Spelljammer
        Quellbourne
Current Turn?NoSubject:Bolden Tower - Round 7
Campaign:SpelljammerTurn Start Date:12/15/606
Adventure:QuellbourneTurn End Date:12/15/606
Adventure Number:9Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:2.5Send 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
52
10
/0
1/day
2/2
1/1
Martin Vane
49
0
31/80
/0
10
3
65
16
/0
1/day
2/3
1/1
Morty Crystaltouched
18
0
38/56
6/6
6
0
50
0
0/1
1/day
1/2
1/1
Pellanistra Xarann
28
0
32/60
8/8
10
0
90
20
/0
1/day
1/1
/0
Randle Hewlet
0
0
47/47
/0
7
0
23
0
/0
1/day
2/2
1/1
Shaarilla
11
0
49/60
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
20
0
67/87
/0
6
2
60
18
/0
1/day
1/2
1/1
Tyra Stellastrom
43
1
54/98
0/12
10
3
88
20
/0
2/day
1/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
8/15
6/15
+30 sorcery pool from Wand of Sorcery (0/30)
Martin Vane
/
15/17
15/15
Morty Crystaltouched
4/4
14/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
3/21
11/13
Shaarilla
4/4
18/27
9/30
Syllivarrna Obanghall
/
13/17
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
MORTY: "Shaarilla be careful firing where they're chaotically moving around fighting, you might hit one of our friends. Can you find anything that might explain the magical effects in this room?"

MORTY (OOC): Or use a Flash of Insight from October to figure something helpful out?

SHAARILLA: Since her arrows aren’t having any effect anyway, she takes Morty's advice, activates your power perception, and looks around trying to figure out what’s going on with these magic absorbing ogres.

SHAARILLA (OOC): And using the October Flash of Insight for this seems like a good idea...


KCKC : Attack with +2 Dagger

Attack 1, Init [rolled 7], Strike Chance [rolled 114-51 = 63 - Hit DEF 63 or less], DMG [rolled 14], Threat 47 [rolled 33] AP 45 [rolled 43]
Attack 2, Init [rolled 8], Strike Chance [rolled 114-37 = 77 - Hit DEF 77 or less], DMG [rolled 11], Threat 47 [rolled 18] AP 45 [rolled 81]
MartinMARTIN: Attacks with normal long sword. Will preferably attack wounded Ogre 4, then switch back to Ogre 3.

Attack 1, Init [rolled 4], Strike Chance [rolled 119-44 = 75 - Hit DEF 75 or less], DMG [rolled 12], Threat [rolled 75]
Attack 2, Init [rolled 4], Strike Chance [rolled 119-66 = 53 - Hit DEF 53 or less], DMG [rolled 15], Threat [rolled 21]
Attack 3, Init [rolled 9], Strike Chance [rolled 119-90 = 29 - Hit DEF 29 or less], DMG [rolled 15], Threat [rolled 22]
MortyMORTY: I will continue to float higher and farther into the tower slightly (5' free move) to avoid the enemies and make room for allies.

MORTY TECH: Free move, fire twice at ogre 4 until one of them drops. Expected 1% chance to hit ally in the melee (the minimum) unless someone else unexpectedly joins the melee at which time it is 5%. Once one of the ogres drops I expect to have to hold fire because the chance of hitting an ally will get unacceptably high.

Shot#1: Init [rolled 8], [rolled 135-65 = 70 - Hit DEF 70 or less] to hit, [rolled 3 4 (+6)- Total: 13] damage, [rolled 18] threat, [rolled 66] chance to hit ally.
Shot#2: Init [rolled 7], [rolled 135-64 = 71 - Hit DEF 71 or less] to hit, [rolled 6 2 (+6)- Total: 14] damage, [rolled 8] threat, [rolled 15] chance to hit ally.
LaniLANI: Lani will move around the statue to get behind ogre 4 and assist Tyra. It is more than a half move so she gets a single attack at -25. She will arrive on initiative 4.

LANI TECH: -25 SC and -7 Init included in attack.

Attack 1 (Kick) - Init [rolled 3], SC [rolled 113-80 = 33 - Hit DEF 33 or less], Dmg [rolled 4 1 (+5)- Total: 10], Threat [rolled 22]
Randle
Shaarilla
SylSYL: Can she fit behind the column to come up behind the "Ogre"? If so she will do that (assume I lose one attack)

GM: Yes, that is exactly what KC and Lani did as well.

Attack: Init [rolled 5], SC [rolled 106-7 = 99 - Hit DEF 99 or less (Crit DEF 62)], damage [rolled 10], threat [rolled 12]
TyraTYRA: Tyra continues to attack Ogre 4.

Attack 1 - Init: [rolled 7], Attack: [rolled 130-54 = 76 - Hit DEF 76 or less], Damage [rolled 20], Threat 54-: [rolled 25]
Attack 2 - Init: [rolled 2], Attack: [rolled 130-16 = 114 - Hit DEF 114 or less (Crit DEF 26)], Damage [rolled 11], Threat 54-: [rolled 15]
Attack 3 - Init: [rolled 1], Attack: [rolled 3 - Automatic hit (Crit DEF 113/Grievous DEF 80)], Damage [rolled 18], Threat 54-: [rolled 39]


Initiative 9
Martin misses ogre 3.

Initiative 8
Morty hits ogre 4 for very good damage. The ogre is now very badly wounded.
KC hits ogre 3 for no damage.
Ogre 3 hits Martin for 3 damage after PROT.
Ogre 4 misses Tyra due to wounds.

Initiative 7
Morty hits ogre 4 and kills him.
Tyra simultaneously hits ogre 4 and kills him.
KC hits ogre 3 for good damage (including AP).

Initiative 6
Ogre 3 hits Martin for 7 damage after PROT.

Initiative 5
Syl moves around but ogre 3 is now surrounded with its back to the massive statue.

Initiative 4
Martin hits ogre 3 for good damage.

Initiative 3
Lani misses ogre 3.
Martin hits ogre 3 for good damage.

Initiative 2
Tyra hits ogre 3 for good damage.

Initiative 1
Tyra hits ogre 3 with a confirmed grievous for a lot of damage. She crushes the ogre's shoulder, causing him to drop his weapon. The ogre drops. He is still alive and still conscious but pretty much out of the battle.

Shaarilla uses a Flash of Insight on the ogre's ability to warp magic. She concludes that these ogres seem to have the ability to absorb magical energy. When the magic is in the form of a hostile spell directed at them, they absorb the energy and use it to heal themselves. When the magic is in the form of a magical weapon used against them, the magic of the weapon works against the attacker, making the ogres harder to hit and hurt.

The last group of ogres that the group fought had the ability to regenerate quickly (3 HP per round). If there are multiple tribes of ogres living in ancient Quellborne, and each has some sort of significant special ability, this absorption ability would probably be perceived as being a fairly weak ability for the simple reason that most of the ogre's enemies probably don't use magic spells or magic weapons. It is only when they are attacked by magic-heavy adventurers that their special ability comes into play. In this case, once the group was able to figure out that the ogres seemed to have the ability to twist magic to protect themselves, and the group adjusted by not using magic, that the ogres fell very quickly. Fortunately there were only four ogres to fight here instead of the massive hoard that the group encountered when they entered the ancient city.

GM: The remaining ogre is still alive and conscious. Let me know what you want to do next. You have 2 people in the group that can speak ogrish. Morty is rank 1 and Lani is rank 4.

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 month257
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol116
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)21
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
TyraCure Critical WoundsPendant of Healing1
TyraMental BlastPsionic Helm11
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