Spelljammer
        Quellbourne
Current Turn?NoSubject:Container Room
Campaign:SpelljammerTurn Start Date:12/16/606
Adventure:QuellbourneTurn End Date:12/16/606
Adventure Number:9Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:3.6Send To:bluemountain@championsoftheempire.com; kc.starsprite@gmail.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
KC
0
0
60/60
/0
7
3
56
10
/0
1/day
2/2
1/1
Martin Vane
14
0
71/85
/0
10
3
65
18
/0
1/day
3/3
1/1
Morty Crystaltouched
3
0
53/56
6/6
6
0
50
0
0/1
1/day
2/2
1/1
Pellanistra Xarann
5
0
60/65
8/8
10
0
90
20
/0
1/day
1/1
/0
Randle Hewlet
0
0
47/47
/0
7
0
23
0
/0
1/day
2/2
1/1
Shaarilla
6
0
54/60
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
15
0
72/87
/0
6
2
64
20
/0
1/day
2/2
1/1
Tyra Stellastrom
2
0
96/98
12/12
10
3
88
20
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
14/15
15/15
+30 sorcery pool from Wand of Sorcery (0/30)
Martin Vane
/
17/17
15/15
Morty Crystaltouched
4/4
22/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
13/21
13/13
Shaarilla
4/4
2/27
30/30
Syllivarrna Obanghall
/
17/17
16/16
Tyra Stellastrom
15/17
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Morty Crystaltouched
1
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Randle Hewlet
GM: I added letters to the various containers so you can let me know which one you want to check out next.

A. Box - opened - empty
B. Box - nailed shut - closed
C. Chest - reclosed - empty
D. Barrel - closed
E. Chest - closed
F. Barrel - closed
G. Chest - closed
H. Box - closed
I. Box - closed
J. Barrel - closed
K. Box - closed.

LANI: With all of the skeletons gone, Lani stops heading for the exit and wonders aloud, "I wonder if the skeletons will reappear if we open another container?"

MARTIN: "Probably - it seems pretty clear that the skeletons are tied to the containers. Open one and they appear, close it and they go away."

KC: "I don't know, but I am done with getting yelled at for opening containers." I keep walking, "I also noticed that both times the door was tried .... the skeleton detonated some how. Is it related, I don't know."

KC: My thoughts on this and the tower.
1) I believe that this was the tower of a powerful illusionist. The ascending stairway that continues on and on and narrows til you can't proceed any more.
2) the skeletons double and just appear when one is killed.
3) when a skeleton explodes is does no damage to the containers around it.
4) one of the skeletons just appeared on Morty's shield and would not be shaken/knocked off.

MORTY: "I don't know, the timing of things doesn't seem right for the containers to be relevant to the skeletons appearing, nor for the second explosions being triggered by the attempt on the door by Lani. Sure, they could have been initially triggered by KC's attempt and just taken a few seconds to finish but Lani didn't even try it until after all the skeletons were gone, right? Did you say the door just rattled a bit Lani? Didn't you say the handle didn't budge in the slightest, KC? That seems different, I think I need to get a look at this door.

MORTY: "If this was the tower of an illusionist he was an unconventional one, nothing of what we just experienced is familiar to me in any way, but I suppose it could have been some kind of programmed illusion. Now the staircase... that's possible.

MORTY: "The only thing I'm truly sure of is that 2 more skeletons appear a few seconds after one is destroyed. If this was a security measure, it's now completely 'spent' with no skeletons at all remaining to restart the doubling process. I don't think anyone closing a container did anything unless there was some kind of time delay to it, and it's much the same with opening the containers. The first skeleton was there before we opened any, and we attacked it BEFORE opening any containers, so it was its destruction that triggered the new skeletons. The nailed shut container does seem curious but it could just as easily be bad as good, I'd like to resolve looking at (and conversing with?) the door first.

MORTY (OOC): I did also notice the very odd way the confrontation with the ogre finished, but still trying to figure that one out too. It almost seems like he was told to stand down by something or someone we couldn't hear...

Morty heads into the container room to examine the door. He burns a spell point for power perception and carefully examines the door. He agrees with KC that the door itself is a magical item of some sort rather than simply being a door with magic spells cast on it. He thinks on it for a bit and seems to recall that this kind of door is called a Death Door or Death's Head Door or something like that. Morty tries the door handle and, while the handle rattles slightly, the door doesn't budge.

MORTY (to Lani as she's walking out to the ogre): See if you can get some insight into why he just folded like a handkerchief when Tyra confronted him out there. Even I could see it on his face that he was ready to risk making a run for it and then suddenly lost all spirit, went all slack and sat right down. Maybe something ordered him to?

LANI: Lani nods but has no idea how to gain any further insight. When she gets out, she simply watches the ogre carefully but sees nothing to worry her.

GM: I am assuming that you always have at least 2 people watching the ogre at any given time and that, he will be tied up hand and foot. I will also assume that you will occasionally feed him and allow him time for bathroom breaks, where you will have at least 3 people watching until he is tied up again.

MORTY: "The one thing that occurs to me about the Death Door is that the handle rattled for me and for Lani and didn't rattle for KC at all. I'm wondering if it has something to do with being closer to "death's door", as in more wounded. KC is almost completely unhurt, right? I am pretty hurt from the surprise skeleton death from above and subsequent explosion, but not badly wounded, Lani is also a bit hurt. Maybe we should have the most wounded of us try the handle? I think that's Randle?

MORTY (OOC): Hopefully we don't have to hurt someone down to 1 hp to get it to open :(Morty does some experimenting on the door. He already knows that the handle did not budge when KC tried it and it budged a little when Lani tried. He tries it himself and finds that it budges a little.

Then he asks others to try.

When Martin, Shaarilla, Syl and Tyra try, the handle budges slightly. However, when Randle tries, it goes down noticeably further but not enough to open the door. The door itself doesn't budge for anyone.

With regard to how the movement of the handle compares to how wounded someone is, KC is not wounded at all. Randle is badly wounded. Everyone else is wounded. There is no one who is bloodied and there is no one who is very badly wounded.

TYRA: "What if Randle exerts himself enough so he's close to exhaustion before he tries the handle again?"

RANDLE: "I'm not attracted to the idea but I can see your point for it so I will try."

RANDLE: Randle takes hold of the handle and exerts all of his strength to try to open it. He uses [rolled 4 1 - Total: 5] NL in the attempt.

GM: The handle does not budge any more than it did previously. Randle is still Badly Wounded.

GM: Let me know what you want to do next. Obviously Randle's attempt did not pan out as hoped. He was already badly wounded and, after exerting himself, he was still badly wounded instead of dropping to very badly wounded, which I assume was the intent. Since Randle is basically a hireling who is being paid to be a healer, he should not be relied upon for too much outside of healing. If the group wants, they can promote him to a full member, in which case he will earn full EXP but also get a full share of treasure. I might also ask for a volunteer to play him if this is desired.

KC: "You know that's probably what the skeleton was for. Maybe if we would of asked or commanded it to open the door it may have."

SHAARILLA: “Maybe you have to be dead to open the door? If we get one of the bodies up here, maybe we could use their arm to open the door."

GM: There are the decaying ogre bodies on the bottom floor though they are a bit heavy.

TYRA: "Sure. KC, maybe you and I can bring one up to try that out?"

GM: Tyra and KC (grown and stronger due to the Ring of Varex) head down to the bottom level and grab the smallest dead ogre they can find. He smells very bad. Both KC and Tyra gag as they carry him up and stop to affix masks to their faces. Unfortunately, Tyra does not get hers on in time and ends of vomiting. They take a short break to recover and then carry the body up the rest of the way, warning the others to stand back due to the smell.

GM: In the end, it is all for nothing as the dead arm of the ogre does not cause the latch to budge even in the slightest, no matter what they try. In the end, they haul the body back down to the first level and the group considers their next option.

GM: Tyra and KC both rolled 5x CON rolls. Tyra's was a 98.

RANDLE: "Do you want me to do any first aid on anyone or do you want figure out the door first in case wounds are part of the solution."

SHAARILLA: “How about we try opening boxes again, to see if a skeleton appears. If it does, leave the boxes open, and then grapple with the skeleton and use it to try opening the door? We should probably get healed up first before trying that."

RANDLE: Randle begins first aid on everyone after he has rested. He starts with himself. If he first aid fails to get him out of badly wounded territory, he will cast a Cure Light Wound on himself.

Randle - First Aid [rolled 105, wound bound and healed 8 points]

RANDLE: I forgot to mention that he summons a healing servant to assist him with first aid, so first aid only takes 4 rounds per person.

Martin - [rolled 145, wound bound and healed 8 points]
Morty - [rolled 139, wound bound and healed 5 points]
Lani - [rolled 105, wound bound and healed 5 points]
Shaarilla - [rolled 163, wound bound and healed 6 points]
Syl - [rolled 123, wound bound and healed 6 points]
Tyra - [rolled 114, wound bound and healed 9 points]

RANDLE: Randle will follow with a CSW on himself and Morty.

Morty [rolled 92 vs cast chance of 64 - Failed Cast Chance!] [rolled 5 3 4 (+2)- Total: 14]
Randle (automatic) [rolled 8 2 8 (+2)- Total: 20]

RANDLE: Second attempt on Morty [rolled 3 vs cast chance of 64 - Grievous Success!!!] [rolled 2 7 2 (+2)- Total: 13]

RANDLE: 1 less spell point to cast and +50% effect. Total of 20 HP healing.

GM: Here are the hit point totals after healing (current/full)

KC - 60/60
Martin - 71/85
Morty - 53/56
Lani - 60/65
Randle - 47/47
Shaarilla - 54/60
Syl - 72/87
Tyra - 96/98

KC: "There could still be something in one of the containers that could open the door"

MORTY: "Wait, Randle. You need to be feeling better to heal us all at your maximum effectiveness. Unless you have a means of magically feigning death I think I should probably make the exertion based attempt since I'm the next closest. That way while I am resting up afterward you can work on your first aid and magical healing, including some on me since I got pummeled back there. Unless...", I temporize, maybe both of us trying would add up to enough wounds to satisfy it?" ((Got results of this from GM last night in Maptool, no change, same as when Randle tried it alone)). "Okay, that rules that out, let me try working myself to exhaustion and try.

MORTY TECH: I will exert myself over and over, perhaps trying to open the nailed shut box, until I am deemed so close to passing out that I shouldn't try again. If any rolls are called for let me know which ones to make. Once I am very very close to unconsciousness (1-2 hp remaining ideally), I will try the door's handle again.

MORTY (GM): We can also try Scintal pulling it, he's frail and barely even substantial at this point (I'm not sure he even has a fully physical body yet).

GM: Morty was just barely above bloodied so, the first time he exerts himself, he goes from wounded to badly wounded (I rolled 12 for NL damage). He tries the door again and the latch doesn't move any more than the first time he tried it and not nearly as much as it did for Randle. He exerts himself some more and tries some more with the same result but he is still badly wounded. He tries yet again getting himself down to 3 HP remaining and tries the door again but the result does not change. No matter how much he exerted himself, the movement of the door latch did not change and it never moved as far as it did for Randle when he had tried it (before healing himself).

GM: Any attempts by Scintal to open the door result in the latch not moving at all.

GM: I will send the next turn with the assumption that you begin opening the remaining containers.


The group carefully begins opening all of the containers. No skeletons appear as they do this and, eventually, all of the containers stand open. All are empty except for a fairly flat box near the back of the room. This one is not locked and is fairly flat, measuring two feet wide by one foot deep by six inches high. When opened, two compartments are revealed separating the interior of the box in half. The interior is lined in red velvet. Lying in the left hand side of the box is a filigreed gold ring with intricate scrollwork decorating the surface.

GM: Let me know if someone is going to reach into the box and take the ring.

Morty, Shaarilla and KC all have some knowledge of magical artifacts and take a look at the ring without touching it.

KC has never seen or heard of this ring before.

Morty is fairly sure that it is a Ring of Regeneration. He recalls that the ring will adjust to the wearer's finger to fit anyone from a halfling to a giant. It will fully heal someone slowly (1 HP every 10 minutes). It will even prevent death if worn when the wearer is "killed" and left on until the wearer is restored to life. He also recalls that it takes 10 days to attune.

Shaarilla is not sure that Morty is correct as she thinks it is a Ring of Mind Shielding that protects the wearer from various mental attacks.

MORTY: "It would seem the door will not be fooled by non-lethal damage. I still believe we're on the right track but I agree that checking the containers is our next step, having someone actually get wounded that close to death on purpose is risky and I'd want to make sure we try a lot of other options first, especially checking out that winding staircase that seems to narrow as it ascends. Who knows, maybe if there's a battle up there we can take a prisoner without killing them and they will be injured enough to open it, or one of us will get unlucky enough to get that injured.

MORTY: "Well I guess the ring seems like a beneficial item no matter which of us is right, but I'm perplexed by the container it's in, I wonder if there might be a secret compartment with all that red velvet padding, or something invisible in the right hand compartment.

MORTY (GM): The container itself wasn't magical? What power level did the ring generate? Did I check the container thoroughly for mundane traps and hidden compartments?

Morty burns a point to use Power Perception. The interior of the container radiates magic at level 4 on a scale of 1 to 8. By concentrating solely on the ring, Morty believes that it also radiates magic at the same level.

GM: So far, no one has touched the interior of this container.

KC: "So if this is a ring of regeneration ... That can bring someone back from the dead. Than maybe that's how the door is opened than. Other than that I do agree that maybe we should go checkout the hallway."

GM: I will send the next turn with the assumption that you check out the narrowing stairway unless someone wants to do something else about the ring in the box, or the door.

GM: Also, I will assume that 2 people will stay behind to watch the ogre. Unless someone else volunteers, I will assume it will be Lani and Randle.

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
KC
9
  • GK - Balance, Enfeeblement, Eyes of Draak, Eyes of the Eagle, Feather Fall, Jump, Lasting Breath
  • SK - All Sense, Fumble, Hold Person, Polymorph Self, Slow, Stoneskin
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
15
  • GK - Charm, Enchanted Sleep, Invisibility, Location, Mage Lock, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
11
  • GK - Flash of Light, Illusory Fog, Spell Store, Sphere of Silence, Stinking Cloud
  • SK - Phantom Steed, Mass Invisibility, Phantasmal Force, Shadow Magic, Project Image, Wraithform
Randle
17
  • GK - Armor, Cleansing Aura, Detect Poison, Leomund's Tiny Hut, Light, Purify Food & Drink, Resist Cold, Resist Fire, Resist Lightning, Shield, Slow Poison, Tenser's Floating Disc, Walking Unseen
  • SK - Cure Wounds, Hibernation, Neutralize Poison, Wall of Force
Shaarilla
15
  • See Shaarilla's character sheet.
  • Spell Wand (See Shaarilla's character sheet)
Syl
11
  • GK - Flare, Invisibility, Strength of Darkness, Sunburst, Wall of Darkness, Witchsight
  • SK - Dwarf Star, Shadow Walking, Starfire. Wraithform, Magic Missile
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion



Limited Use Abilities
WhoAbilityNotesUsesUsed
KCRing of VarexRecharges 1 point on 15th and 30th of each month256
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol11
MortyAugury1st 100%, 2nd 80%, 3rd 50%3
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
LaniFire Bolt
  • Normal: Range (MA x 3) feet, Damage 8d6 damage
  • Flame Tongue: Range (MA x 5) feet, Dmg 10d6
1
LaniFire CantripsNormally 3x per day, but 5x with Flame Tongue5
TyraCure Critical WoundsPendant of Healing1
TyraMental BlastPsionic Helm1
TyraInvisibility to UndeadAs Necromancer talent, rank equal to overall level. 2x per day, duration (MA x 5 rounds).2
SylDancing LightsRing of Shooting Stars (outdoor night)1 per hour
SylLightRing of Shooting Stars (outdoor night)2 per night
SylBall LightningRing of Shooting Stars (outdoor night)1 per night
SylShooting StarsRing of Shooting Stars (outdoor night)
SylFaerie FireRing of Shooting Stars (indoor night or underground)2
SylSpark ShowerRing of Shooting Stars (indoor night or underground)1
SylAugury1st 100%, 2nd 80%, 3rd 50%3