Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Intermission
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:3.5Send To:bluemountain@championsoftheempire.com
Greyhawk Campaign?NoCombat Turn?No
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
7
0
59/66
4/4
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)

Potion of Extra Healing (Martin)
GM: First Aid takes 10 minutes so Tyra can make two attempts before the wall goes down.

TYRA (GM): Tyra would want to rest to recover her NL damage, which has the bonus of her getting back her endurance. Can she do that and still have time to attempt some bandaging?


MORTY TECH: Luck 19, [rolled 77 vs. LUCK 19, 5x roll], if I fail I presumably take 2d8 damage like the others [rolled 2 8 - Total: 10]. I assume you already made PER rolls against the caster for us?

MORTY: After the fighting dies down and we're starting to discuss options, "I think first aid is risky and difficult to make worth your efforts and time. Is there no way to bring down your wall sooner Shaarilla? I assume you don't have enough energy for a counterspell? The only reason I ask is because my angels will be gone about two minutes before your wall will drop, I think they actually did a great job, though not as likely to be useful against that caster. Not that I don't think the Wall was a very good move, it really was, it basically let us mop up and recover a bit before going after him. I don't suppose anyone got a good look at him?

SYL: Since she didn't get Held she can share the info. There should be less than 5 more creatures since at least one more got through (GM please confirm). She is really looking forward to lobbing a few Sunbursts down the hall and/or a Starfire specifically for the spell caster...


TYRA: "Yeah, I don't know if my bandaging helps enough with another fight minutes away. For healing, we have two potions of Extra Healing and Barnas has 2 Cure Light Wounds? Barnas, you can heal yourself with an additional Cure Light Wounds? Assuming that's correct, we'll have to be sparing with our healing. Additionally, I'd recommend keeping at least a Cure Light Wounds or a Potion of Extra Healing in reserve in case there is a critical wound in the following battle."

TYRA: "We should also talk about how to better prepare for when the wall comes down. I do like those angels of your Morty. That was quite helpful. Barnas, you have a Protection from Evil, right? Will that help us against those ghouls? I don't know much about undead but I've heard you all talk about their paralyzing touch so that seems fairly dangerous. It seems like this is a good time to use the Bless too. Syl, I know you're itching to use your Sunbursts which seems ideal before we charge in."

TYRA: For healing priority, Tyra suggests we determine who's going to be taking the brunt of the attacks and make sure they have been sufficiently healed. Lani, Syl and Tyra make sense as the primary three warriors that will be attacked. Lani and Syl have the immunity to ghoul's touch. Tyra, perhaps with the Protection from Evil, will be better protected. OOC, I can't remember if Protection from Evil protects against ghoul's touch or not. Tyra will likely draw more attacks so the boost in saving throw and -10 to hit will come into play a lot! I didn't put Martin into the top three since his defense is lower and has no immunity. He does have the best weapon and high damage potential so we'll want him to step up and help double-team as space allows. For how to use our healing, Tyra's down the most hit points so a Potion of Extra Healing seems best. Lani is down 21 hit points so maybe a CLW would be sufficient. The question is should we use the last CLW on Martin or Syl? We can keep the final Potion of Extra Healing in reserve. Barnas should use the heal charm's CLW on himself.

SHAARILLA: “Remember that the potions only work in here. We might as well use the potions of extra healing on anyone injured enough to get full value from them.”

BARNAS: Since his Healing Charm only works for him Barnas will use it on himself (after first aid if any) Healing Charm [rolled 4 2 (+4)- Total: 10]

BARNAS: He has one Protection from Evil... It does not block ghoul's touch, but it does make the person harder to hit which helps

BARNAS: He also has Bless. Which he will cast right before combat begins again.

BARNAS: Once the group figures out the healing priority it will use his healing spells and potions as directed.


GM: I haven't heard much more discussion on this so will assume that Tyra take a Potion of Extra Healing [rolled 8 7 2 5 (+4)- Total: 26] and Barnas casts CLW on Lani [rolled 2 2 (+4)- Total: 8]

LANI: "If we want the wall down sooner, Syl or I can attempt to dispel it," Lani suggests. "However, before we do so, I want to see if I can spy into the area back there to see what we are facing."

LANI: Cast Clairvoyance spell (one of her Drow spells so no cast roll needed but only 1 round of duration).

A hole in space appears in front of Lani and she peers through it. Only darkness can be seen by those with normal vision but for those with infravision, remote shapes can be seen. Lani sees three figures vaguely visible. They do not give off much heat but are distinguishable from their surroundings by their movement. The lack of heat makes it fairly clear to Lani that they are undead. Both figures are about 10 feet back from the wall at the point where the passage opens into a larger room. Then the spell winks out.

KC: (GM] I will slow cast an infravision on myself and go take a look. Infavision 1 spell point need 40 or less (no bonuses for slow casting added) rolled [rolled 65].

GM: There is no bonus for slow casting. The advantage of slow casting is that you have less chance of backfiring spells. I always assume that spells cast in combat are fast cast while those cast out of combat are slow cast unless the caster says otherwise.

MORTY: "I agree that Tyra and Lani should hold the tunnel entrance while Syl lobs as many sunbursts as she can down that tunnel, but I'm guessing that the caster will pull back behind cover so she'll have to do her best to catch him early. Once we're down to only 2 ghouls in sight and one of them double or triple teamed it will no longer be high priority to get the sunbursts off, so it might be worth it to save energy. Perhaps Martin can flank the tunnel entrance to attack the lead ghoul with less risk of being attacked himself, just stay out of reach until it seems focused on another target. It's too bad I can't fire my pistol at the caster past that melee at the front. Wait, don't you have a Levitate spell, Lani? Let's see, Shaarilla is almost out of energy and will need what she has to pilot the Star Sprite off this rock. If she runs out I can handle keeping it moving while she rests a bit. Any other spells anyone can think of that might help? I was thinking it might be great to put a wall BEHIND the caster to prevent him from falling back out of sight, but that has issues too, including the fact that I believe the only other Wall we can cast is a Wall of Darkness and Syl is going to be busy casting Sunburst. Ice construction would work but we need Shaarilla to save the last of her energy for piloting." Morty falls to mumbling as he continues trying to come up with options and plans.

MORTY (GM): How high is the ceiling in that tunnel again? I seem to recall not that high :( I'm thinking Levitate me up to near the ceiling and I might be able to get a couple of shots off, assuming that the Levitate lasts longer than 2 rounds and won't drop me right on top of the lead ghoul ;) Perhaps I could quickly juryrig a climbing harness with a few minutes prep to hold me up there?

LANI: "Sorry Morty, I don't have the ability to cast a Levitate spell."

GM: The ceiling in the main room is about 15 feet high. The narrow hallway where the zombies came from is only about 8 feet high. The ceiling over the stairs slants downwards but is about 15 feet high as it goes down.

MORTY (OOC): I'm also concerned that this tunnel is narrow enough we won't be able to get many people attacking the caster once we've cleared the ghouls. It might end up being just Tyra at the forefront able to attack, which will take quite some time, we need to come up with a way to help her or a way to convince the enemy to exit the tunnel, either toward us or away... Oh, and as far as having more stuff at our backs I'm sure anything that is hostile down here to attack us has already come. They have had dozens of rounds to do so and plenty of noise to alert them. I was actually concerned that there might be a back way around that the enemy would use to get around the wall and attack us while we were resting/prepping, but happily that doesn't seem to be the case.

GM: I'm mainly waiting to see if the group wants to investigate down the stairs or rest and wait for the wall to go down (or ask Lani or Syl to try to dispel it). My assumption is that you will wait for the wall to go down and then attack.


MORTY (GM): There have been a couple of us wanting to bring the wall down a little early to preserve the angels. I don't think any of us was down enough NL that we needed the full 20 minutes, were we? We might even be able to 'surprise' the enemy a little bit if the caster knows that it normally lasts for multiples of 10 minutes, but I'm not betting on any advantage there. I am willing to investigate the downstairs crypts after the first 13 minutes if KC gets restless enough to want to do it but am not pushing for it.

GM: Nope, no one needed the full 20 minutes. I recall that 12 minutes was the most anyone needed.

MORTY (GM): No other response to the idea of getting myself perched on the wall above the ceiling of the tunnel so I can peek down and snipe at the caster with my pistol, eh? ;) I take it noone else in the group has a climbing spell or a levitate that would facilitate that? I thought maybe KC would, he's the Transformation mage and they get Spider Climb? Or am I mixing up PCs in my head again?

KC: Yes I have spider climbing. I have less than a 50% chance of success and it will only last for 2 minutes or so. If you want it I can try to cast it.

GM: Morty will find it more difficult, though certainly not impossible, to fire his pistol when under the effect of Spider Climb. The pistol will stick to his hands and making the slight adjustments required to aim become more burdensome, not to mention that squeezing (vs pulling) the trigger becomes very difficult. I would give him a -10 to his roll to hit.

KC: the other thing is that as a player character I am highly against people firing missile weapons and such into melee combat. Even if they are master archers. Last campaign with NUREL there were times that I was actually contemplating just letting some opponents through so they could engage the archers so they could not shoot past me. And with Morty being so mage tech pistol happy and always wanting or contemplating shooting into combat every combat so far; e an though he has restrained from doing so is making me nervous about having him behind me.

KC: Since nobody seems to want to investigate the stairs way and my spell failed. I will let it go and just keep an eye on that direction for any other threats.


MORTY (OOC): I have specifically NOT shot into combat at all, and I will not ever do that unless the situation is desperate and the risk minimal (as in 5% or less chance of hitting a friend, preferably less). I have sought ways to be able to assist with my most effective weapon, the pistol, I think it's only appropriate, and I am also roleplaying Morty's desire to help. The pistol actually does decent damage, I'm very accurate with it, and they don't even get Protection against it, so it's more effective than most melee weapons right now, just limited in charges. It is not my intent to irritate you :( I am trying to use this opportunity to find a way to fire BEYOND the melee combat at a threat that we know is there, instead of twiddling my thumbs waiting for his spells to blast into us. Is that so wrong?

MORTY (GM): I am seeking your feedback on the idea because I don't want to be caught by surprise by a rules interpretation that I am not aware of. Would I, as I hope, be able to fire at the caster in the rear without risk of hitting a friend if I was above them? I assume I might have a risk of hitting the ghoul in front of the caster, but I wouldn't mind that so much ;) I would also be hoping to rig this up so that I have a relatively easy chance to duck behind cover if I saw him firing a spell, is that feasible?

SYL (OOC): Keanon is channeling his inner Nurel specifically at QIX. Who might possibly have ventilated the aforementioned dwarf on more than one occasion when she assumed a Master Archer who could only miss on a one was ok...

MORTY: "Yeah, I think that will work, KC, please cast it on me after everyone is rested. The only thing left is to get the timing right. I don't know how much spell energy you have left KC, but hopefully you are willing to make a few attempts to get the spider climb off on me, then let me get into position, then we can do the dispels on the wall. Any other preparations anyone wants to make? Oh, the Protection from Evil spell and the Bless spell. The dispels don't take much time to attempt, right? And they won't dispel the spider climb? It's too bad I don't have time to rig up a proper climbing harness, then I could use the spider climb to get into position and wouldn't have to worry about it expiring or interfering with my ability to aim and handle the pistol. ((that last comment is more RP than a true gripe)).

KC: "....Okay, I'll do it. I'll give you two attempts."

KC: Casting Spider. Clumb spell on Morty 6 segments casting time, 1 spell point, cast chance 40 attempt 1 rolled [rolled 34 vs cast chance of 40 - Successful Cast Chance!].


GM: The Spider Climb will last for 12 rounds.

LANI: Once the Spider Climb is successfully cast, Lani casts a Dispel Magic. Her chance to successful remove the Wall of Ice is 41% [rolled 50].

GM: If it fails, then I assume that Syl will also try. Her chance to dispel the wall is 48% [rolled 5].

GM: My mistake on the chance of dispelling. I had forgotten that Shaarilla had achieved grievous success on her Wall of Ice and made it harder to dispel. Presumably she would have told the group that she did this when discussion of dispelling it early comes up. Lani's modified chance to dispel is zero so she needs to roll automatic success (1, 2 or 3) to dispel. Syl's modified chance is 1% so she too can only succeed with automatic success (1, 2 or 3).

GM: That being the case, I will assume that the group will have simply waited for the wall to go away on its own, which means the Phantasmal Force is gone.


Knowing that Shaarilla's fortified wall will be almost impossible for Syl or Lani to dispel, the group waits for the Wall of Ice to drop on its own. When Shaarilla senses that it is about to go down, KC casts the Spider Climb spell on Morty, who then climbs up the wall to where he can fire around the corner. He had already removed his boots, as required for the spell.

The Wall of Ice drops and the group sees an empty corridor leading off into darkness. As soon as the wall drops, the group can hear the chanting of a spell being cast coming from somewhere in the darkness. Unlike most of the rest of the dungeon, including the area the group is currently in, the corridor is not illuminated..

GM: Send me your actions for round 1. The spell casting you hear from down the corridor is a round 1 action.

GM: Map to follow shortly.

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