Spelljammer
        Quellbourne
Current Turn?NoSubject:Winding Stair
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:3.7Send 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
60
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
59/65
/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
19/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
13/21
13/13
Shaarilla
4/6
4/29
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 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.

LANI: "Given the strange behavior Morty and Tyra witnessed with the ogre then I don't think we should split our forces. Either we should take the ogre with us if we think he can be useful to us, or we kick him out of the tower."

GM: At this point, I will assume that you take him with you.

The group leaves the container room behind for now leaving the door open. They head up to level four and then continue up to level five. The group takes a quick look around level five, which KC had already scouted and reported largely empty. At one time, the level looks like it housed a pretty impressive library, great hall and study but the furniture is mostly stripped out and the books are all gone. The group suspects that they were probably used for cook fires by the illiterate ogres. The same is true for the furniture, leaving only some built-in bookcases remaining. Torch sconces line the walls of the rooms and look like they got some use so the ogres probably used this area occasionally.

The group returns to the stairwell and ascends. It is then that they witness the same behavior that KC previously reported. The walls of the stairwell close in until it is impossible to proceed any further, even for Morty, who is the smallest member of the group.

GM: Morty checks for magic and discovers that the walls, ceiling and floor of the stairwell above level 5 are magical at level 5 on a scale of 1 to 8.

GM: Lani and Randle watch the ogre in the room outside the stairwell while the others investigate it.

MORTY: I will try to determine what I can about the magic and then assuming I don't find another clue I will attempt to disbelieve it as I go on forward, even closing my eyes if it doesn't work the first time. If Shaarilla wants a chance to study the magic with her power perception I will make room for that of course. I will then cast a Shadian counterspell if that doesn't work, assuming I still believe it is illusionary magic.

MORTY (GM): Would a Shadian counterspell on a single target work to increase their chance to disbelieve? If not, I guess I have to try to target the effect directly in an attempt to dispel it.

MORTY TECH: Power Perception bonus is 58, [rolled 129 (Success)]. Cast chance with counterspell is 78% [rolled 96 vs cast chance of 78 - Automatic Failure!!!]

Morty studies the magic and finds a high degree of complexity. He concludes that the magic will prevent anyone from going up this way but would not prevent them from coming down. There are other protective type magics that Morty suspects would prevent spells such as Tunneling or Teleport to work to breach the walls. Presumably there is a way into the upper level but this doesn't seem to be it.

No amount of disbelieving or anything tried along those lines has any effect. Morty's counterspell fails (but is not a backfire) but he just doesn't see anything to support the use of a Shadian counterspell here.

GM: If you are out of ideas of what to do next, feel free to send an Insight roll.

KC: well we could use the balcony to get to the outside of the tower and we could climb the outside of the tower or Sharilla could fly. But that we have to be wary of other flying beings in this city at war. Or maybe that is were the death door leads to and we need to do an identity on the door.

GM: Here is the information that I send about what KC knows around magic doors. I sent this when he first looked at the door. Pay particular attention to the last sentence: "GM: KC recalls something about magical doors. He doesn't know anything about this particular one but recalls that magic doors are most often created so that they will only open for specific people. However, he also recalls that the more a Shaper attempts to create a door that restricts access to a narrow set of people (or even just a single person), the more likely it is that some sort of loophole is created where a specific class of entities will also be able to open the door. That could be all orcs, or maybe anyone with red hair or anyone missing a limb, and so on. A Ritual of Identification might be able to discern this loophole but often it is a hidden property of the door and difficult to learn."

LANI: "I like the idea of checking out the top floor from the outside. I also like the idea that the magic door on level 4 might actually be the way to get to the top level. Maybe figuring out how to open it and going through will teleport us up."

SYL: Insight (7) [rolled 1]

GM: A couple of the ideas that I was going to suggest were already put forth by KC (check out the upper level from the outside and try the magic door on level 4 some more). Another idea is to search for secret doors on level 5 (or even lower) where there might be a hidden stair leading up or maybe a chamber with a teleporter. You could also search the ceiling of room 5 for secret panels that might lead up. And something that has already been suggested is that you could try smacking the ogre around until he is very badly wounded and then have him try the door. You could try that method with brute force ("do it or we will kill you") or with diplomacy ("do it and we will let you go"), or something in between.

KC: the deaths door is beyond me, so I will spend time going closely over the current level looking for secret doors / trap doors. Then if nothing is found than scaling the outside of the tower. Could be next.

KC: of course it would be best to have spider climb memorized at this time, but I do not. So I could change up spells so more people could climb more safely if needed.

MORTY: "I agree that the Death's Door or a secret door/trapdoor are good options to investigate but we may as well prepare for an outdoor ascent too. KC needs some time to study his spellbook and prepare Spider Climb, I would be happy to provide the altered Sphere of Silence and Mass Invisibility but I haven't had enough rest yet. If we decide to spend enough time then Shaarilla can cast an Identify on the Death's Door and I can cast a Ritual to strengthen Scintal some more, but both require so much time that I suspect you won't want to wait for that. I don't really feel that getting to the top is particularly urgent though, and the tower does seem abandoned by the ogres except for our prisoner here. I think we need to start planning more for the long haul and using this as a base of operations, this war zone is much more complicated than just wending our way to the keep with the Key.

MORTY: I will spend the time while KC is preparing the Spider Climb to search the ceilings of level 5 for any indication of possible secret doors or panels, if I finish I will expand the search to any other likely places into the dead spaces of the architecture. I am now Skilled with Locate Secret Opening and have what looks like a 65% chance to find any secret door, maybe more with stonecraft or woodcraft skill synergies.

MORTY (GM): I was going to ask to spend a February Flash of Insight but Syl's nat 1 insight roll happened and made it superfluous :)

GM: I am going to assume that the group largely stays together unless I hear otherwise. So if Morty is searching, I will assume others are also in the vicinity searching (or studying, et.al.).

GM: If others want to give me a general idea of what they want to accomplish, I can send the next turn with all actions consolidated.

LANI: Lani will spend the time mainly keeping an eye on the ogre prisoner.

SHAARILLA: “It would be expensive and would take a while, but I could try casting identify on the stairway, and may be figure out the ring as well."

GM: I will send the next turn with the assumption that the group will spend another night in the tower. Shaarilla will try to identify the stairway. KC will study his spells and memorize Spider Climb. Morty will spend the time searching level 5. Lani and Randle will guard the ogre.

GM: When the ogre needs toilet breaks, I will assume that at least 3 people are watching him. Otherwise there will be 2 people watching and his hands and feet will be tied.

GM: I will also assume, unless someone says otherwise, that the group will largely stick together. That means that the group mainly stays on level 5 searching for secret doors, panels, trap doors etc while Shaarilla does her Ritual of Identification on the hallway. If anyone is going to go do something by themselves, let me know who and what they are doing.

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