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GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD
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<blockquote data-quote="Tellerian Hawke" data-source="post: 8340719" data-attributes="member: 6790669"><p><strong><u>Third round since the clanging noise:</u></strong></p><p>Someone arrives somewhere, and does something. [2 of 20]</p><p></p><p>[Quixt misses his charge attack.]</p><p></p><p>Nimbar takes a step backwards, to square #W17, and casts a spell at his opponent, gritting his teeth in anger! Four motes of blue light, which are beginning to become quite common in this battle, slam into the burned Cultist, knocking the life out of him!</p><p></p><p>[gm]</p><p>Not going to bother rolling; minimum damage for 4d4+4 is 8 points. That would put him at -7. Average damage is 14 pts., which KILLS him outright, putting him at -13. Either way, he's toast.</p><p>[/gm]</p><p></p><p>While Nimbar takes a step backward, Hawke, in contrast, takes one FORWARD, so that he can attack both of the remaining Cultists. He is a blur of speed and power, as he brings his hammers to bear.</p><p></p><p>[gm]</p><p>Hawke's attacks: +11 / +6 / +11 / +11 (Rolls: 17,14,29,27)</p><p>Two hits, both with primary weapon, one against each foe.</p><p>Damage: 8, 10.</p><p>Cultist #1 takes 8 pts. damage (29 total.) [-1, Dying.]</p><p>Cultist #2 takes 10 pts.damage (33 total.) [-5, Dying.]</p><p>[/gm]</p><p></p><p>Each of the Cultists manage to avoid one of Hawke's attacks each, but it does them no good; the other two attacks both connect, and that spells their doom. Cultist #1 is hit in the side of the head, while Cultist #2 has his chest caved in. Neither foe is long for this world.</p><p></p><p>Hawke then uses his extra <strong>Haste</strong> movement to back up to near the rest of the party. He knows that this is not the end; more opponents are surely coming.</p><p></p><p><strong><u>Fourth round since the clanging noise:</u></strong></p><p>Four people do something; a fifth person does something else.</p><p></p><p>The party hears a LOUD horn blast, obviously signalling an intruder alarm. The proverbial jig is up. There can be no more sneaking around. The party should either leave now, or prepare for a running battle, as defenders continue to arrive.</p><p></p><p>[spoiler=Updated Battle Map]</p><p>[ATTACH=full]140439[/ATTACH]</p><p>[/spoiler]</p><p></p><p><strong><em>SPHYNX: All nearby opponents are dead or dying. Combat has NOT ended. It's your turn! What do you do?</em></strong></p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 8340719, member: 6790669"] [b][u]Third round since the clanging noise:[/u][/b][u][/u] Someone arrives somewhere, and does something. [2 of 20] [Quixt misses his charge attack.] Nimbar takes a step backwards, to square #W17, and casts a spell at his opponent, gritting his teeth in anger! Four motes of blue light, which are beginning to become quite common in this battle, slam into the burned Cultist, knocking the life out of him! [gm] Not going to bother rolling; minimum damage for 4d4+4 is 8 points. That would put him at -7. Average damage is 14 pts., which KILLS him outright, putting him at -13. Either way, he's toast. [/gm] While Nimbar takes a step backward, Hawke, in contrast, takes one FORWARD, so that he can attack both of the remaining Cultists. He is a blur of speed and power, as he brings his hammers to bear. [gm] Hawke's attacks: +11 / +6 / +11 / +11 (Rolls: 17,14,29,27) Two hits, both with primary weapon, one against each foe. Damage: 8, 10. Cultist #1 takes 8 pts. damage (29 total.) [-1, Dying.] Cultist #2 takes 10 pts.damage (33 total.) [-5, Dying.] [/gm] Each of the Cultists manage to avoid one of Hawke's attacks each, but it does them no good; the other two attacks both connect, and that spells their doom. Cultist #1 is hit in the side of the head, while Cultist #2 has his chest caved in. Neither foe is long for this world. Hawke then uses his extra [b]Haste[/b] movement to back up to near the rest of the party. He knows that this is not the end; more opponents are surely coming. [b][u]Fourth round since the clanging noise:[/u][/b][u][/u] Four people do something; a fifth person does something else. The party hears a LOUD horn blast, obviously signalling an intruder alarm. The proverbial jig is up. There can be no more sneaking around. The party should either leave now, or prepare for a running battle, as defenders continue to arrive. [spoiler=Updated Battle Map] [ATTACH type="full"]140439[/ATTACH] [/spoiler] [b][i]SPHYNX: All nearby opponents are dead or dying. Combat has NOT ended. It's your turn! What do you do?[/i][/b][i][/i] [/QUOTE]
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