Spelljammer
        Quest for the Amber Key
Current Turn?NoSubject:Tobacco Shoppe
Campaign:SpelljammerTurn Start Date:4/20/606
Adventure:Quest for the Amber KeyTurn End Date:4/22/606
Adventure Number:5Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.2Send To:bluemountain@championsoftheempire.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
4
0
45/49
/0
6
0
28
0
/0
1/day
2/2
1/1
KC
8
0
35/43
/0
3
0
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
7
1
37
8
/0
1/day
1/2
1/1
Morty Crystaltouched
9
0
32/41
/0
5
0
49
0
/0
1/day
2/2
1/1
Pellanistra Xarann
3
0
47/50
/0
4
0
52
6
/0
1/day
1/1
/0
Shaarilla
0
0
28/28
/0
4
0
24
0
1/1
1/day
1/1
/0
Syllivarrna Obanghall
17
0
35/52
/0
5
1
41
4
/0
1/day
1/1
/0
Tyra Stellastrom
5
0
61/66
6/6
1
0
63
8
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
5/5
4/7
Martin Vane
/
5/9
6/7
Morty Crystaltouched
/
3/9
5/8
Shaarilla
/
12/12
17/17
Syllivarrna Obanghall
/
6/9
8/10
Barnas
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
ShaarillaArmor Spell (5/5 hits)
Syllivarrna Obanghall
Tyra StellastromArmor Spell (3/5 hits)
Morty, Martin, Syl and Tyra head into town to attempt their first infiltration while the rest of the group remains at the Star Sprite. Both groups are very alert and wary of anything out of the ordinary that might signal some sort of attack by Loric and his Brute Force gang. Morty also borrows Shaarilla's wand just in case his attempts fail.

Tyra, Martin, Syl and Morty find what they hope is a secure location within a couple minutes walk of the tobacco shoppe and Morty attempts to cast Phantasmal Force. After three failed attempts however, the group is forced to call it as even if the fourth attempt is successful, he will not have enough spell energy for the remaining spells.

The following day, the four return but, just as Morty is about to begin his attempts, a patrol of four city guardsmen comes into view and Morty waits for them to pass. However, one of them sees the group and comes over and asks what they are doing "skulking in an alley." They order the group to move on. The four do so and find another location that is about a three minute walk from the shoppe and try again. Morty succeeds with his first attempt (with the help of his Spell Pool). He then follows it with a grievous success on his Undetectability. He fails his first attempt with Invisibility but succeeds on his second try. He also succeeds on his first attempt at Silence.

With the casting of the final spell, Tyra, Martin and Syl head towards the tobacco shoppe. Morty follows behind, unseen and unheard. Their preference is to not enter as Rendo has seen them before and may not want them in his shoppe. But again, luck is with the group and someone else approaches the shoppe just as the group arrives. Unseen and unheard by either Tyra, Martin or Syl, Morty moves over to them and follows close on their heals into the tobacco shoppe. Tyra, Martin and Syl head into the back alley where Martin can cast his Wizard Eye and spy on the basement of the shoppe. He succeeds on his first attempt (with the help of his Spell Pool).

Rendo is not immediately visible. An orc stands behind the counter. The patrons seem ready enough to deal with the orc, who is more civilized than most of his kind. Morty moves over to the curtain and awaits his chance. He can see beyond the curtain through spaces on either side where the curtain does not entirely block vision and the room beyond seems to be empty. When the orc is not looking towards the curtain, Morty twitches it aside and scoots into the back room. He makes for the stairs and heads down.

The first thing he does is check the three doors that Martin could not previously see through. The first two are closed and locked but the third is open and two orcs are working inside. It is a storeroom for tobacco. Morty has still not seen Rendo.

Morty has the "tobacco bugs" appear and crawl into the room where the orcs are working. The are spotted almost immediately and Morty has them run out and down the hall to another door. The orcs chase them but the bugs run under the crack in the bottom of the door. One of the orcs rushes back to the other room, grabs the keys from the lock and then comes back and opens the door. Inside is another tobacco storeroom. Morty has the bugs run around a bit and then out of the room and under the final door. The orcs run out after them. One of them closes and locks the door and then both look at the final door but make no move to unlock it. They talk amongst themselves for a bit and then one remains while the other takes the keys and returns to the first tobacco storeroom and continues to work.

GM: Let me know what Morty is going to do. My assumption is that Martin sees much of what transpires but his Wizard Eye is close to ending. Neither Morty nor Martin have seen anything incriminating thus far.


MORTY (GM): When I get grievous success on the Undetectability does that mean more senses are affected? I was kinda assuming saving the spell point but if I can include Detect Invisibility (when I normally can't), I will. The other option is Infravision, I'm not -positive- that my Invisibility includes Infravision, is it all of the non-magical sight group?

GM: You can't get Detect Invisibility because you are not high enough rank but you can add another sense that will be partially affected (basically simulating 50% additional effect).

MORTY (GM): Should I assume that the orcs are talking in orcish at all times and I overhear nothing about the third locked door? Not even Rendo's name? Do they seem fearful of consequences of opening that door? Is there another key on the keyring with the storeroom key? What can I tell about the lock mechanism while I'm here (Find Traps, Lock Lore, even a preliminary attempt to Open Lock without actually doing it). I don't want to open it yet, there may be a magical trap or a trap I can't Find on it that will trigger if I do. I will spend a spell point on Power Perception on another attempt to Find Trap if I have one. During this time I will adjust the illusion, I was planning to do this a little more subtly at first, one bug at a time since that's all I can concentrate on moving and making as realistic as possible, but this works. The new illusion will be of a bug coming out of the locked storeroom with a slightly-munched piece of a tobacco leaf and dragging it back to the locked third door and underneath before the orc can catch it. During this, there will be subtle munching sounds coming from under both doors. If there is no massive reaction other than attempting to catch the bug, I will repeat it in 45 seconds or so, making sure the bug evades the orc noticeably and still ends up under the third locked door. Keep in mind that I am not having the original one come out from under the third door but a 'different' one with a slightly differently munched leaf, to keep fostering the illusion that there are many more bugs unseen.

MORTY TECH: Find traps [rolled 107 (Near Success)], Lock Lore [rolled 65 (Failure)], Open Lock [rolled 62 (Failure)].


GM: Morty does not have lip reading so he is not sure what language they are speaking or whether they mention Rendo's name (he can't hear them speaking due to the Silence spell). There are a couple other keys on the ring but they make no move to try open the final door with them. They simply talk for about 30 seconds and then go about their business. Morty finds no magic on the door and sees no traps.

Morty adjusts the illusion so that a bug comes out from under the tobacco storeroom chewing on a piece of tobacco and then runs over and under the locked door before the orc can catch it. The orc stops and then ponders a moment. Then he apparently shouts something to the other orc as he draws his sword. He begins swinging his sword to and fro as he walks around the basement. Morty gets the definite sense that the orc believes that there might be someone invisible and is hoping his mundane approach to Detect Invisibility will work.

MORTY (GM): You mention how much time has passed only in relation to Martin's spell, not mine. His spell lasted... 8-10 minutes? I assume that they will attempt to move a little distance away and recast it. Mine last 40 minutes. I will have told them not to worry at all until at least 40 minutes has passed, though I will be trying to make my exit by 30 minutes since I have to wait for opportunities to open doors.

Once his first Wizard Eye spell ends, Martin casts another one but backfires, resulting in a terrible curse of insomnia. At least that is what Martin envisions as a Luck point disappears from his pool and he somehow manages to cast the spell successfully.

GM: My assumption is that Martin would rather use a Luck point than suffer the Curse of Insomnia. His reroll was a success.

When he acquires the basement again, he is just in time to see an orc draw a sword and start walking around swinging his sword. The second orc arrives and blocks the hallway. He remains there swinging his sword. Fortunately the orcs seem to be assuming a human-sized opponent and Morty feels certain that he can get past the orc in the hallway and reach the stairs by going between the orcs spread legs.

MARTIN: He will relay what he’s seeing with the wizard eye, and at the end, comment “I’ll bet there’s no tobacco behind the third door and the orcs know it. Having the bug come out with more tobacco was probably a dead giveaway that it’s an illusion.”

MORTY (GM): As you wish, on the rulings. You still have not addressed the partial rest ruling request. If that is by choice, just say so. I am deeply disappointed with how quickly the orcs got onto my illusion, I am assuming an incredibly good roll for them to even think to disbelieve. I know as PCs you have been very careful to make it difficult for us to even try a disbelieve roll. I thought I made the illusion pretty realistic and difficult to find a logical reason to think they're not real :(

GM: Yeah, I gave the orc an INT roll to decide what he would do (they are not very intelligent) and he rolled an 01, which was 2 better than the Luck roll that I made for Morty a few game minutes earlier. Somehow it occurred to him that there might be someone invisible hiding in the basement.

GM: In general, spell points come back after a night's rest and I don't really want to change it now. If something happens in the middle of the night, then I will use a formula of one quarter of your spell points have returned per hour of sleep after the first four but I only do that in cases where something happens in the middle of the night.

MORTY: I will make my way out of the shop since it seems my time here is done. If you will allow me to use my Witchlight talent without verbal components, I will use it to make a light appear under the door of the still locked room, move it from one side to the other slowly, and then stop. Maybe Martin can see something I can't using the light, and it will distract the orcs while I exit.

GM: Witchlight does not say that it has verbal components so it is something that Morty can create. However, the light must remain within range and line of sight of the caster so it would have to stay at the crack in the door. If you still want to do that, then you can send a LUCK roll to see if the orc somehow stumbles into you while you are doing this (his movements are deliberately random and sudden). You need to make a 4x LUCK roll or better (i.e., if you roll 5x or worse, the orc has suddenly swung your way and you get hit with the sword). You will need to make this LUCK roll twice per round that you maintain and move the light around (so one LUCK roll if you keep it around for half a round, 2 rolls if you want to keep it around for a full round, moving it back and forth under the door).

MORTY (GM): As you wish, I will withdraw without making the light. I can't be certain Martin is watching, and I don't want to give them any more evidence of my presence to report to Rendo. As it is if they can't confirm I was here, they may not even report it, or Rendo may disregard their 'silly' conclusion of someone invisible. After all, someone invisible would have made a noise dodging around them, right? ;)

As Martin watches, the orc continues to swing his sword around in sudden and seemingly random directions for the remainder of the duration of his Wizard Eye. The other orc continues to block the hallway leading to the stairs but with his splay-legged stance, Martin knows that the diminutive Morty can easily dart between them and get away. Martin hopes the Morty does just that.

A short time later, Morty enters the alley and touches Tyra, letting her know that he is back. Once his spells wear off, the four find a tavern where they can eat lunch and watch the entrance to the shoppe with the goal of watching for Rendo's return. Two hours pass before they finally see the half orc cross the square and enter his shop. The group departs the tavern and makes their way back to the alley behind the shop where Martin attempts to cast another Wizard Eye. However he runs out of spell points after two failed attempts and the group returns to the Star Sprite.

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 - 4
2nd - 3
  1. CLW, CLW, Bless, Protection from Evil
  2. Augury, Augury, Silence 15' r
KC
5
  • GK - Balance, Feather Fall, Infravision
  • SK - Hold Person, Stoneskin
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
5
  • GK - Shield, Walking Unseen
  • SK - Bolt of Energy, Passwall, Wizard Eye
Morty
7
  • GK - Illusion, Spell Store, Sphere of Silence, Stinking Cloud, Undetectability
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt
  • Spell Wand (7 spell points) -
Syl
9
  • GK - Invisibility, Light, Shadowform, Strength of Darkness, Sunburst, Wall of Darkness, Witchsight
  • SK - Shadow Walking, Starfire
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion



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