Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Ice Kral - Round 6
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:7.9Send 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
6
0
74/80
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
9
0
47/56
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
14
0
46/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
38
0
49/87
/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
/
11/17
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
27/29
Syllivarrna Obanghall
/
11/17
09/14
Tyra Stellastrom
10/15
/
/
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
Stoneskin (1/7), 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): Did Tyra notice any spell casting or other source for the hot lights? If not, she'll activate mental perception to see if there's any psionic activity. What's the closest cover from the lights? I'm assuming they'll follow Tyra if she moves.

GM: The brilliant flash of light was momentary and is now gone, leaving a few members of the group glowing. Looking around, Tyra sees that Shaarilla and Martin are also glowing with the hot light. She also sees a glow coming from near the port rail that she knows is the invisible Morty. Basically, Tyra is glowing with the hot light right now, and suffering 1d3 damage per round.

MORTY (GM): I am also puzzled by this spell or cheat special attack? Something we've never even heard of? Do we get Magic Lore or Everything Lore or Psionic Lore rolls? Your initial post also didn't imply the heat was actually lingering and continuing to be painful, I thought it was a momentary thing, does that give us a clue? I did notice it was only those of us who had spells active on them that were affected, could that be the key?

MORTY TECH: Lore roll in case it's appropriate, I have lores that might apply but you'll have to look up which bonus. [rolled 52 (Failure)]

GM: Magic Lore is the appropriate lore.

GM: With his 30% Magic Lore bonus, the roll comes out to 82, or Partial Success. Morty is convinced that the effect is the result of a sorcerous spell. He is most inclined to believe either a specialty spell under E&E, Fire or Battle. He knows nothing else about it.

SHAARILLA: Trying to figure out what was just cast on them: Magic Lore: [rolled 11 (Failure)]

MORTY (OOC): I noticed you rolled that backwards, it should be skillroll+61 if your bonus is 61 with Magic Lore. If that's so, you rolled a 50 + 61 = 111 and that's full success.

GM: As Keith mentioned, you rolled your skill roll with a -61 penalty instead of a +61 bonus so the result is actually Success (total roll of 133 by my count). Shaarilla believes that a Battle Mage Illuminate spell was cast and probably targeted at the center of the ship. As Morty already noted, the purpose of the spell is to illuminate anyone with an active spell effect on them. The effect will end when all current spell effects end on any of the illuminated targets or targets move out of the area of effect. Thus, Tyra and Martin will cease being illuminated once their Stoneskins run out.

GM: Remember that only Shaarilla knows this information at this time. She can shout out a short message but, given her current location on the forecastle, only Lani is likely to hear it.

SHAARILLA: Shaarilla will shout out for those close enough to hear, "They're lighting up the spells we have cast on us! Need to get out of range of where it was cast!"

GM: Only Lani is close enough to hear.

GM: KC, Martin and Syl can also make Magic Lore rolls to see if they know about this spell. It is not a very common spell so there is a -10 to your skill roll.

SYL: first and foremost Magic Lore [rolled 72 (Failure)]

GM: Syl knows nothing about the illuminate effect.

SYL: Do we have an updated map? Curious how close the Kraal are to us- i.e. do i need to prep for melee, still cast spells or use Hand CrossBow (very short range)?

GM: They stopped about 50 feet out and spent last round shooting crossbow bolts. They don't look like they plan to move closer.


SYL (GM): Correct me if i am wrong. Syl has a +3 Hand crossbow (not shown as an option on the character sheet) and Point Blank is 20' and -1/3' after that. So if the Kraal are at 50' away she would be at -10 with her Crossbow? Just thinking of options

GM: I added a +3 Hand Crossbow as an option for a weapon. You are correct in your calculations.

TYRA (GM): Do any kral seem like leader types? Do any of them seem to be commanding or directing the others? Are any of them dressed differently?

GM: Send a PER roll.

TYRA: PER [rolled 66 vs. PER 20, 4x roll]

GM: Tyra does not see anyone who seems to be a leader type.

SYL: Also, does she see a leader type? Perception roll [rolled 66 vs. PER 20, 4x roll]

GM: Syl has not identified anyone who seems to be a leader type.

KC: I will jump on this bandwagon too and look around for a lead Kral. Also are they saying anything?

KC: [rolled 12 vs. PER 26, MADE BY HALF!] or [rolled 76 vs. PER 26, 3x roll] take the best one.


GM: KC is fairly certain that number 22 is an ice kral leader type. He was affected by KC's Slow spell and is moving slowly. The wind is a bit too loud to make out individual conversations, even if KC could understand them. There are occasional shouts from some of the attackers that seem to be repeating the same things - basically someone gave an order and it was repeated around the circle of attackers. This happened most recently last round after the light blast went off.


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

Martin - Another Energy Bolt at ice kral 4 or 9. You could hit ice kral 10 again but he is badly wounded and the Energy Bolt could be overkill.
Morty - Keep shooting at ice kral 27.
Syl - Attack ice kral 24 again, either with spell or hand crossbow.
Tyra - Continue attacking ice kral 28 with throwing weapons from Brace of Throwing Weapons.


KCKC: Attack with +3 Dagger of Accuracy (assuming a 50 ft range SC is -30. -1 per ft over 20ft) and sacrifice one Attack to start dodging to make myself harder to hit. (+20 to defense)

Attack 1, Init [rolled 12], Strike Chance [rolled 90-50 = 40 - Hit DEF 40 or less], DMG [rolled 10], Threat (44) [rolled 30] AP (40) [rolled 10]


GM: I seem to have forgotten to include a range penalty reduction for Master of Knives. I just added it so KC is at -14 to hit instead of -30.
MartinMartin: Will continue casting Bolt of Energy

Martin: Init: [rolled 3], cast chance [rolled 14], damage: [rolled 2 4 6 2 6 1 5 2 - Total: 28]

Martin (OOC): How far apart are each of the Ice Kral from each other, and are they getting any closer?

GM: Except for the ones who charged towards Shaarilla, they are not getting closer. In generally, they are about 40-50 feet apart.
Morty
LaniLANI: Attack with her Longbow of Power.Her first shot will have the Grounding effect and be directed at ice kral 6. Her second shot will be directed at ice kral 5, who is outlined with Faerie Fire (SC mod included in attack). Also, 5 ft free move towards the bow to target the ones in front

Attack 1 (Longbow of Power) - Init [rolled 13], SC [rolled 124-9 = 115 - Hit DEF 115 or less (Crit DEF 67)], Dmg [rolled 9], Threat [rolled 65] (Grounding)
Attack 2 (Longbow of Power) - Init [rolled 13], SC [rolled 134-51 = 83 - Hit DEF 83 or less], Dmg [rolled 11], Threat [rolled 54]
ShaarillaSHAARILLA: Being able to fly means that Shaarilla can easily get out of range, but she's not inclined to be charging towards the line of Ice Kral either. So she will try getting out of range by flying straight up and a bit closer to the front of the boat.

GM: As Shaarilla contemplates flying, it occurs to her that the ship is moving. She will need to use some of her flight every round just to keep up with the ship or she will fall behind.

SHAARILLA: While trying to get out of range of the hot light, Shaarilla will try casting a frost bolt at one of the Ice Kral. Though she expects it's not going to be very effective, after all they have "Ice" as part of their name.

SHAARILLA (tech): Initiative [rolled 7], Cast chance 83% [rolled 29 vs cast chance of 83 - Successful Cast Chance!], Damage [rolled 6 3 4 1 4 6 5 6 5 - Total: 40]
SylSYL: will try Starfire again, this time at Kraal #24

Init [rolled 7], Cast Chance (72) [rolled 16 vs cast chance of 72 - Successful Cast Chance!], Damage [rolled 1 5 5 6 6 2 6 3 4 (+9)- Total: 47], threat [rolled 58]
TyraTyra - Continue attacking ice kral 28 with throwing weapons from Brace of Throwing Weapons.

TYRA (GM): She only has one of her thrown weapons back so she'll have to split between a physical attack and a psionic attack. I assume that's fine.

War Hammer +2 - Init: [rolled 7], Attack: [rolled 113-74 = 39 - Hit DEF 39 or less], Damage: [rolled 20], Threat 50-: [rolled 37], Returns in [rolled 2] rounds
Psychic Crush: Init [rolled 6], [rolled 102-44 = 58 - Hit DEF 58 or less], dmg [rolled 3 1 (+3)- Total: 7], Threat 30-: [rolled 44]

KC throws his Dagger of Accuracy at ice kral 15 but misses.

Lani shoots at ice kral 6 with a Grounding effect and hits with a critical hit for 16 damage. The ice kral gets a save vs the Grounding effect [rolled 71 vs save of 54 - Failed Save!].

GM: Ice kral 6 failed his save and falls towards the sea and is effectively left behind.

Lani's second shot hits ice kral 5 for 5 damage.

Shaarilla takes to flight. To her surprise, she does not need to try to keep up with the Maelstrom. Her flight seems to be in relation to the ship instead of the surrounding environment. She does a half move towards the bow of the ship and then casts a Frost Bolt at ice kral 1. The ice kral is allowed a magic save at +20 since it is a cold attack [rolled 15 vs save of 74 - Successful Save!].

GM: Ice kral 1 takes 15 damage from the Frost Bolt.

GM: Shaarilla can attempt a 3x Luck roll to see if she is out of the area of effect of the Illumination spell.

Syl casts a Starfire spell at ice kral 24. The ice kral is allowed a save for half damage [rolled 98 vs save of 54 - Automatic Failure!!!].

GM: Ice kral 24 takes 47 damage from the Starfire. That, combined with attacks by other crew members, kills him.

Tyra throws her war hammer at ice kral 28 and also attacks with a psionic attack. The war hammer misses but the psionic attack hit. The ice kral is allowed a mental save for half damage [rolled 100 vs save of 50 - Automatic Failure!!!].

GM: Ice kral 28 takes 7 damage from the psionic attack. That, combined with attacks by crew members, kills him.

Each character is attacked by a crossbowman this round. Those illuminated are attacked twice.

KC is not attacked this round due to the Slowed ice kral.

Martin is attacked twice. The first attack removes his final Stoneskin, and causes the Illuminate effect to cease. The second shot hits for 3 damage after PROT.

Morty is attacked twice and hit once for 6 damage after PROT.

Lani is attacked once and missed.

Shaarilla is up in the air now so ice kral 1, 6 and 18 all swoop forward and engage her in melee. They drop their crossbows, which are attached to their belt with a leather cord, and draw wicked-looking blades. Only one of them is able to make a melee attack this round and he removes one of her two remaining Stoneskin effects.

GM: Since ice kral 6 failed his save against the Grounding effect of Lani's shot, he does not move up so Shaarilla only has 2 attackers on her.

Syl is attacked once and hit for 14 damage.

Tyra is attacked twice. The first attack removes her final Stoneskin, and the Illuminate effect. The second attack misses.

GM: Morty and Martin have not yet sent their actions for round 6.

GM: Those who are still Illuminated (Morty and possibly Shaarilla) take [rolled 3] damage from the heat of the spell.

GM: Martin hits ice kral 4 with a Bolt of Energy. The ice kral is allowed a magic save for half damage [rolled 56 vs save of 54 - Failed Save!].

GM: Ice kral takes 28 damage.

GM: Morty, now visible due to the Illuminate spell, flees the bridge down 2 ladders and into the port passage hoping that will cause the spell to end. It does not, but does take him out of line of sight of the archers.

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