Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Ice Kral - Round 10
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:8.3Send 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
29
0
26/55
/0
7
3
52
8
/0
1/day
2/2
0/1
Martin Vane
24
0
56/80
/0
10
3
65
16
/0
1/day
3/3
1/1
Morty Crystaltouched
16
0
40/56
6/6
6
0
50
0
0/1
1/day
0/2
1/1
Pellanistra Xarann
7
0
53/60
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
41
0
19/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
49
0
38/87
/0
6
2
60
18
/0
1/day
0/2
1/1
Tyra Stellastrom
7
16
75/98
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
/
2/17
13/15
Morty Crystaltouched
4/4
13/19
0/17
Pellanistra Xarann
7/9
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
21/27
27/30
Syllivarrna Obanghall
/
1/17
7/14
Tyra Stellastrom
5/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Morty Crystaltouched
1
Invisible
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Barrier of Wind (+14 DEF, +23 DEF vs ranged, ends on round 29), Mage Armor
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Stoneskin (1/6)
Randle Hewlet
MORTY: I will move up toward the mast and examine what I can see of the anchoring spell (or whatever it is that drew my attention), and call out "I think that's it about 12 feet up on the main mast, Shaarilla." (assume I use more accurate directions if I can, since you didn't really say how high up it was)

MORTY (GM): I'm guessing I need another PER roll to see more? [rolled 59 vs. PER 22, 3x roll] Or is it obvious enough once I get closer and concentrate on the right area? Is there an object there? I was thinking it might be a spell attached to a crossbow bolt and I could potentially physically remove the bolt and toss it overboard?


GM: There is no object at the point where you noticed something. Just need a power perception skill roll to see if you can better identify it.

MORTY TECH: Power perception roll as requested [rolled -19 (Absolute Failure)]

SHAARILLA: "I thought it was most likely somewhere up the center mast."

SHAARILLA: Power perception roll:[rolled 89 (Partial Success)], But not at all certain I'm making the right roll...

GM: Both Shaarilla and Morty see a spell on the mast that appears to be some sort of area effect spell. Morty identifies the spell as a Mage Wind spell, probably put up by the Maelstrom's water mage to help the ship make headway in these difficult conditions. However, Shaarilla believes the spell to be inimical in nature and likely the spell she is looking for that allows fliers to move in relation to the ship instead of the prevailing conditions.

KC: Does the dodging ( -20 to opponents SC ) help out for me avoiding being hit in round 9.

GM: Yes, it does. I refunded the 6 HP damage that you had taken.

GM: Sorry for the slow down. My daughter started attending college in-person this week and things have been busy.

GM: Here are suggestions for round 10

Martin - Coast Bolt of Energy at either ice kral 9 or 20.
Shaarilla - Send power perception roll to see if what Morty is pointing out is the spell center you are looking for.
Syl - Cast Starfire at ice kral 2 or 25.
Tyra - Target ice kral 17 with attacks.


KCKC : Attack with +3 Dagger the closer Kral 15 or other closet while dodging. (1 attack sacrificed for +20 to defense)

Attack 1, Init [rolled 10], Strike Chance [rolled 120-32 = 88 - Hit DEF 88 or less], DMG [rolled 10], Threat [rolled 69]
Martin
MortyMORTY TECH: Move half move, study and search for ways to get rid of the spell. If I can do so, I will, immediately. If I can't, and can't really learn more, I guess I will shoot at one of the ice kral port side forward, maybe #16 is in decent range (under 75')? Or if they are 5' squares I should probably be able to reach #7. Assuming that the red circled targets are higher altitude? You never really stated what that status meant. One shot lost to movement, init modified to take that into account.

Shot #1: Init [rolled 8] , [rolled 120-60 = 60 - Hit DEF 60 or less] to hit, [rolled 2 2 1 (+12)- Total: 17] damage, save for half, [rolled 87] threat.
LaniLANI: Attack with her Longbow of Power. Target ice kral 18 with grounding effect and ice kral 5 with other attack.

Attack 1 (Longbow of Power) - Init [rolled 6], SC [rolled 128-45 = 83 - Hit DEF 83 or less], Dmg [rolled 10], Threat [rolled 17] (grounding on ice kral 18)
Attack 2 (Longbow of Power) - Init [rolled 7], SC [rolled 1 - Automatic (potential) grievous], Dmg [rolled 8], Threat [rolled 90]
Shaarilla
SylSYL: targets Krall #25 with Starfire (only one spell points for one more cast so this and next round better be good!)

Cast Chance 72% [rolled 74 vs cast chance of 72 - Failed Cast Chance!], Damage [rolled 2 5 1 3 4 2 2 2 4 (+9)- Total: 34], Threat [rolled 53]
TyraTYRA: Tyra will attack the next Kral with psionics.

Psychic Crush: Init [rolled 2], [rolled 102-63 = 39 - Hit DEF 39 or less], dmg [rolled 1 4 (+3)- Total: 8], Threat 30-: [rolled 98]
Psychic Crush: Init [rolled 7], [rolled 102-64 = 38 - Hit DEF 38 or less], dmg [rolled 6 2 (+3)- Total: 11], Threat 30-: [rolled 1]

KC hits ice kral 15 for 4 damage after PROT.

Morty spends this round studying the magical pattern on the mast and concludes that it is a water mage spell, likely Mage Wind.

Lani shoots ice kral 18 with a Grounding effect arrow, hitting for 4 damage after PROT. The ice kral is allowed a magic save to avoid the grounding effect [rolled 58 vs save of 54 - Failed Save!].
She hits ice kral 5 with a critical hit for 14 damage. It falls into the sea.

GM: Ice kral 18 drops into the sea as his flight effect is grounded.

Syl hits ice kral 25 with a Starfire (with the help of her spell pool) for 34 damage. The ice kral is allowed a magic save for half damage [rolled 71 vs save of 54 - Failed Save!].

GM: Ice kral 25 takes 34 damage.

Tyra hits ice kral 17 with a pair of psionic attacks for 8 and 11 damage. The ice kral is allowed mental saves for half damage [rolled 74 vs save of 50 - Failed Save!], [rolled 88 vs save of 50 - Failed Save!].

GM: Ice kral 17 takes 19 damage and is bloodied.

Shaarilla spent some time studying the magical pattern on the mast and believes it to be the spell that is allowing the flyers to stay with the Maelstrom. The only counterspell she knows is Elemental and she does not think it is an elemental spell but she is not entirely sure.

Martin still has an action this round.

KC is not attacked this round since the ice kral targeting him are Slowed.

Martin is attacked twice and hit once with a critical hit for 18 damage.

Morty is invisible again and not targeted.

Lani is attacked three times and missed.

Syl is attacked once and auto missed.

Tyra is attacked once and missed.

Two more of the Maelstron crew go down this round and the ice kral on the port side start closing in.

GM: Map to follow shortly.

SHAARILLA: Shaarilla calls out to whoever can hear her, "I found the spell that lets them stay with the ship, but I don’t think it’s one I can counter. I’m going to try…”

SHAARILLA: She will try tocounter it in case it is an elemental spell (It might be in air spell that she doesn’t know).But can she even counter elemental spells? I’m not seeing that in my character sheet...

GM: Yes, it is on your character sheet and listed as "Counterspell Elemental". She has a range of 225 feet and a base cast change of 78% but that is modified downward by the rank of the spell she is trying to counter so she needs to roll low. Of course, if the spell is not elemental in nature, the counterspell won't work even if you roll a natural 1.

MORTY: "Well I suppose you know elemental magics better than I do, and if this isn't elemental then you might be right. You think Martin needs to cast a Sorcery counterspell on it? At least that won't harm it if I'm right and it's a Mage Wind either way... I know my Shadian counterspell won't do squat. You're faster than I am can you relay the message to him?

MORTY (GM): It's always confusing to try to figure out what we can do and what we can't do. The spell is not on an object other than the mast, so I can't just remove that object, could I damage it in a minor way that could break the spell? I have zero option with my magic to block it, disable it, or even just suppress it for a moment, right? The only thing I can think of is the Illusory Fog to give us a minute's reprieve to get it dispelled, maybe I should recommend that to the captain? Would Martin be okay to do the counterspell if he comes over here or will the Ice Kral crossbowmen interrupt it with their shots? I could make him Invisible I guess?

GM: Martin is only about 20 feet away so you can call out to him.

GM: The spell appears to be cast onto the mast of the ship. I have been hand-waving most spell casting this battle and not worrying about whether a spell is disrupted by an attack with the assumption that mages are casting when they think they can get away with it. However, if the ice kral really want to preserve the spell that allows them to stay with the ship, they may deliberately target anyone attempting to remove it so some form of invisibility or visual blockage would probably be a good idea. The captain is about 50 feet away and two decks up from Morty.

GM: As far as I know, Morty has no way of disrupting the spell unless it happens to be some sort of illusion that could be countered with his Shadian counterspell, which seems highly unlikely.

GM: Morty looks around and sees the ice kral crossbowmen taking an active interest in what Shaarilla is doing. He suspects that if she begins casting at the mast, she will suddenly be the focus of all of the crossbowmen in range. This tells him that she is probably right about the spell on the mast, and Morty is probably wrong about it being a Mage Wind.

MORTY (GM): Thanks, this gives me more justification for this. Hopefully we can get this attempted this round.

MORTY: "MARTIN! Come over here by the mast, quickly!" As he's coming over I will add, "Don't cast anything Shaarilla, the Ice Kral are watching you intently, if you mess with the spell they will fill you full of holes, and you're already pretty hurt. I would make you invisible but I honestly believe that Martin is the best chance here, and I can only do one of you at a time safely." I will wait until Martin moves over here and as soon as he STARTS moving I will add, "come right near me," hoping he can see me with his Witchsight, and cast my spell right away as he gets moving so I can get it off before the end of the round, it will definitely take more time than his movement. After the spell goes off I'll add in a low voice "You'll need to counter this spell with your Sorcery counterspell, as soon as you can. This invisibility should keep the Ice Kral from interrupting you. Shaarilla believes it's the spell that's allowing them to keep up with us so easily, and I believe her, especially with the way they are watching her so intently."

MORTY TECH: Cast Invisibility on Martin, starting when Martin moves, presumably init 9-10?, [rolled 31 vs cast chance of 79 - Successful Cast Chance!] cast chance. Cast time is 4 segments.


MARTIN: Stops in his tracks (I'm going to assume that he hasn't started casting yet and can actually do something) and listens to Morty call out to him. He will head over to the mast where he thinks Morty is.

MARTIN: Dex 19 roll: [rolled 28 vs. DEX 19, 2x roll]

SHAARILLA: dex 22 roll [rolled 18 vs. DEX 22, 1x roll]

GM: Morty made his DEX roll during our Thursday night game on Discord/Maptool and managed to roll an 01.

Morty wastes no time in casting Invisibility on Martin, who has not yet acted this turn. Once the spell is cast, Martin turns to cast a sorcery counterspell on the focus of the spell. He needs to burn a spell point for power perception to accurately target the spell. Martin manages to successfully cast his spell.


Immediately, the flying ice kral begin falling astern of the ship. Some of the ice kral make an effort to keep up with the ship but it quickly becomes apparent that this will be difficult to do given the Mage Wind spell on the Maelstrom. A few more shots are leveled at the group and crew but, by the end of the next round, most of the ice kral are out of easy range and, within a couple of rounds, it is clear that the Maelstrom has broken free of the ambush. The group watches as the ice kral fly back towards their own ship, which was paralleling their course to the north. The enemy ship turns to the south and meets the returning ice kral and then works to recover any ice kral who fell to injuries and are still alive, as well as those who were affected by the grounding effect of Lani's Longbow of Power.

The Maelstrom continues to the east northeast and is soon swallowed up in the heavy mist.

SHAARILLA (OOC): Yeah! We did it!



GM: I'd like to try to come up with some ideas to speed up combat. I have some ideas but also want to hear any ideas you have. Here are some ideas:

--Players can just indicate their actions without making all the die rolls (GM will make the die rolls). This will help those who want to respond to the turn but don't have the time to look up their specific die rolls. That way, a player can simply say "I want to cast a <name of spell> on the most appropriate target and the GM will resolve.

--We can start doing 2, or even 3 combat turns at a time. Players send their actions and attack rolls and I will resolve multiple rounds. As things change (for example, a target is killed) I will adjust and have the character attack another target.

--A combination of the above 2. You don't need to send die rolls. Just send what you want your character to do during a given battle and I will make all the rolls. After each resolution email, you can adjust as desired.

--We have a lot less combat and more story-type turns. Players would be free to adlib stories to the current adventure.

MORTY (GM): I would say the big thing is probably not to hold everyone up waiting for a single person to make their own roll, especially like this recent occasion when it was an unanticipated additional roll after he sent in his turn. He had pretty much agreed to following our lead/idea, and after the rolls were requested from three different people, two of us provided them within a day or three and then we waited another 4 days to resolve the last person. I think in that case you are well within your rights to just make the dex roll and resolve.

MORTY (GM): From my perspective I like the idea that if you decide that an additional roll is needed you just make it for us, but it is nice to see what was rolled and why, not just your resolution. Maybe just allow 24 hours for individual responses to requests like that?

MORTY (GM): If people want to do the generic actions and just ask you to make all the rolls for them that can just be an individual decision, if they send in a turn without any rolls you can infer that this is what they want?

MORTY (GM): Multiple combat turns make sense in some cases, but in this case we were constantly trying to figure out things and investigate the situation in order to turn it in our favor. It would lose some of the mystery perhaps for you to just tell us to roll 3 rounds of attacks, but not every fight needs to be this nitty gritty, this was an unusual case in that it was going to be a very very prolonged and potentially deadly battle if we didn't get this figured out.

MORTY (GM): Were we able to save any of the wounded sailors with first aid or magical healing?

GM: Yes, only 3 crew members died while many were injured. Over the new few days, every fully recovers with the assistance of Randle Hewlet, your Lay Healer.

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 Pistol84
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
TyraMental BlastPsionic Helm11
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