Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Across Claedesbrim Bay
Campaign:SpelljammerTurn Start Date:12/12/606
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:7.4Send To:bluemountain@championsoftheempire.com; kc.starsprite@gmail.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
KC
0
0
55/55
/0
7
3
52
8
/0
1/day
2/2
0/1
Martin Vane
0
0
75/75
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
0
0
56/56
6/6
6
0
50
0
0/1
1/day
0/2
1/1
Pellanistra Xarann
0
0
50/50
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
0
0
60/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
0
0
87/87
/0
6
2
60
18
/0
1/day
2/2
1/1
Tyra Stellastrom
0
0
93/93
12/12
10
3
83
18
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
15/15
15/15
Martin Vane
/
15/15
13/13
Morty Crystaltouched
4/4
19/19
17/17
Pellanistra Xarann
7/7
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
27/27
29/29
Syllivarrna Obanghall
/
17/17
14/14
Tyra Stellastrom
15/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Stoneskin (7/7)
Morty Crystaltouched
1
Mental Perception (6')
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental, Stoneskin (6/6)
Shaarilla
3
Stoneskin (7/7)
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Stoneskin (6/6)
Randle Hewlet
Ethan Northwalker
4
Hit Points: 72/72, DEF 60, PROT 7
KC: I relate to the rest of the group what the properties of the Potions of Variability are and how to use it. I will also let the group know that there is another Weather Cloak left over after I bought one for me.

KC: I will also pitch in some silver to get the identify spell done.


GM: I just took the funds out of the party treasury.

LANI: Since no one else has expressed an interest, Lani will purchase the second Weather Cloak.



With Syl doing most of the talking, the group works out a deal with Captain Vurgrom "The Mighty" to have him take the group to Quellburn in his sailing ship, the Maelstrom, to depart in 2 days time. Part of the deal is that, if the Maelstrom is attacked, the group must help defend her.


The weather in Kelfour's Landing is cold and the temperature out on the bay is expected to be much colder. Some of the smaller bays will be iced over.

GM: Everyone should make sure they have some protection vs the cold.

Two days later, with the group aboard, the Maelstrom sets sail. The captain has cleared out a couple of rooms for the group to use for the trip.

TYRA (OOC): I just realized that Tyra doesn't have a cloak! She does have cold weather clothing but she'll need to buy a cloak. She'll buy a heavy cloak. Please mark off 6 silver, assuming one is available.

MARTIN: Good Point – Martin will purchase a heavy winter cloak to go with his winter clothing.

SYL: joins the cold weather prep club…

SHAARILLA (GM): Shaarilla has rank 3 in Endure Cold (From flying between ships when she was young). Is that sufficient protection? I assume the rank 10 Cold Resistance would be than enough, but that only lasts ten minutes per spell point. She does have the XP to buy another level or two in Endure Cold if that would be enough. But I don’t see heavy winter clothes being very compatible with wings...

GM: I marked off 6 sp for Tyra, Martin and Syl for heavy cloaks.

GM: 3 ranks of Endure Cold will be enough for short jaunts but if she wants to stay out for extended periods, she will want to buy this up. Cold Resistance will definitely do the trick for trips that are under the duration, which will probably be most of them.

MORTY: As we set out I will investigate the ship's decks and rigging for areas of potential usefulness for setting traps and defensive measures, since we expect to be boarded. I will stay out of the crew's way, and talk to the captain briefly about the idea. "Captain, I am very capable at setting traps but I will not do so unless you explicitly give me permission. I will stay out of the crew's way until the time comes, I'm just looking for now and trying to be prepared."

Captain Vurgrom is intrigued by the idea but wants to know how you set such traps so that his crew will not be harmed or inconvenienced by them. Every time there is a course change (about once or twice during a 4 hour watch), the topmen scramble into the rigging.

MORTY (GM): I am not personally a master trap builder, but I'm going off the vague information in the trap building documents and the mechanician profession. They seem to be more designed for outdoor use and modifying the terrain to make it dangerous to an enemy. I was thinking multiple smaller traps, possibly being activated by a crewman who knows what to do, so that they don't accidentally go off and hurt a crewman. Something like a spike filled spring loaded yardarm? Or something meant to entangle the enemy hopelessly in innocent looking ropes and rigging? The document doesn't really list anything as far as parts you might need or supplies so I thought I could make this work. Obviously it won't harm them in midair 200 feet or more away raining down crossbow bolts, for that we just need to take cover and fire back.

GM: Captain Vurgrom likes the idea of some sort of entanglement trap that a crewman could activate in the rigging.

MORTY: "I can always use an Illusionary Fog to keep them from staying at long range if that's what everyone wants...

GM: Obviously you would want to let Captain Vurgrom know your plans. The ship is currently on a port tack and making a bit over 5 knots. This translates to about 100 feet per round. Morty's rank of 10 means a 500 ft radius from when it is cast so the ship would move out of the area in 5 rounds.

MORTY (GM): This will have to be your call on how well such traps CAN be fashioned, how they will work, etc. Those types of traps are not really mentioned in the trap building rules yet. I am a rank 9 Mechanician and assuming I can get a few unskilled helpers (like maybe even crewmen who will tell me which ropes and rigging not to mess with and which ones are safe to manipulate), I would have upwards of 60 trap building points per trap, without even taking a lot of extra time. If you're willing to give me some extra time credit for trying to prep and design some of these traps before the ice kral left their ship, or before their ship were even sighted, that just gives me more points.

GM: Let's just assume you fashion a couple of complex entrapment traps that can be activated by a crew member pulling on a specific rope in the rigging. Go ahead and make a couple of Build Moderate Trap rolls.

MORTY: "Captain Vurgrom, I also have the capacity to bring up a large bank of fog that will limit their ability to shoot at us for about a minute, longer if you want to cut speed, just tell me when you want me to use it. (I'd be casting it up ahead of the ship and letting us sail into it, so almost 1000' across.) Of course that would risk their ship getting much closer while we can't see it," I will add with a frown.

CAPTAIN VURGROM: "Nay," he roars as he watches the ice kral flying closer. "We will show these vermin how to fight!" He then orders crossbows to be handed out to crew members.

MORTY (GM): I have a range of 300' on my Project Image spell, but only 150' on my Shadow Magic. Can I cast Project Image to project right in the midst of the enemies and then cast Shadow Magic (Lightning Bolt) sideways along their line THROUGH that image using the range calculated from the image? I should be able to hit at least two that way possibly 3 given it's 10' wide and 100' long. Or does it have to be within my own range?

MORTY (GM): I assume the crew is manning ballistae against them too? They are probably better at it than I am but if they need my help I will help.

MORTY TECH: Build Moderate Trap is 59%. Given what I see of the Trap Building rules I expected to be able to make a dozen or more of these in the hour or more warning we had, so I'm going to include that many rolls. If you rule that there's just not enough 'terrain' to make this many of them work I will have to live with it. This was my one chance to make Mechanician shine, I want to seize it.

Build #1: [rolled 133 (Success)]
Build #2: [rolled 117 (Success)]
Build #3: [rolled 108 (Near Success)]
Build #4: [rolled 110 (Near Success)]
Build #5: [rolled 152 (Success)]
Build #6: [rolled 126 (Success)]
Build #7: [rolled 117 (Success)]
Build #8: [rolled 81 (Partial Success)]
Build #9: [rolled 140 (Success)]
Build #10: [rolled 139 (Success)]
Build #11: [rolled 142 (Success)]
Build #12: [rolled 82 (Partial Success)]

GM: I can see these as "balls of rope" hanging on some of the spars and non-running rigging. You could not really hang them on the running rigging because it gets used too often. To trigger them, a topman can grab a rope hanging from under the ball and pull it as an ice kral is near and it will have a chance of entangling them.

GM: That said, I don't think Morty would have time to do 12 of them but I would say he could easily do 6 and maybe more. Let's say he can rig up 2d4+2, rerolling ones. Here is the roll [rolled 3 3 (+2)- Total: 8].




The Maelstrom heads north into the bay and then turns to the northeast towards Quellburn, catching a favorable wind. The sky is heavily overcast and a cold rain falls from time to time, sometimes heavily. Visibility is never better than a mile and often not much better than a couple hundred yards. Most of the first day passes in this manner. The reduced visibility makes it unlikely that any ice kral pirate ships will be sighted.

The second day is only a little better. The wind blows cold from the north and a heavy mist hangs over the massive bay. Visibility is improved from yesterday such that, at time, the lookouts can see almost to the horizon. It is on one such event, that another ship is sighted and the word is shouted down from the crow's nest. Some of the group drift out onto the deck to get a better understanding of what is happening. Some catch a quick glimpse of a top mast hull down on the horizon before the mist closes in again. The lookout reports that the other ship was sailing to the east on a somewhat converging course.

An hour passes without another glimpse of the other ship, which the lookout believes to be an ice kral vessel. Then the mist lessens substantially over the course of fifteen minutes and the ice kral ship is suddenly visible about two miles to the north on a parallel course. Captain Vurgrom immediately orders all hands to battle stations. The group too takes up their weapons and armor in preparation for combat.

Ten minutes later the ships are still about two miles apart on parallel, or slightly converging courses when suddenly two dozen or so shapes launch into the air from the ice kral vessel and begin gaining altitude as they fly towards the Maelstrom.

The lookout reports that the flying shapes are ice kral with massive bat wings.

"What fresh hell is this!" Captain Vurgrom mutters. "I've never seen a flying ice kral before."

GM: Let me know what people want to do or what spells they want to cast. It looks like it will take the flying ice kral about 10 minutes to reach the Maelstrom.

LANI: Lani will look for a place where she can get in a few shots with her new bow before the ice kral board.

TYRA: "Huh, they fly," Tyra deadpans. Tyra will make sure she's ready for combat. She'll engage once they're 240ft away. She'll start with psionic attacks and switch to thrown weapons once they're in range.

KC: I will cast stone ski. On 4 people. That's ½ of my spell points or 2 per spell. This is my one spell that is auto success for being a mage. So 8 SP duration is 14 hours.

LANI skins [rolled 6]
TYRA skins [rolled 6]
MARTIN skins [rolled 7]
? Skins [rolled 7]

KC: not sure who.. can even be one of ships crew (Captain? Or First Mate?) Or one of us.

KC: If one of us I would still be willing to cast 1 more (for 5 spells) on Captain or crew member of his choice.


GM: Shaarilla might be an option for the fourth since she is a flyer and might attract attention.

GM: The captain and his crew will get magical assistance from their own water mater so you don't need to worry about them.

KC: I can take a shot or two with my short bow when they get to 90 feet would be at -20; 60 feet at -10 and PB 30ft.

KC: When they are within 200 ft I want to cast a counterspell Necromancy at them with the sorcery wand. I do have the spell Wings as Transformation Mage.

KC: Hopefully it will dispel the wings..... cast chance [rolled 28 vs cast chance of 66 - Successful Cast Chance!] and I have a spell pool of 45 point with the wand...


SYL: For the purpose of using the Ring of Shooting Stars are we outside at night (hopefully)?

GM: No, it is currently late morning.

SYL: If anyone wishes to fight the flyers in the air she has Wings of Shadow (doubtful). Her hand crossbow doesn't have enough range to be useful so she is waiting for them to get within range of Starfire and Dwarf Star and then Wall of Darkness if the Kraal make it on to the Maelstrom.

LANI: Lani has a Potion of Flying that she plans to use if necessary but would rather encounter them on the deck of the ship.

SYL: Note to self, need to research Web of Darkness; would really be useful shortly...


SYL: Where are the Kraal with regards to the ship?

GM: They are coming in from the starboard side (right side of the ship when facing forward).



When the flying ice kral get to within about half a mile of the Maelstrom, they begin to spread out. It becomes quickly apparent that they plan to encircle the ship and come at it from all sides. The group counts a total of 27 ice kral though they are still a bit too far away to make out details. The center of the line slows a bit as the kral from a long line and the ends of the line begin to sweep forward to eventually encircle the ship.

GM: Let me know if there are any updates to what you want to do. At this point, they are about 800 yards away.

LOOKOUT: From the crow's nest, the lookout shouts, "they are all armed with crossbows!"

GM: What I have so far:
--KC cast Stoneskins on Lani, Tyra, Martin and Shaarilla.
--KC will cast a Necromancy Counterspell on one when it gets within 200 ft.
--KC will use his short bow when they get within 60 ft.
--Lani will begin shooting with her new longbow when they are with 150 ft.
--Tyra will engage in psionic combat with one when it is within 240 ft.

KC: I will hold off on the counter spell unless I can get 2 or 3 of them in spell radius 15ft. Question.... does the Sorcery increase that too? Is that a range thing?

GM: Sorcery skill cannot increase the area of effect of a spell.

MARTIN: Martin will wait, ready to cast when the Kral come into range.

The ice kral encircle the ship and then begin to close in.

GM: Tyra judges that an ice kral is just within her psionic range of 240 feet. Everyone can roll initiative.

KC: Init [rolled 6]

KC: (GM) the Dagger of Accuracy is not listed in the magical weapons list. I know it returns..... it that hit or miss? Don't really want to loose my best thrown weapon into the sea.


TYRA: Tyra will attack the closest ice kral with her psychic crush attack. She will pay for her psionic attacks with her psionic energy.

Pushed Psychic Crush: Init [rolled 8], [rolled 102-36 = 66 - Hit DEF 66 or less], dmg [rolled 5 4 (+7)- Total: 16], [rolled 2 1 1 - Total: 4] NL
Pushed Psychic Crush: Init [rolled 7], [rolled 102-74 = 28 - Hit DEF 28 or less], dmg [rolled 3 1 (+7)- Total: 11], [rolled 2 1 2 - Total: 5] NL

GM: I think Tyra is the only one who planned to do anything this far out so I will resolve. Tyra hits the ice kral twice with her psychic crush attack. He gets a mental save against each attack [rolled 29 vs save of 50 - Successful Save!], [rolled 5 vs save of 50 - Critical Success!!]

The ice kral warrior takes 8 damage from the first attack, and 2 damage from the second attack, for a total of 10 damage.

GM: By the end of the round, the ice kral are about 200 feet away from the Maelstrom in just about every direction. Everyone can send an Initiative roll if you plan to do something this round. If last round is an indicator, then they will probably be about 150 feet away by the end of round 2.

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 Pistol8
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