Spelljamming!

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Spelljamming!

Postby Ian » Sat Apr 09, 2016 6:39 pm

After weeks of preparation and research, Susanna Bonnette, Seraphina Toscobble, Enialas Winterschill, and Tyrani Zurack have embarked on an expedition unthinkable to most of Toril's scholars and adventurers. While many have ventured to other planes of existence, shockingly few have explored the last great frontier of our own: outer space.

Beyond the atmosphere of Toril lies a vast, yawning void of darkness, with stars and a sun and a moon and some stuff trailing that last one all up there somewhere...but few beyond the great sage Elminster and his ilk have any concept of what else litters the cosmos. So when one of Selune's Tears abruptly started gleaming red, the sorceress Susanna decided to figure out why (and maybe get a closer look at some of the other stuff up there in the process).

Upon teleporting the group up into the midst of Selune's Tears, Susanna discovered many of the assumptions they had made about outer space were actually accurate: it's extremely hot when the sun is up, there's no air except that provided by magic, there's no sound, and everyone is weightless.

Other assumptions were perhaps not so accurate: There's life up there, and it has ships. And guns.

So the party discovered as they emerged into the middle of an enormous asteroid field, halfway between the Teardrop and Selune itself, surrounded by flying rocks ranging from the size of cannon-shot to the size of large islands. Traveling towards the nearest asteroid that seemed large enough to possibly house something interesting, the party discovered it was inhabited: Orbited by what appeared to be the debris of ships (as well as corpses, one of which Susanna grabbed), the asteroid was crawling with at least a half-dozen enormous, spider-like vessels, their 200-foot keels dwarfing even the largest sea vessels on Toril. One of those vicious-looking vessels, which the party later discovered were called Deathspiders, began moving in the direction of the ship wreckage near the party...

...only to be attacked by another vessel, a great emerald-winged craft resembling a cross between a great hawk and a flower! The ships exchanged fire, loosing white-hot spears of metal at one another at incredible speeds. The party weighed in at this point, exchanging bolts of lightning and disintegrating energy with the strange creatures crewing the deck of the Deathspider: a combination of umber hulks and a previously-unknown species combining the worst features of eel, wolf, and spider.

After several fraught moments, the party and the emerald wing-ship combined to drive off the Deathspider, and the party took what appeared to be the offer of a ride to safety as the new ship made haste from the scene. Once aboard, the party was introduced to Captain Kyr Pellinore of the Gauntlet. An elven man wearing a bizarre suit of plate reminding Enialas of some of the recent experiments at New Ascalhorn (as well as the regalia of Corellon Larethian), Kyr gave the party a quick tour of his ship; a "Man-o-War class" vessel that actually lives and grows like a giant plant, the Gauntlet uses an incredible means of propulsion, a "spelljammer helm" powered by wizards bending the raw might of the Weave to the ship's needs!

After their tour, Kyr and the party gathered in the mess so the captain could introduce them to life in the void. As it turns out, the party had stumbled onto an asteroid called Journey's Legg, the local base of a race of slavers known as the Neogi. Kyr's crew are a sort of makeshift police force attempting to stem the slave trade in the Tears (Kyr himself showing a visceral distaste for the slavers), and had been seeking a vessel that went missing after venturing too close to Journey's Legg; the corpse Susanna found, alas, had been one of its crew.

From there, the party moved to getting an introduction to the wider world that exists up among the stars. Kyr described another asteroid called Dragon's Rock, home to both him and most of the commerce among the Tears, as well as a multitude of races from familiar elves and humans to the planes-walking blue giants called the Mercane. Dragon Rock is apparently ruled by a merchant council called the Commodores, and upon hearing that Susanna's destination is the Bloody Teardrop, Kyr revealed two key items: first, the Teardrop's name among the stars is "Tal Tarmanel," and second, the Commodores of Dragon Rock have a long-standing prohibition on travel to Tal Tarmanel.

Seeing as this is an obvious obstacle to the party's plans, Kyr also revealed that one of the Commodores, Etrielle Pescadion, knows more than most about Tal Tarmanel. She might be willing to talk to the party about it, or perhaps even help them travel there.

After a half-day's journey spent discussing with the Gauntlet's wizard-pilots (Enialas and Tyrani), carving trinkets from the ship's discarded overgrowth (Susanna), and playing Space Cards in Space with the ship's resident card-sharp (Sera), the Gauntlet pulled into port. The party was again astonished; dock-workers in strange protective suits walked about outside the asteroid without the aid of magic, while within the asteroid there was atmosphere, garish lighting provided by glass tubes wrought into writing and adorning the fronts of shops, and a broad array of races even beyond that described by the captain. The party found themselves thinking of it like a space-bound Skullport, which is possibly not far from the mark.

After docking, Kyr agreed to help set up a meeting with Pescadion at a tavern and inn called the Astral Anchor, leaving the party to meet him there later...
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Re: Spelljamming!

Postby Ian » Sun Apr 17, 2016 2:30 pm

The party started its Dragon Rock experience by doing what good, law-abiding visitors do in such situations--visit the customs officers! There, our little band of miscreants met with a dwarven liaison officer and his two guardsmen, obviously there to ensure that everyone is a good, law-abiding visitor: an enormous lizardman and a strange, hulking figure with a head that Tyrani later noted resembled the hippopotami sacred to one of the deities in Mulhorand. Dragon Rock is clearly all about being cosmopolitan.

The party learned that fire-generating items are taxed and peace-bound, and fire spells are banned (possibly on pain of death depending on the scale of the conflagration generated). The citizens of the Tears clearly take seriously anything that consumes extra air! (All businesses, the officer noted, are also required to maintain a certain amount of plant life based on their size for similar purposes.) Then the party paid its "air tax," some extra duties for their alchemicals and Sera's ever-burning lump of coal, and received directions to their various points of interest.

Moreso than even in Waterdeep, Dragon Rock turned out to also be about population density: with no ability to expand outward, the asteroid's architecture is all about building on top of other things, with hollowed-out stalactites and stalagmites framing tightly-knit artificial constructions of wildly varying styles that have nearly grown together over the years to form a haphazard city grid. The whole thing is lit in that garish multi-colored glow of the tube-lights used on the shops and businesses, along with the paler glow of more natural glow-fungus and luminescent plant life. The local culture seemed to compensate for the lack of space by being unfailingly polite about it, and the party may have been surprised and/or satisfied once they found that no one even tried to pickpocket them on their way down the street.

It didn't take the party long to find the Astral Anchor, which turned out to be somewhat of a taste of home (if one were an elf from one of the great cities like Evereska). Decorated with mica-flecked blue marble like starry fields, luminescently-flowering moon ivy, two great gnarled trees in its atrium, and wrought-iron furniture as a local twist, the Anchor is probably the most popular gathering place on the Rock for the Tears' elven population. Serenaded by lyre music from the stage, Tyrani went to speak with the proprietress about some rooms, Seraphina decided to try some of the local liquor (finding that the most potent among it, a viscous black substance called Void Oil, was actually capable of giving her a little buzz!), while Susanna and Enialas waited for their possible guests and discussed the agenda for the remainder of their trip.

Captain Kyr showed up before too long, turning out to be a popular figure among the Rock's elven community, and made his way over to the party. He had just enough time to give the party a primer for their upcoming meeting before he wound up making introductions, and the party found itself face to fave with one of the Commodores of the Rock: the moon elf Etrielle Pescadion, and her unspecified "partner," a tall, mantis-like creature introduced as Az'atcht'ktil of Anadia.

Pescadion got straight to business, confirming that the Bloody Teardrop called Tal Tarmanel was the party's destination, then telling them that travel to that place had been banned for hundreds of years:
The gist of Etrielle Pescadion story wrote:"Tal Tarmanel is 'The City of the Stars' in Seldruin, that ancient tongue of Elven high magic. Over 700 years ago, in the last days of one of the great planetside empires of the People, the city was in the process of being built. It got its name not just for its location, but supposedly for its appearance; the asteroid it's built into is made of some high-value materials, silver and water-ice among others, which apparently caused it to gleam like a star in its own right when the light of Selune hit it just so.

"Unfortunately, the city was never finished. From what I gather, the planetside empire fell before it was completed, and most of the people involved with building it died or disappeared in the chaos. Eventually, one of the original builders, a woman named Ephelia Cressida, came to the Commodores. She filed a claim that the city was not fit for habitation, and that it should be proclaimed off-limits until such time as a duly-appointed representative came back to claim it. The city's power source was disengaged, and the city sat cold and empty afterwards. The Commodores of the time honored her request, and even as the pirates and scavengers of this system tried to get in and loot whatever was left behind, rumor has it that there were enough safeguards left in place to stymie all of their attempts.

"...skip forward to about a year and a half ago. Some of our scouts and trade vessels noticed activity around the old rock, lights within the city being activated as if the power source was being spun back up. Then, before we could even go look into it, the whole thing lit up like a new red star. By all accounts, at its peak the city shone with a brilliant light, amplified by the largely reflective material making up the mass of the asteroid. But it never shone that color, so aside from the activity itself as a concern, we figured perhaps something had gone wrong, and sent a Man-o-War to look into it.

"Unfortunately, no one returned from that trip. We sent a second ship; they reported that the first was abandoned, no signs of violence, and we ordered them to bring both ships back and otherwise not attempt any further exploration. Since then, our observers have seen a Neogi vessel and a small Nautilus dock at the city--both of them are still there, a year later. Our hypothesis is that something has settled into Tal Tarmanel and claimed it as its own. Without the resources to really devote to a campaign, no knowledge of what lies within, and no compelling interest at this time to drive whatever is there out, we've settled on reiterating the travel ban and otherwise staying clear of the mess."


The party recognized Ephelia Cressida's name, as both the inventor of the sentient golems now at New Ascalhorn (and apparently the basis of the powered armor worn by Captain Kyr) and the spouse of the wizard whose personality now sits in their friend Rhyl's artifact blade. Between their knowledge of the time period in question and Sera's somewhat grisly plan to perform some reconnaissance via her own disembodied spider-eye, Pescadion relented in allowing the party to look into the place so long as they bring anything they find straight back to her.
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Re: Spelljamming!

Postby Ian » Sun Apr 17, 2016 5:29 pm

After their meeting with Pescadion, the party generally seemed interested in doing a little exploration/shopping before venturning out on the thrust of their self-appointed quest.

Weapons/Armor: Enialas and Tyrani had both expressed some interest in what passed for weapons here at Dragon Rock. The customs officer earlier had mentioned a place called the Hydra Depot, and Captain Kyr confirms that it is a solid dealer in "personal-scale" weapons and armor. Perhaps a quarter-mile from the Astral Anchor, the Depot is actually a small bazaar of different affiliated vendors in a series of tunnel-connected shops built into the base of a great stalagmite. (One might guess this is how it got its name.)

Most organic materials like leather, wood, and exotic hide have to be imported (either from Toril or other planets), and thus are substantially more expensive than planetside equivalents, while metal arms and armor (including mithral and adamant) are common and cheaper in the Tears. Weapons are mostly of the sort to which you are all accustomed. Ranged weaponry features a preponderance of crossbows and dart thrusters, grapple bolts, harpoons, and alchemical fire bolts (which are kept under lock and key in the shop), as well as a strange canister-looking weapon that fires globes of alchemicals like a dart thruster.

The 'metal is cheaper' principle does not apply, unfortunately, to either of the two "special" types of armor Enialas finds with no Torillian analogue: powered armor, of the sort Captain Kyr wears, and void suits, of the sort the party saw people using to move around in space. The cheapest form of either is what the seller calls a "base chassis"--no power source for the powered armor, and no climate controller or included air supply for the void suit.

Mechanics wrote:A powered armor chassis comes in two flavors here: light (+9 AC, +1 MDB, -7 ACP, 50% ASF, 100 lbs, 2500 gp) and medium (+10 AC, +0 MDB, -9 ACP, 60% ASF, 250 lbs, 3500 gp). Heavy powered armor is not available at Hydra Depot. Power sources are usually only sold by the Mercane, but may be available elsewhere with some digging.

A void suit comes in one flavor here: medium (+3 AC, +2 MDB, -5 ACP, 30% ASF, 40 lbs, 2000 gp). The wearer reduces the severity of all radiation exposure by one step, gains cosmic resistance 5, and gains endure elements. When the helmet is sealed (a full-round action), the wearer is immune to gas/vapor attacks and ignores vacuum damage, but takes a -2 penalty on Listen/Spot checks and begins to suffocate in 1 minute without an included air supply. The wearer is considered protected by a layer of lead for purposes of detect spells.

Local Magic: Everyone expressed some level of interest in checking out the locally-available magic, and the Astral Anchor's proprietress, Enerlia Pyrlios, suggests that the party go speak to her cousin Stellaria, a wizardess who still works with her old master, the illithid Asteltillar.

Asteltillar's laboratory is in the tip of a great stalactite hanging over the great cavern housing Dragon Rock, not far from the Mistcavern at the Rock's very heart. Ascended to from ground level through a labyrinthine path of twisting hallways through buildings, skywalks between them, and finally a suspended bridge that provides you all with a truly breathtaking view of the Rock, the laboratory sits quiet, illuminated by eerie purple lanterns. Stellaria is the only one present for the moment, but is more than capable of selling to the party from their combined stock. (Those who have dealt with Ethran Drakhat will note, perhaps with some surprise, that Asteltillar appears to be a collector and purveyor of similar items.)

The Tears' inhabitants make common use of spells with the [Air] descriptor, and scrolls or wands of any such spell are 10% less than they are planetside. The same applies to these specific spells: air bubble, create water, eradicate air (as eradicate earth (SCmp), but affects air subtype and destroys a 10-foot cube of air), false gravity, fly, implosion (available in a Sor/Wiz 9 version), levitate, locate portal, overland flight, resist energy, reverse gravity, telekinesis. Spells with the [Fire] descriptor run 20% higher than planetside.

Ships and Helms: Susanna was particularly interested in looking into these, and a trip back down to the spacedock winds up being in order. As it turns out, much as with the powered armor and void suits Enialas looked at earlier, hulls are much easier to obtain than the necessary components in them.

The most common two-person vessel in the Tears is the Locust-class, developed by the people of Kara-Tur and brought to space a long time ago. Resembling one of its namesake insects of Toril, it is incredibly light and maneuverable, but quite fragile. It has a 14-foot keel and space for two crew, one light weapon turret, plus either one passenger or 750 pounds of cargo. It is actually too small to mount a spelljammer helm of any size, so it instead uses a magical rudder for propulsion through space, giving it a speed of 30 feet and Perfect maneuverability, but insufficient power to escape the gravity well of any planet larger than Garden (the smallest planet in Realmspace). It runs 4,000 gp plus the cost of any weapons mounted to it.

The largest two-person vessel, meanwhile, is the Damselfly-class. Running a fully 100-foot keel, it requires a crew of two but can hold up to 10 passengers or 5 tons of cargo, and mounts a single heavy weapon turret. Most Damselflies have Poor maneuverability, although a military version trades Clumsy maneuverability for improved armor. It can mount a spelljammer helm, though many such vessels have traded theirs for nonmagical engines. An engine-free Damselfly hull in good condition runs 50,000 gp, which usually includes a basic heavy weapon mount.

The Mosquito-class is a common midpoint, requiring one crewman, holding up to eight passengers, and running 15,000 gp for a hull. It runs a 75-foot keel and is more fragile than a Damselfly, but comes with Average maneuverability and a single light weapon turret. (The price does not include an actual weapon.)

As for propulsion, there are many different varieties, but two main distinctions are important: Whether or not the ship is powered by a non-magical engine or a spelljammer helm, and whether or not the helm was Mercane-built. Non-magical engines are capable of travel on and in the vicinity of a single planet, and can be operated by any type of creature, but cannot achieve the speed required for feasible interplanetary travel, and vary in effectiveness based on the ship size. Spelljammer helms can achieve interplanetary and even interstellar travel, but can generally only be operated by spellcasters, are more effective in the hands of more powerful casters, and are stupendously expensive. Mercane-built versions of either are nearly indestructible and even more expensive, while other versions are far cheaper, but are fragile and require regular maintenance.
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Re: Spelljamming!

Postby Stam » Sun Apr 17, 2016 8:30 pm

Ian wrote:The most common two-person vessel in the Tears is the Locust-class, developed by the people of Kara-Tur and brought to space a long time ago. Resembling one of its namesake insects of Toril, it is incredibly light and maneuverable, but quite fragile. It has a 14-foot keel and space for two crew, one light weapon turret, plus either one passenger or 750 pounds of cargo. It is actually too small to mount a spelljammer helm of any size, so it instead uses a magical rudder for propulsion through space, giving it a speed of 30 feet and Perfect maneuverability, but insufficient power to escape the gravity well of any planet larger than Garden (the smallest planet in Realmspace). It runs 4,000 gp plus the cost of any weapons mounted to it.

Susanna asks after the weight of the Locust-class, with an eye on the possible use of Teleportation for its actual removal from (and to) the planet - and the cost of the magical rudder and light weaponry.

Edit: If it's the same as this Locust, 3/4 of a ton? And ... she might want to consider asking after the teleportability of the Mosquito instead.
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Re: Spelljamming!

Postby Ian » Sun Apr 17, 2016 9:19 pm

Stam wrote:Susanna asks after the weight of the Locust-class, with an eye on the possible use of Teleportation for its actual removal from (and to) the planet - and the cost of the magical rudder and light weaponry.

Edit: If it's the same as this Locust, 3/4 of a ton? And ... she might want to consider asking after the teleportability of the Mosquito instead.

The Locust-class weighs 3/4 of a ton, and its cost includes that of the magical rudder, which runs about 3,000 gp by itself. (That...should probably tell you a little something about the relative quality of the actual vessel.) You would need to find a separate shop to actually buy ship-mounted weapons, but the ship-sellers can tell you the most common mount for this vessel is a light ballista or a light jettison, each of which usually runs about 500 gp.

The Mosquito's hull, meanwhile, runs more like six tons.
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Re: Spelljamming!

Postby JuneBarcarolle » Tue Apr 19, 2016 8:30 pm

What skill is used to make ship-mounted weapons?
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Re: Spelljamming!

Postby Ian » Tue Apr 19, 2016 11:00 pm

JuneBarcarolle wrote:What skill is used to make ship-mounted weapons?

Heroes of Battle says it's Craft (siege engine). Since we've tried to minimize the number of different Craft skills in the game, I'd say it's instead a function of Craft (weaponsmithing) but requires ranks in Knowledge (architecture and engineering) to use in that capacity.
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Re: Spelljamming!

Postby Ian » Sun Apr 24, 2016 10:05 pm

So far, at least, the party has been left with a somewhat anticlimactic trip that raised more questions than answers. But we get ahead of ourselves.

After their discussions with Commodore Pescadion, the party saw fit to do some exploration and shopping on Dragon Rock, coming away with a fair number of odd valuables that will be the envy of relic-hunters back on Toril. Enialas purchased one of the bizarre "void-suits," those marvels of science that allow the wearers to brave some of the void's dangers. Susanna purchased a glittery brocade scarf woven of translucent gossamer strands, while Tyrani happened upon a broad-bladed crystal knife--cloudy-black in color, with vapor-like swirls of blue and flecks of what look like diamonds. It doesn't look balanced for serious killing-work, but the shopkeep tells her it should take well to being ensorcelled. And from Asteltillar's laboratory, the group collectively purchased several samples of the creature's magic foreign to Faerun, particularly air bubble and eradicate air.

Sufficiently prepared to brave the void once more, or so they felt, the party calculated when their destination would once more see sunrise, prepared their protective magics, and used Susanna's teleportation spell to once again cast themselves out into the darkness, overlooking their destination...

A Travelogue wrote:Before you, a little over a half-mile distant, looms your destination, bright enough now to stand out even against the glare of the Realmspace sun. A half-mile in diameter, the asteroid is roughly spherical. Into the side facing you a great fortress has been hewn into the rock; somewhat resembling a partially-buried ziggurat, the colossal block of stone and metal sports a number of ornate minarets, slim buttresses, and arching surfaces of polished marble reflecting an obvious elven architectural style similar to that employed at New Ascalhorn.

The fortress is riddled with magical lights and torches that gleam with a pure crimson light, including one great red light emanating from the top of a central tower. All of this ruby-red light gleams off the surface of the rest of the asteroid, which is made of silicates, water ice, and other highly-reflective substances, creating an almost blinding, vaguely murderous gleam.

There appear to be a number of large windows and covered arches across the structure, but sturdy-looking shutters have been lowered across all of them, and the fortress appears to a dispassionate gaze to have been deliberately secured against intruders. That said, the "bottom" of the asteroid hangs somewhat empty, as if partially hollow, and is rigged up with an intricate metal scaffolding resembling a light dock. Two vessels currently stand there: One is wicked and spider-like, but not nearly the size of the great Deathspider, the other similar in size to the first but resembling a nautilus, both eerily empty.

The party approached slowly, venturing up from underneath the asteroid into the scaffold-like docking area. There, they discovered that the two docked vessels had been partially dismantled--in particular, the 'jamming helms had been almost entirely removed, along with almost anything of value (though Susanna did lift some...interesting looking innards from the neogi vessel).

From there, the party found that there was a stairway up into the inside of the asteroid, ostensibly leading to some inner entrance to the ziggurat. Not interested in taking any bigger a risk than they needed to, the party bestowed its new air bubble spell on Seraphina's macabre eye-spider scout, and sent it in to check for any dangers before going back the way they came to Dragon Rock. From her vantage point within the asteroid, Seraphina revealed that her spider eventually encountered a great arched sliding door of solid bronze inscribed in a variant of Elven she did not recognize. Enialas bestowed the power of language comprehension on her, enabling her to translate:

<<City of the Stars, Citadel of the People of Earlann, built upon the threshold of their last great frontier. All are proudly welcome who call themselves Friends of the People.>>

At first the party thought it was a riddle, hoping to trigger the door by speaking a friend-like passphrase. This could have failed because the eye was incapable of speaking, or it could have failed because the outside of the door stands in a vacuum through which no sound traverses...but it was actually probably because of the hemispherical globe mounted on the wall next to the door, which reacted to nothing until the eye-spider crawled up onto it, at which point it appeared to "scan" the spider with a line of brilliant red light, then fade back to non-responsiveness.

It appears that to go any further, the party will need to return and trigger the door in person. Not feeling prepared to attempt that just yet, they reported their findings to Commodore Pescadion, and then returned once more to Waterdeep.

Loots:
The spoils on this trip were limited, but possibly better than expected once you all settled in and took stock of what you'd found:
  • The piece Susanna took from the mostly-dismantled neogi 'jamming helm (which she believed to be one of the lifejammers Captain Kyr mentioned) turns out to have some residual power left in it. Upon analysis, you come to believe it could be used to conjure an effect similar to vampiric touch with the right operation--except that instead of transferring life force to the wielder, it would instead convert that force to magical energy first. There's no telling how much you could get for this piece from the right buyer, but the first magical shopkeep you mention it to offers sixty-five hundred dragons on the spot.
    The Lifejammer Fragment wrote:This item functions as a shortspear, and allows the wielder to use vampiric touch (CL 10th). Instead of healing an amount equal to the damage dealt, the wearer regains one lost spell or spell slot up to 3rd level as if she had used a pearl of power or a momento magicka. A non-spellcasting wielder can still generate the spell effect, but gains no benefit. You all suspect the item will go dormant after a certain number of discharges, with your best guess being about twenty. As it's a busted part of a lifejammer, not a true item in its own right, it cannot be replicated.
  • Amidst the mostly-dismantled 'jamming helm, one gimlet eye among the party also found a splash of blackish ichor, an odd bit of clear residue, a torn scroll organizer, and a silver ring later identified as a ring of mystic lightning (MICmp 126, sells for 3,750 gp). The scroll organizer held two scrolls of scintillating sphere, two of icelance, and two of repair serious damage (all CL 10th), plus one of damning darkness (LoM 210) and one of mass resist energy (each CL 7th).
  • On the elven corpse Susanna found at the very outset of this trip, she found a bundle of strange gems and a pair of sealed metal boxes two inches to a side. On closer inspection, the gems turn out to be elaborately-faceted spinels; an odd thing to carry, to be sure, but by themselves not unusual except in their number. They are collectively worth approximately 1,750 gp to a jeweler.
  • The first small box is inscribed with runes, one on each of the four sides (the runes represent Eye, Sacrifice, Magic, and something that can be translated as "Correspondence"); Inside the box is a glass humanoid eye, the brilliant turquoise iris of which holds some sort of highly intricate divinatory diagram.
  • The other small box, meanwhile, holds a granite cube of about the same size as the box itself, which quickly reveals itself to be a tiny and excruciatingly friendly earth elemental! It speaks Terran, speaks a lot of it, and desperately wants to be helpful. While active, it grants its wielder the dwarf's stonecunning ability and a +5 insight bonus to Knowledge checks dealing with earth or stone, so long as the wielder understands the cube's language. Once per day, it can form a floating platform of rock 10 feet to a side or a wall of the same dimensions (either is two inches thick), which can levitate and move freely in three dimensions at a speed of 20 feet (perfect maneuverability). This function lasts for 6 rounds, after which the cube tires, returns to its original size, and goes dormant for the rest of the day. If destroyed in wall form, it returns to its original size and goes dormant for a week.

Based on the above, there is at least 12,000 gp (resale) worth of coin and goods in known value, plus eight scrolls of roughly equal value (enough for two a piece) and two really bizarre items that identify doesn't actually give you anything on. Let me know how you want to divvy it all up, or if you want to look harder into the value of certain things.
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Re: Spelljamming!

Postby Murdling » Sun Apr 24, 2016 11:25 pm

Sera will gladly take custody of Damning Darkness and one of the Repair Damage scrolls, as well as the eye to investigate should nobody else want to challenge her on that. She's curious what it'll do if it's inside her head.

Edit: Can we get any more info, however basic, on the ichor and/or residue?
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Re: Spelljamming!

Postby Kemian » Mon Apr 25, 2016 12:04 am

Enialas would like one of the Scrolls of Repair Serious Damage as well.

Enialas can attempt to cast Legend Lore and he believes being close to a break through he may soon be able to access a spell that might provide additional enlightenment. (He can now cast Vision if need be as well.)

Perhaps he can glean some additional information. He also suggests when the group gets home they track down Rhyl and see if his Sword can provide any additional information from Astaroth's time about the place they just visited.
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Re: Spelljamming!

Postby Stam » Mon Apr 25, 2016 7:42 am

Susanna finds the spinel collection intriguing, and potentially something significant for the future? She advocates keeping them, and will take it from her share if necessary.

As has become her wont for various key reasons, she will also advocate they take their collection of special items (Lifejammer Fragment, the two boxes, and maybe even the special spell scrolls) to Ethran Drakhat to see what he might know of them, or their value if put to the right parties.

However, she does ask those that know Terran (Enialas or Tyrani, perhaps?) to query the Extremely Helpful Elemental (forevermore the EHE! to her) if it would be able to assist them with crystalline structures as well - perhaps starting with Tyrani's dagger. If so, they should retain it for their trip back to Tal Taumariel.

For scrolls, she would like the scintilating sphere and one icelance - but would be willing to trade one of them for the mass resist energy, for use on their next trip up.

She also wastes no time in beginning to pen her report of the events for the Watchful Order - in between trips down the clothier aisle in the Market with her new scarf.
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Re: Spelljamming!

Postby JuneBarcarolle » Tue Apr 26, 2016 8:26 pm

Tyrani seems to have no trouble understanding the extremely helpful elemental. Maybe she's missing her familiar, but she kinda takes a liking to the little guy. :)

She is also interested in picking up scrolls of those unique 9th level arcane spells along with another scroll of Air Bubble.


Edit to add: If no one else is interested in the Ice Lance scrolls, Tyrani would be interested in those.
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Re: Spelljamming!

Postby Ian » Sat Apr 30, 2016 6:10 pm

For the scrolls, based on the various claims made it seems like this is the fairest distribution:
Seraphina: Damning darkness, repair serious damage.
Susanna: Scintillating sphere, mass resist energy.
Tyrani: Icelance x2.
Enialas: Repair serious damage, scintillating sphere (last unclaimed scroll).

Tyrani also spent 3,465 gp on two scrolls from Asteltillar, air bubble and implosion, and Enialas spends 360 gp on scrolls of air bubble and eradicate air. (All of that includes the illithid's 10% off the regular market price for those scrolls.)

All of the above have been processed on sheets, as has Enialas's purchase of the medium void suit, Tyani's of the crystal dagger, and Susanna's of the scarf.

~ * ~ * ~

Unclaimed by anyone, the ring of mystic lightning gets sold for its standard market value. There's nothing unusual about it, and no one offers more than the typical going rate.

Susanna has, as noted, claimed the spinels for herself as per of any remaining loot share.

Asking the Extremely Helpful Elemental about Tyrani's dagger reveals that, while it is very talkative, the elemental has only very specific knowledge. It can speak at immense depth about the geologic processes that formed the materials used in Tyrani's dagger, where among the planets of this system those materials are most common, and the dagger's tensile strength and possible points of failure. It can't speak of much beyond that, however.

Taking the remaining items to Ethran Drakhat gets you the following information on them:

Ethran Drakhat wrote:Lifejammer Fragment: Ethran isn't quite sure what to make of this item until you describe where you got it from. He is intrigued by it, in particular the mechanism by which it converts life force to Weave-energy; he notes that there is not nearly enough of it to help rebuild the structure it comes from, which would be the real treasure, but that other more focused Weave-scholars might be interested in using it to research new spells based on its effects (which he likens to the work of a Netherese arcanist named Ensul Thruin).

He would pay your group eight thousand dragons for the fragment, or some combination of money and an item or two from his collection. You might get more from one of those "more focused Weave-scholars," but you'd have to find them, and given the sort of effect this item generates, you might suspect the most enthusiastic buyers won't exactly be nice people. Meanwhile, Ethran gives you a standing offer: if you can procure for him a complete and functional lifejammer, he has access to an item you can easily parlay into a hundred thousand dragons worth of goods.

Extremely Helpful Elemental: Ethran's knowledge and interests don't tend heavily towards living creatures, which the EHE obviously is, so he has relatively little knowledge on this one for you. He suspects that the EHE is an elemental altered in some fashion by arcane magic, similar to the experiments that produce things like owlbears. He could put you in touch with people that might be interested in studying it further if you're interested in being rid of it; in particular, Lithona Sulemai from the City of Brass would almost certainly be interested in procuring it, and Ethran notes that he's known to pay well in either gold or goods from that exotic realm. Local merchants, even sages, are less likely to value the little elemental, and Ethran suspects you might not see more than four thousand dragons for it in a conventional sale.

Glass Eye: Ethran examines this particular item with relish, eventually identifying it as one of the corresponding eyes of Bugg-Shash. The eyes are incredibly powerful, but demand a painful sacrifice from those that would use them: A spellcaster must first attune to the corresponding eye by removing one of their own eyes and holding the artificial one in its place for a day and a night. The corresponding eye is then used to replace one of another creature's eyes.

Once this is done, so long as the target creature is on the same plane, the caster can use locate object on it at will, can scry on the target with sufficient focus, and while scrying can cast spells using the target creature as the point of origin. These effects may persist across planes, but this tends to be less reliable. The link between caster and target is lost if the target creature removes the corresponding eye, if the eye is damaged, or if the caster ever regrows their original eye.

Because of the sacrifice required to use them, the fact that knowledge of their effects is both uncertain and only known through written accounts rather than magical validation, and they have a reputation of being cursed or haunted (a reputation Ethran can't totally guarantee is wrong), Ethran believes the value of the eye to a mundane mage-merchant is fairly low. If you want to be rid of it, expect to get about six thousand dragons for it from a merchant.

Alternately, Ethran will trade you from his collection, offering a set of four twilight goblets for it. The twilight goblets are each a strange item with a macabre theme; made of obsidian and black iron, each is studded with two dozen tiny red stones. If you bleed yourself into the cup at night, the cup absorbs the blood, and the red stones sequentially flare and glisten like wet rubies. If you fill it with water and drink from it later, the rubies lose their luster, but the water takes on a sweet, coppery taste, and any wounds you have sustained slowly heal themselves.

Finally, on the ichor and residue found on the Neogi ship outside Tal Tarmanel, there's not much to be had; it's been there for quite a while, and the varying temperatures of the void have not been kind to it. The residue is almost like phlegm, clear, thin, and flaky. The ichor looks like the sort of thing you might get out of the neogi in lieu of blood, based on their appearance.
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Re: Spelljamming!

Postby Kemian » Sat Apr 30, 2016 7:09 pm

After hearing the sacrifice required for use of The Eye, Enialas is in favor of either selling or trading the item. The partial Life Jammer is rather vile and the sooner they are rid of it the better. As for the Elemental Enialas is fine with whatever the group decides to do with him.
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Re: Spelljamming!

Postby Murdling » Sat Apr 30, 2016 9:09 pm

Seraphina is thoroughly inclined to keep the eye. Showing a restrained and yet unsettlingly passionate interest in it. It's hardly the most dangerous thing she's acquired from Ethran after all.

"I have no doubt that will be useful to me at some point. None whatsoever."

The rest of it..? She has little interest in, and no opinion toward.
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