Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Ice Kral - Round 4
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:7.7Send 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
5
0
50/55
/0
7
3
52
8
/0
1/day
2/2
0/1
Martin Vane
0
0
80/80
/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
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
0
0
60/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
5
0
82/87
/0
6
2
60
18
/0
1/day
2/2
1/1
Tyra Stellastrom
0
0
98/98
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
17/17
Pellanistra Xarann
7/9
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
25/27
27/29
Syllivarrna Obanghall
/
17/17
3/14
Tyra Stellastrom
10/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Stoneskin (4/7)
Morty Crystaltouched
1
Invisible
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental, Stoneskin (1/6)
Shaarilla
3
Stoneskin (2/7), Barrier of Wind (+14 DEF, +23 DEF vs ranged, ends on round 29)
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Stoneskin (2/6)
Randle Hewlet
GM: I forgot to take into account the Stoneskin spells. One stoneskin is lost for each attack regardless of whether it is a hit or a miss. If it is a hit, no damage is done. That means that neither Lani nor Shaarilla have taken damage. I removed the damage I had applied to them.

GM: Suggestions:

KC - Use Dagger of Accuracy.
Martin - Send info for Bolt of Energy
Morty - Continue shooting
Shaarilla - Cast Lightning Bolt if they get within 60 feet. Otherwise use Magic Missiles (spell of wand).
Syl - Cast Starfire if they get within 90 feet. Otherwise use Magic Missiles.

SHAARILLA: Shaarilla would also have her mage armor, since she always keeps mage armor cast. Should I roll to see how many times her current casting will last?

GM: Yeah, go ahead and send the roll. What is her PROT with the spell?

KCKC : Attack with +3 Dagger of Accuracy, I will hold off til the end of the round or when they get to 50 ft which ever happens first. At 50 ft my thrown penalty is -30 (already deducted in Attack roll)

Attack 1, Init [rolled 13], Strike Chance [rolled 3 - Automatic hit (Crit DEF 73/Grievous DEF 40)], DMG [rolled 12], Threat [rolled 89]

KC: (DM) Is the Quick Draw bonus for the master skills automatically added to the Quick Draw skill bonus we see on our sheets or do we need to manually add it?
MartinMartin: Range on Bolt of Energy is 90 feet, so Martin will wait to cast later in the round.

MARTIN: Cast Bolt of Energy at ice kral 10.

TECH: Initiative [rolled 4], CC [rolled 7 vs cast chance of 92 - Critical Success!!], Dmg [rolled 6 3 6 4 3 6 3 4 1 - Total: 36], 2 spell points
MortyMORTY (GM): I've been trying to gauge their approach to cast AoE spells, they're still not forced to get more than 2 within 20' of each other at 50' so I will fire again.

MORTY (OOC): I've been toying with the idea of using the Illusory Fog just as their first wave is landing, trying to foul and confuse the second wave and make them get lost and catch up, but it probably won't work as well as I would hope :(

MORTY TECH: Strike chance is base 135, -1 per 4 ft beyond range 20 should be -20 at 100', but +15 to offset range penalties from my Master Bowman. If they come closer before I fire the penalty is reduced further so I'll slow my initiatives a little again like Lani did. If they get to range 50' I have no penalty. Luck roll is [rolled 13 vs. LUCK 20, 1x roll] vs 20 luck.

Shot #1: [rolled 5] Initiative, [rolled 135-32 = 103 - Hit DEF 103 or less] to hit, [rolled 2 3 (+6)- Total: 11] damage, [rolled 36] threat.
Shot #2: [rolled 5] Initiative, [rolled 135-49 = 86 - Hit DEF 86 or less] to hit, [rolled 5 3 (+6)- Total: 14] damage, [rolled 12] threat.
LaniLANI: Attack with her Longbow of Power. Her first attack will be against ice kral 5 (that Shaarilla also hit, using the Faerie Fire power of the longbow). The second attack will be against ice kral 12 that she hit last round.

LANI TECH: Range penalty at 100 feet is -15. This will go down if they move closer. I adjusted her initiatives to attack later in the round.

Attack 1 (Longbow of Power) - Init [rolled 2], SC [rolled 124-73 = 51 - Hit DEF 51 or less], Dmg [rolled 5], Threat [rolled 81]
Attack 2 (Longbow of Power) - Init [rolled 4], SC [rolled 124-26 = 98 - Hit DEF 98 or less], Dmg [rolled 8], Threat [rolled 51]
ShaarillaSHAARILLA: Latest Mage Armor casting: 4 protection [rolled 7] hits

SHAARILLA (GM): How much does a floating shield spell get in the way of Shaarilla casting spells?

GM: A Shield spells does not interfere with casting.

SHAARILLA: Shaarilla will cast another set of magic missiles at the incoming attackers

SHAARILLA (tech): Initiative [rolled 12], Cast Chance 63% [rolled 30 vs cast chance of 63 - Successful Cast Chance!], Damage [rolled 2] [rolled 2] [rolled 2] [rolled 2] [rolled 4]
SylSYL: will delay her attack until a Kraal is in range for Starfire

Init [rolled 3], Cast Chance (72) [rolled 83 vs cast chance of 72 - Failed Cast Chance!], Damage [rolled 6 4 6 4 6 1 6 6 6 (+9)- Total: 54]

SYL (OOC): First time to try out this spell...
TyraTYRA: Tyra will continue to attack her opponent with psionics.

Psychic Crush: Init [rolled 4], [rolled 102-16 = 86 - Hit DEF 86 or less], dmg [rolled 3 5 (+3)- Total: 11], Threat 30-: [rolled 81]
Psychic Crush: Init [rolled 3], [rolled 102-32 = 70 - Hit DEF 70 or less], dmg [rolled 5 6 (+3)- Total: 14], Threat 30-: [rolled 57]

TYRA (GM): How quickly are the kral closing with us?


GM: They have been flying about 50 feet closer per round.

GM: I am assuming that you are using psionic points for your attacks. If you decide you want to use NL or END, just include it in the turn.

TYRA (GM): Yes, I'm thinking to reserve 3 psionic points for the future so once I get to that, I'll switch to NL/EN.

Over the course of round 4, the ice kral move 50 feet closer so that they are about 50 feet away from the ship by the end of the round. They are still as widely dispersed as their new position allows

Martin casts a Bolt of Energy at Ice Kral 10 with a critical hit (increase damage by 1.5) for 54 damage. Ice Kral save is 54 [rolled 91 vs save of 54 - Failed Save!].

GM: Ice kral 10 fails hits save and is now bloodied.

Morty shoots again, hitting twice for a total of 13 damage after PROT.

Lani hits ice kral 5 with her first shot for 2 damage. It is also outlined in Faerie Fire now. Her second shot hits ice kral 12 (but only because it too is outlined in Faerie Fire) for 0 damage.

Shaarilla hits ice kral 5 with Magic Missiles for 12 damage.

Syl casts a Starfire spell (with 11 points of help from her Spell Pool) for 54 damage. Ice Kral save is 54 [save-54].

Tyra hits ice kral 28 twice with psionic attacks. Damage is 11 and 14. Ice kral save is 50 [save-50], [save-50].

Meanwhile, the ice kral continue attacking the group and crew alike with their crossbows.

The three that were targeting KC do not shoot this round since they are slowed.

Martin is targeted by 2 ice kral removing 2 of his Stoneskins.

Morty is not targeted, probably because he is invisible.

Lani is attacked twice removing 2 more Stoneskins.

Shaarilla is attacked twice removing 2 more Stoneskins.

Syl casts a Starfire spell (with 11 points of help from her Spell Pool) for 54 damage. Ice Kral save is 54 [rolled 59 vs save of 54 - Failed Save!].

GM: Ice kral 21 failed his save and is now bloodied.

Tyra hits ice kral 28 twice with psionic attacks. Damage is 11 and 14. Ice kral save is 50 [rolled 20 vs save of 50 - Successful Save!], [rolled 35 vs save of 50 - Successful Save!].


GM: Ice kral 28 made both saves so takes a total of 12 damage. He is now bloodied.

KC throws his Dagger of Accuracy at ice kral 15, hitting with a critical hit for 22 damage after LOW.

GM: I just checked and the Quick Draw bonus your master skill is not included. I will try to get it included in the next day or so.

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