Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Undead - Round 1 & 2
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:3.0Send 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
4
0
45/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
2
0
36/38
/0
3
0
31
2
/
1/day
0/1
/0
Martin Vane
15
0
35/50
/0
2
0
31
4
/
1/day
1/2
1/1
Morty Crystaltouched
0
0
41/41
/0
2
0
49
0
/
1/day
1/2
1/1
Pellanistra Xarann
5
0
45/50
/0
3
0
52
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
39
4
/
1/day
0/1
/0
Tyra Stellastrom
39
3
24/66
0/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
BarnasArmor (PROT 4, 3 hits)
KCSpell Pool (7/7)
Martin VaneAccelerated Healing (3/3), Spell Pool (7/7), Armor (PROT 4, 5 hits)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (3/8)
Pellanistra XarannAccelerated Healing (1/3), Armor (PROT 5, 6 hits)
ShaarillaArmor (PROT 4, 5 hits)
Syllivarrna ObanghallArmor (PROT 4, 6 hits)
Tyra StellastromAccelerated Healing (3/3)

Potion of Extra Healing (Barnas, Martin, Tyra)
TYRA (OOC): I'm going to share my thoughts OOC since Tyra's not paying attention to what's behind her. First, it's definitely better for Syl, Martin, and Lani to draw out one zombie and get 3 on 1 with it. The other suggestion would be to have Syl slide in next to Tyra and Barnas to even up the matchup there. She'd do more damage vs the zombie but reducing outnumbering bonuses may be more important.

TYRA (OOC): For Shaarilla, I don't think it's worth doing any Ice Walls or Ice Creations right now. We have combatants lined up and beyond 2 on 1 with Tyra, we've fighting single opponents. If you could have placed a wall or structure to limit them to one opponent at a time, that would have been worth it. At this point, maybe you can fly above us and shoot at undead beyond the front line? It might not be worth it given how skeletons take less damage from arrows. Maybe you'll have enough clearance to shoot at the zombies coming down the hall.

TYRA (OOC): A totally optional suggestion for mages, I personally would submit your first round on its own and see how your casting goes before submitting the next round. Usually, with Darius, I'd just want one round of a spell to go off and then assess what I want to do. That is unless I'm just firing off bolts as fast as I could.

TYRA (GM): I'd love to see names turned on with maptool if that's easy enough so I know what numbers go with each opponent.



ROUND 1
BarnasBARNAS: Attack with +1 Quarterstaff.

Attack 1, Init [rolled 7], Strike Chance [rolled 90-73 = 17 - Hit DEF 17 or less], DMG [rolled 3], Threat [rolled 7]
KCKC: after failing in casting his spell he draws his daggers and defends his ground at the top of the stairs. Defensive stance -10 to SC for a +5 to DEF and parrying with off hand for a additional +5 DEF.

init [rolled 13] SC [rolled 68-10 = 58 - Hit DEF 58 or less (Crit DEF 4)] DMG [rolled 7] AP 10 [rolled 25] TH [rolled 66]
MartinMARTIN VANE: Attack with +2 Long Sword (+1 Longsword with Oil of Sharpness)

Attack 1, Init [rolled 4], Strike Chance [rolled 88-14 = 74 - Hit DEF 74 or less], DMG [rolled 16], Threat [rolled 85]
MortyMORTY: As we begin to descend the shaft into the unexplored territory, I put my plan into action, casting a Phantasmal Force spell (cast roll made on maptool for Steve). A pair of gnome-sized angelic beings appear, glowing with soft light and health, floating in the air as if touching the earth is too banal for them. They make no sound, but will follow me down the shaft to be used as a diversion when possible. As we arrive at the bottom and realize the enemy is coming from two directions, but not crowded into a single room, I will send them swooping to either side to hover over the entrance in question. This will have the effect of providing enough light to fight by, but I will also have them just barely in reach of the undead so that a few of them MIGHT be distracted enough to attack one of them instead of one of my allies (unlikely, but I have to try). Once they are in place I will move to the bottom of the ladder, saying "I'm going to cast my Deathbane ((Shadow Magic)) spell now, remember, it won't hurt you, only the undead."

TECH: Cast it just east of center of the room to make sure I get all the zombies that might be lined up in the narrow hallway on the east. With a 20' radius I expect to be able to get everything. [rolled 85 vs cast chance of 35 - Failed Cast Chance!] to cast it, [rolled 13] to start casting, 7 segments casting time. Effect is [rolled 3 1 - Total: 4] damage to all undead within 20'


MORTY (GM): Given that this is my big plan to try to help, and I have 2 luck points remaining, I will use one on the first round. I will even be sorely tempted to use the second on the second round, this is getting painful :( [rolled 18 vs cast chance of 35 - Successful Cast Chance!]
LaniLANI: Attack zombie 1. Bonuses for Potion of Heroism included.

Attack 1 (Fist) - Init [rolled 11], SC [rolled 106-49 = 57 - Hit DEF 57 or less], Dmg [rolled 5], Threat [rolled 76]
Attack 2 (Longsword) - Init [rolled 10], SC [rolled 89-76 = 13 - Hit DEF 13 or less], Dmg [rolled 5], Threat [rolled 28]
ShaarillaSHAARILLA: “I’m going to try sealing off the zombie reinforcements.” With that Shaarilla tries to cast Wall of Ice (or Ice Construction if that’s more appropriate) to block the narrow passage so that no more zombies can enter so that the group could concentrate on one threat at a time.
Cast chance 1: 32% [rolled 71]

SHAARILLA (OOC): I don’t think Shaarilla can block all the zombies, but I’m hoping that she can block the zombies after the first from engaging.
SylSYL: Moves forward to attack the Zombies

Init[rolled 4], SC-79 [rolled 96 - Automatic miss!], Damage [rolled 5], Threat [rolled 20]
TyraTYRA: Tyra focuses on her skeleton to her left. She opts to push her first two attacks, hoping to get some early success.

Morning Star - Init: [rolled 9], Attack: [rolled 99-85 = 14 - Hit DEF 14 or less], Damage [rolled 16], Threat: [rolled 95], NL Damage: [rolled 1 1 1 - Total: 3]

On round 1, Lani attacks the first zombie that comes down the hall, at the same time taking a step back. She is hoping to draw the zombie out far enough that Syl and Martin can assist, but not so far as to allow the other zomibes to flood out into the room. She hits once for 4 damage. The zombie claws and bites at her, hitting with a claw for 2 damage after PROT (she has 6 hits left on her Armor spell).

Martin and Syl arrive later in the round. Syl misses but Martin gets in a very good hit for 15 damage after PROT. Zombie blood and guts spray everywhere.

Barnas misses skeleton 3. Likewise, skeleton 3 misses Barnas.

Tyra misses skeleton 1 but the skeleton hits Tyra with a critical hit for 18 damage after LOW. Skeleton 2 misses. (Let me know if Tyra will use her Luck Point.)

TYRA (GM): She'll take the critical. With only 1 luck point, she needs to keep it in reserve for something worse.

KC hits skeleton 4 with his dagger and does 3 damage after PROT and DR. The skeleton hits KC with a critical hit for 24 damage. (I assume KC will use his Luck Point - the reroll is a miss.)

Morty casts a Shadow Magic spell to emulate a White Witch Deathbane spell. There is a flash of light that is comforting to the group but damaging to the undead. The zombie that Lani is fighting as well as all of the skeletons are affected and take damage.

Even as Morty is casting his spell, a pair of angels the size of gnomes, that the group understands are illusions created by Morty, swoop into the battle. One moves over to the hallway where the zombie is fighting Lani and the other moves towards the skeleton battle. They do not have any immediate impact this round.

Shaarilla attempts to cast a Wall of Ice to block off the tailing zombies but the spell fails.

ROUND 2
BarnasBARNAS: Attack with +1 Quarterstaff.

Attack 1, Init [rolled 7], Strike Chance [rolled 90-50 = 40 - Hit DEF 40 or less], DMG [rolled 7], Threat [rolled 54]
KCinit [rolled 8] SC [rolled 68-43 = 25 - Hit DEF 25 or less] DMG [rolled 5] AP 10 [rolled 96] TH [rolled 93]
MartinMARTIN VANE: Attack with +2 Long Sword (+1 Longsword with Oil of Sharpness)

Attack 1, Init [rolled 5], Strike Chance [rolled 88-85 = 3 - Hit DEF 3 or less], DMG [rolled 8], Threat [rolled 4]
MortyMORTY (GM): I'm not certain that it will affect them since some undead are immune to illusions in some games, so I will be carefully trying to assess if it hurts them. If I fail the cast chance I will attempt it a second time, but if I believe it is useless I'll have to change my round 2 action.

Round 2 TECH: Cast it again, [rolled 75 vs cast chance of 35 - Failed Cast Chance!], [rolled 8] to start casting. [rolled 2 2 - Total: 4] damage.
LaniLANI: Attack zombie 1. Bonuses for Potion of Heroism included.

Attack 1 (Kick) - Init [rolled 8], SC [rolled 96-5 = 91 - Hit DEF 91 or less (Crit DEF 66/Grievous DEF 6)], Dmg [rolled 9], Threat [rolled 57]
Attack 2 (Longsword) - Init [rolled 10], SC [rolled 99-49 = 50 - Hit DEF 50 or less], Dmg [rolled 5], Threat [rolled 83]
ShaarillaCast chance 2: 32% [rolled 74]
SylInit[rolled 7], SC-79 [rolled 79-15 = 64 - Hit DEF 64 or less], Damage [rolled 8], Threat [rolled 27]
TyraTYRA: Pushing attack on skeleton to her left.

Morning Star - Init: [rolled 10], Attack: [rolled 99-79 = 20 - Hit DEF 20 or less], Damage [rolled 19], Threat: [rolled 34], NL Damage: [rolled 2 1 1 - Total: 4]

Lani hits zombie 1 with both a kick and the longsword. The kick is a critical hit but the damage is reduced by the fact that zombies take less damage from blunt weapons. She does 9 damage with the kick and 4 damage with the sword, which is enough to destroy it. It collapses to the ground and zombie 2 steps forward and attacks Lani. It misses with both claws and the bite (one claw would have hit if not for the Heroism potion giving her a +5 DEF).

Martin misses zombie 2 as it steps forward but Syl hits it for 7 damage.

Barnas hits skeleton 3 for 5 damage while skeleton 3 hits Barnas for 4 damage. (Barnas has 3 hits left on his Armor spell).

Tyra misses skeleton 1. Skeleton 1 misses Tyra while skeleton 2 hits for 0 damage.

KC hits skeleton 4 for 2 damage. Skeleton 4 misses KC.

Morty attempts to cast another Shadow Magic spell but fails. While he is attempting to cast spells, the two angelic illusions remain stationary and do not distract the undead this round. (Once Morty chooses to concentrate on one of them to cause it to move and act, it will have a better chance of distracting an undead and attracting an attack. When you do this, be sure to let me know which illusionary angel you will be concentrating on or if you plan to try to split your attention between both. If you do the latter, send a WP roll as well to see how well you manage to split your attention).

Shaarilla makes another attempt to cast a Wall of Ice but the attempt fails.

GM: Go ahead and send your actions for rounds 3 and 4. I also need to know if Trya will use her luck point against the round 1 critical hit.

Show details for Spells and Limited Use Items and AbilitiesSpells and Limited Use Items and Abilities
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Name
Spell Memory
Spells Memorized
Barnas
1st - 4
2nd - 3
  1. Cure Light Wounds (x2), Bless, 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 - Ice Creation, Mage Armor, Spell Store, Sphere of Fresh Air, Shocking Grasp
  • SK - Ice Construction, Wall of Ice
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