Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Armored Warriors - Round 15 & 16
Campaign:SpelljammerTurn Start Date:4/9/606
Adventure:The Doomed OasisTurn End Date:4/9/606
Adventure Number:4Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:2.4Send To:bluemountain@championsoftheempire.com
Greyhawk Campaign?NoCombat Turn?Yes
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
0
0
49/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
23
17
-2/38
/0
3
0
31
2
/
1/day
1/1
/0
Martin Vane
23
0
27/50
/0
2
0
31
4
/
1/day
1/2
1/1
Morty Crystaltouched
7
0
34/41
/0
2
0
49
0
/
1/day
2/2
1/1
Pellanistra Xarann
12
0
38/50
/0
3
0
47
4
/
1/day
0/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
0
0
52/52
/0
3
0
36
4
/
1/day
0/1
/0
Tyra Stellastrom
32
9
20/61
4/4
6
1
40
6
/
2/day
1/1
/0
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Barnas
KCSpell Pool (7/7)
Martin VaneSpell Pool (7/7)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (8/8)
Pellanistra XarannAccelerated Healing (1/3)
ShaarillaArmor (PROT 4, 4 hits)
Syllivarrna Obanghall
Tyra Stellastrom
MORTY (OOC): That's more than Morty can do, apparently, since the warrior has written me off as zero threat I don't contribute to the outnumbering, I'm sure even if I tried punching him it wouldn't count since I can't do enough damage to penetrate his PROT. At least I tagged him once with my pistol to wound him, and the tactic worked to get two of them down now.

GM: Morty doesn't count towards outnumbering because he is not attacking. If that changes, let me know.

MORTY (OOC): I don't see Morty as being the rabid attacker that it would take to go after these things several times his size and armored protection with his fists. So as much as it pains me OOC to walk away, I think it's perfectly within Morty's character to write himself off as an attacker now that we are forced to rely on melee and try to contribute in some secondary way. I think Shaarilla might feel much the same way. It's not like I can disarm him, feint him out of position, or even just kneel behind him so someone can make him trip over me. It is what it is.

SHAARILLA (OOC): Shaarilla is indeed feeling much the same way. She’s feeling rather useless at the moment...



ROUND 15
BarnasBARNAS: Attack with +1 Quarterstaff. Includes +14 for outnumbering.

Attack 1, Init [rolled 8], Strike Chance [rolled 104-48 = 56 - Hit DEF 56 or less], DMG [rolled 7], Threat [rolled 98]
KC
MartinMartin: Continues attacking the ‘empty‘ armor …
Round1 – includes +14 bonus to hit

Attack 1, Init [rolled 3], Strike Chance [rolled 97-49 = 48 - Hit DEF 48 or less], DMG [rolled 9], Threat [rolled 7]
MortyMORTY: I will disengage cautiously from the melee since I can't even do that much, and go check on KC. I am not skilled in First Aid but I will try to keep him from getting any worse.
LaniLANI: Attack with fist and longsword. +4 outnumbering included.

Attack 1 (Fist) - Init [rolled 14], SC [rolled 100-89 = 11 - Hit DEF 11 or less], Dmg [rolled 5], Threat [rolled 90]
Attack 2 (Longsword) - Init [rolled 11], SC [rolled 83-8 = 75 - Hit DEF 75 or less (Crit DEF 33)], Dmg [rolled 11], Threat [rolled 42]
Shaarilla
SylSYL: will continue to attack. Probably wont do much but she is contributing to the outnumbering...
TECH: Outnumbering taken into effect

Init[rolled 8], SC-88 [rolled 88-85 = 3 - Hit DEF 3 or less], Damage [rolled 2], Threat [rolled 77]
TyraTYRA: Tyra hopes that Warrior 2 will fall soon and continues to attack pushing through the pain of her wounds.

Attack with Morning Star - Init: [rolled 10], Attack: [rolled 88-75 = 13 - Hit DEF 13 or less], Damage [rolled 6], Threat: [rolled 18]

Lani hits with her longsword with a critical hit for 22 damage but misses with her fist. Tyra misses. Warrior 2 misses Tyra. Warrior 2 is now Bloodied.

Barnas hits warrior 4 for 2 damage. Syl misses. Martin hits for 4 damage. Warrior 4 hits Martin for 2 damage. Martin has 1 hit left on his Armor spell.


ROUND 16
BarnasBARNAS: Attack with +1 Quarterstaff. Includes +14 for outnumbering.

Attack 1, Init [rolled 2], Strike Chance [rolled 104-46 = 58 - Hit DEF 58 or less], DMG [rolled 10], Threat [rolled 35]
KC
MartinAttack 1, Init [rolled 4], Strike Chance [rolled 97-34 = 63 - Hit DEF 63 or less], DMG [rolled 11], Threat [rolled 86]
Morty
LaniLANI: Attack with kick and longsword. +4 outnumbering included.

Attack 1 (Kick) - Init [rolled 11], SC [rolled 90-75 = 15 - Hit DEF 15 or less], Dmg [rolled 5], Threat [rolled 53]
Attack 2 (Longsword) - Init [rolled 11], SC [rolled 83-42 = 41 - Hit DEF 41 or less], Dmg [rolled 3], Threat [rolled 95]
Shaarilla
SylInit[rolled 6], SC-88 [rolled 88-92 = -4 - Missed!], Damage [rolled 2], Threat [rolled 89]
TyraAttack with Morning Star - Init: [rolled 4], Attack: [rolled 88-27 = 61 - Hit DEF 61 or less], Damage [rolled 6], Threat: [rolled 1]

Lani hits warrior 2 with her longsword for 0 damage. Tyra hits for 1 damage. Warrior 2 misses Tyra.

Barnas hits warrior 4 for 5 damage. Syl misses. Martin hits for 6 damage. Warrior 4 hits Martin for 0 damage. Warrior 4 is now Very Badly Wounded. Martin's Armor spell is now gone.

GM: Go ahead and send your actions for round 17 & 18. Warrior 2 is Bloodied. Warrior 4 is Very Badly Wounded (10 HP or less).

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 - 4
2nd - 3
  1. Cure Light Wounds (x2) (cast 1), Bless (cast), Protection from Evil
  2. Healing Sanctuary, Accelerated Healing (x2)
KC
5
  • GK - Infravision, Jump, Lasting Breath
  • SK - Shout, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire (cast), Suggestion
Martin
5
  • GK - Armor, Shield, Walking Unseen
  • SK - Passwall, Wizard Eye
Morty
7
  • GK: Sphere of Silence, Invisibility, Illusion, Glitterdust, Faerie Fire
  • SK - Phantasmal Force, Shadow Magic
Shaarilla
7
  • GK - Mage Armor, Sphere of Fresh Air, Detect Fumes, Shocking Grasp
  • SK - Lightning Bolt, Ray of Cold, Wall of Ice
Syl
9
  • GK - Blending, Invisibility, Shadowform, Strength of Darkness, Sunburst, Witchsight
  • GKR - Summon Shadow Creatures
  • 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 Pistol3