Spelljammer
        Quest for the Amber Key
Current Turn?NoSubject:Things That Go Bump in the Night - Rounds 5 & 6
Campaign:SpelljammerTurn Start Date:4/20/606
Adventure:Quest for the Amber KeyTurn End Date:4/20/606
Adventure Number:5Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.0Send 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
35
0
14/49
/0
6
0
28
0
/0
1/day
2/2
1/1
KC
9
0
34/43
/0
3
0
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
7
1
36
8
/0
1/day
2/2
1/1
Morty Crystaltouched
22
0
19/41
/0
5
0
49
0
/0
1/day
2/2
1/1
Pellanistra Xarann
4
0
46/50
/0
4
0
52
6
/0
1/day
1/1
/0
Shaarilla
11
0
17/28
/0
4
0
24
0
1/1
1/day
1/1
/0
Syllivarrna Obanghall
18
4
30/52
/0
5
1
41
4
/0
1/day
0/1
/0
Tyra Stellastrom
25
2
39/66
0/6
1
0
63
8
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
3/5
4/7
Martin Vane
/
9/9
7/7
Morty Crystaltouched
/
9/9
8/8
Shaarilla
/
12/12
17/17
Syllivarrna Obanghall
/
6/9
8/10
Barnas
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
ShaarillaArmor Spell (5/5 hits)
Syllivarrna Obanghall
Tyra StellastromArmor Spell (3/5 hits)
GM: Slight modification to turn 4. Martin is an E&E mage with Witchsight so he as able to see in the dark. I will assume he moves up to assist Lani with her opponent unless he says otherwise.

MORTY (GM): I'm having trouble figuring out anything to do that might have any benefit or chance of success. It appears I have free time starting in round 4. I was dismayed to learn that there is apparently NO spells to extinguish fires in any of your mage colleges, which I might have been able to emulate with Shadow Magic, not even Fire, Water, or the extreme colds of the Air college. The doorway is pretty effectively blocked by Tyra and her enemy, correct? Even for someone of my size, whether invisible or not? I can't manipulate illusions beyond it with no line of sight. I was considering trying to use my Spectral Image somehow to get past, but it seems to not work that way. Perhaps I have to work on a mechanician invention to make a fire extinguisher when this is all over :(

GM: Interesting. I distinctly recall having a spell called Extinguish at one time, probably in the Fire College but I am not finding it now.

MORTY (GM): I recall the same, but like you said, it's not there now. Maybe it was in the original DQ version of the Fire College and got removed. In looking a bit harder I did find one option, a Sleet Storm version of Ice Storm, which is apparently an Arcane spell in the Air college. Unfortunately as a spell with a duration I can't emulate it with Shadow Magic even if I could get away with emulating an Arcane spell. It doesn't specifically prohibit it...

GM: Per the last turn, I'm simply going to assume that Morty was able to fake something up and help put out the fire.

GM: Here are my assumptions for next turn for those who have not yet sent in turns. I plan to resolve later today or tomorrow morning.


Barnas - Be ready to carry equipment out of burning room once Tyra clears the doorway.
Martin - Attack assassin 5 on the lower level (same opponent as Lani).
Shaarilla - Same as Barnas. Be ready to carry gear out of burning room.
Syl - Attempt Shadow Walking spell to get to street.

Round 5
Barnas
KCKC: He exits the window and move over to the window at the end of the hall by his room and looks. If no opponents are near he will open and enter the hallway. His idea is to get into range and cast a hold person spell on one or two of them.

Cast hold person [rolled 24 vs cast chance of 36 - Successful Cast Chance!]. Cost 2 segments 7 range 20 ft.

KC: (GM) can he cast a spell as he is slowly approaching casting range and hold it til he get there or the opponent approaches on his own into range?
MartinMARTIN: Will attack the assassin …

MARTIN VANE: Attack with +1 Long Sword

Attack 1, Init [rolled 7], Strike Chance [rolled 86-86 = 0 - Hit DEF 0 or less], DMG [rolled 12], Threat [rolled 68]
MortyMORTY (GM): My best current idea, such as it is, and it's not great, is to cast Spell Store while we're stuck here in the room waiting for Tyra to either fall or manage to move forward. Then I can store a Shadow Magic for when I can get into the doorway or beyond it. I do like the idea of casting a Glitterdust into the corridor shortly before exiting the door, to spoil any attempt they might try to escape using stealth or invisibility. Another idea is to use Phantasmal Force illusions to distract, but they would be heavily limited by my inability to see much past the door. I could open or break the window and start climbing down, but that will take a long time as well.

MORTY TECH: I suppose Spell Store followed by Shadow Magic first, then Phantasmal Force angels, and finally Glitterdust assuming I'm not out of spell energy or Tyra hasn't fallen/advanced yet.

Cast (GK) Spell Store on round 4 [rolled 62 vs cast chance of 39 - Failed Cast Chance!], reroll? [rolled 34 vs cast chance of 39 - Successful Cast Chance!]
LaniLANI: Continue attacking the assassin. If she sees Martin, she will call out to him to let him know she is here and fighting an assassin [rolled 94 vs. PER 19, 5x roll].

Attack 1 (Fist) - Init [rolled 11], SC [rolled 102-19 = 83 - Hit DEF 83 or less], Dmg [rolled 5], Threat [rolled 61]
Attack 2 (Mace) - Init [rolled 10], SC [rolled 97-71 = 26 - Hit DEF 26 or less], Dmg [rolled 4], Threat [rolled 45]
Shaarilla
SylSYL: Now that she is out of the inn she will head back inside. (OOC -running back to the scene of the crime??).

SYL: Round 5 she will enter the inn and head towards the fight (doubtful taht she can attack)
TyraTYRA: Bolstered by the armor spell, the young warrior attacks Assassin 3, trying to push him further into the hallway.

Morning Star - Init: [rolled 13], Attack: [rolled 103-39 = 64 - Hit DEF 64 or less], Damage [rolled 11], Threat: [rolled 85]

The assassin attacks Tyra with sword and dagger but misses with both. Tyra attacks and hits for 7 damage. The assassin is now badly wounded. She forces his back and he moves to his left. This puts Tyra in the hall and gives assassin 2 the opportunity to attack as well but he misses.

Morty casts a Spell Store, which succeeds with the use of a Luck Point.

Barnas and Shaarilla have gathered up all equipment and are ready to move out when the way is clear.

KC climbs up and in through the window at the end of the hall. He sees one assassin at the end of the hall but hears the sound of combat around the corner ahead. He also notices that his door is barred from the outside which is why he and Martin were not able to open it.

On the lower level Lani attacks on initiative 11 and hits once for 1 damage. The assassin decides that there are too many people showing up and flees. Martin and Lani both get free attacks but miss. Syl is also able to attack as the assassin runs by her. She hits for 1 damage.

Meanwhile, while Lani, Martin and Syl are so engaged, the assassin the Tyra wounded very badly make his way to the back exit and flees that way.

Round 6
Barnas
KCKC: After casting the spell or failing to cast it.he will prepare for melee.

Attack 1: init [rolled 12] SC [rolled 83-41 = 42 - Hit DEF 42 or less] DMG [rolled 7] ap 10 [rolled 76] TH [rolled 60]
Offhand: init [rolled 6] SC [rolled 77-77 = 0 - Hit DEF 0 or less] DMG [rolled 6] ap 10 [rolled 77] TH [rolled 8]
MartinMARTIN VANE: Attack with +1 Long Sword

Attack 1, Init [rolled 10], Strike Chance [rolled 86-49 = 37 - Hit DEF 37 or less], DMG [rolled 8], Threat [rolled 65]
MortyCast (SK) Shadow Magic [rolled 43 vs cast chance of 48 - Successful Cast Chance!]
LaniLANI: Continue attacking the assassin.

Attack 1 (Kick) - Init [rolled 9], SC [rolled 92-70 = 22 - Hit DEF 22 or less], Dmg [rolled 4], Threat [rolled 39]
Attack 2 (Mace) - Init [rolled 10], SC [rolled 97-81 = 16 - Hit DEF 16 or less], Dmg [rolled 6], Threat [rolled 60]
Shaarilla
SylSYL: Round 6 - attack the would be assasin

TECH: Round 6: Init [rolled 5], SC-85 [rolled 85-32 = 53 - Hit DEF 53 or less], Damage [rolled 2 1 (+2)- Total: 5], Threat [rolled 27]
TyraTYRA: Continues to attack Assassin 3.

Morning Star - Init: [rolled 8], Attack: [rolled 2 - Automatic critical (Grievous DEF 73)], Damage [rolled 13], Threat: [rolled 87]

The assassins attack Tyra with their daggers on initiative 9. One of them hits once but Shaarilla's armor spell prevents any damage from penetrating. Tyra hits with a critical hit for 26 damage, killing the assassin. On initiative 3, the other assassin attacks with sword but misses.


The other assassin sees KC approaching from down the hall and decides to flee. He vaults over the railing onto the stairs with the intent of fleeing that way. He successfully lands on his feet and runs down the stairs, just as Lani and Martin are running towards the stairs. The assassin doesn't stop to try to fight and both get free attacks. Lani misses but Martin hits for 4 damage. The assassin then flees out the back door.

KC was out of range when the man began running and so is not able to cast his Hold Person spell. He moves forward and casts it on the last remaining assassin, who is fighting Tyra. The man fails his saves and freezes.

With the way clear, the others exit the room.

It has only been one minute since the fireball exploded and less lively folks are just beginning to react. A fire alarm is being sounded some distance away. After ensuring that their gear is safe and the remaining assassin is disarmed and tied up, most of the group joins the bucket brigade to try to put out the fire. Morty is able to use Shadow Magic to help out in the early stages, reducing the size of the fire and allowing the rest to be put out quickly. Constables show up to find out what happened.

GM: What is the group going to tell them?

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 - Eyes of the Eagle, Illusory Fog, Invisibility, Spell Store, Sphere of Silence
  • SK - Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt
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)1Used
MortyElectrical BlastMage Tech Pistol4