Spelljammer
        Archeron
Current Turn?NoSubject:The Scouts Return a Second Time
Campaign:SpelljammerTurn Start Date:5/17/606
Adventure:ArcheronTurn End Date:5/17/606
Adventure Number:7Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:6.8Send 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
Barnas
23
0
38/61
/0
8
2
34
0
/0
1/day
2/2
1/1
KC
15
0
38/53
/0
6
3
47
4
/0
1/day
1/2
1/1
Martin Vane
30
0
30/60
/0
10
3
55
12
/0
1/day
3/3
1/1
Morty Crystaltouched
2
0
49/51
/0
5
0
49
0
1/1
1/day
2/2
0/1
Pellanistra Xarann
19
0
41/60
8/8
9
0
76
14
/0
1/day
1/1
0/0
Shaarilla
0
0
45/45
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
9
0
63/72
/0
8
2
51
12
/0
1/day
2/2
1/1
Tyra Stellastrom
7
0
74/81
0/8
10
3
69
14
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
2/11
9/9
Martin Vane
/
13/13
9/9
Morty Crystaltouched
/
8/15
9/9
Shaarilla
/
5/23
11/27
Syllivarrna Obanghall
/
10/15
12/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann25% DR vs Slash, Crush & Elemental
ShaarillaMage Armor (PROT 4 for 48 hours or 3 hits)
Syllivarrna Obanghall
Tyra Stellastrom
DidamiaProtection from Evil 10' radius
About 45 minutes after KC and Lani went through the portal to scout, KC steps back out of the portal. He is seven feet tall and carrying a badly wounded drow female. The expression on his face seems to indicate that something bad is behind him. He sets the woman down and turns to assist other victims through the portal. Lani steps through last carrying her burning Flame Tongue. Small strands of sticky, flaming webs trail from the blade. Like KC, it is clear that she has seen something bad and worries that it might be following them. She moves quickly away from the portal while watching it warily.

GM: I will let KC bring the group up to date on what they found. A total of 12 drow and humans, in various stages of dehydration and starvation, came through with them. Seven are drow females, 2 are drow males, 2 are human females and one is a human male.

KC: once through the the portal he says, "Make room there are 12 more coming out. And we should get moving quickly towards the bridge and over it."

TYRA: "Okay," Tyra replies looking him over with a look of concern on her face.

KC: Motions to Tyra to come over and whispers to her, "We should move out quickly, Large Spider may be coming thrugh.. did not see it but we both heard it and thought it better to move out and away. Tell Morty, and let's get them moving.


TYRA: Tyra nods after listening to him. She returns back to where Morty and Syl are, passes along what KC told her adding, "Syl, you and I stay by the portal and guard it while Morty leads the others back."

KC: After all of the prisoner are out and Lani appears. I pick up the wounded Drow again (if needed i can grow larger and carry more wounded in neccessary to expedite the evacuation process) and we will start them moving toword the bridge and beyond to the rest of the party as fast as the weak and wounded will allow us. We should post a rear guard just in case the Spider of Lloth is following us out of the temple. Hopefully it will just stay in tis room like a good Large spider should.

KC: when ther is time after the escape/get away it will relate the following to the group.

KC: We explored further in to the temple and freed all of these captives from their manicales from the temples alter room. We sent them towards the exit portal and investigate the last hallway exiting on the far side of the alter room. It lead to a 40 foot wide room with 4 tall pillars one in each corner. Upon looking up the we do not know how high the ceiling was because it was covered in a thick layer of webs. Each individual web eminated magic and the magic weakened the father out it got from the strand.

KC: Looking towards Lani, each of us sensed a large presence moving downward from, ... I estimated about 50 feet up into the mass of webs.... I signaled that we should leave and we hurried back down the corridor. But to our surprise it was filling in with a mass of webs and they were moving towards us.

KC; (OOC) this was were the post of .... 'Random d20 of no consequence' came into play.... that was for webs saving throw vs Lani's firey Flame Tongue as we tried to escape. Of no Consequence.... yeah right. As you all saw it was a natural 20!!! We needed 11 or less for the sword to burn through the webs. Alas a luck point was used and a 11 was rolled and we did not have to face this most likely VERY large spider..... alone. So getting back to the post....

KC: So Lani pulled out her Flame Tongue and started hacking away at the webs! But at first it seemed to be doing no good as the webs kept quickly growing, but Lani redoubled her efforts and with little to no help from me cheering her on. Started to make head way against the webs rapid expansion and she was able to cut through the mass. Once through the webs we did not stick around to see if the Spider of Lloth was following. We just caught up to the escaping prisoners and I picked up the wounded Drow and we hurried them along to the exit.

TYRA: After the group has moved out, she'll start to move closer towards the lake while staying in view of the portal. Once the group is just at the edge of their vision, she'll signal to Syl to retreat and join the others assuming that the giant spider does not come through the portal. After the entire group has been reunited, she'll make sure we have sufficient guards posted to give plenty of warning if something approaches our portion of the cavern.

TYRA: After KC has caught the entire group up on what happened, she'll comment, "Wow, that sounds intense. I'm glad you all make it back safely. As much as I hate to think of staying so close to a Temple of Lloth, I don't think we should move out until we resolve this ransom."


As Tyra and Syl retreat, and the portal is just about to go out of her line of sight, she sees it blink out of existence. The stone framework of the portal is still there but the glowing lines of magic that formed the actual magic of the portal go dark. Both get the impression that the portal can no longer be used.

The entire group and all of the newly rescued drow and humans take up residence in the torture office. There is plenty of water available via a natural pool and there is some food. The group decides that they can't put off trying to contact a ransom master any longer. The group had previously decided that Didamia needed to go, and Tyra suggested that at least two of the Knights of Lore accompany her. It might also be a good idea for Lani and/or Syl to go as well as they are both drow.

TYRA: Tyra will tend to all the wounded and tortured individuals. She'll do what she can for their first aid needs.

GM: I will plan to send the next turn on Sunday or Monday. If I don't hear anything, then I will assume that Didamia, Vikru, Balzeda, Syl and Lani will go to seek a ransom master.

TYRA: Tyra is good with this.

GM: Also, many of the rescued drow (but none of the humans), would like to depart to return to Erelhei-Cinlu. Let me know if you want to let them go or have them remain for a time. Without exception, the humans would all like to depart Archeron and return to the Kingdom of Celestian.

MORTY: "I think we need to send more people with this delegation. I would say at least half of our fighting force, with a preference for ranged attackers or highly mobile ones, night vision, and of course more drow. I will volunteer, and I think we should bring Rhandos and probably Tyra, since Martin is a bit more wounded. KC with his spider boots is a good choice as well, but Shaarilla is limited by her vision so maybe she should stay here. I do also plan to have an illusion of some of the missing party members join us as well to make us appear stronger. That leaves several (4?) of the Knights of Lore here as guards with Barnas, Martin, and Shaarilla. Wait, if Tyra is the only one without night vision in that delegation maybe she should stay here after all, and we can go without lights. I guess I could probably manage to get off another Infravision spell?

GM: I will assume Morty goes as well. Maintaining illusions of additional party members on the crowded streets of Erelhei-Cinlu could be a challenge.

MORTY: "As for the human refugees, I would strongly advise them to stay until we can get them out safely. We'll be exiting from a secret exit from a powerful drow house and trying to escape their notice, the logistical challenges to guard that many will be considerable. I suppose if the drow refugees want to leave with this delegation and wait to get a little distance from the exit before going off on their own they could, but I wouldn't advise going alone, even injured unarmed drow would be easy prey for the various types of threats and gangs on these streets. We do have plans to make a larger spelljammer spaceworthy and could possibly take the human refugees off Archeron, we can't really charge them money since they don't have much though, so I have no idea how to afford that, or how to house and feed them until we could leave. Any chance any of them could be useful as crew or repair crews?

GM: The human refugees have no desire to depart and would really like to be taken back to the Kingdom of Celestian. Any that you talk to would gladly work for their passage and a couple indicate that they have family that would be financially grateful to have them back (though they could be lying/exaggerating).

MORTY (GM): Did we recover any of the keys that we saw the clients using to enter the wizard locked entrance door?

GM: Good point. Yes you did.

TYRA: Tyra is fine with allowing the rescued drow to depart as soon as they're physically able to. She wonders if their state of dress and physical condition would make them prone to being attacked. Maybe the Knights of Lore could help escort them as necessary.

GM: I will assume the rescued drow will depart at the same time as the group seeking a ransom master.

TYRA: She concurs generally with Morty's notion here but she suggests more of the Knights of Lore accompany the group in this case. Having the group proceed without lights and appearing more like a group of all drow is more important to her than having our strongest combat mix. She also feels it's best if she stays behind as she worries about those remaining may not have a sufficiently defensive group.

KC: I would rather post a heavier guard on our ramsomee. After all if she gets away there will be no ransom. Also the Drow has put in place a systems of ransom negotiators, than it seems to be a pretty common thing that happen here in Erilhei Cinlu. Then anyone going I would think that their command of the of Drowish would be important if the majority of people going are going to be Drow. So have more of the Knights of lore go with Syl and Lani i think would be fine, but if you really want to go, than go.

KC: Those left to guard should set up a sufficently strong guard rotation. We all need some rest and we can use the scrying pool to help keep a look out. We can see if we can find a way to control where we want it to go. I would suggest Barnus rest up and pray for a create food and water if he has that prayer.


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
9
  • GK - Invisibility, Shield, Spell Store, 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)11
KCRing of VarexRecharges 1 point on 15th and 30th of each month254
MortyElectrical BlastMage Tech Pistol7
LaniWalking UnseenMartial Artist ability11
LaniCell AdjustmentMartial Artist ability (2d6+2)11
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