Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Armored Warriors - Round 9 & 10
Campaign:SpelljammerTurn Start Date:4/9/606
Adventure:The Doomed OasisTurn End Date:4/9/606
Adventure Number:4Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:2.1Send To:bluemountain@championsoftheempire.com
Greyhawk Campaign?NoCombat Turn?Yes
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
0
0
49/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
23
17
-2/38
/0
3
0
31
2
/
1/day
1/1
/0
Martin Vane
13
0
37/50
/0
2
0
31
4
/
1/day
1/2
1/1
Morty Crystaltouched
0
0
41/41
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
12
0
38/50
/0
3
0
47
4
/
1/day
0/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
0
0
52/52
/0
3
0
36
4
/
1/day
0/1
/0
Tyra Stellastrom
32
9
20/61
4/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Barnas
KCSpell Pool (7/7)
Martin VaneArmor (PROT 4, 2 hits), Spell Pool (7/7)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (8/8)
Pellanistra XarannAccelerated Healing (1/3)
ShaarillaArmor (PROT 4, 4 hits)
Syllivarrna Obanghall
Tyra Stellastrom
GM: One thing to consider is that Shaarilla and/or Morty could provide a bonus to SC if they joined a battle. The other combatants would gain an outnumbering bonus. Obviously Shaarilla and/or Morty would have to attack and would want to try to avoid becoming the target of the warrior's attacks.

SHAARILLA (GM): Shaarilla could use Shocking Grasp to maybe do a melee attack, but looking at the map, there doesn’t seem to be room for her to get next to either of the enemies being targeted.

MORTY (GM): I was under the impression that I was still casting Faerie Fires. I also had a luck point left to use at the end of June which should have helped me cast one, I think I might have failed the 5th cast roll and could use the 6th as a reroll. Even if that's still a fail it saves me a spell point. Does that leave me with one spell point left to cast another?

MORTY (GM): Does Morty engaging in melee even count as outnumbering for his friends if he's using a ranged weapon (pistol)? He'd be more useful if he could take Syl's spot defending against the solo one, and even be able to shoot it without hitting an ally, but in a big melee group he couldn't risk that even at point blank, right? It's still tempting given the enemy has far more metal on him than anyone else, it should attract the lightning ;)

GM: I was assuming he was done with the Faerie Fires with the successful ones but he can keep casting if he so chooses.

GM: I agree that it would be ideal for Morty to switch places with Syl. That would allow Morty to use his pistol without risk of hitting a friend and would allow Syl to join in another melee. I will assume this will be the goal for round 9. The warriors have not shown a lot of tactical smarts so it could work.

MORTY (GM): Because the Faerie Fires only last 2 rounds I had said to keep casting them as they were expiring since it was the only way I could help. Didn't I start casting them on round 3 or 4 though? If we're on round 9 I had a lot of attempts by now :( If I think I can get switched with Syl that is still the better tactical choice IMO. Would Find Weakness actually help Morty do more damage? I thought that was really meant for physical weapons to break protection, since the pistol affects a different defense it would not help?

GM: Yeah, Find Weakness is for physical weapons and would not apply to the mage-tech pistol. Go ahead and send your attack for round 10.


ROUND 9
BarnasBARNAS: Attack with +1 Quarterstaff. Includes +14 for outnumbering.

Attack 1, Init [rolled 7], Strike Chance [rolled 104-78 = 26 - Hit DEF 26 or less], DMG [rolled 7], Threat [rolled 17]
KCKC: well that was s fun. Feeling a bit light headed he will go on Defense for the rest of the battle. Which may be pretty short for him.

HE will attack while in a defensive stance. (-10 to SC for additional +5 to DEF or a DEF of 36) (offensive mods -30 for wound -10 for defensive stance and a +14 for out numbering total of -26 to SC)

Attack 1: Init [rolled 8] SC 52 [rolled 52-43 = 9 - Hit DEF 9 or less] Dmg [rolled 3] AP 10 [rolled 57] TH 26 [rolled 9]
MartinMARTIN VANE: Attack with +1 Long Sword. Includes +14 outnumbering.

Attack 1, Init [rolled 6], Strike Chance [rolled 97-89 = 8 - Hit DEF 8 or less], DMG [rolled 15], Threat [rolled 57]
Morty
LaniLANI: Attack warrior 1 where she already found a (Near Success) weakness.

Attack 1 (Fist) - Init [rolled 15], SC [rolled 96-57 = 39 - Hit DEF 39 or less], Dmg [rolled 6], Threat [rolled 68]
Attack 2 (longsword) - Init [rolled 12], SC [rolled 79-83 = -4 - Missed!], Dmg [rolled 5], Threat [rolled 94]
ShaarillaSHAARILLA: Shaarilla will continue to hold an arrow ready, looking for a clear shot (and hoping one doesn’t happen since that would mean a friend has gone down).
SylSYL: Has been doing great as a target for the Warrior so she will continue to be Fully Defensive to keep its attention on her...
TyraTYRA STELLASTROM: Attack with Morning Star

Attack 1, Init [rolled 2], Strike Chance [rolled 94-82 = 12 - Hit DEF 12 or less], DMG [rolled 12], Threat [rolled 82]

Lani and Tyra battle warrior 1. Tyra misses while Lani hits once for a small amount of damage. Lani gets hit by warrior 1 for 1 damage after PROT. Tyra gets hit once for 2 damage after PROT. Tyra has 20 HP and is now at -10 to all actions.

Barnas, KC and Martin battle warrior 3. Barnas hits for a small amount of damage. KC and Martin both miss. Warrior 3 hits KC for 6 damage after PROT. KC drops to the ground unconscious.

Morty has the idea to switch places with Syl so that he can face warrior 4 by himself and Syl can assist with warrior 3. He communicates it with Syl and she agrees. Morty steps forward and Syl steps to the side. The move is very smooth and the warrior switches focus to Morty, but misses.


ROUND 10
BarnasBARNAS: Attack with +1 Quarterstaff. Includes +14 for outnumbering.

Attack 1, Init [rolled 1], Strike Chance [rolled 104-93 = 11 - Hit DEF 11 or less], DMG [rolled 10], Threat [rolled 53]
KCAttack 1: Init [rolled 12] SC 52 [rolled 52-77 = -25 - Missed!] Dmg [rolled 3] AP 10 [rolled 24] TH 26 [rolled 40]
MartinMARTIN VANE: Attack with +1 Long Sword. Includes +14 outnumbering.

Attack 1, Init [rolled 2], Strike Chance [rolled 97-74 = 23 - Hit DEF 23 or less], DMG [rolled 11], Threat [rolled 10]
MortyMORTY: Once Morty gets this hunkajunk to himself he sizes it up and fires his final shot into it.

MORTY TECH: [rolled 110-25 = 85 - Hit DEF 85 or less] to hit, [rolled 3 4 2 (+3)- Total: 12] damage electrical, save for half. [rolled 99] threat if needed
LaniLANI: Attack warrior 1 where she already found a (Near Success) weakness.

Attack 1 (Kick) - Init [rolled 15], SC [rolled 86-42 = 44 - Hit DEF 44 or less], Dmg [rolled 8], Threat [rolled 77]
Attack 2 (Mace) - Init [rolled 5], SC [rolled 79-82 = -3 - Missed!], Dmg [rolled 3], Threat [rolled 33]
Shaarilla
SylSYL: after chaging places with Morty she attacks the set of Armor with her spear, hopoing she doesn't embarrass herself again. SC +14 taken into account

Init[rolled 3], SC-88 [rolled 88-26 = 62 - Hit DEF 62 or less], Damage [rolled 3], Threat [rolled 65]
TyraTYRA STELLASTROM: Attack with Morning Star

Attack 1, Init [rolled 6], Strike Chance [rolled 94-20 = 74 - Hit DEF 74 or less], DMG [rolled 11], Threat [rolled 1]

Lani hits warrior 1 for some damage. Tyra, despite her wounds, hits for good damage. Warrior 1 is now badly wounded and suffers a -10 to all actions. Warrior 1 misses Lani. Warrior 2 misses Tyra.

Barnas and Martin continue to attack warrior 3 while Syl also moves up and attacks. Barnas and Martin both miss. Warrior 3 shifts to attack Martin and hits for 4 damage after PROT (from his armor spell).

Morty faces Warrior 4. Warrior 4 misses Morty (barely).

GM: Syl can send an attack (at +14 to SC) vs warrior 3. Morty can shoot at Warrior 4 with no risk of hitting a friend.

GM: Congratulations, one of the warrior is finally at wound penalties. If Syl can get in a good hit, then warrior 3 will also be at penalties.

GM: Syl hits warrior 3 but does no damage.

GM: Morty gets a solid hit with his mage-tech pistol.

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 - 4
2nd - 3
  1. Cure Light Wounds (x2) (cast 1), Bless (cast), Protection from Evil
  2. Healing Sanctuary, Accelerated Healing (x2)
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Shout, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire (cast), Suggestion
Martin
5
  • GK - Armor, Shield, Walking Unseen
  • SK - Passwall, Wizard Eye
Morty
7
  • GK: Sphere of Silence, Invisibility, Illusion, Glitterdust, Faerie Fire
  • SK - Phantasmal Force, Shadow Magic
Shaarilla
7
  • GK - Mage Armor, Sphere of Fresh Air, Detect Fumes, Shocking Grasp
  • SK - Lightning Bolt, Ray of Cold, Wall of Ice
Syl
9
  • GK - Blending, Invisibility, Shadowform, Strength of Darkness, Sunburst, Witchsight
  • GKR - Summon Shadow Creatures
  • 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 Pistol3