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Champions of the Empire | Quellbourne - Turn 7.9 - Hollow King - Round 5
| Name | Watch | Notes |
| KC | 2 | Tceskia Luck 4/4, Fate 2/3, DRAINED 3 CON |
| Martin Vane | 1 | Lesser Enchantment on everyone. DRAINED 8 CON |
| Morty Crystaltouched | 1 |  |
| Pellanistra Xarann | 3 | 25% DR vs Slash, Crush, Puncture & Elemental |
| Shaarilla | 3 |  |
| Syllivarrna Obanghall | 2 |  |
| Tyra Stellastrom | 4 | Telepathy |
| Randle Hewlet |  |  |
SYL (GM): From our discussions about the process to open the vault, does Syl need to lead the party or can she stay at the door to provide cover fire (Sunburst, Starfire, or Web of Darkness)?
GM: Syl does not need to lead the party. However, I need both Syl and Lani to make attunement rolls. This is to attune to the thrones that you were sitting in prior to approaching the vault.
LANI: Attunement roll 89% [rolled 93]
GM: Lani uses her one and only LUCK point to make this a success.
SYL: Attunement Roll (96) [rolled 94]
GM: Syl rolls worse than Lani. Fortunately her MA is better than Lani's.
| KC | KC: "Go Martin, I will follow." Acrobatics Maneuver thru combat +8 to DEF. |
| Martin | MARTIN: Martin will back up towards the secret door, following KC's lead. He will continue to fight defensively. |
| Morty |  |
| Lani |  |
| Randle | RANDLE: If Morty steps onto his Tenser's Floating Disc (Randle's floating stretcher), Randle will recall it and head towards the vault with Morty and the stretcher in tow. Otherwise, Randle will take a half move towards the vault and keep the Tenser's Floating Disc available if anyone needs to be retrieved by his floating stretcher. |
| Shaarilla |  |
| Syl |  |
| Tyra | TYRA: Hearing the vault door open, Tyra sees it's time to move on. Over the mind link, she shares her thoughts, {Vault door is open. Let's make sure all know to retreat}. She'll make sure that Morty is moving away first. If need be, she'll intervene between his attacker to aid in his retreat. |
GM: I added a new combat maneuver called Fighting Withdrawl that allows you to retreat without giving the enemy an opportunity for a free attack. You lose two attacks so if you normally only get two attacks, you can't attack. If you normally get three or more attacks, you lose your highest two initiative results. You can then move at half TMR for the round (assuming you are not surrounded). I will assume that Morty, Martin, KC and Tyra will perform this action.
Shaarilla moves forward towards the vault. Lani and Syl are flanking the entrance to help everyone through so Shaarilla is the first to enter. Beyond the stone that lifted is a 5 foot by 5 foot chamber with another door on the opposite side. Even as Shaarilla enters the 5 by 5 chamber, the opposite door opens, revealing the vault, which is well lit and quite large. Shaarilla enters the vault. She feels a tingling sensation as she pass through the entrance. The air in the vault seems uncharacteristically fresh for a place that has been sealed for so long.
Meanwhile, at the south entrance to the room, Tyra and Morty make a fighting withdrawl towards the vault entrance with Randle retreating ahead of them but staying out of the vault in case his Tenser's Floating Disc is needed as a stretcher.
Morty's opponent attacks and auto misses.
Tyra's first opponent loses one attack to stay with Tyra but hits with the other two attacks for a total of 12 damage after PROT. Her second opponent hits (it would have been a crit against most but Tyra has a very high DEF) for 8 damage. Tyra is down a total of 43 HP.
Both Tyra and Morty are within 10 feet of the vault after their half move fighting withdrawl.
Martin and KC also make a fighting withdrawl and get to within about 30 feet of the vault by the end of the round. The incorporeal creature follows, as do the zombie-like undead.
The zombie-like undead attacks KC but misses.
The spectral undead attacks Martin and misses.
One of the massive skeletons moves forward to attack Martin, but Lani also moves forward to intercept. It attacks Lani twice and hits once for 31 damage or 15 after PROT and DR.
The Hollow King utters a word and evil energy emanates from it and strikes both Tyra and Lani. Both take [rolled 5 7 2 1 (+4)- Total: 19] damage from a Cause Critical Wounds effect. Normally there is no saving throw because range is touch. Because the Hollow King is casting the dual spell at range, both can attack a Magic save for half damage.
LANI: Magic save 90 [rolled 50 vs save of 90 - Successful Save!]
GM: Lani takes 7 damage after save and DR.
Lani can attack the massive undead twice after moving up to intercept.
LANI: Attacks with martial arts only.
Attack 1 (Kick) - Init [rolled 17], SC [rolled 144-46 = 98 - Hit DEF 98 or less], Dmg [rolled 4 6 (+5)- Total: 15], Threat [rolled 36]
Attack 2 (Fist) - Init [rolled 14], SC [rolled 154-4 = 150 - Hit DEF 150 or less (Crit DEF 130/Grievous DEF 84)], Dmg [rolled 2 4 (+4)- Total: 10], Threat [rolled 68]
GM: Lani hit with her first attack, barely damaging it and crit with her second attack doing only a little more damage.
Tyra can make one attack against one of her opponents.
Martin can make one attack against the spectral undead.
KC can make one attack, plus offhand dagger, against the zombie-like undead.
GM: Map to follow.
KC: attacking zombie-like undead.
kC: (OOC) spaces out for a few seconds as he accesses his character sheet to quickly use 4000ish experience points to improve his dagger skills to rank 10.
KC: With a wicked grin I strike at the Zombie-like undead. He loses hit 2 highest attack while use fighting withdrawal maneuver.
Attack 1: [rolled ]; [rolled 130-23 = 107 - Hit DEF 107 or less]; DMG [rolled 9]; crit 47 [rolled 52]; AP 45 [rolled 55]
Attack 2: [rolled 55]; [rolled 130-50 = 80 - Hit DEF 80 or less]; DMG [rolled 9]; crit 47 [rolled 21]; AP 45 [rolled 32]
Attack 3: [rolled 32]; [rolled 130-17 = 113 - Hit DEF 113 or less (Crit DEF 20)]; DMG [rolled 12]; crit 47 [rolled 92]; AP 45 [rolled 79]
Offhand: [rolled 79]; [rolled 96-94 = 2 - Hit DEF 2 or less]; DMG [rolled 10]; crit 47 [rolled 76]; AP 45 [rolled 24]
Attack 1 [rolled 13]
Attack 2 [rolled 8]
Attack 3 [rolled 9]
Offhand [rolled 11]
GM: KC loses the 2 highest initiative dice for his main weapon (attack 1 and 3). Attack 2 hits for some damage. The offhand attack misses. |