GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Tellerian Hawke

Defender of Oerth
GM:
Quixt Spell Resistance Check: (20) vs 14 = Success
Damage: 17 pts. vs. Demon #2.


Quixt casts his ol' stand-by spell (Magic Missile) at the most wounded demon, to good effect! Quixt is able to easily conquer the demon's spell resistance, and NO ONE is resistant to force energy, without the aid of specific spells (such as Shield); the vile creature gasps as the energy bolts slam into him, weakening his life force! However, by seemingly sheer will, the demon remains standing!

Initiative Count For Round 1:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is mildly injured [5 pts.]
Demon #2 is SERIOUSLY WOUNDED [24 pts.]

To everyone's surprise, the demons do NOT charge the party! They remain in place, telepathically communicating with each other for a brief moment, before beginning to concentrate...

Of the four demons, three of them shake their heads in disgust, while the fourth one smiles in triumph! Another demon appears, bringing the total number of foes to 5!

Realizing what is occurring, Hawke decides to speed things up a bit.... by charging the most wounded demon (#2).

Attack #1: 14 (Miss)
Attack #2: 30 (Hit); 12 pts. Damage. [-5 DR] = 7 pts.
Attack #3: 14 (Miss)
Attack #4: 23 (Hit); 9 pts. Damage. [-5 DR] = 4 pts.
TOTAL DAMAGE: 11 pts.
Demon #2 is DYING [-3]

Despite Hawke's speed and fury, the demon is able to parry two of the warrior's blows! However, the two blows that land are with the big hammer, and despite the demon's tough skin, Hawke is able to sufficiently wound the creature so as to put it down, bleeding out of its left ear, as the result of a cracked skull.

Nimbar follows suit by moving up a little, and casting Haste on the party; Everyone feels suddenly adrenalized, lighter in step, quicker of pulse!

Demon Battle 003.png
Initiative Count For Round 2:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is mildly injured [5 pts.]
Demon #2 is DYING [-3]

ROUND TWO HAS BEGUN! SPHYNX, It is once again YOUR TURN! What do you do?
 

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MacConnell

Creator of The Untamed Wilds
Sphynx takes a step forward (H10). Quickly understanding that fire is not the operative method of attack, like Quixt, he switches to magic missile. Using both hands to gesture and divert the direction, he sends to shards of bluish light into the demon directly in front of Hawke and two into the new arrival.
OOC: Cast Magic Missile. d20s = 8, 18. 2(d4+1) = 7, 7.
Level 2:
Magic Missile: 1

Level 3:
Scorching Ray: 1
 

Tellerian Hawke

Defender of Oerth
GM:
Sphynx breaks SR 15, and 25 with his d20 rolls. (Both = Succcess)
Demon #1 takes 7 pts. of Force damage. Demon #1 is Moderately Injured. [12 pts. Total Damage.]
Demon #5 takes 7 pts. of Force damage. Demon #5 is Mildly Injured.
[7 pts. Total Damage.]


Sphynx assaults two of the demons with mystical force energy, his spell having its complete and intended effect! While both are still standing, they are also weakened somewhat, and in dangerous proximity to the party's heavy hitter. And they know it!

QUIXT: It's your turn again! Demons #1 and #5 are injured. Demon #2 is down and dying. What do you do?
 


Tellerian Hawke

Defender of Oerth
GM:
Quixt CL Check: (24) = Success
Damage: 15 pts.
Demon #1 is now SEVERELY WOUNDED [27 pts. total.]


Quixt invokes his scroll, which he himself enchanted for maximum effectiveness, and watches as the spell once again has a PROFOUND effect upon the vile creature! The demon winces in pain, as the pressure causes him to begin bleeding from his left eye! He is BARELY able to stand, and looks to be near death after the mystical assault!

Initiative Count For Round 2:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is SEVERELY WOUNDED [27 pts.]
Demon #2 is DYING [-4]
Demon #5 is Mildly Injured [7 pts.]

Demons #1, #3, and #4 move into position to partially surround Hawke, whom they see as a threat. All of them get their full attacks, having each only taken a single square adjustment. Demon #5 concentrates, and another of his kind (#6) suddenly appears!

GM:
Fortunately, none of the demons yet have flanking position on Hawke.
Demon #1: 20, 16 = Miss, Miss
Demon #3: 6, 21 = Miss, Miss
Demon #4: 7, 19 = Miss, Miss


Although out-numbered, Hawke is the superior warrior. The demons' attacks are clumsy, slow, and ill-timed. Hawke is able to fend off the wicked-looking double axes that the demons wield, much to their surprise!

Hawke, being Hasted, moves even faster than before, bringing to the demons a veritable storm of pain and steel.

GM:
Attack 1: 25 (Hit) = 12 Dam - DR = 7 pts. dam.
Demon #1 is DYING. [-2]
Attack 2: 29 (Hit) = 12 Dam - DR = 7 pts. dam. vs. Demon #3
Attack 3: 25 (Hit) = 4 Dam - DR = 0 pts. dam. vs. Demon #3
Attack 4: 21 (Hit) = 8 Dam - DR = 3 pts. dam. vs. Demon #3
Demon #3 has suffered 10 pts. damage. [Lightly Injured.]


Hawke's first blow breaks Demon #1's neck, and the creature slumps to the ground, in a motionless heap, where it begins to die as a result of internal injuries.

Hawke's remaining attacks are focused on Demon #3, who survives the assault, but whom also looks as if he might be in trouble, if such a pounding continues. Only the blow from the small hammer is absorbed completely by the creature's tough skin; the big hammer proves to be quite effective, however.

Nimbar moves into position in order to have a clear shot at Demon #3.

GM:
Caster Level Checks: 24,23 = Success on Both
Damage, Ray 1: 15 (-10) = 5 pts.
Damage, Ray 2: 15 (-10) = 5 pts.
Demon #3 takes 10 pts. of Fire Damage. Demon #3 is now MODERATELY WOUNDED [20 pts. total.]


Thinking that Scorching Ray would still have a slight effect, and hoping that concentrating 2 rays upon a single opponent would have a greater effect, Nimbar directs two rays of fire at Demon #3; the plan works, although still not as well as Nimbar had hoped. The demon is burned, but not badly. However, in combination with Hawke's bombardment, the demon looks really beat up now.

As his extra movement action from Haste, Nimbar reaches over to Hawke's belt, and draws out the Wand of Magic Missiles that Hawke is carrying. Hawke, knowing Nimbar's motive, makes no attempt to stop him.

Initiative Count For Round 3:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is DYING [-2]
Demon #2 is DYING [-4]
Demon #3 is MODERATELY WOUNDED [20 pts.]
Demon #4 is uninjured.
Demon #5 is Mildly Injured [7 pts.]
Demon #6 is uninjured.

495D1379-2728-4CFC-8BE1-AB2EF0335216.png

ROUND THREE IS BEGINNING! SPHYNX, it's your turn! What do you do?
 

MacConnell

Creator of The Untamed Wilds
Limited in his variety of magics, Sphynx takes a step to his left (H9). He twirls his left arm in an overhand gyre, releasing four shards of blue light at the enemy directly in front of Hawke.
OOC: Cast Magic Missile. d20 = 16. 4(d4+1) = 14.
Level 2:
Magic Missile: 2

Level 3:
Scorching Ray: 1
 

Tellerian Hawke

Defender of Oerth
GM:
16+7 = (23) = Success
14 pts. damage.
Demon #4 is Moderately Injured [14 pts.]


Your Magic Missile spell slams into the fresh demon, and takes the wind out of him; he is clearly not accustomed to having his spell resistance pierced time after time.

21F75AB5-FFB9-4438-92B9-E091698EB65B.png

Initiative Count For Round 3:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is DYING [-2]
Demon #2 is DYING [-4]
Demon #3 is MODERATELY WOUNDED [20 pts.]
Demon #4 is Moderately Injured [14 pts.]
Demon #5 is Mildly Injured [7 pts.]
Demon #6 is uninjured.

QUIXT: It is now your turn once more! What do you do?
 

Aust Thale

Adventurer
Quixt:
Moving to engage the creatures more conventionally, Quixt readies his bow and notches a silver-tipped arrow while moving a little closer and more to the right of Sphynx (5' adjustment to J11), and shoots two (2) arrows (Hasted) at one of the creatures (#6). The first misses as a result of moving and drawing and aiming too quickly. The 2nd strikes home (Damage = 6).
 

Tellerian Hawke

Defender of Oerth
Demon #6, who had just begun concentrating, in an attempt to summon another of his kind, is surprised when the silver arrow strikes him!

GM:
Concentration check: 1d20+2 = (12)
vs. DC 10+Damage Dealt (16) = Failed.


Although the arrow is not enough to drop the the demon, it IS enough to disrupt the demon's summoning! A figure begins to appear, then fizzles out, as the demon winces while reciting the Abyssal words, saying them improperly, and causing the figure to wink out of existence. The demon utters a curse in his native tongue that is lost on you.

Initiative Count For Round 3:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is DYING [-2]
Demon #2 is DYING [-4]
Demon #3 is MODERATELY WOUNDED [20 pts.]
Demon #4 is Moderately Injured [14 pts.]
Demon #5 is Mildly Injured [7 pts.]
Demon #6 is Mildly Injured [6 pts.]

Demon #5 moves up 1 square, into F10, standing over the motionless body of his comrade. He is not concerned that his comrade is bleeding out. His focus is upon Hawke. He attacks Hawke with his double axe, a look of fury in his eyes.

Demon #3, who still can't get into a flanking position (Nimbar is in the way) nevertheless continues to attack Hawke.

Demon #4 takes a free action, in order to douse the area in shadowy darkness! As he does so, he too attacks Hawke with his big double axe.

GM:
EVERYONE, friend and foe alike, has a 20% concealment while in the area of Darkness. Even those with Lowlight and Darkvision.


GM:
Demons' Attacks:
13,20,15,16,20,25 (Confirm: 11) = 1 hit (not a crit)
Miss chance from Concealment: 20% = (9) Attack misses.
All 6 attacks miss Hawke.


Demon #4's tactic of invoking the area of Darkness backfires, as the one attack that might of hit MISSES, because of the tricks played by the shadowy effect. Hawke, who can see just fine because of his Lowlight Vision, is easily able, once again, to block all of the demons' clumsy swings.

Hawke tries to return the favor, raining blow after blow on Demon #3, but somewhow, the demon is able to parry every blow, except for one. Although the concealment effect from the Darkness does not save the demon, his tough skin does! He takes only a bad bruise from the massive warhammer, but combined with his previous wounds, he is beginning to look pretty bloodied.

GM:
Hawke's attacks: 15,24,17,15 (One hit.)
Concealment: (71) = Hit.
Damage: 10 (-5 DR) = 5 pts.
Demon #3 has now taken a total of 25 pts. of damage.
Demon #3 is Severely Injured.


Nimbar does not use the wand this round, despite having retrieved it from Hawke's belt; he still has a memorized Magic Missile, which he invokes, sending two bolts at two different targets (Demon #3, and Demon #4.)

GM:
Caster Level Check: 18, 27 (Success)
Damage: 8 pts., 7 pts.
Demon #3 is down and DYING. [-1]
Demon #4 is Moderately Wounded [21 pts.]


One of the demons slumps to the ground, as the force missiles find their mark. The other demon cries out, in a combination of rage and despair, as the two bolts rip into him!

BB430AC7-43DE-4DF6-9083-B41852B65DBD.png

Initiative Count For Round 4:
Sphynx 20
Quixt 16
Demons 15
Hawke 13
Nimbar 10

Demon #1 is DYING [-3]
Demon #2 is DYING [-5]
Demon #3 is DYING [-2]
Demon #4 is Moderately Wounded [21 pts.]
Demon #5 is Mildly Injured [7 pts.]
Demon #6 is Mildly Injured [6 pts.]

ROUND 4 HAS BEGUN! IT IS SPHYNX'S TURN AGAIN! What do you do?
 

MacConnell

Creator of The Untamed Wilds
Frowning at his own lack of options, Sphynx again releases a small barrage of light shards at the same enemy as before, directly in front of Hawke.
OOC: Cast Magic Missile. d20 = 11. 4(d4+1) = 14.
Level 2:
Magic Missile: 3

Level 3:
Scorching Ray: 1
 

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