Spelljammer
        Telemore
Current Turn?NoSubject:Arrival at Telemore
Campaign:SpelljammerTurn Start Date:4/7/606
Adventure:TelemoreTurn End Date:
Adventure Number:3Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:1.0Send 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
22
0
28/50
/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
0
55/61
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
ShaarillaArmor Spell (2/3 hits, PROT 4)
Syllivarrna Obanghall
Tyra Stellastrom
Twenty minutes later, just as Tyra is completing first aid on those who needed it, the Star Sprite makes the transition from Otherspace to the normal space of the phlogiston. The tiny spelljammer appears half a dozen miles from an island in space. The island is flat rather than spherical and covered with verdant green vegetation. Shaarilla puts another spell point into the helm and turns the ship towards the island. The speed she is able to coax out of the Star Sprite has improved with her recent skill. She first flies low and sees that the underside of the island is rocky with thick spires of rock extending downwards. Not surprisingly, the island is thickest in the center.

She pulls back on the steering stick and the ship banks upwards. She stays a mile or so above the island and flies all the way across it. It takes about 25 minutes or so. The island is irregular in shape and appears to be about 30 miles long and 25 miles or so at its widest. The entire island is covered with thick jungle vegetation, with trees extending up to four or five hundred feet into the air. The ground is virtually invisible beneath the thick, verdant canopy.

GM: Everyone can send a PER roll.

KC: [rolled 9 vs. PER 23, MADE BY HALF!]
LANI: PER 19 [rolled 44 vs. PER 19, 3x roll]
MORTY: Per 22, [rolled 12 vs. PER 22, 1x roll]
SHAARILLA: PER 15 [rolled 59 vs. PER 15, 4x roll]
SYL: PER -15 [rolled 77 vs. PER 15, 6x roll]
TYRA: PER 17 [rolled 25 vs. PER 17, 2x roll]


SHAARILLA: Once we decide where we want to land, Shaarilla would like to find a place where we can park under the trees, so as to hide the Star Sprite from anyone following us. Shaarilla would like to slowly and carefully back into the hiding spot, to make it easier to leave in a hurry if we need to.

SHAARILLA: After we explore for a bit and then decide to call it a night, Shaarilla would like to try learning the Spell Store spell.


KC the the first to see some ancient ruins deep under the jungle canopy. It is more of an irregularity of the jungle than anything else but is enough to catch KC's attention. He starts to call it out to the others just as Morty also notices it.

Shaarilla brings the Star Sprite around and then carefully begins to descend. She avoids major branches but hits more than a few minor branches that snap this way and that, no doubt alerting any nearby wildlife that something is happening here. The underbrush is thick and there is no clearing of any size. Eventually Shaarilla brings the Star Sprite all the way down until it is resting on the flat bottom of the hull. The ruins are just to the northeast.

GM: Here are current HP totals:
Barnas - 38/44
KC - 33/38
Martin - 22/45
Morty - 34/41
Lani - 28/50
Shaarilla - 26/26
Syl - 47/47
Tyra - 55/61

GM: Let me know what you want to do next. Not sure if you want to rest or explore now.

SYL: I know we are banged up but my opinion is we look for ruins quickly before Brute Force can find us. We should try and hide the Star Sprite from vision from above as well as we can with the broken branches as well.

TYRA (GM): How much time has passed since we set out on our adventure? It seems like maybe just 4-6 hours, right? I'd guess that our characters are ready to eat and we might be really tired but I'm not sure if we'd want to rest if it's only been that long since we started.

TYRA: The excitement of being off the Spelljammer and on a jungle island is obvious on her face. "Though I'd love to head out for the ruins immediately, I think we may need to be a bit more cautious before proceeding."

TYRA: "The first thought is to make sure the surrounding area is safe. Maybe sweep the area within 50 feet of the Star Sprite. I'd suggest a group of three of us does the sweep since it seems visibility is quite limited."

TYRA: "Next, if Brute Force comes here, we don't want them to easily discover our presence. I'm guessing that with the canopy, the Star Sprite will be well hidden from above but I'd want to verify that before too much time passes. If not, I'd like us to figure out our options."

MARTIN: I think that Martin and Lani would probably be interested in rest and healing, before we do any ruin exploring.

SYL: Based on the email about learning spells, i think we should all learn both Circle of Protection and Spell Store. how long will it take to try to learn the spells and do we have to sit and study the spells for a long time?? Also, i think I will need to raise my Special Knowledge Spells up to Rank 4 to be able to learn another GK spell?? lastly, how do we roll for it - skillroll, INT check, or ?

GM: To learn Spell Store, you must be rank 4 with Magic Language - Sorcery. To learn COP from Detection, you must be rank 8. To determine how long it takes to learn, and your chance to learn, look at your tasks under Spell Memory on your character sheet. For Syl, it will take about 2 hours to learn Spell Store and 1.5 hours to learn the COP. Her chance to learn is 65%. By tripling the time to learn, she can increase her chance to 70%.

SHAARILLA (GM): I think Shaarilla only needs 1 hour to attempt to learn Spell Store. So if she takes 3 hours, does this increase her chance to learn the spell from 95% to 100%? Also, when do Luck points recover? And do we need to get a book to improve language skills, or was that just for lore skills?

GM: Yes but any natural roll of 96-100 is an automatic failure so there is no point in taking triple time for Shaarilla. Luck points will recover at the end of May. You do not need a book to improve magic language skills.



GM: In case you are not aware, Spelljammer had no forests or jungles. It had gardens, parks and nature preserves to some extent, and even hydroponic, mage-tech farming, but nothing even close to a forest let alone a dense jungle. This environment is entirely new to your characters.

LANI: As the Star Sprite descends, Lani looks around in both wonder and fear. While she has seen trees and bushes before, they were in the relatively tame environments of the gardens and parks on Spelljammer. This is entirely different. It is wild and primal with a overtone of constant menace about it. She can only see a few feet into the dense jungle while danger could appear from any direction. She looks around to see how others are reacting to this alien environment.

SHAARILLA: Shaarilla is entirely focused on piloting the Star Sprite through this impossibly cluttered obstacle course. It made piloting through the crowded dock area seem like open Phlogiston! It was impossible to avoid the trees completely, the best she could do was avoid the larger branches that might damage the Star Sprite. Trying to look in all directions at once, Shaarilla couldn’t see the forest because of the trees. Until the Star Sprite was safe on the ground, then she looked up in Wonder and muttered, “Who knew trees could grow so big…”

SHAARILLA: Once the stress of landing was over with, being in an a completely new type of place hit her, along with all the accumulated stress of their adventure. She heads for the tolet at the stern, flying over the small cabin.


KC: Flying over the Island of Telemore is an eye opening experience. What is said in the books is really true! There are places called forest that have many trees … Too many for the eye to count or even see the ground through. So if this is real than some of the other stuff in the books are real too. Like what kind of animals could be seen in a forest like this.

KC: Or with a stray though on the fuzzy edge of his memory – is this a forest or could it be the thing that was called a jungle? It should become more clear after we have landed on Telemore.

KC: In Fact as he is gazing at the abundant vegetation that is passing below us, he points over towards a small area that seems to be a bit less dense than it surroundings on his side of the craft, “look over there! The Forest seems to be a thinner than the surrounding areas. I think that the ruins may be down there.”




Suddenly KC stands up and looks out into the jungle on the port side of the Star Sprite. "Shh," he says. "I think I heard something."

A couple seconds later, Lani also hears a very faint swish of movement among all of the other sounds of the deep jungle. Shaarilla, coming out of the toilet, also hears it.

GM: It is a simple drop of about four and a half feet from the raised side of the Star Sprite to the floor of the jungle. The jungle is very dense and base TMR is reduced by 75%. Running is not possible. Flying is possible but difficult near the floor of the jungle. Agility rolls would be needed to maneuver around.

GM: Let me know what you want to do.

LANI: Lani moves over to the port side and is ready to leap to the defense of the Star Sprite if the need arises.

SHAARILLA: Having no idea what kind of strange creatures live in a strange place like this, Shaarilla flies to the roof of the cabin where hopefully she will be out of the way. With no idea of what’s coming, she doesn’t know whether to prepare her bow or a spell. After a moment s consideration, she decides to take her bow end quiver out of the new magic bracelet. She can always just drop the bow if a spell seems more appropriate.

SHAARILLA (OOC): It seems like Shaarilla is developing into more of a sidekick been a productive adventure. Someone who can’t help in fights and needs to be protected. Though she will continue to try to help, and will eventually become a powerful mage, right now she’s pretty much worthless in a fight. Hopefully this doesn’t bother any of the other players (it’s okay if the other characters give her a hard time about this).

SHAARILLA (GM): How many Spell Points did Shaarilla use to get us here? Also a reminder that Shaarilla would have cast Mage Armor before going to sleep last night, and that this would still be active.

GM: Shaarilla has 8 spell points remaining. Go ahead and roll for your Mage Armor (number of hits).


SHAARILLA: Mage Armor remaining hits [rolled 3] minus the hit from the previous fight

MORTY (GM): During the otherspace jump while first aid was being done Morty would have spent a couple of minutes on charging his mage tech pistol, especially while he was having to sit still to have first aid done on him instead of rushing around the ship learning its components and design ;) Since time is not a major factor he'll do it slowly, spending one minute charging it [rolled 3] charges and then if it is not full he will spend one more minute on another [rolled 1] charges. Max is 3, so if it's STILL not fully charged he will just have to live with it, he's starting to get low on spell points.

TYRA: "Hmm, any idea what that was?" Tyra asked while cautiously peering into the dense jungle. She readied her war club and shield and moved to the side of the boat where the sound came from. "Doesn't look like you can see very far so I'd want to keep a few us of in close proximity. Should we wait to see what it is and if it's hostile or go investigate?"

KC: He looks of into he the jungle in the direction of the sound, looking and listening for anything to indicated What it might be out there.

BARNAS: The young cleric had spent the trip to Telemore, updating his journal with the events that had just happened.

BARNAS: He was about to join in the conversation when KC warned them of something near. His mind raced with all the stories that he had heard about jungle monsters and it made him really wish he had time to re-memorize his spells.

BARNAS: OOC He will follow the lead of the rest of the group




Suddenly a massive creature leaps forward out of the dense jungle. It stands over 8 feet tall and is covered with fur and feathers, perhaps a flying gorilla. No one is certain as to what it is but clearly it intends to tear into the Star Sprite.

GM: Go ahead and send your round 1 and 2 actions.

LANI: To prevent it from reaching and damaging the Star Sprint, Lani leaps gracefully to the ground and interposes herself between the creature and the spelljammer. She will attack with mace and martial arts.

LANI: Attack with Fist and Mace.
Attack 1 (Fist) - Init [1d10+6], SC [sc-96], Dmg [1d6+1], Threat [roll]
Attack 2 (Mace) - Init [1d8+4], SC [sc-88], Dmg [1d10+1], Threat [roll]


LANI: Attack with Kick and Mace.
Attack 1 (Kick) - Init [1d10+6], SC [sc-86], Dmg [1d6+2], Threat [roll]
Attack 2 (Mace) - Init [1d8+4], SC [sc-88], Dmg [1d10+1], Threat [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 Pistol3