Spelljammer
        Citadel of Fire
Current Turn?NoSubject:Giant Aftermath
Campaign:SpelljammerTurn Start Date:4/27/606
Adventure:Citadel of FireTurn End Date:4/30/606
Adventure Number:6Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.8Send To:bluemountain@championsoftheempire.com; mghaught@gmail.com
Greyhawk Campaign?NoCombat Turn?No
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
Barnas
0
0
56/56
/0
7
1
34
0
/0
1/day
2/2
1/1
KC
0
0
43/43
/0
6
3
39
2
/0
1/day
1/1
/0
Martin Vane
0
0
50/50
/0
9
2
40
8
/0
1/day
2/2
1/1
Morty Crystaltouched
0
0
46/46
/0
5
0
49
0
1/1
1/day
2/2
1/1
Pellanistra Xarann
0
0
55/55
8/8
7
0
68
12
/0
1/day
1/1
/0
Shaarilla
0
0
33/33
/0
4
0
24
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
0
0
62/62
/0
6
2
43
10
/0
1/day
2/2
/1
Tyra Stellastrom
22
20
34/76
0/6
7
1
68
12
/0
2/day
0/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
0/9
1/9
Martin Vane
/
1/9
9/9
Morty Crystaltouched
/
4/11
9/9
Shaarilla
/
8/19
7/25
Syllivarrna Obanghall
/
3/11
0/12
BarnasCleric Pool (11/11)
KC
Martin Vane
Morty CrystaltouchedShadow Magic
Pellanistra XarannStrength (+2)
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom

LANI: With the giant dead, Lani moves over to one of the other doors and stands guard. She assumes that Barnas will tend to Tyra. She keeps the flame burning brightly on her Flame tongue sword to provide illumination.


KC: He will go over to the other doorway in the room and check it out. Not opening it.

GM: Both Lani and KC discover that the opening mechanism for both the south and east doors are set at a height of about eight and a half feet. Both doors are sized for giant-sized creatures. There are no keyholes so the doors are probably not locked.

With the giant dead, the group has a chance to look around the room. It is empty of furnishing but the bodies and bones of many who have previously assailed this room and its giant guardian, and failed, are arrayed about the room in random fashion. Most of the bodies are badly decomposed and many more are nothing but bones. There are two that are more recent but even these are at least 4 or 5 months old and appear to have already been looted. One is wearing badly mauled chain mail while the other is wearing deteriorating leather pants and a cloth shirt. No weapons, pouches or backpacks are available on or near the bodies.

The giant himself is lying on the ground unmoving and not breathing. His massive club is still in his hand. The strap of his giant bag is still over his shoulder with the bag next to the body.

The north door through which the group entered the room is a human-sized door about nine feet in height with a normal opening mechanism and no lock. The other two doors are giant-sized standing a good 18 to 20 feet tall with the opening latch set 8 to 9 feet above the floor. Both doors are closed but neither has a keyhole.

SYL: power perception or detect magic anyone? I have Power Perception but only Rank 3...

SHAARILLA (OOC): Do the giant doors open in or out?

GM: They both open out of the room.

SHAARILLA: “I think I might be able to open the big doors, or at least trigger the latch"

GM: Yeah, Shaarilla could do it, as could any human or anyone with halfway decent Acrobatics. It's only eight and a half feet.


BARNAS: The young cleric moves to Tyra side to check on her.

BARNAS: OOC Tyra is the one with First and it should be applied first. If she can do first aid on herself Barnas will let her recover to do so... Otherwise he will cast some healing.


Barnas checks over Tyra. After a couple of attempts, he is able to find a pulse so she is not dead but she is definitely unconscious and doesn't look like she will be coming around any time soon.


BARNAS: Lets bring her around faster [rolled 6 3 (+4)- Total: 13]

KC: after checking out the large doorway. If no one has moved onto the bag that the giant is carrying; i will go over and ger oit off the giant and investigate whats in side of it.

MORTY: I will spend a moment looking around with the others after making sure someone moved to assist Tyra. I will end up spending a point on Power Perception before this is over, but want to make sure I will get to view all 4 things I want to examine. Those are 1) Tyra's aura, to check if she has any curse, 2) the contents of the giant's bag, 3-4) each of the two doors, checking for magical traps and then moving to check for mundane ones. "I'm concerned that Tyra has been affected by her Giant Basher, we obviously were grateful for the benefit of her ability to fly into battle with him, but she also seemed a bit more ... enraged? Now might be the best time to check her while she's still unconscious. Is someone going to empty out that giant's bag?


Barnas casts a Cure Light Wound spell on Tyra and, while it visibly heals her, it does not bring her around.

After looking over the east door, KC heads back to the giant. The giant's body seems very stiff and he is unable to remove the giant bag from the giant's shoulder so he uses a dagger to cut the strap and drag it free. He opens it and inspects the contents. Inside he finds 3 small throwing boulders, a 1 gallon wineskin (about 10% full), an old axe blade, a drinking horn of ale, a haunch of meat, a bone comb and some hairpins, another 1 gallon wineskin this one almost full, some soiled and patched linens and 137 silver worth of coins.

With the bag opened and the contents removed, Morty uses a spell point to check for magic. He finds no magic on either of the doors or any of the contents of the giant bag. He sees no sign of a curse or strange magic on Tyra's unconscious body. He does however, note that the body of the dead giant radiates a uniform magic over the entire body at level 3 on a scale of 1 to 5. Studying the magic, Morty determines that the magic is likely intended to preserve and protect the body of the giant perhaps for later healing and restoration. The magic definitely seems powerful to Morty.

Syl collects up Tyra's weapon and shield, which were dropped and flung about when Tyra was slammed back against the wall. She takes them over and sets them next to Tyra. Neither are damaged.

BARNAS: More is needed so again [rolled 4 4 (+4)- Total: 12]

With the second Cure Light Wounds spell, Tyra comes around. She is Bloodied and a bit out of breath and probably needs to rest (to recover NL damage).

GARAMAL: "This was a guardian for the Beast Maker. Since he is killed, I suspect the Beast Maker will quickly learn that someone is breaching his defenses. We must move quickly." He points to the east door and says, "That is the way we must go."

KC: Take the silver. Also, is the bone comb and hairpins of giant size or human?

GM: They are sized for a human.

MORTY: "I suppose the need for haste is more pressing than the need to check each door for traps, though we should still be cautious opening them and not gather too nearby. I did get the chance to check these doors and there are no magical traps at least. There is no way for us to destroy this giant's corpse to make sure no one ever has to face him again?

MORTY (OOC): Invention note to self: portable acid bath, bin on a folding tripod with chemical powders/reagents to turn water into strong acid for disposition of troublesome organics ;)

GM: Then you will need to change your name to Leon the Professional. :)


GM: I plan to send the next turn tomorrow unless someone wants more time (just let me know). I will assume that the group continues in the direction indicated by Garamal.

GM: The biggest issue is Tyra. She is currently at 6 HP so she is at -20 to all actions and -20 to her TMR. If the group rested for 25 minutes, she would get back her NL damage and would be at 26 HP but Garamal has indicated that you don't want to waste any time.

KC: I will take the bone comb and hair pins also along with the silver. Then when we move along I can help carry Tyras things so some one else can help her long or carry her.

TYRA: Once Tyra regains consciousness, she looks around with a bit of bleary look in her eyes. "Ow, did that giant hit hard. How did we fare?" After hearing the update and the need to move on she agrees. "I should be fine as long as I don't get in another fight right away. Let's get moving and if we get the chance to rest, I'll be in much better shape. I was pushing myself hard in that battle so I'm a bit winded as well as beat up."

BARNAS: "I have one more healing spell prepared if we think it wise to use on now."

TYRA: "Is that your final healing spell or do you have some flexibility to get another before you rest? What other magical healing do we have? I'd like to make sure we keep at least one magical healing option open to us but I am in no condition to help much in battle if we get into another fight."

GM: The group has the following healing available:

Barnas - CLW
KC - Potion of Healing
Tyra - CCW (from the Pendant of Healing)

GM: Additionally, Barnas could use his single class slots to get another CLW (must pray for 2 minutes to get it) and a Repair Injury (must pray for 6 minutes to get it and it takes an hour to cast).

TYRA (OOC): I had totally forgotten about the Pendant of Healing.

TYRA: Tyra is good with us conserving our healing sources with the notion she can active the CCW from the Pendant of Healing if we get into a fight and need her to be in fighting shape.



The group shifts up their marching order, moving the badly wounded Tyra to the back and Martin to the front with Lani. Martin reaches high up to the door on the east wall and triggers the latch. The massive door swings open easily revealing a tall passage beyond that is about 10 feet wide. The party follows the passage for a hundred feet or so and then it turns the corner to the right, where it goes another 60 or 70 feet or so before it starts to widen into a 30 foot wide hall. It ends 50 feet later at a massive pair of stone doors.


"The Hall of Passing is through the doors but I will need to enter first to prevent the automated guardians of the hall from activating and attempting to slay us all," Garamal tells the group.

Garamal indicates for Martin to trigger the door latch located a couple of feet above his head. He does so and swings the door open. Garamal leads the way inside.

The Hall of Passing is massive measuring over a hundred feet from right to left and over 200 feet from front to back. The arched ceiling is over 50 feet high and supported by a dozen or so gigantic columns that run from floor to ceiling. The walls are tiled with panoramic dioramas telling of the exploits and kings and queens, military leaders and warlords. They show armies both massive and small arrayed against all manner of invaders, some human, some humanoid and some monster. They cover the walls from floor to ceiling.

The room is lit by very large torches set into the walls and the pillars.

"The torches always burn with a magical fire," Garamal says. "Think not of looting anything from this hall even if you should somehow find the treasures worth taking."

As Garamal leads the way into the Hall of Passing, the double doors behind them swing shut on their own accord. When the group passes between the first pair of columns, Garamal says, "The guardians of the hall linger inside the columns. Do nothing to provoke them."

He leads the way about two thirds of the way down the length of the hall angling towards the wall on the group's left. He passes through another pair of columns and stops in front of a section of wall. Like all of the other sections, it is covered with the diorama created with mosaic stones of all hues. He studies the image for a moment, reacquiring his bearings. Then he takes a deep breath, steps close to the diorama, lifts his hands to touch the left eyes of two different soldiers depicted in the wall, and says, "watch closely the pillars. This should not trigger the guardians but it is best to be wary."

LANI: Lani will keep an eye on the nearest pillars and hope that no guardians come out.

SYL: Will also focus on the pillars, looking in a different direction than Lani...

SHAARILLA: Shaarilla will ready her wand of Spell Storing, and be ready to use it to cast a Wall of Ice to slow down one of the guardians if they emerge. But mostly she’s hoping that if they don’t emerge, since she’s right between the two pillars...

GM: Let me know if you want Shaarilla to move - and if so, where?

SHAARILLA: Shaarilla suggests that the group move between the pillars and the wall instead of between two pillars, so if guardians come out we aren’t thrack between them. But be very careful not to touch the wall!

KC: He will stand back and watch his surroundings with his hands near his daggers ready to draw them if necessary.



Garamal pushes in the stones that represent the eyes of two different soldiers in the massive mosaic. A moment later, there is a rumbling sound and a pair of stone doors swing slowly open revealing a dark crypt. Garamal enters the crypt. There is no sign of movement within the large pillars where Garamal indicated that the guardians were located.

Garamal emerges a couple minutes later much better equipped. He is wearing a robe and carrying a staff. In a sheath at his side are a handful of wands. He is also wearing four rings and couple of necklaces around his neck.

GARAMAL: "Now we are ready to face the Beast Maker," he announces. He points to the door at the south end of the chamber and adds, "Through there."

The group returns to their normal marching order and heads towards the door. Like many of the other doors on this level, it is sized for giants but Martin is able to reach up and trigger the latch. He and Lani open the door revealing a dark passage leading south and then turning to the east after 50 feet or so. The group moves down the passage as it winds east and then north again for a couple hundred feet before reaching stairs leading down. The stairs are strewn with rubble that has collapsed from the ceiling but there is still enough room to pass and plenty of signs that indicate that many have passed this way over the years. None of the rubble seems recent so it could be the result of a long ago earthquake.

The earthquake theory is borne out by the sad state of the next level. Stone has crumbled from the walls and ceiling but a path has been cleared through it long ago. The human sized passages wind this way and that through a confusing multitude of corridors and small chambers in various states of disrepair. There are some points where the group has to move single file to get through narrow sections. However, they eventually reach another long corridor that is in good shape. A few doors can be seen as Garamal indicates the direction. He has the group stop in front of one such door.

"Through here are more guardians of the Beast Maker. However, they are usually slumbering so tread carefully as we pass through."

Lani carefully opens the door revealing a darkened chamber of substantial size. The light of her Flame Tongue penetrates less deeply than she would like.

"Head straight across the chamber to the next door and pass through," Garamal tells her quietly.

Lani follows his direction. In the dim light allowed to the Flame Tongue, she sees three large coffins lining the right wall as she walks across. All are closed. Perhaps they are the guardians of which Garamal spoke but she keeps quiet. She reaches the far door and carefully opens it. Beyond is a passage that immediately turns to the right and then descends another set of stairs. The rest of the group follows with Syl stopping to carefully and quietly close the door behind her.

The stairs descend for a long distance, with frequent switchbacks. At the bottom, the passage is about 10 feet wide and turns to the left. It turns left again after another 50 feet or so and then again after another hundred or more feet. It turns left one last time and then enters a very long passage well over 200 feet long. Then it turns to the right and ends at a relatively normal sized door (about 10 feet tall and 5 feet wide). Over the course of the group's passage along this extended corridor, Garamal tells the group to stop four different times as he detects invisible glyphs across the passage. Each time he uses one of his wands to create a safe passage through the glyphs for the group.

Once the group reaches the door, Garamal ponders briefly and then says, "Through this door are the final guardians before reaching the cavern of the Beast Maker. These guardians are the spirits of evil surface elves and their screams can be fatal to those who hear them. It is said that their screams can even penetrate a normal silence field. I will encompass us in a silence field of unusual strength. Remain within 15 feet of me lest you perish."

GM: You are getting very close to the Beast Maker. I will pause in case anyone wants to prepare spells or potions or otherwise make preparations for a battle that is sure to ensue.

GM: I would also like PER rolls from everyone.

LANI: PER 19 [rolled 24 vs. PER 19, 2x roll]
BARNAS: PER [rolled 9 vs. PER 19, MADE BY HALF!]
KC rolled a [rolled 35 vs. PER 23, 2x roll]
TYRA: PER [rolled 5 vs. PER 17, MADE BY HALF!]
SYL: [rolled 26 vs. PER 15, 2x roll]
SHAARILLA: Perception [rolled 58 vs. PER 16, 4x roll]
MORTY TECH: Per 22 [rolled 85 vs. PER 22, 4x roll]

BARNAS: The young cleric will try to cast prayer and bless right before combat starts

GM: Definitely a bit soon for that. Right now you want to cast preparatory spells that have at least 10 minutes duration or more.

KC: (gm) are we in a high mana area or a regular mana area. Only 1 spell point and stoneskin cost 2.

SYL: Her prep will depend on the answer to KC's question about magic availability...I think I have 3 spell points available if we are in a "normal" mana environment??

GM: You are in a normal mana area. Only the tower itself was high mana.

TYRA: Tyra will activate her CCW healing ability on herself. She asks the groups if there are any buffs that they can spare the main fighters. She did find the stoneskin to be incredibly valuable.

GM: Tyra is healed [rolled 28] points.

SHAARILLA (OOC): How many spell points does Shaarilla have left? Also did we ever roll the results of her Mage Armor spell when she woke up after being buried?

GM: Yes, she successfully cast it after waking up though it took 4 attempts and 18 points of her spell pool. She currently has 8 spell points remaining. What we did not resolve is how many hits the Mage Armor is good for (or if you wanted to reduce PROT by 1 and have it good for a duration instead of number of hits).



As the group wound around the long, dark passages of this level before finally coming to a stop in front of a door, Tyra thought she heard or saw occasional shadows behind her. Each time she turned to look, she saw nothing except the normal shadows cast by the light sources carried by the group but she can not shake the feeling that someone or something is following the group.

Garamal casts a Silence spell. The dark passage was already quiet as a tomb but the spell cancels out the small sounds made by the rest of the group. He then indicates for Martin and Lani to proceed. Martin opens the door, allowing the flickering light of the Flame Tongue carried by Lani to penetrate into the room. The chamber is large and dark. Most of the room is covered by the dust, dirt and grime of centuries, interposed with cobwebs. The smell is dank and wet and very earthy. Lani and Martin step into the chambered followed by the rest of the group. Garamal indicates for them to go straight across the long room though a door is visible on the right wall about 25 feet away.

After penetrating another 30 feet into the room, a terrifying shape swoops out of the darkness towards the group. It is the ethereal and partial shape of an elven woman, her face a mask of hate and her mouth open in a scream that is thankfully unheard through the silence field. She swoops past the group and is basely out of sight when another such apparition, also a female elf but with different facial characteristics swoops in from another direction, also screaming silently in rage and frustration. She flies directly over the middle of the group.

The group continues forward as more of the rage-filled apparition fly over and around the group. The group counts four different creatures who fly by multiple times. Heeding Garamal's words, everyone stays within 15 feet of him so that they remain protected by the silence field and are not subject to what must surely be a horrible fate should they hear the screams of the flying creatures.

Lani and Martin finally reach the end of the long chamber where another door awaits. Garamal indicates with a nod of his head for them to open it and pass through. They do so and everyone breathes a silent sigh of relief when Tyra closes the door behind them.

The group is in another hallway. Garamal drops the silence field and the group moves forward, but then stops when Garamal senses another ward across the passage. As before, he uses his magic to make a safe passage through the ward for the group.

About 30 feet beyond the ward, the passage ends at a door.

"This is it," Garamal says. "Beyond this door is the cavern of the Beast Maker. As we confront the Beast Maker, form a cordon around me and protect me from his minions while I deal with him directly. My hope is to be able to raise the curse on him but, if I am unable to do so, then I will endeavor to destroy him."

With that, Garamal begins casting a spell. At the same time, Finn looks back down the hallway and barks and growls. Tyra and Syl are also watching in that direction since Tyra feels certain that someone or something is following them.

Garamal stops casting and everyone feels a spell affect them. Finn stops barking but continues to peer back in the direction in which the group came. Garamal also looks back but nothing is visible.

GM: Presumably the spell was some sort of protective spell cast by Garamal but if you want to resist it, go ahead and send a magic save.

Garamal nods to Lani and Martin to proceed. Taking a deep breath, Martin opens the door and Lani steps through.

The group is in an irregularly shaped, natural cavern illuminated by dimly glowing crystals scattered about the natural, vaulted ceiling and walls. One hundred and fifty yards away, near the far wall of the cavern, is a circular dais. On top of the dais is a large throne on which sits a robed man holding a staff. The group approaches the platform across the uneven, sandy floor, stopping fifty feet away. Garamal starts to say something but the man on the throne interrupts, "You seek my power and my throne." His voice is deep and sepulchral as if spoken from the bottom of an open grave. It is a statement, not a question.

Garamal again starts to say something but is interrupted again, "Spare me the lies that you told to these fools that they would free you. Do you think I do not know every machination and action you have plotted from your crypt? Do you think I don't see that this cur is not a blink dog adept though how you turned him to your cause escapes me? Do you believe that I am not prepared for it. You and these cretins will die."

He pounds his staff on the ground and the cavern erupts in violence and chaos. Hundreds, if not thousands of creatures of all manner and form pour our of the sand and attack. Uncertain what to make of the byplay between Garamal and the Beast Maker, the group is well aware of what they need to do now. They need to survive!

They quickly form a defensive circle and attack the creatures as they arrive.

GM: By the end of the first round, the group has been able to form their circle. Let me know who will be part of the defensive circle and who will be inside the circle. My assumption is that everyone except Shaarilla and Garamal will be part of the circle. Those two will be inside.

GM: Spell casters have one round to cast a spell before the attackers close on the circle.

GM: The initial attackers are mostly humanoids and small but not particularly deadly monsters, some recognizable and some not. If there were only a couple dozen of these monsters, the group would feel confident in their ability to handle them. The problem is the sheer volume - that and the fact that visible further back among the hordes of monsters are larger and more deadly creatures including ogres, ettins, giants, manticores and chimeras.

GM: I will send a couple of maps as well.

GM: Go ahead and let me know what spells or other actions are taken during the free round as you form up your defensive circle and the attackers close in on you.

LANI: Monster Lore - Rare for Blink Dog/Blink Dog Adept [rolled 22 (Failure)]

LANI: Lani looks around and wonders how the group can possibly survive. Clearly the Beast Maker has an army of monsters that he commands. She is also not sure what to make of the Beast Maker's statements except that he was clearly referring to the group when he spoke of fools and cretins.

TYRA: Monster Lore - Rare [rolled 55 (Failure)]

TYRA: Seeing the massive horde surrounding the group, Tyra settled into a defensive stance. She ignored the Beast Maker as clearly he was either insane or heavily influenced by the curse. The young warrior hoped that this wouldn't be their final battle together though it was she wound fight valiantly. She quietly uttered a prayer to Tyr as the creatures closed in.

TYRA (GM): Is Giant Basher glowing?


GM: Yes it is.

SYL: Will take her part in the circle of defense. I have Wall of Darkness in my Spell Store which will provide some protection (10' high x 1' thick ring with 10' radius?) and then I could attempt another Wall?

MARTIN: Catching up: Martin would have put 2 Bolt of Energy in his spell store back when we were making preparations. Since I’m coming late to this (been busy and not keeping up with email) I’m OK with you not allowing this.

MARTIN: Attempt to cast Spell Store (slow cast @59%): try 1 [rolled 50]; try 2 [rolled 22]; try 3 [rolled 72]; try 4 [rolled 73]

MARTIN: Attempt to cast first Bolt of Energy into spell store (slow cast at 67%): try 1 [rolled 51]; try 2 [rolled 83]; try 3 [rolled 61]; try 4 [rolled 47]
MARTIN: Attempt to cast second Bolt of Energy into spell store (slow cast at 67%): try 1 [rolled 48]; try 2 [rolled 5]; try 3 [rolled 55]; try 4 [rolled 38]

GM: You succeeded on the first time with each spell. The only problem however, is that you only have 1 spell point available when you start, which is enough for Spell Store but nothing else. And of course, there is no point in casting Spell Store if you can't put anything into it.

MARTIN: No worries – for some reason I thought he still had spell points.

MARTIN: Monster Lore Roll

Rare: [rolled 33 (Failure)]
Very Rare: [rolled 105 (Near Success)]

GM: You only get one roll. You have no chance of knowing about Blink Dog Adepts if you fail your roll for Blink Dog.

SHAARILLA: Mage Armor duration [rolled 4] blows

SHAARILLA: I was thinking a Wall of Ice would help reduce how many monsters we have to fight at once, but that would only help until the wall was destroyed. Does anyone think a possibly temporary wall would be helpful? Otherwise I was thinking of an opening lightning bolt before retreating to the center of the group.

SHAARILLA (GM): Are there visible monsters with ranged attacks? I’m thinking of having Shaarilla fly over the group by using her bow. But if that looks like it might result in her becoming a pincushion, she’ll need to cast COP Missiles first.


GM: There are giants who probably have throwing rocks. There are all sorts of humanoids who may have ranged weapons. Some monsters have ranged weapons. Not to mention that both Chimeras and Manticores can also fly. Other winged monsters are also visible. It is probably not a good idea to fly in here.

GM: The walls are probably a very good idea.

MORTY (GM): Were we given any insight into Garamal's plan at all? Particularly, I am assuming that he needs to be able to continue maintaining line of sight and concentration on him to make his attempt to remove the curse? This removes my fogs and clouds from the options for anything forward of our position. What about Mass Invisibility? I could (attempt to) cast that but it seems very prone to failure based on the creatures having seen us and swarmed at us, even if they can't see us for a while as soon as someone attacks they become visible...

GM: Garamal really just said that he would take care of the Beast Maker so you can probably assume that you don't want to do anything to interrupt his line of sight. Mass Invisibility could cause some confusion but you are correct in that the group is being swarmed and all it would mean is a reduced chance to hit.

MORTY (OOC): Yes, Shaarilla, those Walls of Ice will come in very very handy. If you can build us even a 'V' shaped 60 degree angle behind, it will reduce our attackers by a third, allowing us to concentrate our best melee forward. We actually might not want to KILL the small fry in the front ranks, only debilitate and weaken them but leave them alive to block the stronger attackers coming from behind them. It will probably only slow down a bigger attacker for a round while they shove or pound a weak one out of the way, but any time they waste works in our favor. I am tentatively planning to use a Stinking Cloud on the eastern flank away from the beast maker but close to our position to debilitate and slow them there, if Shaarilla wants to put up a wall on the south I would be very grateful. If I can get some protection I can try another spell or two to help us out before I run out of magical energy. Even if the Walls only last a few rounds before the giants break them down with boulders that still gives us a few rounds to try a few more plans before we're stuck in melee for the foreseeable future :(


GM: I will assume that Morty is inside the circle that will be created by the melee fighters in the group and the walls that Shaarilla will put up.

MORTY TECH: Monster Lore 25% vs Rare [rolled 58 (Failure)]

BARNAS: Everything Lore [rolled 75 (Failure)]

GM: With Morty's roll that is one point away from Partial Success I will provide a little information. Blink Dogs are magical canines that have limited forms of teleportation. A Blink Dog Adept is to a Blink Dog as a Human Fighter (or mage, cleric, etc.) is to a Human.

BARNAS: Cast bless in the free round

BARNAS: It seems like our job is to hold and protect Garamal while he does the heavy lifting. This means its about endurance. So walls that protect and limit enemy access even if for a short while are good.

BARNAS: In most battles we want to kill the enemy as quick as possible. But in this case we might want to go totally defensive. We will not kill the bad guys but we can keep the weaker bad guys between us and the stronger ones.

GM: I would like everyone to send 3 rounds worth of actions. For the melee fighters, that just means 3 rounds of attacks. For Shaarilla and Morty, who are in the circle and able to cast spells, just give me your best guess as to what you are likely to do and send cast rolls. Obviously if things change significantly, you can adjust.

GM: I would also like 3 magic saves from each character.

SYL: Did you send the results for Syl's Anything Lore roll and i miss it? She only had +10 but anything would be better than nothing...

GM: I did not see a roll from her yet so here it is - [rolled 65 (Failure)]


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 - 6
2nd - 6
3rd - 4
  1. CLW, CLW, CLW, Bless, Protection from Evil, <D-Detect Evil>, <single class>
  2. Hold Person, Hold Person, Hold Person, Augury, Augury, <D-Find Traps>, <single class>
  3. Invisibility to Undead 10', Prayer, <D-Speak With Dead>, <single class>
KC
9
  • GK - Jump, Shout, Spider Climb
  • SK - Fumble, Hold Person, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
9
  • GK - Invisibility, Shield, Spell Store, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
7
  • GK - Illusion, Spell Store, Sphere of Silence, Stinking Cloud, Undetectability
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic
Shaarilla
9
  • GK - Conjure Mist, Ice Creation, Mage Armor, Mist Vision, Spell Store, Shocking Grasp
  • SK - Frost Bolt, Lightning Bolt, Wall of Ice
  • Spell Wand (7 spell points) - Lightning Bolt, Lightning Bolt, Wall of Ice, Sphere of Fresh Air
Syl
9
  • GK - Invisibility, Light, Shadowform, Strength of Darkness, Sunburst, Wall of Darkness, Witchsight
  • 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 Pistol4
LaniWalking UnseenMartial Artist ability1
TyraCure Critical WoundsPendant of Healing11