Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Undead Battle - The Coffin
Campaign:SpelljammerTurn Start Date:11/07/606
Adventure:The Gateway KingdomsTurn End Date:11/07/606
Adventure Number:8Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, 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
8
/0
1/day
2/2
0/1
Martin Vane
0
0
75/75
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
7
20
21/48
0/6
6
0
50
0
0/1
1/day
2/2
1/1
Pellanistra Xarann
8
11
31/50
0/8
10
0
87
18
/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
12
34/52
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
82/82
/0
6
2
60
18
/0
1/day
0/2
1/1
Tyra Stellastrom
20
42
27/89
0/12
10
3
83
18
/0
1/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
11/13
11/11
Martin Vane
/
9/15
13/13
Morty Crystaltouched
1/4
11/18
17/17
Pellanistra Xarann
6/7
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
1/4
25/26
29/29
Syllivarrna Obanghall
/
1/17
5/14
Tyra Stellastrom
7/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 3/3
Martin Vane
1
Morty Crystaltouched
1
Mental Perception (6')
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental, Intellect Fortress (MDEF 52, MPROT 7, 10' radius), Mental Perception (6')
Shaarilla
3
Mental Perception
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Mental Perception
Randle Hewlet
Ethan Northwalker
4
Hit Points: 57/72, DEF 60, PROT 7
With the death's head spectre destroyed and the coffin fully exposed, the group relaxes for a moment. Martin uses the shovel to clear out the dirt from around the coffin, shoveling it in great shovelfuls outside the tent, taking less well under a minute to do so.

Then the group prepares for whatever might come next as Martin and Tyra, the two strongest members of the group, kneel down at each end of the hole, reach down the two feet to the lid of the coffin, and lift. The lid gives with only mild resistance. The two lift it out of the hole and set it to one side, revealing a long dead corpse inside the coffin. The corpse is wearing an ancient robe that is little more than tatters held together by dirt and mold. A moldy leather belt around the waist of the corpse holds an equally tattered leather quiver. Poking out just beyond the rim of the quiver are what look to be the handle end of a pair of wands. Also on the belt is a rusted dagger around which has been tied a leather thong with a silver teardrop threaded onto the thong through a hole in the top. The silver teardrop is about half an inch long.

Shaarilla burns a spell point to check for magic and determines that the following items are magical:

The shovel that Martin found earlier and has been using to clear out the grave radiates magic at level 5 on a scale of 1 to 9.

The silver teardrop (but not the leather thong on which it is hanging) radiates magic at level 2 on a scale of 1 to 9.

The first wand radiates magic at level 4 on a scale of 1 to 9.

The second wand radiates magic at level 6 on a scale of 1 to 9.

Scattered on the bottom of the coffin, with many probably under the body, are thousands of coins, mostly silver.

GM: Everyone can go ahead and send their appropriate skill rolls (artifact lore or everything lore) to identify the four items. Nothing else radiates magic.

SHAARILLA: Shaarilla looks over the items:

Shovel: Artifact Lore: [rolled 118, SUCCESS - You know the name, a little history, and 1 property of the item.]
Silver Teardrop: Artifact Lore: [rolled 48, FAILURE - You know nothing about the item]
First Wand: Artifact Lore: [rolled 87, PARTIAL SUCCESS - You know the name and 1 property of the item.]
Second Wand: Artifact Lore: [rolled 69, FAILURE - You know nothing about the item]

GM: Shaarilla recognizes the shovel as something called a Shovel of Fast Digging that allows someone to quickly dig a hole in dirt or any terrain where shovels could normally be used to dig. How quickly you dig depends on how much effort you put into it (i.e., a STR roll). With a 1/2 STR roll, a character could clear 6 cu.ft. of dirt in a single round. What's humorous is that the archmage who created the Shovel of Fast Digger was a water mage who hated creatures from the plane of earth, especially earth elementals, and was seeking to create a weapon that would be especially effective against them. The fast digging ability was a side effect. Applying Shaarilla's Everything Lore to the roll (instead of Artifact Lore) still yields Near Success and so Shaarilla knows that the mage was successful and that the shovel is especially effective against earth elementals, and probably all creatures native to the plane of earth. There might be more to it, but Shaarilla doesn't remember.

GM: For everyone else, when rolling for the shovel, use Weapon Lore instead of Artifact Lore.

GM: The first wand is known as Mordenkainen's Wondrous Wand and Shaarilla recalls that, with the correct power word (which she remembers), she could touch a wagon and caused it to be stored in the wand. There are also ways to recall the wagon and anything else stored in the wand but Shaarilla does not remember the particulars of those functions.

GM: Shaarilla knows nothing of the silver teardrop or the second wand.



TYRA: Tyra will take a look at the shovel.

Shovel: Weapon Lore [rolled 95, NEAR SUCCESS - You know the name of the item, if applicable, but nothing more]


GM: Tyra has heard of the Shovel of Fast Digging and concurs that it was designed as a weapon against elemental creatures, particularly from the plane of earth, but knows no details.



KC: He will look over the items to see what he remembers.

Shovel: weapon lore: [rolled 101, NEAR SUCCESS - You know the name and 1 property of the item.]
Silver Teardrop: Artifact Lore: [rolled 81, PARTIAL SUCCESS - You know the name of the item, if applicable, but nothing more]
First Wand: Artifact Lore: [rolled 8, FAILURE - You know nothing about the item]
Second Wand: Artifact Lore: [rolled 68, FAILURE - You know nothing about the item]


GM: KC knows some of the history of the shovel that Shaarilla indicated. He knows that the shovel works best against creatures from the plane of earth, but is also effective against other elemental creatures and even works as an effective weapon against anything.

GM: KC believes that the teardrop might be a Psionic Battle Charm (bonus to SC and Dmg for psionic attacks) but is not sure how effective it is (i.e., not sure if it is +1, +2, etc.).

GM: KC knows nothing about the wands.

GM: I forgot to mention that once KC identified the silver teardrop as a possible Psionic Battle Charm, those with Psionic Lore (or Everything Lore) can send lore rolls to see what they know about Psionic Battle Charms.




MORTY TECH:

Shovel: Weapon Lore 30% [rolled 93, NEAR SUCCESS - You know the name and 1 property of the item.]
Silver Teardrop: Artifact Lore 30% [rolled 56, FAILURE - You know nothing about the item]
First Wand: Artifact Lore 30% [rolled 86, PARTIAL SUCCESS - You know the name and 1 property of the item.]
Second Wand: Artifact Lore 30% [rolled 121, SUCCESS - You know the name, a little history, and 1 property of the item.]

GM: Morty is able to confirm what Shaarilla and KC know about the Shovel of Fast Digging but is not able to provide any additional information.

GM: Morty knows nothing of the Silver Teardrop.

GM: Confirms that the first wand is Mordenkainen's Wondrous Wand and that he famous mage used it to store and carry items, including large items. He knows the same power word that Shaarilla knows.

GM: Morty identifies the second wand as a Wand of Life. He knows that it has a few different properties but the one he recalls best is the ability to cast a powerful Cleric spell called Restoration, which restores 1d4 points of drain from life draining attacks. He knows that it is a powerful magic item and some of the other properties are equally powerful. He thinks it might also be able to cast Positive Energy Channel but is not entirely sure. In any case, the only power word he remembers is for Restoration. He also recalls that there are multiple versions of the Wand of Life. The most common type is a typical wand that has charges and, once all the charges are used, the wand turns to powder. The other type has only a few charges, but the wand continually recharges so that it can be used over and over again. Morty believes this wand may be the latter type.



The group thoroughly searches the tent and the surrounding area as Tyra and Randle work on first aid and healing. The group returns to their campsite and spends the night. It is an uneventful night in the eerie luminescence of the massive cavern.

GM: In the morning, everyone who was drained can make a System Shock roll to recover a point of CON.

LANI: Current CON = 15, SS roll is 76 [rolled 18]

LANI: Her CON is up to 16 now. Here are 4 more rolls for 17, 18, 19 and 20, [rolled 13], [rolled 82], [rolled 13], [rolled 74]

GM: For CON 16, she needed a 79 or less and made it.
GM: For CON 17, she needed an 82 or less and made it exactly.
GM: For CON 18, she needed an 85 or less and made it.
GM: For CON 19, she needed an 88 or less and made it.

GM: After 5 days of traveling, her CON is back to 20.

The group wakes in the morning and loads up the mules with their camping gear and their newly acquired loot. They set out across the cavern and exit through the far side. The tunnel winds this way and that for a couple of miles and then exits the north side of a mountain. A narrow trail takes the group back to the main trail that leads north. Many days pass.

GM: I think the main thing to resolve is treasure split and, for that, you need some identify rituals. Martin, Morty and Shaarilla all know the Ritual of Identification though only Shaarilla is good with it. She is currently rank 8 with a 60% chance of success and will learn 3 properties with each success. She can increase her chance to 90% with a 10 hour Ritual of Preparation but this will mean some abbreviated days of traveling as you stop early to allow the ritual. Since you are not in a huge hurry, it it probably worth it.

GM: Those that want to conduct Rituals of Identification, go ahead and send some rolls. I will assume that each roll is a separate day such that the group travels for the morning, then stops early to allow time for the ritual. If she has the EXP, Shaarilla might consider buying up her rank to 10 which will give her 4 properties.

GM: We can resolve the CON drain by email. Each point recovered improves your chance of recovering the next one.

SHAARILLA: Everything lore 30% [rolled 61 (Failure)]
MORTY TECH: Psionic Lore rank 1, +25% [rolled 94 (Near Success)]

GM: Morty recalls that they work a lot like magic weapons. A +1 Psionic Battle Charm provides a +5 to psionic strike chance and a +1 to psionic damage (for all attack modes). A +2 Psionic Battle Charm provides a +10 to psionic strike chance and a +2 to damage, etc. He also recalls that many magical helms, especially those that benefit mental stats or include semi-psionic abilities, have Psionic Battle Charm capabilities built in.

MORTY: System Shock rolls: CON is currently 14 needing a 72%, 4 points of drain to restore to my original 18 CON. [rolled 15], [rolled 25], [rolled 79], [rolled 73]. I'm kinda dreading these since my CON drain has reduced my roll enough to make it non-trivial. I will burn a luck point on a reroll of the first fail and consider a second if failed. [rolled 53]. At the very least we do have the Restoration option if some of it refuses to come back. We should probably get that Wand of Life identified sooner rather than later, if nothing else to have the Positive Energy Channel option and to get an idea of how many charges it has (and whether it recharges).


GM: Looks like Morty squeaked by with all successes. For his third roll, he needed a 79 or less and rolled a 79, so he is good.

TYRA: Tyra will attempt to recover the drained CON. SS rolls: [rolled 29] [rolled 86]

GM: Tyra needed a 95 for her first roll and a 96 for her second so she recovers both points of CON.

GM: If you have already made your rolls, make sure you remove the modifiers from your character sheets.



KC: a few thing to do while traveling. I would like to cast find familiar on Tceski'a to level 5. (The level that my Find Familiar spell is at after raising it)

KC: then there is Hunting and foraging to be done to help out with the food supply on our journey.

GM: Go ahead and send your Find Familiar roll.


GM: Anyone who has hunting and/or foraging skills can send their rolls to find food on the way north.

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
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 - 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 month257
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol8
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
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