Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Resting
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:2.8Send 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
0
0
49/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
2
0
36/38
/0
3
0
31
2
/
1/day
1/1
/0
Martin Vane
15
0
35/50
/0
2
0
31
4
/
1/day
1/2
1/1
Morty Crystaltouched
0
0
41/41
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
3
0
47/50
/0
3
0
47
4
/
1/day
0/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
0
0
52/52
/0
3
0
36
4
/
1/day
0/1
/0
Tyra Stellastrom
21
0
45/66
4/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
BarnasArmor (PROT 4, 4 hits)
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 (8/8)
Pellanistra XarannAccelerated Healing (1/3), , Armor (PROT 5, 7 hits)
ShaarillaArmor (PROT 4, 5 hits)
Syllivarrna ObanghallArmor (PROT 4, 6 hits)
Tyra StellastromAccelerated Healing (3/3)

Oil of Sharpness (used)
Oil of Penetration (Syl) (used)
Oil of Sharpness (Tyra) (used)
Potion of Extra Healing (Barnas, Martin, Tyra)
Potion of Defense (Syl)
Potion of Heroism (Lani)
Inside are six two-tiered bunks that can sleep a total of 12 people. Against the far wall is a table containing a bowl of fresh fruit. To the left, just inside the door, is a chair. To the right is a curtained off alcove behind which is a WC.

TYRA: "Look, a bowl of fresh fruit. Though I do love fresh fruit, doesn't that seem a bit odd? Did anyone catch the sphinx mentioning if we should eat the fruit or leave it alone?"

GM: My assumption is that you will want everyone to rest/sleep for at least 2 hours so will probably stay for 3 hours or so to allow 1 hour watches. You can cast any spells you would like and can change spells.

TYRA: Tyra agrees with this arrangement. She asks Barnas if he still has the accelerated healing prayers available before he rests. "I'm still fairly wounded but I'd like to see if resting here recovers more than a usual night's sleep. I was originally thinking I would need to drink a Potion of Extra Healing just to get back to being healthy."

GM: I just looked back and Tyra and Martin still have an Accelerated Healing spell on them. They are on their 3rd and final day of it. Morty and Lani also have the spells active on them.

MORTY: "Given we must use these potions before we leave I am reconsidering my choice and I will take either a potion of Defense for one of our warriors who does not have a shield (because they don't work with a shield), or a Potion of Protection for one of them if they wish." Later, during the rest and first aid period when there is a quiet moment, I will add quietly, "I do have plans for using my spells to aid us in this next fight, since we can hopefully be more aware of it coming than a squad of unknown warriors appearing amongst us. I plan to attempt my diversionary trick with the Phantasmal Force, and since it lasts quite long compared to other spells (20 minutes) I will cast that just before we open the door into the crypts the sphinx spoke of. In addition, if we end with more than just a couple of them I will use Shadow Magic to cast what is called a Deathbane spell on them. It will not matter that we are in melee with them for two reasons. First, it is just an illusion, and knowing that you should be completely unaffected though the bright light may dazzle you for a brief moment (no game effect). Second, since it is a spell based on life energy even if it was the real spell it would not harm you at all, and would harm anything undead. The benefit here is that it can affect pretty much any and all of the undead rushing at us to fight us, the area of effect is large for underground, so it is my best idea to use against a swarm of lesser undead. Greater undead will probably be resistant to it, but might take a little damage. I can use this spell three times if we are fully recharged, though I am not practiced with it well enough for it to be reliable. Once I've run out of good casting options I will attempt to find a way to engage and either distract the enemy or shoot them with my pistol, or both, as long as I can do so without harming any of you.

SYL (OOC): Armor would would indeed be great. If I had thought about getting it...

SYL(GM): it is a general spell so I need sorcery rank 4 to learn it??

MARTIN: He will recast his Armor spell before resting…

ARMOR: Cast chance (53%)
Try 1: [rolled 52]
Try 2: [rolled 7]
Try 3: [rolled 82]
Try 4: [rolled 51]


GM: Martin cast it on himself for [rolled 5] hits and then on Syl for [rolled 6] hits. PROT of 4.

SHAARILLA: Shaarilla will cast armor spell on herself and anyone else who would like one. Even for those wearing armor, protection of 4 might be better than their armor while the spell lasts.
Cast Chance 45%
Try 1: [rolled 77], [rolled 4] hits
Try 2: [rolled 68], [rolled 6] hits
Try 3: [rolled 36], [rolled 5] hits
Try 4: [rolled 80], [rolled 5] hits
Try 5: [rolled 61], [rolled 7] hits

SYL: will take Armor spell. Is next on her wish list after she learns Spell Store and CoP

GM: Shaarilla casts it on herself, using 3 spell points. Lani also expresses an interest in the spell and Shaarilla tries again twice but fails and is then out of spell points. Martin then successfully casts it on Lani for [rolled 7] hits.

MORTY: "I will happily take an Armor spell if we have that opportunity, but I should probably be the last one to get it. It's my own fault I can't cast it myself yet.

GM: Barnas or KC could both benefit from the spell. Martin still has 2 spell points remaining and has rolled two more times so either Barnas or KC could have an Armor spell but not both. Whoever you decide would have PROT 4 for [rolled 4] hits.

KC: I think Barnas should have it. He is our course of healing.

GM: Also let me know if Morty is going to go with the Potion of Defense or the Potion of Protection. With the Armor spells, the Potion of Defense might be the better option. Martin, Syl or Tyra could use it.


After sleeping for 2 hours, the group feels completely rested. Mages have all of the spell points back and everyone who was injured feels much better. It seems that many days of natural healing occurred during the two hours of rest. KC is still down 2 HP, Martin down 15 HP, Lani down 3 HP and Tyra down 21 HP. Everyone else is fully healed.

Additionally the fruit was very refreshing and the water in the urn pure and refreshing. Even the water closet conspired to aid in natural purging that felt quite good. After the two hours, Barnas prays to his god for spells and some of the mages study their spell books with an eye to memorizing different spells.

After three hours, the group is ready to go.

GM: Let me know if Tyra and/or Martin are going to drink the Potions of Extra Healing. Let me know if anyone else is going to use their magic potion now or wait.

LANI: Having inquired carefully about her Potion of Heroism, she will hold off drinking it but will keep it readily available in a belt pouch. She knows that the duration is capricious and could last anywhere from 20 minutes to almost an hour and a half.

TYRA: Tyra will drink a Potion of Extra Healing. She will also apply the Oil of Impact to her morningstar. She recommends that Syl and Martin apply their oils as well. Tyra will pass on the Potion of Defense or Potion of Protection since it won't work with her shield or armor.

SYL: Will also apply the Oil of Penetration to her spear.

GM: Once you apply the oil to the weapons, remember to adjust your SC and Dmg when attacking. It might be easiest to simply add a +1 version of your weapon (+2 for Martin) to your character sheet and use that while the oil lasts.

BARNAS: He would accept an Armor spell if offered.

MORTY: "I agree, Barnas should get the final Armor spell if there's only one left, him staying healthy helps all the rest of us stay healthy.

GM: I put the final Armor spell on Barnas. It will last for 4 hits.

BARNAS: After resting he checks on the still wounded party members and encourages the more seriously wounded to drink the healing potions. (He offers his for those that do not have one)

MORTY (GM): I prefer the Potion of Defense if one of the warrior types can use it. It sounds like Tyra can't since she has a shield, does Martin have a shield? If not, I'll get the potion for him. I agree with Tyra using her Potion of Extra Healing right away, but would hope that the one Martin drinks would heal more than 15 points. We just don't know if he's going to have a break in between fights to use it. I guess I would say use it just in case, he's damaged enough that he's in danger of wound penalties too quickly in our next fight :( Did Barnas cast that final Accelerated Healing before we rested? That could have been cast on him (or Tyra) and if we got the equivalent of multiple days of rest it would be very effective. He had one left uncast at the end of the previous fight... didn't he?

GM: Martin also uses a shield so Syl might be the best recipient of the Potion of Defense.

GM: Most of the people who needed the most healing already had Accelerated Healing spells on them. The only effect it could have is if he casts it on KC, then KC will be down 2 HP instead of 3.

MORTY (GM): Just as a reminder I now have 4 charges in the Mage Tech Pistol. I increased my Spell Energy skill which increases the max charges as well as the damage it does. At least I assume 3d3 charges would roll at least 4 during our rest cycle in that special room, I had 3 spell points left before resting ;)

TYRA (OOC): I'm not 100% on who's using what with these new characters so Marty isn't too sure about what to suggest. I did have the thought that perhaps a Potion of Heroism might provide more good for the group than the Potion of Defense. It includes a 5% bump to defense but gives some nice offense as well as improved saving throws and range of field. Based on how our last fight went, having more offense seems like the best thing for our group. I'd suggest Martin take it since it'll give the back of the group a stronger fighter. With the potion, I'd say that Martin will do the most damage. Tyra will play the role of the tank so it's good for Martin to have the edge in offense. If Tyra and Lani continue to focus on the same opponent, they'll move faster through the enemies too.

GM: I'd like to move past the discussion of potions and go with what was already decided. The Potion of Defense is not bad if it is given to Syl, who does not use a shield. Her potion choice was the Oil of Penetration which turns her spear into a +1 spear.

TYRA: As the group discusses the healing potions, Tyra offers her thoughts. "Maybe Martin and I should not drink the Potions of Extra Healing yet and just carry them with us. We can see how the first battle goes and drink them if we become bloodied. I have a feeling this won't be a single fight so keeping our options open on how to use our limited healing seems best."


GM: Right now I will assume that no one has consumed any of the healing potions. I will send the next turn (probably tomorrow) with that assumption unless you decide differently before then.

GM: I will send the next turn shortly. My assumption is that the only potions used thus far are the Oil of Penetration (Syl), the Oil of Sharpness (Martin) and the Oil of Impact (Tyra).

GM: Of the three Potions of Extra Healing, I am assuming that Barnas, Martin and Tyra are carrying them.

GM: I am assuming that Syl will carry the Potion of Defense and that Lani is carrying the Potion of Heroism.

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. Cure Light Wounds (x2), Bless, Protection from Evil
  2. Healing Sanctuary, Accelerated Healing (x2)
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Shout, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire (cast), 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)1
MortyElectrical BlastMage Tech Pistol4