Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:The Crypts
Campaign:SpelljammerTurn Start Date:4/9/606
Adventure:The Doomed OasisTurn End Date:4/9/606
Adventure Number:4Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.2Send 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
11
0
38/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
3
0
40/43
/0
3
0
31
2
/
1/day
1/1
/0
Martin Vane
11
0
39/50
/0
2
0
35
4
/
1/day
2/2
1/1
Morty Crystaltouched
0
0
33/33
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
15
0
35/50
/0
4
0
54
4
/
1/day
1/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
3
0
49/52
/0
3
0
54
4
/
1/day
1/1
/0
Tyra Stellastrom
11
0
55/66
0/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Barnas
KCSpell Pool (7/7)
Martin VaneAccelerated Healing (3/3), Spell Pool (7/7), Armor (PROT 4, 5 hits)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (3/8), Spider Climb (thru rnd 12)
Pellanistra XarannAccelerated Healing (1/3)
ShaarillaArmor (PROT 4, 5 hits)
Syllivarrna ObanghallArmor (PROT 4, 5 hits)
Tyra StellastromAccelerated Healing (3/3), Prot Fm Evil (+10 DEF & Saves), Paralyzed - can act on round 10
In looking around the dark chamber, illuminated only by the torch that Lani dropped near the entrance when she arrived to fight the undead, Tyra and Morty note that there are four closed sarcophagi in the crypt and one that is open. Tyra moves to the entrance to pick up the torch and then moves over to Morty as she can clearly see that he is in a bad way. Tyra recalls that Martin is carrying the last remaining Potion of Extra Healing.

TYRA: "Looks like that wight got you good. We've got a potion leftover that should help." She calls out to the group. "Martin and Barnas, can you come in here when you're free? Morty's going to need the healing potion." Tyra will peer into the open sarcophagus to see if she can see anything while they wait.

MORTY: As I fire my last shot at the wight, I steel myself against the reprisal I know will come. At least Tyra is safe for now, I can't help but be amazed at how well Lani is fending off all these attacks from not one but TWO ghouls at once, I would not have thought it possible. "This battle stuff is for the birds," I mutter as the wight manages to hook a claw into me. I start to droop a little as my life force is drained, cursing my inability to use my shield from this position, but it is what it is. I grit my teeth as he gains more strength draining me yet again, but know that I am doing my part, the others will come... they have to... Finally Tyra starts to twitch and recover from the paralysis just as Martin arrives, taking the attention of the wight from me. I crawl slowly and lethargically to the corner of the room, then down the wall to the ground, unslinging my shield when I get there, just in case. As the wight is finally destroyed, I wobble a bit and cheer quietly. "I will survive."

MORTY (OOC): Mostly just RP stuff since I had no combat actions worth mentioning for those rounds, but we should definitely make absolutely sure they are destroyed and can't return, then group up to recover a bit. A good portion of my damage is the CON drain and can't be healed with the potion, we just had that one potion left, right? Someone else might need it more unless my skills are going to be needed. I don't suspect too many physical traps on these crypts but I suppose it's possible.

MORTY (GM): Please make all appropriate lore rolls for the type of damage the wight inflicts and all methods of curing it (not just for me, for everyone). I will not speak IC about it until I know what I do and do not know.

The group pools their knowledge of wights and determines that the life draining touch, if it doesn't kill the target, will most likely restore itself over time but no one is sure how much time is needed. There are mid level clerical spells that can speed the process but, even without the spells, the drain effect will likely mitigate in time.

Tyra looks into the open sarcophagus and sees a lot of coins interspersed with a few gems. She waits for KC to arrive before removing anything. KC burns a point to look for magic and sees none. He continues to study the gems and coins as Tyra removes them from the sarcophagus but none of them radiate as magical.

Once everything has been removed, he studies the gems but he doesn't know anything about the value of gems. Morty volunteers his meager skills in this area and spends a little time looking them over. He pulls out a black gem and says, "this looks like a black opal and is probably pretty valuable - at least five hundred silver and maybe more." A minute or so later he pulls out a green gem and says, "this is jade and probably worth around 85 silver or so. I don't recognize the others."

GM: The only person in the group with Gem and Jewelry Appraisal skill is Morty.

Meanwhile, Tyra has separated the coins by type and taken a quick count. "There are 3847 silver worth of coins, in various denominations," she tells the group. She pulls a sack out of her backpack and scoops the coins into it. "We can split them up later," she suggests.

KC spends a little time looking over the sarcophagus for any secret compartments but finds none. The group looks around the crypt but there is nothing else of interest except for the four closed sarcophagi, which they have been warned not to open. The group departs and returns to the main room. The stairs lead down to a larger room which is dimly lit by ancient light spells. KC notices a section of floor that has an almost invisible gap around it, describing a 10 foot square section in the center of the room. There are also two other doors, one to the right and one to the left.

The group does a little experimenting with the floor section. With a couple people holding her, Tyra places her right foot onto the section and puts some weight on it. The section swings down to reveal a pit. Barnas holds his lantern over the pit allowing the group to see that the pit is filled with all different size boulders. The pile of boulders starts about 20 feet down. Shaarilla puts things together and says, "remember the boulders that were bouncing down the passage when we closed the entry door? They went bouncing towards this section of the dungeon. They must have fallen into the room at the top of the stairs and then continued to roll and bounce down the stairs and eventually into this pit. If the boulder trap were to reset, the boulders would probably come from here. Either magic or some complex mechanism would transport them up to the hallway where they would bounce and roll and eventually end up here again in an endless cycle until the 30 minute run time of the trap ended and the last of the boulders rolled back into this pit."

Trying to remove all of the boulders to search the bottom of the pit would take at least days if not weeks of hauling boulders out of the pit so the group turns to the other doors in the room. Both lead to smaller crypts. One contains a pair of sarcophagi and the other contains three sarcophagi. All are closed and the group heeds the warning of the sphinx not to open them.

With the crypts fully explored, the group retraces their steps to the crypt entry room and then up the iron rungs of the pit to the entrance hall. They make their way all the way back to the room of the sphinx. She is waiting for them there.

"Congratulations," she begins. "You have destroyed the evil presence that inhabited the crypt and made it a place of eternal rest for the remaining occupants interred here. As promised, you did not disturb any of the other coffins and have earned your reward."

"But first, I can see that you have suffered from the life drain attacks of the wight. I have a spell that might help."

GM: Assuming he does not object, the sphinx casts a Positive Energy Channel on Morty. She can cast the spell twice and each casting allows two System Shock rolls so assuming he makes his rolls, he can recover entirely from the life draining. Go ahead and send 4 System Shock rolls.

GM: She can also cast a few healing spells. She casts a CCW on KC, a CSW on Barnas and Tyra, and a CLW on Martin, Morty, Lani and Syl. In the end, everyone is feeling much better.

Once she has cast her spells, she again touches the wall and mutters an incantation. Again the cupboard appears, set into the wall. She opens the doors and pulls out a large, ornate flask and eight wine glasses. She then pours a measure from the flask into each of the glasses. The liquid looks and smells like wine. She hands out the glasses to each person. Each person drinks the contents of their glass.

GM: The reward is a boost to one of your stats. To see your reward, open your online character sheet, hit Save Character and then look at your characteristics under GM Modifiers. You should see a "1" for one of your stats. It is not the same for everyone. You may want to hit save a second time to make sure the new stat is calculating correctly for your various skills.

GM: This is basically the end of the adventure. Based on this adventure, anyone who so chooses can buy 1 rank of Jirdunian Lore based on the knowledge you gained in this adventure.

TYRA: Tyra would have liked to have bandaged those with serious wounds. She would have wanted Morty to drink the Potion of Extra Healing since he was down a lot of lethal and sub 10 hit points.

TYRA: Tyra will thank the Sphinx for the healing and the wine.


TYRA (GM): Did we also get the Silver Flaye? I didn't see specific mention of it but it was what the Sphinx was offering us earlier so I wanted to make sure it wasn't omitted accidentally in the turn or if the Sphinx may be testing us.


MORTY: I thank the sphinx for seeing my need and trying to help.

MORTY TECH: I believe I start with a 72% chance which increases each time I recover a CON point.

SS Roll#1: [rolled 11]
SS Roll#2: [rolled 13]
SS Roll#3: [rolled 47]
SS Roll#4: [rolled 68]

KC: To the Sphinx, "Well thank you for the gift you have bestowed upon me and each of us. But now I think it is time to leave and get back to the Star Sprite."


After casting the two Positive Energy Channel spells on Morty, he is feeling back to his normal self. All of the life drain has been healed.


KC thanks the sphinx for the gift and others follow suit. KC indicates that it is time for the group to return to the Star Sprite. The sphinx presents them with the Silver Flaye before they depart.

The group makes their way through the dungeon and back to the entrance. They open the door and exit into the light of day. The Star Sprite is where they left it a short distance away. Areegi Morton and one of his bodyguards are resting nearby. The other is alert and watching and he spots the group exiting the dungeon and wakens Areegi and the other bodyguard.

Areegi greets the group as they arrive and asks if they were successful. Tyra tells him that they were and presents him with the Silver Flaye. Areegi recognizes it immediately and happily accepts it. He reaches into his pouch and pulls out a small, drawstring bag of coins which is absently hands to Tyra as he focuses on the Silver Flaye. Tyra takes the bag and peeks inside. It is filled with gold coins. It feels like it probably contains 50 of them - the agreed price for recovering the Silver Flaye for Areegi.

"Do you have enough energy to get us back to Sagar?" Morty asks Shaarilla.

"If I do it will be just barely," the myyrrhn replies. "We should probably rest here a few hours before heading back.

Tyra informs Areegi that the group will need to rest for a few hours to allow Shaarilla to rest and recover enough energy to make the return trip. Areegi nods and does not appear to be impatient.

The oasis is a relatively pleasant place to spend a few hours. The group just rested prior to the final battle and is not overly in need of sleep. So, after just long enough for Shaarilla to recover a couple spell points, she announces that she is ready to make the return trip. Areegi and his bodyguards climb aboard, as does the rest of the group. Shaarilla lifts the Star Sprite off the surface and heads her in a galactic westerly direction. At the edge of the asteroid, she picks up the hovering river flowing through the phlogiston and follows it for the next hour and a half until reaching an intersection. From here, she can see the asteroid that holds the city of Sagar about 30 to 40 miles away and heads directly towards it rather than following the hovering river as she did on the way out. Less than an hour later, the Star Sprite reaches the asteroid and a short time later, the city of Sagar can be seen ahead, surrounded by fertile agricultural areas. Shaarilla sets the ship down in the open field set aside for spelljammers.

TYRA: While the group rests at the oasis, Tyra expresses interest in learning more about undead. She will look over the Dead Bones book and discuss its contents with others in the group knowledgeable about undead. She especially will take advantage of this while the group is aboard the Star Sprite.

TYRA (GM): Tyra will buy one rank of Undead Lore.


GM: The trip back was quicker and only cost Shaarilla 4 spell points. Her higher rank allowed her to get the Star Sprite up to 60 mph and each spell point lasted for 40 minutes. This was a big improvement over the trip to the Doomed Oasis.

Once on the ground, Areegi and his bodyguards depart. Areegi thanks the group for finding the Silver Flaye for him.

GM: The group has 4,347 sp worth of coins to split up. You also have 8 gems that you know very little about. Do you want to sell the gems and hope the buyer gives you a fair price? Another option is to buy a book about gems, do the best you can with it to estimate the values, and also use the book to increase Gem & Jewelry Appraisal rank.

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. Healing Sanctuary, Accelerated Healing, Accelerated Healing
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 - Phantasmal Force, Shadow Magic
Shaarilla
7
  • GK - Ice Creation, Mage Armor, Spell Store, Sphere of Fresh Air, Shocking Grasp
  • SK - Ice Construction, Wall of Ice
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)11
MortyElectrical BlastMage Tech Pistol4