Spelljammer
        Quellbourne
Current Turn?NoSubject:Bolden Tower - Round 4
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:2.2Send 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
33
0
47/80
/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
20
0
40/60
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
38
1
59/98
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
KCKC : Attack with +3 Dagger. Was thinking about a slow spell but with every spell seeming to work in a way that benefits then .... Not gonna do it. What the heck type of magic does this anyways?

Attack 1, Init [rolled 15], Strike Chance [rolled 119-18 = 101 - Hit DEF 101 or less (Crit DEF 2)], DMG [rolled 12], Threat 47 [rolled 76] AP 45 [rolled 21]
Attack 2, Init [rolled 8], Strike Chance [rolled 119-26 = 93 - Hit DEF 93 or less], DMG [rolled 15], Threat 47 [rolled 70] AP [rolled 29]
Off hand, Init [rolled 9], Strike Chance [rolled 100-53 = 47 - Hit DEF 47 or less], DMG [rolled 13], Threat 47 [rolled 59] AP [rolled 86]

KC: insight rolled a [rolled 43] and Perception rolls of [rolled 74 vs. PER 26, 3x roll] [rolled 98 vs. PER 26, 4x roll] take the best one.
Martin
MortyMORTY: "It makes little sense that these ogres can somehow absorb all magical damage of multiple types and heal from it, perhaps it's something about this tower, or even this ROOM, or the amulets they wear?"

MORTY: I will continue to float higher and farther into the tower slightly (5' free move) to avoid the enemies and make room for allies, switching to my crossbow since energy damage seems to be healing them. I will also Find Weakness on my target (Ogre 4?) before firing again.

MORTY TECH: Free move, find weakness, fire once. 1% chance to hit ally in the melee (the minimum) unless someone else unexpectedly joins the melee at which time it is 5% (though I think 2 ogres vs 3 humans might still be 1% given the size mods).

Shot#1: lost to Find Weakness, +55 to my skill, [rolled 103 (Near Success)]
Shot#2: Init [rolled 4], [rolled 135-86 = 49 - Hit DEF 49 or less] to hit (includes +15), [rolled 4 5 (+6)- Total: 15] damage, [rolled 8] threat, [rolled 17] chance to hit ally.

Per roll (22) and Insight (30) rolls as requested: [rolled 71 vs. PER 22, 4x roll] and [rolled 31]
LaniLANI: Continues to attack ogre 1 whom she successfully found weakness on.

Attack 1 (Fist) - Init [rolled 18], SC [rolled 148-69 = 79 - Hit DEF 79 or less], Dmg [rolled 1 1 (+4)- Total: 6], Threat [rolled 92]
Attack 2 (Flame Tongue) - Init [rolled 14], SC [rolled 126-56 = 70 - Hit DEF 70 or less], Dmg [rolled 11], Threat [rolled 53]
Attack 3 (Kick) - Init [rolled 12], SC [rolled 138-27 = 111 - Hit DEF 111 or less], Dmg [rolled 1 6 (+5)- Total: 12], Threat [rolled 22]
Randle
Shaarilla
SylSYL: attacks "ogre" #1.

Attack 1: Init [rolled 1], SC (126) [rolled 126-27 = 99 - Hit DEF 99 or less], damage [rolled 1 1 (+5)- Total: 7], threat [rolled 51]
Attack 2: Init [rolled 1], SC (126) [rolled 126-28 = 98 - Hit DEF 98 or less], damage [rolled 2 1 (+5)- Total: 8], threat [rolled 21]

INSIGHT: [rolled 68 (Failure)]
PER (16): [rolled 47 vs. PER 16, 3x roll]
TyraTYRA: Tyra will continue to attack her opponent unless the group learns something new that suggests a change in plan.
PER [rolled 77 vs. PER 20, 4x roll]
Insight [rolled 164 (Success)]

Attack 1 - Init: [rolled 9], Attack: [rolled 130-11 = 119 - Hit DEF 119 or less (Crit DEF 60)], Damage [rolled 16], Threat 54-: [rolled 61]
Attack 2 - Init: [rolled 13], Attack: [rolled 130-39 = 91 - Hit DEF 91 or less], Damage [rolled 15], Threat 54-: [rolled 74]
Attack 3 - Init: [rolled 9], Attack: [rolled 2 - Automatic critical (Grievous DEF 100)], Damage [rolled 15], Threat 54-: [rolled 1]

Initiative 18
Lani hits ogre 1 for a small amount of damage (due to find weakness)

Initiative 15
KC hits ogre 2 with his dagger for some damage with his armor piercing hit.

Initiative 14
Lani hits ogre 1 with Flame Tongue for some damage.

Initiative 13
Tyra hits ogre 2 for a small amount of damage.

Initiative 12
Lani hits ogre 1 for good damage (due to find weakness) with a martial arts kick.

Initiative 9
KC misses ogre 2.
Tyra hits ogre 2 some damage.

Initiative 8
KC hits ogre 2 for good damage with his armor piercing hit.
At the same time, Tyra hits ogre 2 with a grievous hit which drops the ogre with a smashing hit to the shoulder.

Initiative 7
Ogre 1 misses Lani.
Ogre 3 hits Martin for 4 damage after PROT.
Ogre 4 hits Martin for 7 damage after PROT.

Initiative 6
Ogre 1 misses Lani.
Ogre 3 hits Martin for 2 damage after PROT.
Ogre 4 misses Martin.

Initiative 4
Morty, after having some degree of finding weakness, hits ogre 4 with a bolt from his crossbow of speed for good damage.

Initiative 1
Syl attacks ogre 1 with her +2 broadsword and hits, but causes no damage.

Initiative 0
Syl attacks ogre 1 again with her +2 broadsword and hits, but causes no damage.


GM: Tyra has been somewhat frustrated that her heavy swings with her Giant Basher have not been causing more damage. She is well aware by now that all attack spells directed at the ogres have actually caused them to heal. Even if an attack spell hit an unwounded ogre, it somehow looked more invigorated. She now wonders if their protection from magic also extends to magical weapons and whether non-magical weapons, or at least less powerful magic weapons, would be more effective against them.

GM: I haven't gotten any turns from Martin for a few rounds and he is in the thick of the battle. If someone else wants to send in turns for him, and Steve G has no objection, feel free to do so.

TYRA: Tyra will share her suspicion with the others. Now that her opponent has been dropped, she'll pull out her mundane morningstar from her backpack to test her theory.

GM: Sounds good. She will lose round 5 switching weapons unless she makes a good DEX roll. 1x DEX roll means you can still get one attack in round 5. 1/2 (or better) DEX roll means she can still get 2 attacks.

TYRA: DEX [rolled 56 vs. DEX 20, 3x roll]

MARTIN: Continue attacking the Ogres …

Attack 1, Init [rolled 7], Strike Chance [rolled 124-41 = 83 - Hit DEF 83 or less], DMG [rolled 17], Threat [rolled 60]
Attack 2, Init [rolled 7], Strike Chance [rolled 124-12 = 112 - Hit DEF 112 or less (Crit DEF 47)], DMG [rolled 11], Threat [rolled 66]
Attack 3, Init [rolled 7], Strike Chance [rolled 124-48 = 76 - Hit DEF 76 or less], DMG [rolled 10], Threat [rolled 36]

GM: On round 3, Martin hits 3 times but only one of the attacks causes some damage.

MARTIN: Continue attacking the Ogres …

Attack 1, Init [rolled 4], Strike Chance [rolled 124-74 = 50 - Hit DEF 50 or less], DMG [rolled 10], Threat [rolled 68]
Attack 2, Init [rolled 6], Strike Chance [rolled 124-53 = 71 - Hit DEF 71 or less], DMG [rolled 10], Threat [rolled 26]
Attack 3, Init [rolled 8], Strike Chance [rolled 124-93 = 31 - Hit DEF 31 or less], DMG [rolled 19], Threat [rolled 10]

GM: On round 4, Martin hits only once but causes no damage.

GM: Everyone can send their round 5 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
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