Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Ice Kral - Round 5
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:7.8Send 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
21
0
34/55
/0
7
3
52
8
/0
1/day
2/2
0/1
Martin Vane
3
0
77/80
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
3
0
53/56
6/6
6
0
50
0
0/1
1/day
0/2
1/1
Pellanistra Xarann
0
0
60/60
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
11
0
49/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
24
0
63/87
/0
6
2
60
18
/0
1/day
2/2
1/1
Tyra Stellastrom
3
0
95/98
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
/
13/17
13/15
Morty Crystaltouched
4/4
19/19
7/17
Pellanistra Xarann
7/9
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
23/27
27/29
Syllivarrna Obanghall
/
17/17
09/14
Tyra Stellastrom
10/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Stoneskin (1/7)
Morty Crystaltouched
1
Invisible
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Stoneskin (2/7), 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
TYRA (GM): I'm considering activating my Wings of Flying and flying out to engage them in melee. Any obvious (to Tyra) reasons why that wouldn't work or otherwise would be a bad idea? In reading up on the item, it looks like a zero action to activate so I expect it'd be a half action to travel 50' (assuming the 20 minute duration).

GM: The one thing that occurs to Tyra, that has already occurred to Morty, is that the ship is not motionless. For some reason, the ice kral were able to both keep up with the ship and move towards it at the same time. Tyra wonders if she would end up falling behind the ship if she took to the air.

TYRA (GM): Okay, I'll hold off for now. She would have a TMR of 160. I don't know how fast the ship is moving but I suspect that she'd be fast enough to keep pace. Since she's not confident, she'd rather not risk it.

GM: Suggestions for those who have not yet sent in turns:

Morty - Keep shooting.
Shaarilla - Frost Bolt
Syl - Starfire

KCKC: He will Cast a slow spell on different Kral than the last ones that are approaching [rolled 5 vs cast chance of 46 - Critical Success!!] init duration 7 rounds, 2 spell points, range 131 ¼ feet with the Sorcery Wand, target 3 Kral.

KC: Critical Success effect - KC: save -10.

KC: luck roll [rolled 99 vs. LUCK 19, 6x roll]

KC: afterwards I will get ready for melee.
MartinMartin: will send another message blast at an attacker.

Martin: Init: [rolled 5], cast chance [rolled 83], damage: [rolled 2 3 3 6 6 2 5 3 - Total: 30]


GM: CC is 92%
MortyMORTY (GM): I've been biding my time waiting for them to be forced to close in with each other, does it look like they're going to close in the last 50' and start boarding? If that's true, shouldn't I have a good opportunity for a Shadow Magic Fireball getting several of them just before they do? I guess I can just send in both options and you can work on figuring out which one will work and which one won't :(

MORTY (GM): I have recently purchased rank 11 with SK Illusions, which should get me another SK spell. I would like to ask again for Phantasmal Killer, the other options I don't already have pale in comparison. The only other thing I could think of is to 'invent' through inspiration a new spell that I like better? Or enhance my Shadow Magic to be able to do a bit stronger spells like Hellfire or Demonic Fireball?

MORTY TECH: Cast Shadow Magic [rolled 84 vs cast chance of 74 - Failed Cast Chance!] to do fireball for [rolled 4 5 5 6 3 4 2 2 1 6 1 - Total: 39] damage. Initiative could be as soon as [rolled 10] but I may want to hold it a bit to time it so that they are close but not actually on the ship yet. Casting time is 5 segments.

MORTY TECH: If the casting option seems poor, I can fire another two shots, but I'll switch to my mage tech pistol for better damage now that they're close enough. I reduced my init to account for trying to hold long enough to determine if the fireball was ever going to be an option.

Shot #1: Init [rolled 3], [rolled 120-81 = 39 - Hit DEF 39 or less] to hit, [rolled 2 1 4 (+12)- Total: 19] damage, save for half, [rolled 58] threat.
Shot #2: Init [rolled 3], [rolled 120-54 = 66 - Hit DEF 66 or less] to hit, [rolled 5 5 3 (+12)- Total: 25] damage, save for half, [rolled 94] threat.
LaniLANI: Attack with her Longbow of Power. She will target ice kral 14 with a Grounding shot, and ice kral 12 with her other attack. At 50 feet, her range penalty is only -2 (already included in SC).

Attack 1 (Longbow of Power) - Init [rolled 12], SC [rolled 122-12 = 110 - Hit DEF 110 or less (Crit DEF 45)], Dmg [rolled 12], Threat [rolled 1]
Attack 2 (Longbow of Power) - Init [rolled 8], SC [rolled 122-89 = 33 - Hit DEF 33 or less], Dmg [rolled 14], Threat [rolled 75]
ShaarillaSHAARILLA: Shaarilla will cast another set of magic missiles at the incoming attackers

SHAARILLA (tech): Initiative [rolled 11], Cast Chance 63% [rolled 16 vs cast chance of 63 - Successful Cast Chance!], Damage [rolled 4] [rolled 4] [rolled 2] [rolled 2] [rolled 5]
SylSYL: will try Starfire again

Init [rolled 8], Cast Chance (72) [rolled 75 vs cast chance of 72 - Failed Cast Chance!], Damage [rolled 6 6 5 5 4 5 3 3 2 (+9)- Total: 48]
TyraTYRA: Tyra will switch to throwing her hafted weapons from her Brace of Throwing Weapons. Range penalties for 50 ft factored into SC.

War Hammer +3 - Init: [rolled 14], Attack: [rolled 118-77 = 41 - Hit DEF 41 or less], Damage: [rolled 22], Threat 50-: [rolled 47], Returns in [rolled 3] rounds
War Hammer +2 - Init: [rolled 6], Attack: [rolled 113-39 = 74 - Hit DEF 74 or less], Damage: [rolled 19], Threat 50-: [rolled 53], Returns in [rolled 1] rounds
Hand Axe +1 - Init: [rolled 9], Attack: [rolled 98-94 = 4 - Hit DEF 4 or less], Damage: [rolled 1 1 (+11)- Total: 13], Threat 50-: [rolled 91], Returns in [rolled 3] rounds

KC casts a Slow spell on ice kral 19, 28 and 2. They each get saves vs the spell:

Ice kral 19 [rolled 79 vs save of 54 - Failed Save!]
Ice kral 28 [rolled 62 vs save of 54 - Failed Save!]
Ice kral 2 [rolled 68 vs save of 62 - Failed Save!]

Meanwhile, ice kral 15 and 17 shoot at KC. They both hit causing a total of 16 damage to KC.

Martin casts a Bolt of Energy at ice kral 10. The ice kral gets a saving throw for half damage [rolled 30 vs save of 54 - Successful Save!].

GM: Ice kral 10 takes 15 damage. He is badly wounded.

Ice kral 4, 9 and 10 target Martin with crossbow bolts removing three Stoneskins.

MORTY TECH: [rolled 82 vs. PER 22, 4x roll]

GM: Morty is fairly certain that the ice kral will continue to close, giving him the opportunity to hit multiple ice kral with a single Shadow Magic fireball spell so he begins casting. Unfortunately he is incorrect as the ice kral do not continue to advance. Go ahead and send a Luck roll. If you make a 1x Luck roll, you can get 2 ice kral with the spell. Otherwise you are only able to target one with the 20 ft diameter of the spell.

GM: Alternately, when Morty sees that the ice kral have stopped, he can re-equip his crossbow and still get one shot this round instead of using Shadow Magic. Let me know.

Because Morty is invisible, he is not targeted by ice kral crossbow bolts this round.

Lani hits ice kral 14 with a Grounding arrow for 6 damage after PROT. The ice kral is allowed a magic save vs the Grounding effect [rolled 4 vs save of 54 - Critical Success!!].
Lani's second shot misses.

Lani is targeted by ice kral 5 and 12. 5 misses while 12 hits but the bolt does not penetrate her armor. She loses her last remaining Stoneskin.

Syl casts a Starfire at ice kral 21. She uses the last 3 points of her spell pool to make the spell work. The ice kral is allowed a magic save for half damage [rolled 89 vs save of 54 - Failed Save!].

GM: Ice kral 21 fails his save and dies. He falls into the sea.

Ice kral 2, 21 and 22 target Syl. She is hit twice for 19 damage after PROT.

Tyra starts throwing weapons out of her Brace of Throwing Weapons at ice kral 28. She hits once for 13 damage.

Ice kral 19 targets Tyra removing a Stoneskin.

Meanwhile, other ice kral shoot at some of the crew members while crew members continue to shoot back. Hits are scored on both sides. One of the crewmen on the port side goes down.

At the end of the round, there is a bright flash above the decks of the ship. It lasts but a brief moment but, when it is gone, Martin, Morty, Shaarilla and Tyra are all glowing with hot light. Each takes [rolled 3] damage from the uncomfortable heat of the light (let me know if you have any sort of heat resistance, in which case you take no damage). Thereafter, some of the ice kral crossbowmen who had not been targeting Martin, Morty, Shaarilla or Tyra alter their aims to target the glowing characters. Morty is still invisible but his presence is obvious from the light.

MORTY (GM): If that's the way you want it :( I was unhappy that it took me several segments to realize they didn't close much at all but I guess a crappy PER roll is a crappy PER roll. I would prefer the Mage Tech pistol but if the crossbow is easier so be it.

GM: Yeah, it came down to the crappy PER roll. You can use either the crossbow or the Mage Tech Pistol. If you want to use the pistol, send me the attack roll.

MORTY: Shot #1: Init [rolled 4], [rolled 120-56 = 64 - Hit DEF 64 or less] to hit, [rolled 5 3 3 (+12)- Total: 23] damage, save for half, [rolled 65] threat.

MORTY hits ice kral 27. Save for half damage [rolled 66 vs save of 54 - Failed Save!].

GM: Ice kral 27 takes 23 damage. He is now Bloodied.

Shaarilla hit ice kral 6 with magic missiles for 17 damage. Ice kral 6 shoots back and 8 damage after PROT.

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 Pistol81
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