Spelljammer
        Citadel of Fire
Current Turn?NoSubject:Finding Archeron
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:5.3Send 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
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?"

TYRA: "Yes." she replies simply then adds, "We're seeking to know more about Archeron. Are you familiar with it?"

AURORA: "Yes," she replies. "I have been to Archeron on two previous occasions but your prior judgment was correct in that you don't want it well known around town that you seek Archeron. Do you desire to visit Archeron? If so, I might be willing to pay you for passage as I have been considering a return there for some time."

AURORA: Turning to Syl, she asks, "Do you claim birthright at Archeron? If not," she adds addressing the others, "you would do well to seek a permit to visit unless your interest is to sneak in with no one the wiser."

TYRA: "We are thinking to visit there. We'd be happy to discuss with the others about you joining us for the voyage. We'd like to learn more such as this process of getting a permit to visit. What can you tell us about that?"

SYL: I do not know how I would claim birthright at Archeron - what do you mean? Is it a Drow stronghold? And where would we seek a Visitation Permit?

AURORA: "This is not the proper place to discuss this. Is there some place more private we can talk after I finish up here?"

TYRA: "We can discuss on our ship."

TYRA (GM): I don't mind role-playing out the conversation but I can also identify what I'm interested in learning if you want us to share that and you can streamline some of this if you wish.

GM: Sure, go ahead. If others have things they want to find out, let me know as well.

TYRA: Tyra is interested in learning the following information. More about Archeron in general and specifically what to expect. More about the process to get a visitation permit and the possible reasons we'd be able to do so. More on Aurora's background and what's she's interested in doing next. Why the interest in going to Archeron?

TYRA: Tyra will be looking for reasons to be concerned about her character or ulterior motives. Tyra expects that she'll ask more about the group and our interest in Archeron. I don't think we're ready to reveal that we're looking for the Amber Key at this point but I would go with the fact that we're adventurers doing research into a lost artifact. She's not going to be dishonest but doesn't want to reveal too much.







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