Spelljammer
        Quellbourne
Current Turn?NoSubject:Skeleton With Rusty Sword - Round 6
Campaign:SpelljammerTurn Start Date:12/16/606
Adventure:QuellbourneTurn End Date:12/16/606
Adventure Number:9Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:3.4Send To:bluemountain@championsoftheempire.com; kc.starsprite@gmail.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?Yes
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
KC
0
0
60/60
/0
7
3
56
10
/0
1/day
2/2
1/1
Martin Vane
19
0
66/85
/0
10
3
65
18
/0
1/day
3/3
1/1
Morty Crystaltouched
28
0
28/56
6/6
6
0
50
0
0/1
1/day
2/2
1/1
Pellanistra Xarann
10
0
50/60
8/8
10
0
90
20
/0
1/day
1/1
/0
Randle Hewlet
28
0
19/47
/0
7
0
23
0
/0
1/day
2/2
1/1
Shaarilla
12
0
48/60
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
21
0
66/87
/0
6
2
64
20
/0
1/day
2/2
1/1
Tyra Stellastrom
11
0
87/98
7/12
10
3
88
20
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
14/15
15/15
+30 sorcery pool from Wand of Sorcery (0/30)
Martin Vane
/
17/17
15/15
Morty Crystaltouched
4/4
23/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
19/21
13/13
Shaarilla
4/4
2/27
30/30
Syllivarrna Obanghall
/
17/17
16/16
Tyra Stellastrom
15/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Morty Crystaltouched
1
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Randle Hewlet
Stoneskins
1 skin [rolled 5] - Tyra - 0/5
2 skin [rolled 4] - Lani - 0/4
3 skin [rolled 5] - Martin - 0/5
4 Skin [rolled 4] - Syl - 1/4

GM: I added letters to the various containers so you can let me know which one you want to check out next.

A. Box - opened - empty
B. Box - nailed shut - closed
C. Chest - opened - empty
D. Barrel - closed
E. Chest - closed
F. Barrel - closed
G. Chest - closed
H. Box - closed
I. Box - closed
J. Barrel - closed
K. Box - closed.

RANDLE: Randle continues with full defense against the skeleton facing him.

GM: Let me know what others want to do for round 6.

GM: Current status:

--Boxes A and C are open and empty
--Box B is nailed shut
--All remaining containers are closed
--KC is at the far door
--Syl is facing 2 unwounded skeletons
--Lani is facing 1 unwounded skeleton
--Tyra is facing 2 unwounded skeletons
--Martin is facing 1 very badly wounded skeleton
--Randle is facing 1 very badly wounded skeleton
--Shaarilla is facing 1 very badly wounded skeleton
--Morty is facing 1 unwounded skeleton

GM: The ceiling in these chambers is 20 feet high.

GM: Morty and Shaarilla can include PER rolls with their turns.

MORTY: "Wow, this thing just won't get off my Star Shield. At least you've got room to fly above your attacker, Shaarilla. Okay, no new ones appeared out here, hopefully the tactic of not destroying them is working, we didn't destroy any. Now to figure out how to actually WIN this fight instead of slowly losing it. Maybe try disarming them? I can't see their claws being as damaging as their swords. I don't suppose anyone can figure out how to take a leg off without destroying them so they can't maneuver or strike as well? I was going to suggest grappling them when we still outnumbered them but I think that ship has sailed, what about maneuvering to use the doorway to limit how many of them can attack? Anyone in there see anything that could be used to stop them? I guess the necromantic (Nifle) counterspell is my best idea without knowing more about what's going on, I assume KC has that prepared, right? Or is he already surrounded by skeletons?

MORTY (OOC): The two things I don't know about are the crates and the magical door. It is increasingly annoying to have to try to figure anything out when no one is explicitly sharing any info even when I am asking for it. I hope it is now patently obvious that they are doubling every time one is destroyed, not reacting to KC's attempts to look in the boxes, but I can't use any of that info in character.

MORTY (GM): I am trying to make sure we don't get too distracted by these attackers to lose track of our Ogre prisoner, what's he up to? Also, I don't suppose there are any beams or structures attached to the ceiling that I could use to 'scrape' my skeleton off the shield?

TYRA (OOC): I think it's time to use a flash of insight if we have one. Honestly, this situation is spirally out of control and we may want to abort things.

GM: I'm fine giving everyone an insight roll to think of things that maybe haven't been tried yet. It may not be a solution but it could be something to think about. You need to roll Insight or less.

LANI: Insight 3 [rolled 23]
MARTIN: Insight roll (10) [rolled 98]
SHAARILLA: Insight 30 (1): [rolled 29]
TYRA: Insight 5- [rolled 79]

GM: I am going to assume that there is lot of shouting of information going on as to what is happening, particularly in response to questions Morty has raised. You can assume that Morty has a moderately good idea of what is going on in the container room. Same with Shaarilla. For the sake of simiplicity, I will refer to the room with the containers as the Container Room and the room where Morty, Shaarilla and Randle are currently located as the Outer Room.

GM: Some ideas that occur to Shaarilla that may or may not be good ideas:
--No one has killed a skeleton in the outer room where Shaarilla, Morty and Randle are.
--No one has tried to pass through the door between the outer room and the container room.
--2 of the containers are currently open.
--No one has tried opening more containers.
--No one has tried closing either of the open containers.
--KC has not tried to open the far door.

MORTY: "There's magic on the far door? Were you able to determine anything about it? ((School or power level)). That seems like the most promising lead so far, it sounds like too many of you are already engaged so very few people can work on breaking into the containers. Good idea on breaking one skeleton in the hallway to see if the effect extends out here, Shaarilla.
May I nominate my hitchhiker here? :)

MORTY TECH: Insight roll as requested 30- [rolled 1]

GM: Morty concurs with Shaarilla's thoughts and thinks that trying to kill a skeleton in the outer room would be a good next step. He recalls hearing that the door KC is looking at doesn't have any magic spells cast on it. The door itself seems to be a magic item. With his natural 1 Insight roll, Morty can also attempt an Artifact Lore roll.

KCKC: nothing but to try. I will attempt to open the door. Either it will or it will not. If it does not and nothing happens to make me pause, I will work my way back to close the two I opened.
MartinMARTIN: Will follow the general trend and go defensive for the next round.
MortyMORTY TECH: Full parry defense, check on Ogre. Per roll as requested [rolled 10 vs. PER 22, MADE BY HALF!]

GM: Morty notices that the ogre is struggling with his bonds and trying to free himself.
LaniLANI: Unless someone suggests otherwise, Lani will continue her defensive posture against the skeletons, defending herself but not attacking.
RandleRANDLE: Randle continues with full defense against the skeleton facing him.
ShaarillaSHAARILLA: Since we are not supposed to destroy them, but she doesn't want to get hurt either, Shaarilla will use her wand and try to surround the skeleton in front of her in a Wall of Ice.

SHAARILLA (Tech): Initiative [rolled 6] I think the spell itself is automatic when cast from a Wand of Spell Storing.
Syl
TyraTYRA: After hearing the group's thoughts Tyra calls back, "I'll go out into the hall and see if taking out one of those skeletons prevents it from doubling." Tyra will move into the hall at regular TMR. She expects her opponents to follow her so she'll keep her guard up. If she can reach Morty's position, she'll attack his skeleton.

Attack at -5 Init, assuming I get one this round.
Init: [rolled 8], Attack: [rolled 100 - Automatic miss!], Damage [rolled 14], Threat 56-: [rolled 72]

GM: I am assuming the Shaarilla took to flight last round and is out of reach of the skeleton on her. If you want to change her action based on this, let me know.

Initiative 10
Tyra starts moving to the outer room. The skeletons also have an action on initiative 10 so both will attack her. Then one will follow her while the other moves up on Martin.
Skeleton 9 hits Randle for 4 damage
Skeleton 10 misses Tyra
Skeleton 11 misses Tyra
Skeleton 12 hits Lani for 3 damage
Skeleton 13 misses Martin
Skeleton 14 take a free move and hits the ogre
Skeleton 15 is still balanced on the Star Shield and hits Morty for 3 damage
Skeleton 16 hits Syl for 1 damage.
Skeleton 17 misses Syl

GM: I should note that all attacks on Morty include the 1 damage from Easily Bruised.

Initiative 8
Skeleton 9 misses Randle
Skeleton 10 is following Tyra
Skeleton 11 misses Martin
Skeleton 12 misses Lani
Skeleton 13 misses Martin
Skeleton 14 hits the ogre
Skeleton 15 hits Morty for 6 damage
Skeleton 16 hits Syl for 8 damage
Skeleton 17 misses Syl

Initiative 6
Shaarilla casts a Wall of Ice around skeleton 14.

Initiative 3
Tyra reaches Randle's position and attacks the skeleton on him but misses.

Initiative 1
KC tries the door and it doesn't budge in the slightest. It has a lever type latch and it fails to move even a fraction of an inch.

The ogre breaks free of its bonds. It looks like it is planning to flee.

On initiative 0, skeletons 9, 10, 11, 12 and 15 explode into bony shards.

Randle takes [rolled 3 6 2 4 (-7)- Total: 8] damage from skeleton 9 as it explodes.

Tyra takes no damage from skeleton 9 as it explodes but loses all remaining Stoneskins.

Skeleton 10 who was following Tyra but was way behind her (it attacked this round), explodes and causes no damage to anyone.

Skeleton 11 explodes removing all remaining Stoneskins on Martin and causing no damage.

Skeleton 12 explodes removing all remaining Stoneskins on Lani and causing no damage.

Morty takes [rolled 2 2 3 2 (-6)- Total: 3] damage from skeleton 15 as it explodes.

GM: No new skeletons appear at the beginning of round 7.

GM: The skeletons that remain are 13 (Martin), 14 (in cage of ice), 16 (Syl) and 17 (Syl)

GM: After the exploding skeletons, Randle is now badly wounded and Morty is now bloodied.

MORTY TECH: Artifact Lore roll +30 [rolled 113 (Success)]

Morty knows all of the same information that KC knows about magic doors. He also recalls that many magic doors are actually intelligent and can often be talked into opening up by a clever adventurer.

GM: Once Morty gets in to examine the door, I will provide a little more information.

TYRA (GM): How close am I to the ogre at the start of Round 7? I assume it needs to get up before moving.

GM: Tyra is about 20 feet away from the ogre at the beginning of round 7. The ogre is already on his feet.

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
KC
9
  • GK - Balance, Enfeeblement, Eyes of Draak, Eyes of the Eagle, Feather Fall, Jump, Lasting Breath
  • SK - All Sense, Fumble, Hold Person, Polymorph Self, Slow, Stoneskin
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
15
  • GK - Charm, Enchanted Sleep, Invisibility, Location, Mage Lock, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
11
  • GK - Flash of Light, Illusory Fog, Spell Store, Sphere of Silence, Stinking Cloud
  • SK - Phantom Steed, Mass Invisibility, Phantasmal Force, Shadow Magic, Project Image, Wraithform
Randle
17
  • GK - Armor, Cleansing Aura, Detect Poison, Leomund's Tiny Hut, Light, Purify Food & Drink, Resist Cold, Resist Fire, Resist Lightning, Shield, Slow Poison, Tenser's Floating Disc, Walking Unseen
  • SK - Cure Wounds, Hibernation, Neutralize Poison, Wall of Force
Shaarilla
15
  • See Shaarilla's character sheet.
  • Spell Wand (See Shaarilla's character sheet)
Syl
11
  • GK - Flare, Invisibility, Strength of Darkness, Sunburst, Wall of Darkness, Witchsight
  • SK - Dwarf Star, Shadow Walking, Starfire. Wraithform, Magic Missile
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion



Limited Use Abilities
WhoAbilityNotesUsesUsed
KCRing of VarexRecharges 1 point on 15th and 30th of each month256
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol11
MortyAugury1st 100%, 2nd 80%, 3rd 50%3
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
LaniFire Bolt
  • Normal: Range (MA x 3) feet, Damage 8d6 damage
  • Flame Tongue: Range (MA x 5) feet, Dmg 10d6
1
LaniFire CantripsNormally 3x per day, but 5x with Flame Tongue5
TyraCure Critical WoundsPendant of Healing1
TyraMental BlastPsionic Helm1
TyraInvisibility to UndeadAs Necromancer talent, rank equal to overall level. 2x per day, duration (MA x 5 rounds).2
SylDancing LightsRing of Shooting Stars (outdoor night)1 per hour
SylLightRing of Shooting Stars (outdoor night)2 per night
SylBall LightningRing of Shooting Stars (outdoor night)1 per night
SylShooting StarsRing of Shooting Stars (outdoor night)
SylFaerie FireRing of Shooting Stars (indoor night or underground)2
SylSpark ShowerRing of Shooting Stars (indoor night or underground)1
SylAugury1st 100%, 2nd 80%, 3rd 50%3