GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Aust Thale

Adventurer
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)

View attachment 138609

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.



QUIXT: It's your turn! What do you do?
Quixt:
Moving back 5 feet to his Northwest (Q16), Quixt releases another spell from his lips while gripping a small piece of licorice root, judging quickly that the effect will be on everyone in the room.
Haste is cast, affecting the entire party

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Tellerian Hawke

Defender of Oerth
Zombies #1, #3, #5, #6, #7, and #8 have been destroyed.
Zombie #2 has taken 7 pts. Fire 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.

Whole party is Hasted:
Each member gets an extra melee attack at their highest bonus, or an extra MOVE action (not both);
each member gets +1 to hit;
each member gets +1 Dodge bonus to AC;
each member gets +1 Dodge bonus to Reflex save;
each member gets +30 ft. bonus to movement rate.


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

Everyone in the party gets a tingling sensation in their entire body; it's their first experience with the Haste spell. And it feels wonderful! Everyone can tell that they are moving more quickly, and that they feel lighter, and more spry.

Hawke and Nimbar are up next! Stay tuned!
 

Tellerian Hawke

Defender of Oerth
Hawke, seeing Nimbar starting to cast out of the corner of his eye, decides to delay his action, until after Nimbar's spell goes off.

GM:
New Initiative Count:
Skeletons 17
Sphynx 16a
Zombies 16b
Quixt 16c
Nimbar 3a
Hawkle 3b


Nimbar casts Scorching Ray again.

GM:
Vs. Touch AC 9:
(7) = Vs. Zombie #2: Miss! OMG!
(23) = Vs. Zombie #4: Hit for 16 pts. damage. Zombie #4 is DESTROYED. [-4]


Nimbar severely mis-judges Zombie #2's position, and the ray flies right by the lumbering creature, missing it completely! However, Nimbar makes up for it by striking true with the second ray, and INCINERATING Zombie #4 in flames!

Sphynx's Adjusted AC: 23 (Hasted: 24)
Nimbar's Adjusted AC: 22 (Hasted: 23)
Hawke's Adjusted AC: 25 (When charging: 23) (Charging while Hasted: 24)
Quixt's Normal AC: 17 (Hasted: 18)

Hawke, surprised that both Zombies did not fall, NEVERTHELESS continues with his original plan, throwing caution to the wind, charging the contingent of skeletons, leaving the lone Zombie stragler for Nimbar to deal with. The remaining zombie, and the skeleton leader, both take ineffective swings at Hawke as he rushes past them!

Hawke says to Nimbar, sarcastically, "Clean up your mess, lazy bones!"

GM:
Zombie #2 attacks Hawke (AoO): (11) = Missed
Skeleton #1 attacks Hawke (AoO): (4) = Missed


GM:
Hawke's Attacks, Using Charge & Pounce, Augmented (+1 to hit) By Haste:
Primary Hand (Base Charge): +13
Primary Hand (Pounce, Full Attack): +13 / +8
Off-Hand (Pounce, Full Attack): +13
Primary Hand (Haste Attack): +13

Damage: Primary: 1d8+5 / Off: 1d4+2

Attack Rolls: 33, 31, 15, 30, 33 vs. AC 15 = All 5 attacks hit.

Damage: (Primary) Skeleton #1: 13 pts. = Skeleton #1 is DESTROYED.
Damage: (Primary) Skeleton #7: 9 pts. = Skeleton #7 is DESTROYED.
Damage: (Offhand) Skeleton #2: 5 pts. = Skeleton #2 is DESTROYED. [0 Hit Pts.]
Damage: (Primary) Skeleton #3: 10 pts. = Skeleton #2 is DESTROYED.
Damage: (Primary) Skeleton #2: 7 pts. = Skeleton #2 is SMASHED. [-7]


Once again, Hawke proves to everyone who witnesses it EXACTLY WHY he was made squad leader in his old army unit, and why he was a favorite of his sergeants. Hawke smashes 4 of the zombies in a matter of seconds, his powerful hammers shattering their rickety frames with ease.

The skeletons, however, are unimpressed, and un-deterred. They advance, and attack, like the methodical drones they are!

GM:
Skeletons #11, 10, 9, and 4 attack Hawke.
Skeletons #5 and #8 attack Quixt.

Vs. Hawke, +1 melee: 14, 11, 16, 2 = All missed.
Vs. Quixt, +1 melee: 10, 7 = All missed.


However, their drone-like nature means that their attack techniques are slow, and un-imaginative; both Hawke and Quixt have no trouble whatsoever fending off the oafish undead.

BD87FE99-D2F7-4335-BD57-EFF34D245F86.png

SPHYNX: It's Your Turn! What Do You Do?
 

Tellerian Hawke

Defender of Oerth
Sphynx casts Magic Missile on the remaining Zombie; the creature is struck by 4 motes of blue energy, which spark and sputter as they make impact, disrupting its animating force, and dropping the zombie into a heap on the floor!

GM:
Damage: 15 pts.
Zombie #2 has taken a total of 22 pts. damage. [-6]
Zombie #2 is DESTROYED.


No zombies remain.

QUIXT: All of the zombies have now been destroyed, and Hawke has already put down 4 of the skeletons. What do you do?
 

Aust Thale

Adventurer
Sphynx casts Magic Missile on the remaining Zombie; the creature is struck by 4 motes of blue energy, which spark and sputter as they make impact, disrupting its animating force, and dropping the zombie into a heap on the floor!

GM:
Damage: 15 pts.
Zombie #2 has taken a total of 22 pts. damage. [-6]
Zombie #2 is DESTROYED.


No zombies remain.

QUIXT: All of the zombies have now been destroyed, and Hawke has already put down 4 of the skeletons. What do you do?
Quixt:
Hasted by the previous spell, he attacks two of the skeletons with his sword (Skeletons #6 & #8) and parries, moving back 5 feet to the West to attempt to split the skeletons (P16). (Rolls 19,10; 4 points damage)
 
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Tellerian Hawke

Defender of Oerth
GM:
I believe you meant to say #5 and #8; #6 is not in range.
The strike against #8 (10) is a clean miss.
The strike against #5 (19) is a hit;
Damage = 4 pts.
Damage Reduction: 5 / Bludgeoning
Skeleton takes 0 damage.


Quixt lashes out against two of the skeletons, before taking a step backwards, to square #P16. One of the skeletons blocks with its shield. The other skeleton gets hit by Quixt's blade, but seems none the worse for wear for it.

Nimbar casts magic missile, targeting the same two skeletons as Quixt did, with two bolts (2d4+2) each.

GM:
Damage vs. Skeleton #5: 7 pts. [-2] DESTROYED.
Damage vs. Skeleton #8: 7 pts. [-2] DESTROYED.


Four motes of blue light fly from Nimbar's hand, two headed for each targeted skeleton; the bolts slam into the automatons, blasting them apart into bony flinders! Both skeletons are destroyed!

Hawke follows up with another array of hammer blows; his confidence is high, from his recent success!

GM:
Hawke's Full Round Action + Haste:
Primary Hand (Full Attack): +11 / +6
Off-Hand (Full Attack): +11
Primary Hand (Haste Attack): +11
Hawke's Attack Rolls: 18,21,25,31 (All Hits)
Damage: 12,10,4,10 vs. 11,10,9, & 4.
Skeleton #11 takes 12 pts. bludgeoning damage. [-7] DESTROYED.
Skeleton #10 takes 10 pts. bludgeoning damage. [-5] DESTROYED.
Skeleton #09 takes 4 pts. bludgeoning damage. [1] Badly damaged.
Skeleton #04 takes 10 pts. bludgeoning damage. [-5] DESTROYED.


Hawke stands his ground, realizing how effective his hammers are with all of his strength behind them. He pulverizes 3 out of the four skeletons that he targets; Skeleton #4, who is hit by the lighter hammer, is decapitated! The skeleton's helmeted head goes flying across the corridor, clanging loudly against the wall and floor several times before coming to a stop! The skeleton, however, is un-deterred, since it has no use for a head in order to fight.

GM:
Base DC for bone shattering against wall: 15. (Bone makes a soft sound.)
Head is helmeted by metal: -5.
Total DC to be heard: DC 10.
Number of times (1d4) that the helmet bounced: 4.


Hawke grins sheepishly, "Sorry guys. I didn't mean to jug him so hard."

A total of 9 (out of 12!) of the skeletons are already down! The Skeleton counter-attack is coming next! Stay tuned!
 

Tellerian Hawke

Defender of Oerth
GM:
Skeleton #12 moves into the square where #11 was, and attacks Hawke.
Skeleton #09 doesn't have to move; he attacks Hawke also.
Skeleton #06 charges to the spot where Quixt was last round (dark blue dot), and attacks Quixt. (+2 to hit / -2 AC from charge.)
Attacks: 5,7,4 = All Attacks Miss.


The skeletons are much faster, and harder to hit than their fleshy cousins, but they are poor warriors, swinging blindly, with no technique whatsoever. Both Hawke and Quixt cannot help but laugh at the clumsy attacks, as they easily fend off the last three of the boney warriors.

Skeleton-Battle-001a.png

SPHYNX: It's your turn! Three skeletons remain, although the clanging helmet is likely to draw more attention and future visitors! What do you do?
 
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MacConnell

Creator of The Untamed Wilds
Sphynx takes another step forward (O12) and whirls his left forearm, rotating his palm upward as he stops. He curls the two small finger of the hand, extending the the first two and his thumb. Three shards of light fly forward, two at one of the skeletons on Hawke (12) and one at the skeleton on Quixt.
 

Tellerian Hawke

Defender of Oerth
GM:
Sphynx has 4 missiles, not three. I am assuming you shot two at each target.

Sphynx, you said in LINE chat that I failed to move you forward last turn. Your un-modified space is O12. If you moved forward 1 square last turn, you'd be on O13. Moving again this turn would put you at O14, which is where I put you. If this is still wrong, let me know. Although you are in no immediate danger, your character should be placed exactly where you intend him to be.

Skeleton #09 takes 4 pts. force damage. [-3] DESTROYED.
Skeleton #06 takes 6 pts. force damage. [-1] DESTROYED.
Only one skeleton (#12) remains.


4 motes of blue energy slam into skeletons, 2 into each, and blast them apart! Two more skeletons have been destroyed! Only 1 skeleton remains.

F9C1435D-5415-46F9-B234-0E7C0CB84D4B.png

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

Tellerian Hawke

Defender of Oerth
New Initiative Count:
Skeletons 17
Sphynx 16a
Quixt 16b
Nimbar 3a
Hawkle 3b

Last round, Hawke made the clattering noise by decapitating the skeleton.
This is the first round since that happened.

Surprise Round: The clanging noise.
1st Round: All 4 cast Shield of Faith
2nd Round: Three run towards party (Arrive at outer edge of area) (S26)
2nd Round: One runs toward room #56.
[1 of 20 rounds on SOF is gone.]
3rd Round: Three run towards party. (Arrive at battle distance) (S11)
3rd Round: One arrives at room #56; warns others.
[2 of 20.]
4th Round: Four cast SOF; Three attack party. 1 blows horn of alarm.
[3 of 20.]
5th Round: Five (TOTAL) run towards party; Three attack party
[4 of 20] / [1 of 20]
6th Round: Five run towards party; arrive at edge of area. (S26)
6th Round: Three attack party.
[5 of 20] / [2 of 20]
7th Round: FIve run towards party; arrive at battle distance.
7th Round: Three attack party.
[6 of 20] / [3 of 20]

When the last 5 arrive, up to 3 of them will spend their first round healing survivors from the first group.

8th Round: Some heal, some fight.
[Acolytes 1,2,3,4 = 7 of 20] / [Acolytes 5,6,7,8 = 4 of 20]
 
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