GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

MacConnell

Creator of The Untamed Wilds
Seeing the body language of Quixt, gauging the scene and checking the ravine, Sphynx deduces his motivation. He says quietly, "The ravine is good; but since we have that large battering ram of a warrior with us, we should carry at least one off in a different direction and deposit it. We could be a little clever with the humanoids and make it look like they fought one another."

He pauses, his face expressing some internal analysis. "My thoughts have wandered and I have dreamed. I do not recall our specific purpose other than a commission for that Kobold metal. Were we going back into one of these caves?"
 

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Tellerian Hawke

Defender of Oerth
Nimbar nods, "I don't see how we can let this pass; the Wendol are the unifying force for these humanoid tribes. They not only embolden them to threaten nearby civilization, but they are performing unspeakable rituals, turning both their own dead, as well as the dead of their victims, into an undead army, walking abominations. We MUST destroy the Wendol. I cannot let this pass with a clear conscience."

Hawke nods in agreement.
 


Tellerian Hawke

Defender of Oerth
Hawke says, "These stairs lead into the cave system at the far end, probably directly into the area occupied by the Wendol, unless I miss my guess. I say we enter right here. I doubt they'd be expecting us to come in through here."
 

Aust Thale

Adventurer
Quixt:
Putting the wand back in his belt and drawing his short bow, "Let's go down the hole. It's narrow enough to allow us to fight our way back, and given how many bodies they put up here in this outpost, methinks we might be better off coming at them from above here than down there," motioning toward the ravine. If the spiral tunnel is un-lit, he gets as far as he can and casts Darkvision on himself, providing two (2) hours of vision in the dark. If the spiral is lit up by torches or other means, he will go as far as he can into the tunnels without it. "I'll scout ahead of us 10 feet or so. Hawke, I'd very much like you in the front of that next 10 feet, should I find myself pinched. "
 

Tellerian Hawke

Defender of Oerth
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GM: Let me know if the spacing isn't as you expected.
 

Tellerian Hawke

Defender of Oerth
GM:
Having heard no objections in the last 6 days, we now move on.


GM:
Hawke is carrying his big hammer in his right hand, and the magic candle in his left, with the front hooded, so that onlookers cannot see the flame, but the party CAN. This also grants Hawke Darkvision while he is holding it.


Ever-burning Candle of Darkvision
CL: 10th; Craft Wondrous Item, Darkvision, Permanency; faint enchantment.
Market Value: 3,500 GP.


Once lit, this candle never goes out, unless the top of the candle is carefully cut off; if the actual form of the candle is somehow defaced (smashing the candle underneath a boot heel, for instance) the enchantment is broken, and the candle is destroyed. If the form of the candle is intact, then it can be cut to any length while still maintaining the enchantment.

The candle sheds a dim light, in a 5 ft. (1 square radius) around the caster. The candle's flame cannot be seen at distances of 31 feet or more; the flame can be seen by careful onlookers (Spot DC 15) who are between 16 and 30 feet distant. Onlookers who are 15 ft. distant, or closer, can see the flame normally. A good practice for using this candle is to place it inside a hooded lantern, and turn the hood around backwards, so that the light of the candle is projected backwards (instead of forwards, as would normally be the case.) Doing this gives onlookers no chance at all to the see the candle's flame from the front (although from the back, they have the normal chance to see.)

The holder of the candle is granted Darkvision, at a distance of 60 ft.

Those whom possess Lowlight Vision, and can see the flame (i.e., those within 15 feet of the candle) are granted enough light to activate their Lowlight Vision, thus, in a mixed party of humans and demihumans, this candle helps everyone. Typically, each human will carry one of these candles, and their demihuman allies will simply stay close enough to activate their natural vision.

Components for creation: a normal wax candle, and 3.5 oz. of diamond dust.

The stairs lead down into a wide passageway. This passageway looks like it has recently been cleared of a large amount of debris; it looks as if there was a cave-in, and the rubble has recently been cleared away.

GM:
The red circle marks the landing of the stairs. Ahead of the party, in the numbered area of the map, is the cave complex. Behind the party...? Leads to the unknown...


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The smell here is AWFUL. You get a whiff of what smells like a combination between rotting meat, urine, and feces.

EVERYONE: What do you do?
 
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Tellerian Hawke

Defender of Oerth
Hawke says, "We appear to be at the tail end of the cave complex. I would bet that the tunnel to the Southwest is new construction, and probably unfinished. I say we go straight ahead, Northeast, because from here I can see that it forks into two hallways. The question is, which hallway do we take? Right, or left?"

Nimbar thinks for a minute, "Perhaps right? I've noticed over the years that turning left always seems to bring bad luck. But maybe that's just me. Quixt, Sphynx... thoughts?"
 

MacConnell

Creator of The Untamed Wilds
Sphynx bobbles his head from side to side as he harbors no such superstition, though the statistics seem to support such decision. "Right it is. I will take point this time. Hold back to keep me out of the radius of the lantern."
Hide (d20+10) = 16 + 10 = 26: Move (d20+10) = 14 + 10 = 24. I actually rolled 16 twice but did not think that was very random. Next roll was 14.
 

Tellerian Hawke

Defender of Oerth
You seem to moving with a high degree of stealth; the complex is quiet, and the rank, musty smell is growing stronger. There are torches here and there, lighting the rooms and passageways, but only very dimly.

Turning the corner, peering into the room marked as "52" on the map, you see that this is some sort of audience chamber. At the far, southern end, there is a raised dais, and a throne which has four, large, magnificent looking emeralds embedded in it. The emeralds sparkle in the dim glow of the torchlight. In front of the dais, spaced back a bit, are 4 wooden chairs for guests to sit in.

All along the walls, are skeletons, dressed in badly rusted chainmail, and holding rusty steel shields and even rustier scimitars. They do not move at all. There are 12 skeletons in all, 6 on each flanking wall. There is nothing else in the room.

SPHYNX: What do you do?
 

Tellerian Hawke

Defender of Oerth
You notice another room to the west (53), that seems to be where the awful, musty smell is coming from. And the middle hallway continues to the north. Ignore what looks like rubble on the map, as I said before, that rubble has been cleared away.

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MacConnell

Creator of The Untamed Wilds
Sphynx backs up and returns to regroup with the party, quietly describing what he has seen. "Considering the level of necromancy we have seen from whoever is running these Wendol, I am highly suspicious of this room."
 

Tellerian Hawke

Defender of Oerth
Hawke says, "Ok, the skeletons are pretty obviously guarding the dais. They will probably animate and attack if the dais or throne are disturbed. That putrid smell you mentioned probably means that there a zombies nearby. We could probably just bypass the skeletons, I doubt they will animate if we simply pass by. The zombies on the other hand, are probably on guard, and looking for intruders. We will likely need to deal with them, hopefully in a quiet manner, if at all possible. I wonder how many of them there are? Hmmm... stay here, I will go find out."

Before anyone can object, Hawke turns and jogs down the hallway as quietly as he can.

GM:
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GM:
Zombies' chance to spot Hawke: flat 1d20 roll, DC 13.
Roll = (15) = Success!


Hawke approaches with what he believes is a great deal of stealth, but he is sadly mistaken. The Zombies have been positioned at either end of the hall, looking opposite. Thus, the entire room is always being watched. One of the Zombies notices Hawke, and silently begins to shamble towards him. All 7 of his compatriots follow suit.

GM:
Since Hawke was at the doorway, trying to peek in, I am treating this like a surprise round; the Zombies aren't actually surprised, but because they have no intelligence, their reaction time is hindered. This gives Hawke an opportunity to flee.


Hawke comes rushing back into view, sheepishly grinning, pointing his thumb behind him.

Hawke chuckles softly, and says in a low tone, "They're coming. Get ready. Eight of 'em."

EVERYONE: Roll Initiative!

GM:
INITIATIVE COUNT:
Quixt - 24
Sphynx - 16a
Zombies - 16b
Hawke - 10
Nimbar - 3


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MacConnell

Creator of The Untamed Wilds
Sphynx laughs. "Subtle as an empty helmet rolling down a rocky incline."

He then shakes his head at himself. "Blah! I need some fire magic. I will have to correct that.
OOC: Sphynx prepares to cast mage armor and readies his dagger.
 
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Tellerian Hawke

Defender of Oerth
GM:
Round Action Summary:
Round 1:

Quixt - Move, cast Grease
Sphynx - No move, draw dagger, cast Mage Armor; Effect lasts 7 hours (4,200 rounds)
Zombies - Move 30' - No further action
Hawke - 5 ft. step backwards, cast Shield; Effect lasts 2 mins. per level (CL:2), so 4 minutes (240 rounds);
Spell Fail roll = 46 (Success);
Nimbar - No move, cast Mage Armor; Effect lasts 7 hours (4,200 rounds)

Round 2:
Quixt throws Greek Fire at the greased area. He has to delay his action to do so. He now goes at initiative count 16c.
Sphynx - Move to P12, cast Nimbar's Imp. Shield; Effect lasts 7 hours (4,200 rounds)
Zombies - Move 30' - No further action - #4 falls. Others are unaffected.
Hawke - 5 ft. step forward, full attack vs. Zombie #6
Nimbar - Move to O14, cast Nimbar's Imp. Shield; Effect lasts 7 hours (4,200 rounds)

Sphynx's Adjusted AC: 23
Nimbar's Adjusted AC: 22
Hawke's Adjusted AC: 25


The Zombies are slow-moving; they shamble forward, silent except for their low moaning and groaning sounds, and constant, low-toned, grunting and growling.

By the time they make it half-way down the hallway, the party has time to cast a few protective spells; Quixt also creates an area of Grease, but the Zombies are moving so slowly, they literally are able to tramp right through it without much difficulty at all. Of the eight Zombies, only one slips and falls. (#4); HOWEVER, there are 2 more that end their movement in the greased area, simply because they have no idea that standing in grease is a bad thing.

Slogging through the greased area actually takes place during round 2; as the Zombies continue forward, half of the party uses the opportunity to re-position themselves, and to cast further defensive spells. As for Hawke, he moves to attack Zombie #6. Quixt throws a bottle of alchemist fire at the greased area, setting the three Zombies within it ablaze!

GM:
Quixt's throw: vs. AC 5: Roll (2)+5 = 7. Hits. Just barely.
Grease is lit. It will burn for 1d3 (Roll = 2) = 2 rounds. (Not counting this initial round.)
Zombies #1, #2, and #4 take 1d6 each of fire damage.

Fire Damage Taken:
Zombie #1: 3 pts.
Zombie #2: 3 pts.
Zombie #4: 1 pt.

Hawke's Attacks: (+10 / +5 with Primary, +10 with Secondary)

P1: (25) = Hit
P2: (22) = Hit
S1: (Nat 1) = Missed

Damage: 1d8+5, twice: 8, 9
Damage reduction: 5/slashing = 3, 4


Hawke lands two powerful blows, but the Zombie seems to absorb them, barely disturbed by them at all. Hawke does inflict some damage, but it feels like beating on a large sack of grain.

GM:
Zombie #6 takes a total of 7 pts. damage.

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GM:
INITIATIVE COUNT:
Sphynx - 16a
Zombies - 16b
Quixt - 16c
Hawke - 10
Nimbar - 3


ROUND 3 BEGINS! SPHYNX, What do you do?
 
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Tellerian Hawke

Defender of Oerth
GM:
Magic Missile Damage = 14 pts. Zombie #6 is destroyed.
Fire Damage = 2, 4, 3

Zombie #1 has taken a total of 5 pts. fire damage.
Zombie #2 has taken a total of 7 pts. fire damage.
Zombie #4 has taken a total of 4 pts. fire damage.


GM:
Zombies can't move and attack in same round.
To charge, 10 ft. distance is required.
Only 1 Zombie can charge this round (#7) vs. Nimbar.
All other Zombies move into position to attack next round.
Zombie #7 charges Nimbar: Attack roll = (9) Missed.

INITIATIVE COUNT:
Sphynx - 16a
Zombies - 16b
Quixt - 16c
Hawke - 10
Nimbar - 3


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Sphynx fires 4 bolts of light at the Zombie that Hawke attacked; the Zombie's flesh rends apart, as motes of light envelop him, and destroy him utterly.

The Zombies move in close, but still don't attack, except for one lone Zombie (#7) who charges Nimbar; Nimbar's magical enchantments keep the bumbling creature at bay.

QUIXT: It's your turn! What do you do?
 

Tellerian Hawke

Defender of Oerth
GM:
Posting for Quixt, as per our phone conversation last Friday.


GM:
Whirling Blade spell, vs. AC 11: 12,21,25,10 = Hit, Hit, Hit, Miss.
Vs. Zombies #3, #7, #8, and #5
Damage: 8,11,12, Miss

Zombies Damaged So Far:
#1 = 5 pts. Fire damage.
#2 = 7 pts. Fire damage.
#4 = 4 pts. Fire damage.
#3 = 8 pts. Slashing damage.
#7 = 11 pts. Slashing damage.
#8 = 12 pts. Slashing damage.


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Quixt moves 30 feet to the square circled in red (R15).

Quixt skirts the battlefield, moving into a great position from which to cast his Whirling Blades spell. After saying a few words, he draws his short sword from its sheath, and throws it! A blue light instantly surrounds the blade, making it spin perfectly; otherwise, it would not have flown at all. The blade whizzes through the ranks of the zombies, slashing three of them very badly, before returning to Quixt's hand!

GM:
Sphynx, you can make a Spellcraft roll to learn this spell, if you have the open slots available.


Hawke and Nimbar's turns are coming next! Stay tuned!
 
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Tellerian Hawke

Defender of Oerth
Hawke, knowing that his hammers are less effective vs. Zombies, elects to attack one of the ones that Quixt wounded with his spell.

GM:
Hawke attacks Zombie #8.
Hawke scores 2 hits, for a total of 7 pts. damage after DR.
Zombie #8 has taken a total of 19 pts. damage.
Zombie #8 is destroyed.


Despite being at a disadvantage, Hawke manages to smash Zombie #8 in the head twice, causing enough damage to finally disrupt its animating force. Zombie #8 falls to the ground and ceases to move.

Nimbar casts Scorching Ray at two Zombies (#5 and #7)

GM:
Nimbar hits AC 11, and AC 23 (both hits);
Zombie #5 takes 16 pts. Fire damage.
Zombie #5 is destroyed.
Zombie #7 takes 10 pts. of Fire damage.
Zombie #7 is destroyed.


Two rays of fire split from Nimbar's hand, each ray seeking a different Zombie; both are struck by the fiery blast, and instantly incinerated!

GM:
HALF of the Zombies have now been wiped out.
NONE of the remaining Zombies can attack. They must move first.


Zombie #3 moves toward Nimbar.
Zombies #1 and #2 move toward Hawke.
Zombie #4 makes his balance check, and manages to stand up in the burning grease. He can take no further action.

The party suddenly hears the sound of movement, coming from the dais room, where the skeletons are. It is obvious to everyone that the skeleton guardians have animated!

GM:
Zombie force is now decimated by half.
Contingency: When Zombies lose half their number, Skeletons animate and move to the position of the Zombies.


GM:
Skeleton initiative: 17; this is really a moot point. If they had gone last (after Nimbar) the sequence of events would have still been the same.

NEW INITIATIVE COUNT:
Skeletons 17
Sphynx 16a
Zombies 16b
Quixt 16c
Hawke 10
Nimbar 3


Activated by a contingency spell, the skeleton warriors in the nearby room animate, and move to attack, in order to reinforce the Zombie brigade. The skeletons are far more swift than their Zombie cousins, although, thankfully, they look ramshackle and brittle, compared to the beefy Zombies. Hawke surmises that his hammers will fare much better against the Skeletons.

Only 3 of the skeletons manage to make it into Melee range; Skeleton #1 attacks Nimbar, and Skeletons #2 and #7 attack Quixt.

GM:
Skeleton #8 had to spend a double move to get there, so he can't attack.


GM:
Skeleton #1: 21; Confirm = 13; NOT a crit.
Damage: 6 pts.

Skeleton #2: 18 (Hits)
Damage: 3 pts.

Skeleton #7: 11 (Misses)


Nimbar and Quixt are both taken by surprise at how fast the skeletons arrive! Both heroes are scratched by wickedly fast swipes! The scimitars that the skeletons use are rust-pitted, but apparently still razor sharp! Both heroes manage to avoid any serious wounds; Nimbar takes an actual cut on his arm that begins to bleed, while Quixt takes a nasty, red scratch on his left cheek, which does not bleed.

Zombies #5, #6, #7, and #8 have been destroyed.
Zombie #1 has taken 5 pts. Fire damage.
Zombie #2 has taken 7 pts. Fire damage.
Zombie #3 has taken 8 pts. Slashing damage.
Zombie #4 has taken 4 pts. Fire damage.

Skeletons are all un-damaged.

Nimbar has taken 6 pts. damage.
Quixt has taken 3 pts. damage.

INITIATIVE COUNT:
Skeletons 17
Sphynx 16a
Zombies 16b
Quixt 16c
Hawke 10
Nimbar 3

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SPHYNX: It's your turn! If you wish to cast a spell, you will need to take a 1-square adjustment to square #O12 in order to avoid an attack of opportunity from Skeleton #1. WHAT DO YOU DO?!?
 

MacConnell

Creator of The Untamed Wilds
d20 +11 = 10 + 11 = 21 Vs DC 17, success
Seeing Nimber cast his fire spell, Sphynx comments, "I like that."

He realizes that Nimber has used such magic before, but he must have been thinking about something else at the time or he would likely have tried to mimic it then.

He takes a step backward to better see around his friend, rubs the forefingers of his right hand against their thumb, like he is rolling up some substance against his fingers, though none is there, acts like he is throwing the none existent substance into his left hand, then forcibly points his left finger at the zombie next to Nimbar, drifting the hand over toward the zombie next to Hawke, releasing a similar scorching ray at each.
I do not have my book to look up the particulars at this time.
 
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Tellerian Hawke

Defender of Oerth
Sphynx casts two rays; Zombies have AC 11, Touch AC 9.
Sphynx rolls two Ranged Touch Attacks at +7 each.
Ray #1: Hits AC 12 (Hit)
Ray #2: Hits AC 26 (Hit)

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Sphynx summons two rays of fiery vengeance, aimed at Zombies 1 and 3. The rays strike the lumbering undead full on, and incinerate both of the abominations INSTANTLY!

GM:
Zombie #1 has taken 20 pts. of Fire damage. [-4] DESTROYED.
Zombie #3 has taken 28 pts. of Fire damage. [-12] DESTROYED.


Sphynx grins widely when he sees the two Zombies go up in flames. Unlike normal creatures, who possess a positive life-force, Zombies cannot linger on death's door, and bleed out slowly. Once damaged beyond a certain point, undead creatures such as Zombies are simply destroyed.

GM:
Balance check, DC 10.
Zombie rolls (20) - 1 = 19. Success.
Zombie moves out of the grease. But he is still on fire.
Zombie #4 takes two more pts. of Fire damage. (For a total of 6 pts. so far.)


The Zombie in the grease (#4) continues to burn, as he lumbers forward towards Hawke.

Zombie #2 take a swing at Hawke, but the big warrior is easily able to fend him off.
GM: Zombie: (9) = Miss.


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QUIXT: It's your turn! What do you do?
 

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