Spelljammer
        Quellbourne
Current Turn?NoSubject:Up the Outer Wall - Round 3
Campaign:SpelljammerTurn Start Date:12/16/606
Adventure:QuellbourneTurn End Date:12/16/606
Adventure Number:9Characters:KC , Martin Vane, Morty Crystaltouched, Pellanistra Xarann, Randle Hewlet, Shaarilla, Syllivarrna Obanghall, Tyra Stellastrom
Turn Number:4.1Send To:bluemountain@championsoftheempire.com; kc.starsprite@gmail.com; keithwestrate@sbcglobal.net; 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
55/60
/0
7
3
57
10
/0
1/day
2/2
1/1
Martin Vane
14
0
71/85
/0
10
3
65
18
/0
1/day
3/3
1/1
Morty Crystaltouched
16
0
40/56
6/6
6
0
60
0
0/1
1/day
1/2
1/1
Pellanistra Xarann
5
0
60/65
8/8
10
0
90
20
/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
23
0
42/65
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
15
0
77/92
/0
6
2
64
20
/0
1/day
2/2
1/1
Tyra Stellastrom
2
0
96/98
12/12
10
3
88
20
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
11/15
15/15
+30 sorcery pool from Wand of Sorcery (0/30)
Martin Vane
/
14/17
15/15
Morty Crystaltouched
4/4
11/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
21/21
13/13
Shaarilla
6/6
27/29
30/30
Syllivarrna Obanghall
/
14/17
16/16
Tyra Stellastrom
16/17
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3, Detect Invisible
Martin Vane
1
Witchsight
Morty Crystaltouched
1
Phantasmal Force of flying ogre, Witchsight
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental, Spider Climb
Shaarilla
3
Detect Invisible
Syllivarrna Obanghall
2
Witchsight
Tyra Stellastrom
4
Spider Climb, Detect Invisible
Randle HewletSpider Climb
GM: I am showing the following magical preparations:

KC - Detect Invisible (cast by Morty), +10 Normal Saves (Sungrass Toast)

Martin - Witchsight, Spider Climb (cast by KC), +10 Normal Saves (Sungrass Toast)

Morty - Spider Climb (ettercap glands), Phantasmal Force (invisible flying ogre), Witchsight, +10 Normal Saves (Sungrass Toast), Power Perception, Invisible

Lani - Detect Invisible (cast by Morty), Spider Climb (ettercap glands), +10 Normal Saves (Sungrass Toast)

Shaarilla - Detect Invisible (cast by Morty), +10 Normal Saves (Sungrass Toast)

Syl - Witchsight, Spider Climb (cast by KC), +10 Normal Saves (Sungrass Toast)

Tyra - Detect Invisible (cast by Morty), Spider Climb (ettercap glands), +10 Normal Saves (Sungrass Toast)

Randle - Detect Invisible (cast by Morty), Spider Climb (ettercap glands), +10 Normal Saves (Sungrass Toast)

MORTY (OOC): Is it plausible that this thing is the source of the mental attacks Lani reported? It seems very unlikely, we need to keep going after THAT enemy as well, if possible.

MORTY: As I arrive toward the end of round 2 I will add, "Flesh Golems require more enchanted weapons than the basic enchantments to harm them, they are impervious to lesser ones. They are also healed by electrical damage like lightning, and immune to many other spell types other than direct damage. Try fire and cold? They're fairly slow and ponderous maybe we can outmaneuver it to continue to the roof? KC, do the invisible steps continue beyond the ledge? Tyra, I don't think Giant Basher will hurt this thing, but it's glow might tell us something about the enemy on the roof?

TYRA: "Good point. I can check Giant Basher once I get a chance."

MORTY (OOC): I am completely useless against this thing, my crossbow is probably magical enough but the BOLTS aren't. My pistol would heal it, my illusions would be ignored completely. I don't even think Shadow Magic could hurt it. I think Lani may be able to hurt it as a high enough ranked martial artist, but this will be problematic no matter what, especially if the enemy on the roof is still hitting us with mental attacks. Hopefully cold attacks will slow it and allow us to bypass it.

SHAARILLA (GM): Can Shaarilla target the golem with magic missiles?

GM: Easily although if Morty's knowledge of flesh golem's is accurate, they may or may not be effective.

GM: If you haven't yet sent in a turn by the time I resolve round 3 (later today or tomorrow), I will assume you are simply scanning around looking for other threats while KC and Lani battle the flesh golem. If someone wants to examine the magic inside the ear of the gargoyle, the battle will need to move a bit away down the steps, which should be easily enough to accomplish simply by asking Lani to retreat and hope the golem follows.

TYRA (OOC): I'm not sure if I fully understand the situation as a player but I'll share what I'm thinking and you all can point out anything I'm missing or have incorrect. We can get 2 people on the flesh golem. Lani and KC are currently engaged but we may want to swap combatants to get the best match. How easily can we swap someone out?

TYRA (OOC): We still have a mentalist attacking us from top. Should we continue on to engage them or focus solely on the golem? There could also be more opponents up top so rushing ahead might be foolhardy.

TYRA (OOC): Assuming I understand the situation well enough, my inclination is to get the best combatants on the flesh golem while the rest of the group proceeds up top, if possible. Tyra will likely be the best match for the mentalist so I could see that she should continue on up. I only worry that the group may need her on the golem if it requires +3 weapons to hit it.

GM: That sums it up pretty well. At this time, you don't have an easy way to the top (except for Spider Climbing, which might attract missiles again). The invisible stairs end at the invisible ledge that much of the group is standing on. The only other thing of note that anyone has noticed so far is the small field of magic inside the ear of a gargoyle. At this time, no one has done any sort of thorough search of the tower wall adjacent to the invisible ledge. No one has seen any sort of secret door but then again, no one has really looked.

KC: my hope is that the ear activates stairs going up. My fear is that the stairs going down will disappear. (Possibly those of us on the bottom stairs falling...

KC: Getting to the top should not be that hard. I can cast jump on a few of us to get up there quickly. (Possible missle attack?) But the Golem did not get attacked by missiles when it dropped from the top of the tower to the ledge.

KC: could we maneuver or push the Flesh Golem off the narrow ledge? Thus shortening the encounter with it. I am hoping and praying that Lani's Grevious strike may help unbalance it to aid in this?

TYRA (GM): I didn't see a response for this. How easily can we swap out a combatant on the flesh golem? Can we tell if it is focused on KC or Lani?

GM: It will be DEX rolls to swap out whoever the golem is focused on. Right now it is facing KC so, if it focuses its attacks on him, and you want to swap, KC and whoever swaps with him will need to make DEX rolls. If both make 2x or better, the swap is smooth. Otherwise, the golem may get in a free attack, someone may lose one or more attacks or the swap completely fails, depending on the rolls.



KCKC : Attack with +3 Dagger

Attack 1, Init [rolled 2]
Attack 1, Init [rolled 15], Strike Chance [rolled 120-28 = 92 - Hit DEF 92 or less], DMG [rolled 10], AP 45 [rolled 7], Threat 47 [rolled 55]
Attack 2, Init [rolled 12], Strike Chance [rolled 120-85 = 35 - Hit DEF 35 or less], DMG [rolled 7], AP 45 [rolled 18], Threat 47 [rolled 15]
FF attack, Init [rolled 8], Strike Chance [rolled 101-51 = 50 - Hit DEF 50 or less], DMG [rolled 9], AP 45 [rolled 56], Threat 47 [rolled 42]
MartinMARTIN: If it looks like I can maneuver to attack the golem, Martin will do so; if not, Martin will try to go past the golem and reach the top.

GM: There is only room for two to fight the flesh golem on the narrow ledge. Right now, there is no way further up unless you want to spider climb and risk the missiles that struck Morty and Shaarilla earlier when they were flying. Let me know your preference.
MortyMORTY: On round 3 I will spider climb under the ledge and past the melee, trying to get to the far end and continue up the invisible steps if they are there. If they are not, we may need to consider putting a spell point into that gargoyle's ear but I don't want to assume I know about that IC.
LaniLANI: With her Flame Tongue useless against the creature, Lani switches entirely to martial arts attacks.
LANI TECH: Her rank allows her to affect creatures that need a +2 or better weapon to hit. Hopefully that will be enough.

Attack 1 (Kick) - Init [rolled 11], SC [rolled 138-89 = 49 - Hit DEF 49 or less], Dmg [rolled 6 3 (+5)- Total: 14], Threat [rolled 1]
Attack 2 (Fist) - Init [rolled 11], SC [rolled 2 - Automatic critical (Grievous DEF 118)], Dmg [rolled 4 5 (+4)- Total: 13], Threat [rolled 68]
Attack 3 (Kick) - Init [rolled 9], SC [rolled 138-90 = 48 - Hit DEF 48 or less], Dmg [rolled 2 2 (+5)- Total: 9], Threat [rolled 21]
Randle
Shaarilla
Syl
Tyra
Initiative 15
KC hits the golem for good damage. The attack is armor piercing but that doesn't seem to do much extra damage, if any.

Initiative 12
KC misses the golem.

Initiative 11
Lani hits the golem with both a kick and a punch. Both are hits while the punch is a critical hit. The first hit does good damage while the second does much more.

Initiative 10
Morty begins spider climbing past those in front of him to get to the ledge.
Syl remains behind Lani as Lani fights the golem.
Shaarilla contemplates casting a Magic Missile as she remains behind Syl.
Randle moves up behind Shaarilla.

Tyra and Martin move along the ledge to see if invisible steps continue up. They do not see any. Instead, the ledge ends shortly beyond the next gargoyle head.

Initiative 9
Lani hits the flesh golem with a kick for some damage.

Initiative 8
KC hits the flesh golem for some damage.
The golem attacks KC and hits for 2 damage after PROT.

Initiative 5
The golem attacks KC and hits for 3 damage after PROT.

Initiative 4
Morty reaches the invisible ledge just beyond KC.

GM: Lani's attacks clearly caused damage to the golem, as did KC's +3 dagger.

GM: Map to follow. Go ahead and send your round 4 actions.

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
15
  • GK - Balance, Enfeeblement, Eyes of Draak, Eyes of the Eagle, Feather Fall, Jump, Lasting Breath, Spider Climb, Light
  • 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 month256
KCScout HelmSuccor
MortyElectrical BlastMage Tech Pistol11
MortyAugury1st 100%, 2nd 80%, 3rd 50%3
LaniWalking UnseenMartial Artist ability1
LaniCell AdjustmentMartial Artist ability (2d6+8)2
LaniLow Density LeapMartial Artist ability (28 feet for 4d6 END/NL damage)1
LaniFire Bolt
  • Normal: Range (MA x 3) feet, Damage 8d6 damage
  • Flame Tongue: Range (MA x 5) feet, Dmg 10d6
1
LaniFire CantripsNormally 3x per day, but 5x with Flame Tongue5
TyraCure Critical WoundsPendant of Healing1
TyraMental BlastPsionic Helm1
TyraInvisibility to UndeadAs Necromancer talent, rank equal to overall level. 2x per day, duration (MA x 5 rounds).2
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
SylAugury1st 100%, 2nd 80%, 3rd 50%3
There are a total of 45 feet of vertical distance between the first step on the balcony of level 4, to the magically concealed entrance to level 6, which will be visible to anyone who is invisible and climbing the stairs.

45 feet is 540 inches. Each step is 9" high and 9" deep. The first number (9" high) means that there are a total of 60 steps. The second number (9" deep) means there is a total of 540 feet of lateral distance to cover. That means the stairs completely circle the tower almost two times.