Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Crypts - 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:3.6Send 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
9
0
40/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
16
0
22/38
/0
3
0
31
2
/
1/day
0/1
/0
Martin Vane
23
0
27/50
/0
2
0
31
4
/
1/day
2/2
1/1
Morty Crystaltouched
10
0
31/41
/0
2
0
49
0
/
1/day
1/2
1/1
Pellanistra Xarann
13
0
37/50
/0
3
0
52
4
/
1/day
1/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
14
0
38/52
/0
3
0
54
4
/
1/day
0/1
/0
Tyra Stellastrom
12
4
50/66
0/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Barnas
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), Spider Climb (thru rnd 12)
Pellanistra XarannAccelerated Healing (1/3), Armor (PROT 5, 3 hits)
ShaarillaArmor (PROT 4, 5 hits)
Syllivarrna ObanghallArmor (PROT 4, 5 hits)
Tyra StellastromAccelerated Healing (3/3), Prot Fm Evil (+10 DEF & Saves)

Potion of Extra Healing (Martin)
TYRA (GM): I thought Barnas was going to cast Protection from Evil on Tyra just as the wall was coming down. Then on round 1, he could cast Bless before we're engaged in melee.

GM: Yes, that is fine. I am fine saying he did.

TYRA: As we had plenty of time to discuss, we would have gone over the plan on how exactly to proceed once the wall was down. Did we want to see if they'll come to us or charge in and engage them as soon as the wall dropped? I see pros and cons with both but we need to be 100% decided on this since it affects what we do now that the wall is down.

TYRA: My thinking is charging will be best since waiting for them to come to us will mean a bottleneck in the hallway while the caster is free to lob whatever spells it wishes. I believe Lani is the fastest so she makes the most sense to rush down the hallway first. Tyra would follow second. We'd want to make sure that we're still within the 50' cube of the bless spell. Of course, there's making sure that Syl's Sunburst goes off before Lani arrives, which might force her to wait. That would risk the undead blocking us in the hallway.


GM: I knew the question of "what-if" scenarios would come up and I fully agree that the group would have talked though various scenarios while they were resting and waiting for the wall to come down.

LANI: "Since we don't know whether Syl will succeed or not, then I think we give it one shot and then we run down the passage. We know from before that it is dark down there so I am fine carrying a torch down and dropping it as I get into battle, assuming I do."

TYRA: "That sounds good to me. Barnas, after the Protection from Evil prayer, I'll wait for you to start your Bless prayer before I head down the hallway."

GM: I will assume Protection from Evil was cast on round -1 and Bless on round 0 so that both are in effect on round 1.

ROUND 1
Barnas
KCKC: I will move down towards the bottom wall and stairs. 1) to get distance between the big bunched up group we are at the entrance ( area effect spell) and 2) so i can better keep an eye on the rear of the group as we do not know if there are any entities behind us or not.
MartinMARTIN: Added in +20 to hit for free attack

Attack 1, Init [rolled 9], Strike Chance [rolled 103-73 = 30 - Hit DEF 30 or less], DMG [rolled 13], Threat [rolled 61]
Morty
LaniLANI: Attack ghoul 3. Bonuses for Potion of Heroism and Bless included.

Attack 1 (Fist) - Lost due to movement.
Attack 2 (Longsword) - Init [rolled 10], SC [rolled 94-95 = -1 - Missed!], Dmg [rolled 9], Threat [rolled 71]


LANI: Lani will also be trying to push her way into the room so that Tyra can get in and attack the spell-casting undead (Zombie 7). Die roll for pushing forward [rolled 93]
ShaarillaSHAARILLA: Not being any use in a fight, Shaarilla will move to the Southwest corner of the room and watch down the staircase for anything coming up behind them.
SylSYL: has been waiting for some payback for the “non-Faerie Fire” and Blast of Carnage. She doesn’t know is caster is an undead or not but she knows the Zombies will take damage from the Sunburst that she sends down the hall

TECH: init [rolled 2], SC-40 [rolled 40-66 = -26 - Missed!], damage [rolled 4 3 (+2)- Total: 9]

If fail, try again: init [rolled 5], SC-40 [rolled 40-75 = -35 - Missed!], damage [rolled 5 5 (+2)- Total: 12]

GM: Two questions - first, you do not see a target for the Sunburst. You have a 30 foot range so are you simply casting it to maximum range and having it burst there (and, if not, what range do you want it to burst at)? Second, when you say "if fail, try again" that is normally something people do out of combat when time is not a constraint. If you do it in combat, please specify what you mean. Does it mean you will try again in round 2 or does it mean you will burn a Luck point to try again. I am showing that Syl does not have any Luck Points available. I would not send round 2 actions at this time since you have no idea what will happen in round 1.
TyraTYRA: Tyra follows Lani down the hallway, waiting for her chance to step into the room and engage the undead.

TYRA: Tyra pushes her attack on Ghoul 2 by hitting extra hard. Bonus includes Bless.

Morning Star +1 - Init: [rolled 5], Attack: [rolled 100 - Automatic miss!], Damage [rolled 10], Threat: [rolled 49], NL Damage: [rolled 1 1 2 - Total: 4]

Save vs Paralyzation [rolled 58 vs save of 72 - Successful Save!]

GM: Note that I am ignoring initiative for Syl's cast attempt. The Wall of Ice belonged to Shaarilla so she was able to sense about when it would end.

When no undead appear as the Wall of Ice goes down, Lani and Tyra wait for Syl to finish casting her Sunburst spell, which fails, and then take off running down the passage. Lani is carrying a torch. As she reaches the point where the hallway opens into a room, two undead step up and attempt to block her path. She tosses the torch to the side and attacks while, at the same time, trying to push her way into the crypt. She misses with her attack but succeeds in pushing her way forward and allowing Tyra to step up and attack the other ghoul. The ghoul misses Lani. The other ghoul hits Tyra twice for 5 damage total.

GM: Tyra can send her round 1 attack roll. She will also need to make a Normal save to avoid paralyzation. She gets a +15 to the roll due to Bless and Protection from Evil. If she is paralyzed, then her attack will only resolve if it happens on or before initiative 5 when the ghoul hit her.

The chanting from down the passage ends and the result of the spell suddenly becomes obvious as the dead bodies of the zombies and ghouls arise and begin to attack.

GM: The reanimation occurred at the very end of round 1. The creatures climb to their feet and move up to attack on round 2. Martin, Syl and Barnas, who were close to the undead as they reanimated, can get one free attack on round 1 at +20 and can attack normally on round 2. Morty can either shoot or Spider Climb up the wall of the larger room on round 1. Note that the zombies are slow so he could shoot on round 1 and Spider Climb out of range on round 2 if he so chooses.

GM: Martin hit for 11 damage.

SYL: For her free attack can she cast her Sunburst or must she attack in melee?

GM: Sorry, my bad. I had forgotten that Syl had already cast a spell in round 1 so does not get a free attack. By early in round 2, she is already in melee.

GM: Everyone can send their actions for round 2. Then we will start doing 2 rounds at a time after that.

TYRA (GM): Can I do a 5 ft free move to attack the caster? If that that may change my action, especially if it starts casting.


GM: On initiative 10 of round 2, zombie 7 will be jumping up onto the sarcophagus and attacking Tyra. Tyra does not have Undead Lore or Everything Lore. Here is Lani's Undead Lore roll [rolled 33 (Failure)]. No one else can see zombie 7 well enough to get a roll.


KC: that's not what I was expecting: move to engage zombie 9. Or maybe cast a counter spell necromancy? Would that work to get rid of the animations? If so I would rather do that. (Gm) so does counter spells just give bonuses to saves or can they counter a spell already cast? Like the animate dead?

GM: Good question. A counterspell cannot usually be used against a spell with a permanent duration. The reanimation spell he used creates permanent undead (at least permanent until they are destroyed). If it wasn't that way, then it would also mean that spells like Cure Light Wounds could be countered after they were cast.

KC: (gm) so say for instance that the reanimation spell only reanimated them for say 2 hours. Would a counter spell be able to affect that spell than? Or what if the enemy mage was casting a spell and i cast a counter spell how would that work or could it. Would I have to finish mine first to affect his?

GM: Yes, if the spell had a duration of 2 hours or 2 days or 2 weeks or whatever, then it could be dispelled.

GM: If you cast a counterspell to target the area of the caster, he would not be able to cast spells of the type targeted by the counterspell until he moved out of the areas of effect.



TYRA (GM): At this point, Tyra will stick to her original plan but going forward I may need to fight defensively, depending on how skilled this caster undead is. Tyra will want to assess the melee skill of the caster undead. Tyra's current defense is 50, right? the current turn shows it's at 40 so I don't know if I need to do anything special to register that.

GM: I made a note of the +10 to DEF in the turn. Her DEF is currently 50.


SYL (GM): Newbie mage question that I assume i won't like the answer to...

SYL: Can she step back and cast Sunburst in the room we are in to get rid of the newly animated undead or counterspell?? Or is she better off attacking the Zombie in front her (again)?

GM: She can try to step back but if the zombie stays with her, it will automatically negate her ability to cast spells.


SHAARILLA: Shaarilla looks in horror as the zombies get back to their feet. She looks at the skeletons hoping that they don’t revived as well!

GM: Shaarilla is happy to note that the skeletons at her feet show no signs of reanimating. Even one of the destroyed zombies near Martin failed to reanimate.



MORTY (GM): I am willing to assume that I was already Spider Climbed up to the top left corner of the tunnel entrance, trying to peek through there to fire at the caster on round 1. Given nothing was there, after recovering from my surprise I would have waited for the Sunburst as planned and then crawled forward on the ceiling of the tunnel behind Lani and Tyra as they tried to advance and find the enemy. You can decide how much distance I made. I assume I have no shot at Zombie 7 (caster) during any of that time? If not, and if we are still going to be fighting some extra zombies in the back ranks and in the tunnel, I suppose I should just shoot one in the tunnel that has not engaged yet, is that Zombie 10?

GM: With Spider Climb, you need to have your hands and feet free so when you have your Mage Tech pistol in hand, it makes it more difficult (though not impossible) to move. It's your call but my opinion is that your best bet is to shoot at a nearby zombie, such as zombie 10. You never had a clear shot at zombie 7 (the spell caster).

MORTY (OOC): If this stands as is, we're going to need KC and Shaarilla to get involved. If KC has a plan to dispel the animation, I'm all for it, but given the explanations so far I don't think he'll allow it :( Shaarilla is basically out of spell energy, right? If you had any left I'd say line up a lightning bolt along the east wall and try to get all 4 zombies with it, I'd even take my chances on getting hit with it if I was still there myself. You're going to need to grab a dagger, eating knife, or even a thighbone and engage with it as a club, just to grant someone an outnumbering bonus, we are unbelievably boned as things stand. We've expended almost all of our magic only to have the boss make all our expenditures moot by negating (most) of the damage we inflicted to his 'troops'. We used up 3, maybe 4, of his spells and he has more, though hopefully not many more. Oh, and he's probably a relatively powerful undead to be a caster, a wight or something like that, because I have never seen a zombie caster, they're too mindless. I don't think we've ever even seen a ghoul. Maybe a ghast? Not betting on it. Yikes. Just plain yikes. Just because he's a caster doesn't mean HE'S mostly ineffectual in melee, like all the rest of us casters. I guess the other option is to try to have KC and/or Shaarilla searching the crypts for a way to disable/destroy the undead, it's a hail mary but maybe one of the objects in the forward crypt is this caster's gravesite and if we can do something to that, or to his favorite baby rattle MacGuffin, it will stop him?


ROUND 2
BarnasBARNAS: Attack with +1 Quarterstaff.

Attack 1, Init [rolled 10], Strike Chance [rolled 90-26 = 64 - Hit DEF 64 or less], DMG [rolled 4], Threat [rolled 90]
KCKC: that's not what I was expecting: move to engage zombie 9. Or maybe cast a counter spell necromancy? Would that work to get rid of the animations? If so I would rather do that. (Gm) so does counter spells just give bonuses to saves or can they counter a spell already cast? Like the animate dead?

Round 2: init [rolled 6] SC [rolled 96 - Automatic miss!] DMG [rolled 3] AP 10 [rolled 97] TH [rolled 10]
MartinAttack 1, Init [rolled 8], Strike Chance [rolled 83-33 = 50 - Hit DEF 50 or less], DMG [rolled 13], Threat [rolled 50]
MortyMORTY: I wait for the Sunburst to go off early in round 1, using this time to put my pistol away (in my mouth?) so I can get moving. I start crawling along the ceiling of the tunnel following Tyra and Lani on init 5, but then the zombies start to stand back up as my chance to move ends (segment 1). Cursing extensively in Gnomish, I am torn between trying to support the 'real' fight up front or assisting the outnumbered friends in the back.

MORTY TECH: Round 1 wasted moving half TMR using spider climb. Gun is not in hand, so will have to re-equip it.


MORTY: In round 2 I would like to know if I got close enough to see the caster and realize that he's engaging in melee. If I see that, or Tyra shares that info, I will turn and fire at Zombie 10 before it can engage in melee negating any chance I have to shoot. If I don't, I will continue advancing with spider climb until I do, since my best chance of helping in this fight is to shoot the caster and disrupt his casting, or at the very least do what damage to him I can to make him easier to bring down when the melees can finally get to him.

MORTY TECH: Shoot zombie 10 as the only target not engaged in melee right away. Init-5 for having to re-equip weapon, sc-10 for shooting from Spider Climb perch and +5 from Bless.
Shot#1: [rolled 1] init, [rolled 90-57 = 33 - Hit DEF 33 or less] to hit, [rolled 3 5 5 (+4)- Total: 17] electrical dmg, save for half. [rolled 56] threat roll if needed.
LaniLANI: Attack ghoul 1. Bonuses for Potion of Heroism and Bless included.

Attack 1 (Kick) - Init [rolled 10], SC [rolled 101-19 = 82 - Hit DEF 82 or less], Dmg [rolled 8], Threat [rolled 6]
Attack 2 (Longsword) - Init [rolled 8], SC [rolled 94-79 = 15 - Hit DEF 15 or less], Dmg [rolled 6], Threat [rolled 94]
Shaarilla
SylSYL: Disappointed that her Sunburst failed (OOC: low level mages are sooo painful to run) she will now use her spear on the nearest Zombie

TECH: Init [rolled 11], SC-79 [rolled 79-47 = 32 - Hit DEF 32 or less], Dam [rolled 4], Threat [rolled 45]
TyraTYRA: Tyra continues to push her attack on Ghoul 2. Bonus includes Bless.

Morning Star +1 - Init: [rolled 3], Attack: [rolled 104-75 = 29 - Hit DEF 29 or less], Damage [rolled 18], Threat: [rolled 12], NL Damage: [rolled 1 1 2 - Total: 4]

Tyra attacks the ghoul but misses. The ghoul misses Tyra with both claws and its bite.

Lani hits ghoul 1 with a kick for 5 damage. The ghoul misses Lani.

Zombie 7 leaps on top of the sarcophagus and attacks Tyra but misses with both claws and its bite. Just as when the ghouls attack her, Tyra can feel the evil emanations of its attack and knows she does not want to get hit.

Martin hits zombit 6 and destroys it again. He takes a step forward to help out Syl next round.

Syl hits zombie 8 for 3 damage.

Barnas hits for 3 damage.

Morty moves down the narrow passage and can see that zombie 11 (was zombie 7 but already had a zombie 7 in the main room so changed it) has lept on top of a sarcophagus and is attacking Tyra. He turns and shoots at zombie 10, hitting for 17 damage.

GM: I still need round 2 actions for Barnas and Morty (and Shaarilla if she is going to attack). The newly reanimated undead are not able to attack on round 2 as they are shuffling to their feet and moving into position.

GM: Everyone else can send their round 3 and 4 actions.

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. Healing Sanctuary, Accelerated Healing, Accelerated Healing
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Shout, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, 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)11
MortyElectrical BlastMage Tech Pistol4