Spelljammer
        Archeron
Current Turn?NoSubject:Scro Pirates - Round 15
Campaign:SpelljammerTurn Start Date:5/17/606
Adventure:ArcheronTurn End Date:6/12/606
Adventure Number:7Characters:Barnas, KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:8.6Send 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
15
18
22/55
/0
6
3
51
4
/0
1/day
2/2
1/1
Martin Vane
46
0
24/70
/0
3
0
60
12
/0
1/day
3/3
1/1
Morty Crystaltouched
15
0
36/51
/0
5
0
50
0
1/1
1/day
2/2
0/1
Pellanistra Xarann
22
0
38/60
8/8
9
0
81
16
/0
1/day
1/1
/0
Randle Hewlet
0
0
45/45
/0
5
0
23
0
/0
1/day
2/2
1/1
Shaarilla
59
0
-4/55
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
21
15
41/77
/0
2
0
51
12
/0
1/day
2/2
1/1
Tyra Stellastrom
51
17
20/88
0/10
10
3
69
16
/0
2/day
1/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
7/13
9/9
Martin Vane
/
15/15
13/13
Morty Crystaltouched
/
15/17
9/11
Shaarilla
/
15/23
13/27
Syllivarrna Obanghall
/
12/15
1/12
Randle Hewlet
/
13/13
13/13
KC
Martin Vane
Morty Crystaltouched
Pellanistra Xarann25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
Syllivarrna Obanghall
Tyra Stellastrom
Randle Hewlet
MORTY: Deciding to help where I can and let the others help Shaarilla if I can free them up, I will cast Shadow Magic to mimic a Hellfire spell from the college of Necromancy. It hits three enemy targets (and no
friends) who save at -20 for 8d8 damage. I will target the three healthiest scro I can see well enough to target.

MORTY TECH: Cast chance [cc-64], and I will use my last December luck point if I am allowed since I've been trying to get questions about this turn resolved since then to make it work with a reroll if needed [cc-64]. Damage is [8d8]

GM: You may recall the limitation of Shadow Magic is that it can only be used to duplicate damage-causing spells with an EXP multiple of 250 or less. I had previously ruled that you could use it for Fireball or Firebolt but nothing higher in the Fireball spell list (so no Demonic Firebolts, Demonic Fireballs, Dragonflames, etc.). I realize that this spell has a multiple of 235 in the Necromancy list but am going to stick with the earlier ruling regarding it. I won't make a general statement that you have to use the highest multiple if it appears in multiple lists but will make a ruling on a case by case basis. Hellfire is just too powerful of a spell to allow it to be mimicked with Shadow Magic. Let me know if you want to change it to a Firebolt.



KCKC : Attack Scro 27 with +2 Dagger, then 16 if he is still there.

Attack 1, Init [rolled 12], Strike Chance [rolled 104-81 = 23 - Hit DEF 23 or less], DMG [rolled 11], Threat [rolled 16], AP [rolled 25]
Attack 2, Init [rolled 10], Strike Chance [rolled 104-87 = 17 - Hit DEF 17 or less], DMG [rolled 12], Threat [rolled 18], AP [rolled 75]
Offhand, Init [rolled 8], Strike Chance [rolled 89-78 = 11 - Hit DEF 11 or less], DMG [rolled 12], Threat [rolled 84], AP [rolled 64]
MartinMARTIN: Continues to attack:

Attack 1, Init [rolled 10], Strike Chance [rolled 114-45 = 69 - Hit DEF 69 or less], DMG [rolled 18], Threat [rolled 49]
Attack 2, Init [rolled 9], Strike Chance [rolled 114-51 = 63 - Hit DEF 63 or less], DMG [rolled 15], Threat [rolled 19]
MortyMORTY (GM): I'm not certain on the scale but it looks like I can easily put Tyra in range of the 'unsilence', and I would do that if I could. Can I see Shaarilla struggling? And the guy hitting her? I'm considering casting an Energy Bolt (Shadow Magic) at him to help her, I can't risk a fireball hurting her and the other friends just to hurt them. I assume I do not have any actions left this round?

GM: You are done with round 14.

MORTY TECH: Per roll because I just know you're going to ask for one [rolled 13 vs. PER 22, 1x roll]


GM: Yes, you can see that Shaarilla is in dire straits, but only by peering this way and that. You definitely do not have line of sight on her opponent with all of the people in the way.

MORTY TECH: Cast chance [rolled 32 vs cast chance of 64 - Successful Cast Chance!], and I will use my last December luck point if I am allowed since I've been trying to get questions about this turn resolved since then to make it work with a reroll if needed [rolled 73 vs cast chance of 64 - Failed Cast Chance!].

MORTY: During my casting, I grunt a bit as the spell finishes, weaving my fingers into even more complex patterns than I'm used to, and finish the spell with an effort, thinking {how do necromancers do that without hurting themselves? That was far harder to finish than I expected.}

MORTY TECH: Init [rolled 8], damage is only 8d6 instead of 8d8, but the save penalty is still -20 [rolled 1 6 2 2 5 6 1 5 - Total: 28]
LaniLANI: Continue to attack scro 2 and then switch to scro 3 if he goes down.

Attack 1 (Fist) - Init [rolled 15], SC [rolled 142-18 = 124 - Hit DEF 124 or less (Crit DEF 25)], Dmg [rolled 6 6 (+4)- Total: 16], Threat [rolled 7]
Attack 2 (Flame Tongue) - Init [rolled 14], SC [rolled 116-69 = 47 - Hit DEF 47 or less], Dmg [rolled 14], Threat [rolled 47]
Attack 3 (Kick) - Init [rolled 13], SC [rolled 132-64 = 68 - Hit DEF 68 or less], Dmg [rolled 3 1 (+5)- Total: 9], Threat [rolled 79]
ShaarillaSHAARILLA: Continue to attack while trying to defend the bridge controls. Modifiers for damage not added in (if they still apply)
SHAARILLA: Attack with +1 Quarterstaff

Attack 1, Init [rolled 6], Strike Chance [rolled 96 - Automatic miss!], DMG [rolled 7], Threat [rolled 30]
SylSYL: Attack Scro #20 in order to get to Scro #21. Hitting Extra Hard for +3 damage

Attack #1: Init [rolled 8], Attack [rolled 116-80 = 36 - Hit DEF 36 or less], Damage [rolled 3 4 (+8)- Total: 15], Threat [rolled 84], NL Damage [rolled 1 2 1 - Total: 4]
Attack#2: Init [rolled 12], Attack [rolled 116-72 = 44 - Hit DEF 44 or less], Damage [rolled 2 2 (+8)- Total: 12], Threat [rolled 30], NL Damage [rolled 1 1 2 - Total: 4]
TyraTYRA: Continues to attack Scro 33

Attack 1 (Giant Basher) - Init: [rolled 7], Attack: [rolled 113-74 = 39 - Hit DEF 39 or less], Damage [rolled 13], Threat: [rolled 59]
Attack 2 (Giant Basher) - Init: [rolled 6], Attack: [rolled 113-73 = 40 - Hit DEF 40 or less], Damage [rolled 15], Threat: [rolled 91]

FIGHT ON THE BRIDGE

Shaarilla attacks the orc but misses. The orc chief hits Shaarilla twice for a total of 20 damage. Shaarilla drops to the ground bleeding. It is very clear to Syl that the orc's next action will be to sit down at the helm and do something with it.

Syl hits scro 20 twice, killing him. The scro drops to the ground. Unfortunately, he hit Syl before dropping for 8 damage after PROT.


BATTLE ON THE LADDER

KC attacks scro 27 three times but misses with every attack. The scro also misses.

Scro 16 attacks Martin but misses.


SKIRMISH IN THE PASSAGEWAY

Tyra hits scro 33 twice and kills him. Unfortunately, the scro managed to get a hit in before dropping, causing 11 damage. Scro 31 misses Tyra.

GM: Tyra is at 20 HP - badly wounded and -10 to all actions.

Lani hits scro 2 twice, killing him, and then hits the unwounded scro 3 for 4 damage.

Morty casts a Shadow Magic spell, somewhat mimicking a Hellfire spell and hits scros 20, 30 and 33. 20 and 33 have already dropped and are further incinerated by the spell. Scro 33 takes 14 damage.


GM: I moved both Tyra and Syl their 5 foot free moves. Tyra is in the doorway while Syl is partially standing on the navigator seat so she can attack scro 21 next round.

GM: Updated map to follow. Martin can send attacks.

Martin's first attack takes his own badly wounded opponent and his second attack kills KC's very badly wounded opponent.

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 - 5+1+1
2nd - 5+1+1
3rd - 3+1+1
  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, Repair Injury, <D-Speak With Dead>, <single class>
KC
9
  • GK - Balance, Enfeeblement, Infravison, Light, Jump, Feather Fall, Lasting Breath, Spider Climb
  • SK - Fumble, Stoneskin, Strength
Lani
NA
  • Drow Spells - Clarivoyance, Dancing Lights, Darkness, Detect Lie, Dispel Magic, Faerie Fire, Suggestion
Martin
11
  • GK - Invisibility, Location, Mage Lock, Shield, Speak with Enchanted Creatures, Telekinesis, Walking Unseen
  • SK - Bolt of Energy, Levitation, Passwall, Wizard Eye
Morty
11
  • GK - Illusory Fog, Spell Store, Sphere of Silence, Stinking Cloud
  • SK - Illusionary Wall, Mass Invisibility, Phantasmal Force, Shadow Magic, Project Image
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
BarnasCure Light WoundsHealing Charm (self use only)1
KCRing of VarexRecharges 1 point on 15th and 30th of each month254
MortyElectrical BlastMage Tech Pistol86
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+2)1
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