Spelljammer
        Archeron
Current Turn?NoSubject:Departure for the Clockwork Empire
Campaign:SpelljammerTurn Start Date:5/17/606
Adventure:ArcheronTurn End Date:6/12/606
Adventure Number:7Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, 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
4
/0
1/day
1/2
1/1
Martin Vane
0
0
65/65
/0
10
3
55
12
/0
1/day
3/3
1/1
Morty Crystaltouched
0
0
51/51
/0
5
0
50
0
1/1
1/day
2/2
0/1
Pellanistra Xarann
0
0
60/60
8/8
9
0
81
16
/0
1/day
1/1
/0
Randle Hewlet
0
0
45/45
/0
5
0
23
0
/0
1/day
2/2
1/1
Shaarilla
0
0
45/45
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
72/72
/0
6
2
51
12
/0
1/day
1/2
1/1
Tyra Stellastrom
0
0
86/86
10/10
10
3
69
14
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
13/13
9/9
Martin Vane
/
15/15
13/13
Morty Crystaltouched
/
15/15
9/9
Shaarilla
/
23/23
27/27
Syllivarrna Obanghall
/
15/15
12/12
Randle Hewlet
/
13/13
13/13
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
Randle Hewlet
SYL: Will concentrate on training for Astrogration (200 sp/month) so that towards the end of the trip she will be Rank 9 and can speed up the trip a little to meet deadlines/bonuses.

GM: Syl only has 213 sp right now so does not have the funds to spend 200 sp per month. She (and Tyra) will still get training exp however.

SHAARILLA: Shaarilla can loan Syl the difference. It’s in her best interest to have better navigation as well.

TYRA: Sadly, Tyra would love to spend money on training but alas she's got very little silver and she still owes her friends. She'll spend her time practicing between artillery and psionics.

MARTIN: Martin will be spending 200 per month – 800 sp total.

GM: By my count, the following people are spending money on 4 months of training during the trip from the Kingdom of Celestian to the Gateway Kingdoms.

KC - 100 sp per month - 400 sp total.
Martin - 200 sp per month - 800 sp total.
Morty - 200 sp per month - 800 sp total.
Lani - 200 sp per month - 800 sp total.
Shaarilla - 100 sp per month - 400 sp total.
Syl - 200 sp per month - 800 sp total.
Tyra - None

GM: Let me know if any of the above is correct. Note that even if you spend no money, you will still earn some EXP for training.

GM: Also, I have not yet seen any Phlogiston Lore - Putarrhan Sector rolls. Feel free to send rolls to see what you know about the Gateway Kingdoms.

SHAARILLA: I thought I already sent that roll. Here it is (again):Phlogiston Lore - Putarrhan Sector 47% [rolled 137 (Success)]
SYL: Phlogiston Lore Putarhharn: [rolled 49 (Failure)]
MORTY (GM): I thought I had too. [rolled 61 (Failure)] This will be one of the skills I'm training with the xp so if you'll give me next rank's bonus I'd appreciate it.
KC: Phlogiston Lore - Puttarren sector roll of [rolled 79 (Partial Success)]

Syl knows nothing of the Gateway Kingdoms.

Morty knows only that mechanicians hold the Gateway Kingdoms in high regard and many can be found there.

KC has heard that the Gateway Kingdoms are sometimes referred to as the Clockwork Empire and contains several kingdoms that are ultimately ruled by a single emperor.

Shaarilla knows the most about the Gateway Kingdoms/Clockwork Empire. KC is correct in that there are half a dozen or so separate kingdoms but the kings and queens of these kingdoms are ruled by an emperor. The capital city of the entire empire is on a moon known as the Twilight World that is largely ocean except for a single large continent and multiple islands. The capital city of the empire is is Middenheim, located near the center of the continent.

The alternate moniker of the Gateway Kingdoms is due to the prevalence of magically-driven machinery knowns as clockwork. Among the most common of the clockwork in the empire are the clockwork horses which are usually a blend of real horse, clockwork and magic. In some cases, the clockwork horses are mostly horse but with legs replaced by clockwork. In the more extreme cases, the only horse part left might be the brain, with everything else made of clockwork.

But it doesn't stop there. Many citizens of means have clockwork parts as well. Clockwork feet and hands, arms and legs and even eyes and ears are common.

Only the simplest clockwork requires no magic. Everything else is a blend of machinery and magic.

While clockwork is most often thought of as the intersection of machinery, magic and flesh, many items of simple magic and machinery also exist and, for that matter, items of machinery with no magic also exist but they are generally of the simplest of function.

While the Gateway Kingdoms are a haven for mechanicians, this is also true for lay healers for they are the mages who incorporate clockwork with flesh. Lay Healers who primarily work in the field of clockwork are called Clockwork Mages. The most powerful of the clockwork engineers are those who have mastered both the mechanician and lay healer disciplines.

And beyond clockwork, magic itself is very common in the Gateway Kingdoms. Magic users are classified into five categories - witch/warlock, sorcerer, master sorcerer, adeptus and prime. A witch/warlock is highly specialized in a single aspect of magic (imagine a mage that only knows invisibility type spells). A sorcerer knows many spells of a single college. A master sorcerer has mastered a single college. An adeptus has mastered a single college and knows many spells of another college. A prime has mastered at least two colleges. Mages in the group would be considered sorcerers under this classification. Magic users are further classified as white, grey or black, depending on the magic that defines them.

TYRA: The young warrior-psionicist listens with total fascination as Shaarilla describes what she knows of the Clockwork Empire, especially the horses. "That really sounds fantastical. I can't wait to see these creatures!"



The agent shows up a few days later. He is accompanied by several wagons and a couple of dozen, big beefy stevedores. Most of the crates are small but heavy and they begin carrying them from the wagons and up to the main deck of the Void Wanderer. There they are lowered into the hold.

GM: Syl can send a Load Cargo load. Also send a separate mystery die roll (you want high).

GM: Load Cargo roll for Syl [rolled 105 (Near Success)]. Mystery roll [rolled 20]

The loading of the Void Wanderer is over halfway through when Syl begins to suspect that the total cargo load is much heavier than what was agreed to. The agent, Godfrey Tiller, had indicated that the cargo consisted of specialized transportation equipment.

GM: Let me know if you want to do anything about it. If the cargo is indeed heavier than expected, it could slow the Void Wanderer and extend the trip.

TYRA: Tyra would definitely want us to bring it up. We'd be happy to take on more cargo but we should be compensated for such and it will affect the trip's timeline.

KC: I am wondering if you can use your new abilities to sense if there is anything living in the cargo. What if the extra weight is someone or someone's being smuggled on either thru deceit or coheresion. I am thinking Brute Force... they come to mind.

TYRA: Tyra likes this idea but will wait to see what the simple inquiry approach yields first.

SYL: I assume this means they are trying to make sure we don't meet the timelines established for the trip?

SYL:
Estimate Cargo Size: [rolled 106 (Near Success)]
General Knowledge [rolled 79 (Partial Success)]
Character Judgement [rolled 126 (Success)]
Negotiate [rolled 47 (Failure)]

GM: I will go ahead and resolve the rolls but still need to know what actions Syl is going to take. Is she going to talk to Godfrey? If so, is she simply asking or being more confrontational?

TYRA: Tyra encourages Syl to go the simply asking route to start off.

SYL: Will ask to speak to Godfrey about the cargo. She will start by asking the question about the weight of the cargo - it seems to be more that originally agreed upon?

SYL: If he evades the question she will continue to press the issue until she receives an answer she finds believable.

SYL: If he continues to evade she will bring up the schedule- with the weight of the cargo as calculated, the Void Wanderer will not be able to make his timetable

TYRA: Tyra will also be present when Syl speaks with Godfrey and will be paying attention to his reactions. We'll stick with Character Judgment.



Syl and Tyra seek out Godfrey Tiller as he is standing near the wagons overseeing the offloading of cargo. Syl expresses her concerns that the cargo is heavier than Godfrey had first represented. At first, Godfrey expresses surprise and tells them that the cargo was very carefully weighed to make sure it was as indicated in their agreement. However, neither Syl nor Tyra really believe him and, after a bit of haggling, Godfrey agrees that the equipment used to weigh the cargo may have been flawed and it might be a bit heavier than thought.

Having seen the ships at the aerodrome, Syl does not believe there are any others currently in Fangora that could handle Godfrey's cargo, which provides a little bit of negotiating power. She is also convinced that Godfrey was well aware of the weight of the cargo and knew that he under represented it in their agreement a couple of weeks ago. They begin haggling over a revised timeline and transportation fee. Godfrey agrees with Syl that there are no other cargo carriers in Fangora at this time that could handle his cargo but points out that at least two will be arriving within the next month that he has used in the past. Syl of course, points out that Godfrey would then lose another month at least. In the end, the fee is doubled to 5,000 silver to deliver the cargo in 6 months, with a 1,000 bonus if delivered in 5 months and a 500 sp penalty per month over 6 months (i.e., 6 months and a day would be a 500 sp penalty, 7 months and a day would be a 1,000 sp penalty, etc.). Syl and Shaarilla are confident that the Void Wanderer can still make it in less than 5 months but probably not less than four months.

GM: The next turn will see the Void Wanderer starting out on the long haul to the Gateway Kingdoms/Clockwork Empire. Let me know if there is anything else you want to accomplish in Fangora.

KC: I am good with that. I still think that the freight needs some sort of cursory inspection. Be it with Tyra new found powers or physical either way or both. I was thinking King about shrinking down to the really small size to look over/listen to each box or crate.



Departure day finally arrives. The ship is fully stocked and crewed. The cargo agent Godfrey Tiller is aboard with his two henchmen. He has been given the large, lower level stateroom for himself and his henchmen though the henchmen usually hang hammocks in the cargo hold and sleep there.

The rest of the group mostly doubles up in the remaining five staterooms leaving the after bunk rooms for the crew. The group found a decent cook in Lanforth Brew who is also quite good at making beer and ale. Other than Lanforth and Tip (the armorer you hired on Archeron) the remainder of the crew are green. This works out fine as they just need to assist the group in technical skills as needed but are mostly used to help Lanforth with the cooking and stewarding and keeping the Void Wanderer shipshape.

The first couple of months pass uneventfully. Shaarilla and Syl work the helm in shifts with Syl doing all of the astrogation and Shaarilla and Syl taking turns driving the ship through the intense cold of Otherspace. The group is glad to have insulating walls around them keeping the interior of the ship at much more comfortable temperatures than the Star Sprite.

Most of the Anchor Points that the group arrives at and departs from are nothing more than large rocks floating in space. During the entire two months, they arrive at only two inhabited outposts, neither of which have a permanent population of more than a few dozen inhabitants. In both cases, the group only stays long enough to refill their water supplies and perhaps drink a friendly tankard with some of the inhabitants before setting out again an hour or three later.

The group spends a goodly amount of the transit time training.

After two months, the group arrives at a much larger asteroid that is heavily forested with several massive lakes and numerous rivers and swamps. There is one large city of about 5,000 inhabitants and a couple smaller towns of a few hundred each. The asteroid is called Kellwan's Folly and the large city is called Kellwanville.

As the group is replenishing, they learn a bit more about the Clockwork Empire. The most significant thing they learn is that spelljammer travel around the Twilight World is restricted. This is not because of an imperial mandate but because the forces of magic work strangely there and spelljammers travelling around the Twilight World are likely to be destroyed if they do not follow precise pathways among the flows of magic that swirl about the large moon. Instead, the Void Wanderer will need to stop at at port some distance away from the Twilight World and either leave their ship there or take on a pilot to guide their ship to the aerodrome at Middenheim.

GM: I will send the next turn in a couple of days but will leave it here in case anyone wants to interject.

GM: And by the way, the heavy cargo is definitely slowing the Void Wanderer down. You will not make it in less than four months but should be able to make it in about four and a half months if you can keep up your present speed.

TYRA: Tyra would get to know the cargo agent and his guards a bit better during our time together. What sort of people does she sense them to be? She'll be subtle with these attempts. Given that it's over several months I'd expect that she'd get a good sense of their character.

Tyra learns that Godfrey is from the Clockwork Empire but travels frequently. Over the course of a few conversations, Tyra learns that Godfrey specializes in acquiring parts for clockwork. The current cargo consists mostly of raw materials for clockwork but also some manufactured parts from a source that is especially good at creating this particular type of part. Godfrey does not say what the part is or exactly where it is manufactured but hints that the part is made in other locations too but this particular type has a reputation for accuracy that goes beyond other sources. (Think of watches. Many companies make them but a Swiss watch as a reputation for quality unmatched by most watch makers. These parts are the Swiss watch equivalent of whatever part this is.)

Godfrey comes across as a highly capable man. The only weapon he carries is a dagger and he wears no armor yet Tyra feels that he would be able to hold his own in a fight. His bodyguards are named Cardiff and Justin and have been with Godfrey for a few years. Both wear leather armor and carry broadswords around the ship. They generally keep a low profile but are otherwise pleasant and easy going. They drink in moderation and take their duties seriously. One of the two is always with Godfrey as he moves around the ship or sits on a chair in the hall outside his room if he is inside.



It is another typical day traveling through Otherspace. The group is about halfway through their trip from the Kingdom of Celestian to the Gateway Kingdoms, also known as the Clockwork Empire. KC is relaxing in the officer saloon and is alone except for a crewman cleaning. Martin is sitting in the stateroom he shares with KC cleaning his weapons. Next door, Morty is in his stateroom in deep contemplation. Shaarilla is at the helm while Syl is napping in her stateroom. Lani and Tyra were chatting in their stateroom when Tyra decided she was hungry. She opened the door to the passage and stepped out, intending to head forward and then up the ladder to the wardroom to see what snacks Lanforth the cook had laid out for their enjoyment. As she starts to head forward towards the ladder, she glances aft and is shocked to see a scro warrior coming out of the cargo hold. Other scro can be seen behind the first.

The scro has already seen Tyra and is rushing forward, his metal battle club in hand. His mouth is open as if shouting a battle cry, but he makes no sound. Tyra shouts out a warning that is abruptly cut off by a field of total silence. However, it is certainly enough to warn Lani, who is only a few feet away.

GM: A few things that the group will need to adjust for. No one wears all of their adventuring gear every day for months as they go about their business on the Void Wanderer. If your armor is leather armor, then you can be wearing it but otherwise I assume you are not wearing reinforced leather or any sort of metal armor. Please adjust your character sheets to indicate your actual armor at this time.

GM: Same with helms. Your helm is in your stateroom.

GM: Same with weapons. You can plan to be carrying a short sword or anything smaller as you go about the ship but anything larger is in your room.

GM: Fortunately, most of the group is in or near their rooms and can quickly grab weapons and helm. Armor takes a bit longer to put on and you will need to measure whether you think you have the time. Reinforced leather takes 1d3 rounds to don by yourself but chain mail takes 10 + 1d6 rounds. Maneuver in Armor skill and assistants can reduce this donning time.

GM: Syl and Shaarilla can send PER rolls to see if they heard Tyra's shout. Shaarilla needs a 3x roll while Syl needs a 1x roll.

LANI: Lani will grab Tyra's sword and hand it to her as she rushes to the door. She also grabs her own sword.

SHAARILLA: Perception [rolled 33 vs. PER 15, 3x roll]

SHAARILLA: I would assume that Shaarilla has all her weapons, since they are stored in her bracelet. Likewise she would have her Mage Armor spell active since she only needs to renew it once every two days. And she would be wearing her Ring of Armor and Shield. The question is whether she would have her Wand of Spell Storing with her or not. It's small enough, but is there any easy way to carry it?

SHAARILLA: in the past Shaarilla has offered to cast Mage Armor on anyone who wants it. Currently she only needs to Cast once every two days, and has no chance of this spell failing and wasting spell points. So after a day at the helm, she could use any remaining spell points to renew protection on some of her friends. The question is does she have any spell points left after a day of piloting?


GM: I can see where Shaarilla would keep the Mage Armor active on herself but would probably not worry about it on others, especially after months of nothing happening and the need for spell energy at the helm.

SYL: PER Roll (15) - [rolled 39 vs. PER 15, 3x roll]

SYL: If (and with her PER that's a big IF) she heard the shout, she will cast Walking Unseen and prepare her Hand Crossbow.


GM: Shaarilla hears Tyra's shout of alarm before it is abruptly cut off.

TYRA: Tyra will gesture for Lani to take her place while she fetches her shield and mace.

TYRA (GM): I believe it'll be easier for Lani to just go out and let Tyra grab her two items and then join you. Both would be handy but I anticipate it would take a full round to grab and equip them.


KC: He is completely oblivious to what ever else is going on in and around the ship as he is deeply into the book he is reading; Long Lost Civilizations. He is wearing his +3 leather and carrying this daggers.

GM: Shaarilla, Lani and Tyra can send their round 1 actions.

LANI: Lani drops Tyra's sword on the bed and leaps out into the hall to intercept the scro. She attacks with sword and martial arts.

Attack 1 (Fist) - Init [rolled 12], SC [rolled 142-58 = 84 - Hit DEF 84 or less], Dmg [rolled 2 2 (+4)- Total: 8], Threat [rolled 58]
Attack 2 (Flame Tongue) - Init [rolled 9], SC [rolled 111-24 = 87 - Hit DEF 87 or less], Dmg [rolled 14], Threat [rolled 98]
Attack 3 (Kick) - Init [rolled 12], SC [rolled 132-80 = 52 - Hit DEF 52 or less], Dmg [rolled 5 5 (+5)- Total: 15], Threat [rolled 93]

MARTIN: Once he’s aware of what’s going on, Martin will grab helm and shield and head to the fray. He will not be stopping and donning his chain mail.

MARTIN: Prot is 3, Defense is 55, LOW is 0

TYRA: Tyra will grab her mace and shield, both of which are resting against her bed. She glances for a moment at her helm but doesn't feel she can spare another moment as she equips her shield and rushes back out to the hallway.

TYRA (GM): I'm assuming that will take a full round. If she has any movement left in round 1, let me know.




Tyra returns to the room she shares with Lani and grabs her mace and shield while Lani leaps past her to meet the charging but magically silent scro. She hits with all three attacks for a total of 25 damage, badly wounding the pirate. The pirate attacks her but misses.

Lani also sees some of the pirates going through the mess deck where they could come out through the galley and flank her.

The helm is running fine so Shaarilla gets up and looks out the door to see what Tyra's shout was about and is surprised to see Lani battling scro pirates in the passageway 30 feet away. Even more unnerving, she does hear any sounds of battle. As she watches, the door to the galley opens and another scro steps through.

GM: Go ahead and send your round 2 actions. Right now, only Tyra, Lani and Shaarilla can act.

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 - 5+1+1
2nd - 5+1+1
3rd - 3+1+1
  1. CLW, CLW, CLW, Bless, Protection from Evil, <D-Detect Evil>, <single class>
  2. Hold Person, Hold Person, Hold Person, Augury, Augury, <D-Find Traps>, <single class>
  3. Invisibility to Undead 10', Prayer, Repair Injury, <D-Speak With Dead>, <single class>
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 - Illusory Fog, Spell Store, Sphere of Silence, Stinking Cloud
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic, Project Image
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
BarnasCure Light WoundsHealing Charm (self use only)1
KCRing of VarexRecharges 1 point on 15th and 30th of each month254
MortyElectrical BlastMage Tech Pistol7
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+2)1
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