Spelljammer
        Quest for the Amber Key
Current Turn?NoSubject:Things That Go Bump in the Night
Campaign:SpelljammerTurn Start Date:4/20/606
Adventure:Quest for the Amber KeyTurn End Date:4/20/606
Adventure Number:5Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:3.8Send 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
35
0
14/49
/0
6
0
28
0
/0
1/day
2/2
1/1
KC
9
0
34/43
/0
3
0
36
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
7
1
36
8
/0
1/day
2/2
1/1
Morty Crystaltouched
22
0
19/41
/0
5
0
49
0
/0
1/day
2/2
1/1
Pellanistra Xarann
0
0
50/50
/0
4
0
52
6
/0
1/day
1/1
/0
Shaarilla
11
0
17/28
/0
4
0
24
0
1/1
1/day
1/1
/0
Syllivarrna Obanghall
18
0
34/52
/0
5
1
41
4
/0
1/day
0/1
/0
Tyra Stellastrom
22
0
44/66
1/6
1
0
63
8
/0
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
4/5
7/7
Martin Vane
/
9/9
7/7
Morty Crystaltouched
/
9/9
8/8
Shaarilla
/
12/12
17/17
Syllivarrna Obanghall
/
8/9
8/10
Barnas
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann
ShaarillaArmor Spell (3/5 hits)
Syllivarrna Obanghall
Tyra Stellastrom
Tyra and Shaarilla both awaken in the middle of the night to the ever so slight squeak of the door opening. The room is dark, as is to be expected. Who is opening the door and why are they doing it so slowly? These thoughts go through both of their heads independently as they attempt to push grogginess to the background. Suddenly an arm comes through the door and hurls something into the middle of the room. Sleepiness flees sharply as Tyra bellows out, "ATTACK!" The object hits the center of the room and explodes into a fireball.

GM: I need saving throw rolls from Shaarilla, Tyra, Morty and Barnas. Morty and Barnas are at -15 to their rolls as they were sleeping.

GM: I will send a map shortly. Both KC and Lani have the tithing (adventurous lifestyle) flaw so both have their own rooms. Each of their rooms has an additional bed so I made some rolls and assumptions and decided that Martin was in the extra bed in KC's room and Syl was in the extra bed in Lani's room. That left Morty, Barnas, Shaarilla and Tyra to share the bunkroom, which has four beds.

SHAARILLA: saving roll [rolled 9]

SHAARILLA: Shaarilla would have renewed her mage armor spell on herself and whoever else wanted it using whatever spell energy she had left at the end of the day. So she is armored, it may be out of spell energy.

BARNAS: Assuming you meant a normal save [rolled 43 vs save of 25 - Failed Save!] Minus 15 for being asleep

TYRA: Magic save [rolled 19 vs save of 38 - Successful Save!]

TYRA: Tyra's first reaction is to grab her shield and use it to protect herself from the blast. Next, she'd grab her morningstar. She would have both within reach and handy by her bedside.

MORTY TECH: [rolled 12 vs save of 41 - Successful Save!] magic save I assume since it's a fireball?

MORTY: Morty's instinct is going to be to hide, once he wakes up more fully he'll try to fight it and come out to help.


The fireball explodes in the small room immediately consuming all oxygen in the room. More flows in of course, but this creates a significant, localized windstorm that is disruptive and loud. Everyone else in the inn is awakened by the noises of the explosion and resultant windstorm.

GM: Shaarilla takes 11 damage from her critical success save. She is now badly wounded (-10 to all actions).
GM: Barnas takes 45 damage from his failed save. He is very badly wounded (-30 to all actions).
GM: Tyra and Morty each takes 22 from their successful saves. Morty is now badly wounded (-10 to all actions).

Tyra and Shaarilla rolled well enough with their PER rolls, and both made their saves, so can take some minor actions during the free round. My assumption is that Tyra uses the time to grab shield and morning star. What does Shaarilla do?

GM: Everyone else can send their round 1 actions (I already have Syl's action). Everyone can also send an Insight roll - you want low.

LANI: Insight roll of 2 [rolled 58]

GM: I forgot to mention, Shaarilla, Morty, Tyra and Barnas can also send PER rolls.

SHAARILLA: Perception [rolled 77 vs. PER 15, 6x roll]

MORTY TECH: PER roll [rolled 27 vs. PER 22, 2x roll], insight roll 20- [rolled 53]

MORTY (GM): I am still reeling from the implications of a 45 hit point fireball. That implies an absolute minimum rank of 5 with critical success on the casting, or 8 without, rolling all 6s on the dice. On an even remotely average roll it's more like rank 10-12, and actual average rolls it's 13. I believe our average level is... 3?


BARNAS: Owwwwe His Perception Roll [rolled 71 vs. PER 17, 5x roll]

Round 1
Barnas
KCKC: Awakening by the sudden load sound, he quickly gets out of bed, grabs his daggers and head out the door to see what is happening. Perception roll of [rolled 60 vs. PER 22, 3x roll].
Martin
Morty
LaniLANI: As Syl rushes towards the door, Lani grabs her mace and follows her.
ShaarillaSHAARILLA: Shaarilla dashes to the door and throws the door open looking for who threw the bomb. Also making it easier for the next person to move to chase after them.
SylSYL: When she and Lani hear the boom and "ATTACK" scream from Tyra, she will grab her sword and head for the door, trusting her infravision for now but ready to cast Witchsight if necessary to find the attacker and Dwarf Star if she actually does see the guilty party. If nothing is immediately seen she will take a look along the shortest path to Rendo's since he seems the most likely guilty party at the moment...
TyraTYRA: Tyra moves to the door with her weapon at the ready. Can she see anyone through the mostly closed doorway?

TYRA: Noticing Shaarilla hurrying to the door, Tyra whispers, "Careful, wait a second and get behind before opening."

TYRA (GM): Does the door open into the room?

The room is on fire. Bedding and furniture is going up in flames from the massive fireball. Tyra and Shaarilla both roll quickly from their beds and rush towards the door, which is partially open. There is some slight mumbling from just beyond the door. From where he is still in bed, trying to dash out the flames, Morty clearly hears the name "Loric".

As they reach the door, Shaarilla and Tyra hear something about someone wanting to make sure they are dead. Tyra nods to Shaarilla who pulls open the door as Tyra steps into the doorway. In the hallway are four men, all armed in leather armor and wielding short swords and daggers.

Down the hall, the others in the group were awakened by the explosive force of the fireball and the distant shout of "ATTACK!" from Tyra. Syl leaps from her bed and rushes to the door, grabs the handles and throws it open. At least that is her intent. As soon as she touches the door, she is shocked by some sort of electrical spell trap that had been cast on the door. She takes [rolled 2 5 3 8 - Total: 18] damage, or half if she makes a magic save. She did not get the door open.

Just down the hall, KC suffers a similar fate. He takes the time to grab his daggers while Martin takes even longer to grab his weapon and shield. When KC grabs the handle to open the door, he is shocked with an electrical trap that causes [rolled 3 7 6 3 - Total: 19] damage, or half if he makes a magic save. The door does not open.

GM: Syl and KC can go ahead and send their saving throws. Tyra is now facing two opponents in the doorway with Shaarilla right behind her. The room is burning. Tyra can make one attack for round 1.

KC: save vs magic is [rolled 24 vs. MAGIC 47, MADE BY HALF!]

SYL (OOC): Sorry to be late - work getting out of hand!

SYL: Magic Save - 53 [rolled 77 vs save of 53 - Failed Save!]

TYRA: Tyra will attack her closest foe.

Morning Star - Init: [rolled 5], Attack: [rolled 103-6 = 97 - Hit DEF 97 or less (Crit DEF 66)], Damage [rolled 16], Threat: [rolled 55]


The four assassins looked shocked to see the door open and a raging warrior woman standing there with shield and morning star. One of the assassins in the back mutters, "How did any of them survive that?!" Tyra swings her weapon and connects sharply with assassin 1 for 32 damage, stunning the assassin for the remainder of the round.

KC made his save and took 9 damage from the electrical charge. I still need a save from Syl.

GM: Everyone can send their round 2 actions.

SYL: Will depend on answers from the Omniescient GM.
1. Did she study the hall or main room of the inn closely enough to cast Shadow Walking to by pass the (obviously) trapped door?
2. Can she cast counterspell on the door with any hope of success based on damage she received?
3. Was Lani able to open the window without any problems?

SYL: In order of preference her action will be to Shadow Walk past the door to surprise the assasins; cast counterspell; follow Lani; break down the door with something other than a part of her body (bed, nightstand, etc...)

GM: The Shadow Walking destination must be within range AND within sight. With a 2x KNOW roll, you know an area on the street below the window well enough to Shadow Walk there.
GM: You can try but you would have to cast the correct counterspell. For all you know, the spell has already triggered and there is no longer a trap there. Power Perception would tell you.
GM: Opening the window is Lani's round 2 action so she hasn't tried yet. She was hoping you would do Power Perception to check it first but will try anyway even if you don't.

GM: I'd like to resolve round 2 tomorrow but only have turns from 2 people. Here are my assumptions for those who have not yet sent in turns"

Barnas - Get out of bed and cast CLW on self from the Healing Charm. Stay out of the fire.
Martin - Follow KC out the door and attack any assassins you see.
Morty - Gather up stuff so it is not consumed by the fire.
Shaarilla - Gather up stuff so it is not consumed by the fire.
Syl - Power Perception on the door and window.
Tyra - Attack the very badly wounded assassin 1 or whoever is in front of you when we get to your initiative.

Round 2
Barnas
KCKC: OUCH! I will active power perception to check out the door for further magic. And if there is no more than I will open it when Matin is ready so he can charge out to engage. Then follow him out.

KC: then next round I am planning to cast a hold person spell on a few of them. That is if we get out of the room.
Martin
Morty
LaniLANI: If Syl is not badly hurt, Lani will shout to her, "Check the window for a magical trap!"

LANI: If there is none, or if Syl is not able to check for whatever reason, Lani will go through the window with the intent of getting down to the ground and back into the inn through the front door. She knows it may be locked but is hoping it was opened by whoever is attacking and is still open.

LANI TECH: A couple of rolls if needed. Acrobatics roll [rolled 72 (Failure)], DEX roll [rolled 5 vs. DEX 26, MADE BY A QUARTER!!!]
ShaarillaSHAARILLA: I didn’t think of that, but it is something useful that Shaarilla can do. It’s a better idea than her trying to attack…
Syl
TyraTYRA: The tall warrior glares at their attackers, "Surrender and I'll spare your lives!" Unless the assassins lay down their weapons she continues to attack assassin 1, this time hitting extra hard.

Morning Star - Init: [rolled 7], Attack: [rolled 103-14 = 89 - Hit DEF 89 or less (Crit DEF 13)], Damage [rolled 17], Threat: [rolled 90], NL Damage: [rolled 1 1 1 - Total: 3]

On initiative 10, the very badly wounded assassin 1 backs away. Tyra could follow but would then be outnumbered 2 or 3 to 1. Assassin 3 steps up and replies loudly to Tyra, "Stupid woman doesn't know that she is already dead. If we don't kill you then Loric will hire someone else, or maybe even come after you himself!". He attacks with his sword on initiative 8 but misses. On initiative 7, Tyra hits him for 13 damage. On initiative 3, the assassin attacks again, this time with offhand dagger but misses.


KC burns a spell point to check for magic on the door but sees none. He grabs the door handle to open the door but the door barely budges. Something, or someone, is holding it from the other side. Martin grabs the handle and pulls but the result is no better. The door does not open. KC gives up and heads over to the window. He sees no magic on the window and throws it open against the cold night air. It is a fifteen foot drop to the ground.

Syl burns a point and looks at the window but there is no magic item. She nods the okay to Lani who promptly throws open the window and jumps out onto the roof of the entryway below and then vaults to the ground. As an acrobatic move, it seemed clumsy but the end result is more telling in that she ends up on her feet and moves immediately to the front door, which is slightly ajar. She pushes it open the rest of the way. Standing about 20 feet away, she sees a figure dressed in dark clothes. There is very little light in the lower level of the inn so she can't make out much in the way of details, but can easily see that he is armed with a longsword.

Inside the burning room, Morty and Shaarilla work quickly to gather up their own equipment as well that belonging to Tyra and Barnas to save them from incineration.

A very badly wounded Barnas staggers out of the burning bed and activates the Cure Light Wound present in his Healing Charm. He is healed [rolled 3 3 (+4)- Total: 10] points. He then works to assist Shaarilla and Morty.

GM: Go ahead and send your actions for rounds 3 and 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
Barnas
1st - 4
2nd - 3
  1. CLW, CLW, Bless, Protection from Evil
  2. Augury, Augury, Silence 15' r
KC
5
  • GK - Balance, Feather Fall, Infravision
  • SK - Hold Person, Stoneskin
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
5
  • GK - Shield, Walking Unseen
  • SK - Bolt of Energy, Passwall, Wizard Eye
Morty
7
  • GK - Eyes of the Eagle, Illusory Fog, Invisibility, Spell Store, Sphere of Silence
  • SK - Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt
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)1Used
MortyElectrical BlastMage Tech Pistol4