Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Kelfour's Landing
Campaign:SpelljammerTurn Start Date:12/10/606
Adventure:The Gateway KingdomsTurn End Date:12/12/606
Adventure Number:8Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:7.3Send 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 2/3
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: While the group was holed up for a couple of days in a cave during the essence storm, Morty cast a Ritual of Find Familiar. His base chance of success is 30% but, with a 10 hour Ritual of Preparation, this increases to 60%. Keith has already indicated that he is willing to use a Fate Point but here is the roll anyway - [rolled 14].

KC: One of the things that I wanted to try out during the trip to Kelfour's Landing, was to turn myself into a raven and learn to fly with Tceski'a and practice to see if this could become a good way to scout out and area.

GM: Sounds good. You can assume you did this on the trip north.

SHAARILLA: Shaarilla will help with the flying lessons if she can.



GM: As I mentioned before, there is an enchanter in town that can create spell talismans. Most of the mages already have a Talisman Wand so, in your case, he would simply add another spell to it. For example, Syl has a Talisman Wand that gives her a +10 to her cast chance with Web of Darkness. If she wanted to add Shadow Wings (gaining a +10 to CC), it would cost her 970 sp (subject to barter). Cost is equal to ((spell multiple / 2) x 10). The 10 represents the bonus to cast chance so technically you could buy a talisman gives less than +10 (but not greater) and the cost would be reduced (the same spell with only a +5 cast chance would cost 485).

GM: The maximum talismans a mage can have is equal to ((MA + Spell Memory rank) / 5: round down). Thus Syl could have a total of 5 spell talismans (basically enchant her wand to give her a +10 with 5 different spells).

GM: Let me know who wants to do this but I'd suggest that all of the mages consider adding at least one spell to their Talisman Wand.

GM: Martin does not have a Talisman Wand at all. He might consider buying one, maybe for Bolt of Energy (850 sp), Levitation (380 sp), Passwall (750 sp) and/or Wizard Eye (630 sp).

SYL: Her talisman wand currently has Wall of Darkness linked to it. She would like to add Magic Missile and Shadow Wings for certain, then Shadow Walking and Sunburst depending on cost.

SYL: Would like to add Wings of Shadow, Magic Missile and Sunburst to her Talisman Wand.

SYL: Barter roll [rolled 90 (Partial Success)]

SYL (OOC): wants to hold the final place on the wand for another Special Knowledge spell when she gets one. Two months (probably) until she's level 9 overall (damn Dark Magic Special Knowledge is 'spensive!!)

GM: Base costs are Shadow Wings (970 sp), Magic Missile (950 sp) and Sunburst (600 sp) for a total of 2,520 sp. Her partial success barter roll reduces the cost to 2,470 sp. I marked off the silver. She has 432 sp left. I updated the back-end document for these three spells and confirmed that all of them are now showing a +10 cast chance from what they were before.



The group spends a day or two exploring Kelfour's Landing. They find a place where they are able to purchase pearls and buy 10 of them.

GM: I knocked 1000 silver off the party funds and added 10 pearls to the magic item list.

The group also finds many other shops including an Enchanter who can further enchant a Talisman Wand (for those who want to boost their cast chances with some of their spells).

GM: The last time the Shaarilla performed a Ritual of Identification on the group's Spelljammer keys was in Middenheim and she learned that the next key was about 1,000 miles north. The group has travelled about a thousand miles north so it is time for Shaarilla to perform another ritual to get additional directions. Shaarilla can go ahead and send her roll. She can perform a 10 hour Ritual of Preparation go gain an additional +30 to her cast chance.

SHAARILLA: Identification [rolled 25 vs cast chance of 96 - Successful Cast Chance!]

GM: Before resolving, the group might want to visit a cartographer and get a decent map of the Quellborne area. The group finds a decent one for 25 silver. Syl can send a barter roll to try to get a better price.

Shaarilla successfully casts a Ritual of Identification. She determines that the Gold Spelljammer key is about 350 miles to the ENE. With the map that the group has already purchased, that would indicate that the gem is located in the ruins of a place called Quellburn, as indicated on your map.


GM: Map to follow.



SYL: Additionally she would like to examine the following locations in town while waiting for the ritual for the key:

Cartographer - for map of the area surrounding Kelfour's Landing
Herbalist - chance to practice alchemy skill and see if they have ingredients for the drow sleeping poison for hand X-bow
Smith - To see what's available
Weapon Maker - see what's available

GM: For the herbalist and weapon shoppe, go ahead and make a party luck roll for each.

GM: For the smith, what kind of smith are you looking for (blacksmith, armor smith, etc.). If you are looking for magic items, go ahead and include a party luck roll.

SYL: When we discern this, can we ask around to determine easiest way to get there and rumors about the place?'

SYL: Information Please: [rolled 107 (Near Success)]

SYL (GM): Is there an Area Lore that might apply?


GM: No one in the group has ever been to Jaiman before so no area lore rolls apply.

SYL:
Herbalist: Party Luck - 20. [rolled 9 vs. LUCK 20, MADE BY HALF!]

Weapon: Party Luck - 20. [rolled 9 vs. LUCK 20, MADE BY HALF!]

Magic Items: Party Luck - 20. [rolled 79 vs. LUCK 20, 4x roll]

SYL: Specifically, she was looking for an Armor Smith but we'll see what we can find, not that she has much money left.


GM: Syl finds the shoppe of Sen Dalatin the Alchemist who is also an herbalist. He has potions for sale. Any particular types of potions you wanted?

GM: She also finds Tyron's Arms. He has a fine selection of weapons. She also notices a very nice two-handed sword hanging prominently on the wall behind the counter. It is an obviously quality item and, when Syl spends a spell point, determines that it is also magical (2 on a scale of 1 to 3). When she inquires about it, Tyron the Weaponsmith tells her that the sword belongs to a man named Gerdar the Duelist. He has a standing challenge that anyone who is willing to pay 500 silver can fight a duel with him using practice swords and, if they win, they win the sword.




Returning to the cartography shop, Syl asks about a path or road to Quellburn. The elderly proprietor says that there is a series of roads and paths that you can take that might get you there though the terrain is very mountainous and, assuming the paths are not obstructed in any way, you could probably get there in 20 to 25 days depending on the weater. However, the faster route would be by ship as Quellburn used to be a port city and thus, the ruins are near the shore of Claedesbrim Bay on the far eastern side.

Syl thanks the man and heads down to the docks on the Colewaether River to inquire about passage. There Syl quickly learns that sailing the Claedesbrim Bay is a risky endeavor due to the Ice Kral that inhabit Trelkinaark'est, the large island in the center of the massive bay. The Ice Kral are the reason that most fishing boats do not travel far from Kelfour's Landing. They are also the reason for the high walls around the town.

However, Syl does learn of a sea captain that might be willing to take the group to Quellburn. The man's name is Vurgrom, often called "The Mighty". He owns a ship called the Maelstrom and has a crew of some 40 well trained warrior sailors. He has been known to go head to head with Ice Kral raiders.

She also hears the name of a sea captain named Teldar who makes frequent runs between Kelfour's Landing and other port cities far to the south. Teldar is a more cautious captain who runs a fast galleon named the Kissing Maiden and tends to run from trouble. He doesn't usually head towards the eastern side of Claedesbrim Bay as his route takes him the other way but, for the right incentive, he might be willing to carry the group there.

GM: These two captains were mentioned because the Kissing Maiden is currently in port and the Maelstrom, while not currently in port, stops in often enough that, though they may not be here now, they will surely return within a few days.

When Syl asks more about Ice Kral, she learns that they are a race of ape-like creatures standing about 5'6" but with broad shoulders and long arms. They have long, dextrous fingers capped by long nails. Their skin is a grayish-blue and their heads sprout thick white hair, which spreads across their shoulders and down their backs. They have piercing, green eyes, deep-set under beetled brows. Ice Kral almost invariably wear leather armor and wield large blades.



MORTY: A day or two after the essence storm I will confide in the group that my ritual did not fail entirely, I now have a disembodied spirit named Scintal as my familiar. It's too weak to manifest visibly but can be seen linked to me using Power Perception. I'm working on figuring out ways to strengthen him and help him survive, without the constant mana influx of the essence storm I'm having to feed him bits of my mana every day. I want to do another ritual but I'm not sure it will be without risk, and he might not survive.

MORTY: I would like to attempt some research into ways to strengthen familiars and/or disembodied spirits. I will also look at adding the effects for Find Familiar to my wand, which will cost over half my money on hand (2000 sp base before Syl's haggling). I would consider doing Project Image or Invisibility but they're too expensive for how little they will help. We should consider chipping in as a party and getting Shaarilla a bonus to her Identify Ritual, she's been casting them on our behalf for a while now and if her bonus gets high enough she won't have to spend 11 hours doing each one...


GM: The cost to add a +10 Cast Chance for Ritual of Identification to Shaarilla's Talisman Wand is 2,225 silver.

LANI: Lani is willing to chip in 400 or 500 silver to get the Ritual of Identification added to Shaarilla's Talisman Wand.

MORTY (OOC): Please have Syl roll a Barter roll for me :)


SYL: barter roll for Morty [rolled 62 (Failure)]

GM: The enchanter tells Syl that he already gave her a discount on her original order and he won't give a discount on this one. I marked off the 2,000 silver from Morty, added the ritual to his Talisman Wand (in the Magic Items with Bonuses section), and confirmed that he got the +10 to his cast chance.

MORTY TECH: Everything lore for Quellburn (sp?) [rolled 92] I thought it was always Quellborne...


GM: No one in the group has ever been to Jaiman before so you don't know much. Morty has heard of the ruins of Quellburn and recalls that there are a lot of magical effects associated with the ruins.

GM: The region is called Quellborne. The ruined city is Quellburn.


SYL: Will ask Sen Dalatin about the following potions
Oil of Sharpness
Potion of Healing
Potion of Extra Healing
Potion of Giant Strength
Potion of Heroism
Potion of Speed
Potion of Spell Points
Potion of Sleep Poison (Drow)

GM: Go ahead and send a Luck roll for each one. He will definitely have some potions of healing so the luck roll is to see how many.

SYL: At Tyron's Arms, does he have any magical weapons for sale?

GM: For most of the common weapons you can easily find +1 weapons. If there anything specific you are looking for, send a Luck roll. Also send a general Luck roll for unusual weapons.

SYL (Luck Rolls)

Oil of Sharpness - [rolled 74 vs. LUCK 20, 4x roll]
Potion of Healing- [rolled 72 vs. LUCK 20, 4x roll]
Potion of Extra Healing
Potion of Giant Strength - [rolled 75 vs. LUCK 20, 4x roll]
Potion of Heroism- [rolled 55 vs. LUCK 20, 3x roll]
Potion of Speed- [rolled 83 vs. LUCK 20, 5x roll]
Potion of Spell Points- [rolled 55 vs. LUCK 20, 3x roll]
Potion of Sleep Poison (Drow)- [rolled 89 vs. LUCK 20, 5x roll]
General Roll Unusual Weapons - [rolled 23 vs. LUCK 20, 2x roll]

GM: Of the above list, the shoppe has four Potions of Healing available for 400 sp each.




KC: I would like to get infravision and or all sense added to the Talisman wand.

GM: A +10 to cast Infravision costs 500 sp. A +10 to cast All Sense costs 850 sp. However, you can only cast a spell using one wand so you would have to choose between the Talisman Wand and the Wand of Sorcery when you cast spells.

KC: My thoughts on this is that I would only put spells on the Talisman Wand that I envision I would only use in non combat situations or situations that I have time to cast, non rushed.

KC: so since the key gives me Infravision already; I do not need that on my Talisman Wand. So I will have All Sense added to the wand for 850 sp.

GM: I added All Sense to you Talisman Wand and made the back end changes. Your CC improved by 10 from 46 to 56. I marked off the 850 sp.

KC: I would like to find a travelers cloak also. Not expecting to but gotta look.


GM: Send a Luck roll.

KC: for Travellers Cloak rolled a [rolled 35 vs. LUCK 19, 2x roll]

GM: He does not find a Traveler's Cloak although the shop does have a Weather Cloak. In fact, the shop has two of them for sale for 250 sp each.

GM: (A Weather Cloak is magically waterproof and provides the warmth of a heavy cloak. It includes a hood. Wearing the hood narrows the character's field of vision, causing a -2 to their perception. When worn with the hood on, the character gains a +5 to all saves vs cold and ice and damage is reduced by 2 points.)

KC: lastly I would like to take the Potion of Greater Variability to the alchemist to find out more about it.

GM: The alchemist asks for 10 sp for the information. Once KC has paid that over, he tells him all about the Potion of Greater Variability, including how to successfully use it to get the desired effect:

GM: This strange potion is constantly changing colors and consistencies as it is observed. It is a Potion of Greater Variability. When consumed by a knowledgeable person, it will provide the effects of any one of the following potions. The imbiber simply wills the desired outcome. If consumed by someone who does not know its properties, and is not thinking of a desired effect, roll the effect randomly.

GM: The potion can take any one of the following effects:
  • Potion of Attunement (+30)
  • Potion of Flying
  • Potion of Defense (+20)
  • Potion of Extra Healing
  • Potion of Super Heroism
  • Potion of Speed
  • Potion of Protection (+4)
  • Potion of Giant Strength (+6)

GM: Just as with any other potions, once consumed, the potion is gone.

KC: Wow. I was not expecting that. So if a Greater Variability Potion can do that what can a regular Variability potion do? (I will pay if I have to get this information b hoping that I do not)

GM: Send an Information Please roll at -10. If you make it, he gives you the information for free. Otherwise he will charge you 5 sp for it.

KC: Information please roll of [rolled 19]

GM: He charges you 5 sp for the information about a Potion of Variability.

This strange potion is constantly changing colors and consistencies as it is observed. It is a Potion of Variability. When consumed by a knowledgeable person, it will provide the effects of any one of the following potions. The imbiber simply wills the desired outcome. If consumed by someone who does not know its properties, and is not thinking of a desired effect, roll the effect randomly.

The potion can take any one of the following effects:
  • Potion of Attunement (+15)
  • Potion of Climbing
  • Potion of Defense (+10)
  • Potion of Healing
  • Potion of Heroism
  • Potion of Levitation
  • Potion of Protection (+2)
  • Potion of Strength

Just as with any other potions, once consumed, the potion is gone.




GM: Let me know if there is anything else the group wants to do in Kelfour's Landing. Otherwise we can move on to the next stage of the adventure.

GM: The group will need to choose how they want to get to Quellburn. Obvious options are to either hire a ship (either the Kissing Maiden, run by Captain Teldar, the Maelstrom run by Captain Vurgrom) or walk there overland.

GM: Hiring the Kissing Maiden will cost 500 sp for a one-way trip and will take 6 to 10 days.

GM: Hiring the Maelstrom will cost 700 sp for a one-way trip and will take 2 to 4 days.

GM: Walking will take at least 30 days and probably longer.

GM: If the group hires a ship, they could also use Syl's Clockwork Pigeon to send a message to the captain to come pick them up when they are done. In this case, the group is better off hiring the Maelstrom because the Kissing Maiden makes merchant runs to the south and may not be available for a return trip.

TYRA: Tyra likes booking travel via the Maelstrom and using the Clockwork Pigeon to coordinate a return. She does not have anything else she needs to do in town and is willing to depart as soon as available.

SYL: Concur on Maelstrom and using the Clockwork Pigeon.

KC: I also agree that traveling by boat would be better.




GM: Morty does some investigation into the situation with Scintal while in Kelfour's Landing. There is no public library so the best he can do for now is to ask around among people who are knowledgeable on such things. Go ahead and send a CHA roll.

MORTY (OOC): I am far too shy to do that :(

MORTY: Syl, will you go with me and help? You have a familiar too and you work better with strangers than I ever could...

MORTY TECH: In case this has to be me and myself only, here it is :( CHA 15 [rolled 17]

GM: If Syl wants to go with and do the asking, I am fine with that. Syl can send a CHA roll.

SYL: Charisma Roll (22) [rolled 12 vs. CHA 22, 1x roll]

SYL: She can also use Information Please [rolled 46 (Failure)]

GM: The adventuring mage that you are talking to listens to the story of Scintal with interest and asks a lot of questions. He finally concludes that the next thing you need to do is cast another Ritual of Find Familiar (once you are rank 2 with it).

SYL: Information Please [skillroll+30]

GM: Not sure what this is for but will send it through anyway.

MORTY (GM): I am happy to raise the ritual a rank (or three), would I have the opportunity to cast it while we're here?

GM: Yes you can. Do you plan to perform the ritual in your rooms or head out into the wilderness a short distance?

MORTY (GM): Is there a compelling (or legal) reason not to do it in our rooms? If so, I'll ask for a couple of friends to come guard me while I do it. Also, I would like to purchase some special ritual components for this purpose, can I find +2? (With Syl's bartering help, of course) Or do I just need to mark off some treasure to sacrifice some gold while using it during the ritual (inscribing the pentagram?)

GM: No reason that you know of not to cast it in the rooms. I will assume you purchase +2 ritual components (giving a +10 to cast chance) for 250 sp. Syl can make a barter roll to reduce the cost.

SYL: Barter [rolled 124 (Success)]

GM: Syl barters a 10% discount. I marked off 225 sp from Morty.

MORTY TECH: With the 10 hour ritual of preparation I have a 71% cast chance, plus 10 more for ritual components makes it 81 [cc-81]. Hopefully I have a luck point for when I inevitably fail. If and when I fail I can try again the next day, right? It's not like the initial casting when it takes a year?

MORTY TECH: With the 10 hour ritual of preparation I have a 71% cast chance, plus 10 more for ritual components makes it 81 [rolled 5 vs cast chance of 81 - Critical Success!!]. Hopefully I have a luck point for when I inevitably fail. If and when I fail I can try again the next day, right? It's not like the initial casting when it takes a year?

With the extraordinary success of Morty's ritual, Scintal is able to form a body.

GM: I will give you 2 options. Option 1 is that you can choose any of the listed land special familiars, stat rolls will be at +1 per die, and you start with one special ability. Option 2 is that you roll what body form Scintal took using the Land Animals table, stat rolls are at +1 per die and you start with two special abilities. In either case, the special abilities are rolled normally.

MORTY (GM): Looking at the list I was intrigued by the idea of a Brownie and looking up what little information I could find on them made them seem almost ideal, in fact Morty may be part Brownie himself ;) They love workshops, hiding, illusions, tricks, being helpful, and always carry tool pouches and such. Here are the rolls I know to make:

Special Ability [rolled 28]

STR: [rolled 3]
DEX: [rolled 3 5 (+14)- Total: 22]
CON: [rolled 1 2 3 (+1)- Total: 7]
INT: [rolled 2 4 3 (+1)- Total: 10]
KNOW: [rolled 4]
WP: [rolled 5 4 6 (+1)- Total: 16]
MA: [rolled 1 2 4 3 (+1)- Total: 11]
LUCK: [rolled 5 6 4 (+7)- Total: 22]
CHA: [rolled 1 5 4 4 (+2)- Total: 16]
PER: [rolled 5 1 5 4 (+2)- Total: 17]

GM: I read up on Brownies (using 1st ed. AD&D) and will use your rolls as a guide but not necessarily the final result. I have updated Scintal in the Familiar section of the website if you want to take a look. I kept the low CON with the thought that Scintal is very sickly, but this can improve as you cast Find Familiar in the future. Below is how it works. This is also described in the familiar document.

Each time Morty casts the Find Familiar ritual after rank 2, there is a chance that CON will improve by 1 point. Chance is equal to 100% minus (Current CON x 5). Thus, with a Current CON of 7, there is a 65% chance that CON will improve by 1 when Morty casts the Find Familiar ritual at rank 2. Luck and Fate points cannot be used to alter this chance.

MA will also increase in the same fashion (100% - (Current MA x 5)).

GM: The special ability rolled is Spells (can have additional memorized spells) and you earned 2 points with the critical success roll. Normally you get to start with the first rolled ability for free but, due to the strange nature of Scintal, you will need to earn it Plus, Scintal has many more special abilities than a normal level 2 familiar.

GM: I did not include skills but the 1st ed. AD&D Monster Manuel does indicate that they are good craftsman. I will probably go with something like skill level = 5 + (level / 2) for those types of skills.

GM: Scintal is about 18" tall, so a little shorter than Morty.

MORTY (GM): Thank you for your work on this. Do I have any stat points to add after this? I'm guessing not. I assume he will eventually get his commensurate luck and fate points once he's fully recovered from his ordeal in the essence storm? If we practice riding on the Star Shield together does he become comfortable with it? He's welcome to sit in my lap as I sit on it crosslegged for more stability, or he could always stand behind me looking over my seated head and holding my shoulders. Does he have any stories or memories (yet) from his time as the familiar of Arklesong of the Second Fire? What languages does he know?

MORTY TECH (GM): Is my contact range with him reduced because of his nature? You realize with the same MA increase he will never get above 20, and can only ever gain 2 points since he's starting with an 18, right? Perhaps this is your intent, and I guess that's fine, he doesn't need to be superhuman in that regard.

GM: He will be fine riding behind Morty on the Star Shield. He does not yet remember much from his time with Arklesong of the Second Fire or the languages of that time, though he did pick up Common very quickly after you performed the 2nd Find Familiar ritual.

GM: No additional stat points. He will get his Luck and Fate points.

GM: Thanks for catching my math error. I changed it to Current CON x 4 (instead of 5). Same with MA.





GM: The cost to add a +10 Cast Chance for Ritual of Identification to Shaarilla's Talisman Wand is 2,225 silver.

LANI: Lani is willing to chip in 400 or 500 silver to get the Ritual of Identification added to Shaarilla's Talisman Wand.


SHAARILLA: That sounds like a good idea. Stella would also like to add bonus to Frost Bolt, her most frequently used spell.

GM: I marked off the money for the Ritual of Identification from party funds. The cost to add Frost Bolt is 700 sp, which I marked off from her funds.

GM: I made the changes to the back end document so the that +10 bonus is now automatically computed in the character sheet (and verified that it worked correctly).




GM: I plan to get the next part of the adventure started this week but wanted to get Martin the opportunity to add some spells to his Talisman Wand. He currently has Wizard Eye but might want to consider adding one or two more, such as: Bolt of Energy (850 sp), Levitation (400 sp), Passwall (750 sp) or Telekinesis (850 sp). Martin can have a maximum of 4 spells in a Talisman Wand (or 5 if he buys a rank of Spell Memory).

TYRA (GM): I know I'm a bit late on this but now that I realized Tyra' didn't have a cloak, I'm thinking she should have looked. Did we check to see if there are any other magical cloaks available? I know KC was looking specifically for a Traveler's Cloak (and found Weather Cloaks). Maybe there's something else that might be of interest to Tyra? [rolled 69 vs. LUCK 19, 4x roll]

GM: Good thought but Tyra is not able to find any items of specific interest to her.

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