Spelljammer
        Quest for the Amber Key
Current Turn?NoSubject:Fangora
Campaign:SpelljammerTurn Start Date:4/15/606
Adventure:Quest for the Amber KeyTurn End Date:4/19/606
Adventure Number:5Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:3.6Send 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
6
0
28
0
/0
1/day
2/2
1/1
KC
0
0
43/43
/0
3
0
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
7
1
36
6
/0
1/day
2/2
1/1
Morty Crystaltouched
0
0
41/41
/0
5
0
49
0
/0
1/day
2/2
1/1
Pellanistra Xarann
0
0
50/50
/0
4
0
52
6
/0
1/day
1/1
/0
Shaarilla
0
0
28/28
/0
4
0
24
0
1/1
1/day
1/1
/0
Syllivarrna Obanghall
0
0
52/52
/0
5
1
28
4
/0
1/day
0/1
/0
Tyra Stellastrom
0
0
66/66
4/4
7
1
54
8
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
5/5
7/7
Martin Vane
/
7/7
7/7
Morty Crystaltouched
/
9/9
8/8
Shaarilla
/
12/12
15/15
Syllivarrna Obanghall
/
9/9
8/10
Barnas
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
ShaarillaArmor Spell (3/5 hits)
Syllivarrna Obanghall
Tyra Stellastrom
Although no one in the group is able to identify the magical arrows, someone has the idea to ask Malia. She takes one look at them and says that they are Arrows of Penetration, most likely with minor enchantment.

GM: +1 Arrows of Penetration work exactly the same way as +1 Arrows except that the target gets only half of their PROT (rounded up) against the damage. I have added the arrows to the magic item list under Shaarilla.

GM: I added the telescope to the magic item list under KC (even though it is not really a magic item).

Some of the group heads into the small town on Center Rock Port with the idea of selling the gems and jewelry. They quickly learn that Center Rock Port is not much of a hub for economic activity. They are unable to find anyone interested. The general store does not sell magic items. The group would be better off waiting until they reach Fangora to sell the gems and jewelry.


After resting the night in Center Rock Port, and after casting more healing, the group is feeling better. Barnas casts his Accelerate Healing spells on Tyra and Lani and then follows up with cure spells on Martin and Lani. After the night's rest and healing, no one is badly wounded though Tyra is still bloodied.

Shaarilla sets course for Fangora and the Star Sprite heads out into the Phlogiston once more. She flies the spelljammer for about 6 hours before the ship is in range of Syl's safe jump distance, at which time Syl plots the course and executes it. About 4 hours later, and about 10 hours after departing Center Rock Port, the group arrives at the city of Fangora at the edge of the kingdom of Celestian. Shaarilla brings the ship into a spelljammer landing field.

The group splits up with half remaining with the Star Sprite and the rest heading into the city to sell the gems and jewelry. The ever honest Barnas serves as bargainer. Using his skills, the group sells the 25 gems for a total of 6,000 silver and the jewelry for another 1,200 silver. Add this to the coins found on the ship and the group has a total of 10,700 silver from the scro ship.

GM: KC can send a Luck roll to see how successful he is in pursuing a bounty on the scro ship, both at Center Rock Port and, if unsuccessful there, in Fangora. He needs a 3x Luck roll for Center Rock Port and, if he fails there, a 2x Luck roll in Fangora. The better the luck roll, the better the reward.

GM: In Fangora, you will certainly be able to find all manner of magical arms and armor of minor enchantment (+1) and some of good enchantment (+2). You might also find other magical items such as Bracers and Rings of Protection and Defense. If you are interested in magic items, let me know what you are looking for and send a Luck roll for each item desired.

GM: I split up some of the treasure, giving everyone 1300 silver (minus tithe, if applicable). Morty paid off his debt to Lani (500 sp) and Shaarilla (100 sp).

LANI: Lani is interested in a magical mace better than her +1 mace [rolled 22 vs. LUCK 16, 2x roll], a magical longsword [rolled 8 vs. LUCK 16, MADE BY HALF!] and a Ring of Defense [rolled 36 vs. LUCK 16, 3x roll].

MARTIN: Spell for wand will be Wizard Eye (which would have been useful before going below decks – gonna have to work at remembering these things!)

MARTIN: Luck roll for looking for magic items in Fangora (Shield Cloak would be nice, but don’t think I can afford it):
Shield : [rolled 74 vs. LUCK 20, 4x roll]
Helm : [rolled 50 vs. LUCK 20, 3x roll]
Ring : [rolled 47 vs. LUCK 20, 3x roll]

MARTIN: (To Syl) I had a character in the previous game that did quite well with spear and shield. We do have a couple of ‘front line’ fighters, so I’d go with what will make a fun character for you.


TYRA (OOC): I think you can go either direction but I suspect you'll find the shield + one-hander will offer more flexibility. I'd pick which direction makes you happier with how you envision your character. Going All Swords + Shield is the classic path and there are lots of magical swords out there. Spear would be a nice alternative. I'd say pick one and stick to it.

BARNAS: He is interested in ways increasing his number of available cleric spells. Ring of Spell Storage, Rods or Staffs that are easily rechargeable type things. However what I currently see is out of his price range. But I am interested in suggestions and ideas that I might have missed.

GM: Go ahead and send a Luck roll for an object that can store cleric spells.

BARNAS: Luck roll [rolled 63 vs. LUCK 20, 4x roll]

BARNAS: The young cleric is willing to help anyone barter, and if I understood correctly he got the normal ring mail so he would be looking to sell his reinforced leather armor (or donate it to someone).

KC: Checking for a bounty on Scro Pirates
Center Rock Point rolled a [rolled 43 vs. LUCK 18, 3x roll] need 3x or less
Fangora rolled [rolled 36 vs. LUCK 18, 2x roll] need 2x or less


GM: The group was able to convince the authorities at Center Rock Point to payout a reward of 1,000 silver for the destruction of the scro pirates and ship. I added another 100 sp (90 for tithing) for each person, with the extra 200 going to the party treasury.

KC: magical item wish list And other things.
Traveller cloak [rolled 93 vs. LUCK 18, 6x roll]
Lamp light [rolled 47 vs. LUCK 18, 3x roll]
Fighter charms [rolled 62 vs. LUCK 18, 4x roll]
Amulet of mystical stealth [rolled 47 vs. LUCK 18, 3x roll]
Language primers orcish or any others [rolled 22 vs. LUCK 18, 2x roll]
Magical language primers? [rolled 47 vs. LUCK 18, 3x roll]


GM: You can automatically assume that you can find language primers for common languages such as orcish for 200 sp each. These basic primers will allow you to buy your language rank up to 7 over time, with practice and study. The only magic language primer you find is Sorcery, for 300 sp.

KC: if Barnas is going to wear the ring mail I would not mind the +1 leather. Of course eleven chainmail would be better.. [rolled 18 vs. LUCK 18, 1x roll] who knows?

TYRA: Tyra is looking to upgrade her shield, helm or morning star. She would also love to find a magical flail.

Kite Shield [rolled 6 vs. LUCK 17, MADE BY HALF!]
Helm [rolled 20 vs. LUCK 17, 2x roll]
Morning Star [rolled 71 vs. LUCK 17, 5x roll]
Flail [rolled 18 vs. LUCK 17, 2x roll]

KC: and let's not forget any SK transformationist spells or rituals that I do not have would be of intrest... stoneskin.... etc.. [rolled 2 vs. LUCK 18, MADE BY A QUARTER!!!]

GM: KC finds a book in a shop in Fangora that is mostly a journal of a long ago traveling mage but the Stoneskin spell can be found in the journal. The journal costs 100 sp. Assuming you buy it, go ahead and send your roll to learn the spell.

SYL: Is looking (still) for a Drow Crossbow to replace her short bow and will also look for the following items:

Drow Crossbow [rolled 83 vs. LUCK 17, 5x roll]
Reinforced Leather Armor +2 [rolled 79 vs. LUCK 17, 5x roll]
Large Round Shield [rolled 16 vs. LUCK 17, 1x roll]
Large Round Shield +1 [rolled 99 vs. LUCK 17, 6x roll]
Helm [rolled 1 vs. LUCK 17, MADE BY A QUARTER!!!]
Magic Helm [rolled 36 vs. LUCK 17, 3x roll]
Magic Sword [rolled 56 vs. LUCK 17, 4x roll]
SK/Ritual Dark Magic spell books


GM: Unfortunately you wasted some of your rolls. You can easily find non-magical helms and shields with even a bad Luck roll. You rolled great Luck rolls for the non-magical items where you didn't need a good Luck roll, and bad Luck rolls for the magical versions. Go ahead and send a Luck roll for finding spell books for sale.

SYL (GM): We already have books to be able to raise her Celestian Area Lore, Phlogiston Sector Lores and Gem/jewelry Lore, correct?


SHAARILLA: Shaarilla is looking for a magic bow. Can she use a longbow or composite bow, or does her low strength limit her to short bows? [rolled 73 vs. LUCK 18, 5x roll]



GM: The following are some of the magic items you find in Fangora based on the Luck rolls I've received so far. I've included in parentheses whose Luck roll the item is based off of.
  • +2 Longsword (1,620 sp, Lani)
  • +1 Flame Tongue (Longsword - 2,000 sp, Lani)
  • +1 Shield (LR) (550 sp, Martin)
  • +1 Helm of Protection (800, Martin)
  • +1 Helm of Protection (800, Tyra)
  • +1 Elven Chain Mail (4,000 sp, Barnas)
  • +1 Shield of Radiance (LR) (800 sp, Tyra)
  • +10 Shield (Kite) (850 sp, Tyra)
  • +1 Flail (1,275 sp, Tyra)

GM: Let me know who wants to purchase what.

GM: Also, I noticed that the party treasury was excessively large (over 4,000 sp) so I gave everyone another 400 sp (360 if you tithe).

LANI: As an aside to Barnas, she says, "I'd like to buy the Flame Tongue. Would you mind bartering for me?"

GM: Assuming he doesn't, go ahead and send a Barter roll.

BARNAS: Barter Roll [rolled 77 (Partial Success)] Flame Tongue.

GM: Barnas gets the price down to 1,960 sp.

LANI: Lani purchases the sword.

MARTIN: Martin is definitely interested in the +1 Helm. Go ahead and mark off the silver.

GM: Done. Go ahead and add it to your character sheet.

MARTIN: Martin is also interested in the +10 Kite shield, if Tyra passes on it.

GM: I will wait for Tyra to decide what shield she wants, if any.

KC: Would really love the +1 elven chain mail; as it is the best armor a scout class can wear, but it is a bit expensive. So I guess I will settle for the journal with the stoneskin spell in it. Then i will pick up a language primer on both elvish and orcish. So that's 500 silver minus any help that Barnus can lend to me.

GM: Barnas can send 3 Barter rolls for the books. KC can send a roll to see if you successfully learn the Stoneskin spell. By taking 3x normal time, you gain a +5 to your chance to learn.

BARNAS: Barter Roll [rolled 47 (Failure)] Journal
BARNAS: Barter Roll [rolled 50 (Failure)] Elvish primer
BARNAS: Barter Roll [rolled 62 (Failure)] Orcish Primer

GM: Unable to barter the price down, KC ends up paying 500 sp for the books.

TYRA (GM): I was hoping that with her half luck roll on the shield that it might be a +2 or something better than a +1. Also, I noticed she got 2x luck roll on the helm but didn't get any results. I know Martin and Tyra were both interested in helms, were their multiple helms available? She can't really buy all these things but I just wanted to check on this as she might prefer to go shield and helm with the funds available.

GM: My Notes client crashed when I was creating the list of available magic items and a couple things did not get added back in when it came back up so sending the list again.

TYRA: Tyra is really enjoying shopping in Fangora. For the first time in her life, she has a lot of silver to shop with. Though not home to the most abundant shops, she's pleased that several of the things she was looking for are available.

TYRA: After looking over the shields, she points out to Martin the Shield of Radiance. "I'm thinking I'll get this nice kite shield here, but you may want to consider that Shield of Radiance. You have the Light spell, right? The shield has some cool abilities but I would prefer to stick to a kite and not go back to a large round."

TYRA: Tyra will need either Barnas to negotiate a discount or borrow a bit of silver to get two of the items she'd like. "I really have been wanting a better shield and helm and I have just enough silver to do so. As much as I'd like the flail, I do have a magical mace right now." She is short 32 silver.

TYRA (GM): Tyra will go for the +10 Kite Shield and +1 Helm of Protection.


GM: Barnas is unable to negotiate a lower price for either item.

KC: learn stoneskin spell taking extra time to learn it. Need 75 or better rolled [rolled 17].

GM: KC was able to learn the Stoneskin spell.

KC: (GM) also what about the bounty I made a x3 luck roll in center rock and a x2 in Fangorn.


SYL: not finding what she’s really looking for she can loan Tyra the sp.

TYRA: Tyra thanks Syl for the support.

TYRA: Unless someone wants Tyra's kite shield or helm, she could either sell them or keep them as a backup. If she sells them, it should be enough to cover the gap. At this point, it seems prudent that the group keeps only one large shield as backup but that there's no need to keep a spare helm. If Martin goes for the Shield of Radiance, that would give us two extra large shields. What sort of shield does Syl have right now? Morty uses a small shield, right? Anyone else in the group that is using a shield?

BARNAS: I do not recall rolling for Elven Chain... But rather a spell storage item.

GM: Yeah, I think it was KC.

BARNAS: Armorwise Barnas is planning to turtle. He does not need to worry about Dex penalty normally so he is after the most protective armor he can get. Currently his plan is to take the best armor no one else wants when we loot.

MORTY (OOC): My gift from Spelljammer is a small shield, and given my size I would probably need a special size to use a different one anyway. I don't like the idea of wearing a helm, personally, but if it's a magical helm someone else in the party may have use for it even if they don't normally wear armor. If it's not magical, it isn't worth bothering with in most cases.

MORTY (GM): I am a terrible shopper OOC. I don't need magic weapon, armor, or shield, recently spent most of my excess wealth on those Bracers, so didn't really spend much time making a wish list of all the stuff I can't afford. A spell wand would cost far more than I can afford, I'm sure, but if we manage to find one SOMEONE should get it. Other than that non-magical tools and ships stores / supplies is all I can think of, and even that is hard to know what I'm gonna need until it comes up :(

MORTY TECH: [rolled 8 vs. LUCK 19, MADE BY HALF!]

GM: Morty finds a Standard Spell Wand (7 spell point capacity) for 2,800 silver.

SHAARILLA: Shaarilla can almost afford that with 2296 sp, is anyone willing to loan her the remaining sp? Can Barnas negotiate a better price?

SYL: can help with financing...

GM: I marked off 2200 sp from Shaarilla and another 600 from Syl and indicated that Shaarilla owes Syl 600 sp.

GM: Go ahead and send a Luck roll for finding spell books for sale.

SYL roll for SK/Ritual books: [rolled 37 vs. LUCK 17, 3x roll]

GM: She does not find any spell books for sale.

SYL: For now she will buy a normal helm and take the Kite shield Tyra doesn't need since she had lousy luck at finding what she was looking for...She will be looking to Tyra and others on how to use her new Broadsword with a shield as well as her spear

GM: The minimum STR to use a Kite Shield is 19. That means that, with a STR of 13, the normal DEX penalty of 3 is increased to 9. She should probably plan on a Small Round Shield (min STR 13 to use). No one has made a LUCK roll to look for a Small Round Shield yet so here is her Luck roll for that
[rolled 71 vs. LUCK 17, 5x roll].

GM: Syl is able to find a +5 Shield (SR) for 250 sp.

SYL: will take the +5 SR Shield. Please mark her off the sp.

GM: I marked off 250 sp from Syl and added the +5 Shield to the Magic Item List. Syl had a +10 Ring of Defense which does not work with a shield. Let me know if Syl will be using the shield or the ring.

GM: As far as the Ring of Defense goes, since it was a gift from the Spirit of Spelljammer, and may improve over time, I will shift the “gift” to the new shield. Basically, as she starts using the new shield and no longer needs (or can even use) the ring, she feels the magic of the ring move to the shield and vice versa. The shield is now a +10 shield and the ring is now a +5 Ring of Defense. Syl feels that the shield has not become the Spelljammer gift.

MORTY (GM): I will be willing to help afford the Spell Wand if necessary, but it doesn't look like it will be too bad for Shaarilla. It's a great tool, Shaarilla, it even helps you successfully cast the spells you want to store in it... In addition, I had another idea of something we need really badly soon, ideally a Heward's Handy Haversack but any means of carrying large amounts of weight/bulk/coinage would work.

MORTY (GM): How should I work buying parts for my mechanician inventions? Do you mean to move forward with that? Do you need another description of a different invention, since the Gift from Spelljammer may make my first idea moot?


GM: Yes, let me know what you have in mind.

MORTY TECH: [rolled 97 vs. LUCK 19, 6x roll] I'm assuming only one luck roll allowed, even though I could list HHH, bag of holding, portable hole, etc. separately ;)


GM: Morty does not find any extra-dimensional holding items.

TYRA (GM): Did you do barter rolls for the +10 Kite Shield and +1 Helm of Protection?

GM: Yes, Barnas rolled failure for both.

TYRA: Is Martin going to buy the Shield of Radiance?

TYRA: Sounds like Syl can't use Tyra's old kite shield due to strength requirements. So I'm guessing Martin is the only other one that can use it so if he doesn't buy a magical shield do you want her kite shield?

TYRA: If Martin gets a new magical shield, I'd say let's keep his old large round as backup and Tyra can sell her kite shield.

TYRA: I'm assuming that no one else uses a large shield in the group.


MARTIN: Martin is not interested in the Shield of Radiance.

KC: I would love to spend some time here in Fangon to study up on some skills. Say 3 months or so. I think that all of us could use this time to study up on lores or other skills. Like astral navigation an piloting. I would be nice to maybe be able to put run the pirates next time.... maybe.

LANI: "I like the idea but right now I am low on funds, as I assume others are as well. Next time we find some treasure I am up for it."

SYL: Can help pay as needed. She will be joining Mage Guild so not sure what her balance will be but more than enough to loan Morty the delta.

GM: If you want to join a mage guild, just take the Tithing Flaw and I will assume she is a member of a mage guild. Syl does not currently have any flaws. It is a flaw so you will gain some EXP to spend. You can learn any and all of the GK spells from the General Spells list assuming you are rank 4 or higher in the Sorcery language. Most players do not choose Option Two Mage for the General Spell list but you are welcome to do so if you want.

MARTIN: Martin will take the tithe flaw, joining the Mages Guild.

MORTY (GM): My first idea was an extendable tripod attachment for the shield, allowing it to be stood up and used as cover without having to keep it in hand. I'm not sure how effective that will be with the Gift, but it's still out there as an idea that you never decided how much time it would take or how effective it would be.

MORTY (GM): My second idea is something to increase my movement, I had originally thought of small wheels built into the soles of my shoes like wheelies shoes (or heelys), but realized that would be ineffective except in very smooth terrain, so maybe the spring steel arc springs that are being used as modern prosthetic running legs? Or is that material not available yet? I was thinking just a +5 or maybe +10 to my TMR, with MAYBE an increase of +12-18" of high jump height (6" for the increased height of the arcspring itself, and then 6-12" of bouncing jump height).

MORTY (GM): If you don't like that perhaps a grapple gun?

GM: How about 100 sp for the supplies you will need to pursue the first two inventions.




SYL: Now that we are finally in Fangora it is time for Syl to use her area lore for Celestian to start looking for clues based on what we already know (copied from past below)

GM: Sharilla she sees an image of the Amber Key of the Spelljammer and senses that it is about 4000 miles away to the Galactic North - the outer boundary of the Kingdom of Celestian. After Shaarilla passes on her information, the group makes inquires about the Kingdom of Celestian. They are currently in Sagar, which is at the extreme southern end of the kingdom. The point closest to where they need to go is a city called Fangora located on a small planetoid about 3500 miles away.

SYL TECH:
Conversation Please [rolled 104 (Near Success)]
Subtle Extraction: [rolled 57 (Failure)]
Spelljammer Astrogation: [rolled 41 (Failure)]
Area Lore (Celestian): [rolled 149 (Success)]

GM: Let me know specifically what you are asking about and I will resolve. Another option is for Shaarilla to perform another Ritual of Identification now that the group is closer to the Amber Key.

SYL: I think we should do both in conjuction, if we have the components for the Ritual? Now that we are closer we can/should do another ritual to get a more accurate location and then we can use my knowledge of the area to pinpoint possibilities. Then go ask questions (subtly or not depending on the previous data)...

SYL LUCK ROll: Luck [rolled 23 vs. LUCK 17, 2x roll]

Although she is not as subtle about it as she would have liked, Syl finds three potential locations where the Amber Key might be found.

The first is in the Jirdunians ruins of an ancient fortress located on the same forest asteroid that holds the city of Fangora but about 200 miles away practically on the opposite side of the heavily forested asteroid. The only problem with this location is that it has been searched numerous times but nevertheless, new explorers often seem to find new and unexplored sections of the ancient ruin.

The next two are in a location to the galactic north of Fangora in a Void. A Void is an area of space where there is little or no breathable air but where magic otherwise works in mostly normal fashion.

One is a ancient and decrepit spelljammer that was destroyed in a long ago battle and has been slowly floating away to the north. The battle took place over a hundred years ago and, about 20 years ago, the derelict floated into the Void.

The second Void location is on an asteroid that holds the ruins of an ancient fortress or city. Since it is in the Void, and always has been, not much is known about it.

GM: For anyone that wants to try to find information, I need three things - what information you are looking for, a Luck roll and either an Information Please roll (if you are being open about it) or a Subtle Extraction roll (if you are trying to be subtle about what you are looking for).

GM: Let me know what you want to do next. The most obvious options are for Shaarilla to cast another Ritual of Identification on the Silver Key to see if she can get more accurate information about the location of the Amber Key, and for others to ask around in Fangora for the same information (send Luck roll and either Subtle Extraction or Information Please roll - Subtle Extraction is from Conversation skill).

KC: there is really no way for me to not stand out getting information (my info please is a -5.). So I will wait around and continue studying the language primer for the jurdainian language. (GM) let me know when I can raise it a rank.

SHAARILLA: Shaarilla is willing to try casting identify again. Is there anything she can do to improve the 39% cast chance?

GM: Any mage can perform a Ritual of Preparation prior to casting a spell or ritual. Each hour spent in the Ritual of Preparation improves the cast chance of the subsequent spell or ritual by 3% per hour spent in the Ritual of Preparation, up to a maximum of +30 (at 10 hours). It is pretty much assumed that, at low level, mages will perform a Ritual of Preparation for 10 hours prior to casting a Ritual of Identification or just about any other ritual.

GM: Shaarilla can go ahead and send her Ritual of Identification roll. After the 10 hour Ritual of Preparation, she has a 69% cast chance.

SHAARILLA: When she hears about locations in a void, she will remind the group that she can create a 16’ sphere of fresh air that would sustain one person for 3 hours, 3 people for 1 hour, and 6 people for 30 minutes. If we're going to explore a void, she can load up her new spell wand with many copies of the Sphere of Fresh Air spell.

SYL: If that is the case (actually no matter what really) she can and will learn her SK spell Star Life from Mage Guild which is only good for one person at a time but it is good for an hour per rank.

GM: Go ahead and make her learn roll for Star Life.

SHAARILLA: Shaarilla more uses the Ritual of Preparation for ten hours before attempting identification again. [rolled 18 vs cast chance of 72 - Successful Cast Chance!]

SHAARILLA: Should Shaarilla use one of the group pearls, or one of her personal pearls for this?


GM: My assumption is that a group pearl will be used since this is a group quest. I also deducted 400 sp from the party treasury for 4 more pearls.

Shaarilla finds a quiet place to perform a Ritual of Preparation followed by a Ritual of Identification. She identifies the Silver Key of Spelljammer with the intent of further isolating the location of the Amber Key of Spelljammer. She obtains more precise directions that, when cross-referenced with the information that Syl found, point to a location in the void that is said to be an ancient city or fortress. The location is about 50 miles into the Void so a bit less than a hour using the Star Sprite with Shaarilla piloting.

LANI: "With this knowledge, I think it will be beneficial to search for any sort of air breathing magic in Fangora. I know that both Shaarilla and Syl have magic that will help but it would be nice to have more."

GM: The group can have three Luck rolls to locate air breathing magic. I will take the first three rolls that I get, but a maximum of one per person. The average Luck for the party is 18 so use that as the luck roll target.

KC: I got the spell lasting breath, but it only let's you hold your breath for minutes; not hours or days. He looks for any air breathing magic along with the rest of the group. Group luck (1 of three) rolled a [rolled 65 vs. LUCK 18, 4x roll] against a group base of 18 luck.

SYL: Luck roll for magic and learning Starlife

Luck - 18: [rolled 10 vs. LUCK 18, 1x roll]

Learn Spell 70% [rolled 80]

Learn Spell 70% [rolled 58] Luck point used if needed


SYL - Learning spells:

Learn COP Missiles: Learn Spell 70% [rolled 46]
Learn COP Missiles: Learn Spell 70% [rolled 91] (use Luck Point if needed)

Learn Read Magic: Learn Spell 70% [rolled 69]
Learn Read Magic: Learn Spell 70% [rolled 20] (use Luck Point if needed)

Learn COP Holy Magics (Minor): Learn Spell 70% [rolled 90]
Learn COP Holy Magics (Minor): Learn Spell 70% [rolled 14] (use Luck Point if needed)


GM: Syl succeeded in learning all three spells but had to use her one and only Luck point to learn COP Holy Magics (Minor).

TYRA: Here's roll 2 [rolled 90 vs. LUCK 18, 5x roll]

BARNAS: Group Air Breathing Magic Luck Roll [rolled 48 vs. LUCK 18, 3x roll]

GM: Here are the 4 rolls that I got for magic to assist in exploring the void:

KC: [rolled 65 vs. LUCK 18, 4x roll]
SYL: [rolled 10 vs. LUCK 18, 1x roll]
TYRA: [rolled 90 vs. LUCK 18, 5x roll]
BARNAS: [rolled 48 vs. LUCK 18, 3x roll]

GM: As mentioned, I will use the first three rolls so will discard the roll from Barnas. While searching for magic items in Fangora, the group found two that will be of use in exploring the Void:
  • Necklace of Adaption - 2,000 sp
  • Ring of Warmth - 1,700 sp

TYRA: "It seems like those items would help but will it be enough? Do any of you know what we'll need to make this trip into the void? I wonder if there's some temporary magic that can be cast upon the Star Sprite to give us a base to work from."

TYRA (GM): Is there a document or game rules on the cold factor? I know both Shaarilla and Tyra have Endure Cold but I'm not sure what rank it needs to be to make a difference.

SHAARILLA: Shaarilla can tolerate the ambient temperatures of the phlogiston as long as she is active, although she would get cold if she tried resting at that temperature. She has no problem at all with the usual deck temperatures of a spelljammer. At least that’s what I calculated when I making the character...

GM: A key bit of information that I forgot to mention - the Void is said to be considerably colder than the rest of the phlogiston. Syl's research indicates that the deck temperatures will likely be around 0 to -10 F with even colder temperatures beyond the protection of the spelljammer. The group can certainly bundle up against the cold but will likely be hampered by the extra layers without magical protection.

BARNAS: He can do two Endure Cold spells (which will drop the persons Cold Endurance by an additional 40 degrees) for four an half hours. (He can also do to Resist Cold they are much better but only last 3 rounds which is not enough). He also has enough coins to by both magic items. Which he is willing to do. I assume we will also want to get cold weather gear (Every little bit of protection will help).

KC: (ooc): from looking at he cold chart (which looks unfinished... as the effect most likely get worse at even lower temperatures than -25 degrees below comfort zone of characters CON.) The avg base lower end of the comfort is 50 degrees. ( Those with 20 or more CON are 2 to 5 degrees lower.)

KC: (ooc): So in general, with endure cold spells that would drop everyone to 10 degrees. Then cold weather clothing would drop it even lower. (Not sure how much because there is no info about this that I could find.) So that would put us probably at the comfortable level on the Star sprite, but once we leave it we will be back into the negatives..... most likely the first or second level on the chart.

KC: (ooc): Then there is air that we need. Sharilla has Sphere of Air. Upon reading the spell description; assuming she is 3 rank in GK spell that will give a party of 8 people 22 1/2 minutes of air per spell. The spell give 60 minutes of air per rank for one person, if more than the 60 minutes is divide by the number of people sharing it.

KC: My opinion at this time is that we are not ready to tackle this with out more preparation. We need to improve our skills and abilities and most like search out and stock pile magic that will help us to tackle this search for the next key. We now have a location to search but need more time to prepare for the search.


KC: we could look into getting some scrolls made of endure cold spell on them.

SHAARILLA: When creating a bubble of fresh air, what is the temperature of the air in that bubble? This is something we could test out with a bit of experimentation.

With experimentation, Shaarilla determines that the air temperature in the bubble of air is identical to the air temperature in the location where the bubble is created. If the bubble is moved to a warmer or colder location, the air temperature slowly increases or decreases to match the ambient temperature. How quickly depends on the temperature difference.

The group has been knocking about Fangora for a few days selling treasure and buying equipment. Some of gone to temples to donate money while others have visited their local mage guilds. During this time, Syl did some research on the Amber Key and Shaarilla followed with a Ritual of Identification that pinpointed the location in a massive Void to the galactic north of the Kingdom of Celestian. In fact, the Void, which is said to be some 4,000 miles long and about 500 miles in diameter, forms the northern border of the kingdom. The group is somewhat dejected by the news. While they have some means of surviving the cold and lack of air that exists in the Void, it is not a lot and could not sustain them for long. It would also take most of the magical energy of both Shaarilla and Syl as well has spells from Barnas.

The group begins to consider other adventuring options that could provide them with additional experience to improve their abilities to assail the Void, as well as treasure that could be used to purchase additional magic.

GM: If the group can afford it, I would highly recommend that they find a way to purchase both the Necklace of Adaption and the Ring of Warmth. This will help you on your way towards accumulating what you need for an adventure in the void. Barnas has already stated that he has enough to purchase one of them.

LANI: "I don't have much left in the way of coin but would be willing to throw it into the pot to help afford the items. We know that we eventually want to seek the Amber Key."

MARTIN: Would definitely be willing to donate money towards getting these items.

TYRA: "I don't have much extra silver to contribute but I do agree it would be prudent to get both items while they're available."

BARNAS: He has 3861 sp which is enough to purchase both... and he will.

GM: I am showing that Barnas has 2358 sp which is not enough to buy both items. I have been keeping very careful track of purchases and expenditures. How did you arrive at 3861 sp?

BARNAS: I arrived at it by making a mistake... Sorry I was reading his XP as money

BARNAS: So with his barter rolls Barnas can buy one out right (For himself or as a loan for someone else) ... and loan 558 for someone else to buy one.

BARNAS: Barter Roll [rolled 118 (Success)] for the Necklace


GM: Barnas is able to negotiate a 10% discount for the necklace, bringing the cost down to 1,800 sp

BARNAS: Barter Roll [rolled 43 (Failure)] for the Ring


GM: The proprietor is firm in his asking price for the ring.

BARNAS: He is willing to take them as personal items... but he is also willing to float a loan to anyone that thinks they work really well for them but do not have the cash to get them.

KC: I will put 1000 silver towards acquiring the ring and necklace. Was trying to save it but we will get more.

SYL: will contribute some so...

MORTY: "I will contribute toward the purchase of the magic items too.� I even might make a case for being the one to have the Necklace, given I have to go into tight crawlspaces working on machinery spewing out noxious gases on occasion, but Shaarilla is the obvious one for this particular trip. Perhaps I can purchase it from the group after we're done. I do have one other option to assist us in preparing for the Void when we decide to get ready, I can make certain 'traps' that can contain magical spells. I believe I can make them harmless physically and essentially make them a spell storage device, to allow us to trigger more Spheres of Pure Air as needed. The downside is that they can be pretty costly and time consuming to make, particularly for Shaarilla as the caster of the spell. Hopefully we can come up with better options after the job for Malia, but in case we can't...

MORTY (OOC): It takes hours of ritual time and components to make each one, 100sp per rank of her spell.

BARNAS: Morty has made a case for the Necklace... anyone else?


KC: Morty can have it. So I can loan the 1000s to him if he wants or I can contribute equally with the others in the party if it is to be a party item.

MARTIN: re the necklace, Martin is happy to kick in some funds to make sure we get the necklace.

GM: I marked off 1,700 sp off to have Barnas buy the Ring of Warmth.


GM: For the Necklace of Adaption, since it looks like Morty really wants it, I marked of 1200 from Morty and then also marked off 400 from Barnas and 400 from KC and indicated that Morty owes them each 400 sp. I added the Necklace of Adaption for Morty but indicated that Shaarilla is currently wearing it.



The group begins to explore other adventuring ideas. They find the usual plethora of guard duties and treasure maps of dubious value. It is Shaarilla who has the idea to ask Malia, the enchantress that the group rescued from the Blood Scourge. In talking with her over the past few days as she prepared magic wands for the group's mages, they learned that she is originally from Fangora and one of her reasons for coming here was to seek out her mentor to continue her learning.

So Shaarilla and a few other members of the group head into Fangora to seek her out. They have a talk with her over steaming coffee and strawberry tarts at an upscale bakery in the merchant district. She agrees to ask around and get back to them.

The next day, she visits the group at the Star Sprite, where they have set up camp.

MALIA: "I spoke with my mentor about your interest in some sort of adventuring opportunity. He has what may be a fairly simple task that might be suitable for your skills. For many years he has been seeking the pieces of a broken artifact known as the Crystal Wand. He has located and taken possession of two pieces and has recently learned where a third piece might be. He doesn't know exactly how many pieces there are but suspects four to six. He is willing to pay 1,000 silver for you to recover it for him."

The group expresses interest and so Malia continues. She tells them that her mentor is an aged enchanter by the name of Horatio Knot. Using divination magic, he has learned that another piece of the wand can be found in the sub-basement of a shoppe in Fangora. Horatio has been to the shop, a fine tobacco shop run by a rather surly half orc who survives in the business because of the quality of his product. He has seen a stair in the back room that probably leads to a basement. Perhaps from there, another stair or maybe a hidden shaft may lead down further to a place where the piece of the Crystal Wand might be found.

With visions of an extensive dungeon filled with monsters, traps and treasure filling the group's collective thoughts, they ask probing questions but learn little more. Horatio is fairly certain that the piece is there somewhere but cannot pinpoint the exact location. He doesn't know what sort of guards or wards might protect the piece. He does know that the half-orc owner of the tobacco shoppe employs half a dozen armed half-orcs to protect his shoppe. Horatio would like to keep the quest as low key as possible. He does not want the group to loot the tobacco shop. He simply wants them to sneak down to the sub-basement, recover the item, and return.

MARTIN: This could go wrong in so many ways …

TYRA: When the group is in private, Tyra discusses the job. "Maybe I'm unclear on some details but it sounds like they want us to break into this shop and steal the piece. Do we know if the artifact piece was wrongfully taken in the first place? Does this shop owner have some dubious claim on the piece in question that justifies breaking in? Does he even know the piece is in his basement? If this is some honest shopkeeper then this job seems pretty sketchy to me and I'm deeply uncomfortable breaking the law."

SHAARILLA: “Same for me. If I did something like breaking into a shop and stealing something, I would never be able to look my father in the eye again.” Shaarilla’s father is one of the guards maintaining public order on the Starjammer. “Any chance his basement is a place he’s not using because it’s filled with vermin? If it was like that, we could honestly offer our services to clean his basement for him."

BARNAS: The young cleric asks, "So our trail begins in the shoppe's subbasement?" "You know this owner better then us.. Do you think he could be negotiated with? Would such negotiations be low key enough?"

MORTY: "As for the job, it occurs to me that these divinations are never exact.� I'm betting that "under the shop" is all she has, not how far under, or even any real idea that it is truly a sub-basement or even accessed through the shop at all. I suggest we get more information if she has it, and then do some discreet scouting of the area for tunnels, sewers, or old buried ruins that may hold a path to this objective without offending the shop owner or anyone's delicate sensibilities. I don't suppose any of us has any way to use a Spell of Location or the like once we know more about the item? Obviously a Find the Path is right out ;)

TYRA: "Okay, that sounds like a good plan then. I was hoping someone would reveal that this half-orc is really some evil gang leader that has a devious operation beneath his innocent looking shop."

BARNAS: As they talk about getting more information the young cleric offers to do few augurys asking different but related questions about the wand part, to try to narrow down the location and best approaches etc. The distant viewing magic they used on the Scro ship could also be useful.

MORTY: Both the Eyes of the Eagle and the telescope rely on line of sight, and are used to conquer distance. I'm guessing there will be a lot more obstacles involved here than distance, particularly the surface of the planetoid. That's more reliably scouted using something like Wizard Eye or Clairvoyance. I assume you can't Polymorph Self yet KC? I suppose Wraithform could be useful but has some risks for whoever is doing the scouting even if made invisible first. You don't have that spell yet either, do you Syl? Neither do I.� I think more mundane scouting should be the first step, just physically checking out the area for signs of tunnels or sewers, and of course getting any more information we can from Malia's mentor.

MORTY (OOC): Like I said, Shaarilla is the best choice for the Necklace for this mission to scout the Void, although it occurs to me she can't fly in a void either, with no air present to use her wings. Does anyone have any way to move outside the Star Sprite? We might have to rely on zero-G jumping and a tethering rope ;P
MARTIN: Martin can cast Wizard Eye and use that to scout the shop basement, as well as any sewer or other promising entrances.

KC: Yeah that took all my mana and then some to cast successfully, but we did get a more mundane telescope from the Scro, if that is what you mean. In fact I can go out and see what I can find in the surrounding area around the shop.


SYL: Should she go in and shop and ask questions??

LANI: "I'll go with you," Lani replies to Syl.

GM: Let me know how you want to approach it. My assumption is that it is currently late in the evening of your fourth day in Fangora. Thanks to the healing efforts of Barnas, everyone is now fully healed from the battle aboard the Blood Scourge. The tobacco shop is about 250 to 300 yards away, straight line distance from the inn where the group is staying. Do you want to do some mundane scouting of the area first to see what you see? Or do you want to attempt some magical scrying with Wizard Eye first? Or do you simply want to have Syl and Lani enter the shoppe and ask questions? And, if so, what questions?

TYRA: "I like the idea of doing all three. First, I'd have 2-3 from the group go and visit the shop. I'd suggest someone with a good judge of character as well as someone skilled in conversation to learn what we can about the shopkeeper. Not that I'm great at conversation but I tend to notice things about people so I'd be happy to go. Second, our scout types can go and check out the general area around the place. Finally, Martin can use his Wizard Eye to do a focused investigation after we've completed the other two."

TYRA (OOC): Looks like Barnas, Tyra, and Syl all have Conversation and Character Judgment. I was just about to spend some EXP and those are on her list to buy up a rank. I may have her only buy up Character Judgment right now. Also, it's a bit funny to see all of our characters in both campaigns are pretty much hobbyists at almost everything (excluding lores and magical languages) after the old campaigns were in the higher levels.

KC: I will.go out and scout out the area around the town surrounding the shop for at least a quarter mile out surrounding the shop first. Looking for ways of accessing areas below ground level and for a good place for Martin to cast a wizard eye spell that is close enough to the shop and safe enough for the time he needs to cast and finish scouting with the spell. He will get the information from about spell range and duration of the wizard eye to help him find a safe place.

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. CLW, CLW, Bless, Protection from Evil
  2. Augury, Augury, Silence 15' r
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 - Shield, Walking Unseen
  • SK - Bolt of Energy, Passwall, Wizard Eye
Morty
7
  • GK - Eyes of the Eagle, Illusory Fog, Invisibility, Spell Store, Sphere of Silence
  • SK - Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt
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 Pistol42