Spelljammer
        Depths of Spelljammer
Current Turn?NoSubject:Ant Farm
Campaign:SpelljammerTurn Start Date:4/7/606
Adventure:Depths of SpelljammerTurn End Date:
Adventure Number:2Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:2.2Send 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
6
0
38/44
/0
2
0
25
0
/
1/day
2/2
1/1
KC
5
0
33/38
/0
2
0
28
2
/
1/day
1/1
/0
Martin Vane
23
0
22/45
/0
2
0
31
2
/
1/day
2/2
1/1
Morty Crystaltouched
7
0
34/41
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
23
0
27/50
/0
3
0
47
4
/
1/day
1/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
0/1
/0
Syllivarrna Obanghall
0
0
47/47
/0
2
0
26
4
/
1/day
1/1
/0
Tyra Stellastrom
6
13
42/61
0/4
6
1
39
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Barnas
KC
Martin VaneArmor Spell (7/8 hits, PROT 4)
Morty Crystaltouched
Pellanistra Xarann
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
GM: Barnas might want to consider using the CLW of the Healing Charm on himself. He can't use it for anyone else so he might as well.

With Shaarilla and Tyra feeling better after the healing spells from Barnas, the group continues moving through Spelljammer following the esoteric "path" provided by the Spirit of Spelljammer. A few minutes later, the group come out onto a platform overlooking a long unused maintenance space. The space is dimly lit by ancient light spells that have not completely burned out yet. The rusty, muddy floor of the chamber is 20 feet below the level of the platform and there is a central area that is a few feet deeper. Various pipes in different stages of decay, run through the room, coming out of one wall and disappearing into other parts of the chamber. The sunken area is filled with mud and debris at least a few inches thick.

Skittering about the chamber are dozens of giant ants. As the group enters the chamber, two of them immediately move towards the group, climbing up the walls.

KC tells the group, "We need to get to that exit in the far right corner."

GM: The exit is marked with the arrow on the map that will be following shortly.

GM: Go ahead and send your round 1 & 2 actions. Also let me know your general plan (fight it out on the ledge, try to advance quickly towards the other exit fighting only when needed, etc.).

KC: "l wonder if the ants could be distracted by An illusion of of something? Say in the far corner of the room so we might be able to bolt across to the exit once the way is cleared?"

TYRA: "I do like the notion of any sort of diversion we can create. Regardless, I suggest we make a run for it and see if we can get across. Maybe Lani and I can intercept and distract any ants that get close? Hopefully, the two of us can keep them occupied while the rest of you run by. Then we can break off and follow."

BARNAS: "I have one spell left. It is a blessing to give us all strength in combat. Unless we have a way to avoid the ants.. now might be a good time for it."

MORTY (OOC): That was my immediate thought as well, KC, but my illusions are limited in scope so I need some advice from the GM on what Morty knows in character that might or might not work. I had the thought of using one of their natural predators to keep them at bay, but they may just react with the entire colony of warriors swarming onto it. Getting something swarmed can be useful too, if you can pull them into a corner away from the rest of us, but my range is only 20 feet. It could still work to distract them mightily while we slip past. I would also need to be carried while concentrating heavily on the illusion to make it move and react realistically. Also, it will only fool their eyes, so if they use scent or vibration as targeting senses it would be almost useless :( It would be too much to hope for there to be a sound that I could use to confuse them one way or the other ;)

SYL: Can cast Flare or a Sphere of Darkness (Drow) if we think that might distract the Ants? If we had more time she could try and summon a Shadow Creature (probably a skeleton or Zombie knowing the area we are in...)

GM: Tyra and Morty can attempt Monster Lore rolls. Those with Everything Lore can make their rolls as well.

GM: Keep in mind that your are on a platform 20 feet above the floor so if you want to create an illusion to draw the ants, you could cast it below the platform, maybe under the stairs.

KC: everything lore roll of [rolled 89 (Partial Success)].
MARTIN: Everything Lore [rolled 92 (Near Success)]
MORTY: Monster Lore +20%, [rolled 77 (Partial Success)]
SHAARILLA: Everything lore [rolled 71 (Failure)]

SYL: EveryLore - 10 [rolled 83 (Partial Success)]
TYRA: Monster Lore [rolled 65 (Failure)]

SHAARILLA: This room looks large enough for Shaarilla to fly in and use either spells or arrows. Perhaps a lightning bolt or 2 would help serve as distractions...


GM: Morty thinks an illusion of another attacker could add to the confusion on the part of the ants and help the group rush through the room.

GM: A Darkness spell cast on one or more of the ants would probably have some effect in slowing them down. A flare spell automatically travels the full distance before exploding in light. It is intended as an outdoor spell. If it hits something before traveling the full distance, the spell fizzles. If Syl had Sorcery skill, she could attempt to alter the Flare to fit her current needs.

GM: I will plan to send the next turn tomorrow. Let me know if you want to use magic. Otherwise, my assumption is that Shaarilla will take to the air while everyone else rushes towards the desired exit. Fighter types, starting with Lani, will intercept ants to allow the others to get through, and then withdraw as soon as they can.

GM: My assumption is that you will go straight at the bottom of the stairs and turn right at the north end of the room, circumventing the deeper, muddy section that way.

KC: (gm) 2 questions. 1- all the ants on the map are all that we see? And 2- there is one and that is bigger than all the rest on the map in the middle rectangles towards far left corner. Does it look different that the other ants in the room?

KC: Cause if numbers are correct if we go right at the bottom of the stairs we will had to pass within 5 feet of 7 to 8 ants if we stay by the wall. Going straight we pass only 3 with in 5 feet of the wall.. That is the ants stay static.... fat chance! And the numbers are doubled almost for ants with in 10 feet. But going straight also passes us closer by the larger ant.


GM: KC thinks he sees one ant that is bigger than the others in the deeper, muddy section of the room (towards the NW corner of the muddy section). Otherwise, the ants you see are the map are the ones your character's see.

GM: Martin recalls that giant ants have a very basic intelligence and are separated into castes. There are workers, soldiers, drones and the queen. The drones and queen are more intelligent than the workers or soldiers. Martin expects that this chamber is their nest and if the group moves quickly through it, the ants are not likely to follow. The worker ants will probably not be aggressive if they are not attacked or if the queen is not threatened. If that is the case, you just need to get past the soldiers and not threaten the queen.

MARTIN: Will communicate this with the rest of the group …

MARTIN: “If we move quickly and don’t disturb the ants we should be OK without needing to use spells or whatever for a distraction. Just don’t attack anything and get through as quickly and relatively quietly as possible.”

TYRA: “Martin, would the ants retreat from fire? I have several torches that we could use instead of our weapons to drive them back.”

GM: Martin is not sure.

GM: I will send the next turn today. My assumption is that the group will rush towards the other exits hoping to avoid the ants. If an ant moves up to attack, one of the fighters will intercept while the others rush by. That being the case, both Martin and Syl should also send attack rolls.

GM: Likewise, if Shaarilla is going to try to create confusion from the air with attack spells, she should send her cast rolls and damage.


BarnasBARNAS: OOC Unless someone has a way to skip over this fight he will cast Bless before the first engagement.

BARNAS: Healing for himself Cure Light Wounds using Healing Charm [rolled 3 6 (+4)- Total: 13] plus 30% for Healing specialist


GM: The Healing Specialist talent only applies to spells you cast. It would not apply to curing spells from magic items.
KCKC: He will move along forward trying to move by the ants and keeping a safe distance from them and not engaging unless absolutely nessecary. He will be ready to draw his daggers if needed.
Martin
Morty
LaniLANI: Will move forward and engage the ant coming up the stairs.

Attack 1 (Mace) - Init [rolled 16], SC [rolled 84-67 = 17 - Hit DEF 17 or less], Dmg [rolled 3], Threat [rolled 65]
Attack 2 (Kick) - Init [rolled 14], SC [rolled 86-76 = 10 - Hit DEF 10 or less], Dmg [rolled 7], Threat [rolled 86]
ShaarillaSHAARILLA: Shaarilla was planning on throwing lightning bolts to help clear a path, but if Martin mentions that we shouldn’t t the ants, then she won’t. It wasn’t clear if he had passed on that information to the other characters...
SylSYL: Based on the lore we now know, Syl will be ready to fight only if confronted with a Soldier Ant. We want nothing to do with the Queen or the Warriors right now, just to get past before Loric and his crew track us down.
TyraTYRA: Assuming the group agrees, Tyra will move ahead on the path that the group decides is best trying to block any ants that attempt to engage.

If engaged, she'll attack back.

Normal Attack - Init: [rolled 6], Attack: [rolled 87-45 = 42 - Hit DEF 42 or less], Damage [rolled 7], Threat: [rolled 67]

Lani rushes down the stairs and a giant ant moves in and attacks her. It misses with its first attack but hits with the second for 9 damage after her PROT. Lani misses the ant.

The rest of the group rushes on by. Another aggressive ant charges forward and Martin moves to intercept. Martin misses but the ant hits him twice for 14 damage after PROT.

None of the other ants move to intercept the group. In fact, they all scamper out of the way towards the muddy depression in the chamber.

The following round, the group continues moving. KC reaches the desired exit. There is an ant there that does not scamper out of the way but neither does it move to attack. Morty is a dozen feet or so behind him with Syl and Barnes about the same distance behind Morty.

Lani and Martin both break off their attacks and follow the group. Both ants attack as they flee and both hit. Martin takes another 5 points of damage and Lani takes another 6 points.

Tyra waits until both are past her and then follows bringing up the rear and ready to jump in if an ant attacks.

On the third round, the rest of the group pours into the exit and KC leads the way forward, setting a fast pace.

GM: Martin is current at 22 HP so not yet at penalties. Lani is at 27 HP.

About a minute later, Syl feels a cold presence in her head that attempts to take over control of her mind and body. She fights with all her will and successfully resists Loric's latest attempt at control. She shouts out a warning of the attempted attack, encouraging the group to increase their pace. Clearly Loric and Brute Force are all to close.

The passage twists this way and that. KC ignores many side passages and doors but then turns down minor passages or passes through other doors that the rest of the group knows are the correct way once they too reach the portal. They travel through long abandoned areas of Spelljammer. They see occasional monsters here and there but none are close and they leave them behind. Suddenly the narrow passage they are following spills out into a wide transverse passage that looks less antiquated than most of the rest of their recent journey. KC turns west but everyone can hears sounds in the opposite direction, still some distance away, that sound like men in armor moving quickly. No one doubts that it is Brute Force.

The wide passage runs for about a hundred feet and ends in a door. The group is running by this time as they know that they are no match for Brute Force. Tyra and Lani rush up and force the recalcitrant door open and the group rushes through.

They find themselves in the largest chamber they have ever seen on Spelljammer. It is a massive, shadowy space dimly illuminated by unseen sources of light. Over a dozen spelljammers of various shapes and sizes are mounted in metal casings on either side of the long chamber. KC doesn't hesitate but continues into the chamber. He runs down the wide passage between the ranks of ancient spelljammers, most of them clearly in advanced stages of disrepair.

The path imprinted by the Spirit of Spelljammer eventually leads the group to a small spelljammer mounted in a metal casing and facing a hangar door. There is no doubt in anyone's mind that they need to activate the spelljammer and quickly depart. Martin and Syl, bringing up the rear, glance behind them and see half a dozen men pour through the distant door. One of them spots the group and shouts with evil glee. They break into a run and head directly towards the group.

GM: Let me know who is going to do what. Brute Force is a couple hundred feet away but closing quickly. The spelljammer has the name Star Sprite emblazoned on the back and resembles an oversized rowboat with a tiny central cabin. If faces a pair of hangar doors that clearly need to be opened before the Star Sprite can exit.

LANI: Lani moves immediately to the port side hangar door and attempts to open it. Her Open Doors roll is 50 or less [roll].

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
4
  1. Cure Light Wounds (x2), Bless, Protection from Evil (cast)
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Shout, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
5
  • GK - Armor, Shield, Walking Unseen
  • SK - Passwall, Wizard Eye
Morty
7
  • GK: Sphere of Silence, Invisibility, Illusion, Glitterdust, Faerie Fire
  • SK - Mass Invisibility, Shadow Magic
Shaarilla
7
  • GK - Mage Armor, Sphere of Fresh Air, Detect Fumes, Shocking Grasp,
  • SK - Lightning Bolt, Ray of Cold, Wall of Ice
Syl
9
  • GK - Blending, Invisibility, Shadowform, Strength of Darkness, Sunburst, Witchsight
  • GKR - Summon Shadow Creatures
  • 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
Morty<electrical?>Mage Tech Pistol33