Spelljammer
        Citadel of Fire
Current Turn?NoSubject:Through the Other Curtain of Winter
Campaign:SpelljammerTurn Start Date:4/27/606
Adventure:Citadel of FireTurn End Date:4/27/606
Adventure Number:6Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.1Send To:bluemountain@championsoftheempire.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
0
0
56/56
/0
7
1
34
0
/0
1/day
2/2
1/1
KC
0
0
43/43
/0
6
3
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
9
2
40
8
/0
1/day
2/2
1/1
Morty Crystaltouched
0
0
46/46
/0
5
0
49
0
1/1
1/day
2/2
1/1
Pellanistra Xarann
0
0
55/55
8/8
7
0
68
10
/0
1/day
1/1
/0
Shaarilla
0
0
33/33
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
62/62
/0
6
2
39
8
/0
1/day
2/2
/1
Tyra Stellastrom
0
0
76/76
6/6
7
1
63
12
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
6/7
9/9
Martin Vane
/
9/9
9/9
Morty Crystaltouched
/
0/9
9/9
Shaarilla
/
19/19
23/23
Syllivarrna Obanghall
/
9/9
12/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty CrystaltouchedSpell Store (Phantasmal Force)
Pellanistra Xarann
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
GM: Let me know if any preparatory spells are going to be cast. Also let me know if any memorized spells will change or Shaarilla will change the spells in her Spell Wand.

With everyone fully healed, the group heads toward the second Curtain of Winter in the village of Solar. It is located in the southeast corner of the village and the group has seen it a few times in the past few days but has seen no one entering or exiting, unlike the main entrance where new groups seem to enter every hour or so while others depart back to the time space from whence they arrived.

Since the group now has the Cube of Frost Resistance, they decide to tie themselves together in a relatively close formation with KC (as the scout) leading the way. The going is rough. Winds seem to strike everyone differently such that one person in the same rank might be blown to the left while the other is blown to the right. Some are able to surge forward behind KC while others fall on an icy patch and must pick themselves up. When the group finally sees the glowing curtain ahead, it is with relief that they barge through it - only to find that they are back in the village of Solar. They came out the wrong side.

GM: Everyone suffers 2d6 NL damage from the cold even with the Cube of Frost Resistance.

The group rubs their freezing extremities and coaxes their blood back into circulation before they again plunge into the Curtain of Winter. Again they wander for a bit with KC making every attempt to keep to a relatively straight line but he finds it impossible. However, after wandering, slipping, falling and sliding for a time, the group again reaches a Curtain of Winter. As they step out, disappointment hits once again as they find themselves back in the village of Solar.

They decide to try one last time after again spending a few minutes warming up. They enter the Curtain of Winter once again. They travel across icy surfaces and through blowing ice and snow for some time and again see a Curtain of Winter ahead. They step through and do not see the village of Solar. Instead they find themselves in a ten foot wide hallway. It runs about 50 feet and ends in a door. Above the door is a glowing blue sign that says Doctor White. Standing a few feet in front of the door is what appears to be a steel golem. It is not moving but its green eyes are glowing slightly. About halfway down the passage is a side passage leading to the right.

With no particular reason for visiting a healer, and unsure about the golem, the group decides to take the side passage for now. They approach the golem and then turn to the right, keeping a wary eye on the creature the entire time.

By the light of Lani's Flame Tongue, the group sees that the new passage goes only about 30 feet and then turns to the left. Then it goes for about a hundred feet and exits into a graveyard. The crescent moon can be seen high overhead flanked by numerous stars. The graveyard itself appears to be set at the bottom of a steep sided canyon that looks to be less than a hundred feet in diameter. By the light of the faint moon and stars, you can see that a branch canyon leads off on the opposite side of the mostly circular canyon. Distant sounds of singing can be heard from down the branch canyon. Occasional trees rise up among the many gravestones.

The group decides to proceed carefully forward towards the offshoot canyon ahead. The cross the circular canyon and then follow the wall of the canyon forward down the offshoot canyon. After about a hundred feet, the branch canyon opens up a bit to reveal a somewhat bizarre scene.

Against the opposite canyon wall are eight open graves each marked with a headstone that is too far away to see clearly. In a clearing in front of the open graves is a group of eight mourners forming a circle around a ninth man. The man in the center is singing lustfully while the mourners hum accompaniment. The man is singing loud and joyfully and the chorus joins in to emphasize and accent the music. None in the group recognize the song but, from the words, it seems to be rejoicing at the soon to be dead and buried. The lyrics speak of "the deserving dead" who have "earned the right to be slain" and "joyously sung off to a lower world" where " all the demons of hell" will welcome them with all manner of afterlife suffering. The man occasionally pauses in his singing to drink deeply from a large flask that he is carrying in his right hand.

The group pauses and watches the strange ceremony from the safety of the dark perimeter (Lani has extinguished the flame on her sword) and decides whether they want to proceed forward and question the men or if they want to be quit of the whole thing and retreat.

TYRA: "I did wonder if we should have visited the healer before continuing. Maybe he or she would have more insight into this graveyard. I also had the thought that the healer might also have some protective magic that could aid us in any conflict we have here. Since we're here now, I don't know if it's worth going back for."

LANI: Quietly, she says, "This looks and sounds like something related to that poem/riddle that Alomar told us about." She asks Barnas to refer to his notes and repeat the poem again.

Beyond your graves the ghouls await,
The celebrant saves your earthly fate.
The mourners join with leaps of glee,
To fill the graves and set you free."

LANI: "Well those are certainly graves and maybe the guy doing the singing is the celebrant but beyond that I have no idea what it means."

SHAARILLA: Shaarilla nods in agreement before she quietly comments, “The lines about saving earthly fate and setting us free sound like this might be a way home, even if unpleasant. But I sure don’t like the lyrics they’re singing, especially the part about afterlife suffering. Could an augury help with this?"

BARNAS: Knowing that they were headed this way Barnas spent some time going over Alomar's riddle.

BARNAS: Speaking softly he recites the riddle while pointing things out.

" 'Beyond your graves the ghouls await,' So ghouls and those are our graves" he said pointing the the 8 holes.
" 'The celebrant saves your earthly fate.' I assume the celebrant is the guy in the middle"
" 'The mourners join with leaps of glee,' The other 8 who 'join' their leader"
" 'To fill the graves and set you free.' Presumably filling them with us and the freedom of death"

BARNAS: "So based on that this will become a fight... And either they are ghouls or we can expect ghouls nearby and likely to join in."

TYRA: "The way I'm thinking about it is that the first line is preparing us for a battle with ghouls. The second line suggests that this celebrant can keep us from falling to the ghoul's touch. It does seem that our singing leader is the celebrant and I wonder if his flask holds the key to saving our fate. The final two lines suggest to me that the 8 mourners will die and collapse in the grave once this ritual is done. I wonder if this ritual will make them ghouls and that the flask is needed to keep them from ravaging us and the singer."

KC: "Maybe this will help out some" He pulls out his telescooe and lloks rhrough it to get a better look at the distant figures. Then passes it around for the others to see.

KC: (GM) With a closer look at the figures can we better id them?


MORTY: "I can think of a few ways to interpret the riddle, the ghouls may be literal or figurative as well. It's no coincidence that there's 8 graves, 8 of us, and 8 of the mourners. I think we will want to be ready for battle when we approach.

MORTY TECH: Undead Lore [undeadlore-2-30] in case I can remember any special properties of ghouls. I will also cast Spell Store and Shadow Magic before we approach, as well as hopefully Phantasmal Force (angels who radiate life energy and might distract undead) and even Project Image if I get really really lucky, though that will have to be just before we reach them since the duration is so short.

Spell Store (up to 5 attempts): [rolled 21 vs cast chance of 45 - Successful Cast Chance!], [rolled 7 vs cast chance of 45 - Critical Success!!], [rolled 60 vs cast chance of 45 - Failed Cast Chance!], [rolled 37 vs cast chance of 45 - Successful Cast Chance!], [rolled 91 vs cast chance of 45 - Failed Cast Chance!]

Shadow Magic (up to 4 attempts using a luck point for a reroll on the second): [rolled 86 vs cast chance of 54 - Failed Cast Chance!], [rolled 91 vs cast chance of 54 - Failed Cast Chance!], [rolled 77 vs cast chance of 54 - Failed Cast Chance!], [rolled 94 vs cast chance of 54 - Failed Cast Chance!]

Phantasmal Force (up to 3 attempts, luck point on second attempt if I haven't used one yet, last luck point used only to prevent backfire): [rolled 21 vs cast chance of 44 - Successful Cast Chance!], [rolled 74 vs cast chance of 44 - Failed Cast Chance!], [rolled 19 vs cast chance of 44 - Successful Cast Chance!]


GM: By my count, Morty used all of his spell points and one Luck point. He successfully cast Spell Store but did not get a successful Shadow Magic. He did get a successful Phantasmal Force.

KC pulls out his telescope and carefully scans the scene. As he studies the graves, he notes that each has a gravestone that is inscribed with the name of a member of the group. They do not seem to be in any special order.

He also studies the nine men. The central figure is the most flamboyantly dressed and the most vocal in singing. The remaining eight men have certain similarities but are far from homogenous. They range in age from mid thirties to mid fifties. Most have dark hair worn at different lengths but one is bald (but with ample facial hair) and another is dirty blond. Most have facial hair of various styles and lengths. All are dressed in similar fashion with dark pants and boots, a light colored, long-sleeve shirt under a leather vest, and a leather hat. Their clothing is dirty, as would be expected of grave diggers, but not filthy. All are armed with shovels and daggers. None have shields or any other armor or weapons beyond the shovels and daggers.

KC shares his findings with the group.

GM: Let me know if you want to approach them to talk, approach them to attack or if you want to retreat (or some other action).

MARTIN: "We should go talk to them and find out a what they're doing. I mean, what's the worst that could happen?"

SYL(OOC): ummm; we end up IN the graves with our names on them???

MORTY (GM): Unfortunately I did not anticipate failing 4 times in a row with over 50% cast chance, I definitely wanted to get that Shadow Magic into the Spell Store, but I guess it's too late to plan properly now :(

MORTY: "I guess talking could be worth trying, let me create an illusion of Alomar to back you up, make them think we are stronger than we are. I think the names on the graves are intended to freak us out, but it could be part of the riddle solution too.

GM: I will send the next turn later today with the assumption that you approach to talk.

KC: "I think we should go talk to them. It either that or back into the tower and try to not run into the beast master."

SHAARILLA: “I agree. From that augury this seems to be the best chance to get home."

TYRA: Tyra agrees with the others that talking seems like the most obvious course of action though she's cautious.



KC puts away his telescope and the group readies themselves. Morty brings up an illusion of Alomar that looks, sounds and smells real and will be perceptible to undead life sense as well.


GM: Morty has 10 points to spend so I assume he spends them on Sight Group (2), Hearing Group (2), Olfactory Group (3) and Undead Life Sense (3), for a total of 10.

The group moves out of the shadows of the trees and approaches the singing men. The grave site is illuminated by three lanterns, two of which are hanging from the flanking trees and a third one resting on a pile of dirt near the third grave.

As the group approaches, the lyrics of the song become more ominous. The men sing of "corpses approaching" who are ready to "meet their doom" and "suffer their just reward". The men do not stop singing as the group approaches. The lyrics are clearly aimed at the group and indicate that the group will be killed and buried in their graves. However, even when the group stops a few feet away from the men, they do nothing aggressive beyond singing. But they also do not answer any questions. As the group attempts to engage the leader, and then the grave diggers, in conversation, the lyrics become taunting and are clearly designed to provoke an aggressive response from the group. All of the grave diggers are holding their shovels in an aggressive manner, just waiting for someone to attack.

TYRA: The young warrior is confused by this but does not take the bait. She looks questioningly at her fellow companions. "Umm, they clearly know we're here and yet they don't talk?"

TYRA (GM): Has the leader taken more drinks from the flask since we've been observing him?

GM: Yes, he continues to take occasional swigs from the flask.

LANI: Clearly annoyed by the lyrics of the song, Lani says, "I can attack them with non-lethal attacks to subdue them."

TYRA: She nodded to Lani then whispered to the others near her so that the leader and mourners couldn't hear. "What if we take his flask? What would happen then?"

SHAARILLA: “I think we need to avoid attacking them. They are obviously trying to goad us into attacking first, I can’t help but think that something bad will happen if we do, even if it’s a nonlethal attack.” Shaarilla will take this opportunity to get a close look at the gravestones to see whose names are on the stones.

MARTIN: “I agree with Shaarilla – the best way to deal with these guys is to make sure they make the first move.” Martin will move about and examine the graves and grave stones.

BARNAS: "It does seem like they are trying to goad us into making the first attack. It seems unwise to give them what they want"

MORTY: "There are just too many variables here. Part of me wants to suggest trying to join in with their song and maybe persuading the celebrant to share his flask like you are part of his party, but that can go wrong in so many ways I can't even count. I do support the idea of defying what they are trying to provoke us into, make them make the first move.

MORTY (GM): It looks like my undead lore roll never resolved, I must have used the wrong keyword. [rolled 65 (Failure)] is the roll, I'm rank 2. Did others make their rolls for ghouls or did you make them already? In any case, I'm going to say that I want to use my Flash of Insight in this situation. The riddle seems to be trying to give us a way through it, I just can't see it, or more properly I can see several ways to interpret it.


KC: "I agree with Shaarilla, let's check the grave sites first before trying anything to provoke them." He will go with her and look at the grave and tomb stone with his name on it while using power perception to see if he can figure any thing out about them or it.

KC: Power perception roll of [rolled 109 (Near Success)] and understand magical trap roll of [rolled 122 (Success)].


KC: I will use 2 points from my spell pool to make the first roll a success if able to.



Martin and KC move over towards the graves to look them over. KC uses Power Perception and notes that the graves are not magical. Otherwise, the graves seem typical in that they are six feet deep and each has a large mound of dirt next to it so that the grave can be properly filled once the "body" is interred.

As Tyra shows interest in the man's flask, covert though it may be, the man seems to pick up on it and offers the flask to Tyra. Even as he continues to sing, he encourages Tyra to drink deeply from the flask and then pass it to others to do the same.

GM: None of the men here - neither the leader with the flask or the grave diggers - appear to be ghouls. The group has enough knowledge amongst themselves to be able to identify ghouls.

Meanwhile, the taunting continues as the grave diggers sing lustfully and loudly.

KC: I'll drink from his flask when he offers it.

MORTY: "Okay, that cinches it. The flask is the key. We definitely need to drink from it if we wish to proceed successfully with the riddle. After that, I'm not completely certain what will happen, but the end result is we will get buried in the graves with our names on them, alive or dead, I am not certain, but my HOPE is that the flask will trigger something that will allow us to survive the process, and possibly even return home. Are we ready to bet our lives on this? As an aside I can now understand why noone has solved this riddle, it would take a crazy or desperate person, possibly both, to allow this to happen...

KC: "It is either that Morty, or those who have successfully solved the riddle have not come back or been able to return to tell of there success."

MARTIN: “Or, they’re just dead.” He says with a grin and a wink.

SHAARILLA (OOC): I seen Shaarilla and others saying that they are looking at the headstones, but I haven’t seen any response to that. Do these graves have headstones? If so, are names on the headstones? If so, are they our names?

KC: From steve post on the 24th.

KC pulls out his telescope and carefully scans the scene. As he studies the graves, he notes that each has a gravestone that is inscribed with the name of a member of the group. They do not seem to be in any special order.


TYRA: The tall warrior shakes her head and looks to the others as they try to figure out how best to proceed with this strange situation.

SHAARILLA: As the song starts turning lustful Shaarilla starts blushing.

TYRA: "That does sound crazy. If you all think this is the way forward then I'll go along." She wait to drink from the flask until the others all agree then she'll be one of the last to drink.

GM: I will send the next turn (probably on Monday) with the assumption that people are going to drink from the flask. Let me know if you are not going to drink from the flask.


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 - 6
2nd - 6
3rd - 4
  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, <D-Speak With Dead>, <single class>
KC
9
  • GK - Jump, Shout, Spider Climb
  • SK - Fumble, Hold Person, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
9
  • GK - Levitation, Shield, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
7
  • GK - Illusion, Spell Store, Sphere of Silence, Stinking Cloud, Undetectability
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Mist Vision, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt, Wall of Ice
  • Spell Wand (7 spell points) - Lightning Bolt, Lightning Bolt, Wall of Ice, Sphere of Fresh Air
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
LaniWalking UnseenMartial Artist ability1