Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:North to Kelfour's Landing
Campaign:SpelljammerTurn Start Date:11/07/606
Adventure:The Gateway KingdomsTurn End Date:12/10/606
Adventure Number:8Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:7.2Send 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
55/55
/0
7
3
52
8
/0
1/day
2/2
0/1
Martin Vane
0
0
75/75
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
0
0
48/48
6/6
6
0
50
0
0/1
1/day
0/2
1/1
Pellanistra Xarann
0
0
50/50
8/8
10
0
87
18
/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
0
0
60/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
0
0
82/82
/0
6
2
60
18
/0
1/day
2/2
1/1
Tyra Stellastrom
0
0
93/93
12/12
10
3
83
18
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
15/15
13/13
Martin Vane
/
15/15
13/13
Morty Crystaltouched
4/4
18/18
17/17
Pellanistra Xarann
7/7
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
27/27
29/29
Syllivarrna Obanghall
/
17/17
14/14
Tyra Stellastrom
15/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 3/3
Martin Vane
1
Morty Crystaltouched
1
Mental Perception (6')
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Randle Hewlet
Ethan Northwalker
4
Hit Points: 72/72, DEF 60, PROT 7
GM: As the group finishes their adventures in the massive cavern and head north, I need the following rolls:

KC DIE ROLLS
Ritual of Find Familiar
Gem & Jewelry Appraisal (Appraisal) (x5)
Hunting (Hunt) (x5)
Plant & Herb Lore (Forage @ +8 since you are also rank 4 in Survival) (x5)
Survival (Construct Shelter) (x5)

MARTIN DIE ROLLS - No die rolls needed

MORTY DIE ROLLS
Gem & Jewelry Appraisal (Appraisal) (x5)
Plant & Herb Lore (Forage) (x5)

LANI DIE ROLLS - No die rolls needed

SHAARILLA DIE ROLLS
Ritual of Identification (x5)
Hunting (Hunt) (x5)

SYL DIE ROLLS - No die rolls needed

TYRA DIE ROLLS
Plant & Herb Lore (Forage) (x5)

GM: For hunting rolls, use the hunt macro - [hunt-4-37]
GM: For foraging rolls, use the forage macro - [forage-5-43]
GM: The numbers after the keyword are rank and then bonus.




KC: will cast the spell for each level. If this interferes with one or two of the rolls below I am personally fine with that. Also just to point out; Tceski`a is the luckiest one in the whole group so I would assume that his Luck / Fate points would be spent on these rolls to help them out if needed.

GM: Yes, you can definitely use Tceski'a's luck and fate points for the ritual rolls.

Ritual of Find Familiar for level 4 [rolled 87 vs cast chance of 37 - Failed Cast Chance!]
Ritual of Find Familiar for level 5 [rolled 28 vs cast chance of 40 - Successful Cast Chance!]


KC: use a luck point to reroll the first ritual. [rolled 14 vs cast chance of 37 - Successful Cast Chance!]

GM: Since Tceski'a is so lucky, you can use one Fate Point to declare a natural 1 (grievous success) on one of the two rolls but it will take a year for the Fate Point to return. Let me know.


KC: Yes please. Use a fate point. He definitely has more and I am not all that sure on what to use them for.

KC: Okay, that means that you earned 1 point for one ritual and 3 for the other. Spell Points only needed 5 points and you now have 6 so go ahead and roll another special ability. I add the 2 spell points that Tceski'a grants you to the Magic Items with Bonuses section so it should adjust your spell energy automatically next time you Refresh Task List.

GM: You rolled All Saves, which costs 7 points. 6 more points to go to get it.

Gem & Jewelry Appraisal (Appraisal) (x5)
1: [rolled 77 (Partial Success)]
2: [rolled 98 (Near Success)]
3: [rolled 109 (Near Success)]
4: [rolled 91 (Near Success)]
5: [rolled 140 (Success)]

Hunting (Hunt) (x5)
1: [rolled 84, squirrel (1 person day)]
2: [rolled 121, 2 ducks (10 person days)]
3: [rolled 113, duck (5 person days)]
4: [rolled 61, no game found]
5: [rolled 67, no game found]

Plant & Herb Lore (Forage @ +10 since you are also rank 5 in Survival) (x5)
1: [rolled 143, wild carrots (3 person days)]
2: [rolled 157, wild carrots (3 person days)]
3: [rolled 71, no edible plants found]
4: [rolled 132, large patch of various berries (25 person days)]
5: [rolled 179, pear trees (35 person days)]

Survival (Construct Shelter) (x5)
1: [rolled 110 (Near Success)]
2: [rolled 135 (Success)]
3: [rolled 89 (Partial Success)]
4: [rolled 111 (Success)]
5: [rolled 65 (Failure)]




TYRA: Plant & Herb Lore (Forage) (x5) [rolled 61 (Failure)] [rolled 77 (Partial Success)] [rolled 50 (Failure)] [rolled 83 (Partial Success)] [rolled 83 (Partial Success)]

SYL (OOC): with a +37 those were some weak-ass rolls…almost as bad as not casting chance tries…

GM: You can reroll them if you change them to using the forage macro. In Tyra's case, it would be (forage-6-37) but using square brackets instead of parentheses.

TYRA (GM): Ah, right. Using the proper roll:

Forage [rolled 46, no edible plants found]

Forage [rolled 89, few mushrooms (1 person day)]
Forage [rolled 73, no edible plants found]
Forage [rolled 65, no edible plants found]
Forage [rolled 118, raspberry bush (4 person days)]




SHAARILLA (OOC): Resubmiting assuming ritual of purification

SHAARILLA DIE ROLLS
Ritual of Identification (x5)
Hunting (Hunt) (x5)

SHAARILLA: Trying for identification:

[rolled 28 vs cast chance of 96 - Successful Cast Chance!]
[rolled 83 vs cast chance of 96 - Successful Cast Chance!]
[rolled 34 vs cast chance of 96 - Successful Cast Chance!]
[rolled 67 vs cast chance of 96 - Successful Cast Chance!]
[rolled 19 vs cast chance of 96 - Successful Cast Chance!]

SHAARILLA: Trying her luck hunting from the air:

[rolled 53, no game found]
[rolled 119, 2 rabbits (6 person days)]
[rolled 120, duck (5 person days)]
[rolled 50, no game found]
[rolled 93, duck (5 person days)]

SHAARILLA (OOC): Does Shaarilla need to recover any con?

GM: No, she was not drained by the death's head spectre.


SHAARILLA (OOC): Checking the old e-mails, Shaarilla was drained by 3 CON from the initial attack. I only remember her recovering 2 CON in the days before we attacked the specters.

GM: Forgot about that. Go ahead and send a System Shock roll.

SHAARILLA: System Shock 65 [rolled 47]

GM: Shaarilla recovered 1 point of CON overnight.

SHAARILLA: Since we are waiting two nights before we attacked the death tent again, here's another system shock role: System Shock 68 [rolled 12]

GM: She recovers a second point.

SHAARILLA (OOC): Based on the previous system shock rolls, Shaarilla's CON had been reduced to 12, Then recovered to 13, and then should be recovered to 14. But her character she does currently showing her CON as 11! I don't know what's going on there. Maybe it got double reduced or something.

GM: Looking at her character sheet, it looks like she was drained a total of 4 points. She has recovered 3 so far so I changed the modifier from -4 to -1.

SHAARILLA: System Shock (Assuming CON is now 14) 72 [rolled 77]

GM: I marked off a Luck point, which turns that into a success.




MORTY TECH: Gem & Jewelry Appraisal is either 26 for gems or 41 for jewelry. I'll roll with +26 and give me the +15 more if it's jewelry. Plant & Herb Lore rank 1, forage bonus +26

Appraisal#1: [rolled 56 (Failure)]
Appraisal#2: [rolled 71 (Failure)]
Appraisal#3: [rolled -51 (Blunder)]
Appraisal#4: [rolled 93 (Near Success)]
Appraisal#5: [rolled 70 (Failure)]

Foraging#1: [rolled 86, few mushrooms (1 person day)]
Foraging#2: [rolled 68, no edible plants found]
Foraging#3: [rolled 52, no edible plants found]
Foraging#4: [rolled 27, no edible plants found]
Foraging#5: [rolled 69, no edible plants found]




SYL: What about Find Familiar upgrades for Habu?

GM: KC indicated he wanted to cast the ritual for his familiar so I included it in the rolls. Anyone that wants to do other things on the way north can go ahead and let me know what they want to do and send necessary rolls.

SYL: Find Familiar Rolls

Find Familiar For Level 5 (40): [rolled 89 vs cast chance of 40 - Failed Cast Chance!]
Find Familiar For Level 6 (43): [rolled 28 vs cast chance of 40 - Successful Cast Chance!]
Find Familiar For Level 7 (46): [rolled 73 vs cast chance of 40 - Failed Cast Chance!]
Find Familiar For Level 8 (49): [rolled 31 vs cast chance of 40 - Successful Cast Chance!]

Luck Point Re-rolls will come as needed - hopefully not but we'll see

GM: You should probably assume a 10 hour Ritual of Preparation prior to each Find Familiar roll, which will increase your cast chance by 30. Of course, both of the failures are still failures but the second one is within a Luck Point of success.

SYL: I didn't think we wanted to wait for the prep time for the ritual if we were traveling towards a target. but since we were avoiding weather on a few occasions, I'll
assume we can take the time:

Find Familiar For Level 7 (76): [rolled 35 vs cast chance of 76 - Successful Cast Chance!]
Find Familiar For Level 8 (79): [rolled 9 vs cast chance of 79 - Critical Success!!]


SYL: I think once Habu is at 8th level then I will owe you a (hopefully) few rolls for abilities? I think level 4 met the Speech requirement?

GM: Habu does not yet have the last ability rolled for. Here is the list so far:
Level 1 - Speech
Level 2 - +2 INT
Level 3 - Rolled Stronger Link. Gained 1 point.
Level 4 - Gained 1 point.
Level 5 - Gained 1 point. Gained Stronger Link.
Level 6 - Rolled College. Gained 1 point.
Level 7 - Gained 1 point.
Level 8 - Gained 2 points.

GM: You now have 4 points towards College which has a cost of 7. Above you rolled Ritual of Find Familiar for Level 5 and Level 6 but you were already level 6. You cast level 5 and 6 on 10/2/2020.




GM: After departing the massive cavern and spending some time heading north towards Kelfour's Landing, the group has time to take a closer look at the treasure they found. They recovered a total of 12,122 sp worth of coins between the dragon treasure and the spectre hoard.

GM: The 11 gold rings from the 2 compartment of the Covenant Chest are identical and are worth about 30 sp each.

GM: The 18 pieces of jewelry from the same compartment is a bit harder to appraise but KC and Morty put its value at around 8,000 sp.

GM: The group uses all of their remaining pearls for five Rituals of Identification. Here is what the group learns, combining what was already known with what is learned by the rituals:

Longbow of Power
--Already Known: Power Attack - For skilled bowmen (those who normally get more than one shot per round), additional attacks can be sacrificed to gain more power. For each sacrificed attack, the bow does an additional 1d10 damage. For example, if a character normally gets 2 shots per round with a longbow, causing 1d10+5 damage with each shot, they can choose sacrifice one shot and do 2d10+5 damage. If they normally get 3 shots per round, they can sacrifice one to get 2d10+5 with one shot and the normal 1d10+5 with the other, or they can sacrifice 2 shots and do 3d10+5 damage with their one remaining shot.
--Newly Learned: Once per round, the bowman can cause one of the following effects with the first arrow (highest initiative attack) shot that round: Faerie Fire - The target, if successfully hit, is outlined in Faerie Fire, as the spell of the same name. Grounding - The target, if hit, loses the ability to fly for 2d4 rounds. Magic save applies. Light - The arrow, whether it hits the target or not, will glow brightly for 2d4 rounds, providing 20 ft radius illumination. If the arrow misses, the GM will need to determine where it ends up. Once per day, the bowman can cause each of the following effects. These cannot be combined with any other special ability of the bow (power attack, Faerie Fire, etc.): Fireball - The bowman can shoot a normal (or magical) arrow at a target or target location and the arrow will explode in a 8d6 Fireball in a 20 foot diameter area. Magic save applies for half damage. Darkness - As above but a field of magical darkness emanates out to a 30 foot radius. Shock Field - As above but a cloud of electricity emanates out in a 20 foot radius area, causing 4d6 damage to all creatures in the area of effect, magic save for half damage.

MORTY (OOC): very very sweet.

+2 Crossbow
--Already Known: +2 Crossbow
--Newly Learned: It is a Crossbow of Speed. This crossbow is much easier to load and cock than a normal crossbow. Someone with a STR as low as 6 can still cock this crossbow and fire off one shot per round. Someone with a STR of 11 can cock and fire the crossbow up to twice per round assuming their crossbow skill is high enough to get 2 shots per round. A 16 STR will allow up to 3 shots per round while a STR of 21 will allow 4 shorts. In all cases, the character must be high enough rank to fire the crossbow the number of times indicated.

MORTY (OOC): Is this doing heavy crossbow damage or light? I would use it but not exclusively, only situationally, that's one of the reasons I bought the Psionics to cover the gap in what I can do from short range (pistol) to longer without casting spells. If someone else has a more pressing need speak up. Now if it gave me the ability to shoot into melee without hitting allies... ;)

GM: It does Light Crossbow damage.

Shovel of Fast Digging
--Already Known: Digs holes fast. Functions as a weapon against elemental creatures.
--Newly Learned: When used as a weapon, the shovel has the following properties, depending on the target: Air, Fire or Water Elemental: +3 weapon (+5 for the purpose of causing damage). Earth Elemental: +5 weapon and double normal damage. Native of the Plane of Air, Fire or Water: +3 weapon, base damage is 2d8. Native of the Plane of Earth: +5 weapon, base damage is 2d10. Air, Fire or Water mage (or creature): +3 weapon, base damage is 2d6 Earth mage (or creature): +5 weapon, base damage is 2d8. All other targets: +2 weapon, base damage is 1d8+1. Additionally, the wielder is automatically proficient with the shovel at a level equal to their highest melee weapon skill.

Magic Arrow (x2)
--Newly Learned: Arrow of Splitting - When this arrow is fired, it immediately splits into three separate arrows that all fly towards the same target. A separate attack roll is made for each of the three arrows. Each arrow functions as a +1 arrow (+5 SC, +1 Dmg).

Covenant Chest (Lani)
--Already Known: Fully identified.

Wings of Flying
--Already Known: Only that they are Wings of Flying
--Newly Learned: If the wearer speaks a command word, the cloak will turn into a pair of gigantic bat wings (20-foot span) and empower the wearer to fly as follows: 20 minutes at TMR 160, 30 minutes at TMR 125, 40 minutes at TMR 90, 60 minutes at TMR 75 or 90 minutes at TMR 60. The wearer can choose to exert themselves to increase their speed. Moving at 2x TMR can be accomplished by expending 2d6 END. 3x TMR requires 4d6 END and 4x TMR requires 6d6 END. After the maximum number of possible minutes flying, the wearer must rest for one hour—sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for one hour. Any flight of less than 10 minutes duration does not require any rest. The wings can be used just once per day regardless of the length of time spent flying. They will support up to 500 pounds weight.

Magic Ring
--Already Known: Nothing
--Newly Learned: Ring of Fantastic Feats - This magical ring is made of brass and inset with tiny black opals. It can be invoked once per day by shouting "TRIUMPH" in any language. When this is done, the next skill roll made by the character gains a bonus of +100. The skill roll must be made within one round of invoking the ring.

MORTY (GM): So this is something that the skill has to be accomplished from start to finish in a single round? So I can't start working on Disabling a trap and say Triumph just before finishing the task to get the bonus, I presume. It also means it can't aid First Aid or pretty much any of my other skills, except maybe Power Perception, or I'd be very interested. Does it work as often as needed?

GM: It lasts for the duration of a single, contiguous task so yes, it would work for disable traps and first aid. It can be used once per day.


Magic Wand
--Already Known: Nothing
--Newly Learned: Wand of Magic Missiles - This wand operates similar to the E&E Magic Missile spell in that, when activated, it discharges magic missiles that always hit their target. The wand emulates the spell at rank 6, creating 4 missiles with a single charge. Range is 90 feet. Each missile causes 1d4+1 damage. The wand has 31 charges.

Wand of Sorcery
--Already Known: Just the name.
--Newly Learned: A mage can cast spells through this wand to gain the following effects: Increased Range: The range of the spell being cast is increased by 25%. This applies only to spells with a range other than 0, self or touch. Modify Description: The mage gains a bonus of +25 to his Sorcery skill to modify the description of a spell (c.f. Sorcery skill). Sorcery Pool: The mage gains 30 Sorcery Pool points to use on spells cast through the wand. Weapon: The wand functions as a +3 dagger (+15 SC, +3 Dmg) only in the hands of a mage who is at least rank 5 in Sorcery skill. (The wand still has the appearance of a dull-pointed wand.) The wand must be in hand to use these effects. The mage can cast any spell they know through the wand. It cannot be used in conjunction with any other wand, such as a Talisman Wand.

Psionic Battle Charm
--Already Known: Just the name.
--Newly Learned: +1 charm (+5 SC to all psionic attacks and +1 damage to all psionic attacks).

Mordenkainen's Wondrous Wand
--Already Known: It can store big items. Store Large Item - This effect is the same as the one above except that the wand must touch the item for 30 seconds while uttering a complicated command phrase. At the end of this time, the large item is stored in the extra-dimensional space. The item cannot be larger than a typical wagon.
--Newly Learned: Store Item - The wielder touches a single, non-living item weighing not more than (MA x 10) lbs and utters the command word. The item vanishes and is stored in the extra-dimensional space. This use of the wand can function once per round. Summon Item - This effect calls forth the item. The wielder waves the wand and utters the command word while visualizing the item. The item appears 1d4 rounds later in a spot indicated by the mage. This use takes one round. The mage can be doing other things while waiting for the item to appear. If the mage is not sure what is in the extra-dimensional space, he can choose not to visualize an item and a random item from the extra-dimensional space will appear. Item Limit - No more than (MA x 2) normal items can be stored in the extra-dimensional space. No more than (MA / 5; round down) large items can be stored. Uses Per Day - The wand cannot be used more than (MA / 3; round up) times per day. This total includes any combination of store item, store large item or summon item. Item Note - A single item is a contiguous item but the item can contain other items, subject to weight limit. For example, a sack of coins can be one item. A shirt is a single item unless it is stuffed in a sack with other clothing and the mage affects the sack instead of the shirt. Two 50' coils of rope are two items unless they are tied together, in which case they are a single item. The GM will arbitrate other questions about items.

MORTY (GM): Very very nice. I assume there's no stasis effect or it would have been stated. Did we attempt to use it to pull out anything still stored in it by the previous owner? Or does it take so long to attune that we haven't had the chance yet? Shaarilla may as well make her attunement roll now.

GM: No one has attuned yet (waiting for a roll). Then you can find out what is stored in the wand.

Wand of Life
--Already Known: Name and Restoration (4 charges) - As the Cleric spell of the same name. Functions at rank 14.
--Newly Learned: Positive Energy Channel (1 charge) - As the White Witch spell of the same name. Functions at rank 12 except that it works automatically to restore CON. Deathbane (2 charges) - As the White Witch spell of the same name. Functions at rank 12. Raise Dead (3 charges) - As the Cleric spell of the same name. Functions at rank 12. Resurrection (5 charges) - As the Cleric spell of the same name. Functions at rank 14. There are two types of this wand. One has 6 charges and automatically recharges 1 point every 48 hours. The other has more charges - up to 50 - but does not recharge. This is the form type (6 charges).

MORTY (GM): I noticed when I was indulging my curiousity to look up the Resurrection spell to compare to Raise Dead that it actually isn't visible on the website. If it's even there. There's only a half dozen or so 7th level cleric spells visible to the players.

GM: Yeah, I need to get it added but I envision it working much the same as the 2nd ed. AD&D spell of the same name.

GM: At this point, Shaarilla runs out of pearls and you are unable to identify the remaining potions. If anyone bought up Alchemy, you can attempt another roll to identify the remaining potions below.

+3 War Hammer (Tyra)
+2 War Hammer (Tyra)
+1 Crossbow Bolt (x15)
Silver Crossbow Bolt (x10)
+1 Arrow (x10)
Silver Arrow (x10)
Ballista Arrow (x3)

Potion of Healing (x3)
Potion of <Healing or Extra Healing> (x4)
Potion of Variability
Potion of Greater Variability
Potion of Flying
Potion of <Strength>
Potion of Attunement


LANI: Lani's preferences in order:

Longbow of Power
Wings of Flying
Psionic Battle Charm
Some magic arrows
Potion of Healing or Extra Healing
Potion of Flying

GM: Here are suggestions on how to split the magic treasure.

Magic Weapons and Armor
  • Longbow of Power (Lani)
  • Crossbow of Speed (Morty)
  • +3 War Hammer (Tyra)
  • +2 War Hammer (Tyra)
  • +1 Crossbow Bolt (x15) (split between Syl and Morty)
  • Silver Crossbow Bolt (x10) (split between Syl and Morty)
  • +1 Arrow (x10) (split between Lani and Shaarilla)
  • Silver Arrow (x10) (split between Lani and Shaarilla)
  • Ballista Arrow (x3) (split between Lani and Shaarilla)
  • Arrow of Splitting(x2) (split between Lani and Shaarilla)
  • Shovel of Fast Digging (Martin)

Magic Items
  • Wings of Flying (Tyra)
  • Ring of Fantastic Feats (Syl)
  • Wand of Magic Missiles (31 charges) (Shaarilla)
  • Wand of Sorcery (KC)
  • Psionic Battle Charm (Shaarilla, Morty, Tyra or Lani)
  • Covenant Chest (Lani - party item)
  • Mordenkainen's Wondrous Wand (Shaarilla - party item)
  • Wand of Life (Shaarilla - party item)

SHAARILLA: Shaarilla is fine with the suggested division of magic items. One comment she has that she could get the most out of Mordenkainen's Wondrous Wand, that she would be able to store more heavier items and access them more often due to her very high MA. That said, the difference isn’t that significant.

GM: Good point. I changed it from Morty to Shaarilla.

MORTY (OOC): Was it KC who recently bought up Alchemy? I know someone did... Did he make new rolls with his new bonus?

GM: I don't recall hearing that anyone has bought up Alchemy since you found the potions. If anyone does, they can get new rolls for the as yet not fully identified potions.

MORTY (GM): As of now I can make effective use out of the crossbow or the battle charm, but neither is super high priority for me. I'm okay with not getting much since I was able to ask for the Star Shield when we found it and everyone allowed it. Maybe one of the potions will turn out more interesting, obviously a single healing potion would be nice for pretty much each of us. I'd prefer an Extra Healing since if I have to resort to a potion in battle I will want more than a little healing. My life flashed before my eyes with that Death's Head spectre concentrating all his attacks on me along with one of the flying spectres, there was no escape, no blocking, noone could get in between him and me, I couldn't find any cover, etc. I knew there was nothing stopping him from just piledriving my soul into the dirt, I'm glad someone got lucky and ended him.

GM: Yep :)

KC: nothing really jumped out at me as a .. I really want that. So I will go with the suggest split and after reading the description of the sorcery wand.... it sort of does fit me with it being able to be used as a Dagger. ( just need 2 ranks of sorcery skill which is in reach.... at least by the end of this month.)

GM: It sounds like people are largely agreed on the magic item split so just need some attunement rolls:

Lani - Longbow of Power and Covenant Chest (already succeeded)

Tyra - Wings of Flying (already succeeded)

Syl - Ring of Fantastic Feats

KC - Wand of Sorcery
KC: attunement roll for The Sorcery Wand is a [rolled 29] needs a 89 or less.

Shaarilla - Mordenkainen's Wondrous Wand and Wand of Life

GM: Also, since four people can benefit from the Psionic Battle Charm, and I have not heard any discussion as to who should get it, let's just make it a Luck roll between Morty, Lani, Shaarilla and Tyra, unless someone has a better idea.

LANI: Attunement roll for Longbow of Power, needs 89 or less [rolled 70]
LANI: Luck roll for Psionic Battle Charm [rolled 8 vs. LUCK 16, MADE BY HALF!]


TYRA: [rolled 28 vs. LUCK 19, 2x roll]

SHAARILLA: Luck roll [rolled 44 vs. LUCK 19, 3x roll]

MORTY (OOC): Why bother? Lani already got a half luck roll, AND I already got a magic pick and a half from this loot.

TYRA: Tyra likes the wings of flying. She would be interested in the Psionic Battle Charm if she can attune to it and still use her Pendant of Healing in situations. If not, she'll pass. I don't know if this needs to be said but Tyra wants to continue to use the War Hammer +3.

GM: I already added it for Tyra in the Magic Items list.

MORTY: "I'd like to lobby for the Ring of Fantastic Feats, actually. My understanding of how it works means it will aid in many of my skill tasks, maybe not blacksmithing or shipwright but smaller projects like a repair and definitely for removing a difficult magical trap, etc.

MORTY (OOC): I am one of the more skill-focused characters so I think it makes sense. Here's my attunement roll in case others (particularly Syl, I don't want to take it away from her without her consent of course) agree with my reasoning. [rolled 91]

MORTY (OOC): My attune chance is only 82 so I will use a luck point on a reroll [rolled 92].

Shaarilla - Mordenkainen's Wondrous Wand and Wand of Life

SHAARILLA: Attunement 98%
Mordenkainen's Wondrous Wand : [rolled 20]
Wand of Life: [rolled 9]

SYL: Treasure Split. The Ring of Fantastic Feats is very nice but my question is whether it can be used for Cast Chance (doubtful) since that is where she struggles more than anything else and why she is going to invest in adding spells to her Talisman Wand??

GM: It does not work for cast chances.

SYL: Morty expressed interest in it and she is willing to cede it to him with the understanding she gets her pick of the next large cache of treasure since she will get nothing from this except the bolts.

GM: Morty failed his attunement roll so will need to use a Fate Point to attune, or increase his MA and try again.

MORTY (GM): And this is why I have been waiting to buy up a point of MA. Done, [rolled 100]

GM: Now that's a string of bad luck! Do you want to use your last Luck Point?

MORTY (GM): Okay, but I want it on record that... Shenanigans! [rolled 71]

GM: Finally success!

GM: Quick question. Is Morty going to take the Crossbow of Speed or will Syl get that? Syl already has a +3 Hand Crossbow.

SYL: Morty gets it because Syl already has the Hand X-Bow +3…that is why Syl would like first pick of our next large treasure trove.

GM: Also, I still need Luck rolls from Morty, Shaarilla and Tyra for the Psionic Battle Charm.



ETHAN: Ethan Northwalker also helps to hunt and forage during the trip
north:

Hunting
1. [rolled 73, no game found]
2. [rolled 27, no game found]
3. [rolled 137, duck (5 person days)]
4. [rolled 68, no game found]
5. [rolled 141, 2 wild turkeys (18 person days)]

Forage
1. [rolled 248, wild cucumbers (18 person days)]
2. [rolled 137, wild potatoes (6 person days)]
3. [rolled 89, wild carrots (3 person days)]
4. [rolled 111, raspberry bushes (8 person days)]
5. [rolled 219, wild bell peppers (10 person days)]



  • 9 people x 33 days = 297 person days of food needed.
  • Should allow 1 roll every 5 days (since a roll normally represents an entire day of hunting/foraging, assume they spend some time every day)
  • Only had them make 5 rolls so increase total by 25%
  • KC found 82 person days of food.
  • Tyra found 5 person days of food.
  • Shaarilla found 16 person days of food.
  • Morty found 1 person day of food.
  • Ethan found 68 person days of food.
  • Total food from die rolls = 172 person days.
  • Increase by 25% = 215 person days of food
  • Deficit = 82 person days taken from store brought with.

33 days later, the group reaches the coastal city of Kelfour's Landing. The last few days have entailed travelling through mountains standing ten to fifteen thousand feet high. On the last two days, the Claedesbrim Bay has been visible for some of the time. The bay is mist shrouded most of the time but, when the mist clears, a large island can be seen at the edge of the horizon which Ethan tells you is the island of Quellborne.

At one point during the past 33 days, the group had to hole up for a couple of days as a particularly strong storm passed by. The storm was magical in nature and Ethan referred to it as an essence storm. While the storm was passing, magic was plentiful and the mages were able to recover spell points almost as quickly as they used them.

During the long trip to the north, the group spends some time hunting and foraging. KC and Ethan are the best at this with KC hunting and foraging over one hundred person days of food, and Ethan collecting 85 person days. Altogether, the group hunted and gathered a total of 215 person days of food, and needed 297 person days so they only had to dig into the supplies carried by the ponies for a total of 82 person days. Basically, thanks mostly to KC and Ethan, the group ate well on the trip north.

Kelfour's Landing is right on the shore of Claedesbrim Bay. A river, known as Colewaether River, cuts through the walled town. The final approach to the town is along the river. Where the river enters the town, there is only a river gate but the road turns left and follows the walls of the town to the west and then north until it hits the shore. The main gate faces the bay with only about 50 feet separating the gate from the shore of the icy cold waters of the bay.

The temperature is only a dozen degrees or so above freezing. A cold wind blows south off the bay and the waters of the bay are choppy. Nevertheless, fishing boats can be seen out on the bay.

At the gate, the group is questioned about their purpose here but it is clear that the guards are not seeking to deny entrance and, after only some perfunctory questions, the group is let into the city. There Ethan collects his fee for guiding the group north and goes his own way.

The group finds an inn known as The Raging Threk. They are greeted there by a bard named Keltos who collects their money and assigns them some rooms.

GM: Those with Tithing (adventurous lifesytle), which is KC, Lani and Tyra, get their own rooms. The rest of the group pays for a couple of rooms. They also pay to house the ponies and see that they are fed, watered and otherwise taken care of.

The group rests up and cleans up and meets later in the dining room for a dinner served by the staff of The Raging Threk.

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, Infravison, Light, Jump, Feather Fall, Lasting Breath, Spider Climb
  • SK - Fumble, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
11
  • GK - Invisibility, Location, Mage Lock, Shield, Speak with Enchanted Creatures, 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 month257
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol8
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
TyraCure Critical WoundsPendant of Healing1
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