Spelljammer
        Campaign Start
Current Turn?NoSubject:Preliminaries
Campaign:SpelljammerTurn Start Date:
Adventure:Campaign StartTurn End Date:
Adventure Number:1Characters:
Turn Number:1.2Send 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
0
0
44/44
/0
0
/
1/day
2/2
1/1
KC
0
0
38/38
/0
3
0
31
2
/
1/day
2/1
1/0
Martin Vane
0
0
45/45
/0
2
0
31
2
/
1/day
1/2
/1
Morty Crystaltouched
0
0
41/41
/0
0
/
1/day
1/2
/1
Pellanistra Xarann
0
0
50/50
/0
2
0
45
4
/
1/day
/1
/0
Shaarilla
0
0
26/26
/0
0
/
1/day
/1
/0
Syllivarrna Obanghall
0
0
47/47
/0
2
0
26
0
/
1/day
/1
/0
Tyra Stellastrom
0
0
61/61
/4
2
0
39
6
/
2/day
/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Here is the current character status:

Mostly complete (online character sheet created and started buying skills):
  • Dale F - Syllivarna Obanghall (drow female fighter/dark mage)
  • Eric S - Barnas (human male cleric of Thoth)
  • Joe S - Shaarilla (myyrrhn female air mage)
  • Keanon C - KC (human male scout/transformation mage)
  • Keith - Morty Crystaltouched (gnome male mechanician/illusionist)
  • Marty H - Tyra - human female fighter)
  • Steve G - Martin Vale (human male fighter/E&E mage)
  • Steve L - Pellanistra Xarann (drow female martial artist)


Everyone has 300 sp to start with. This won't go real far so spend wisely. As the game starts, you are simply people living on Spelljammer. You have some sort of "day job" that keeps you employed. You obviously have adventurous skills but likely use them in mundane ways for now. Mages might have jobs operating some of the mysterious and mystical artifacts that make up Spelljammer. Clerics are likely minor acolytes in a temple. Fighters might be employed as minor guards in a bar. Rogues likely make their own nefarious living off the backs of innocents.

A couple of months ago, the group of you got together and went off exploring like you used to do, but going deeper into the uncharted depths of the massive ship than you have ever gone before. You had a minor adventure and even had a run in with some minor undead (although they didn't seem minor to you at the time). You found a chest of coins that they were guarding and that is the source of your starting funds. You were a bit breathless after that adventure. It both scared and excited you, making you long for more. You got together a couple of weeks ago and although the talk started out in ambiguous tones ("we should do that again somtime!") by the end of the evening, you were making concrete plans to actually adventure further and deeper than ever before. You spoke of better equipping yourselves with real weapons and armor rather than makeshift ones. Each of you started thinking about how you might spend your share of the coins to prepare for a "real" adventure.

GM: I am still looking for ideas for a group name. Otherwise I will stick you with something like Major Arcana, Band of Fools or the Star Voyagers.

TYRA (GM): Should we be equipped for typical adventure such as fully stocked backpacks? Or is the group not expecting to stay out for several days at a time? Also, is there typical camping or is the setting clearly urban?

GM: The group has talked it over and is planning for up to five days. You will be adventuring within the bowels of Spelljammer so metal passages and rooms. With almost everyone done with their character, I plan to send out a preview of the adventure tomorrow and then, once everyone is finalized, I will send out the first real turn.

GM: As usual, you will have a month or two to tweak your character, change your stats, get rid of skills and/or add skills, and so on.

GM: I checked some of the equipment that people have already bought and was happy to see that Barnas purchased a hooded lantern and flask of lamp oil. Once you get past the inhabited areas of Spelljammer, there is no light deep in the bowels of the great ship. Obviously the mages who have cantrips can use them for soft lights, and some mages likely have Light spells but it is good to have mundane light sources and save your spell points for more important spells. Not to mention that a low level mage could easily burn through half their spell points just trying to successfully cast a Light spell. :)

GM: I took a look at everyone's skills and computed Overall Level for those who looked like they had their skill purchases about wrapped up. Most characters are overall level 1 or 2, which is no surprise. If your overall level changes, let me know and I will update. Overall level affects your saving throws so it is important to get it right.

GM: For the fighters in the group (Martin, Syllivarrna and Tyra) I added Brawling with a multiple of 0. Your rank with Brawling is automatically equal to your overall level. Just go ahead and "buy" it up to be equal to overall level.


You've been planning this for the past three months, ever since you explored deep into the bowels of Spelljammer and found a chest of coins guarded by a handful of skeletons. You destroyed the skeletons and took the chest. On returning to inhabited areas of Spelljammer, you examined your loot and split up the coins. You also discovered a magical key at the bottom of the chest. You don't know exactly what it does but you know that it is magical and it will probably open something in the vicinity of where you found the chest.

So you prepared. You spent much of the silver you found equipping yourselves for another adventure deep inside Spelljammer. You made specific plans on when you would depart and that time is now. You depart your rendezvous point and descend. You pass others going about their daily labors but these become fewer and fewer the further you get from the center of life on Spelljammer. You make your way down long passages of metal with doors leading hither and yon. The deeper you go, the scarier the denizens of this underdark but even they get fewer and fewer as you descend until you are passing through unused passages long since abandoned. There is no light this deep into Spelljammer so Barnas pauses to fill his hooded lantern and light it. In your explorations since youth, you have investigated many of the open doors that you now pass.

Finally you reach the location where you found the chest. The room is as you left it. Metal walls supported by struts and large metal bolts. Signs of rust can be seen everywhere, indicating long neglect. There are two other exits from the chamber other than the one you entered by.

GM: Let me know if you are still working on your character and need a bit more time. Otherwise we can get started. I'd like to start with a turn from everyone introducing your character. You have all known each other for years so include what the rest of the group knows about you, particularly your strengths (and weaknesses if you so choose).



BARNAS: Everyone knew Barnas Dethanain. He is a sociable acolyte of the temple of Thoth. His access to the temple of knowledge and his interest in learning made him a natural friend to those that needed to know things, his healing spells made him a friend to those that got into physical scrapes, and his charming nature made him a friend to others who might not need anything he has.

BARNAS: So he was a natural addition to the group. While he was not the quickest or the smartest or the strongest he held his own easily enough (no stat below a 16). He was not a fighter but he helped them make good choices and recover from confrontations.

BARNAS: And for his history, before the temple of Thoth he was the infant child of a wealthy merchant. Sadly his parents got caught tried and convicted of using the Black Arts. Barnas was simply to young to have had any kind of part in his parents actions. So he was fostered out to the temple Barnas knows his past like he knows other bits of history, but to him his family has been his instructors and mentors at the temple.




KC: KC “Kasey” Sheridan. He is a soft spoken, quite man. Often just sitting back and watching and listening when the gang all gets together. The gang knows that he is skilled in being unobtrusive and quiet. As noted by the many times that he just simple seems to appear out of no where and just slip away unnoticed at others. He is graceful and dexterous, though not as much as Lani is. The group also knows that he has a some talent for magic of the School of Transformation. He is also quick to notice or spot things that other miss, often times it becomes a contest between himself and Morty as to who can find something quicker. He is also religious man who follows the Demigod, Aarth. He works for the priesthood by going out on scouting missions all around the Spelljammer. This gives him ample opportunities to practice his skills.

During their last adventure into the lower levels he used a battered old knife as his weapon of choice. But with the silver that they found he has shown up prepared for the next foray into the depths with a new dagger and a short bow. Which took roughly two thirds of his cut, but he believes is silver well spent. Then of course he has on his ever present black suede boot with a spider web design on them, a new cloak and a backpack.

Personally he is an pretty unimposing man standing about 5’5” and weighing 155 lbs. He has unruly Brick Red colored hair and Russet colored eyes. Which you would think would make him stand out in a crowd, but some how he has figured out how not to.


KC: one thing that everybody knows about him is that he easily gets bruised. No matter how hard or soft any rough housing in the group gets, he always seems to go away with a bruise or two.



LANI: Pellanistra is known to her friends as Lani. She is a lawful good drow elf who often seems intent to single-handedly atone for all of the combined evil of her cruel race. She was cast out by her own family when her "curse of law and goodness" became obvious. She works in a tavern as a waitress but her introverted nature and serious demeanor prevent her from being a very good waitress. She does not earn much in the way of tips. She is much too moral for her profession. Her real passion is martial arts. She has learned entirely on her own and has incorporated weapons - mace and longsword - into her style. On the adventure where the group fought skeletons and recovered the chest of coins, her only weapon consisted of a wooden practice sword so she used her fists. Using her share of the funds from the chest, she was able to purchase a real mace but a longsword is still out of her reach, partially because she splurged a third of her funds on a rope. She wanted a rope as she is adept at climbing but rebelled at the ugly, heavy hemp rope after seeing a lightweight, beautiful silk rope of identical length but priced far higher. She felt that she had to have it and parted ways with 10 of her gold coins for the rope.

LANI: Although not particularly bright (INT 14) she is far and away, the most agile person you have ever seen (DEX 26).


MARTIN: Martin is a slender youth with dark hair and an easy smile. His family has been on SpellJammer as long as anyone can remember and has a long history, with relatives (distant or otherwise) in nearly every niche of society. Martin’s immediate parents were neither rich nor poor, with Martin’s father a mid-level officer in the SpellJammer defense forces. Because of this, Martin as well as his brothers and sisters were trained with weapons from an early age. In his spare time, Martin has managed to learn the rudiments of magic, both from mages in the defense forces as well as his own studies, so his current knowledge of magic runs more towards book learning and practice rather than actual “in the field” experience.

After the success with the previous adventure, Martin spent almost all of his share of the money on his new pride and joy, a shiny new long sword. New boots and clothes rounded out his purchases. He seems to have overlooked such details as food and drink ….




Morty always got along better with machines than people. People were mean. Small, even for a gnome, easily bruised and shy, he got picked on by most, especially when they were threatened by his intellect and knowledge. He took to his gnome training as an illusionist well enough, happy to be able to divert the attention of his tormentors, but was unremarkable beyond that. His true talent was for machines, he grew up picking amongst the mechanical flotsam and jetsam aboard Spelljammer, recovering what parts and useful gewgaws he could. His most treasured find was a damaged mage tech pistol that he managed to repair with the help of his friend and mechanician mentor Jank. After finishing his journeyman training with Jank, he went to work maintaining Spelljammer, going where he was told and assisting those who had been at it for years, learning what he could from them.

Morty gets along best with Tyra and Barnas, barely able to speak in the presence of the entire group because of his debilitating shyness. Tyra's protective nature appeals to Morty, helping him to get a few less bruises in almost every situation, and of course Barnas's respect for knowledge and ability to heal speak to him as well. He's had to spend the majority of his share from the last adventure paying off the last of his debt for his mechanician toolset, though he did end up buying some extra rations to give Martin in exchange for his help carrying the heavier items in his pack.

Morty stands barely 2'8" tall and weighs less than 40 pounds. He is quick-fingered, quick-witted, and quick of eye and memory, though he is not strong, either of body, will, or even personality. His ability to dredge up tidbits of information about any given subject makes it clear that he was a very bookish child, but has come in handy more than once. His clothes are very plain and some might even say shabby, all the better to hide in the junkpiles when necessary.



SHAARILLA: Shaarilla inherited her red hair, green eyes, and tolerance for cold from her father. But she did not inherit his strength. Being the middle child, between 2 sons, her father wasn’t concerned that she was too weak to join the guard. Instead the clever girl learned air magic from her mother.

Shaarilla has always loved flying. She used to follow her dad around while he was on patrol watching over the decks and bridges of Starjammer (though she would just stay clear when trouble was found). and she still flies around Starjammer, between buildings, over buildings, etc. She spent so much time outside that she’s gotten used to the cold (and has a high metabolism). She later became interested in the other Starjammer ships, and hang out around the docks. She’s especially fond of the pilots and astrogators who fly to other worlds. One day one of the pilots offered to let her try taking out his ship (move away from Starjammer), then fly back on her own power. She didn’t move the ship well, but she didn’t crash into anything either. So the next time he docked he let her try again. Some of the other pilots also let the eager kid cut her teeth on this simple piloting maneuver. She’s gotten a bit better with practice, but is still a long way from being a professional pilot. She’s also learned the basics of astrogation, but hasn’t ever tried making a course.

Shaarilla is currently a 2nd level Air mage, but her job is simply to go around charging various magic devices around the Starjammer. This job has been good for training her Spell Energy, which is one of her higher level skills (2nd highest after Magic Language - Elementia). The magic devices she charges are far from the most importbnat, she’s a minor cog in the mage organization that handles such things...

Shaarilla gives the impression of being fun loving and carefree, but she does have a serious and studious side (hard to be a mage without that). She had a lot of fun on their last adventure, but felt that she hadn’t really contributed, not even being able to carry a backpack. She knows some powerful spells, but isn’t really proficient with them and didn’t have any other weapon. As a result she’s feeling kind of useless.

Shaarilla used her share of the silver to get an extra large beltpouch that she can use as a small backpack (fanny pack). She also bought a shortbow and belt quiver, and has convinced one of her dad’s fellow guards (a human archer) to train her. While her archery skills are still very basic, she has learned enough that arrows generally go in the direction she intends and sometimes will hit the target. The only problem is that she can’t sling her bow over her shoulder, so she needs to always keep in in hand. She tied it to her belt with twine so that she won’t loose it if she drops it while flying to cast spells. Now she is looking forward to their next adventure…


SHAARILLA: Shaarilla tries to avoid any rough housing, though that’s just because she isn’t a physical person. Those with Power Perception perception would see that she usually has a Mage Armor spell active. She will normally refresh the mage armor just before going to sleep so that she has a full set of spell points for the next day.

SHAARILLA: Thinking about it, I’m wondering how much of a hassle Myyrrhn wings are for daily life on the ground. Old versions of the X-Men had Angle strapping his wings to his body, with the tops of the wings bent over his shoulders and his wing tips strapped to his legs. But if you tried doing that to a bird’s wing, the bones would be broken it would be silly.

So can Myyrrhn just plop down in a normal chair? Or do they need to be careful of their wings when sitting. For example, a tall chair with her wings behind the chair not quite reaching the ground. Sitting on the ground might have the wings spread behind her taking a lot of space.

I’m not concerned either way, just wanting to correctly play daily life interactions. So I can include the difficulties of living with wings, if it’s more than just not wearing things on your back.




SYL: Sylivarrna Obanghal is mostly called Syl (pronounced Sile) by her friends from the Purple Pig Taverns. She is young, even for a Drow and alone because she has rebelled from her family's plans of being a Priestess of Lolth. She did not want to be a priestess and instead wanted to be a MU/F like her older sibling who left when she was young. He also went adventuring into the depths of the SpellJammer and she would like to find out what happened to him. She is adept at any and all missile weapons, preferring the Drow hand crossbow (obviously) and acceptable with a sword and spear. For the recent adventure she used a worn sling but it was destroyed so she has replaced it and bought a spear until she can save up for a sword and hand crossbow. She is a student of the Dark (NOT Black) school of magic and is progressing rapidly with her mentor. She is very sociable and adept at speaking to groups of people of all races and is a very astute judge of a person's character. With the little spending money she has made until now doing odd jobs for her fighter and MU mentors she has been also been learning astrogation from a family friend in case she finds out her brother left the confines of the the SpellJammer.



TYRA: Tyra (pronounced 'tear a' after the Norse god Tyr, not the super model) is a young, headstrong human warrior maiden with long blond hair, commonly braided, and blue eyes. She stands at 6'3" with a muscular build. You all know her to be tough both physically and mentally. She comes from a large family where she's the youngest of five. All of her siblings are male and treated her like another brother. She grew up wrestling from a young age and was trained in the art of combat alongside her brothers.

Growing up with Tyra, you recall she was the first to jump to your defense even if she was outmatched. She's gotten a bit wiser now that she's a young woman but she remains stubborn at times. She's been working as a bouncer at The Purple Pig Tavern. She complains about how boring it is and can't wait to get back to adventuring. Reluctantly her parents have given their blessing to their only daughter setting out on her own. Both her mother and father were retired adventurers, though they insisted Tyra earn her own way.


Tyra is a well-round warrior who fights with a large shield and hafted weapons, such as a war axe, war club, or war hammer. Along with the typical fighter skills, Tyra is a good judge of character and charismatic. She also has been trained in first aid, needing the ability to bandage the frequent wounds she gets.


TYRA: Tyra joined the others, ready to start their adventure sporting some new equipment. She beamed as she showed off her big new purchase, a large round metal shield. "After I lost my wooden shield last time in that fight, I'm glad to finally have a sturdy metal shield that should fare much better! Since my father said I couldn't borrow any of the family weapons, I had to buy this war club," she added with a hint of disappointment. "Hopefully, I can afford a war axe or war hammer next time." The others can see she's also bought a helm and leather vest to give her better protection than just her normal clothing. She explained that she got a fully stocked backpack (adventure pack 2) with 5 days of food. "Oh, I got a lamp with some oil and a few torches since I can't see well in the dark."

TYRA: The group also knows that Tyra is a devout follower of Tyr, a god of War and Law. She proudly wears his holy symbol around her neck. She begins and ends every day with a silent practice of prayer and reflection.

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
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Fireblood, Strength
Martin
5
  • GK - Armor, Shield, Walking Unseen
  • SK - Passwall, Wizard Eye
Morty
7
Shaarilla
7
Syl
9
Limited Use Abilities
WhoAbilityNotesUsesUsed
BarnasCure Light WoundsHealing Charm (self use only)1
Morty<electrical?>Mage Tech Pistol<equal to Spell Energy rank>