Spelljammer
        The Gateway Kingdoms
Current Turn?NoSubject:Ice Kral - Round 7
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:8.0Send 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
6
0
74/80
/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
29
0
31/60
/0
4
0
27
0
1/1
1/day
1/2
1/1
Syllivarrna Obanghall
38
0
49/87
/0
6
2
60
18
/0
1/day
2/2
1/1
Tyra Stellastrom
7
9
82/98
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
/
9/17
13/15
Morty Crystaltouched
4/4
19/19
7/17
Pellanistra Xarann
7/9
/
/
Randle Hewlet
/
19/19
13/13
Shaarilla
4/4
21/27
27/29
Syllivarrna Obanghall
/
9/17
9/14
Tyra Stellastrom
8/15
/
/
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
TYRA: "Anyone see if they have a leader in their ranks?" With her throwing weapons still out, Tyra will switch to psionic attacks once she determines her next target. She then mutters to herself, "Gotta get more throwing weapons."

GM: I'd like to try to speed up this battle and resolve round 7 tomorrow or the next day. Here are suggestions for those who have not yet sent in turns.


KC - Continue dagger attacks.
Martin - Continue attacking with Bolt of Energy.
Shaarilla - Get back down to the deck of the ship to avoid melee with ice kral.
Syl - Continue attacking with Starfire.
Tyra - Continue attacking with psionics.

GM: Also, I still need a LUCK roll from Shaarilla to see if she managed to get out of the area of the Illuminate spell.

KCKC : Attack Kral 22 with +3 Dagger. I will shout out , "THE KRAL (22) THAT I AM ATTACKING IS THE LEADER. HE HAS BEEN SLOWED."

Attack 1, Init [rolled 17], Strike Chance [rolled 2 - Automatic critical (Grievous DEF 90)], DMG [rolled 10], Threat [rolled 83]
Attack 2, Init [rolled 10], Strike Chance [rolled 120-15 = 105 - Hit DEF 105 or less (Crit DEF 23)], DMG [rolled 9], Threat [rolled 19]
MartinMartin: Will continue with the Bolts of Energy until the Kral get closer (or closer together)

Martin: Init: [rolled 3], cast chance [rolled 58], damage: [rolled 6 4 5 2 1 3 6 2 - Total: 29]
MortyMORTY: During round 6 I will return to the deck, and continue firing, hoping to be of use since I can't figure out a way to easily end the Illuminate effect on myself. I'll take up position using the port side ladder as cover.

MORTY (OOC): If and when the GM notifies me that I have made sufficient PER rolls and/or INT rolls to notice that the spell ended on those who had Stoneskin spells on and their spells have ended, I will end my invisibility. Until then, I guess I just suck it up since I didn't make my roll in character and noone has told me.

MORTY TECH: Shot #1 lost due to movement.

Shot #2: Init (take worst of [rolled 9] or [rolled 4]), [rolled 120-87 = 33 - Hit DEF 33 or less] to hit, [rolled 6 3 1 (+12)- Total: 22] damage, save for half, [rolled 58] threat.
LaniLANI: Lani is concerned that Shaarilla is now in melee with a couple of the ice kral not far above her head. She hopes Shaarilla will come back down to the deak.

TECH: Attack with her Longbow of Power. If she is able to shoot at one of Shaarilla's opponents without risk of hitting Shaarilla, she will do so. Otherwise she will shoot at ice krall 11 with a Grounding effect and ice kral 5 with a normal shot.

Attack 1 (Longbow of Power) - Init [rolled 10], SC [rolled 128-85 = 43 - Hit DEF 43 or less], Dmg [rolled 13], Threat [rolled 37] (Grounding)
Attack 2 (Longbow of Power) - Init [rolled 13], SC [rolled 128-27 = 101 - Hit DEF 101 or less], Dmg [rolled 14], Threat [rolled 5]
ShaarillaSHAARILLA: Shaarilla will pull out her quarterstaff from her bracer of weapons to defend herself with @ she makes her way back to the deck, trying to lead the Ice Kral down to where Lani can reach them.
SylSYL: Will try Starfire again, this time at Kraal #2

Init [rolled 4], Cast Chance (72) [rolled 84 vs cast chance of 72 - Failed Cast Chance!], Damage [rolled 4 6 2 1 4 2 3 2 1 (+9)- Total: 34], threat [rolled 3]
TyraTYRA: Tyra will attack the next kral that is shooting at her. She'll spend psionic points to pay for the attacks, Endurance for the NL damage.

Pushed Psychic Crush: Init [rolled 10], [rolled 102-74 = 28 - Hit DEF 28 or less], dmg [rolled 3 5 (+7)- Total: 15], Threat 30-: [rolled 78], [rolled 2 1 2 - Total: 5] NL
Pushed Psychic Crush: Init [rolled 8], [rolled 102-73 = 29 - Hit DEF 29 or less], dmg [rolled 3 5 (+7)- Total: 15], Threat 30-: [rolled 91], [rolled 1 1 2 - Total: 4] NL

Martin hits ice kral 10 with a Bolt of Energy. The ice kral is allowed a magic save [rolled 63 vs save of 54 - Failed Save!].

GM: Martin kills ice kral 10 with the Bolt of Energy.

Morty figures out that the Invisibility spell is causing the Illuminate effect and ends it, ending the uncomfortable heat. He returns to the deck and, using the cover of the port side ladder, shoots at ice kral 4 but misses.

Lani misses ice kral 11 but hits ice kral 5 for 8 damage after PROT. The ice kral is now bloodied.

Shaarilla draws her quarterstaff to defend herself and returns to the deck of the Maelstrom. The ice kral do not follow her. Instead they slowly move back out (5 foot free moves) as they recover their crossbows and shoot. One of the shots removes her final Stoneskin while the other hits for 13 damage after PROT. She also takes 2 damage from the Illuminate effect. She has 31 HP remaining.

Syl attempts to cast a Starfire at ice kral 2, but fails her cast chance.

KC is attacked twice and hit once for 8 damage after PROT. KC has 26 HP remaining.

Martin is attacked twice and hit twice but neither hit penetrates his protection.

Morty is attacked twice and hit twice (even with the +20 for cover) for a total of 7 damage after PROT.

Lani is attacked twice and hit twice for a total of 7 damage after PROT and DR.

Syl is attacked twice and missed.

Tyra is attacked twice and hit once with a critical hit for 4 damage after LOW.

GM: I assume that Tyra will not use a Luck point on the critical hit. I rolled 5 damage. Her 3 LOW dropped it to 2 damage and the critical doubled it to 4 damage.

TYRA: Yeah, I won't use a luck point for the critical hit. I did send a turn earlier this week but my guess is it didn't arrive then. I can resend.

GM: I need actions from KC and Tyra.

GM: Shaarilla can attempt an insight roll. She normally needs a 30 or less but I will give her a bonus of 10, so she needs a 40 or less. If she fails, she can always use her Flash of Insight (she has 1 Flash of Insight every month).

SHAARILLA: Insight: [rolled 25]

SHAARILLA: If that fails will use flash of insight.

GM: When Shaarilla took to wing, she did not have to expend any effort to keep up with the Maelstrom. Her flight was entirely relative to the ship. It seems mostly likely that there is a magical spell in effect that affects all fliers in the vicinity and keeps them tied to the ship. If someone could dispel that effect, the ice kral would either be left behind as the Maelstrom moves east, would have to expend significant effort to keep up with the ship or would have to land on the ship changing the battle to a melee.

SHAARILLA: Who in the group could dispel something like that? Shaarilla would probably know, but I don’t.

GM: Here is a Magic Lore roll for Shaarilla to see what she might know about the spell [rolled 147 (Success)].

GM: Shaarilla thinks a Sorcery counterspell would be the most likely to work, or maybe an elemental counterspell. Shaarilla knows that Martin is skilled with the Sorcery counterspell. Shaarilla, of course, knows the Elemental counterspell. Before countering the spell, someone would need to find where it was cast, using power perception.

GM: A couple of other things that happened this round: the crew of the Maelstrom killed ice kral 14. Crew member 9 dropped from wounds (the ice kral are also shooting at crew members, not just party members).

Tyra hits (barely) ice kral 17 twice. He gets mental saves against both attacks [rolled 73 vs save of 50 - Failed Save!], [rolled 83 vs save of 50 - Failed Save!].

GM: Ice kral 17 takes 30 damage from the psionic attacks.

GM: Ice kral 22 is over 100 feet from KC but he managed to hit him anyway with both a critical hit and a normal hit for a total of 17 damage.

SHAARILLA: Instead of attacking this round, Shaarilla will activate her Power Perception and try to find the spell that is letting the Ice Kral maintain position around the ship.

GM: Send both a Power Perception roll and a PER roll.

SHAARILLA: Power Perception Bonus: [rolled 131 (Success)], Perception: [rolled 85 vs. PER 16, 6x roll]

GM: Shaarilla did not see the source of the fly spell effect on round 7. She can continue to look on round 8.

GM: Everyone can send their round 8 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
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 Pistol82
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
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