Spelljammer
        Quellbourne
Current Turn?NoSubject:Searching
Campaign:SpelljammerTurn Start Date:12/16/606
Adventure:QuellbourneTurn End Date:12/16/606
Adventure Number:9Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:3.8Send To:bluemountain@championsoftheempire.com; kc.starsprite@gmail.com; keithwestrate@sbcglobal.net; 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
60/60
/0
7
3
57
10
/0
1/day
2/2
1/1
Martin Vane
14
0
71/85
/0
10
3
65
18
/0
1/day
3/3
1/1
Morty Crystaltouched
3
0
53/56
6/6
6
0
60
0
0/1
1/day
1/2
1/1
Pellanistra Xarann
5
0
60/65
8/8
10
0
90
20
/0
1/day
1/1
/0
Randle Hewlet
0
0
47/47
/0
7
0
23
0
/0
1/day
2/2
1/1
Shaarilla
6
0
59/65
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
15
0
72/87
/0
6
2
64
20
/0
1/day
2/2
1/1
Tyra Stellastrom
2
0
96/98
12/12
10
3
88
20
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
13/15
15/15
+30 sorcery pool from Wand of Sorcery (0/30)
Martin Vane
/
16/17
15/15
Morty Crystaltouched
4/4
15/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
21/21
13/13
Shaarilla
6/6
29/29
30/30
Syllivarrna Obanghall
/
16/17
16/16
Tyra Stellastrom
16/17
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3, Detect Invisible
Martin Vane
1
Witchsight
Morty Crystaltouched
1
Phantasmal Force of flying ogre, Witchsight
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental, Spider Climb
Shaarilla
3
Detect Invisible
Syllivarrna Obanghall
2
Witchsight
Tyra Stellastrom
4
Spider Climb, Detect Invisible
Randle HewletSpider Climb
GM: I will send the next turn with the assumption that the group will spend another night in the tower. Shaarilla will try to identify the stairway. KC will study his spells and memorize Spider Climb. Morty will spend the time searching level 5. Lani and Randle will guard the ogre.

GM: When the ogre needs toilet breaks, I will assume that at least 3 people are watching him. Otherwise there will be 2 people watching and his hands and feet will be tied.

GM: I will also assume, unless someone says otherwise, that the group will largely stick together. That means that the group mainly stays on level 5 searching for secret doors, panels, trap doors etc while Shaarilla does her Ritual of Identification on the hallway. If anyone is going to go do something by themselves, let me know who and what they are doing.

The group relocates their camp up to level 5, both to be closer to where they want to search and to get further from the stench of decomposing bodies on level 1.

GM: If the group wants to take a break from their other plans for about 15 minutes, you can drag the dead bodies out into the street.

Shaarilla does her best to create her pentagram around the winding stair with the intent of doing a Ritual of Identification.

GM: Shaarilla can send a Mage Lore roll to see how well she places her pentagram in this unfamiliar context. Also let me know if she wants to do a 10 hour Ritual of Preparation prior to the Ritual of Identification, which will give her a +30 to her cast chance.

KC spends some time studying his traveling spell book to memorize Spider Climb.

GM: KC can have a total of 13 spells memorized. Her currently has the following memorized:
  • GK - Balance, Enfeeblement, Eyes of Draak, Eyes of the Eagle, Feather Fall, Jump, Lasting Breath
  • SK - All Sense, Fumble, Hold Person, Polymorph Self, Slow, Stoneskin

GM: KC's action will not take the full time that Shaarilla is taking so let me know if there is anything else he wants to do as well.

Morty spends much of the time searching carefully and diligently for any secret doors or panels on level 5. He pays particular attention to the ceilings of level 5 for a way up to level 6. After he finishes he has found no secret doors or panels.

Lani and Randle spend most of their time keeping an eye on the ogre prisoner. When he needs a toilet break, they call either Tyra, Martin or Syl to escort him down to level 1 to do his business than then escort him back and tie him up again. He makes no attempt to escape.

GM: Everyone can send an Insight roll.

LANI: Insight 3 [rolled 26]
TYRA: Insight 5- [rolled 25]
SYL: Insight (7): [rolled 61]

GM: Tyra (and only Tyra) had a +25 bonus to her roll so she made it. Tyra remembers when the Ogre showed obstinance but then suddenly obeyed Tyra's command. It suddenly occurs to her that it would have been a good idea to check for Mental Energy at the time and whether that would have revealed anything. However, maybe it is not too late. Maybe something is going on with the ogre that could be revealed with Mental Perception.

GM: With that in mind, Tyra burns a point and studies the ogre. She sees the normal mental energy that she would expect to find with an ogre but, looking more carefully, she sees something that should not be there. Some sort of psionic effect has been cast on the ogre and is still there. Tyra's best guess is that the source of the energy is external. In other words, this is nothing that the ogre did but is something that someone else put on the ogre.

GM: Right now, Tyra is being somewhat surreptitious as she looks at the ogre. If she wants, she can study the mental energy more closely but it might alert whoever placed the mental effect, depending on what that effect is.

TYRA (GM): BTW, Tyra's private turn is listed on the game turn page. Not sure if you intended for anyone to see it.

GM: Yeah, if someone wants to go online and view the turn, I am okay with them seeing it, as long as they don't act on it.

TYRA: Tyra will monitor the ogre a bit longer before delving deeper. Does this presence change as we interact with the ogre such as when we talk to it or allow it to go to the bathroom? Is the ogre wearing a medallion still or did we take that away?

GM: The ogre is not wearing a medallion. The group took it from him.

GM: Tyra continues to monitor throughout the day. The mental energy does not seem to change as far as Tyra can tell. She does he best to study it further without being obvious. She concludes that it is somewhat complex but Tyra thinks that it contains multiple spells that can either be triggered by the ogre or by whoever planted the mental object. She thinks the latter is more likely because she can't see the ogre knowing how to trigger anything but maybe something will trigger automatically based on an action taken by the ogre. In any event, the ogre is obviously being used by an external source for some unknown purpose.

MORTY TECH: Morty's insight roll is 30- [rolled 89]. One of us may as well use a Flash of Insight if we all fail.

MORTY (GM): I think Scintal was supposed to gain 2 points when he was initially summoned at rank 1, and 1 point each rank thereafter, so he might be off by 1 point. Hard to be sure since you made a couple of special rulings about him and his brownie form. Are there limits to his special abilities like 1/day or using spell points? Regardless, I'm happy he's feeling more healthy and will start spending time with him every day tinkering on a little project or chatting about what things I've learned of the Jirdunians, etc. I did also notice that there's an error or two in the special ability table, the 21-23 is used twice and there is nothing at all for the 04-07 range.

GM: I have been keeping track of the points. Next time you do the ritual, you will roll for the next ability.

GM: I added limits for his abilities. Most are 1 per day + (rank /5) round down. That means that he can use most of them twice per day.

GM: I fixed the error on the special ability table.

GM: Scintal is happy to chat about old times. He is really happy to have a real body back.



SHAARILLA: Just remembered we were considering doing another identification on the key, to get another line as to where it is. Her relic and try making that part of this identification as well, so that the time isn’t wasted. Maybe do that after identifying the hallway (Don’t want to miss something dangerous there) instead of the ring.

GM: Shaarilla makes sure she has a couple other items nearby in case she has extra properties to learn after identifying the stairway. I will assume a 10 hour Ritual of Preparation.

GM: Shaarilla spends a total of 11 hours casting the Ritual of Preparation followed by the Ritual of Identification. Of the hidden stair she only learns that this is not an entrance but it is an exit from the upper level. She is able to use the same ritual to further identify the Gold Key of Spelljammer and get further directions. Those directions point to the large building in the center of Quellborne.

MARTIN: Slaps his forehead. "Of course, I'm an idiot. I can cast Wizard Eye and see if it can ascend the stairs, or at least send it outside and try to search the upper floor."

MARTIN: Assuming the group is interested: Cast Chance 65%, duration 20 mins

MARTIN: Cast Wizard Eye: [rolled 35]

GM: Martin successfully casts a Wizard Eye spell and sends it up the narrowing stair. It reaches a point where it can go no further, which seems to indicate that entrance to the sixth level cannot be made from here. He then sends it out through the balcony to examine the upper level from the outside. There are windows on the outside of the sixth level but he is not able to peer through them. They seem to be darkened in someway. There are no latches to open them from the outside. He sends the eye up to the roof which is surrounded by crenellated battlements. There is a hatch in the center of the roof leading down but the hatch is closed and there does not appear to be a way to open it from this side. There is no key hole, handle or latch on this side.

GM: Let me know if you want to look at anything else.

MORTY (GM): I had been under the impression that we didn't want to spend the hours necessary for the rituals, but I am perfectly happy to do mine as well. I thought her ritual of identify was going to be on the Death Door not on the staircase though :(

MORTY: Once it is clear there are no secret trap doors leading up and everyone is settling in for a longer stay I will prepare for my own ritual.
This one should finally strengthen Scintal to the point of having a body he can live in long term, or so is my hope.

MORTY TECH: Full 10 hour ritual of preparation, cast Ritual of Find Familiar. Cast chance is 80% [rolled 77 vs cast chance of 80 - Successful Cast Chance!], the chance of Scintal's CON improving is 64% [rolled 59] and his MA improving 20% [rolled 63]. I will almost certainly spend a luck point on the cast chance if it fails, or if it can be improved to critical or grievous success by doing so. New ability roll if needed is [rolled 68]

GM: Scintal now has full brownie form and has gained the Spells ability that allows Morty to memorize 3 extra spells. These extra spells should be designated separately since Morty won't be able to cast them if Scintal is not within range.

GM: CON improved to 10 but MA did not improve.

MORTY (GM): I take it there were no crevices small enough for the wizard eye to get in through the windows or through the roof trap door? I'd say just get a good look around at the bird's eye view of the layout of the city then, maybe even make a bit of a map? Or are the features or markings on the outside of the tower or windows to look at? The windows just seem blackened or is there supernatural looking darkness inside? Is there a way to tell if it's just blocked from outside scrying?

GM: There were no crevices that Martin was able to use to send the Wizard Eye into the 6th level. Martin only knows that he could not see through the blackened windows. It could be that the windows were blackened or it could be a magical block against outside scrying.



TYRA: Tyra will gather the group for a private conversation except for one person guarding the ogre. She'll make sure to keep her voice low and out of earshot of the ogre. "I have noticed something unusual about our captive. There is a psionic effect that is not normal. I have been monitoring it for a short while and have not seen it change but I suspect it can exert control on the ogre. It could very well be used to spy on us as well. I don't know how long it's been there nor who or what placed it. I could try to study it further to learn more but that may alert the owner of my awareness of it. What do you all think we should do?"

TYRA (GM): I'm thinking for the best interaction, let's have Randle be the one to guard the ogre while we hold the conversation so all PCs can weigh in.

LANI: Lani replies very quietly, "If someone or something has been watching us through the ogre then they know that Randle is not an effective guard. I will also guard the ogre."

MARTIN: I'd bet that the "takeover" was when he was about to try to escape and just stopped - which means that whomever is using him to watch us knows where we are and what we've been up to, at least in general terms.

TYRA: "Do you think I should attempt to learn more about it at the risk of potentially notifying the caster?"

MARTIN: I'd say 'yes' - the caster already knows were here and trying to get into the next floor; the real risk is if they're a much higher psion and can actually be a real danger to you.

MORTY: To me it's more about the fact that the caster doesn't know that we know he's watching. If Tyra tries it, he will almost certainly figure that out. Can we use his ignorance against him? Maybe set up a bluff or trick that makes him think we're still spinning our wheels while we are actually ascending the exterior wall to enter the windows? We don't actually know if he's up there either, but if he is there should be a good element of surprise. I think it's either that or one of the ogre mages that discovered us in the streets put this scrying on him to indulge his curiosity or paranoia. I can use my illusions to very good effect now that I know he's watching using mental senses, what about me just doing that as the additional guard with Randle? I could make illusions of all you others sleeping and taking turns on watch that should fool them both while you make the attempt? We can use the fact that Shaarilla needs more sleep before she attempts another Ritual on the Death Door as the reason we are waiting... Of course we also need to come up with some protections against his mental powers to make that attempt. We never did get someone to teach us that Circle of Protection vs Detection did we? I'm afraid I can't make everyone Invisible to mental senses, so if he bothers to look outside the tower he'll sense you there climbing up...

MORTY (OOC): Scintal can cast Protection from Evil on two of you but it won't last super long and doesn't stop scrying, only mind control, so don't think it's worth mentioning IC. His one and only Dimension Door is not really an option since we can't tell if there's physical objects in the way of his arrival point. Even if he were to do it with two of us with him we'd all be disoriented and it would just be MORE chances of running into physical object interference :(

KC: I agree. But is there anything that we need to know to look for in you when you try? And what should we do if things go bad?

RANDLE: "I have something that might help as well. I'm not sure I ever mentioned this before but, before I was hired by your group as a healer, I had been training with a Culinary Master. I completed the training and am currently a Culinary Apprentice. I know a few Wondrous Recipes that can have mystical effects. One of these recipes is called Grilled Ettercap Glands which, to those who have never had them before taste every bit as bad as they sound. However, when properly prepared, anyone who eats them, and can prevent themselves from involuntary regurgitation, will gain the benefit of being able to climb along walls like a spider for 10 to 15 minutes or so. I have enough ingredients for a single meal that will feed everyone in the group."

KC: Eyes going wide with a slightly scared look on his face, "I think I will pass on that one, but feels free to make it for the rest of us." Then with a mischievous grin he points toward the Oger, "Maybe Mikey will like it?"

TYRA: "So I guess I shouldn't dig further into the ogre's psionic energy for now. Do we want to try proceeding with the climbing attempt then?"

LANI: "I like the idea of doing a pretty thorough search of the inside of the tower and then, if we find nothing of interest, we search the outside for a way into the upper level."

LANI: "I'd also like to understand why we are keeping the ogre as a prisoner. Someone mentioned trying to convince him to open the door on the third level, which would require that we beat him up until he is near death. Is that the only reason?"

GM: I'm posing the question as Lani but I will have to admit that the GM is really curious about why the group is so adamant about keeping their ogre prisoner. It is keeping at 2 people busy full time guarding it and 3 when it needs toilet breaks or to eat.

KC: I am not sure why we are keeping the Oger around. My assumption is that we don't want it to go around telling anyone we're are here in this tower or that we just did not want to kill it in cold blood after the battle was over.

SHAARILLA(OOC): Exactly what I was thinking as well.

SHAARILLA: “Well he did surrender, and we accepted his surrender, so we can’t just kill him. But we don’t want him going telling other ogres that we're here either…"

MORTY (OOC): Basically yes. Executing a surrendered foe is wrong, though sometimes a necessary evil. The more unrepentantly evil the foe is, the more it can be justified, but still kinda bad. Letting him go out into the city is risky, we just don't know how risky. Most of us would never wound him down to the point of trying the Death Door, hopefully that was more joke than true suggestion. Morty was the one that was hopeful that we could help him evolve and see reason and learn to cooperate if only treated with fairness, but I can't realistically see that happening.

TYRA: "I'm not comfortable killing the ogre as our prisoner unless we have to. If we set it free then we risk the chance that it will seek out its tribe and bring them to our location. My original thought was once we're ready to depart, we leave it behind. By the time it would be free and reunited with its tribe, we'd be long gone."

LANI: "I definitely don't advocate killing him. I might agree with keeping him prisoner until we leave except that some sort of mentalist seems to have co-opted him to spy on us - or something. Who knows what mental things exist in what Tyra saw."

LANI: "I would also say that he probably doesn't have much of a tribe left. Between the few that we killed here, the ones that were killed in the battle we witnessed on the streets, and the ones who defected to that flying ogre, that probably about adds up to the number who lived here. And that flying ogre knows about us and didn't seem interested in us."

GM: When the group thinks about it, they consider the number of ogre "beds" they saw as they investigate this tower and compare that to the number of ogres who were killed or defected, and it probably adds up.

GM: In either case, let me know if you want to continue guarding the ogre as you search the tower, scale the outer walls, etc. I will want to know who is guarding him during these searches.

MARTIN: Considering that someone/thing is apparently using the Ogre to spy on us, I’d be a lot more comfortable if we tied him up somewhere that he can’t see or hear us. I’m sure he’ll eventually break free, but in the mean time our watcher looses this advantage…

TYRA: "If that's the case then letting it go at this point is fine. I'm inclined to probe into the psychic presence before we explore the tower or let it go. Thoughts?"

GM: Unless I hear otherwise by tomorrow, I will send the next turn with the following assumptions:

--You escort the ogre to the bottom level and let him go (and obviously closing the door after he leaves).

--You then search the tower starting at level 5 and working your way down. You conduct a very thorough search, using Power Perception as needed. This will likely take most of a day.

--If you don't find anything, then you move on to search the outside of the tower starting at the top. Randle will make his Grilled Ettercap Glands but he will also make his special Sungrass Garlic Confit Toast that you can eat first. It will make the ettercap glands more palatable.

GM: Basically, with the ettercap glands, you need to make a normal save to be able to eat them. the confit toast grants a bonus of +10 to all normal saves for 2 hours. Also, each time you make your save when you eat the ettercap glands, you gain a +10 to your save next time until your save becomes automatic. Then, while you may or may not actually like them, you will be able to eat them without gagging.

GM: As I mentioned before, the ettercap glands will allow someone to Spider Climb for 10 to 15 minutes or so.

KC: I can also cast spider climb on people also.




Lani tells the ogre that the group is going to let him go free but he must leave the tower. The group unties the ogre and leads him down to the first level which, by now, has been cleared of the decaying bodies (GM: I'm assuming the group dragged them out into the rubble outside the tower). They open the door and motion for the ogre to depart. He does so and the group closes the door behind him.

Then the group begins searching the tower. They begin at level 5. Everyone searches such that every part of the tower is searched by each member of the group, providing 800% overlap but definitely slowing things down.

On level 5, the only thing the group notices that they had not noticed before is that there are some bones among the debris in what was once a study. Additionally, it looks like the door could be barred from the outside, indicating that the ogres may have used the room as a prison from time to time. Randle and Tyra, both of whom are skilled with anatomy skill, study the bones and find that they are mostly human. There are not very many bones so it doesn't look like humans simply died and were left here. There are no bloodstains on the floor that would indicate death by violence.

The rest of level 5 contains no surprises and the only other thing of interest is something the group is already aware of - the narrowing stair leading up to the next level.

The group moves down to level 4 and searches there. This is the level that contains the balcony that overlooks an ancient road that is now barely passable with all of the rubble from collapsed buildings. Looking straight down from the balcony, the group does see decaying bodies among the rubble that might indicate that the ogres who lived here would throw their enemies off the balcony. The balcony is made of thick stones that are buttressed from below. Crumbling stone gargoyles crouch on either side. There is something about the stonework that makes Shaarilla decide to burn a point to look for magic.

The gargoyle statue is fairly typical architecture. It depicts a crouching, winged gargoyle with its arms crossed looking ahead. A pair of horns sweep back from its head and curl down towards its shoulder. Both gargoyles are of identical design and roughly the same degree of light decay. The statues are about a foot and a half high. However, the gargoyle on the right side of the balcony as you look out is magical (level 5 on a scale of 1 to 10). Specifically the left ear of the gargoyle is magical, not the entire gargoyle.

Shaarilla points this out and the group takes a look but decides to come back to it after they complete their search. They find nothing else of interest on level 4 and so descend to level 3.

The room with the boxes is as the group left it with the magical ring still sitting in the velvet lined box and the far door closed. Power perception confirms that nothing else has changed magically.

Levels 2 and 1 are searched with great care but nothing of interest is found.

GM: After the search, the group has 3 items of interest in the tower, 2 of whom they already knew about (Narrowing Stair and Death's Door). The new one is the magical ear of the gargoyle statue on the balcony.

GM: Let me know what you want to do next. By this time, it is late in the day.

MORTY: "My concern is not just about his own tribe, what if he goes around to other tribes, or whoever ends up allowing him to join or taking him in, and raises their ire against us, if not the entire city banding together? As of now we are only sure that one ogre mage has seen us. A few ogres and the troll-like ogres sure, but those ones have littler reason to cooperate against us as far as we know, and we're well beyond their territory. Once word starts circulating amongst the powerful leaders we could have a much more difficult time reaching the central keep undetected, let alone getting away afterward.

GM: I made some Giant Lore/Everything Lore rolls for people, as well as INT rolls. The general consensus is that if this ogre has no tribe left, and is not recruited by the flying ogre, he is most likely to be killed by any other tribe of ogres. The ogre certainly know this and will likely try to flee the city. However, the bigger issue is that the ogre seems to have been "recruited" by some sort of psionic entity, making it far more dangerous to keep the ogre than to let him go.

MORTY (GM): Were Artifact Lore rolls made on the gargoyle ear? Or Magic Lore if it's not the ear, but a spell on it? Power Perception couldn't determine anything more?

KC: looking at the gargoyles ear with power perception. I am wondering since I know the Spell Ears of Draak could it be this? with this in mind as I am looking at it with power perception.

KC: (gm) I am just wondering if the spell is from the same college or of a like nature would it be easier for the mage to figure it out using power perception?

GM: Anyone who wants to examine the gargoyle ear with power perception should send both a power perception roll and a magic lore roll.

KC: power perception roll of [rolled 108 (Near Success)] and magic lore roll of [rolled 60 (Failure)]

MARTIN: Power Perception [rolled 52 (Failure)], Magic Lore [rolled -8 (Absolute Failure)]

KC and Martin both study the gargoyle, specifically the ear of the gargoyle, with power perception. Martin has no idea what the magic of the ear means. KC thinks that it might be some sort of trigger. For example, if someone were to stick their finger in the ear, something - could be good or bad - might happen. Or maybe just touching the tip of the ear might trigger something.

MORTY (OOC): This GM turn never got delivered to me, and I never saw my own turn that I sent twice that asked if those rolls were made by the GM (or if we needed to make them ourselves by implication). Shaarilla is one of our best with Power Perception, isn't she?

MORTY TECH: Magic Lore 30% [rolled 53 (Failure)] and Power Perception 58% [rolled 130 (Success)]

Morty concurs with KC that the ear is some sort of trigger that must be activated though he is not as convinced that just touching it will trigger it. He thinks it is probably something that can't be easily triggered accidentally.

GM: Let me know what you want to try with the gargoyle ear. If you run out of ideas, feel free to send an Insight roll.

TYRA: Insight 5- [rolled 17]
SYl: insight (7) [rolled 43]
LANI: Insight 3 [rolled 41]
RANDLE: Insight 10 [rolled 46]
MARTIN: Insight roll for Martin(10) [rolled 49]
SHAARILLA: Insights Roll for Shaarilla(30) [rolled 59]
MORTY TECH: Morty Insight 30- [rolled 76], I will spend my flash of insight if I fail and we haven't figured something out.


GM: Tyra wonders what would happen if a mage were to put magical energy into the gargoyle's ear.

SHAARILLA: Shaarilla wonders if the entire balcony moves up the tower to give access to upper floors. She looks up the wall behind her for any signs that confirm her theory, such as marks on the wall, or a door above opening onto nothing.




TYRA: "What if one of the mages tried putting some magical energy into the ear?"

MORTY: "I would have thought I would recognize the pattern for such a thing in its magical aura but it can't hurt to try." I will then feed as many as 2 spell points into it if it will accept them.

Morty feeds magical energy into the gargoyles ear. When he does so, the three people currently on the balcony (Morty, Tyra and Shaarilla) all disappear. Morty sees Tyra and Shaarilla disappear. Tyra sees Morty and Shaarilla disappear. Shaarilla sees Morty and Tyra disappear. Martin, who is standing just inside the doorway can immediately discern, with his Witchsight, that all three just turned invisible. However, they are not the only invisible things that he sees. He quickly feeds a spell point into his Witchsight to make it more reliable and then steps forward onto the balcony. He does not turn invisible but he does see an invisible step next to the north balcony wall, and another above that. There is no third step as the wide ledge of the balcony rail fulfills that purpose but, above that, a series of steps curves upwards along the side of the tower.

GM: I need a die rolls from Martin and Morty. You want to roll low.

MARTIN: Requested Die Roll: [rolled 78]
MORTY TECH: Die roll as requested [rolled 92]
MORTY (GM): Yes, I will use a Luck point, [rolled 85] is the reroll. I assume that we ate the spider climb stew already?



GM: Morty only had to use 1 spell point to get the effect. I will assume he uses a second point on his own Witchsight so that he can see the stairs as well (he failed his 70% Witchsight roll). Morty, Tyra and Shaarilla are now invisible.

TYRA: "Woah, that did something. I can't see Morty or Shaarilla anymore."

TYRA (GM): Confirming that Tyra can't see the steps like Martin can.

GM: Correct. Martin was able to see because he made his Witchsight roll. Morty can now see them as well since he put a point into his Witchsight to make it automatic to see invisible. No one else can see them unless they are able to see invisible.

SHAARILLA: “I can’t see you o Morty, but since I can hear you, I assume we are all still here. For a moment I thought the two of you were teleported to the 6th floor!"

SHAARILLA: Shaarilla is all for seeing invisible so that she can keep track of her teammates. She is still inclined to fly around rather than take the staircase, unless someone talks her out of it.

SHAARILLA: “Maybe we should all become invisible so that we won’t be noticed as we make our way up the outside of the tower?"

MORTY (GM): Yes, I will use a Luck point, [d100] is the reroll. I assume that we ate the spider climb stew already?

GM: No, Randle has not prepared the Ettercap Glands yet. Let me know if you want him to. Once consumed, those who eat them will have 10-15 minutes of spider climbing. Those using it will need to have their hands and feet free of gauntlets, boots, etc.

MORTY: "Step back inside the tower a moment." Once inside I will explain what has happened and mention again that I have Detect Invisibility as an easy spell but those who can cast Witchsight on someone else besides themselves could do a few of us too. I guess I will ride up on my Star Shield near the front to be able to see more and detect magic, traps, and invisibles, perhaps on the rear flank of the leading person? Is that going to be you, Tyra? Have you checked again for unusual mental energies since we let the ogre go? It really is too bad we don't have the Circle of Protection vs. Detection. I assume we don't want a Sphere of Silence?

GM: As soon as Morty steps back into the tower, he becomes visible. Tyra and Shaarilla are still on the balcony and are still invisible. Martin is on the balcony but is visible. Let me know if this changes any plans.

MORTY TECH: I will slow cast (no fail) a Phantasmal Force (my angels, but appearing invisibly like we are so they don't draw unwanted attention from flyers), and then cast at least 3 Detect Invisibilities as needed. Cast chance is 69, [rolled 69 vs cast chance of 69 - Successful Cast Chance!], [rolled 76 vs cast chance of 69 - Failed Cast Chance!], [rolled 42 vs cast chance of 69 - Successful Cast Chance!], [rolled 32 vs cast chance of 69 - Successful Cast Chance!], [rolled 69 vs cast chance of 69 - Successful Cast Chance!]

MORTY: "I was thinking that the Ettercap Glands might provide some sense of backup security in case the invisible steps suddenly wink out or you start falling off. I'm willing to wait to cast my Detects until it's prepared and eaten if you all agree.

GM: Lani likes the idea of a backup to the invisible stairs.

MORTY (GM): As soon as I become visible and realize it from the reactions of the others I will step back out onto the balcony. I'll suggest someone unaffected step out as well just to see if it's more of a blanket effect on everyone on the balcony or if it is automatically ended by entering the tower. Someone will probably have to spend another spell point on the gargoyle ear with another group on the balcony as we are making our way out and up.

GM: Currently on the balcony: Tyra and Shaarilla invisible. Martin visible. Morty steps out and remains visible. Lani steps out and remains visible.

MORTY (GM): On second thought I will make my phantasmal force be identical to that other ogre caster with the staff that was riding the wyvern (but invisible). He can be the first one through whatever doorway/entry we make into the tower.

GM: Sounds good.

SYL: can cast Witchsight on herself to be able to track everyone: [rolled 4 vs cast chance of 65 - Critical Success!!] [rolled 28 vs cast chance of 65 - Successful Cast Chance!] [rolled 79 vs cast chance of 65 - Failed Cast Chance!]



GM: I will give people another day or so to weigh in but it sounds like the plan is this:

--Randle prepares Grilled Ettercap Glands for everyone who wants them. This will give those to eat them (and keep them down) the ability to spider climb for 10 to 15 minutes. Prior to preparing the Grilled Ettercap Glands, he will prepare Sungrass Garlic Confit Toast, which gives everyone a +10 to normal saves (and thus will help everyone keep the ettercap glands down).

--Mages will cast Detect Invisibility (Morty) and/or Witchsight (Syl) on everyone so they can see the invisible stairs. Morty will cast Phantasmal Force to make an invisible, flying ogre appear (flying on a wyvern).

--The entire group will head out onto the balcony and one of the mages will put a point into the gargoyle ear. This will hopefully make everyone on the balcony invisible and make the stairs appear again (assuming they disappear at some point during preparations).

--The group will head up the stairs in normal marching order (KC, Lani, Tyra, Martin, Morty, Shaarilla, Randle, Syl). Or are Morty and Shaarilla going to be flying?

GM: If this sounds good, you send me your Normal Save if you are going to partake of the Grilled Ettercap Glands.

KC: well if anyone would rather have a spider climb spell I will cast it, but otherwise I will pass on the grilled glands and just depend on my Spider Boots of Stealth. The toast I will try some of that one.

KC: I was just going to walk up the wall, but if there are steps being provided I might as well use them

TYRA: Looks good to Tyra. Normal Save [rolled 5 vs save of 75 - Critical Success!!]

GM: Tyra is not sure why Randle needed to give a warning about the grilled ettercap glands. Tyra finds them quite tasty. In game terms, Tyra will never need to make a save again when partaking of grilled ettercap glands.

MARTIN: Normal Save for Ettercap Glands [rolled 81 vs save of 61 - Failed Save!]

GM: Martin gags as he tries to eat the grilled ettercap glands. Make a 3x CON roll to see if he can keep them down.

MARTIN: Con roll (20) : [rolled 85]

GM: Martin is unable to keep down the foul-tasting grilled ettercap glands.

SHAARILLA: Shaarilla will try the food that helps saving throws, but she will pass on the food that gives you spider climb. She plans to be in the air anyway.

SYL (OOC): I'll take me some of that!

SYL: save (67) [rolled 100 vs save of 67 - Automatic Failure!!!]

GM: Syl tries a small bite even though the smell nauseates her. She is unable to eat it and simply spits it back out knowing that she will gag if she does not.

MORTY TECH: Normal save is 60- so with the confit toast it's 70, [rolled 17 vs save of 70 - Successful Save!]. In case it's needed my con is 18 [rolled 69]. If it applies, I do have poison resistance of +6% to normal saves but don't think this counts as a poison.

GM: Morty does not find the ettercap glands to be particularly pleasing to the palate, but he has no problem eating them. He gains a +10 to all future saves for eating them. Once his save is 100 or higher, he no longer needs to roll.

MORTY: "I do still plan to follow person in the lead pretty closely flanking him on my Star Shield to watch out for wards, magic, invisible threats, and other traps, unless someone wants to talk me out of it or asks me not to for some reason.




GM: I am showing the following magical preparations so far:

KC - Detect Invisible (cast by Morty)

Martin - Witchsight

Morty - Phantasmal Force (invisible flying ogre), Witchsight

Lani - Spider Climb (ettercap glands)

Shaarilla - Detect Invisible (cast by Morty)

Syl - Witchsight

Tyra - Detect Invisible (cast by Morty), Spider Climb (ettercap glands)

Randle - Spider Climb (ettercap glands)

GM: If any other spells are going to be cast, go ahead and send your rolls now (if you already did, let me know as I might have missed them).

GM: Then the group will head out onto the balcony and Shaarilla will put a point into the gargoyle's ear which will hopefully reveal the invisible steps leading up and turn everyone on the balcony invisible. Morty will take to the skies on his Star Shield and Shaarilla will also take flight. The rest of the group will climb the invisible stairs in the following order: KC, Lani, Martin, Syl, Randle and Tyra.

GM: Let me know if you want to adjust anything.

TYRA: Looks good to me.
SHAARILLA: Looks good to me too.

KC: I will cast spider climb on Martin and Syl.

KC: casting spider climb on Syl and Martin using the wand of Sorcery.

Syl [rolled 27 vs cast chance of 59 - Successful Cast Chance!] 1 spell point
Martin [rolled 35 vs cast chance of 59 - Successful Cast Chance!] 1 spell point

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
KC
15
  • GK - Balance, Enfeeblement, Eyes of Draak, Eyes of the Eagle, Feather Fall, Jump, Lasting Breath, Spider Climb, Light
  • SK - All Sense, Fumble, Hold Person, Polymorph Self, Slow, Stoneskin
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
15
  • GK - Charm, Enchanted Sleep, Invisibility, Location, Mage Lock, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
11
  • GK - Flash of Light, Illusory Fog, Spell Store, Sphere of Silence, Stinking Cloud
  • SK - Phantom Steed, Mass Invisibility, Phantasmal Force, Shadow Magic, Project Image, Wraithform
Randle
17
  • GK - Armor, Cleansing Aura, Detect Poison, Leomund's Tiny Hut, Light, Purify Food & Drink, Resist Cold, Resist Fire, Resist Lightning, Shield, Slow Poison, Tenser's Floating Disc, Walking Unseen
  • SK - Cure Wounds, Hibernation, Neutralize Poison, Wall of Force
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
KCRing of VarexRecharges 1 point on 15th and 30th of each month256
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol11
MortyAugury1st 100%, 2nd 80%, 3rd 50%3
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
LaniFire Bolt
  • Normal: Range (MA x 3) feet, Damage 8d6 damage
  • Flame Tongue: Range (MA x 5) feet, Dmg 10d6
1
LaniFire CantripsNormally 3x per day, but 5x with Flame Tongue5
TyraCure Critical WoundsPendant of Healing1
TyraMental BlastPsionic Helm1
TyraInvisibility to UndeadAs Necromancer talent, rank equal to overall level. 2x per day, duration (MA x 5 rounds).2
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
SylAugury1st 100%, 2nd 80%, 3rd 50%3