Spelljammer
        Archeron
Current Turn?NoSubject:Scouting Resumes
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:6.7Send To:kc.starsprite@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
KC and Lani head back to the portal and step through. Tyra, Morty and Syl remain at the portal while Didamia leads Nakalla and the other freed victims back to the torture office where they can rest and recuperate while getting some water and a bit of food.

KC and Lani move stealthily with KC shrunk down to 3 feet tall. They move down the short passage from the portal and through the room where they found Nakalla and the other seven victims. The opposite opening heads south for about 50 feet and turns a corner to the east. However, an opening part way down on the west leads into a luxuriously appointed apartment separated by rich tapestries and furnished with expensive furniture and tapestries. Most of the richness of this chamber is in the large and bulky furnishings but the two find a few items that are probably worth something and put them in a bag to carry with them. The apartment is empty of people or guards and the only exit is the way they entered.

KC and Lani head down to the corner and continue east. A new passage opens to the north while this passage continues east. They continue east and enter a large room separated into a dozen or so sleeping chambers by bland tapestries hung from the ceiling that stretch to the floor. All of the sleeping chambers are sparse and empty and show no sign of recent use. No treasure is found. There are no other exits.

They return to the north passage and follow it north and then east into a large temple. They are entering on the side of the temple near the altar. To the left stretch rows of pews facing the altar. Lining the walls are square pillars similar to the ones found in the drider room and, like those, each is hung with manacles on three of the four faces of each pillar. Many of the manacles hold victims destined to be sacrificed on the blood-stained altar. There is another exit on the opposite wall at the north end of the chamber.

KC and Lani use the keys to free the victims. They find the following:
  • 24 sets of manacles contain no victims
  • 7 contain drow females of which 3 are unwounded, 2 are wounded, 1 is bloodied and 1 is very badly wounded.
  • 2 drow males of which 1 is unwounded and the other is bloodied.
  • 2 human females of which both are wounded.
  • 1 human male who is wounded.

So, except for one drow female who is unable to move unassisted, everyone here can move by themselves. Let me know if you want to escort them back to the portal or scout the only remaining way to go in this complex - the opening at the north end of the temple.

KC: I would like to scout out the other exit to the temple before we lead them back. I will use power perception to quickly scan the temple and than check out the other exit while it is still up and going. Lani can stay with the rescued or follow as she sees fit.

Lani and KC tell the others to start making their way back to the entrance, providing directions. In the chambers of the lesser priests, KC and Lani had found some candles and a couple of tinderboxes. They give most of the candles to the freed victims so that those without infravision can see.

Then they turn their attention to the other exit from the temple. KC burns one of his 3 remaining spell points and scans the temple but finds nothing magical. Nor is the exit magical so he leads the way with Lani following a few feet behind. The passage goes about 30 feet and then turns to the right. It goes another 20 feet or so and then opens into a dark chamber. The room is about 40 feet square, with stone statues near each corner, with two against the north wall facing south and two against the south wall facing north. Looking up, it is impossible to tell the height of the room as the entire area of the room, above a level of 15 feet or so, is a gigantic mass of webs. Somewhere high up in the webs, perhaps 50 to 60 feet up, both KC and Lani sense the movement of a large creature moving down the web towards them.

GM: KC sees magic on the webs. On a scale of 1 to 3, they radiate magic at level 2. The magic extends outwards from the individual strands of the web at a lower intensity (level 1 out of 3). What do you want to do?

KC: He looks toward Lani and motions for Retreat. He moves back out of the room into the hallway with her. Triggering this ring he will grow to 7 1/2 feet tall as he turns and quickly make his way to the entrance portal . Along the way they will hurry up any stragglers towards the portal up to and including carrying the most wounded if needed.

As KC and Lani exit the spider room into the hallway, they notice that some webs have appeared at the far end of the hallway and are quickly multiplying, cutting off retreat. The hallway is slowly filling with webs forcing KC and Lani to choose between assailing the webs or returning to the room with the spider and the four statues.

KC: (gm) how tall is the passageway?

GM: The passage is 15 feet high.

KC: Lani what do you think? Use your flaming sword and i can get bigger and stronger. I would prefer getting out of here but if we gotta do back we will just have too.

LANI: "I can try." She tells her sword to "flame on" and then moves forward and attempts to cut through and burn the growing mass of webs.

GM: The webs are resistant, but not immune to magical fire. They are allowed a saving throw of 12 or higher to resist both cutting and burning. If you roll 12 or higher, Lani is unable able to cut/burn the webs faster than they are growing. If you roll an 11 or less, she is able to cut and burn a path through the webs to freedom.

KC: rolled a [rolled 20].

KC: ahhh.... GM.... I would like to use a luck point please to reroll that inconsequential roll of 20. Rolled a [rolled 11].

Both KC and Lani can feel the threat coming from the spider room. Lani swings her Flame Tongue at the webs with vigor reaching almost to the level of panic. The webs are multiplying and do not catch fire easily but her fear lends her wings and she cuts them faster than they can multiply. She and KC surge forward through the flaming path that she is cutting until they almost fall into the temple beyond the webs. They catch themselves and flee towards the opposite exit.

They catch up with the freed victims in the passage beyond. KC grows to seven feet tall and picks up the badly wounded drow female while Lani takes the lead and exhorts them to speed up. They run at best speed down one passage, around a couple of corners and up the next passage into the drider room. They flee through this room to the portal and stop to help everyone through.

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