will be clear that the room adjacent to the bridge is the pilot’s cabin, and claim that room. Someone else can be captain, preferably somebody who’s better at talking to people…

SHAARILLA (OOC): It looks like the grid is one foot squares (based on the size of the bed), so the ship isn’t nearly as spacious as it looks.The main corridors are only five feet wide. This is appropriate for a ship where space is at a premium. The pilots cabin is 10 x 10, which while not cramped isn’t really spacious either.

SHAARILLA (OOC): What are the blue Iris valve looking things in the wing rooms?




Shaarilla brings in the Void Wanderer, docking at a docking tower specially designed for spelljammers that are not built to land on the ground. There are no issues with the customs inspector and the group is soon left on it's own. Going with their previous plan to have the ship appear to be a drow ship, the Knights of Lore, together with Lani, Syl and Barnas depart. Barnas is covered with robes to hide his human identity. They make their way into the city and to the Temple of Thoth where Barnas is granted an audience with Calver the Holy. When Barnas returns sometime later, he tells Lani and Syl that the Gold Key of Spelljammer can be found on the wintry world of Quellbourne deep within the Gateway Kingdoms. The key itself is thought to be within an ancient tower in the ruined city of Quellburn. The group may learn move by landing at Kelfour's Landing and making inquiries.

Barnas also tells Syl and Lani that he will not be accompanying them as he has work to do here in Fangora.

Syl and Lani return to the Void Wanderer, along with the Knights of Lore, and pass along their news.

GM: My assumption is that the group will spend time working on the ship and filling out the crew. The Knights of Lore will part company here and go their own way.
  • Total Damage = 174 HP (out of 250)
  • Total Fixed (by Dark Spelljammers) = 41
  • Total Remaining = 133

GM: I am awarding 10,000 exp to everyone as a bonus for completing this adventure. You should see it in your character sheets. Let me know how you want to spend it.

MORTY (GM): I am strongly considering another rank of shipwright or two. Perhaps while observing the repairwork at Dark Starjammers I learned some things.

GM: Note that Tip, Gepsud, Deles and Talor are crew members. Most other crew members you hire are going to be more skilled with the operation of the ship and not so much with the repair.

GM: With Barnas departing, someone else in the group might want to take up Barter skill.

TYRA (OOC): Tyra and Syl are the natural suggestions. Dale, do you see Syl being the go-to barter/shopper person? My bigger question to all this is what does our group do without a cleric and the healing support? Too bad we can't clone Kalin! ;)

GM: Syl might consider Barter instead of Blacksmith. She could buy Blacksmith down to 0 and get rid of it and buy Barter instead and we can say she was learning Barter and not Blacksmith.

SHAARILLA: I noticed that the restrooms on each deck have been replaced by storage areas. That’s going to be some stinky storage! And that the biggest state room, with private bathroom, has been replaced with another conference room.

GM: There are no conference rooms. There is the wardroom, where the owners and officers eat, and mess deck, where the crew eats.

GM: I guess since even the tiny Star Sprite had a WC, then the Void Wanderer should as well. I added one on each deck for officers and owners and a small one back in the crew saloon for the crew.

SHAARILLA: Can Shaarilla add another 2 levels to Shipwright before making the roles? I noticed that our shipwright skills are lacking compared to the other skills...

GM: Assuming the group is going to remain here for a time and fix the Void Wanderer, then I am fine with it.



GM: Regarding ship repairs, I am showing the following with appropriate skills. Everyone can make one skill roll for each of the skills and I will resolve how much you are able to repair in the next 2 to 6 days.
  • Armorer
    • Tip 7
    • Morty 2
  • Blacksmith
    • Morty 6
    • Syl 2
    • Gepsud 3
    • Deles 6
  • Engineering
    • Morty 6
  • Mechanician
    • Morty 7
  • Shipwright
    • Morty 4
    • Shaarilla 4
    • Deles 3
  • Woodcraft
    • Morty 4
    • KC 2
    • Talor 6

MORTY: I also have rank 2 in Armorer but I am guessing I have enough on my plate with all the other skills and projects ;)

KC: He helps pitch in on the repairs to the extent that he is able too. Repair wooden object [rolled 125 (Success)].

SHAARILLA: Shipwright Repair Vessel 55% [rolled 110 (Near Success)]

MORTY:
  • Blacksmith 6: [rolled 61 (Failure)]
  • Engineering 6: [rolled 81 (Partial Success)]
  • Mechanician 7: [rolled 138 (Success)]
  • Shipwright 4: [rolled 130 (Success)]
  • Woodcraft 4: [rolled 110 (Near Success)]

MORTY (GM): I will use luck points to reroll my blacksmith and engineering rolls, it looks like KC has the woodcraft covered even though I'm close enough to full success that even 1% for him helping would do it. And yes, this is really what I want to do, this project is my life's work right now. Sad that they're my best bonuses and the other skills rolled so much better.

Blacksmith 6: [rolled 132 (Success)]
Engineering 6: [rolled 63 (Failure)]

GM: Here are the rolls for the NPC's
  • Tip - Armorer - [rolled 48 (Failure)]
  • Gepsud - Blacksmith - [rolled 63 (Failure)]
  • Deles - Blacksmith - [rolled 88 (Partial Success)]
  • Deles - Shipwright - [rolled 91 (Near Success)]
  • Talor - Woodcraft - [rolled 29 (Failure)]

TYRA: Tyra wants us to be cautious so that the group's identity isn't easily discovered while we're sitting here doing repairs. For that reason, most of the key and easily identifiable party members should stay on the ship out of sight. If we need something in the city we can request our crew or some of our other members to assist us with that.

GM: I sent the Crew Level rules. Tithing at 10% means an Average crew. If they increase to 15%, they get a Highly Trained crew while 20% would be an Elite crew.

SYL: I think the 5% extra tithe is worth having an elite crew, especially if we can get lucky and get one of the highly skilled personnel be artillery and Shipwright and/or Woodworking (our lack so far).

GM: If you go for a Highly Trained crew, then you can decide the 10% of your crew that you want to be Highly Skilled and, if you are hiring in a large city, your chance of finding someone is good.

MARTIN: I'll second the additional tithe for a better crew.

TYRA: Tyra's fine with this.

MORTY (OOC): I do not wish to pay extra for a Skilled crew, but it sounds like I'm going to be overruled.

LANI: Lani also votes against a Highly Skilled crew and, in fact, would like the go the other way with an Untrained crew. The reason is that she believes that the group can handle all of the main crew functions and we just need some hobby-level assistance with grunt work.

KC: I think that I will side with Lani and Morty on this. A skilled crew sounds great, but that would entail that we become more like passengers upon our own ship and we should be able to fill in most of the positions ourselves.

TYRA: Tyra admits she's not that knowledgeable about the operation of a larger ship and how important the skill of the crew will be. She is willing to go with the advice for those more in the know. She would like to understand how the lesser crew will affect what we can do.

TYRA (OOC): I assumed we'd need more hands on deck to run the ship but I guess the operations around sailing isn't like a real ship since it appears that what we really need help with is the maintenance. How about the operation of the weapons? I know they still need to be repaired but what crew requirements are for that? Last I heard we have 4 of us with Artillery. So that covers one skilled person per weapon but is that all that's needed?


GM: You will want a minimum of 3 people per catapult and 2 per ballista. However, only 1 person for each weapon needs Artillery skill. The others are just helping to fetch and load ammunition. If the group will cover the artillery roles, then the untrained crew will have no impact on artillery skill. They will simply fetch and load ammunition.

TYRA (OOC): Also, one thing I am not clear on (I could have missed it) is what our current crew costs us tithing-wise. Is that the 5%? So by choosing a normal skilled crew would bring in more crew members with more skills?


GM: Right now I am assuming an Average crew (10% tithing). If you decide to upgrade to Highly Skilled, then it will cost the group 1500 silver immediately and then 15% of all treasure from now on. If you go the other way, and go with an Untrained crew, then I will give the group a refund of 1500 silver.




GM: I already marked off the 10% for a Skilled crew. If you decide to go with a Highly Trained crew, it will come out of your existing savings (another 1500 sp) and will then drain 15% of all future treasure. If you decide to go the other way, then I will refund the group 1500 sp.

GM: To facilitate the discussion, here is what I see as needed for a crew:
  • 1 blacksmith
  • 2 woodworkers
  • 1 armorer
  • 1 shipwright
  • 1 engineer
  • 1 cook
  • 1 purser
  • 3-5 general laborers who might have good skills with other secondary skills such as leathercraft, cooking (assistant cook), etc.

GM: In this list, the only thing the group doesn't have is Cooking (Barnas had rank 2 but no one else had anything). If you go with an Untrained crew, you could hire a decent cook (rank 7) and keep Tip as your armorer (rank 7). Then everyone else would be rank 3 to 5 in such things as cooking, woodcraft, blacksmith, etc. This is not enough to be the primary but they could be assistants to the group and would otherwise be responsible for keeping the spelljammer shipshape. I might ratchet up the tithe from 5% to 6% at some point if you want your Cook and Armorer to get even better.
  • Armorer - Tip primary, Morty secondary, crew tertiary
  • Blacksmith - Morty primary, crew secondary
  • Cook - Crew primary, secondary and tertiary
  • Engineer - Morty primary
  • Mechanician - Morty primary
  • Purser - Syl primary, KC secondary (barter, bribery, etc.)
  • Shipwright - Shaarilla primary, Morty secondary
  • Woodcraft - Morty primary, KC secondary (or maybe flip and KC concentrates on this), crew tertiary

GM: I completely left out Artillery but again, if you go with an Untrained crew, then the group will handle artillery while the crew resupplies ammunition. If you stick with an Average crew then at least 3 of the crew members will be Skilled with artillery weapons.

KC: I would happily take over primary in Woodcraft so Morty can concentrate his efforts (exp) on being primary to 3 of the 8.

KC: Not really the Chrismatic type for Purser, but I could help out if need be.

SYL: Due to vast training requirements to keep the ship up and running, let alone repaired when (not IF!!) we have ship battles i think we would be better off concentrating only on artillery and our personal skills rather than spend precious XP on skills for the Wanderer.



KC: is this tithe considered a flaw or just a way to fund the needs of the ship and crew?

GM: Sort of but you don't take it as a flaw. I just reduce all future treasure gained by 10% (or whatever you decide).

KC: (GM) So how would my flaw be affected by this or work with this?

It would function as before. The assumption is that you live an adventurer's life, which means you go out and eat good food, replacements for gear are assuming, gear is mended or replaced, food is not an issue, etc. If you are away from the ship and the group needs to spend the night at an inn, KC would automatically have a private room at the inn.

SYL (GM): Is Fangora a large enough city for us to be able to hire the specialists we want/need?

GM: Most likely. You would have good Luck rolls to find the people you need.

KC: So. IF Fangora is as Morty suggests that there is a influence of Brute Force here. Why would we want to hire on any crew that might have a informant for them being able to slip on the ship and give them our location or other information? Should we not wait til we arrive someplace new to do that?



SYL: Since we lost Barnas what are our options for a Cleric/Healer in the future??

GM: With her Ring of Medicine, Tyra has become your main healer but you might want to stock up on healing potions as well. If you plan to enter some sort of extensive encounter area, you might want to hire a healing cleric to accompany you.

MORTY (GM): I share the concerns of the others about healing, and no, potions of healing really aren't a very good substitute since it will continuously drain our funds :(

GM: The group could consider bringing in an NPC cleric or lay healer. If you do, they would be an NPC, earn half normal EXP and get a half share of treasure. If you go this route, I would suggest a lay healer who would also have cooking skill.

TYRA: Tyra would like to not be the only source of healing outside of potions. If we can find an NPC lay healer with cooking skill that's totally work the half share, IMHO.

GM: I will wait to hear from a few others and, if the consensus is to go with an NPC Lay Healer, I will play that out.

SYL: Does support an NPC Lay healer (that can cook would be nice...)



The group gets to work fixing the ship. Over the course of the next 22 days, the group fixes a total of 43 points of damage to the Void Wanderer. They use a total of 2180 sp worth of the materials they had purchased for repairs, leaving them with 2820 sp remaining. All of the Blacksmith and Mechanician damage is fully repaired. The following damage remains:
  • Engineering - 5 damage
  • Shipwright - 21 damage
  • Woodcraft - 60 damage

GM: Specifically, Morty repaired the remaining 10 points of Blacksmith damage, 5 points of Engineering damage, the remaining 3 points of Mechanician damage, 7 points of Shipwright damage, and 9 points of Woodcraft damage. Shaarilla repaired 12 points of Shipwright damage. KC repaired 11 points of Woodcraft damage.

GM: I did not apply any of the rolls of the crew. 3 were failures and neither of the other 2 was full success. The General Repair Rule allows even failures to accomplish some degree of repair but would take a lot longer and use a lot more materials. In general, the group did fairly good. The General Repair Rule that I use makes it most ideal for the person leading the repairs of a given type to be at least Skilled (ranks 6-9). Someone who is Skilled and rolls full success repairs 2d10 damage in 2d3 days using 5d10 x 10 sp worth of materials. Lesser rolls or lower skill (Hobby) reduce the amount repaired and increase the cost and time with the same degree of success.

GM: Morty, Shaarilla and KC can certainly spend XP to buy up the appropriate skills if they so choose.

GM: Let me know if the group is interested in training. Since almost a month is going to go by anyway just on the repairs you have already done, most people can afford a month of training. Those working to repair the ship, would get a discount on the training cost because they would be combining training with real work.

LANI: Lani will spend money on training Artillery skill. She will go with Trainer and Practice for 400 sp a month.

GM: Since it appears more people are interested in having the group provide the main crew skills, here is a suggestion. I will lower the crew from Average to Untrained and, instead of giving a 1500 sp refund, I will give everyone 5000 exp that can only be spent on spelljammer skills. This assumes you will spend a total of 2 months repairing the Void Wanderer and training.

GM: Spelljammer skills include Spelljammer Pilot, Spelljammer Astrogator, Artillery, Barter, Blacksmith, Bribery, Engineering, Shipwright and Woodcraft, and anything else that you can convince me is a good skill to help support the Void Wanderer.

GM: I strongly suggest that Shaarilla and Syl improve their Pilot and Astrogator skills to rank 8 or higher if at all possible. Rank 7 is the absolute minimum but it will mean a long trip to the Gateway Kingdoms. The number of jumps, and thus time required, drops dramatically with each rank above 7th.

GM: You have been here almost a month and there has been no sign of Brute Force. My assumption is that you have been keeping a low profile. The Knights of Lore are setting up in the town and they have promised to let you know if they hear anything about Brute Force.



During the time that you have been repairing the Void Wanderer, Tyra has complained of frequent headaches. They tend to be persistent and debilitating, lasting anywhere from a couple of hours to a couple of days before she sees some relief for a few days. She sought out Barnas but his healing spells did not alleviate the suffering and he suggested she try finding a Lay Healer. She found a few. In a place called the "Magic of Soothing" she finds a highly skilled Lay Healer with a few skilled assistants. She consults with him. He tries a few spells, which help a little but don't completely rid her of the headaches. They provide only temporary relief. She visits a few times where the Lay Healer's assistant casts the same spell that provides temporary relief.

On her last visit, the Lay Healer has another person with him. The two ask Tyra questions and then the second one tells Tyra that her mind is trying to expand but her physical body is trying to fight it. He finds the situation interesting and spends a day or two with her. He casts a few mental spells over the days, which help Tyra relax and dampen the headaches. By the end of the second day, the headaches are gone and the man tells her that he was able to block her body from blocking the expansion and she should be over the hump. She should contemplate inwards for a time to see what effect it might have.

GM: I will leave it up to Trya to explain what is happening.

GM: A second effect of this scenario is that, after spending time with the Lay Healer's assistant, and telling her stories, the young man became very interested in her adventuring life and asked if they had need of a Lay Healer aboard their spelljammer.

GM: It sounds like the group is interested in having a Lay Healer in the group so I will create an NPC Lay Healer who will earn half EXP and get a half share of treasure.



GM: I awarded everyone 5,000 EXP to purchase spelljammer skills (Spelljammer Pilot, Spelljammer Astrogator, Artillery, Barter, Blacksmith, Bribery, Engineering, Shipwright and Woodcraft).

GM: Those with Engineering, Shipwright and Woodcraft skills can send additional repair rolls. You can spend the EXP first and then send the roll.

KC: putting in long hours and collaborating with the others, The void wanderer come back together as a respectable ship. Woodcraft (rank 5) rolls of [rolled 106 (Near Success)]![rolled 91 (Near Success)] and [rolled 106 (Near Success)].

GM: KC 1st roll - Near Success at rank 5 - 455 sp, 6 days, 5 points healed.
GM: KC 2nd roll - Near Success at rank 5 - 285 sp, 6 days, 5 points healed.
GM: KC 3rd roll - Near Success at rank 5 - 450 sp, 5 days, 8 points healed.
GM: Total: 1190 sp, 17 days, 18 points healed. Start on 5/26, finish on 6/14.

KC: he would also like to go to town and check out if he can find any transmutation scrolls or spell books that he can afford specifically and general spells too.




SHAARILLA: Making use of an unseen servant as well as the helpers, Shaarilla works to get the Void Wanderer shipshape. Since her appearance is fairly distinctive, she tries to say out of sight. But she starting to get a bit stir crazy from staying inside so long… She needs to fly!

SHAARILLA: Shipwright (rank 7) [rolled 127 (Success)]


GM: Shaarilla roll - Success at rank 7 - 330 sp, 4 days, 13 points healed. Start on 5/30, finish on 6/13.

SHAARILLA (OOC): I thought only one role per skill was being asked for.l Surprisingly Shaarilla did better than Morty… In any case, here is another role for Shaarilla in case it’s needed…

SHAARILLA: Shipwright [rolled 99 (Near Success)]

GM: Shaarilla roll - Near Success at rank 7 - 230 sp, 4 days, remaining 8 points of Shipwright damage repaired. Start on 6/13, finish on 6/17.

SHAARILLA: Might as well use up the remaining materials to patch as much as we can. I’m assuming that repairs will be prorated when there isn’t enough material to finish the repair.

SHAARILLA: Shipwright [rolled 112 (Success)]


GM: The amount of materials is the not the issue. The problem is that there is no more Shipwright damage. Shaarilla already repaired the last of it. The only damage remaining is Woodcraft and I would suggest you wait until KC is rank 6 in Woodcraft before repairing it.




MORTY TECH: I'm guessing two rolls each since we spent two months? I would be happy to roll the repaired amount and cost of materials but you said those vary with rank and degree of success so I can't know what to roll yet anyway.

Engineering (rank 6) +52: [rolled 91 (Near Success)], [rolled 79 (Partial Success)]
Shipwright (rank 4) +42: [rolled 50 (Failure)], [rolled 67 (Failure)]
Woodcraft (rank 4) +42: [rolled 86 (Partial Success)], [rolled 76 (Partial Success)]

GM: Morty Engineering roll - Near Success at rank 6 - 285 sp, 2 days, remaining 5 points healed. Start on 6/12, finish on 6/14.

GM: Morty Shipwright roll - Failure - Morty fails after 4 days and uses 230 sp worth of materials. Start on 6/14, finish on 6/18.
GM: Morty Woodcraft roll - Partial Success at rank 4 - 400 sp, 5 days, 8 points healed. Start on 6/18, finish on 6/23.

MORTY (GM): Those rolls are so abysmal and embarrassing that I'd be willing to expend a Fate point to reroll the entire turn, and hopefully save us a bunch of materials :( This is my fated project after all :~{

MORTY (OOC): Okay everyone, once more with FEELING! Let's see at least ONE of those percentile rolls get above FIFTY at least! (sheesh)

MORTY TECH:
Engineering +52: [rolled 96 (Near Success)], [rolled 95 (Near Success)]
Shipwright +42: [rolled 69 (Failure)], [rolled 54 (Failure)]
Woodcraft +42: [rolled 81 (Partial Success)], [rolled 183 (Absolute Success)]


GM: Don't worry. I'm going to give you some benefit for using a Fate point as well but, except for the last one, that was another set of horrible rolls!

GM: Okay, using the Fate point, I made the following changes. First, the Engineering roll remained the same and the remainder of the damage was repaired but at a slightly lower cost. Second, Morty, after seeing how well Shaarilla was doing with the Shipwright damage, decided to leave it to her so I refunded the silver the Morty had spent in his abortive attempt to repair Shipwright damage. Finally, I used the Absolute Success that Morty rolled and treated the Partial as a Near Success. I gave a bump to the amount repaired and charge a bit less. Morty fixed 28 points of Woodcraft damage in 13 days. There is only 16 points of Woodcraft damage remaining and only 120 sp worth of materials. If you want to build additional cabins in the hold, you will need to buy additional material.


GM: I will leave it up to Trya to explain what is happening.

TYRA: Tyra has been spending more of her time in silence than usual. Typically you'd find her doing daily prayers to Tyr but now it seems to be long stretches in between her training on artillery. A few nights later after the Lay Healer had encouraged her to contemplate inwards, she speaks up during dinner.

TYRA: "As you all know, I've been having really intensive headaches. They've been happening since Archeron but the last couple of weeks have gotten worse. After seeing that healer, I started following some meditative practices he suggested. I kept getting distracted by confusing emotions that didn't seem like mine and blocking them only increased the intensity of the headaches. So instead of trying to block them out, I decided to explore them. As I played with this more, it became clear that these were emotions from different beings. I found I could pick one and get a sense of what that being was feeling. Though I could only do this for a short while, with more practice I could focus on it longer. I even got to where I could count the number of beings that I was feeling. I've been trying a few times per day and I can't always do it but more often than not I can."

TYRA: "Since I've been practicing the headaches haven't returned. I think this is what the healer was getting at that I was resisting allowing my mind to expand. The weird thing is that I've felt like I've been more sensitive to picking up people's feelings as well. Almost like my mind can sense at another level than before. I get the sense I can also push an emotion onto others. I haven't tried that yet because it feels wrong. Also, I get the sense that these beings I'm sensing include you all. I believe I can sense the minds around me. Now, I could just be going crazy but it all seems very real to me. I'm going to keep working with this but I wanted to share all that with you."

TYRA (OOC): Tyra's now a dual class fighter/empath psionicist. She's doesn't have a lot of disciplines yet nor is she that great at the few she has. All in good time!


MARTIN: “Tyra's now a dual class fighter/empath psionicist.“ – Very Cool!




Morty, Shaarilla and KC continue to work on repairing damage to the ship. By 6/23 (a little over 1 month into your 2 months on Fangora), all of the Engineering damage is repaired, 13 points of Shipwright damage is repaired and 26 points of Woodcraft damage is repaired. Unfortunately you used over 2400 sp in your repair materials and supplies and have only 400 sp remaining. Damage remaining is 8 points of Shipwright and 34 points of Woodcraft.

GM: You might want to just live with the remaining Woodcraft damage for now until KC is rank 6 or higher. Being Skilled (instead of Hobby) generally means less materials used, less time required to repair, and more damage healed. Shaarilla is Skilled with Shipwright so it might be a good idea for her to use some of the remaining materials to fix more of the Shipwright damage (maybe all of it if she rolls decent).



In the middle of the two months of training, Tyra comes aboard the Void Wanderer with another human. He is wearing simple traveling clothes, is of medium height and weight, with long black hair and a mustache but no beard. His features of pleasant but he looks like he is day dreaming. Tyra introduces him as Randle Hewlet, the Lay Healer who worked for the master healer who helped her with her recurring headaches. Randle in interested in adventuring and would like to travel with the group on the Void Wanderer as they adventure around the phlogiston.

GM: As the group gets to know Randle, they learn that he is a Lay Healer mage of a bit lower skill than the rest of the group (rank 4-5 with his spells). He is a master chef (rank 10). He also has a winning personality (CHA 21) and hobby level skills with various interactive skills (Barter, Conversation, Character Judgment, Streetwise and Trader). He is also hobby level in leathercraft and woodcraft. He is Skilled with the main Lay Healer skills (Anatomy, First Aid) and Hobby level with other Lay Healer skills (Fungus Lore, Plant & Herb Lore, Poison Lore).

GM: If the group wants to try to head to the Gateway Kingdoms with a cargo, then Syl can send a Find Cargo roll.

TYRA: Tyra likes the idea of picking up some cargo to help make additional funds. Sounds like the additional cabins should wait anyway.

SHAARILLA: Shaarilla is willing to donate money back to the common fund so that the group can afford cargo.

SHAARILLA: Now that we aren’t planning on an extended stay in an airless area, Shaarilla doesn’t need a wand filled with fresh air spells. She will slowly replace those spells with one’s that might actually be useful when they can be cast reliably. This will be something she does after she’s finished construction work for the day, with whatever spell points she has remaining. (Oh update the character sheet with a new spell selection)




KC: while we are here for two months I would like to go into town and check to see if there are any spell scrolls or books available for purchase for gk general spells and sk transmutation spells.

Luck roll [rolled 17 vs. LUCK 18, 1x roll]

KC: would like wings, Stretching, free action, slow, haste or really any of the spells ui do not have. General spells what ever is available.


GM: With the 1x Luck roll, you can find someone to sell you any two of the Transformation spells you mentioned using standard costs for buying spells (silver piece cost = 7.5 x EXP Multiple for SK spells).

GM: You can also buy up to 2 General spells. Let me know which ones you wants. Cost is as per the standard costs for buying spells (SK spell cost mentioned above, GK spell cost is 5 x EXP Multiple).

KC: before shopping for a spell i would like to cast the find familiar spell. I would like to find a secluded area in a nearby forest or small grouping of trees out side of town somewhere. I would also not mind if one or two others went along with me to keep an eye out as I will be distracted for many hours while in the process of casting the spell.

LANI: Lani will go with.

SYL: SYL and Habu will go as well

GM: Go ahead and send the original cast roll for Find Familiar.

KC: After finding a suitable place for the ritual and gathering the required ritual components and items need to perform it. (Will buy ritual components +1 for 150 s and other components to help in preparation before the actual spell for 100 s.) He, Lani, and Syl set out to the spot early in the morning.

KC: After arriving he prepares the area cleansing it and purifying it and than drawing his ritual circle with great care. Settling down for the long arduous task of performing first a ten hour Ritual of Preparation followed by the actual Ritual of Summoning a Familiar. (10 spell points, base cast chance is 30 ((20 MA - 15) x 6) + 30 (ritual of preperation) + 5 (for using ritual components +1) = 65) rolled a [rolled 78] for the summoning.


KC: I will use a luck point to reroll the find familiar chance. Rolled a [rolled 74]

KC: (GM) He pulls out a small bag out of the pocket sewn into the inside of his cloak and empties it into the palm of hand. With a wistful, haggard look he offers it's contents to you. Looking at it you see it is the entire amount of the contents of his Sorcery Spell Pool. He offers it up with a small prayer to Aarth in the hope that these 9 chips will reduce the luck point reroll of 74 to a 65 and a familliar will arrive. Here is a roll just in case [rolled 15].

GM: A raven arrives in answer to KC's Find Familiar ritual.

GM: You can send the following die rolls:

STR - 1d4
DEX - 2d6+13
CON - 3d6
INT - 3d6
KNOC - 1d4
WP - 3d6
MA - 4d6+1
LUCK - 3d6+7
CHA - 4d6+1
PER - 4d6+1
Special Ability roll - 1d100

KC: Many hours pass as he is into the ritual when a Raven flies down to land before him. As it stands the outside the circle facing him, it clocks it head to the side and lets out a deep throaty Kraa. Then it steps into the circle and approaches me and cocks its head to the other side to stare at me with one eye and make a deep knocking sound. I will name you Tceski'a I says with fatigued smile and the raven bobs its head as if in agreement. We send a bit of time getting to know one another before I rise to my feet and stretch a bit to get the blood flowing and call out to the others that the ritual is done.

KC: A few minutes later when Lani and Syl show up I introduce them to Tceski'a. After the introductions I would like to get back to the ship and get some rest. I will let Tceski'a ride on me shoulder for a bit; bonding with it, on the way back to the Void Wanderer.

STR - [rolled 3]
DEX - [rolled 1 1 (+13)- Total: 15]
CON - [rolled 2 4 6 - Total: 12]
INT - [rolled 4 4 5 - Total: 13]
KNOW - [rolled 4]
WP - [rolled 2 4 3 - Total: 9]
MA - [rolled 1 6 6 6 (+1)- Total: 20]
LUCK - [rolled 6 6 6 (+7)- Total: 25]
CHA - [rolled 5 2 6 3 (+1)- Total: 17]
PER - [rolled 1 1 2 1 (+1)- Total: 6]
Special Ability roll - [rolled 53]

Male 1or 2; female 3 or 4 rolled a [rolled 4]


GM: Wow, very lucky!

GM: With a roll of 53, his starting ability is +2 WP so he has a WP of 11 instead of 9. When you cast again at rank 2, you will roll another special ability.

KC: Before heading back from the ritual, I will use my new Scout Helm to send a message to Sharilla back at the Void Wanderer.

KC: Sharilla, The ritual is compete. A raven showed up. I named it Tceski'a. Heading back now.




SYL: Will use a Ritual of Preparation for each attempt for a +30

SYL: Rank 4, [rolled 54 vs cast chance of 72 - Successful Cast Chance!]
SYL: Rank 4, [rolled 37 vs cast chance of 72 - Successful Cast Chance!] (if Luck point needed)

SYL: Rank 5, [rolled 22 vs cast chance of 75 - Successful Cast Chance!]
SYL: Rank 5, [rolled 1 vs cast chance of 75 - Grievous Success!!!] (if Luck point needed)

SYL: Rank 6, [rolled 72 vs cast chance of 78 - Successful Cast Chance!]
SYL: Rank 6, [rolled 7 vs cast chance of 78 - Critical Success!!] (if Luck point needed)

SYL:Once I know how many points i have for the Special Abilities we'll work through that next.

GM: She succeeded with all 3 rolls so can't use the backup rolls unfortunately. And she had previously rolled for rank 4. She finished buying Stronger Link with her successful rank 5 casting so range is now 1 mile per rank (6 miles).

GM: Go ahead and send a percentile die roll for the new ability at rank 6.

GM: I also still need a die roll for Find Cargo.

SYL: New Ability (Habu) [rolled 35]

GM: New ability is College. Once she has 7 points, Habu will allow Syl to learn GK spells of another college. Right now you only have 1 point. Barring critical or grievous success, you won't get this ability until rank 12 with Find Familiar. However, you can cast it every rank and hope for critical or grievous success to earn more than 1 point towards it.

SYL: Find Cargo [rolled -13 (Absolute Failure)]

SYL: any chance I can use a luck point for the absolute failure?

GM: Definitely. Here is the new roll for Find Cargo [rolled 49 (Failure)]

GM: Not great but better than Absolute Failure. It just means you failed instead of giving you minuses to future rolls. The group is here for a couple of months so Syl can make 3 more rolls (one for each half month).

SYL: While still in Fangora she will look for some Chain Mail (normal and magic) now that she had MiA high enough

SYL: Luck Roll [rolled 70 vs. LUCK 20, 4x roll]


SYL: Before deciding, she will also look for magical scale mail (less PROT but less pricey too)

SYL: LUCK [rolled 43 vs. LUCK 20, 3x roll]

GM: Same result as with Chain Mail.

GM: She does not find magical chain mail in Fangora but she purchase normal, agile, fine or superior chain mail.

SYL: So the ability to learn (buy??) spells from another College? But won't be any time soon. I am not sure which college would be best and if I can start buying the spells now to hoard until I do have the ability??

GM: I wouldn't worry about that until you get a bit closer. It is only GK spells and you get them as a result of the Find Famliar ritual so I may just have you spontaneously acquire them. You would still have to figure out which college you want.



SYL (OOC): It can't be as bad as last time, right???

SYL TECH:
1st 15 Days - Find Cargo [rolled 89 (Partial Success)]
2nd 15 Days - Find Cargo [rolled 34 (Failure)]
3rd 15 Days - Find Cargo [rolled 108 (Near Success)]


GM: Syl found someone who might have a cargo available and told her to check back with him later in the month. When she checked back, he said that his deal had fallen through and he had no cargo for the Gateway Kingdoms.

GM: A few days before the group is getting ready to depart for the Gateway Kingdoms, Syl meets an agent named Godfrey Tiller. He says that he has a cargo that will fill the Void Wanderer's cargo hold but it won't be ready to ship for another 15 days or so, delaying the group's departure. The agent will travel with the cargo along with two guards. The cargo is to be delivered in the city of Middenheim in the Gateway Kingdoms. The group will be paid 2,500 silver if the cargo is delivered within 5 months. Further they will receive a bonus of 500 silver if delivered within 4 months, or a 1,000 silver bonus if delivered within 3 months.

GM: When Syl brings this back to discuss with the group, and she and Shaarilla consider the problem, they conclude that the trip (with current skill levels) will require 300 safe jumps and the maximum speed that either Shaarilla or Syl can coax out of the Void Wanderer is about 4800 MPH in Astral Space. That means, if there was a perfectly straight route between here and there, with Anchor Points perfectly located every 40,000 miles, they could make the trip in about 104 days, which is less than 4 months. However, the Anchor Points are not so perfectly located and the group will have to occasionally zig and zag this way and that, increasing the overall distance between here and there from 12 million miles to about 14 million miles. That means that, if all else goes perfectly, they can make the trip in under 122 days (just over 4 months). If anything occurs that delays the group, obviously it will take longer.

SYL (OOC): don’t suppose her rank in Astrogation could go up in those 4 months to speed us along??

GM: It can if you have the EXP.

GM: Speaking of which, the group can use this time for training of non-combat/magical skills using the normal rules. The "cost" is basically buying stuff to help you train/learn. For 100 sp per month, you can earn 500 EXP per month (assume about 4 months of training time). Or for 200 sp per month, you can earn 750 EXP per month. This could be used on any skills you could justify learning on a long trip through the phlogiston through practice or reading.

SYL: Will concentrate on training for Astrogration (200 sp/month) so that twoards the end of the trip she will be Rank 9 and can speed up the trip a little to meet deadlines/bonuses.




SYL: do we need to lay in provisions for the lengthy trip or do we have enough now?

GM: You have a crew that has been stocking up the ship with provisions. My assumption is that Syl has been buying the provisions and having them delivered and then the crew loads them under her supervision. You will also be able to restock along the way at some of the remote locations between here and the Gateway Kingdoms.

TYRA: "That does sound a bit tight but it's better than nothing. What happens if we deliver the cargo within 6 months? I'd hope there's some amount of payment. I would hope that we can get lucky and make it in 4 months though. This is not something I have any knowledge of but if we're taking on 3 passengers as part of the deal for over 4 months, I'm assuming they'll either pay some fee for room and board?"

TYRA (OOC): I don't know what room & board will cost us but I figured we'd make sure we don't have to pay for their upkeep during that time. :)


GM: Yes, they will pay their own room and board. I just didn't include it in the amount earned. The agent would hope that it wouldn't take 6 months but would still be willing to pay 2,000 if delivered in 6 months, minus 500 for each month thereafter.

GM: Also, the cargo rate is negotiable. Syl can send a Barter roll to try to get more.

GM: I plan to send the next turn later today or tomorrow with the assumption that you will accept that cargo and delay your departure for about 15 days. Syl can send a Barter roll to try to get more for shipping the cargo.

GM: Anyone with Phlogiston Lore – Putarrhan Sector can send a lore roll to see what they know of the Gateway Kingdoms.

SYL: Barter Roll for Cargo [rolled -9 (Absolute Failure)]

GM: Let me know if you want to use a Luck point for this.

SYL: Will purchase Scale Mail (Fine); Barter Roll for that as well [rolled 109 (Near Success)]

GM: You are able to get the armor for 900 sp instead of 950. Let me know if you want to buy it.

SYL: And yes she will purchase the Fine scale mail. Does anyone in the group want the +2 Reinforced Leather or should she try and sell it??

GM: I marked off the 900 for the scale mail. The proprietor offers you 600 sp for the +2 Reinforced Leather. You can attempt to Barter up that offer.



KC: first of all I will purchase the spell Familier Paradise SK general spell for 375 s and then spend 100s a month for improving lore skills. (Should have enough silver for up to 5 months if needed) Looking at animal lore, monster lore, plant and herb lore, Jirdunian lore and Phlogiston lore - Putarrhan sector.

GM: I marked off the 375 for the spell. I will mark off the money for training when I resolve all of the training.

KC: We have enough books in the library for the monster lore, Jirdunian lore, and the phlogiston lore so I figure part of the 400 s would go for books or scrolls on animal and plant and herb lore. Maybe even a book on poison lore too.

KC: I will put three and a half hours of studying the new spell Familiar Paradise to get a 5% bonus to the chance to learn roll need 75 or less rolled a [rolled 44].

MORTY (GM): Obviously Morty will spend the 200sp per month on training. Can't particularly afford the money, but hopefully that will change eventually.

SHAARILLA: Shaarilla will ask those going into town to pick up some reading material for her for when she’s too tired to work on fixing the ship. Shall ask for them to pick up books on Phlogiston Lore, especially the Putarrhan Sector. If she’s grounded for the duration (to stay out of sight), she can at least sore in her imagination. Spending 400 sp to improve Phlogiston Lore skills. She'll will pay particular attention to information about the Gateway Kingdoms while reading about the Putarrhan Sector.

SHAARILLA: Shaarilla has no comments about the selected cargo, as long as it’s legal. She'd have problems with smuggling anything since she comes from a guard family…

SHAARILLA: When KC returns with Tceski’a, Shaarilla will introduce the Raven to Elsa and make sure that also understands that this is a friend, not a plaything, and especially not food!


KC: He helps out with the introduction between Elsa and Tceski'a. He will also try to emphasize then Elsa is a friend and not Food! Or for that matter neither is Habu Syl's Starbird.



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 - 5+1+1
2nd - 5+1+1
3rd - 3+1+1
  1. CLW, CLW, CLW, Bless, Protection from Evil, <D-Detect Evil>, <single class>
  2. Hold Person, Hold Person, Hold Person, Augury, Augury, <D-Find Traps>, <single class>
  3. Invisibility to Undead 10', Prayer, Repair Injury, <D-Speak With Dead>, <single class>
KC
9
  • GK - Balance, Enfeeblement, Infravison, Light, Jump, Feather Fall, Lasting Breath, Spider Climb
  • SK - Fumble, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
11
  • GK - Invisibility, Location, Mage Lock, Shield, Speak with Enchanted Creatures, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
11
  • GK - Illusory Fog, Spell Store, Sphere of Silence, Stinking Cloud
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic, Project Image
Shaarilla
15
  • See Shaarilla's character sheet.
  • Spell Wand (See Shaarilla's character sheet)
Syl
11
  • GK - Flare, Invisibility, Strength of Darkness, Sunburst, Wall of Darkness, Witchsight
  • SK - Dwarf Star, Shadow Walking, Starfire. Wraithform, Magic Missile
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion



Limited Use Abilities
WhoAbilityNotesUsesUsed
BarnasCure Light WoundsHealing Charm (self use only)1
KCRing of VarexRecharges 1 point on 15th and 30th of each month254
MortyElectrical BlastMage Tech Pistol7
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+2)1
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
TyraCure Critical WoundsPendant of Healing1
SylDancing LightsRing of Shooting Stars (outdoor night)1 per hour
SylLightRing of Shooting Stars (outdoor night)2 per night
SylBall LightningRing of Shooting Stars (outdoor night)1 per night
SylShooting StarsRing of Shooting Stars (outdoor night)
SylFaerie FireRing of Shooting Stars (indoor night or underground)2
SylSpark ShowerRing of Shooting Stars (indoor night or underground)1