Spelljammer
        Quellbourne
Current Turn?NoSubject:Skeleton With Rusty Sword - Round 5
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:3.3Send 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
0
0
60/60
/0
7
3
56
10
/0
1/day
2/2
1/1
Martin Vane
19
0
66/85
/0
10
3
65
18
/0
1/day
3/3
1/1
Morty Crystaltouched
16
0
40/56
6/6
6
0
50
0
0/1
1/day
2/2
1/1
Pellanistra Xarann
7
0
53/60
8/8
10
0
90
20
/0
1/day
1/1
/0
Randle Hewlet
16
0
31/47
/0
7
0
23
0
/0
1/day
2/2
1/1
Shaarilla
12
0
48/60
/0
4
0
27
0
1/1
1/day
2/2
1/1
Syllivarrna Obanghall
12
0
75/87
/0
6
2
64
20
/0
1/day
2/2
1/1
Tyra Stellastrom
11
0
87/98
7/12
10
3
88
20
/0
2/day
2/2
1/1
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
KC
/
14/15
15/15
+30 sorcery pool from Wand of Sorcery (0/30)
Martin Vane
/
17/17
15/15
Morty Crystaltouched
4/4
23/23
17/17
Easily bruised
Pellanistra Xarann
9/9
/
/
Randle Hewlet
/
19/21
13/13
Shaarilla
4/4
2/27
30/30
Syllivarrna Obanghall
/
17/17
16/16
Tyra Stellastrom
15/15
/
/
NameWatchNotes
KC
2
Tceskia Luck 4/4, Fate 2/3
Martin Vane
1
Morty Crystaltouched
1
Pellanistra Xarann
3
25% DR vs Slash, Crush, Puncture & Elemental
Shaarilla
3
Syllivarrna Obanghall
2
Tyra Stellastrom
4
Randle Hewlet
Stoneskins
1 skin [rolled 5] - Tyra - 5/5
2 skin [rolled 4] - Lani - 4/4
3 skin [rolled 5] - Martin - 4/5
4 Skin [rolled 4] - Syl - 1/4

GM: I added letters to the various containers so you can let me know which one you want to check out next.

A. Box - opened - empty
B. Box - nailed shut - closed
C. Chest - opened - empty
D. Barrel - closed
E. Chest - closed
F. Barrel - closed
G. Chest - closed
H. Box - closed
I. Box - closed
J. Barrel - closed
K. Box - closed.

MORTY (GM): I'd like a little more info of how they are appearing. Just literally not there one moment and there the next? Any special effects at all? Not the broken pieces of bones from the damaged ones reforming, right?
That wouldn't account for the half dozen more rusty swords... Did the skeleton appearing on my shield start to overbalance it or was it perfectly positioned?

GM: The skeletons are appearing out of thin air. One second they are not there and the next second they are there. The one on your shield appears to be optimally balanced.

MORTY (OOC): I think you can see where I'm going here, but I'm not assuming the chests or crates are the key. I think we definitely want to stop destroying them, they've been doubling every time, unless we can figure out the right WAY to destroy them... Wait... maybe a Necromantic (Nifle) Counterspell? I could try mimicking a White Witch Deathbane spell to clear the whole room but if just destroying them causes the doubling that would be VERY bad, but maybe the counterspell will stop them from appearing if cast on the area.

MORTY (GM): Have any lore rolls been made? Magic Lore? I will also attempt to disbelieve in case this is an illusion of some kind, a straight up Mirror Images would not work this way, I should know...

GM: I will assume that Morty is trying to look for signs of an illusion as he attempts to dislodge the skeleton. I have not resolved any lore rolls.

KC: I am leaning toward this being an illusionist tower before whatever happened to this city. The never-ending and narrowing stairway and as Morty pointed out this could be an illusion also.


KCSYL: KC - what the *&^% do you think you are doing? STOP opening chests until we can clean up the mess you are creating...

KC: quickly glancing over towards Sly with with a Glare. I will mutter to myself, " HMPH! The mess that I AM MAKING"

KC: instead of opening any other chests I will instead investigate the door. Looking with power perception first since I am pretty sure it is still up and running. Than looking it over with out touching it if magic is detected. If no magic I'd detected I will see if it is unlocked. I WILL NOT open the door if it is unlocked, because I do not want to create any more of a MESS. Then I will return to the chest I just opened and nudge it shut with my foot, then head toward the next open box to close that too.

KC: (gm) I am pretty sure this is a multi round action

GM: KC can send a DEX roll to see how much he can get accomplished this round. Also send a Power Perception roll.

KC: DEX roll of [rolled 14 vs. DEX 24, 1x roll] power perception roll of [rolled 121 (Success)] and for giggle Perception roll of [rolled 41 vs. PER 26, 2x roll] or [rolled 81 vs. PER 26, 4x roll] take the best one.
MartinMARTIN: Continue attack with +1 long sword

MARTIN: "KC - stop opening chests for a bit, will ya??"

Attack 1, Init [rolled 13], Strike Chance [rolled 124-75 = 49 - Hit DEF 49 or less], DMG [rolled 12], Threat [rolled 29]
Attack 2, Init [rolled 6], Strike Chance [rolled 124-72 = 52 - Hit DEF 52 or less], DMG [rolled 13], Threat [rolled 97]
Attack 3, Init [rolled 8], Strike Chance [rolled 124-93 = 31 - Hit DEF 31 or less], DMG [rolled 15], Threat [rolled 77]
MortyMORTY: "Yikes! No hitchhikers!" I will immediately maneuver the Star Shield to dislodge the skeleton, counting on my more stable seated position to ride the 'rough seas' better than he can. "There's two more out here! Does that mean you guys have several more as well? They all seem the same, even down to the rusty sword. Maybe destroying them is what's making them multiply? Try NOT destroying them this round, just grapple them or take away their sword or just plain defend heavily so they can't hurt you! Do they seem to slow down when they are damaged heavily without being destroyed? Is there some other idea?

GM: I will assume that trying to shake the skeleton will be you round 5 action (since they appear at the start of the round).
LaniLANI: Lani will follow Tyra's lead and not attack this round. She will remain defensive.
RandleRANDLE: Randle will be fully defensive against his attacker.
ShaarillaSHAARILLA: Shaarilla is even more surprised to see a skeleton suddenly right next to her. She eeps as she backs backs up to the wall. She then tries casting Magic Missile at the new skeleton.

SHAARILLA (tech): Initiative: [rolled 7], Cast Chance 66% [rolled 90 vs cast chance of 66 - Failed Cast Chance!], Damage: [rolled 4 2 3 3 4 4 (+6)- Total: 26]
SylSYL: (OoC - running a round behind) again attacks Skekelton #3

Init [rolled 5], Strike Chance [rolled 100-62 = 38 - Hit DEF 38 or less], Damage [rolled 8], Threat [100]
Init [rolled 5], Strike Chance [rolled 100-7 = 93 - Hit DEF 93 or less (Crit DEF 56)], Damage [rolled 6], Threat [100]
TyraTYRA: "Umm, this is very wrong." Tyra says with a frown. Upon hearing Morty, she nods, "Okay, I'm going defensive." She stops her attacks and goes fully defensive. "Does anyone have a sense if we can get anything out of this? Should we just bail and leave?"

Tyra and Lani both go entirely defensive this round and do not attack.

Initiative 13
Martin hits skeleton 13 for 8 damage. The skeleton is badly damaged

Initiative 8
Martin misses skeleton 13.

Initiative 7
Shaarilla barely manages to get her spell off before the skeleton attacks (with the help of 24 points of spell pool). The skeleton is very badly damage.

Initiative 6
Martin hits skeleton 13 for 9 damage. The skeleton is very badly damaged.
Skeleton 3 misses Syl.
Skeleton 9 hits Randle for 6 damage.
Skeleton 10 misses Tyra.
Skeleton 11 misses Tyra.
Skeleton 12 misses Lani.
Skeleton 13 misses Martin.
Skeleton 14 hits Shaarilla (even very badly wounded) for 3 damage.
Skeleton 15 hits Morty for 4 damage.

GM: Skeleton 15 maintains its footing on the Star Shield. It's foot bones are clinging, claw-like, to the edges of the shield.

Initiative 4
Skeleton 3 misses Syl.
Skeleton 9 hits Randle with a critical hit for a total of 10 damage.
Skeleton 10 misses Tyra.
Skeleton 11 misses Tyra.
Skeleton 12 misses Lani.
Skeleton 13 hits Martin with a critical hit for a total of 16 damage.
Skeleton 14 hits Shaarilla (even very badly wounded) for 9 damage.
Skeleton 15 misses Morty.

GM: Syl still has an action for this round.

KC heads over to the opposite door and checks it over with power perception. He immediately determines that the door is indeed magical (level 2 on a scale of 1 to 4). With his power perception roll, he determines that the door doesn't actually have any magical spells on it but is actually a magic item of some sort.

GM: KC can send an Artifact Lore roll.

KC: artifact lore roll of [rolled 90, PARTIAL SUCCESS - You know the name of the item, if applicable, but nothing more]

GM: KC recalls something about magical doors. He doesn't know anything about this particular one but recalls that magic doors are most often created so that they will only open for specific people. However, he also recalls that the more a Shaper attempts to create a door that restricts access to a narrow set of people (or even just a single person), the more likely it is that some sort of loophole is created where a specific class of entities will also be able to open the door. That could be all orcs, or maybe anyone with red hair or anyone missing a limb, and so on. A Ritual of Identification might be able to discern this loophole but often it is a hidden property of the door and difficult to learn.

GM: No new skeletons appear at the beginning of round 6.

GM: I spoke too soon.

GM: On initiative 4, Syl hits and destroys skeleton 8.

GM: At the beginning of round 6, two more skeletons appear, both near Syl.

KC: with a small chuckle I will mutter to myself, "I guess it was not my MESS after at."

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 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