Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Return of the Sphinx
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:2.7Send 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
10
0
28/38
/0
3
0
31
2
/
1/day
1/1
/0
Martin Vane
23
0
27/50
/0
2
0
31
4
/
1/day
1/2
1/1
Morty Crystaltouched
7
0
34/41
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
12
0
38/50
/0
3
0
47
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
36
4
/
1/day
0/1
/0
Tyra Stellastrom
32
0
34/66
4/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Barnas
KCSpell Pool (7/7)
Martin VaneAccelerated Healing (3/3), Spell Pool (7/7)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (8/8)
Pellanistra XarannAccelerated Healing (1/3)
ShaarillaArmor (PROT 4, 4 hits)
Syllivarrna Obanghall
Tyra StellastromAccelerated Healing (3/3)
With the defeat of the final warrior, the Wall of Force leading south from the room where the group encountered the sphinx is gone. When the group is done resting and healing, they form back up and carefully move forward down the newly opened passage. As usual KC is in the lead, with Lani not far behind and the rest of the group a bit further back. Martin and Syl bring up the rear.

The passage is five feet wide and, after about 15 feet, opens into a small room that is about 15 feet by 20 feet. In one corner stands the same gynosphinx the group encountered earlier. In her hand she holds a an ornate scroll that matches the description the group received of the Silver Flaye.

"Congratulations," the sphinx says in the common tongue. "You have done well and come far. You now have three choices. Your first choice is to simply take the Silver Flaye and depart, you mission complete. The second choice is that you take the Silver Flaye but continue to explore other parts of this crypt that you have not yet seen. The final option is that you accept a small quest from me to venture into the other half of this crypt and rid it of the walking dead menace that haunts it. If you take this final choice, I will give you the Silver Flaye when you have completed it and will also give each of you a gift that will assist you in further adventures throughout the phlogiston. In addition to the Silver Flaye and gift upon successful completion, I will also give each of you a magical potion to assist you in riding the crypts of the undead. The potions I will give you now as well as a key to a room where you might rest and recover for a short time before assailing the crypts. What do you choose?"

The group is intrigued. There is some discussion about simply taking the Silver Flaye now and collecting the reward of 500 sp but there is even more interest in the third choice. After all, 500 sp is not much when split eight ways. The group presses the sphinx for more information and learns that the room where they can rest is magical and will allow healing and recovery without spending a full night there. They also learn that, to help with the small quest, each person can choose one potion from the following list:
  • Oil of Sharpness
  • Oil of Impact - TYRA
  • Oil of Penetration
  • Potion of Defense (Min +15)
  • Potion of Extra Healing - BARNAS, KC, SHAARILLA, SYL
  • Potion of Heroism - LANI
  • Potion of Protection (Min +2)
  • Potion of Speed
  • Potion of Spell Points - MORTY
  • Potion of Strength

Potions can be taken more than once so that, for example, both Barnas and Morty could choose to take Potions of Extra Healing.

The group also learns that the other half of the crypts, where they will need to destroy undead, is not extensive and is, in fact, about the same size as this side of the crypts (about 4 or 5 rooms).

She provides no information about the gifts the group will receive upon successfully completing the mission.

SYL: is interested in exploring the remainder of the crypt and if we do so will take the Potion I’d Spell Points.

TYRA: "I like the final option myself. For the potion, as much as I'd love one that aids my fighting abilities, I will need to take a Potion of Extra Healing."

MARTIN: "Sure, we'd love to take on the quest to clean up this crypt." Martin says enthusiastically. "What?" He says when everyone looks at him. "We handled these guys. What could go wrong?"

BARNAS: If the rest of the group is ok with doing the quest the young cleric will join in. Knowing the parties ability to get hurt out paces his ability to put them back together he will pick the Extra Healing

SHAARILLA: “I admit I’m curious about the rest of the crypt, but my spells are kind of useless against undead in small rooms. Since I won’t be able to help with the fight, I’ll take a Potion of Extra Healing to help those who are fighting. I’ll also change my spells and try to find more useful ones."

SHAARILLA (OOC): Here’s the updated spell list. Drop useless attack spells, ready to block off some opponents with an Ice Wall or try to get them to slip with ice under the feet.
1. Mage Armor
2. Wall of Ice
3. Ice Construction
4. Spell Store
5. Ice Creation
6. Shocking Grasp
7. Sphere of Fresh Air

SHAARILLA: Spell list also added to character sheet for future reference (will update whenever spells are changed).

SHAARILLA: By the way, is creating a couple of square feet of ice under the feet of an opponent something that can be done? I’m hoping it might have a chance to make them fall or to lower their attack or defense (from being careful not to fall), without interfering with allies.


GM: Yes you can do that. Just keep in mind that if you do it to a target in melee combat, the person they are fighting will also likely be impacted during the melee.

SYL: Speaking of spells, she will go with the following:
Invisibility
Light
Shadowform
Strength of Darkness
Sunburst
Wall of Darkness
Witchsight
Counterspell
Starfire

SYL (OOC): thoughts anyone???


LANI: Lani will ask about the Potion of Heroism and, when she learns what it does and how long it lasts, she will choose it.


GM: Just need potion choices for KC, Martin and Morty.

TYRA: "If we're going to be resting, would it be better for me to take the Oil of Impact? My main concern was that we wouldn't be able to heal ourselves for the coming battles. If Barnas gets his healing prayers back then maybe I should opt for something to help us more directly in the fight. The Oil of Impact would allow my weapon to become magical, which may be important against undead. I do need more healing but if someone isn't planning on using their potion, then perhaps they could get a Potion of Extra Healing that I can use."

TYRA: "Oh, should we let Areegi know that we'll need more time?"


LANI: "Do we really want to open the door again?"

TYRA: "Probably not." Tyra shrugs and looks to the others.

KC: "Well, I don't know. We seem to of barely get by this far, or at least I did. But if you guys want to I'll go along with it. The reward seems for it seems good and he told us that anything else we found would be ours. Areegi just wants the scroll. He seemed ready to wait it out for it."

KC: "For the potion I am leaning between the potion of defense and the potion of extra healing.... I do not think that there can be too many of those."


LANI: "Good choices. I would lean towards Extra Healing as you will hopefully not be a primary target next time."

LANI: After asking more questions about what the potions do, Lani suggests, "I'd suggest Oil of Impact for Tyra and Oil of Sharpness for Martin. That gives Tyra a magical weapon and makes Martin's even more magical just in case it is needed and, even if it is not, it will aid him in all battles. Maybe Morty can take Extra Healing or Spell Points. I think that will be a good balance between offense and healing."

GM: Let me know what you decide.

KC: "Extra healing it is than."

TYRA: "I like those suggestions. I'll go with the Oil of Impact then."

MORTY (GM): When she says we can rest, does she mean for an entire sleep cycle or just a 20 minute rest to do first aid and get NL back? In other words will I get my spell points back in whole or in part? Last I knew you stopped my castings of Faerie Fire before I ran out, how many do I have now? I do need to at the very least attempt to recharge my pistol once if I can, twice would be better.

MORTY: "I am of course interested in exploring anything Jirdunian if we have a reasonable chance of survival. I don't think it prudent to attempt to exit and re-enter, not even to let Areegi know our progress so far. I do have a spell that can deliver a message but it is unlikely to work in these circumstances even if I had prepared it today. I am going to choose the potion of spell points, I love the idea of having it as an emergency measure even while on the Star Sprite.

GM: Morty has 3 spell points remaining.

GM: Remember also that the sphinx has said that these potions lose their potency when removed from the crypts so must be used before you depart.

SYL (GM): I missed that part in the initial description. With that in mind, can i change my selection of potion to Extra Healing since I (probably) will not need extra spell points before leaving

When Morty presses the sphinx on what she means by "rest", she replies, "Two hours rest in the room for which I will give you a key will provide the equivalent of a full night's sleep and additional healing besides."

GM: Here is what I am showing so far:
  • Oil of Sharpness (MARTIN?)
  • Oil of Impact - TYRA
  • Oil of Penetration - SYL
  • Potion of Defense (Min +15)
  • Potion of Extra Healing - BARNAS, KC, SHAARILLA
  • Potion of Heroism - LANI
  • Potion of Protection (Min +2)
  • Potion of Speed
  • Potion of Spell Points - MORTY
  • Potion of Strength

GM: My gut instinct is that you are going with too much healing since they have to be used within this dungeon. Melee combat types might want to consider something that will make them better in combat. I would probably go with 2 Extra Healings, or 3 maximum.

SYL: based upon the whispering she hears from the phlogiston, Syl will change her potion (again) to oil of penetration for her spear. If there are more skeletons she already has her warclub and spells.


The sphinx touches the nearby wall and utters an incantation. A pair of cupboard doors appear on the wall. She opens them, revealing three shelves cluttered with many items, including numerous small potion bottles. She carefully studies them and, when she finds one she wants, she pulls it out and hands it to KC, who happens to be closest. As she hands it to him, she says the potion name, allowing the person who requested that potion to step forward and receive it. Once all of the potions are handed out, she then reaches in and pulls out a bronze key which she also hands to KC.

"Proceed back the way thy came and up the stairs. Turn right at the top and proceed past the stairs leading to the exit. Proceed instead beyond the stairs to a door on your left. This key will open the door and there you will be able to rest and recuperate until you are ready to destroy the walking dead in the crypts. Once you have completed the quest to destroy them, return here for your reward. The way will be open. I caution you not to open any sarcophagi that are closed. You may take loot from opened sarcophagi and walking dead but may not open sealed sarcophagi lest you void the quest and incur the wrath of those you are not prepared to battle."

GM: Barnas, KC and Shaarilla each receive a Potion of Extra Healing. Martin receives Oil of Sharpness. Morty receives a Potion of Spell Points. Lani receives a Potion of Heroism. Syl receives Oil of Penetration. Tyra receives Oil of Impact.

The group departs and returns to the room with the large magical circle inscribed and then up the stairs. The way is no longer barred with a Wall of Force. They turn right at the top of the stairs and walk past the stairs leading up and out of the dungeon. About 15 feet beyond, on the left wall, is a locked door. KC looks it over for traps and finds none but does note that the lock looks very efficient and difficult to pick. He can't rule out that a cleverly disguised trap might exist that he did not detect but, knowing the general nature of traps, suspects that such a trap, if it did exist, would not be triggered by a valid key. He sticks the key in the lock and opens the door.

Inside are six two-tiered bunks that can sleep a total of 12 people. Against the far wall is a table containing a bowl of fresh fruit. To the left, just inside the door, is a chair. To the right is a curtained off alcove behind which is a WC.

TYRA: "Look, a bowl of fresh fruit. Though I do love fresh fruit, doesn't that seem a bit odd? Did anyone catch the sphinx mentioning if we should eat the fruit or leave it alone?"

GM: My assumption is that you will want everyone to rest/sleep for at least 2 hours so will probably stay for 3 hours or so to allow 1 hour watches. You can cast any spells you would like and can change spells.

TYRA: Tyra agrees with this arrangement. She asks Barnas if he still has the accelerated healing prayers available before he rests. "I'm still fairly wounded but I'd like to see if resting here recovers more than a usual night's sleep. I was originally thinking I would need to drink a Potion of Extra Healing just to get back to being healthy."

GM: I just looked back and Tyra and Martin still have an Accelerated Healing spell on them. They are on their 3rd and final day of it. Morty and Lani also have the spells active on them.

GM: Let me know if anyone is going to cast any spells before resting. Long lasting Armor spells might be a good idea.

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) (cast 1), Bless (cast), 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 - 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
MortyElectrical BlastMage Tech Pistol3