Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Into the Crypts
Campaign:SpelljammerTurn Start Date:4/9/606
Adventure:The Doomed OasisTurn End Date:4/9/606
Adventure Number:4Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:2.9Send 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
0
0
49/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
2
0
36/38
/0
3
0
31
2
/
1/day
1/1
/0
Martin Vane
15
0
35/50
/0
2
0
31
4
/
1/day
1/2
1/1
Morty Crystaltouched
0
0
41/41
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
3
0
47/50
/0
3
0
52
4
/
1/day
0/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
0
0
52/52
/0
3
0
39
4
/
1/day
0/1
/0
Tyra Stellastrom
21
0
45/66
4/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
BarnasArmor (PROT 4, 4 hits)
KCSpell Pool (7/7)
Martin VaneAccelerated Healing (3/3), Spell Pool (7/7), Armor (PROT 4, 5 hits)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (3/8)
Pellanistra XarannAccelerated Healing (1/3), Armor (PROT 5, 7 hits)
ShaarillaArmor (PROT 4, 5 hits)
Syllivarrna ObanghallArmor (PROT 4, 6 hits)
Tyra StellastromAccelerated Healing (3/3)

Potion of Extra Healing (Barnas, Martin, Tyra)
Potion of Defense (Syl)
Potion of Heroism (Lani) (used)
Feeling much better, the group departs the room of rest and turns left towards the end of the hall. Martin, carrying the key given to them by the sphinx, stops and dutifully locks the door before dropping the key into a belt pouch.

The hallway dead ends only ten feet from the door. It is Lani, a bit behind KC, who first spots the almost invisible crack in the floor that runs as straight as an arrow all the way across the floor about 3 feet back from the wall. Then KC notices a similar crack on the end wall about three feet up from the floor. There is also a barely discernible gap between the section of floor from the gap to the wall on the left and right walls. A similar gap can also be found on the end wall below the crack. The obvious conclusion is that a section of floor and wall, at the end of the hall, will somehow give way or otherwise open up. The group carefully examines the walls, floor and ceiling for anything that might cause the section to open.

Shaarilla suggests that it was probably opened when the rocks were bouncing down the passage and they likely fell through the opening. Perhaps one way to open it is to open the outer door again but that may also trigger the rocks to begin bouncing again, which would likely leave whoever opened the door stranded while the rest of the group went through the opening. And of course, if their reasoning is wrong, those going through the opening might be pummeled to death by the rocks.

Then Morty points out that if the group had come this way first, they would have encountered the door to the room of rest and may not have been able to open it and would then also have been stymied. The difference is that the group now has the key to the room of rest so perhaps the means of opening the section lies in the room. The group returns to the room and begins searching there.

KC goes directly for the bowl of fruit while Tyra begins inspecting the urn. The others disperse around the room to search. Martin stays and guards the door and passage.

Both KC and Tyra have the right idea that either the bowl or the urn is the trigger and it turns out that KC was more correct. He determines that not only is the ceramic bowl attached to the table but that it moves slightly. He asks Martin, who is standing in the doorway looking out, to watch the end of the hall and then he turns the bowl. It moves smoothly a half turn and then clicks into place. There is a deep rumbling from somewhere under foot and then Martin sees the section at the end of the hall retract. It moves directly into the wall six feet revealing a shaft leading down.

The group exits the room of rest and returns to the end of the hall. On the near side of the shaft, metal rungs have been let into the wall forming a ladder leading down. KC goes down first followed closely by Lani and then the rest of the group. The bottom of the shaft opens into a large, dreary chamber. The chamber, like the rest of the dungeon, is dimly lit by fading magical lights.

KC waits for Lani to reach the bottom and then steps into the room as the rest of the group climbs down, led by Tyra and Barnas, with Martin bringing up the rear.

As KC and Lani enter, they hear distant scrabbling sounds coming both from the wide stairs leading further down, and a narrow hallway leading off to the right. As Trya reaches the bottom, Lani moves towards the hallway and immediately shouts out, "ZOMBIES!" KC, moving towards the stairs to look down, adds, "AND SKELETONS!"

GM: I will send the map shortly. Let me know what you want to do. You have one free round before the undead reach the room. Tyra is already at the bottom and Barnas is right behind her. Assuming both move into the room, Morty and Shaarilla can be at the bottom and into the room by the end of the free round. Syl and Martin will be able to join the fray the following round.

LANI: On the free round, Lani pulls out the Potion of Heroism and drinks it. She casts the potion bottle aside and draws her longsword.

TYRA: "So we have skeletons coming up the stairs and zombies down the hallway?" Once confirmed Tyra will move to the stairs, to the left of KC. "Barnas, can you cover my left flank?" she asks gesturing with her morning star to the left of her position. "Let's see if we can block them from entering the room."

BARNAS: "Sure" the young cleric replies as he moved to block the skeletons

GM: Just to confirm, Tyra is not going to drink the Potion of Extra Healing? She has time to get into position and also drink the potion if she chooses.

TYRA (GM): Correct, she'll hold off until she's taken more damage to not waste some of the potion's healing.

SYL: Will spend the free round twiddling her thumbs/climbing down the ladder. Once she can enter the room she will head towards the Zombies with her spear in hand unless she thinks she can target an undead that is not in melee (very doubtful according to the map)...

GM: Just to confirm, Syl is not going to drink the Potion of Defense? She has time to do so as she is moving into position.

SYL: she will drink the potion of defense (rolls needed??) as she readies her spear

KC: casts a spell shout 18 ft cone 10 feet wide down the stairs at the skeletons and than withdrawals for the fighting crew. [rolled 66 vs cast chance of 45 - Failed Cast Chance!] for damage of [rolled 6 2 3 2 - Total: 13]. 2 spell points 7 segments cast time.

SHAARILLA: Once she sees the situation, Shaarilla would like to put up a wall of ice to block one of the access paths to limit how many monsters we have to fight at once. But by the time she gets down the ladder, it is likely to be too late. In any case Shaarilla spends the free round climbing down the ladder.


Lani quickly quaffs her potion as she moves up and blocks the narrow hallway. Her longsword is in hand as these appear to be zombies.

Tyra and Barnas move up next to KC and manage to block the stairs. Barnas and KC are each facing a single skeleton while Tyra is facing two of them. There only appears to be one more on the stairs with no more coming up.

Syl makes it to the bottom and drinks her potion as she moves forward. Martin is right behind her. (Map to follow shortly.)

GM: There is easily room for Syl and Martin to help against the skeletons if they so choose. Otherwise one or both can move up towards Lani and suggest that she back up so that they can assist in attacking the zombies.

GM: Go ahead and send your actions for rounds 1 and 2.

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. Cure Light Wounds (x2), Bless, Protection from Evil
  2. Healing Sanctuary, Accelerated Healing (x2)
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Shout, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire (cast), Suggestion
Martin
5
  • GK - Armor, Shield, Walking Unseen
  • SK - Passwall, Wizard Eye
Morty
7
  • GK: Sphere of Silence, Invisibility, Illusion, Glitterdust, Faerie Fire
  • SK - Phantasmal Force, Shadow Magic
Shaarilla
7
  • GK - Ice Creation, Mage Armor, Spell Store, Sphere of Fresh Air, Shocking Grasp
  • SK - Ice Construction, Wall of Ice
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