Spelljammer
        Citadel of Fire
Current Turn?NoSubject:Finding the Amber Key
Campaign:SpelljammerTurn Start Date:5/14/606
Adventure:Citadel of FireTurn End Date:5/14/606
Adventure Number:6Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:5.2Send To:bluemountain@championsoftheempire.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
0
0
57/57
/0
7
1
34
0
/0
1/day
2/2
1/1
KC
0
0
48/48
/0
6
3
42
2
/0
1/day
1/1
/0
Martin Vane
0
0
46/46
/0
10
3
45
10
/0
1/day
2/2
1/1
Morty Crystaltouched
0
0
46/46
/0
5
0
49
0
1/1
1/day
2/2
0/1
Pellanistra Xarann
0
0
55/55
8/8
8
0
68
12
/0
1/day
1/1
/0
Shaarilla
0
0
33/33
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
58/58
/0
6
2
43
10
/0
1/day
2/2
1/1
Tyra Stellastrom
0
0
74/74
6/6
10
3
62
12
/0
1/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
9/9
9/9
Martin Vane
/
7/7
9/9
Morty Crystaltouched
/
11/11
9/9
Shaarilla
/
19/19
25/25
Syllivarrna Obanghall
/
9/9
12/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
SHAARILLA: Just to be clear, are we planning to go to the airless area where the next key might be found next? I think we already have the cold weather gear, stuff we picked up in the town behind the barrier of winter. We will also need to restock on normal provisions. And most importantly, we need to stock up on air!

SHAARILLA: Shaarilla can now slow cast Sphere of Fresh Air without chance of failure. She’s been practicing that spell :-) I was thinking that is preparation, she should load all seven slots of her Wand of Spell Storing with Sphere of Fresh Air spells to maximize how long we can last in the airless area. At her current level, the sphere is 22 ft radius, and lasts 6 person hours. Much better than when we first were considering exploring that area.


KC: Does anyone have the in investment ritual? This sound like a good time for it. It could also be useful with some COP vs detection to help hide from the gangs mind mage that is hunting us.

KC: with the sphere of fresh air on an invested item it would stayed preped longer and we could have more of them on hand.


LANI: "So what do we know about the location of the Amber Key and how do we go about finding it? I recall that Shaarilla originally did a Ritual of Identification on the Silver Key in Sagar that said that the key was about 4000 miles in this direction. We came here and did some more research. That research netted three possible locations. The first was an ancient Jirdunian ruins on this same asteroid where Fangora is located. The second was a derelict spelljammer in the Saragasso (void) to the north of here and the third was an asteroid in the Saragasso. Then Shaarilla did another ritual that seemed to rule out the Jirdunian ruins here. That leaves the derelict and the asteroid but we still need more precise information. Any thoughts on how to seek it out?"

GM: Syl spent some time learning about the Kingdom of Celestian and can attempt a Kingdom of Celestian lore roll to see if she learned anything new.

SYL: Kingdom of Celestian Lore [rolled 106 (Near Success)]

GM: Those with Phlogiston Lore - Putarrhan Sector can attempt a roll as well but you really need Absolute Success to learn something so specific to this area.

SYL: Phlogiston Lore - Putarrhan [rolled 90 (Partial Success)]

GM: Let me know what other ideas you have to find out more information. If you are stuck, feel free to send an Insight roll.

SYL: Insight: Insight of 7 - [rolled 53]

KC: Judunian Lore (22) rolled a [rolled 96 (Near Success)] and Phlogiston Lore - Putarrhan Sector (27) rolled a [rolled 107 (Near Success)]

GM: You don't learn anything from your Jirdunian Lore. You don't learn anything you don't already know from the Phlogiston Lore.;

KC: We can also go ask about lost ships from the other spell jammers and boats here in port or even the port authorities. Barnas could do an augury or something like that also. Could we locate an find object spell to help us get to it when we closer to it?


LANI: "I like the idea of making discrete queries."

GM: Getting information from government officials makes use of Administration skill.

KC: just a thought. I want to experiment with my telescope and the spell eyes of the eagle. So with the distance that can be seen with the plain eye and the telescope; would better distance vision with the spell then the telescope enable me to see even farther and is so how much farther?

GM: I will have to think about this. At the very minimum, the combined effect of the telescope and spell would provide greater clarity and some better range.

KC: I think we should also go out looking for some Phlogiston ship charts. Those some times have warnings or other things or notes on them that could be helpful. Of course one of the Sarragasso void or region would be helpful. But a larger over all chart would help us plan our travels also.

GM: Go ahead and make a Luck roll for KC as he goes out looking.

MORTY TECH: Phlogiston Lore - Putarrhan Sector 25% [rolled 99 (Near Success)], Insight roll 25- [rolled 85]. I am also willing to spend a Flash of Insight if noone comes up with a strong idea, and if I don't have mine available I suggest Shaarilla use hers (especially since we're about to recharge them on the 1st of the month ;)

GM: Morty does not learn anything more about the Phlogiston around the Kingdom of Celestian the he did not already know.

GM: I will hold off on the Flash of Insight for a day or so as there is still at least one fairly obvious idea (at least I think it is fairly obvious) that has not been mentioned yet. I will make sure to use your September Flash of Insight (both Morty and Shaarilla have their Flash of Insight).

KC: Here is his luck roll for Phlogiston charts as he is out and about. Rolled a [rolled 12 vs. LUCK 18, 1x roll]

KC buys a rough map of the Kingdom of Celestian for 85 sp. It shows all of the major inhabited asteroids of the kingdom as well as the Saragasso that form part of the border. There are some asteroids shown inside the Saragasso but only one has a name attached to it and it is labelled Archeron. The cartographer that KC bought the map from has never heard of Archeron and suspects it is labelled because whoever made the map had been there and the asteroid was large enough to warrant a name. The map is roughly drawn but the cartographer tells KC that the asteroid is probably about 1000 to 2000 miles away from Fangora. The map also shows breaks in the Saragasso whereas the group had previously thought that it was a solid band of void. It also seems much wider on this map than what the group had previously thought. When KC presses the cartographer on who might know more about the Saragasso, he suggests asking around at some of the bars and hangouts out by the Spelljammer field where Spelljammer pilots, navigators and crews tend to hang out.

KC: We could also go check out the ruins to see if there are any clues there even if the key is not there.

SYL: One thought, can we ask Malia and/or Horatio if they know anything about the Amber Key or have access to something that would let us do more accurate research??

SYL: Any luck in looking for books in the shops around Fangora about the SpellJammer

SYL: Luck -19 [rolled 97 vs. LUCK 19, 6x roll]


GM: No luck in finding any books that are pertinent to the issue at hand.

SHAARILLA: Judunian Lore (26) rolled a [rolled 63 (Failure)] and Phlogiston Lore - Putarrhan Sector (41) rolled a [rolled 27 (Failure)]

SHAARILLA (OOC): I always forget which commands use minus for the modifier, and which use plus. Got it wrong again… Adding the modifier instead of subtracting it would result in roles of Judunian Lore 115 and Phlogiston Lore - Putarrhan Sector of 109


GM: You don't learn anything more than you already know.

MORTY: "What about doing another Ritual of Identification on the key? Now that we are closer, and you've had more practice with the Ritual, it could yield better results?"

GM: Shaarilla already performed another ritual after arriving at Fangora, which pointed to a location in the Phlogiston. Another ritual in Fangora is not likely to yield any additional information. Obviously Morty would remember this even if Keith forgot. I also forgot and had to look it up.


KC: he will go around to he spelljammer hangout by the air field to see if he can find out any information about the Sargassio void, derelict ships and Archeron. Streetwise find information roll of [rolled 66 (Failure)].

KC:(OOC) I’m probably not the best one of us to do this as my Charisma is a 12.


KC: might as well use my luck point to re roll for this. Streetwise: finds information refilled a [rolled 59 (Failure)]

GM: KC had no Luck points remaining for September. He learns nothing about Archeron.

GM: Agreed. KC's nature is such that he is generally not that good at learning information. KC can certainly come back to the Star Sprite and let the group know what he learned and then others who are better at conversing with strangers can make their attempts. Anyone who wishes to try to gather information from pilots, astrogators and spelljammer crews can send on3 Luck roll and one Information Please (or Subtle Extraction if you are trying to be discrete about it) for ever 2 points of CHA above 15 (minimum of 1 set). In other words, send 1 Luck/Conversation pair if you have a CHA of 16 or less, 2 if you have a CHA of 17-18, 3 if you have a CHA of 19-20, etc.

TYRA: Tyra agrees to see what she can learn. Given that she's been working with a mentor around these skills, she's enthusiastic to see how it goes.

Roll pair 1: Luck [rolled 39 vs. LUCK 19, 3x roll], Subtle Extraction [rolled 92 (Near Success)]
Roll pair 2: Luck [rolled 81 vs. LUCK 19, 5x roll], Subtle Extraction [rolled 121 (Success)]
Roll pair 3: Luck [rolled 25 vs. LUCK 19, 2x roll], Subtle Extraction [rolled 39 (Failure)]

MARTIN: Has a charisma of 15, so one set of rolls …

MARTIN: Luck Roll (luck is 20) [rolled 15 vs. LUCK 20, 1x roll]; Information Please (level is 0) [rolled 53 (Failure)]


SYL: based on her Charisma she will have 4 rolls; and since she has Rank 4 of conversation (will raise it tomorrow if I have enough XP) she will use Subtle Extraction since she is a little bit better at that than Information please. Does she get a bonus since she is indeed a Astrogator and can talk the lingo???

SYL: Set #1 Luck -19 [rolled 92 vs. LUCK 19, 5x roll] Subtle Extraction [rolled 73 (Failure)]
SYL: Set #2 Luck -19 [rolled 26 vs. LUCK 19, 2x roll] Subtle Extraction [rolled 99 (Near Success)]
SYL: Set #3 Luck -19 [rolled 46 vs. LUCK 19, 3x roll] Subtle Extraction [rolled 52 (Failure)]
SYL: Set #4 Luck -19 [rolled 65 vs. LUCK 19, 4x roll] Subtle Extraction [rolled 127 (Success)]

GM: I'm a little confused. I see a couple people sending Subtle Extraction rolls and one sending an Information Please roll. Is the group trying to be subtle in their inquiries about Archeron or are you good simple asking outright? If I resolve the rolls as sent, it means that Tyra and Syl are trying to be subtle and learning about Archeron without trying to show their real interest whereas Martin is coming right out and asking people if they know about Archeron and how to get there. You might want to discuss this a bit.

SYL: She used Subtle Extraction because she is slightly (+4) better at it than Info Please. But looking back, it makes more sense to be subtle becasue we know we are being followed and don't want to make it too easy for the team following us...

TYRA: "I figured we didn't want it public knowledge what our goals were so I wanted to be subtle initially on our inquiries. Do others think talking openly about these matters is okay?"

KC: i think subtle is good if we have the ability to do that. (OOC) but this is KC and not Nurel.

KC: if we do not find out anything that way than we can just start asking.


MARTIN: Martin used the “Information Please” because the concept of being subtle is more than a little lost on him. If you want him (and his enthusiasm) to stay back at the ship, he’s ok with that.

BARNAS: The young cleric asks around

Roll pair 1: Luck [rolled 47 vs. LUCK 20, 3x roll], Subtle Extraction [rolled 79 (Partial Success)]
Roll pair 2: Luck [rolled 99 vs. LUCK 20, 5x roll], Subtle Extraction [rolled 131 (Success)]
Roll pair 3: Luck [rolled 13 vs. LUCK 20, 1x roll], Subtle Extraction [rolled 75 (Failure)]

BARNAS: He is also willing to do some Auguries once they narrow things down a bit.


GM: At this time, I will just resolve the subtle extraction attempts. If the group does not find out anything, then we can go to more obvious methods.

Tyra encountered one person who had heard of Archeron, and knew that it was somewhere in the Saragasso north of Fangora, but knew nothing else. He couldn't even remember the context of the conversation where he heard about it and suggests that he was probably drunk at the time. Tyra was very subtle in her conversations to the point where one of the people she talked to, a minstrel at the Black Star tavern may have known something about Archeron but Tyra did not want to be too obvious. Tyra notes that the minstrel's name is Aurora and she is quite good with a very well crafted fiddle. She is equally adept at singing. If the group wants to get a more obvious about seeking the information, Aurora will be the first person that Tyra will seek out.

Syl had only slightly better luck. She talked to someone who who had heard of Archeron but had never been there. The man, a patron of the Spacer's Guild, a tavern for spelljammer crews, says that Archeron is a city in the Saragasso but he has never been there. Looking around the tavern, she does not see anyone that she believes has been to Archeron. Syl talks to others but, while she remains subtle to the point of caution, she does not encounter anyone whom she believes has any deeper knowledge of Archeron.

Barnas talks to someone who mentions Archeron but no further word about the place is forthcoming and Barnas suspects he knows nothing more. Later he talks to traveling merchant in one tavern and although the name Archeron never comes up, Barnas suspects that the man, because he is so well travelled and seems to know everything there is to know about the kingdom and the border regions, may know something about Archeron. Barnas is not successful in getting the man to talk about it but makes note of him - his name is Kolimar the Kind - in case he wants to ask more directly in the future.

GM: Anyone with Streetwise skill can send 2 Streetwise Observation rolls.

KC: Here are to rolls for streetwise observation that you requested.

KC: As the others are talking and trying to gather information; he watches those that they talk to and other around the room to see if he can pick up on anything that might be helpful.

KC: Rolled an [rolled 59 (Failure)] and a [rolled 101 (Near Success)] for Streetwise: Observation.


GM: KC doesn't know anything about Aurora other than that she is a minstrel who is considered to be very skilled with her fiddle and her voice. KC has heard some stories about Kolimar. He has heard that he is very well traveled both inside and outside of the Kingdom of Celestian but that his real business is on the wrong side of the law. KC is not sure exactly what business Kolimar is in other than that it is said to be highly disreputable. He is said to be highly charismatic on the outside, but also has a reputation for ruthlessness.

TYRA: Tyra discusses their findings with the group privately. "I think we have some decent leads once we're ready to ask more openly. I am concerned about Brute Force and how long it'll take them to find us here. Without knowing more, I think the Spacer's Guild would be the riskiest in terms of exposing us to Brute Force. Kolimar the Kind and Aurora feel about the same until we have a sense of which will be more trustworthy with our identities. Does anyone have a sense of which lead is best to follow first?"

SYL: Both are minstrels - flip a coin or ask about them first?? Another thought is have Syl speak to each of them and see what she can determine with Character Judgement...

LANI: "I think Barnas said that Kolimar was a merchant, not a minstrel. In any case, it sounds like the next thing to do is talk with one or both of them since we still need information. Do we start with Kolimar the traveling merchant or Aurora the minstrel?"

KC: from what I have heard Kolimar is a well traveled merchant, at least that is what he calls himself. He seems to do most of his dealing on the wrong aide of the law. He can be quite devious and cunning, and he is very charismatic. Mean while all that I know of the minstrel is that she plays and sings very very well.

SYL: As a singer/conversationalist, Syl votes for Aurora.

TYRA: "Well, that has me strongly leaning toward talking to Aurora at this point. I wouldn't rule out talking to Kolimar but if what KC says is true, he is exactly the kind of person that would sell us out to Brute Force. We'll definitely need to be careful around him if we talk further with him."


Barnas, KC, Syl and Tyra depart the Star Sprite in the evening and head towards the city while the rest of the group remains behind guarding the spelljammer. KC is in his element among the bars and taverns of a teaming city while Barnas, Syl and Tyra have all demonstrated that they are astute in their readings of the motivations of those they deal with. The four do not penetrate deep into the city, stopping at the first of several taverns at the edge of a sprawling spelljammer field known as the Aerodrome. The tavern is the Black Star tavern where Tyra had previously conversed with Aurora and wondered if the minstrel might have more information about Archeron. However, the lively minstrel, with the bubbling personality and winning smile was not there. The four did not linger but moved on to the next establishment, with a similar lack of luck.

In a lively bar named The Edge of Space, they finally track her down. Even as they approach, they hear the unmistakable sounds of her exceptionally crafted fiddle and the cheering and hooting of the patrons. When the four enter, they see Aurora dancing on a table, the fiddle tucked under her chin and the bow dancing across the strings producing music of breathtaking quality. Her winsome smile and exceptional skill capture the attention of everyone but the most hard-hearted or intensely focused of the patrons. Many are singing along with the music.

KC leads the way to a table already inhabited by a dozen other patrons. Tyra thinks she sees a faint look of recognition cross the minstrel's face but then her gaze moves on and she continues her minstrelsy.

Drinks are ordered and consumed as Aurora plays on and it is not until an hour later that Tyra is able to capture her attention for a few minutes. By this time, KC has managed to snag a booth at the back of the tavern where he, Syl and Barnas now sit. Tyra asks for a word with the minstrel and Aurora readily agrees, leading the way to the booth. She sits down next to KC and across from Barnas and Syl. Tyra slides in next to her. If Aurora is at all concerned about being "trapped" in the booth between KC and Tyra, she shows no signs of it.

"I had a feeling you might be back," the young lady says with a smile. "I couldn't help but wonder if you were dancing around a question that you did not wish to give voice to last time we spoke. Is that question ready to see the light of day now?"

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 - 6
2nd - 6
3rd - 4
  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, <D-Speak With Dead>, <single class>
KC
9
  • GK - Jump, Shout, Spider Climb
  • SK - Fumble, Hold Person, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
9
  • GK - Invisibility, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
7
  • GK - Illusion, Spell Store, Sphere of Silence, Stinking Cloud, Undetectability
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Mist Vision, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt, Wall of Ice
  • Spell Wand (7 spell points) - Lightning Bolt, Lightning Bolt, Wall of Ice, Sphere of Fresh Air
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 Pistol4
LaniWalking UnseenMartial Artist ability1
TyraCure Critical WoundsPendant of Healing11
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