Spelljammer
        Citadel of Fire
Current Turn?NoSubject:Beast Maker Battle
Campaign:SpelljammerTurn Start Date:4/30/606
Adventure:Citadel of FireTurn End Date:4/30/606
Adventure Number:6Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:5.0Send 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
17
0
35/52
/0
7
1
34
0
/0
1/day
2/2
1/1
KC
12
0
32/44
/0
6
3
42
2
/0
1/day
1/1
/0
Martin Vane
12
0
34/46
/0
9
2
40
8
/0
1/day
1/2
1/1
Morty Crystaltouched
21
0
21/42
/0
5
0
49
0
1/1
1/day
1/2
0/1
Pellanistra Xarann
26
0
25/51
8/8
7
0
68
12
/0
1/day
1/1
/0
Shaarilla
14
0
15/29
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
45
0
13/58
/0
6
2
43
10
/0
1/day
2/2
1/1
Tyra Stellastrom
40
20
12/72
0/6
7
1
68
12
/0
1/day
0/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
0/8
1/11
Martin Vane
/
1/7
9/9
Morty Crystaltouched
/
1/10
9/9
Shaarilla
/
0/18
7/25
Syllivarrna Obanghall
/
3/9
0/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
As the group continues to fight the massive Monster Army with no end of creatures in sight, the Beast Maker continues to pummel Garamal who is no longer able to put up any offense and is reduced to desperately trying to save his own life. When his loss is assured, he attempts to escape with teleportation but even that avenue is blocked to him as the Beast Maker wields power that prevents such movement. Another blast strikes Garamal and he falls to the ground. A follow up blast incinerates the body. With an evil smile, the Beast Maker turns his attention to the group.

The Illusory Fog continues to billow about. Morty had attempted to create a vantage window between Garamal and the Beast Maker but was not entirely successful and the result is that there are occasional breaks in the fog that allow the group to see deeper into the cavern, and vice versa. In one such break, those at the back of the group get a quick glimpse of another battle going on near the distant entrance to the cavern. There they see the Monster Army in combat against three spectral creatures of large size, or perhaps floating above some of the smaller creatures. Even as they watch however, one of the undead is destroyed. Tyra wonders if these are the creatures that were following the group. It seems likely that they are undead allies of Garamal and thus, enemies of the Monster Army. In any case, the evil undead are no allies of the group.

Finn leaps into the air, large golden wings unfolding as the canine body metamorphoses. The fog suddenly clears and there is a collective shock among the evil Monster Army. Even the Beast Maker's attention is diverted from his imminent attack on the group. A long, golden tail flickers out and destroys a gargoyle that flies too close. All other flying elements of the Monster Army steer clear of the massive new creature in their midst. On the ground, the lesser members of the Monster Army attempt to flee impelled by a primal terror known colloquially as dragon fear. The sudden panic among some of the units of the Monster Army creates chaos and pandemonium on the floor of the sandy cavern.

No one is paying the least bit of attention to the group. All attention is on the massive golden dragon that had once been Finn the normal dog nee Finn the Blink Dog nee Finn the Blink Dog Adept who was in reality none of these. A small glowing arrow appears in front of Tyra, like a miniaturized Location spell. It is pointing almost directly at the Beast Maker. Tyra's first thought is that it can't possibly indicate that the group should confront the Beast Maker but then it occurs to her that it might be targeting a location beyond the Beast Maker. A step to the side confirms this.

"Follow me," Tyra whispers to the rest of the group and takes off running at her best speed following the arrow and giving the Beast Maker a wide berth. Everyone else follows, with Lani behind Tyra while Martin and Syl bring up the rear. No one notices or even cares about the group. Behind them, the massive gold dragon breathes out an incinerating blast of fire off to the right killing numerous creatures while at the same time, parrying a magical bolt of great power from the Beast Maker. Some of the other flying creatures attack the dragon but are certainly no match one on one. The great dragon grabs a manticore and squeezes even while taking raking claw attacks from two gargoyles and some tail spikes from another manticore. It also dodges stones thrown by a pair of giants.

The arrow takes the group to a door located in the wall that is directly behind the dais on which the Beast Maker stands. It will not take many more dragon breaths before the Monster Army is but a shadow of its former glory and the dragon will be able to focus solely on him.

Tyra grabs the door handle and pushes it open. She runs inside and then waits until everyone else is safely inside before closing the door behind her. Martin is the last one in.

GM: I will pause her. Let me know if you want to try to seal the door in some way. It has a lock on it but you do not have a key. Pick Locks can be used to lock it. A wall spell could seal it though there is very little magical energy left in the group (Syl has 3 SP while Martin and KC each have 1).

KC: he will.pull out his lock picks and work on the door. To lock the door rolled a [rolled 99 (Near Success)].

MARTIN: Nice roll! That’ll hold the Beast Master! LOL!

MARTIN: Kidding aside, it’ll probably do some good against any of the monster army that could be either trying to escape or trying to follow us.

TYRA: Tyra cannot hide the surprise or delight when Finn's new (true?) form is revealed. Once the group gets through the door, Tyra encourages us to keep moving quickly but doesn't protest at locking the door as long as it doesn't take too long.

SYL: While the door is being locked, Syl will use one point of energy to use Power Perception in the room to see if anything jumps out at her. She has Darkness via Drow Spells available as well to drop on the door to at least slow someone down...

GM: As the group was fleeing through the door, Tyra definitely saw some of the lesser elements of the Monster Army take note of the doorway and begin to run in that direction. Tyra got the door closed in time and KC quickly triggers the lock. He does not get the bolt all the way closed but he gets it most of the way there. In any case, it seems likely that a serious assault will be made on the door soon so anything else that can be done to slow things down is not a bad idea. The Drow Darkness spell only lasts for 2 rounds per rank so is more of a last resort solution. A hammer and spikes would be very useful but I checked everyone's equipment list and no one has any.

GM: I plan to send the next turn on Friday with the assumption that the group blocks the door as best they can and then continues down the passage. Since the group is currently in a passage way, I will assume that Syl will hold off on using Power Perception until you get somewhere more interesting.

MARTIN: As KC locks the door and everyone takes a moment to take stock of themselves, Martin’s boyish enthusiasm bubbles forth: “Wow. That was something else, wasn’t it?”

BARNAS: The young cleric responds to Martin enthusiasm... "I know... I had a dragon for a pet... Although from his point of view I/we were probably more his pets. But still a dragon."

MORTY: Seeing KC jump to the lock before I can, I decide to try to find a juryrigged mechanical solution to jam the door, using my mechanician's tools, shims, wedges, and even just properly shaped pebbles and rocks jammed into the crevices using my small mallet. I have a single spell point left but it won't help in this case. At least my Meteor spell came down and helped clear the way toward the door.


Once the door is locked and jammed as best as the group can do, they turn and continue down the passage at a jog. Shaarilla, Syl and Tyra are all limping from their wounds. Even as they run, they can hear pounding on the door and know it will not stand for long. The small arrow that was floating in front of Tyra is still there and is not pointing back at the door. It is pointing straight down the corridor.

The passage ends at a door after 60 or 70 feet or so. Morty and KC immediately get to work on the door as Lani and Martin guard the back hoping that the other door holds for a while longer.

The lock on this new door is a difficult one but the two "locksmith's", with adrenaline pumping, work fast to get it opened.

GM: Morty ended up using a Luck point for a reroll that came out very good and results in the door being unlocked in two rounds.

Tyra pulls open the door and passes through. Barnas is second carrying a lantern. As the rest of the group files through, the other door finally gives with a resounding crash. Martin is the last one in and slams the door closed behind him. KC and Morty immediately go to work to get the second door locked.

The chamber contains a handful of sacks, two coffers and a small chest. Tyra's arrow is pointing to one of the coffers. It is not locked and so Tyra opens it, revealing a few gems. It is the work of but a few seconds to determine exactly which gem the arrow is pointing to.

Charging footsteps outside the door end with a crashing at the door. A new assault begins on the second door. Looking around the 20 foot by 30 foot chamber, there are no other exits.

GM: Now the fun part. Those with Artifact Lore rolls can make them. I suspect that at least 1 Fate point, and possibly 2 may be expended here.

KC: (GM) is there a way to allow some one else to use your spell points to aid them in casting a spell? Is so than if I could get one I may be able to cast a fumble spell on the door area.if it works it will last 4 rounds and those on the other side of the door will be incapacitated or very clumsy for the duration.

GM: Disenchanting mages have a way to accomplish this but otherwise it is not available.

MORTY: "I suggest we grab as much as we can carry, I'm guessing that the gem provides us with some exit, perhaps even a portal back home. If the chest is not anchored to the floor we'll even want to grab that.

BARNAS: The young cleric is willing to grab whatever.

SHAARILLA: Everything Lore [rolled 47 (Failure)]. Will use fate point if her everything lore is good enough to make that work.

MORTY TECH: Artifact lore +30 [rolled 88 (Partial Success)], I will burn a luck point to increase it to near success if that's needed, or for a reroll [rolled 189 (Absolute Success)]. Are any other rolls called for? Your email said "rolls" so I'm not sure if that was meant to be plural or just several of us making them.


BARNAS: Artifact Roll [rolled 52 (Failure)] He has his cleric pool, Luck and Fate points he is willing to spend as needed

SYL: Everything Lore [rolled 98 (Near Success)]

GM: Both Syl and Morty recognize it as a Luckstone with their Near Success rolls. Both know that there are three types of Luckstones: Minor Luckstones, Major Luckstones and Greater Luckstones. Minor Luckstones give a bonus to Luck. Major Luckstones give a bonus to Luck as well as bonus Luck and even Fate points. Greater Luckstones give a flat bonus to Luck but also contain one or more Wish spells. Both believe this to be a Greater Luckstone. Unfortunately all Luckstones require attunement, normally taking a few days to attune. Judging by the pounding on the door, you don't think you have that much time. Of course it is possible to attune faster but attuning instantly would require Grievous Success on an attunement roll, and what are the odds of that. :)

SYL: she will but the point of Power Perception now however in case there is something else to see in here...


GM: None of the bags, the coffers or the chest radiate magic. Only the gem that Morty and Syl believe to be a Greater Luckstone radiates magic in the open coffer. Of course that doesn't mean that there is no magic inside the bags, the other coffer or the chest.

SHAARILLA (OOC): So that’s what we need to take point for. Shaarilla has a really good chance of attuning with a 98, but not sure how good she asked Roald to get a Grievous Success.

KC: (OOC) An absolute success is 176 or more. You have a decent chance to roll that outright with out rolling a natural 96+ to gain a nother die roll which pretty much everyone else in the group would have to do to even have a chance.

KC: So it looks like Shaarilla is our best bet.


KC: (GM) So the -2 Con is from the ritual for raising Garamal? Or is it something else? Well my assumption is the ritual.....

MORTY (OOC): Yes, it's from Garamal's 'empowerment' at our expense. As for the Attunement of the Luckstone, it's not an open-ended skill roll, it's a flat die roll.?? A 90%+ chance would require an 05 or less to get grievous. I'm not sure it's appropriate to hand it to each person and hope to roll that well, since we can't usually rely on being able to tell how well someone is attuning that quickly (although instantly vs not instantly should be obvious enough). I think it probably makes the most sense for someone to just spend the Fate point for the 01. I do have one available, but if Shaarilla wants to do it that's her prerogative. I do have slightly more need for extra luck and luck points while working on traps though... just sayin' ;)

KC: (OOC) To start of I do not think I should attuned to the luck stone myself. I believe that whoever is willing to use there luck and or fate points for it should there fore reap any ongoing benefit from it. As to you saying you have slightly more to need for it??? Well I work with traps also... and all the mage's can back fire a spell, and all the frontline fighter's could suffer from a debilitating gracious strike.... I personally think that all of us could benefit from this .. just sayin; ;) so if you want to use your fate point for it I think it should be yours then.....

GM: Looking at this from a role playing standpoint (since Fate Points are a game concept and not a role-playing concept), I can see either Morty or Syl (the two people who recognized the Greater Luckstone) seeing the stone and suddenly feeling an overwhelming sense of confidence in their ability to take it and use it immediately. One of them simply picks it up and, in a voice filled with wonder, saying something like, "This is a Greater Luckstone and contains one or more wishes! This is clearly our way home!" And then following up by saying "everyone grab the treasure." Finally they would use a wish to get the group back to the Star Sprite or to Fangora or wherever.


GM: If Syl or Morty decide to do this, go ahead and send an attunement roll and whatever flavor text you would like to include. If you fail the roll, you can use a Luck Point to try again and only use the Fate Point as a last resort. Or you can just save the Luck point and go right to the Fate point since the odds are against the Luck point reroll working.

LANI: Not seeing any way out of the room and not hearing any ideas from anyone in the group, Lani sighs and says, "I guess this is it for us."

LANI: Lani will take station near the door and be ready to attack anything that comes through.

TYRA: Trusting the arrow completely, she looks at the gem in question and asks, "So what now?" She looks expectantly at the others more knowledgeable about magic and gems. She glances back towards the door as the pounding starts. "We better act quick as I don't think we can hold off whatever's on the other side of that door!"

SYL: Morty and Syl are talking rapidly about what options there are for the Greater Luck Stone - a possible way home!!

SYL (OOC): Keith and I are talking offline and i expect he (or I) will be posting something more in-depth this afternoon/evening.

MORTY: As we desperately search for an exit to this dead end room, trusting that the magical arrow of location imparted by 'Finn' the golden dragon would not lead us astray, our eyes fall on the magical gem. I look at it quizzically and look up at Syl, "That's a Greater Luck Stone, isn't it? That could do it! It could not just get us out of this mess, but all the way back home to the Star Sprite!" Syl agrees excitedly and I say, "But..." as I reach for it, "Doesn't it usually take days to attune to such an item? Maybe..."

MORTY TECH: Attunement roll [rolled 94], and a [rolled 47] using an August luck point if needed and possible (since it was discoved August 30th), and if both of those fail, I will spend the Fate point.



MORTY: "Everyone grab everything they can carry, chests and coffers and all, we're getting out of here." Once that has been accomplished, "I Wish that my group of friends and I and all that we carry would be instantly transported to the Star Sprite."

MORTY (OOC): I have my concerns that if this stone only has one wish I will lose the use of it immediately upon using that wish, but I guess it's worth the Fate point just to get us home. I didn't want to use teleport or planeshifted or anything specific in the wording of the wish, hopefully transported is generic enough that whatever is required will be used, particularly since I qualified it with instantly. I don't think there's anyone here that's not part of the original group, since Finn is elsewhere (and elsewhat ;) but if there is, this wording should include them.


KC: I will grab at least 2 sacks, one in each hand, when it is decided who will use the ion stone.

LANI: Lani breathes a sign of relief knowing that they won't have their final battle to the death in this little chamber. She keeps her sword out for the flaming light it provides but heads over and grabs a sack that feels like it contains coins.

Everyone else rushes over to grab what they hope is treasure. Syl closes the coffer after Morty has removed the luckstone and picks it up. Martin picks up the small chest. Tyra grabs two more of the sacks that seem to contain coins while Barnas grabs the final sack. Then Morty holds the luckstone in his hand and says, "I Wish that my group of friends and I and all that we carry would be instantly transported to the Star Sprite."

With no more wishes, the luckstone crumbles to dust. Then there is a brief moment of disorientation as everyone's view goes from a dimly lit room to a grassy field under a distant sun. The Star Sprite is moored exactly where the group left it those many days ago. Looking around the field, the group sees normality. Hopefully that means that the attack on Fangora was thwarted by the actions of the group in closing the portal that linked the land where the orcish army was amassed to this small city.

The group breathes a collective sigh of relief now that they are out of danger. They load the treasure aboard the Star Sprite without further investigating it at this time. Then Tyra sets about doing first aid on everyone, starting with herself.

GM: Go ahead and make a First Aid roll at -10 (for wounds) for Tyra. Then, even if the first aid fails or does not put her above 20, Barnas can use his final CLW and Tyra can do all remaining first aid rolls with no penalty.

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 - Invisibility, Shield, Spell Store, 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
TyraCure Critical WoundsPendant of Healing11