Spelljammer
        Citadel of Fire
Current Turn?NoSubject:Beast Maker - Rounds 1, 2 & 3
Campaign:SpelljammerTurn Start Date:4/30/606
Adventure:Citadel of FireTurn End Date:4/30/606
Adventure Number:6Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.9Send To:bluemountain@championsoftheempire.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?Yes
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
17
0
35/52
/0
7
1
34
0
/0
1/day
2/2
1/1
KC
12
0
27/39
/0
6
3
39
2
/0
1/day
1/1
/0
Martin Vane
12
0
34/46
/0
9
2
40
8
/0
1/day
2/2
1/1
Morty Crystaltouched
21
0
21/42
/0
5
0
49
0
1/1
1/day
2/2
1/1
Pellanistra Xarann
26
0
25/51
8/8
7
0
68
12
/0
1/day
1/1
/0
Shaarilla
14
0
15/29
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
45
0
13/58
/0
6
2
43
10
/0
1/day
2/2
/1
Tyra Stellastrom
40
20
12/72
0/6
7
1
68
12
/0
1/day
0/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
0/9
1/9
Martin Vane
/
1/9
9/9
Morty Crystaltouched
/
1/11
9/9
Shaarilla
/
0/19
7/25
Syllivarrna Obanghall
/
3/11
0/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty Crystaltouched
Pellanistra XarannStrength (+2)
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
LANI: Magic Save 1 - [rolled 100 vs save of 66 - Automatic Failure!!!]
LANI: Magic Save 2 - [rolled 9 vs save of 66 - Critical Success!!]
LANI: Magic Save 3 - [rolled 10 vs save of 66 - Critical Success!!]


SYL: Magic Save 1 - [rolled 96 vs save of 57 - Automatic Failure!!!]
SYL: Magic Save 2 - [rolled 77 vs save of 57 - Failed Save!]
SYL: Magic Save 3 - [rolled 78 vs save of 57 - Failed Save!]

SHAARILLA: Here are three magic saves.
[rolled 83 vs save of 67 - Failed Save!]
[rolled 37 vs save of 67 - Successful Save!]
[rolled 98 vs save of 67 - Automatic Failure!!!]


TYRA: Magic saves (Ofc, this is my worst save!)
Magic Save [rolled 69 vs save of 42 - Failed Save!]
Magic Save [rolled 47 vs save of 42 - Failed Save!]
Magic Save [rolled 60 vs save of 42 - Failed Save!]

KC: Magic saves x3
Save vs magic rolled a [rolled 23 vs. MAGIC 51, MADE BY HALF!]
Save vs magic rolled a [rolled 71 vs. MAGIC 51, 2x roll]
Save vs magic rolled a [rolled 29 vs. MAGIC 51, 1x roll]


BARNAS: Saves
[rolled 28 vs save of 42 - Successful Save!]
[rolled 74 vs save of 42 - Failed Save!]
[rolled 47 vs save of 42 - Failed Save!]

MARTIN VANE: Magic Saves
[rolled 3 vs. MAGIC 49, MADE BY A QUARTER!!!]
[rolled 92 vs. MAGIC 49, 2x roll]
[rolled 45 vs. MAGIC 49, 1x roll]

MORTY: Need a 45 or less.
Save 1 - 61
Save 2 - 76
Save 3 - 93

Lani suffers 17 damage.
Syl suffers 17 damage.
Shaarilla suffers 17 damage.
Tyra suffers 17 damage.
KC suffers 8 damage.
Barnas suffers 8 damage.
Martin suffers 0 damage.
Morty suffers 17 damage.

MORTY: In the initial round 0 I will cast Illusory Fog (grey translucent circle) at maximum distance to the northeast (away from the Beast Maker), using Sorcery skill to make it leave a narrow(ish) clear tunnel between us and the Beast Maker (specifically Garamal, so he can maintain line of sight). My Sorcery skill roll was only partially successful so my guess is that it will leave a much wider clear tunnel than I intended. It will continue to expand (50'r per round) and probably fill the entire cavern (except the aforementioned tunnel), reducing visibility to 19', blocking all forms of sight including infra and ultra vision. I will also trigger my Spell Stored Shadow Magic spell, causing a Meteor spell to be cast between us and the Beast Maker (reddish orange circle), hopefully wounding or flattening quite a few of our enemies. Unfortunately it will take 6 rounds to 'arrive'.

MORTY: "Hopefully that fog will reduce the enemies chance to use ranged attacks against us while Garamal does his thing. Do NOT advance toward the Beast Maker, there's a big spell dropping from the ceiling soon, but it will take a little time to work its way down, you don't want to be there when it hits. Shaarilla if you can put up those Walls of Ice on the east and south first, my Stinking Cloud should hold for a couple of minutes.

Round zero actions go off without a hitch as the monsters are still pouring out of the sandy floor. Shaarilla gets off a Wall of Ice from her Spell Wand south of the group and then casts a second one to the north, forming a wide tunnel that is much more defensible for the group. Morty casts an Illusory Fog in the center of the chamber that immediately begins billowing out to fill the cavern.


ROUND ONE

BarnasBARNAS: Does not look like his Free Round casting of Bless has been applied.

GM: I will apply the bonuses for Bless (+5 SC and +5 Save) as I resolve the battle.

BARNAS: If due to a wall or other event he has as round safe from attack he will cast Prayer.

BARNAS: Otherwise his rounds will be Full Defense
KCKC : Attack with paired +2 Daggers. Fighting defensively and parrying with the off hand dagger. (-20 to SC for +10 to DEF and another +5 DEF for FF dagger parry = +15 DEF.

Attack 1, Init [rolled 7], Strike Chance [rolled 73-91 = -18 - Missed!], DMG [rolled 8], Threat (32) [rolled 41], AP (20) [rolled 80]
MartinAttack 1, Init [rolled 4], Strike Chance [rolled 99-63 = 36 - Hit DEF 36 or less], DMG [rolled 14], Threat [rolled 45]
Attack 2, Init [rolled 3], Strike Chance [rolled 99-72 = 27 - Hit DEF 27 or less], DMG [rolled 10], Threat [rolled 95]
MortyMORTY: In round 1, I attempt and fail a Stinking Cloud (lime green translucent cube) north of our group to assist Barnas and Finn, finally succeeding very well in round 2 (grievous success), making it double the usual size and duration (it will last 12 rounds, and it's a cube 32' on a side).
LaniLANI: Attack with martial arts and Flame Tongue (bonus for STR spell from KC included)

Attack 1 (Fist) - Init [rolled 16], SC [rolled 124-89 = 35 - Hit DEF 35 or less], Dmg [rolled 10], Threat [rolled 91]
Attack 2 (Flame Tongue) - Init [rolled 8], SC [rolled 96-15 = 81 - Hit DEF 81 or less], Dmg [rolled 11], Threat [rolled 99]
ShaarillaSHAARILLA: Cast Wall of Ice from Wand of Spell Storing to protect the rear of the group.

SHAARILLA: Not expecting the wall to last long under the assault of so many monsters, Shaarilla immediately starts trying to cast a second wall to take over when the first one fails. This is likely to take several rounds before she is successful. Once she is successful, she’ll wait until the first wall falls before casting a third. With such an endless horde of monsters, Shaarilla thinks it’s more important to reduce how many can attack at once rather than trying to injure a few more monsters with magic or shooting arrows randomly into the crowd. However, if monsters start flying at us, her priorities might change.
[rolled 20 vs cast chance of 41 - Successful Cast Chance!]
SylSYL: Round 1; use stored Wall of Darkness, then attack nearest monster

SYL: Init [rolled 9], SC [rolled 90-82 = 8 - Hit DEF 8 or less], Dam [rolled 2 2 (+2)- Total: 6], Threat [rolled 44]
TyraTYRA: Tyra takes a defensive stance and attacks her immediate opponent.

Attack 1 Defensive (Giant Basher) - Init: [rolled 7], Attack: [rolled 75-36 = 39 - Hit DEF 39 or less], Damage [rolled 10], Threat: [rolled 33], +15 to Defense
Attack 2 Defensive (Giant Basher) - Init: [rolled 7], Attack: [rolled 75-80 = -5 - Missed!], Damage [rolled 15], Threat: [rolled 91], +15 to Defense

But round one gets very chaotic. As the melee combatants concentrate on their immediate foes, they are unable to keep track of what is going on elsewhere in the cavern. Morty and Shaarilla are currently secure behind the front line fighters and the Walls of Ice and they are able to start seeing some of the flying creatures take to the air before losing them in the fog. Giants at the fringe of the battle throw rocks towards the front. No one in the group is hit by any rocks but several of the monsters are crushed and the northern Wall of Ice is almost decimated by the middle of the first round.

But far worse than the relatively mundane attacks of the monsters and giants are the effects of the wizard battle between the Beast Maker and Garamal. Garamal casts a massive Lightning Bolt and then some sort of bolt of dark energy at the Beast Maker, both of which are easily negated though some of the monsters surrounding the Beast Maker are incinerated by the powerful blasts.

"Let your foolish followers see with whom they are really dealing with," the Beast Maker says as he targets a powerful counterspell at the group. A fog lifts from everyone's mind. A fog that has been in place since they awakened after their "death's" in the graveyard. They suddenly see Garamal in his true light. He is no force for good trying to lift a non-existent curse from the Beast Maker. His true aims are far more base. He seeks to supplant the Beast Maker and take over the source of his power. His goal is to destroy the Beast Maker.

Memories flood back into everyone's mind. They awakened from their "deaths" in the graveyard bound and gagged and manacled to tables in a dark laboratory. Evil magic flowed through the chambers, powered by the very essence of each of the members of the group. This power was channeled by Garamal who was cursed to live as a walking dead. The magical energy and their very essence flowed into Garamal giving him life. Once fully restored, he set about converting the group to his ends with mental rituals that bound them to him and suppressed the memories of what had been.

This knowledge, dire though it is, if of no immediate use. The fact of the matter is that the Beast Maker is no better. The best outcome for the group would be of both of them destroyed each but that very act will most certainly have dire consequences of everyone else caught in the Wizard War.

The thoughts have no sooner run through everyone's mind when the Beast Maker follows up with a powerful fireball in the midst of the group! Those monsters currently in battle with KC, Tyra, Syl, Martin, Barnas and Lani are incinerated by the powerful blast. Everyone in the group also suffers but to a much reduced effect.

GM: Those who failed their round 1 saving throws suffer 17 point of damages. Those who succeeded suffer 8 damage.

Lani suffers 17 damage.
Syl suffers 17 damage.
Shaarilla suffers 17 damage.
Tyra suffers 17 damage.
KC suffers 8 damage.
Barnas suffers 8 damage.
Martin suffers 0 damage.
Morty suffers 17 damage.

GM: Shaarilla and Tyra are both Badly Wounded.

GM: Among the monsters around the group, those who failed their save take 68 damage while those who made it suffer 34 damage. As such, most of the monsters around the group are incinerated.

While the group no longer has much interest in protecting Garamal, they do have an interest in staying alive and so they continue to fight and look for some way to escape the Wizard War.



ROUND TWO

Barnas
KCKC : Attack with paired +2 Daggers. Fighting defensively and parrying with the off hand dagger. (-20 to SC for +10 to DEF and another +5 DEF for FF dagger parry = +15 DEF.

Attack 1, Init [rolled 12], Strike Chance [rolled 73-45 = 28 - Hit DEF 28 or less], DMG [rolled 4], Threat (32) [rolled 84], AP (20) [rolled 12]
MartinAttack 1, Init [rolled 3], Strike Chance [rolled 99-46 = 53 - Hit DEF 53 or less], DMG [rolled 8], Threat [rolled 69]
Attack 2, Init [rolled 7], Strike Chance [rolled 99-10 = 89 - Hit DEF 89 or less (Crit DEF 35)], DMG [rolled 10], Threat [rolled 33]
MortyMORTY: In round 1, I attempt and fail a Stinking Cloud (lime green translucent cube) north of our group to assist Barnas and Finn, finally succeeding very well in round 2 (grievous success), making it double the usual size and duration (it will last 12 rounds, and it's a cube 32' on a side).
LaniLANI: Attack with martial arts and Flame Tongue (bonus for STR spell from KC included)

Attack 1 (Kick) - Init [rolled 17], SC [rolled 114-78 = 36 - Hit DEF 36 or less], Dmg [rolled 5], Threat [rolled 71]
Attack 2 (Flame Tongue) - Init [rolled 13], SC [rolled 96-62 = 34 - Hit DEF 34 or less], Dmg [rolled 6], Threat [rolled 25]
Shaarilla[rolled 23 vs cast chance of 41 - Successful Cast Chance!]
SylSYL: Init [rolled 3], SC [rolled 90-11 = 79 - Hit DEF 79 or less (Crit DEF 20)], Dam [rolled 2 4 (+2)- Total: 8], Threat [rolled 97]
TyraTYRA: Tyra continues with a defensive stance. If she badly injures her opponent, she'll switch to any other opponents within reach so as to wound it.

Attack 1 Defensive (Giant Basher) - Init: [rolled 12], Attack: [rolled 75-12 = 63 - Hit DEF 63 or less], Damage [rolled 11], Threat: [rolled 4], +15 to Defense
Attack 2 Defensive (Giant Basher) - Init: [rolled 4], Attack: [rolled 75-54 = 21 - Hit DEF 21 or less], Damage [rolled 13], Threat: [rolled 100], +15 to Defense


When the Beast Maker sees that the Fireball did not incinerate the group as he expected, he focuses his attacks on Garamal and leaves the group to the Monster Army. More monsters run up past their cremated allies and engage the group again. The Walls of Ice were both destroyed by the fireball. A normal fog would have been as well but an Illusory Fog is not susceptible to fire and continues to roil about obstructing vision. Morty faces monsters coming at him and makes an attempt at a Stinking Cloud before they reach him but is unsuccessful. Fortunately Shaarilla is successful in creating another Wall of Ice and puts it to the south to block more from coming in that direction. The rest of the group fights for their lives. There is no wall to the north any more so Finn is also involved in the battle. He rends one of the attacking orcs and leaves him dead on the ground. The rest of the group mixes offense and defense to destroy the attackers while trying to stay alive.

Meanwhile the dueling wizards continue to unleash dark forces at each other. Neither are as successful in parrying the magical attacks but it quickly becomes clear that the Beast Maker has the upper hand, at least for now. Garamal shows signs of weakening but is still fighting strongly.

Meanwhile, rocks continue to rain in but they are blind throws and cause more damage to the attackers than the group. Only Syl gets hit by a rock (for 14 damage after PROT). A gargoyle attempts to swoop in and attack Garamal but is destroyed by a bolt from Garamal's staff. The distraction is what allows the Beast Maker to gain the upper hand.


ROUND THREE

Barnas
KCKC : Attack with paired +2 Daggers. Fighting defensively and parrying with the off hand dagger. (-20 to SC for +10 to DEF and another +5 DEF for FF dagger parry = +15 DEF.

Attack 1, Init [rolled 6], Strike Chance [rolled 73-91 = -18 - Missed!], DMG [rolled 7], Threat (32) [rolled 93], AP (20) [rolled 63]
MartinAttack 1, Init [rolled 6], Strike Chance [rolled 99-38 = 61 - Hit DEF 61 or less], DMG [rolled 13], Threat [rolled 57]
Attack 2, Init [rolled 2], Strike Chance [rolled 99-73 = 26 - Hit DEF 26 or less], DMG [rolled 8], Threat [rolled 2]
MortyMORTY: In round 3, with only 1 spell point remaining, I will hold my action waiting to see the results of rounds 0-2.
LaniLANI: Attack with martial arts and Flame Tongue (bonus for STR spell from KC included)

Attack 1 (Fist) - Init [rolled 9], SC [rolled 124-24 = 100 - Hit DEF 100 or less], Dmg [rolled 10], Threat [rolled 24]
Attack 2 (Flame Tongue) - Init [rolled 7], SC [rolled 96-74 = 22 - Hit DEF 22 or less], Dmg [rolled 10], Threat [rolled 28]
Shaarilla[rolled 36 vs cast chance of 41 - Successful Cast Chance!]
SylSYL: Init [rolled 10], SC [rolled 90-62 = 28 - Hit DEF 28 or less], Dam [rolled 2 2 (+2)- Total: 6], Threat [rolled 36]
TyraTYRA: Tyra continues with a defensive stance. If she badly injures her opponent, she'll switch to any other opponents within reach so as to wound it.

Attack 1 Defensive (Giant Basher) - Init: [rolled 4], Attack: [rolled 75-30 = 45 - Hit DEF 45 or less], Damage [rolled 10], Threat: [rolled 6], +15 to Defense
Attack 2 Defensive (Giant Basher) - Init: [rolled 5], Attack: [rolled 75-52 = 23 - Hit DEF 23 or less], Damage [rolled 12], Threat: [rolled 3], +15 to Defense

Round three is more of the same. The group continues fighting to stay alive as monsters are killed or badly injured and more step up. The group does what they can to maximize their advantage (such as no killing badly wounded foes), and it helps, but such foes either back away or are killed by their allies so fresh attackers can step up.

Finn continues to fight aggressively, taking on the largest and most powerful of the attackers moving up to engage the group. His attacks tear through the toughest armor while his opponent's attack seem to do very little to him. This is all well and good but even if Finn can eventually destroy all of the attacking monsters, that won't help anyone else as they will be long dead. A lone Blink Dog, even a powerful one, is no match for the Monster Army.

A manticore strafes the group and a couple of people are hit with spikes. Another gargoyle swoops in at Garamal who is again forced to defend himself while still fighting the Beast Maker. A powerful attack from the Beast Maker finishes killing the gargoyle but also hurts Garamal. Garamal strikes back with magic from his staff but is mostly (but not completely) blocked by the Beast Maker. Another blast from the Beast Maker drives Garamal to his knees.

The Beast Maker, who had been sitting in the throne, rises to his feet. Victory is in sight. He is not gleeful as there was never any doubt in his mind about the outcome. His expression is one of inevitability.

As the group continues to fight the massive Monster Army with no end of creatures in sight, the Beast Maker continues to pummel Garamal who is no longer able to put up any offense and is reduced to desperately trying to save his own life. When his loss is assured, he attempts to escape with teleportation but even that avenue is blocked to him as the Beast Maker wields power that prevents such movement. Another blast strikes Garamal and he falls to the ground. A follow up blast incinerates the body. With an evil smile, the Beast Maker turns his attention to the group.

GM: By this time, everyone in the group has suffered injuries. Morty and Shaarilla are both Badly Wounded while Syl and Tyra are both Very Badly Wounded (though some of Tyra's wounds stem from her NL exertions against the giant).

GM: The next turn to follow on Wednesday. Unless someone says otherwise, I will assume that every shifts to fighting more defensively. Feel free to react to the actions of these last three turns but no combat turns are needed. Only Shaarilla is in a position to cast spells as the rest of the group is formed up around her. The Illusory Fog is still in place and is preventing most ranged attacks. However, with Garamal dead, the flying creatures will certainly become more aggressive.

SHAARILLA: Not that it really makes any difference, but Shaarilla would’ve continued putting up ice walls to try and reduce the amount of conflict even if momentarily.

SYL: not that it matters much but she did intend to use her stored Wall of Darkness to help protect us

SYL (OOC): Bends over to kiss her a-- goodbye...

SYL: Fights defensively and prays really, REALLY hard for a good idea on how to escape the mess we are in...

MORTY (GM): I saw no mention of the Wall of Darkness that Syl cast from her Spell Store on round 0, that should at least still be around since a fireball and giant rocks can't destroy it. She wasn't very specific about where she cast it though, where did you want it, Syl? Also, as it becomes apparent that strafing flyers is going to be a problem, I'd like to change the positioning of my Stinking Cloud in round 2 if at all possible to center it above the group leaving only about 5' of clear air above us, it might deter or negate the attacks. I am also interested in expending my Flash of Insight to figure some way out of this. We didn't come here for the Beast Maker's throne or his power, but he also doesn't seem to think he's under a curse and needs to be rescued from it either. I'm guessing he's under the influence of an artifact, but that doesn't really help us, especially if we have no chance in hell of separating him from it (the throne, perhaps?) My only hope is Finn at this point, he seems more powerful than even a very special Blink Dog Adept could be...

GM: Actually the additional walls do make a difference. Somehow I missed the Wall of Darkness and will take into account Wall of Ice that Shaarilla casts successfully before running out of spell points. The end effect is a bit less damage that the group has taken from the Monster Army. The result is that Morty is not Badly Wounded (he has 21 HP). Shaarilla is still Badly Wounded but has 15 HP instead of 12. Syl is Badly Wounded instead of Very Badly Wounded (she has 13 HP). Tyra is also Badly Wounded instead of Very Badly Wounded (at 12 HP).

GM: I am going to hold off on resolving the Flash of Insight for a day or so. However, even without expending it, Morty wonders if the Beast Maker is even under a curse. You don't have an evidence of it other than Garamal's word, which is worth nothing.

GM: The more perceptive people in the group are also hearing the sounds of other combat in the massive chamber but are unable to see anything due to the fog. Somewhere back the way the group came from as they traversed the cavern, there is combat going on, with occasional unearthly screams from dying combatants. The screams seem to be coming from members of the Monster Army.

SYL: Alomar to the rescue???

MORTY (OOC): I'm assuming it's not Alomar, he was the Beast Maker's Champion, still bound to serve him as far as we understand. I was hoping maybe it was the cursed and transformed apprentices...

KC: Well this is all a bit overwhelming. I do not see how we are still alive after all this. This totally out of our hands, me a little pawn being use and hopefully not sacrificed. All I can do is continue to fight defensively for the next few rounds and pray for a miracle.

TYRA: Tyra did not visibly react when the reality of Garamal is revealed and that they've been a pawn in his game. She continued to pray to Tyr and fought on valiantly in a defensive manner. She tried to keep watch over her friends and shift her position to keep as close as possible.

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 - 6
2nd - 6
3rd - 4
  1. CLW, CLW, CLW, Bless, Protection from Evil, <D-Detect Evil>, <single class>
  2. Hold Person, Hold Person, Hold Person, Augury, Augury, <D-Find Traps>, <single class>
  3. Invisibility to Undead 10', Prayer, <D-Speak With Dead>, <single class>
KC
9
  • GK - Jump, Shout, Spider Climb
  • SK - Fumble, Hold Person, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
9
  • GK - Invisibility, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
7
  • GK - Illusion, Spell Store, Sphere of Silence, Stinking Cloud, Undetectability
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Mist Vision, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt, Wall of Ice
  • Spell Wand (7 spell points) - Lightning Bolt, Lightning Bolt, Wall of Ice, Sphere of Fresh Air
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
LaniWalking UnseenMartial Artist ability1
TyraCure Critical WoundsPendant of Healing11