Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Ice Kral - Round 8
Campaign:SpelljammerTurn Start Date:12/13/606
Adventure:The Gateway KingdomsTurn End Date:12/13/606
Adventure Number:8Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:8.1Send 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
29
0
26/55
/0
7
3
52
8
/0
1/day
2/2
0/1
Martin Vane
6
0
74/80
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
16
0
40/56
6/6
6
0
50
0
0/1
1/day
0/2
1/1
Pellanistra Xarann
7
0
53/60
8/8
10
0
87
18
/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
39
0
21/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
49
0
38/87
/0
6
2
60
18
/0
1/day
0/2
1/1
Tyra Stellastrom
7
9
82/98
12/12
10
3
83
20
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
13/15
11/15
Martin Vane
/
7/17
13/15
Morty Crystaltouched
4/4
19/19
7/17
Pellanistra Xarann
7/9
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
21/27
27/30
Syllivarrna Obanghall
/
7/17
9/14
Tyra Stellastrom
8/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Morty Crystaltouched
1
Invisible
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Barrier of Wind (+14 DEF, +23 DEF vs ranged, ends on round 29), Mage Armor
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Stoneskin (1/6)
Randle Hewlet
GM: I am hoping to resolve round 8 by Friday. Here are some suggestions.

KC: Continue to throw dagger. KC notices that Shaarilla is no longer focused on the external attacks and seems to be searching for something on the Maelstorm.

Martin: Cast Bolt of Energy at ice kral 4. Also send a d100 roll (need 41 or less).

Morty: Morty also notices that Shaarilla seems to be looking for something on the Maelstrom. She is flying low above the deck looking around.

Shaarilla: Make another PER roll (need 2x or less).

Syl: Syl also notices that Shaarilla seems to be looking for something. Cast Starfire at ice kral 22.

Tyra: Tyra also sees that Shaarilla is looking for something. Continue attacking with psionics, targeting ice kral 22.

TYRA: Tyra will make a 5' free move toward Ice Kral 22 and prepare to attack.

TYRA (GM): I think I'm within reasonable throwing range for the leader but I'd like to verify. I believe all of my throwing weapons are back now too.

GM: Tyra does a 5 foot free move up the ladder. Make a DEX roll. If you make a 3x DEX roll, then it is a 5 foot free move. Otherwise it is considered a half move.

TYRA: [rolled 3 vs. DEX 20, MADE BY A QUARTER!!!]


KCKC : Attack Kral 22 with +3 Dagger. I will shout out, take one action to locate weakness on the leader Kral 22. Than throw my dagger at him. I will point to him and shout, "THAT ONE IS THE LEADER!"

Find weakness rolled a [rolled 71 (Failure)]. (-5 to init for find weakness but no range modifiers)

Attack 1, Init [rolled 8], Strike Chance [rolled 2 - Automatic critical (Grievous DEF 90)], DMG [rolled 11], Threat [rolled 30]
MartinMartin continues blasting at the Ice Kral...

Martin: Init: [rolled 5], cast chance [rolled 71], damage: [rolled 4 4 4 5 6 2 5 6 - Total: 36]

Martin: requested roll [rolled 55]
MortyMORTY: "What are you looking for, Shaarilla? How can I help?" After a pause as she's flying over the ship I'll add, "Wait, why are you able to keep up with the ship so easily?" I'm guessing it will take the whole round to get the question across and for her to answer so I'll fire twice while waiting, still using the port side ladder for cover, which means probably not able to target #22 anyway. I'll pick another target that has faerie fire if possible, or a wounded one.

MORTY TECH:

Shot #1: Init [rolled 13] , [rolled 120-15 = 105 - Hit DEF 105 or less (Crit DEF 23)] to hit, [rolled 6 3 1 (+12)- Total: 22] damage, save for half, [rolled 37] threat.
Shot #2: Init [rolled 13]), [rolled 120-56 = 64 - Hit DEF 64 or less] to hit, [rolled 2 6 1 (+12)- Total: 21] damage, save for half, [rolled 5] threat.
LaniLANI: Attack with her Longbow of Power. Shoot at ice kral 18 with the grounding effect (first shot) and ice kral 5 with her second shot.

Attack 1 (Longbow of Power) - Init [rolled 15], SC [rolled 128-57 = 71 - Hit DEF 71 or less], Dmg [rolled 11], Threat [rolled 22]
Attack 2 (Longbow of Power) - Init [rolled 8], SC [rolled 128-8 = 120 - Hit DEF 120 or less (Crit DEF 78)], Dmg [rolled 10], Threat [rolled 56]
ShaarillaSHAARILLA: Shaarilla will keep looking for active spell carrying flyers along with the ship. She figures it needs to be near the center of the ship so she will head in that direction. Perhaps the central mast was used as the spell target. Perhaps the top of the central mast, where would be broadest at the elevation they are flying at.

SHAARILLA (tech): Perception [rolled 94 vs. PER 16, 6x roll]
SylSYL: will try Starfire again, this time at Kraal #22

Init [rolled 8], Cast Chance (72) [rolled 96 vs cast chance of 72 - Automatic Failure!!!], Damage [rolled 2 3 5 3 2 3 6 2 2 (+9)- Total: 37], threat [rolled 7]
TyraTYRA: Tyra will make a 5' free move toward Ice Kral 22 and prepare to attack.

TYRA (GM): I think I'm within reasonable throwing range for the leader but I'd like to verify. I believe all of my throwing weapons are back now too.


GM: After the move, Tyra will be 75 feet from ice krall 22.

TYRA (OOC): I'll go ahead and send my attack rolls assuming the range penalties are not too bad. If they are, she can stick to psionics.


GM: I am hoping that you are keeping track of when they come back so if you think they are back, I am fine with that.

TYRA: Tyra will attack Ice Kral 22 by throwing her weapons from the Brace of Throwing Weapons. Range penalties for 50 ft factored into SC.

War Hammer +3 - Init: [rolled 11], Attack: [rolled 118-56 = 62 - Hit DEF 62 or less], Damage: [rolled 20], Threat 50-: [rolled 71], Returns in [rolled 3] rounds
War Hammer +2 - Init: [rolled 7], Attack: [rolled 113-45 = 68 - Hit DEF 68 or less], Damage: [rolled 13], Threat 50-: [rolled 18], Returns in [rolled 3] rounds
Hand Axe +1 - Init: [rolled 5], Attack: [rolled 98-31 = 67 - Hit DEF 67 or less], Damage: [rolled 3 3 (+11)- Total: 17], Threat 50-: [rolled 84], Returns in [rolled 3] rounds

KC hits ice kral 22 in the knee with a grievous wound for 14 damage. (The effect would be worse if the ice kral was standing instead of flying.)

Martin hits ice kral 4 with a Bolt of Energy. The ice kral is allowed a magic save [rolled 48 vs save of 54 - Successful Save!].

GM: Martin does 18 damage to ice kral 4. It is now bloodied.

Morty sees KC indicating an ice kral aft of the ship as the leader but Morty is in no position to shoot at him so shoots at ice kral 4, hitting twice. The ice kral is allowed 2 magic saves [rolled 22 vs save of 54 - Successful Save!], [rolled 27 vs save of 54 - Successful Save!].

Ice kral 4 takes another 20 damage from Morty's 2 shots. He is now badly wounded.

Lani shoots at ice kral 18 with the grounding effect, hitting for 5 damage.The ice kral is allowed a save vs the grounding effect [rolled 21 vs save of 54 - Successful Save!].

The ice kral is not grounded.

Lani hit ice kral 5 with a critical hit for 18 damage.

Shaarilla continues to look for the center of the spell that allows fliers to stay with the Maelstrom, but failes to locate it this round. She can continue looking each round.

Syl attempts to cast another Starfire but fails her cast chance and backfires.

GM: I need a spell backfire roll for Syl. Once resolved, she can decide to use a Luck point to reroll that cast chance.

SYL: NOT a good round between the almost grievous wound and Backfire. Her bunk is calling her.

Backfire: [rolled 16]

GM: Instead of costing 2 spell points for the failed attempt, it cost 4 spell points. She has 5 spell points remaining.

SYL: Upon further review, Syl decides to use her remaining Luck Point to recast the Starfire

Cast Chance 72% [rolled 38 vs cast chance of 72 - Successful Cast Chance!], Damage [rolled 2 4 6 5 5 4 3 4 1 (+9)- Total: 43], Threat [rolled 56]


GM: The spell succeeded and the ice kral is allowed a magic save [rolled 42 vs save of 62 - Successful Save!]..

GM: The ice kral takes 21 damage.

Tyra moves a bit closer to ice kral 22 and throws 2 hammers and a hand axe at him. She misses with all 3 attacks. Her weapons can be thrown again on round 11.

Due to the Slow spells, none of the ice kral who would normally shoot at KC are ready to do so.

Martin gets attacked twice but missed.

Morty gets attacked once but is missed.

Lani gets attacked twice but missed.

Shaarilla gets attacked twice and hit once for 10 damage after PROT. She is now at 21 HP.

Syl is attacked twice and hit twice. The first attack does 3 damage after PROT. The second attack is a potential grievous (30% chance [rolled 54]). Damage is 24 (plus additional if grievous).

GM: The attack is not a grievous hit.

Tyra is attacked twice and missed.

SYL (GM): can’t recall if you said Luck Points test at end of month or end of combat but either way, can she use two Luck Points, one for the Crit (over 25% of HP in one shot!) and one for the cast chance?

GM: Yes, she has 2 Luck points so can use them both. As a reminder, Luck points now reset after a battle, not each month so she will be out of Luck points for the remainder of this battle. If you still want to use one to reroll the attack, go ahead and send a new cast chance roll. Here is the attack reroll [rolled 110-22 = 88 - Hit DEF 88 or less].

GM: The critical becomes a normal hit for 8 damage instead of 24. She has 38 HP remaining.

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 Pistol84
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
TyraCure Critical WoundsPendant of Healing1
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