Spelljammer
        The Doomed Oasis
Current Turn?NoSubject:Undead - Round 7 & 8
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:3.3Send 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
19
0
30/49
/0
2
0
25
0
/
1/day
2/2
1/1
KC
2
0
36/38
/0
3
0
31
2
/
1/day
0/1
/0
Martin Vane
23
0
27/50
/0
2
0
31
4
/
1/day
2/2
1/1
Morty Crystaltouched
0
0
41/41
/0
2
0
49
0
/
1/day
1/2
1/1
Pellanistra Xarann
21
0
29/50
/0
3
0
52
4
/
1/day
1/1
/0
Shaarilla
0
0
26/26
/0
2
0
24
0
/
1/day
1/1
/0
Syllivarrna Obanghall
14
0
38/52
/0
3
0
54
4
/
1/day
0/1
/0
Tyra Stellastrom
33
3
30/66
0/4
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 VaneAccelerated Healing (3/3), Spell Pool (7/7), Armor (PROT 4, 5 hits) (HELD UNTIL ROUND 18 - CAN ATTACK ON ROUND 19)
Morty CrystaltouchedAccelerated Healing (1/3), Spell Pool (3/8)
Pellanistra XarannAccelerated Healing (1/3), Armor (PROT 5, 3 hits)
ShaarillaArmor (PROT 4, 5 hits)
Syllivarrna ObanghallArmor (PROT 4, 5 hits)
Tyra StellastromAccelerated Healing (3/3)

Potion of Extra Healing (Barnas, Martin)
GM: Just need actions from Morty and Shaarilla to resolve rounds 7 & 8. My assumption is that Morty will continue concentrating on the angel illusion in the eastern passage since it is working to delay the zombies.

GM: Shaarilla has 4 spell points remaining. Is she going to try any more Walls of Ice or save them? The situation is a bit less dire now since Syl used a luck point and made her save, and Morty seems to be keeping the rest bottled up.

MORTY (OOC): I agree that the situation is not desperate, but it is definitely not good. We are being forced into fighting them one on one again, and we need to outnumber them to do well. I am also not happy with the idea of letting that caster keep casting indiscriminately. The good news is that if the worst he can do to us this latest round is a Faerie Fire, we have some hope that he's exhausted most of his nastier spells. I would like to see Shaarilla try one more time personally, and assess whether or not she has to try the last time after the round 7 actions resolve, the tide of battle could easily be shifted for good or for ill in that single round.

GM: I wouldn't read too much into the Faerie Fire spell. It could also be that he did not have good line of sight to cast anything else at anyone other than Syl (i.e., he could have rolled a really bad PER roll).

GM: If Shaarilla agrees with Morty's suggestion, then go ahead and send a cast roll for just round 7 and you can see how things go before deciding what to do on round 8.

SHAARILLA (OOC): I think Shaarilla should stick to piloting. This is the fourth time she is attempted to cast ice wall, and the fourth time she’s failed.

TYRA (OOC): This is the challenge of the low level mage and it's magnified when single class and option 2. Shaarilla is the only single class mage in the group. I'm actually running an NPC single class mage henchman in the 5 Wands game and he has the same issue. As option 2, he's only rank 1 with SK and rank 2 with GK spells. So all the important cast chances are under 50%. His Wall of Stone is 24%. That's painful.

TYRA (OOC): Being single class means you don't have another class to lean on for abilities. For option 2, you are more EXP-efficient with your leveling but it's also slower to level up than option 1. Darius and Aiya were option 1 when low level and I would have 3-5 spells that they raised above their level. This way when they were level 3, they had several rank 6 spells.

TYRA (OOC): The new ability with Sorcery skill does let you fudge a cast chance that missed by a few points. Perhaps Steve would be willing to give single class option 2 mages some bonus to that while low level to help compensate. The other thought that involves more work on Steve's part is to consider some other way that low level mages can have more reliable success with their spells.

TYRA (OOC): But short of system changes, she could switch to option 1 and just be focused with certain spells. At least those will have better cast chances. If you don't think you'll want to be able to cast lot of the Air Magics spells then that might be fine. But you might regret being option 1 when you're level 10 or higher.

TYRA (OOC): The other thing you could do more is use Spell Store to hang spells but you will still burn through spell points on failed casts but at least you'll know what you have available in combat. A really nice item that you'd like is a spell wand where you can cast spells into a wand to use later on would be helpful. You may recall Darius having one and using it a fair amount.

TYRA (OOC): It's also fine to just accept that you will fail many of your casts and the rest of the group will know that this is how it is. Your character does have plenty of value but right not being active in combat is not one of them. You might brainstorm some other ways to help in combat that would fit your concept. I remember some battles where Darius and Aiya were best to sit to the side while the heavy hitters handled things.

SHAARILLA: Does Shaarilla have a luck point available?

GM: Yes, she has 1 Luck Point available.

SYL (OOC): question from newbie mage. Could Sharilla cast counterspell on Martin rather than the Ice Wall?

GM: She could if she had a way to counter clerical spells.


ROUND 7
BarnasBARNAS: Attack with +1 Quarterstaff.

Attack 1, Init [rolled 9], Strike Chance [rolled 90-23 = 67 - Hit DEF 67 or less], DMG [rolled 3], Threat [rolled 61]
KCKC: continue chipping away at the skeleton.

(Defensive stance -10 to SC for a +5 to DEF and parrying with off hand for a additional +5 DEF.)

Round 5: init [rolled 10] SC [rolled 68-33 = 35 - Hit DEF 35 or less] DMG [rolled 7] AP 10 [rolled 24] TH [rolled 31]
MartinHELD
MortyMORTY (GM): Morty will keep concentrating on the angel. I wanted to engage, more than once, to try to help, but it's taking all of my concentration to keep that angel 'alive' (or should I say wiggly) enough to keep them distracted :)
LaniLANI: Attack ghoul 3. Bonuses for Potion of Heroism included.

Attack 1 (Fist) - Init [rolled 10], SC [rolled 106-15 = 91 - Hit DEF 91 or less (Crit DEF 9)], Dmg [rolled 4], Threat [rolled 57]
Attack 2 (Longsword) - Init [rolled 7], SC [rolled 89-39 = 50 - Hit DEF 50 or less], Dmg [rolled 11], Threat [rolled 18]
ShaarillaSHAARILLA: Chevrolet uses the last super spell points to attempt to cast an ice wall one last time…
Init: [rolled 3], Casting: [rolled 42 vs cast chance of 32 - Failed Cast Chance!]
SylSYL (OOC): REALLY really wants to be able to lob a Sunburst or three down the hall at the spellcaster but she is rather busy right now. She will yell to everyone that there are 4 more zombies coming, with the next-to-last one casting spells...as she now glows with "Undead Faerie Fire." Grrrrrr

SYL (GM): Can she use her 5' free move to her right so that the spell caster can't target her again or would that allow the rest of the zombies in into the room?

GM: Yes, she can use her 5 foot free move to get out of the line of fire. The first zombie in the passage is currently focused on Morty's illusion and is not advancing.

Round 7: Init[rolled 10], SC-79 [rolled 79-11 = 68 - Hit DEF 68 or less (Crit DEF 9)], Damage [rolled 8], Threat [rolled 95]
TyraTYRA: The warrior maiden now focuses her attack on Skeleton 5

Morning Star +1 - Init: [rolled 10], Attack: [rolled 99-11 = 88 - Hit DEF 88 or less (Crit DEF 29)], Damage [rolled 7], Threat: [rolled 5]

Tyra hits skeleton 2 with a critical hit and destroys it.

Barnas hits skeleton 3 for 1 damage. Skeleton 3 hits Barnas for 7 damage after PROT. (Barnas has 0 hits left on the Armor spell and so it disappears).

KC hits skeleton 4 for 3 damage. The skeleton misses KC.

Lani hits ghoul 3 twice for 9 damage. The ghoul misses Lani.

Syl hits ghoul 4 once for 5 damage. Ghoul 4 hits Syl twice, including a critical hit, for a total of 4 damage. (Syl has 5 hits remaining on her Armor spell). (Without the Potion of Defense the other hit would have also been a critical for 8 more damage).

Morty keeps his illusionary angel attacking zombie 4.

Shaarilla attempts to cast another Wall of Ice but fails.

SHAARILLA: Then if it’s not too late, use the luck point for one last chance to get a wall up: [rolled 2 vs cast chance of 32 - Grievous Success!!!]

GM: Shaarilla obtains grievous success with the Wall of Ice and blocks the corridor behind zombie 6. This should lock the spell caster behind it. Hopefully he does not have a way to dispel it. With grievous success Shaarilla can choose two grievous effects. My suggestion is to choose to have the spell only cost 1 spell point instead of 2, and also make it harder to be dispelled.

SHAARILLA: Those options sound good, let’s go with those.

A Blast of Carnage spell hits Lani and expands out to a cone shaped area of destruction that encompasses Lani, Martin, Syl and possibly Morty as well. Morty can attempt a Luck roll and if he makes a 2x roll, he is just barely out of the area. Lani takes [rolled 5 5 - Total: 10] damage, Martin takes [rolled 4 4 - Total: 8] damage and Syl takes [rolled 8 2 - Total: 10] damage.

SYL: no save vs. spell??

GM: No save against this spell but half damage if you are under the effect of a Bless, Protection from Evil or similar effect.

ROUND 8
BarnasBARNAS: Attack with +1 Quarterstaff.

Attack 1, Init [rolled 4], Strike Chance [rolled 90-22 = 68 - Hit DEF 68 or less], DMG [rolled 3], Threat [rolled 22]
KCRound 6: init [rolled 6] SC [rolled 68-85 = -17 - Missed!] DMG [rolled 6] AP 10 [rolled 11] TH [rolled 71]
MartinHELD
Morty
LaniLANI: Attack ghoul 3. Bonuses for Potion of Heroism included.

Attack 1 (Kick) - Init [rolled 12], SC [rolled 96-11 = 85 - Hit DEF 85 or less (Crit DEF 26)], Dmg [rolled 7], Threat [rolled 42]
Attack 2 (Longsword) - Init [rolled 9], SC [rolled 89-87 = 2 - Hit DEF 2 or less], Dmg [rolled 8], Threat [rolled 33]
Shaarilla
SylRound 8: Init[rolled 5], SC-79 [rolled 79-37 = 42 - Hit DEF 42 or less], Damage [rolled 8], Threat [rolled 53]
TyraTYRA: If she gets lucky and drops Skeleton 5, she'll assist Barnas with Skeleton 3.

Morning Star +1 - Init: [rolled 5], Attack: [rolled 99-28 = 71 - Hit DEF 71 or less], Damage [rolled 10], Threat: [rolled 86]

Tyra switches to assist Barnas. She hits skeleton 3 for 8 damage, destroying it.

KC misses skeleton 4. Skeleton 4 misses KC.

Lani hits ghoul 3 for 4 damage, destroying it before it can retaliate.

Syl hits ghoul 4 for 5 damage. The ghoul misses Syl.

GM: Barnas and Shaarilla both have held actions for round 8.

BARNAS: With Tyra's help his foe goes down so the young cleric moves to help KC. The sooner they can finish off the skeletons the sooner they can join the team up against the zombies and ghouls.

BARNAS: Round 8 Move and attack. Rolls already made but might need modifiers


GM: Barnas moves over to assist KC and hits for 1 point of damage.

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), Bless, 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 - Ice Creation, Mage Armor, Spell Store, Sphere of Fresh Air, Shocking Grasp
  • SK - Ice Construction, Wall of Ice
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