Spelljammer
        Depths of Spelljammer
Current Turn?NoSubject:The Numbers Grid
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:1.1Send 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
2
0
25
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
3
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
4
/
1/day
/1
/0
Tyra Stellastrom
0
0
61/61
4/4
2
0
39
6
/
2/day
/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
With the threat of Brute Force at their heals, the group loses no time heading down the shaft. They see no obvious means of resetting the machine to close the hatch behind them so they are forced to leave it as is. Morty stops checking for traps on the ladder and simply heads down to the bottom. KC, using his Spider Boots to walk on the wall of the shaft, beats him down but lets him open the hatch-like door at the bottom. Once unhatched, he helps the gnome lift up the hinged door, revealing spiral stairs descending into a well lit room. The two descend with the rest of the group following close on their heels. Tyra is the last one through and closes the hatch behind her.

As she is doing so, Morty sees a keyhole next to the hatch that is identical to the one that opened the machine-hatch. Figuring this might be a way to close it, he inserts the key and turns. From up above, the group hears the satisfying sounds of groaning and creaking that they heard when the machine split apart to reveal the hatch. Hopefully it is now closed but Tyra opens the hatch back up and looks up to check. Indeed the hatch at the top is now closed.

The spiral stairs descend to the floor of a thirty foot square room. In the center is a three foot pedestal with a lighted green button on the top. In a grid around the button is an offset pattern of six inch high by 3 inch diameter tiny columns set into the floor. They look for all the world like buttons extruding from the floor. A single letter is engraved into the top of each button.

A door is set into the middle of each wall. None of the doors have keyholes or handles or any other obvious way of opening them but they appear to be doors nonetheless.

SHAARILLA: How high is the ceiling in this room?

GM: About 30 feet.

BARNAS: Followed and did not question his friends urgency, until the urgency passed. "Ok any one have any idea why Brute Force would be interested in us?"

BARNAS: While talking the young cleric scanned the room and notice its oddities. Then he propped up the lamp and got out his journal. He had taken it upon himself to document their adventures and this room was something clearly worth noting.


GM: Barnas can turn off his lantern now and save on the oil. This room is very well lit.

SHAARILLA: Shaarilla takes to the air to get an overhead view of these pillars. Lending again, she describes what she found. “Reading from top to bottom, the first set of pillars spells ’SEND’ in the third spells ‘FOOL’. I hope that’s just a coincidence."

LANI: "And if you read in the opposite direction, the other two lines read POUR and LORA. Taken together with what you noticed, it could be construed as "SEND POUR FOOL LORA".


GM: Brute Force, is known for having capable mages so they may be able to get the hatch at the top opened somehow.

GM: If people are at a loss of how to proceed, feel free to send Insight rolls.

KC: He walks over to the nearest door to examine it closer. No obvious way to open it, but is there any thing else on the door;. an inscription inscription, a picture, a design, different number of rivets, etc. The same goes for the walls, floor and ceiling around each one. Is the room pretty clean or is there dust, grime or rubble built up like in the machine room.

KC: As he is examining the door, "Who wants to look at this place with Power Perception, I already used up some of my mana and only have enough for a few more spells. Who know it might give us clue on how to proceed."


GM: The room is very clean. There are no inscriptions on the doors or anywhere else that anyone can see. Just the "buttons" on the floor and the pedestal in the middle with what looks like a glowing button on it.

LANI: "Maybe obvious to everyone but it feels like we need to push some buttons on the floor and then push the button on the pedestal when we think we have the right buttons on the floor pushed. Is that what everyone else is thinking too?"

SYL: The first thing I noticed was that you can spell "Spell" as in Spell Jammer??

SYL: Will also follow KC's idea and use Power Perception to see if there is a pattern underlying the letters/pillars.

GM: Syl determines that the entire chamber is magical including everything in it.

SYL: Insight (7) - [rolled 37]

KC: Any inscription on the middle pillar? How about the stairs.

GM: No inscriptions anywhere in the room that anyone can see except for the engraved letters on the top of the buttons.

KC; many words here. "Open door four" stands out. Pool, sure, pond, rose, duel, rues, lore,, roof, loop, dupe, just 4 letter words button in no particular order.

TYRA: Tyra walks the room quietly focusing most of her attention on the letters on the floor. She listens to the others as they throw out suggestions. Finally, she speaks up, "It does seem like we're intended to spell something out by pressing certain buttons in order and then pushing the pedestal once done."

TYRA: "A few things jump out at me. First, it seems obvious the purpose of this grid is to open one or more doors. Second, the buttons seem grouped into four sections. Is that significant to the door closest to them? Since there are four doors does each door has a word for each? Would spelling out 'DOOR' be too simple of a solution? Since we have multiple 'O's that makes choosing the right O too random. Or maybe which 'O' you choose doesn't matter as long as you spell the right word or phrase. I also like trying 'OPEN' or a phrase like ' OPEN DOOR FOUR'."


TYRA: She adds after pondering a bit more, "You can use all letters to spell the phrase, 'open all four doors'."

SHAARILLA: “I like that one. The problem telling it to open just one door is there’s no way to specify doors two or three."

KC: "Lets go with that. 'Open all four doors" IIt uses all of the letters. We should also take up a defensive circle facing all the doors. Who know which or what what doors something might come out of once they are open. Best to be ready."

SHAARILLA: Shaarilla will take to the air again, to help guide whoever is pushing buttons to the next button in sequence.



Suddenly from some distance above you, there is the sound of shrieking and groaning, as if great stress is being placed on the structure. Loric and the rest of Brute Force have arrived up above and are using magic to attempt to open the hatch. With renewed energy, Tyra says, "We can't wait any longer."

She moves quickly to the first "O" that she comes to and steps on it with her foot. As she expected, the six inch high button slides into the floor under her weight. She moves quickly to the nearby "P" and does the same thing. Shaarilla points out the "E" and Tyra rushes over to push it in. In this manner, she eventually pushes all sixteen buttons into the floor even as more groaning and then an ominous crack sound from up the shaft. She is rushing towards the button in the middle when the pedestal upon which the button rested sinks into the floor.

All four doors of the chamber fly open. From each door, a person strides forth. From the north door comes a gnome illusionist. From the east door glides a drow fighter/mage. From the south door a human female cleric enters and from the west door comes a myyrrhn bowman. All stride purposely towards the center of the room where they meld together into a single entity with some features of each part. In a multi-toned voice, they enchant, "We are the spirit of Spelljammer. Your purpose is known to us."

At that point, all four doors close silently and then fade away to become normal metal wall. Then a single large door opens on the south wall and the combined entity continues, "Seek yonder to the Star Sprite like the devil is at your tail for surely you must agree that you are not yet a match for the power of Loric and his Brute Force. This path is barred to him but he knows Spelljammer and will seek you by another path. If you dawdle, he will find you and claim your lives and Spelljammer's Silver Key. Go forth into the Phlogiston and seek Spelljammer's Amber Key. The way to the Star Sprite will come to you. It is not without hazard. Take these gifts to aid your quest."

The entity fades away. All is quiet. The ominous sounds from above have ceased.

The group looks at each other for a moment and then decides, as one, to heed the words of the Spirit of Spelljammer. They move quickly towards the only remaining exit and flee to the south. They maintain a degree of caution tempered with a need for speed.

As Barnas moves down the passage, he notes a difference in his simple quarterstaff. It has acquired a degree of tempered hardness. It is now a +1 Quarterstaff.

KC leads the group down the passage, he notices that his dagger has acquired a twin, complete with matching sheath. Both have changed slightly with stronger steel and sharper edges. Both are +1 Daggers.

Martin brings up the rear of the group, following Morty and sparing a more than occasional glance behind him. His sword, in his hand since long before starting the quest, looks even more polished and highly tempered than before. The sword is now a +1 Longsword.

Morty switches his small shield to his other hand before realizing that he doesn't own a small shield. The one he now carries is a fine one and lighter than normal. It is a +10 Shield (SR).

Lani, who typically wears no jewelry because she can not afford it, finds a simple bronze ring on her right index finger. It is a +1 Ring of Protection.

Shaarilla almost comes to a stop when she realizes that she is no longer carrying her bow. "Did she accidentally leave it in the room with the numbers grid?" This thought flashes through her mind until she is calmed by the knowledge that both her bow and quiver are safely held inside her new Brace of Weapons, ready for instant access if needed.

Syl moves alongside Martin, following behind Shaarilla. Like Lani, she seldom wears jewelry but is happy with the new ring that just appeared on her finger. It is a +10 Ring of Defense.

Tyra, never happy about only being able to afford a leather vest, is perfectly happy as a set of +1 Ring Mail settles about her body. She is unused to the weight but comfortable with its protection and knows that she will learn to bear the weight with time and experience.

GM: Go ahead and make the necessary changes to your character sheet (armor or weapons section) to account for the new items. Those with the Tithe flaw do not need to pay a share for these gifts.

BARNAS: Noting his changed quarterstaff, he can be heard to say, "So many questions." But like the others he understands the value of being alive to ask such questions so he moves with the others.

KC : He smiles at the new Gift from Spelljammer as he move farther south away from the room an onward towards Destiny. He gives thanks to Aarth as he moves along for leading him on to the meeting with Spelljammers Spirit, he does not know where we are headed but he figures it will become evident latter on. For now is the time to move quickly, but carefully to get away from Loric and Brute Force. He perks with a spring in his step and scans the area ahead alertly.

TYRA: Tyra watched in wide-eyed fascination as the Spirit of Spelljammer addressed the group. Once the entity was done, she obeyed their instructions, keeping pace with the group. Once the ring mail appeared on her, the young fighter struggled to move as gracefully as she was accustomed to. This was however offset by her ear to ear grin as she kept moving on. "I definitely like this adventuring life!" she said out loud enthusiastically to no one in particular.

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 - 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 Pistol<equal to Spell Energy rank>