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Tellerian Hawke

Defender of Oerth
Nimbar Lightning Bolt = 30 pts. DC 17.
Medusa Reflex Save: 19 (Success); Medusa takes 15 pts. Electrical Damage.
Hawke's Ranged Touch Attack: 14
Medusa's Touch AC: 12 (Hit)
Hawke's Scorching Ray spell inflicts 15 pts. Fire Damage.
Medusa has taken a total of 30 pts. damage; the Medusa looks GRAVELY WOUNDED.

Nimbar, recognizing the extreme danger, acts with deliberate malice; he points a finger at the creature, and an arc of lightning springs forth from his hand. The Medusa screeches in terror, recognizing Nimbar's deadly intent. Her quick relfexes save her from the brunt of the blast, but the attack sets her robes ablaze, and she swats at the burning garment in panic.

Without giving her a moment's rest, Hawke also casts his most deadly spell, because he, too, realizes the threat that she represents. A line of fire streaks forth from his outstretched palm, striking her, and burning her BADLY. The Medusa screams in pain as she burns, her robes almost completely gone, and her green skin showing signs of horrible, flesh-melting burns.

As each man finishes his spell, each averts his eyes.

SPHYNX: You're next! Your initiative roll does not allow you enough time to hit her with a spell AND avert your eyes. You must make either a ranged or melee attack, with penalties, unless you want to risk not averting your eyes in order to finish her off. She does appear to be gravely wounded, but if your spell doesn't kill her, she will be able to use her gaze attack against you. WHAT DO YOU DO?
 

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Tellerian Hawke

Defender of Oerth
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Tellerian Hawke

Defender of Oerth
GM:
Sphynx ranged touch attack vs. AC 12:
8 + 11 (1d20) = 19. (Successful hit.)
Scorching Ray damage = 4d6 = 4,3,3,2 = 12 pts.
Medusa takes 12 pts. of fire damage.
Remaining hp = 3; 3-12 = -9. Medusa is dying.


Deciding to risk it, Sphynx piles on a 2nd Scorching Ray spell; it is too much for the Medusa to handle. The vile creature screams in pain, as fire melts her flesh, and the glow in her eyes is snuffed out, like a candle, along with her lifeforce. Her robes are now ash, and her body is a burning lump of green, lifeless ichor.

In the corner, Sphynx notices a small, leather pouch, attached to a leather belt, that looks too big and bulky to have been worn by the Medusa. But since it is in this room, it was likely hers. You are uncertain as to why her captors would allow her to retain any possessions, unless this was some sort of bribe or tribute. It makes you wonder what could possibly be inside the bag?

COMBAT HAS ENDED. In the time it takes to breathe a sigh of relief, and notice the bag, the medusa fails her stabilization check and expires. EVERYONE: What do you do?
 
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MacConnell

Creator of The Untamed Wilds
Having been in too many odd situations of late, Sphynx reaches out with a boot and prods the bag, wondering if anything live might be inside. If nothing moves within it, he will open it to see what is inside. He will lay the contents out on the floor for the others to see.
OOC: d20 = 11
 

Tellerian Hawke

Defender of Oerth
GM:

Contents:
One vial of green liquid, with 5 marks on it from top to bottom; you surmise that whatever this is, the vial holds six doses of it.

48 silver pieces
32 gold pieces


Sphynx, with a little prodding, you discover that nothing alive is in the bag. Instead, you find the contents as explained above.
 

MacConnell

Creator of The Untamed Wilds
Sphynx shows the others the contents of the bag, saying that he will hold onto the potion and examine it later. He will then inquire as to the party's next desires.
OOC: With so much loss of time between posts, I have forgotten my character's intentions.
 



Tellerian Hawke

Defender of Oerth
1d20+19 = (8) + 19 = 27.

Nimbar says, "Medusa's blood is not NECESSARY for making a potion of stone to flesh, but it is a known fact that adding Medusa blood to such a potion will concentrate the effect, allowing the dosage amount to be smaller, therefore increasing the amount of doses that can be administered from a single vial. In other words, the blood will increase the efficiency of such a potion. Likewise, it can also be added to an anti-toxin for venomous creatures, such as snake anti-venom, with the same results, the amount of doses from a single vial being greater. I remember reading that in 'Naerfester's Guide to Better Potions, 5th edition.' Sir Walter has some really excellent books in his library."

EVERYONE: What do you do?
 

MacConnell

Creator of The Untamed Wilds
Sphynx nods toward Nimber when he finishes speaking. "You are a literal wealth of technical knowledge."

He digs around in his clothing, like he has forgotten where he put the items, then produces two small vials in which he attempts to collect some of the Medusa's blood. If Quixt does not have his own vial, Sphynx will offer one to him.
OOC: d20 = 15
 

Aust Thale

Adventurer
Quixt: Pulls two (2) 8 oz empty bottles from the four (4) in his magical haversack, and then dons his gloves. He grins at Sphynx, “got some”. Careful to avoid involuntary movements of the dead Medusa, any potential spills, and careful to avoid even a dead gaze, he fills both bottles with blood.

He then surveys the room again to see if they missed anything.
 

Tellerian Hawke

Defender of Oerth
GM:
Both of you are able to collect two (2) 8oz vials each of Medusa Blood. Adding the blood to a concoction requires 4 oz, thus, each character has enough blood to augment 4 potions.


Hawke looks around the room and says, "Nothing left to see here. Let's move on."

EVERYONE: What do you do?
 


Tellerian Hawke

Defender of Oerth
GM:
The party decides to leave the cave system, in order to rest and regain spells; this can EASILY be accomplished, since the entrance to Cave K is very close nearby. With the Wendol all but wiped out, thanks to the rampant demons, and the party's various assaults, there is very little chance of the party's rest being disturbed. In fact, if the party wants to sleep without a fire, the general consensus deems it safe to sleep in the cave mouth, without even leaving the confines of the cave. Hawke points out that there are still Orcs and Hobgoblins roaming about, so leaving the cave would actually be more risky than staying inside of it. Everyone agrees with Hawke's logic, and rests in the mouth of the cave, without a campfire. The party rests for a full 8 hours, and takes the time to break open their packs and eat and drink their fill of water, fruit, and dried rations. The spellcasters take the time to re-memorize spells, so the total downtime is about 11 hours.
 

Tellerian Hawke

Defender of Oerth
Hawke leads the way back into the Wendol lair; the party returns to the side stairwell, and knowing that the south passage leads to where the Medusa was killed, begin to discuss which other directions they'd like to explore.

GM:
Options: (You can discuss this in LINE chat, and post your decision there.)

East = Room 62 on the map.
Southeast = Room 63 on the map.
Northwest = Room 60 on the map.
North = Room 61 on the map.

Vendol Lair 001.jpg

EVERYONE: What do you do? Which way do you want to go?
 

Aust Thale

Adventurer
Hawke leads the way back into the Wendol lair; the party returns to the side stairwell, and knowing that the south passage leads to where the Medusa was killed, begin to discuss which other directions they'd like to explore.

GM:
Options: (You can discuss this in LINE chat, and post your decision there.)

East = Room 62 on the map.
Southeast = Room 63 on the map.
Northwest = Room 60 on the map.
North = Room 61 on the map.


EVERYONE: What do you do? Which way do you want to go?
Quixt’s vote is to 60 & 63, being careful to avoid traps.
 

Tellerian Hawke

Defender of Oerth
GM:
On the way to room 63, the party stops at the door to 62, to check the door for traps, and to see whether or not it's locked.
Quixt has the highest Search skill, so Sphynx will Aid Another as his action. (+2 bonus granted.)


The air in this corridor is musty and dank; water droplets can be seen slowly dripping from the ceiling of the entire corridor.

Quixt, you find no traps on the door, and it is not locked; however, it does appear to be jammed. The door has long been exposed to the humid environs of this corridor, and the wood has expanded, causing the door to swell and become stuck. If there was a way to stop the dripping, and/or dry out the corridor, you surmise that the door would probably shrink. But as it stands currently, it will take a tremendous force to free the door from its predicament.

As you both are examining the door, everyone in the party hears a strange, wet, sloshing / slurping sound, coming from somewhere further down the corridor. Hawke glances down the hallway, and cocks his head to one side, a puzzled expression on his face.

Hawke says, "Do you guys see what I'm seeing? It looks like a bunch of silver and copper coins floating in mid-air, down at the end of the corridor..."

GM: Marked "X" on the map.


Indeed, everyone else DOES see what Hawke sees.

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EVERYONE: What do you do?
 

MacConnell

Creator of The Untamed Wilds
Sphynx crinckles his nose in disdain. "I have no idea what that thing is, but it cannot be good. I think a pro-active approach is best, here."

He rolls his left hand in a circular patter in front of his body and ends it by pointing toward the thing. Shards of light shoot forth from his hand.
OOC: cast Magic Missile, 3: d4 +1 = 3, 2, 3
 
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Tellerian Hawke

Defender of Oerth
Sphynx, when you shoot it with your Magic Missile you realize the true size of the "thing"; the X represents the floating coins. But as your spell makes contact, there is a quivering, squishy, mid-air ripple, that reveals that whatever you just struck covers the ENTIRE WIDTH of the hallway. It's almost as if your spell struck water, except that whatever the thing is seems to be semi-firm, and wiggly, far more viscous than the surface of water would be.
GM:
You can make a Knowledge (Dungeoneering) check, DC 14, to know what sort of monster it is. If you don't have that skill (and you don't, I checked; no one in the party does!) you can use a Knowledge (Arcana) check at DC 22. Everyone in the party can make this check, because I think the whole party has Arcana knowledge.

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UPDATED COMBAT MAP:

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EVERYONE: Make your knowledge checks!
 


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