Spelljammer
        Quest for the Amber Key
Current Turn?NoSubject:Alarms in the Night - Rounds 1 & 2
Campaign:SpelljammerTurn Start Date:4/20/606
Adventure:Quest for the Amber KeyTurn End Date:4/22/606
Adventure Number:5Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.3Send 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
6
0
28
0
/0
1/day
2/2
1/1
KC
0
2
41/43
/0
3
0
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
7
1
37
8
/0
1/day
1/2
1/1
Morty Crystaltouched
0
0
41/41
/0
5
0
49
0
/0
1/day
2/2
1/1
Pellanistra Xarann
0
0
50/50
/0
4
0
52
6
/0
1/day
1/1
/0
Shaarilla
0
0
28/28
/0
4
0
24
0
1/1
1/day
1/1
/0
Syllivarrna Obanghall
0
2
50/52
/0
5
1
41
4
/0
1/day
1/1
/0
Tyra Stellastrom
0
0
66/66
6/6
7
1
59
8
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
0/5
7/7
Martin Vane
/
9/9
7/7
Morty Crystaltouched
/
1/9
8/8
Shaarilla
/
12/12
17/17
Syllivarrna Obanghall
/
8/9
10/10
Barnas
KCInfravision (3 hours)
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
ShaarillaArmor Spell (5/5 hits)
Syllivarrna Obanghall
Tyra Stellastrom
The day was somewhat disappointing in that the group was only able to investigate two of the three closed rooms in the basement of Rendo's Tobacco Shoppe. The group retires to their campsite next to the Star Sprite, being sure to keep a good and alert watch throughout the night.

The hours pass and the watch shifts change. The bells signaling the 4 am hour sounded about 10 minutes previous from various parts of the city of Fangora. The outlying buildings of the city are about a quarter of a mile away across the mooring field where a dozen or more spelljammers lie at rest on the grassy, relatively flat ground.

Suddenly the bells in the city sound again. It starts with one set of distant watchtower bells ringing stridently and is quickly followed by bells from a temple. Within minutes, alarm bells are ringing all over the city. Clearly something is happening.

Even before the second set of bells from the distant temple has taken up the warning, Tyra and Shaarilla are waking everyone who was not already awakened. Not sure what is happening, the group quickly dons their armor and grabs their adventuring gear. By the time everyone is fully dressed and equipped, bells are ringing all over the city. The group briefly discusses splitting their forces and leaving some to guard the spelljammer but decides to stick together. They move at a jog towards the city - all except Shaarilla who takes to the sky but nevertheless stays close to the group flying about 20-30 feet above them.

They reach a road and follow it into the city between two large buildings. To the alarm bells has been added screams of terror and sounds of distant battles raging in the streets. As the group passes between two buildings, they see half a dozen humanoid forms up ahead coming their way. An orcish war cry leaves no doubt as to the nature of the charging group. Behind the orcs, they hear screams of terror as unseen orcs assault darkened residences to kill anyone they find.

GM: Go ahead and send your actions for rounds 1 and two. Map to follow shortly. Everyone is fully healed. Let me know who is carrying what kind of lights. Those without infravision or other means of seeing in the dark will suffer a -10 to their strike chance and defense.

MORTY (GM): My instinct with the several sources of bells very early on was that they were under attack, or some kind of large scale fire, could I have cast a preparatory spell or two before we moved into the town? A Spell Store with a Shadow Magic in it, for instance? This gives me a lot of flexibility for how to use it...

GM: Yes, everyone had 2 minutes to cast spells as the fighters were equipping. So you can slow cast twice or fast cast 12 times.

MORTY: As we get ready to move into the town I will offer to cast a Witchlight on Tyra's shield. "It's under my control so I can choose to keep it dim until you want it bright, if you like, so you won't draw a lot of extra attention or missile fire. Do you want to use the Circle of Protection against Missiles, (Shaarilla? Can't remember which mage learned it).

TYRA: Tyra doesn't mind having the Witchlight put on her shield and nods to his explanation. "I don't know if we'll need the protection versus missiles. I suspect we'll all be in melee pretty quickly that the attackers won't be using ranged attacks primarily. I like the idea of using your illusions to distract or harass them."

MORTY (GM): Are those townsfolk on the southern path fleeing the orcs or militia-armed men coming to confront them? I assume the former, so Tyra and the others will want to get in there before the orcs can catch them. The rest of my action will depend how many preparations we were allowed to make.

GM: They are townsfolk fleeing the orcs.

Spell Store: [rolled 16 vs cast chance of 39 - Successful Cast Chance!], [rolled 22 vs cast chance of 39 - Successful Cast Chance!], [rolled 22 vs cast chance of 39 - Successful Cast Chance!], [rolled 86 vs cast chance of 39 - Failed Cast Chance!].

Shadow Magic: [rolled 16 vs cast chance of 48 - Successful Cast Chance!], [rolled 24 vs cast chance of 48 - Successful Cast Chance!], [rolled 48 vs cast chance of 48 - Successful Cast Chance!], [rolled 76 vs cast chance of 48 - Failed Cast Chance!].

Phantasmal Force: [rolled 76 vs cast chance of 38 - Failed Cast Chance!], [rolled 73 vs cast chance of 38 - Failed Cast Chance!], [rolled 36 vs cast chance of 38 - Successful Cast Chance!], [rolled 39 vs cast chance of 38 - Failed Cast Chance!].

Witchlight (auto-success, 1 spell point)


MORTY (OOC): Sadly it looks like we'll be without my Umbral Worg illusion. I have to stop making attempts after the second one in order to save a spell point for the Witchlight, and it's not worth spending a luck point on something with barely more than a 1 in 3 chance of success. At least this will leave me one spell point to try a Stinking Cloud if we run into a good opportunity to use it to good effect. This does mean that I don't have anything keeping me busy and distracted in round 1, but I will still hold off on triggering the Shadow Magic until we have more of them collected. It seems like most of them will close in on Tyra and the others, and I would love to get the majority of them in a fireball...

KC: Attempts at slow casting stone skin on Lani and Martin rolled [rolled 94 vs cast chance of 54 - Failed Cast Chance!] for [rolled 5] skins and [rolled 87 vs cast chance of 54 - Failed Cast Chance!] for [rolled 3] skins. Than an fast cast infravision spell for me [rolled 40 vs cast chance of 44 - Successful Cast Chance!] causing 2 NL damage. Well thats all 5 spell points.

SYL: she will ask quickly about options; she has Wall of Darkness in her spell wand and will drop that in front of the approaching Orcs/Scro. She is thinking about trying to cast Flare before the fight begins to light up the area and irritate the orcs/scro - double benefit! The other option is Strength of Darkness but it is one or the other... Then save the rest of her Spell Points for Star Fire or Dwarf Star if she finds a leader to target...

Flare - Spell Chance - 29%
Strength of Darkness - 34%

LANI: "Just don't put the wall between us and the orcs or they will go another way. In fact, I wouldn't use it at all unless some of them keep chasing the townsfolk and then you can use it to block their way."

BARNAS: The young cleric was one of those that took a bit to get into his armor. Then he got his lantern ready to go so he could have light.

GM: Hoping to resolve rounds 1 and 2 tomorrow. Here are my assumptions if you have not yet sent in turns.

Barnas: After casting Bless, equip and move up next to Lani to attack.
KC: (Received turn for spells cast at Star Sprite but not round 1 & 2). Wait for orcs to arrive and then attack.
Martin: Move up next to Tyra and wait for orcs to arrive and attack.
Shaarilla: Shoot arrows at orcs from above (also, what spells are in her Spell Wand?).
Syl: Cast Strength of Darkness (it sounds like the group has enough light) on round 1 and then equip and move up to melee with them on round 2.


ROUND 1
BarnasBARNAS: OOC have him cast bless for round 0 if at all possible then he will move to try to keep as many of the party who need light in the light and to try to protect the towns people
KCKC: He prepares to attack when the charging orcs get into range. Attacking which ever one seems appropriate

Attack 1: init [rolled 9] SC [rolled 83-54 = 29 - Hit DEF 29 or less] DMG [rolled 3] ap 15 [rolled 50] TH [rolled 68]
Offhand:: init [rolled 7] SC [rolled 77-91 = -14 - Missed!] DMG [rolled 7] ap 15 [rolled 8] TH [rolled 76]
Martin
MortyMORTY TECH: Since I can half move and fire my pistol in addition to triggering the spell, I will make the roll now, but my plan is to release the fireball first and then target one that turns to charge at me following the fireball. If none of them do, I will hit the closest one to me that's not in melee.

Shot#1: [rolled 2] init (including -5 for movement, but see above for timing), [rolled 95-16 = 79 - Hit DEF 79 or less] to hit, [rolled 5 6 4 (+4)- Total: 19] damage, [rolled 11] threat if needed.
LaniLANI: With the orcs charging forward, Lani stops and waits for the first to arrive. When he does, she attacks with mace and fist.

Attack 1 (Fist) - Init [rolled 13], SC [rolled 100 - Automatic miss!], Dmg [rolled 3], Threat [rolled 33]
Attack 2 (Mace) - Init [rolled 6], SC [rolled 3 - Automatic hit (Crit DEF 80/Grievous DEF 47)], Dmg [rolled 12], Threat [rolled 23]
ShaarillaSHAARILLA: Shaarilla will look for an opening to use a lightning bolt without injuring her group or any other townsfolk. The map looks like there’s a ten foot wide path the would just fit between the two buildings, but I think that’s a bit tight for someone not all that good with the spell yet.

SHAARILLA: So attack with Short Bow from the air, aiming at any Orcs that aren’t engaged yet.

Attack 1, Init [rolled 11], Strike Chance [rolled 1 - Automatic (potential) grievous], DMG [rolled 6], Threat [rolled 2]
Syl
TyraTYRA: Tyra will move to the front of the group, taking the lead position and direct two others cover her flank. She'll call out to the charging orcs to make sure they see her. She'll then wait for them to close before attacking the one in the lead.

Morning Star - Init: [rolled 9], Attack: [rolled 101-57 = 44 - Hit DEF 44 or less], Damage [rolled 9], Threat: [rolled 84]

As the orcs rush forward, Barnas casts a Bless spell, giving everyone in the group a +5 to their strike chance and saving throws for 6 rounds (rounds 2 through 7).

Morty triggers his Shadow Magic fireball at four of the charging orcs. One of them seems to realize that it is not a real fireball and takes very little damage while the remaining three take full damage (failed both saves). Orc 11 is now badly wounded.

Shaarilla hits orc 9 with an arrow that penetrates his armor and leg, embedding itself. He takes 12 damage. The orc falls to the ground and is unable to stand.

Syl considers a Wall of Darkness to prevent the orcs from chasing the townsfolk but the distance is too great. Instead she casts a Strength of Darkness on herself (the spell works).

When the first of the orcs reach the group, Martin, Tyra, KC and Lani meet them and attack.

Martin misses orc 10.

Tyra hits orc 11 for 6 damage.

KC hits 7 once for no damage.

Lani hits orc 8 with a grievous hit and kills him.

ROUND 2
Barnas
KCAttack 1: init [rolled 10] SC [rolled 83-69 = 14 - Hit DEF 14 or less] DMG [rolled 2] ap 15 [rolled 88] TH [rolled 59]
Offhand:: init [rolled 14] SC [rolled 77-66 = 11 - Hit DEF 11 or less] DMG [rolled 4] ap 15 [rolled 35] TH [rolled 55]
Martin
Morty
LaniLANI: Attack with mace and kick.

Attack 1 (Kick) - Init [rolled 16], SC [rolled 3 - Automatic hit (Crit DEF 75/Grievous DEF 42)], Dmg [rolled 8], Threat [rolled 86]
Attack 2 (Mace) - Init [rolled 7], SC [rolled 97-28 = 69 - Hit DEF 69 or less], Dmg [rolled 13], Threat [rolled 86]
ShaarillaAttack 1, Init [rolled 6], Strike Chance [rolled 74-86 = -12 - Missed!], DMG [rolled 3], Threat [rolled 54]
Syl
TyraTYRA: She'll continue to attack the lead orc until he's badly wounded.

Morning Star - Init: [rolled 4], Attack: [rolled 101-85 = 16 - Hit DEF 16 or less], Damage [rolled 15], Threat: [rolled 50]

Barnas moves up and engages an orc but misses. The orc hits Barnas for 0 damage.

Syl also moves up and attacks the same orc as Barnas with her new +1 broadsword. She hits for 3 damage after PROT.

Lani waits for orc 3 to move up and hits twice including a critical hit for 26 damage. The orc is very badly wounded. The orc misses her.

KC misses orc 7. The orc also misses.

Tyra misses orc 11. The orc misses Tyra.

Martin hits orc 10 for 9 damage after PROT. The orc is now badly wounded. The orc misses Martin. Another orc moves up on Martin at the end of the round and misses. He sees Morty a few feet away and may or may not move up on him next round.

Morty hits him as he moves up but before he attacks Martin. He hits him with the Mage Tech Pistol for 19 damage. The orc is now badly wounded.

Shaarilla shoots at one of the orcs in the back but misses.

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. CLW, CLW, Bless, Protection from Evil
  2. Augury, Augury, Silence 15' r
KC
5
  • GK - Balance, Feather Fall, Infravision
  • SK - Hold Person, Stoneskin
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
5
  • GK - Shield, Walking Unseen
  • SK - Bolt of Energy, 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