Spelljammer
        Quest for the Amber Key
Current Turn?NoSubject:Capture of the Blood Scourge
Campaign:SpelljammerTurn Start Date:4/15/606
Adventure:Quest for the Amber KeyTurn End Date:4/15/606
Adventure Number:5Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:3.5Send 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
18
0
31/49
/0
2
0
28
0
/0
1/day
2/2
1/1
KC
10
0
33/43
/0
3
0
36
2
/0
1/day
1/1
/0
Martin Vane
33
0
17/50
/0
4
1
39
6
/0
1/day
2/2
1/1
Morty Crystaltouched
1
0
40/41
/0
5
0
49
0
/0
1/day
2/2
1/1
Pellanistra Xarann
38
0
12/50
/0
4
0
49
4
/0
1/day
1/1
/0
Shaarilla
5
0
23/28
/0
4
0
24
0
1/1
1/day
1/1
/0
Syllivarrna Obanghall
26
0
26/52
/0
5
1
39
4
/0
1/day
1/1
/0
Tyra Stellastrom
47
0
19/66
4/4
6
1
43
8
/0
2/day
0/1
/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
8/9
Syllivarrna Obanghall
/
9/9
8/8
Barnas
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
ShaarillaArmor Spell (3/5 hits)
Syllivarrna Obanghall
Tyra Stellastrom
With the fall of the scro captain, the Blood Scourge is in the hands of the group, some badly wounded and Martin very badly wounded.

A quick search of the rest of the filthy ship reveals no more scro but three more prisoners locked up in a cell in the fore part of the lower hold. The three new prisoners consist of two humans and a giff. They were crewmembers of a small spelljamming freighter that plied cargo around the Kingdom of Celestian. Their ship was not jump capable, which is why it remained within the kingdom. The scro ship attacked and captured the freighter. The only cargo at the time consisted of an enchantress passenger and her entourage consisting of her assistant and two bodyguards. The enchantress is the woman who Barnas freed of her bonds. The assistant and the bodyguards, as well as the other members of the crew were all killed during the fight with the scro. The enchantress, whose name is Malia (ma-lee'-a) is unharmed but the other three are all wounded from the fight, which happened the previous day. The giff is the worst off and is very badly wounded.

All of them express their thanks for freeing them from the scro. Malia, who is familiar with Blood Helms, has no doubt as to what their fate would have been should the group not have freed them. The prisoners have no independent wealth but Malia tells the group that she will thank them with a free wand for each mage in the group and a custom enchantment on the wand. This assumes that her chest of enchantment items can be found.

GM: The free wand would take the form of a Spell Talisman, which you can find more information for in the Equipment list. In short, it will give you a +10 cast chance to one of your spells but of course, the wand then becomes a reusable material component of that spell if you want the bonus. Eventually you can add more spells to the wand.

With the immediate threat over, Tyra performs first aid on each member of the group (the wounds of the giff and other captured crew members are too old for first aid) and then the group gets busy searching the dirty ship. They start with the crew. Most of the scro were wearing scro leather armor, which has no value except to scro. They were wielding the typical hook-swords of the scro which also have little value to anyone other than scro. However, the scro blooder that Lani killed was wearing ring mail and wielding a magical mace. The scro captain was wearing magical ring mail and wielding a magical broadsword. Each of the scro had some coins on them which, when added up, amount to 343 silver worth of coins.

Only two rooms on the ship yield any treasure. The first is below decks and is the neatest room on the ship for the simple reason that the scro had no use for it. It is the ship's office. Among the mostly useless stuff there, the group finds several books that, once cleaned up and repaired, will allow them to improve some of their various knowledge skills. The books include knowledge of the following topics:
  • Weapons of the Realms - Armor Lore and Weapon Lore
  • Exotic Stones and Jewelry - Gem & Jewelry Appraisal and Artifact Lore
  • Monsters of the Realms- Monster Lore
  • Under the Grave Stones - Undead Lore
  • Journeys Through the Phlogiston - Set of three journals that will help with all four Phlogiston Lores as well as Spelljammer Lore

A key carried by the scro captain fits into a chest under his bed. Inside are:
  • 3500 silver worth of coins
  • 25 gems of various types
  • 4 jeweled objects (ring, necklace, earrings, crystal orb)
  • 8 arrows that radiate magic
  • A potion that radiates magic

Also in the office is a large chest which contains the enchantment items belonging to Malia. A small coffer inside the chest is filled with unenchanted wands.

GM: Those with Gem & Jewelry Appraisal can send 25 rolls for the gems and another 4 for the jewelry.
GM: Those with Weapon Lore can send three rolls, one for the arrows, one for the scro blooder's mace and one for the scro captain's broadsword.
GM: Those with Armor Lore can send one roll for the scro captain's ring mail.
GM: Those with Alchemist skill can send a roll for the potion.

SHAARILLA: Shaarilla is especially interested in the Journeys Through the Phlogiston books. These are just the types of stories that she was pestering the pilots and navigators for. Not that she’s claiming them, obviously all the books will go into the ships library.

SHAARILLA: After the Blood Scourge has been cleared of enemies, Shaarilla will examine the Helm. Specifically she’s trying to determine if the ship can be flown normally without use of the Blood Helm, and if the Blood Helm can be removed (and destroyed) while still leaving the ship operational. If the ship can be used without expending someone’s life, then it’s worth cleaning up and salvaging either for the group, or for the rescued sailors. The other question is if the rescued sailors include any pilots.


BARNAS: The young cleric does not have the skills to make any rolls but he would be more then happy to read the various books.

BARNAS: Once the various needs are tended to (first aid, food, water) Barnas will tell the former prisoners their destination and that they would be more then happy to let them off there. But if they really needed to be somewhere else then that could be discussed.

BARNAS: Once that is settled he will ask them for whatever they could tell us about were we are headed. Including if there might be some kind of reward or bounty offered on the Scro pirates. Also on what kind of precautions they might need to take bringing in a Scro ship so as not to panic the natives. (assuming they can)
.

TYRA: Tyra congratulates the group on defeating the evil scro. She tends to first aid immediately for those that need it.

TYRA: Weapon Lore on arrows [rolled 52, FAILURE - You know nothing about the item]
TYRA: Weapon Lore on mace [rolled 38, FAILURE - You know nothing about the item]
TYRA: Weapon Lore on broadsword [rolled 130, SUCCESS - You know the name, a little history, and 1 property of the item.]
TYRA: Armor Lore on ring mail [rolled 59, FAILURE - You know nothing about the item]

MORTY TECH: Weapon Lore +25% arrows: [rolled 71 (Failure)], mace: [rolled 111 (Success)], broadsword: [rolled 41 (Failure)]
MORTY TECH: Armor Lore +25% ring mail: [rolled 45 (Failure)]
MORTY TECH: Alchemy +23% identify potion: [rolled 30 (Failure)]

MORTY TECH: Gem & Jewelry Appraisal +26%

GEM #1: [rolled 107 (Near Success)]
GEM #2: [rolled 76 (Partial Success)]
GEM #3: [rolled 107 (Near Success)]
GEM #4: [rolled 98 (Near Success)]
GEM #5: [rolled 38 (Failure)]
GEM #6: [rolled 51 (Failure)]
GEM #7: [rolled 92 (Near Success)]
GEM #8: [rolled 72 (Failure)]
GEM #9: [rolled 47 (Failure)]
GEM #10: [rolled 95 (Near Success)]
GEM #11: [rolled 85 (Partial Success)]
GEM #12: [rolled 107 (Near Success)]
GEM #13: [rolled 69 (Failure)]
GEM #14: [rolled -32 (Blunder)]
GEM #15: [rolled 87 (Partial Success)]
GEM #16: [rolled 43 (Failure)]
GEM #17: [rolled 68 (Failure)]
GEM #18: [rolled -149 (Blunder)]
GEM #19: [rolled 57 (Failure)]
GEM #20: [rolled 121 (Success)]
GEM #21: [rolled 117 (Success)]
GEM #22: [rolled 59 (Failure)]
GEM #23: [rolled 100 (Near Success)]
GEM #24: [rolled 37 (Failure)]
GEM #25: [rolled 94 (Near Success)]

JEWELRY #1: [rolled 34 (Failure)]
JEWELRY #2: [rolled 191 (Absolute Success)]
JEWELRY #3: [rolled 185 (Absolute Success)]
JEWELRY #4: [rolled 119 (Success)]

KC: Well I have been thinking about it and I think that I will learn what I can about identifying the jewelry and gem. I may not help much now but I will get better at it with some studying and practice.

KC: He will help out Morty by referencing with the books we have about gems and jewlery. It should be a learning experience with him.

KC: (GM) he currently has no ranks in the skills of indentify gems and jewelry or appraisal.


SYL: Will attempt with her meager knowledge to help appraise the gems and
jewelry and will raise her Gems/Jewelry Rank with the books (in addition to
the one we already have??) next month since she is in the hole currently due
to Special Knowledge Spell buy up...

Gem #1: [rolled 172 (Success)]
Gem #2: [rolled 12 (Failure)]
Gem #3: [rolled 93 (Near Success)]
Gem #4: [rolled 16 (Failure)]
Gem #5: [rolled 11 (Failure)]
Gem #6: [rolled -67 (Blunder)]
Gem #7: [rolled 13 (Failure)]
Gem #8: [rolled 76 (Partial Success)]
Gem #9: [rolled 14 (Failure)]
Gem #10: [rolled 41 (Failure)]
Gem #11: [rolled 41 (Failure)]
Gem #12: [rolled 70 (Failure)]
Gem #13: [rolled 74 (Failure)]
Gem #14: [rolled 77 (Partial Success)]
Gem #15: [rolled 15 (Failure)]
Gem #16: [rolled 16 (Failure)]
Gem #17: [rolled 68 (Failure)]
Gem #18: [rolled 64 (Failure)]
Gem #19: [rolled 25 (Failure)]
Gem #20: [rolled 38 (Failure)]
Gem #21: [rolled 37 (Failure)]
Gem #21: [rolled -40 (Blunder)]
Gem #22: [rolled 92 (Near Success)]
Gem #23: [rolled 37 (Failure)]
Gem #24: [rolled 56 (Failure)]
Gem #25: [rolled 11 (Failure)]

Jewelry #1: [rolled 96 (Near Success)]
Jewelry #2: [rolled 74 (Failure)]
Jewelry #3: [rolled 38 (Failure)]
Jewelry #4: [rolled 14 (Failure)]



MARTIN: Unfortunately I was unable to get to my email on Sunday. I had planned to do a bolt of force on the Captain that might have helped him go down a bit sooner. Ah well.

MARTIN: Weapon Lore Rolls:

Arrows [rolled 40, FAILURE - You know nothing about the item]
Broadsword [rolled 47, FAILURE - You know nothing about the item]
Mace [rolled 47, FAILURE - You know nothing about the item]

MARTIN: Armor Lore Rolls

Ring Mail [rolled 83, PARTIAL SUCCESS - You know the name and 1 property of the item.]



Morty, Syl and KC get together to assess the value of the gems later after the scro ship has been searched and first aid is complete. Morty and Syl use their skills with gem and jewelry appraisal while KC assists with the books on gems and jewelry. Once they are done, there are 8 gems that they are unsure of the value. Of the remaining 17 gems, they come up with a combined value of 3,585 silver for the gems and 1,285 for the jewelry. Between them they feel very confident of their assessments of the jewelry but not on most of the gems.


Tyra believes the broadsword that the scro captain used is of minor (+1) enchantment. Morty is certain of the same for the mace that the scro blooder tried to use. Martin believes the scro captain's ring mail armor is also of minor (+1) enchantment. No one knows anything about the 8 arrows. Syl, who is most skilled with Power Perception, notes that all of the arrows display exactly the same magic level and "footprint" so are likely identical. It seems most likely that they are either +1 or +2 arrows.

GM: Let me know who wants any of the items found. In addition to the magical ring mail, there was also a set of non-magical (PROT 5) ring mail. Non-magical ring mail has a DEX penalty of -4 so you probably want to make sure you have some ranks in Maneuver in Armor (or plan to buy some) if you want to take the armor. Magical armor normally has a DEX penalty of one less than the non-magical equivalent so the magic ring mail probably has a DEX penalty of -3.

LANI: "I already spent money on a magical mace or I would be interested. As it is, none of the magic items, with the possible exception of the potion once it is identified, interest me."

SYL(OOC): My view of Syl's build is to have Fighter-Mage, eventually with a Drow cross-bow and sword/sword & shield. She had the spear only becasue it was what she could afford at the time. She is willing to stay with the spear as her primary melee weapon since it is useful for second rank attacks or go for the broadsword. Looking for input from others??? She is not meant to be front line fighter and will pass on the ring mail at this time...

KC: all the magic items do not really fit with KC as scout. So I will pass on all of them.

BARNAS: The cleric is interested in the ring mail (either magical or non) but he would defer to any of the more combat oriented characters should they want it.

TYRA: "I have my special armor as a gift from the Spirit of Spelljammer so I'll pass on the ring mail. I could use the mace but I prefer the morning star or a flail. I do have a magical hand axe, but if no one else wants to use the mace, I can take it."

MARTIN: Would definitely be interested in the magical ring mail as well as the magical mace. Given a choice, he’d take the ring mail over the mace.

SHAARILLA: Shaarilla is interested in the magic arrows. But considering her lack of skill with the bow, if anyone else wants them they are welcome to them.

SHAARILLA: Of the non-magical items, Shaarilla would like to wear the necklace. At least until the group is ready to sell it.


GM: Based on the feedback, here is how I split out the treasure:

Martin - +1 Ring Mail. Martin was wearing some +1 Leather Armor (PROT 4) which he could offer to someone else.
Tyra - +1 Mace
Shaarilla - Magical arrows
Barnas - Non-magical ring mail (PROT 5). Another option if he doesn't want to deal with a -4 DEX penalty is to bargain with Martin for his +1 Leather Armor, which only has a -1 DEX penalty that can be offset by purchasing 1 rank of Maneuver in Armor skill.

If no one is interested in the +1 Broadsword, it can stay in the treasure list and be sold when you get to a city. The potion can also stay there until it is identified.

SYL: She is interested in both the Leather +1 and Broadsword (if she doesn’t stay with spear -?looking for input from others??). Hoping to buy/find Drow Crossbow so Sharilla is a better fit for arrows

BARNAS: Given that both Martin and Syl are better fighters they get first choice. Barnas will take the non magical ring mail. I am glad I did not multi class this time having all the skills needed is a pain.

KC: no reason why you can't have both. A sword would of been nice in that last fight....huh?

GM: I'm not clear on why Syl would want the +1 Leather. Her +1 Reinforced Leather Armor gives better protection. The only downside is that she has a -1 DEX penalty with it (which was not on your character sheet so I added it). I think she is better off living with the -1 DEX until she can buy another rank of Maneuver in Armor and having the high PROT. I did add the +1 broadsword to her character sheet.

GM: BTW, I am showing that she is a specialist with all missile weapons. Is that what you intended? As a mage with ranged spells, I would think you might want to go with specialization in a melee weapons of some sort, such as All Swords. If you want to change to All Swords, let me know and I can make the change.

GM: If Syl keeps her +1 Reinforced Leather Armor, then Barnas is the obvious person to get the +1 Leather.

TYRA (OOC): It would be handy if we had a doc that indicated what armor and weapons each person had or could use, roughly. I know our characters would know but Marty isn't 100% certain of this, especially with some of us owning weapons based on what funds we had to equip ourselves.

TYRA: Tyra happily accepts the +1 Mace and agrees with how the rest of the items are distributed. She will help train those interested in maneuvering better in their armor while we travel. She will also spend some time in prayer to Tyr for their victory in battle.



Shaarilla examines the Blood Helm and tries to recall what she knows of them. She references the books that the group just found and eventually concludes that the ship cannot function as a spelljammer without the helm. There is likely still power left in the helm from the scro that was sacrificed to it so it can probably be moved using that power. However, if the group wants to destroy the helm then the ship will then be useless as a spelljammer without installing a new helm. The ship was built using a sea-going ship design and its possible that it might still function as a sea-going ship if taken to a planet with an ocean but it is more likely that the ship is no longer watertight and would sink to the bottom. The Star Sprite might be able to tow the Blood Scourge, but it would dramatically slow the spelljammer and jumps would not be possible. Given the filthy and neglected state of the ship, it is probably not worth the effort.

GM: None of the freed prisoners are spelljammer pilots or astrogators.

Once the ship has been thoroughly looted of everything valuable, the group sets fire to the hulk, burning the ship and the scro bodies. Then the group continues on their way on the Star Sprite. The little spelljammer is crowded with the addition of the freed prisoners. All are happy to be let off at Center Rock Port.

Shaarilla reports that they will need to spend the night for her and Syl to rest up and regain spell points before they can reach Center Rock Port.

After a solid 8 or 9 hours of rest on the cramped decks of the ship, Martin is still very badly wounded while Lani, Syl and Tyra are still badly wounded. Barnas casts a cure spell on Martin and Syl. This moves Martin from very badly wounded to just badly wounded and moves Syl from badly wounded to Bloodied.

GM: My assumption is that Barnas will replace the Augury spells will Accelerated Healing for today.

BARNAS: Indeed he will swap to the max healing list (which includes Healing Sanctuary, and Accelerated Healings)

Shaarilla powers the Star Sprite forward and, a couple of hours later, Syl plots a course for Center Rock Point and they make the jump to Otherspace and start covering the distance faster.

Upon arrival in Center Rock Point, the group lets all of the passengers off except Malia, who has promised a reward to each of the mages in the group and now has enough room to perform her enchantments on the way to Fangora.

GM: For each mage in the group, let me know what spell you want the wand to work with. As a reminder, you will get a +10 to your cast chance when using the wand with that spell. You can later add more spells to the wand. The maximum number of spells that the wand can work with is equal to ((MA + Spell Memory) / 5; round down).

BARNAS: The young cleric will spend the time when not healing, cleaning and practicing moving in his new ring mail.

BARNAS: He has a general interest in what Malia is doing and the steps she takes to do it. (He will however not interfere). While he will not personally benefit from her reward the others will and that does benefit him in the long run.

SYL: Is debating between Sunburst and Wall of Darkness.. Any thoughts??

GM: I would go with the Wall of Darkness for now and, when you get the money, add Sunburst.

SYL: Wall of Darkness it is!

SHAARILLA: Shaarilla will go with Lightning Bolt as the spell for her wand. She had tried to prepare that spell for combat, but wasn’t able to.

KC: I think that hold person will be a good spell for the wand.

GM: Okay, I added Wall of Darkness for Syl, Lightning Bolt for Shaarilla and Hold Person for KC. It's been awhile since I've used this feature to add new things so please double check to make sure it added 10 to your cast chance for the spells. Just open your character sheet and note the cast chance. Then hit the Save Character button and the cast chance should go up. If it doesn't try hitting the save one more time.


On the Scro ship before we burn the ship I want to be sure that we get the telescope that I saw one of them looking at us through as they were approaching.

KC: after arriving at Center Rock Point he suggest that we heal the rescued mage as she works on supplying us with spell wands. (Maybe as cute or and a accelerate healing?)

KC: Also go out and look for magic items mostly defensive and miscellaneous type items.

KC: also I look into seeing if we could collect a little on taking out the Scro Pirates that were in the area..... bounty? We have witnesses to it :).


SYL (OOC): Good catch on the telescope!! And possible bounty...

SYL (GM): do we have an accurate breakdown of the coins available before (and possibly after??) we sell the gems/jewelry? Syl also is shopping, mostly for Drow crossbow. Also for everyone's input - now that she has a broadsword do I go Board N Sword or stick with Defense (bow and spear)??

KC: (occ) what do you want to do? We have at least 2 ranged people already. Shillara and Morty. I could be ranged but am going more towards melee. I will have ability with the short bow but it will never be my primary. After all sling arrows between attack spell jammers seems quite possible in this scenario. I would suggest board n sword. Your defense will be higher with the large shield in the end. And you can still use a shield with your spear also.


Show details for Spells and Limited Use Items and AbilitiesSpells and Limited Use Items and Abilities
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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
7
  • 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