3.5 THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

Aust Thale

Explorer
Respen, wholly unaffected by the natural fear associated with the presence of mummies, holds until Sylvar paints the area amidst the mummies with an arcane grease, glistening on the ground. Opportunistically, Respen smiles in spite of himself, and while moving across the corridor, casts his magical fire with an Elven evocation. It took less than a moment, but more than an instant for an explosion to burst with a whoosh and loud crackle.

Fireball cast centered on K/L 19/20 : damage = 35 hp; Respen moves to D 21 in an effort to make himself difficult to hit for any mummy able to get through the door.
 

Tellerian Hawke

Defender of Oerth
GM:
The black square is the area of the Grease spell.
The yellow markings show the area of the Fireball spell.
AC0F4499-27C9-429D-85D9-CA0A27BE430D.jpeg

NOTE: I had thought the columns would have shielded some of them, but there are too many affected squares for that to be an advantage. It only shields them on one side, and every Sphinx near a column is still getting hit on the other three sides, so it's a moot point.

Fireball Damage: 35 pts.; with Fire Vulnerability: 52 pts.
Grease Ignition Damage: 4 pts. (no save for 1/2)

Sphinx #09: 52 pts. damage.
Sphinx #10: 52 pts. damage.
Sphinx #01: (52+4) = 56 pts. damage.
Sphinx #02: (26+4) = 30 pts. damage.
Sphinx #03: 26 pts. damage.
Sphinx #04: (26+4) = 30 pts. damage.
Sphinx #05: (26+4) = 30 pts. damage.
Sphinx #06: 26 pts. damage.

Ok, new description rule:

100% = Unharmed.
090% = Slightly Injured.
080% = Moderately Injured.
075% = Significantly Injured.
060% = Severely Injured.
050% = Significantly Wounded.
040% = Moderately Wounded.
030% = Severely Wounded.
020% = Critically Wounded.
010% = Gravely Wounded.



GM:
Sphinx #01 = 56 pts. damage = Moderately Wounded
Sphinx #02 = 30 pts. damage = Severely Injured
Sphinx #03 = 26 pts. damage = Severely Injured
Sphinx #04 = 30 pts. damage = Severely Injured
Sphinx #05 = 30 pts. damage = Severely Injured
Sphinx #06 = 26 pts. damage = Severely Injured
Sphinx #07 = Unharmed / Turned / Cowering
Sphinx #08 = Unharmed / Turned / Cowering
Sphinx #09 = 52 pts. damage = Significantly Wounded
Sphinx #10 = 52 pts. damage = Significantly Wounded


It is now Dewydd's turn. Dewydd is within easy charging distance of the two Sphinxes in the doorway.

GM:
NOTE: The doorway to this room is 10 feet wide; that's barely big enough for one Sphinx to squeeze through; however, the ceiling is 20 feet high, and since a typical door is 75% as high as the ceiling, these doorways are 15 feet tall. These Sphinxes are larger than a horse, the lessers being about 21 hands (7'0") tall, the greaters being about 24 hands (8'0") tall. Thus, the lessers could fit two at a time, one on top and one on bottom, but the greaters would need to pass through one at a time.

If some brave soul chooses to block the doorway, he or she would prevent any passage through the doorway, because even if a Sphinx was flying above them, the size of the doorway would still allow a flying Sphinx to be within weapons reach, i.e., making the doorway a threatened square, with regard to Attacks of Opportunity.
 
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Tellerian Hawke

Defender of Oerth
GM:
As per our FB Messenger conversation, I am posting on behalf of Dewydd.

Buffs running on Dewydd: (Note: Please remember that I said all of you could have had buffs cast during the exploration time.)

Fly. (Move rate: 90 ft. [See Haste Below] )
Haste. (Move Bonus: +30 ft.; Attack/Dodge/Reflex Bonus: +2)
Abjurant Armor - w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.
Alter Self.
Shield - w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.
Dragonskin.
Protection from Evil - w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration. Blur.
Using Battle Leader's Charge, Dewydd does NOT provoke AoOs during his charge. The first attack which lands at the end of the charge is at +10 damage.

Charging: -2 AC; Heedless Charge: -14 AC; Total AC = (48-16) = AC 32.

Damage: +28 (Base for 2H wpn) Doubled to +56 from Leap Attack.
Powerful Charge: +2d6 damage vs. large creatures.
(+66+2d6 for first attack, +56+2d6 for all subsequent attacks.)

Pounce + Whirling Frenzy+Haste = 5 attacks at the end of the charge.
Attacks: (Charge: +22) (Full Attack: +20/+20/+20/+15/+10)

Charging Sphinxes #9 and #10 out-paces the +6 Buff from Duncan, but not the Axe's epic reputation buff. Total Will Save: +15.

DC: 19, 21

Rolls: 33, 27 (Success On Both.)

Attack Rolls:
Charge: 24 (Hit) Full Attack: 36, 31, 34, 30, 14 (4 hits)
Base Damage: 10, 12, 13, 7, 11
Charge: 10+66+2d6 = 10+66+9 = 85 pts.
Attack 1: 12+56+2d6 = 12+56+9 = 77 pts.
Attack 2: 13+56+2d6 = 13+56+6 = 75 pts.

I'm going to stop here. They're both toast.


GM:
Sphinx #01 = 56 pts. damage = Moderately Wounded
Sphinx #02 = 30 pts. damage = Severely Injured
Sphinx #03 = 26 pts. damage = Severely Injured
Sphinx #04 = 30 pts. damage = Severely Injured
Sphinx #05 = 30 pts. damage = Severely Injured
Sphinx #06 = 26 pts. damage = Severely Injured
Sphinx #07 = Unharmed / Turned / Cowering
Sphinx #08 = Unharmed / Turned / Cowering
Sphinx #09 = DEAD
Sphinx #10 = DEAD



Dewydd, who was already hovering in anticipation of meeting foes with the ability of flight, draws his massive blade, and charges into the room! The charge is so quick, and so well-executed, that the lesser Sphinxes cannot react in time, and can only watch in awe as the magical warrior speeds past them, intent on putting an end to their leaders!

The charge attack strikes Mummy #09 dead center, cleaving the beast in half with a mighty, single blow! There is a brief flash of blue light, as the negative energy life force is dispersed, and the mummy collapses into a heap of bones and rotting flesh!

In the same, fluid motion, Dewydd spins, striking the second Sphinx (#10) in almost the exact same place, with the same result; there is another flash of light, as the negative energy dissipates, and the undead soul departs, leaving behind only a useless pile of rotting remains.

In the space of about 2 seconds, Dewydd once again proves his worth in physical combat, using a deadly combination of training, speed, magic, and rage, to tear asunder two mighty opponents!

DUNCAN & COMPANY: It's your turn! Make your saving throws, which are now all 19's, and don't forget your +8 bonus from buffs! What do you do?
 
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Damionte

Explorer
:: Duncan & Company ::

The company holds their ground a quick step behind the groups second line. They watch as Sir Dewyyd devastates a row of mummies. The twins continue to hold their actions prepared to blow fire on any mummies that cross the line of death. ( Column E ) ( Lenny Damage 6 Fire / Travis Damage 4 Fire )


Saves:
Ebony 29
Travis 24
Lenny 22
Duncan ( Paladin ): Immune To Fear
 

Tellerian Hawke

Defender of Oerth
00-Map-Grid-Sphinx-Mummies-002b.jpg

KLEBORN: It's your turn! What do you do? Make 2 Will Saves at DC 19 (with a +8 bonus) and then state your intentions!
 
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redraider629

Explorer
Kleborn leeps to attack sphinx # 1.

Will save 1: 32
Will save 2: 23

Kleborn will call 10 points of power attack, w/ Heedless charge and leap attack.

Attack 1 +21 (base) +2 (haste) +2 (charge) = 35
Haste Attacke +25 =43

damage 1: 35
damage 2: 38
 

Tellerian Hawke

Defender of Oerth
GM:
SUPPLEMENTAL NOTE:
Please remember that if you accepted the "warm and fuzzy feeling" from Khubsheth's Geas spell, you have an additional +5 to all of your saving throws for the duration of this adventure. (Insight Bonus.)
 

Tellerian Hawke

Defender of Oerth
GM:
Kleborn charges to square H20. Kleborn attacks Sphinx #01.
Kleborn inflicts 35 damage to Sphinx #01; 56+35 = 91 pts.
Sphinx #01 is destroyed.
Kleborn's 2nd attack is directed at Sphinx #02.
Kleborn inflicts 38 damage to Ssphinx #02; 30+38 = 68 pts.
Sphinx #02 is Severely Wounded.
Kleborn is now blocking the doorway, and threatens all adjacent squares, even if one of them tries to fly above him.


Kleborn rushes forward, intent upon putting an end to this vile threat. He had never been especially fond of the undead, but these creatures had a certain something about them, that made them seem even more vile, more abominable than a typical undead creature; this did invoke hatred with Kleborn, but rather, a sense of urgency. One does not become angry at a disease; one simply administers the cure.

In this case, the cure was a mithral, runic blade, which, in a like manner to Dewydd's blow, cut the first Sphinx in half with incredible ease. The blow was less precise than Dewydd's, but carried an equal amount of power with it, nonetheless; with a flash of light, the Sphinx's soul left his cursed form, as it sped on to its fate in eternity, that of ineffable damnation.

Being under the effects of Dewydd's Haste spell, Kleborn is able to complete another full swing before losing the momentum of his charge; the blow lands squarely on the skull of Sphinx #02, drawing a shriek of rage and emnity from the creature, as sparks of energy fly off the mystical blade.

TAM: It's your turn! You can see Sphinx #02 through the doorway well enough to target him with your bow, if you so desire. What do you do?
 

Waynan

Explorer
Remembering the horror of the dream attack/slaughter on the Great Sphinx earlier, Tam swears 'never again if at all I can help it' and grabs one of his oil-soaked arrows, touches it to the now open lantern flame igniting the arrow. He then draws the bow, feeling the flame's heat against his right cheek and upper forehead and absently seeing the flicker of the fire by his right eye.

He fires the first arrow (d20+16: rolls a 19?!?; Damage: d6+1; rolls a 2?!?)
He then repeats the attack: (rolls d20 +11 an gets a 16?!??!?!?!?? with a damage of 2 again?!?!?!?!?!?!?!?!???)
 
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Tellerian Hawke

Defender of Oerth
GM:
You forgot to roll your saves. So I'm using those first two rolls for that, and then rolling the missing attack for you.
Save #01: 19 (Saved)
Save #02: 20 (Saved)
Sphinx Flat-Footed AC: 20;
+1 To Attack (Duncan's Buff)

Attack #01: 16 (+1) = 17 (Miss)
Attack #02: 34 (+1) = 35 (Hit)
Normal Damage for +1 Elven Holy Arrows: 1d4+1+1d4 (Holy)
Damage for being lit: Additional 1d3
Total: 1d4+1+1d4+1d3
Fire Vulnerability: 1d6+2+1d6+1d4
Total Damage Taken: 11 pts.
Sphinx #02 has taken a total of (68+11) 79 pts. of damage. [Critically Wounded]


Tam's first arrow drops too quickly, and skips off the floor. But his second arrow strikes true, singeing undead flesh! Sphinx #02 is quickly burning away into nothingness, but as of yet, still clings to unlife.

THALLOK: It's your turn! What do you do?
 
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Tellerian Hawke

Defender of Oerth
GM:
Posting on behalf of Thallok
Dewydd's Haste Spell: +2 attack, 1 extra attack, +30' move rate
Charging to Square H19
Charging: +2 to attack
Calling 6 pts. of Power Attack. (Total to-hit: +20)
Calling Smite Chaos (Total to-hit: +22)
Damage: 2d6+14+11 (Smite)+12 (PA)
Attack Rolls: Charge: (34) HIT; Extra attack: (22) HIT.
Damage:
Attack #1: 44 pts. (Sphinx #02 is destroyed!)
Attack #2 is unfortunately wasted.


Thallok draws Mirios, and gives a mighty ROAR of battle, as he charges Sphinx #02! With the precision born of a practiced warrior, Thallok cleaves the weakened, pathetic thing in half, almost as an afterthought! There is a flash of light as the Undead creature before him is transformed into a heap of bones and cloth!

00-Map-Grid-Sphinx-Mummies-002c.jpg

MUMMIES are up next! Stay tuned!
 

Tellerian Hawke

Defender of Oerth
Sphinxes #04 and #05 charge straight forward, down the hall, as they take to the air, fueled by hatred and rage!

GM:
Kleborn and Thallok both get attacks of opportunity as the Sphinxes fly by. Each of you get one attack of opportunity; I would suggest that Kleborn take his against #04, and that Thallok take his against #05. But that's only a suggestion. Your AoO will be calculated with all of the effects and modifiers you had on your last attack, because those things don't refresh until your next turn.


Sphinxes #03 and #06 do not take to the air; instead, they simply take a 2-square adjustment into the positions of the destroyed Sphinxes, and savagely attack Kleborn and Thallok. (#03 attacks Thallok, and #06 attacks Kleborn.)

GM: But before that happens, I need Kleborn and Thallok to resolve their attacks of opportunity.


B93D9969-6933-40F8-8171-7617C576999C.png
 

Tellerian Hawke

Defender of Oerth
GM:

DM HOUSEKEEPING:

Duncan's Company Are Still Maintaining The Following Auras: ( Circumstance Bonuses )

Within 60 Feet of Ebony/Duncan:

+1 Attack
+1 AC
+4 Fort Saves
+3 Reflex Saves
+2 Will Saves

Within 10 Feet Of Duncan ( Morale Bonus )

+4 Saves vs Fear

Buffs that Dewydd cast upon himself:

Fly (Move rate: 90'; see Haste below.)

Haste. (Move Bonus: +30 ft.; Attack/Dodge/Reflex Bonus: +2)

Abjurant Armor (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Alter Self. (Lizard Man)

Shield (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Dragonskin.

Protection from Evil (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Blur.

Buffs that Dewydd cast upon others:

Haste (Kleborn and Thallok)

Buffs from the axe, affecting whole party:

+2 to saves vs. Fear

Buffs from Khubsheth:

Affecting: Dewydd, Sylvar, Respen, Vale, Kleborn, and Thallok:

Geas
+5 bonus to all saves for duration of adventure.

DURATIONS:

Haste: 12 rounds.
Fly: 12 mins (120 rounds)
Armor: 24 hours
Shield: 24 minutes (240 rounds)
Alter Self: 120 minutes (1200 rounds)
Dragonskin: 120 minutes (1200 rounds)
Prot. vs. Evil: 24 minutes (240 rounds)
Blur: 12 mins (120 rounds)

Duncan's buffs: Sustained by actions.

COMBAT:

Sphinx #09: DEAD
Sphinx #10: DEAD
Sphinx #01: DEAD
Sphinx #02: DEAD

Sphinx #03: 26 pts. damage.
Sphinx #04: (26+4) = 30 pts. damage.
Sphinx #05: (26+4) = 30 pts. damage.
Sphinx #06: 26 pts. damage.
Sphinx #07: Turned / cowering.
Sphinx #08: Turned / cowering.

Ok, new description rule:

100% = Unharmed.
090% = Slightly Injured.
080% = Moderately Injured.
075% = Significantly Injured.
060% = Severely Injured.
050% = Significantly Wounded.
040% = Moderately Wounded.
030% = Severely Wounded.
020% = Critically Wounded.
010% = Gravely Wounded.

INITIATIVE COUNT:

Sylvar: 22a
Respen: 22b
Dewydd: 21
Duncan &Co. : 14
Kleborn: 12
Tam: 10a
Thallok: 10b
Remaining Mummies: 10c
Vale: 8

 
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redraider629

Explorer
As the two shpinx leap over Kleborn and Thallok, and the two stand in front of them, both Kleborn and Thallok look at each other, nod, and attack the two who leaped over them.

Thallok will attack sphinx number 5, and Kleborn will attack sphinx #04
Thalloks AoO =34, damage = 31
Kleborn AoO = 45 , damage = 27
 

Tellerian Hawke

Defender of Oerth
SPHINX 4:

Fireball: 30 pts. damage.
Kleborn AoO: 27 pts. damage.
Lenny Breath Weapon (Fire): 6 (9)
Travis Breath Weapon (Fire): 4 (6)
[Fire Vulnerability]
This turn, continues to burn: 3 pts. dam.
TOTAL DAMAGE: 75 pts. (Severely Wounded)



SPHINX 5:

Fireball: 30 pts. damage.
Thallok AoO: 31 pts. damage.
This turn, continues to burn: 3 pts. dam.
TOTAL DAMAGE: 64 pts. (Moderately Wounded)

Two of the Sphinxes dart into the air, and fly down the hall, seeking enemies to rip apart; on their way through the narrow doorway, Kleborn and Thallok deliver serious blows to each of them, their magical weaponry showering the hallway with sparks of energy, as their powerful magicks rip and tear at the negative life force of these monsters!

Sphinx #04 attacks Sylvar, the originator of the Grease spell which caused the flames that were still clinging to its body. But as it lands in front of the nervous bard, Lenny and Travis release their fire breath, burning the monster still further!!

+16 to hit (rake = 2 times +11)
Attack rolls: (21,12,29) Sylvar's AC: 20;
(+1 AC from Duncan = AC: 21)
[2 hits, 1 slam, 1 claw]
Slam damage: 16 pts.
Claw damage: 9 pts.
TOTAL DAMAGE: 25 pts.
Plus MR DC 19 Fort

The big Sphinx tears into Sylvar, its claws delivering painful cuts and scrapes; Sylvar realizes that he will not last long in close proximity with this beast, owing to the two, serious blows that the Sphinx has just dealt him!

GM: Sylvar, make a Fort save, DC 19. Your normal Fort save is d20+6, but with Duncan's buffs, and Khubsheth's Blessing, your total Fort save is d20+15.


+16 to hit (rake = 2 times +11)
Attack rolls: (25,13,22) Respen's AC: 26
(+1 AC from Duncan = AC: 27)
3 misses!

Sphinx #05 attacks Respen, the caster of the Fireball which greatly weakened him and all of his comrades. However, Respen's many magical wards deflect the monster's attacks, keeping him safe... for now.

Sphynx #03 attacks Thallok; Sphinx #06 attacks Kleborn. The heroic duo is locked in close quarters combat, fighting for their very lives!

Thallok Base AC: 16
Kleborn Base AC: 28
Haste +2, Duncan's Buff +1
Adjusted: Thallok (19), Kleborn (31)

Sphinx #03 attack roll: d20+14 [slam]: 18 (miss) T
Sphinx #06 attack roll: 17 (miss) K

Although both Sphinxes are formidable opponents, they prove unable, at least in the beginning, to find purchase against the superior skills of the party's frontline warriors; Thallok uses Mirios to parry his opponent's clumsy attack, and the Sphinx on Kleborn is stopped cold by the warrior's mithral shield.

VALE: It's your turn! Val is glowing a bright blue, and vibrating in your hands, anxious to bite into its first undead in over 3 centuries! What do you do?
 
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Aust Thale

Explorer
VALE ATTACKS!!!
With fury and vigor matching his magical axe, Vale pounces at the Sphinx, slashing up toward its neck, and then downward toward its mangled bandaged undead paw. Both strikes appear to connect with their targets. As Vale strikes the mummified creature, calls upon the strength of his pantheon of deities as he engages in his purpose: killing undead. All of the frustration of dealing with Margull, as well as Respen's benefactor, and the axe's ego combine in what can be best described as cathartic relief. These filth will be dispatched, or he will die trying.

Two (2) Attacks:
Attack #1: 1d20+18 (16+14+1+3) = 34
Damage #1: 1d10+7 (9+3+4) + 2d6 (6) = 22
Attack #2: 1d20+13 (11+9+1+3) = 24
Damage #2: 1d10+7 (10+3+4) + 2d6 (9) = 26
Total Damage = 48 hit points
 

Tellerian Hawke

Defender of Oerth
Having just been burned by the Twins, the Sphinx is not ready for the fury of the axe; Vale's first blow cleaves the weakened beast in twain, causing its negative life force to vanish is a flash of blue light. But unlike Dewydd, Thallok, and Kleborn, whose attacks ended with a bright, outward flash, the axe actually draws the light BACK INTO ITSELF, like some sort of singularity, with an eerie sucking sound that instantly lowers the surrounding temperature in a 20' radius by 2 degrees Fahrenheit! The shift in temperature is not enough to cause damage or discomfort, but it is chilling, nevertheless! And unlike the party's previous kills, the remains of this Sphinx disintegrate into a pile of fine ash!

Sylvar, you suddenly realize that you have just witnessed something of legendary proportions! It seems that Valoran is no ordinary enchanted, talking axe! You can FEEL waves of magical energy emanating from it, as it devours the Sphinx's negative energy life force! This axe is truly a force of nature!

GM: Unfortunately, your second attack is wasted.


Val SINGS in Common: "Great their power grew, a thorn in the eye of The Father, swift was the axe, and true, to fell them one after another!"

GM:

DM HOUSEKEEPING:

Duncan's Company Are Still Maintaining The Following Auras: ( Circumstance Bonuses )

Within 60 Feet of Ebony/Duncan:

+1 Attack
+1 AC
+4 Fort Saves
+3 Reflex Saves
+2 Will Saves

Within 10 Feet Of Duncan ( Morale Bonus )

+4 Saves vs Fear

Buffs that Dewydd cast upon himself:

Fly (Move rate: 90'; see Haste below.)

Haste. (Move Bonus: +30 ft.; Attack/Dodge/Reflex Bonus: +2)

Abjurant Armor (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Alter Self. (Lizard Man)

Shield (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Dragonskin.

Protection from Evil (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Blur.

Buffs that Dewydd cast upon others:

Haste (Kleborn and Thallok)

Buffs from the axe, affecting whole party:

+2 to saves vs. Fear

Buffs from Khubsheth:

Affecting: Dewydd, Sylvar, Respen, Vale, Kleborn, and Thallok:

Geas
+5 bonus to all saves for duration of adventure.

DURATIONS:

Haste: 12 rounds.
Fly: 12 mins (120 rounds)
Armor: 24 hours
Shield: 24 minutes (240 rounds)
Alter Self: 120 minutes (1200 rounds)
Dragonskin: 120 minutes (1200 rounds)
Prot. vs. Evil: 24 minutes (240 rounds)
Blur: 12 mins (120 rounds)

Duncan's buffs: Sustained by actions.

COMBAT:

Sphinx #09: DEAD
Sphinx #10: DEAD
Sphinx #01: DEAD
Sphinx #02: DEAD

Sphinx #03: 26 pts. damage.
Sphinx #04: DEAD
Sphinx #05: 64 pts. damage.
Sphinx #06: 26 pts. damage.
Sphinx #07: Turned / cowering.
Sphinx #08: Turned / cowering.

Ok, new description rule:

100% = Unharmed.
090% = Slightly Injured.
080% = Moderately Injured.
075% = Significantly Injured.
060% = Severely Injured.
050% = Significantly Wounded.
040% = Moderately Wounded.
030% = Severely Wounded.
020% = Critically Wounded.
010% = Gravely Wounded.

INITIATIVE COUNT:

Sylvar: 22a
Respen: 22b
Dewydd: 21
Duncan &Co. : 14
Kleborn: 12
Tam: 10a
Thallok: 10b
Remaining Mummies: 10c
Vale: 8


SYLVAR: It's your turn! The Sphinx that injured you is no more! What do you do?
 

Sylvar B.

Explorer
With resolve reserved only for the undead, Sylvar raises the bow bestowed upon him by his deity, and summons mystical arrows from the ether. In swift succession he lets them fly at the Sphinx in front of Respen... (Sylvar thinks to himself) "I suppose I'll shoot the Sphinx in front of Respen. After all, we can't be Respen's Raiders if he's dead."

The first arrows he fires in haste, without properly aiming and it misses it's target. The other two shots are true and hit their mark.

OOC: first arrow misses, other two combine for a total of 37 damage
 
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Tellerian Hawke

Defender of Oerth
GM:
Arrow #1: 19 pts.
Arrow #2: 18 pts.
Damage Taken So Far (Sphinx #05): 64 + 19 + 18 = 101 pts.
Sphinx is destroyed.


As the two, glowing arrows slam into the Sphinx, it rears its head in agony, as the banal magical properties of the arrows, fueled by Sylvar's hatred of the Undead, take their full effect upon the creature's life force. Blue, electrical energy surges through the Sphinx, and there is a sudden, flash of light, as its life force is completely disrupted!

GM: Will Save DC 25 for Undead Creature within 120' of the axe: (25) Success.


As the Sphinx's life force flashes, it is tugged upon by the axe, and a howling sound is heard, as the axe attempts to draw the life force into itself; however, the light escapes the pull of the axe and dissipates, going on to its final rest, wherever that may be.

Val curses, "Blast it! Now the Nine Hells have yet another soul to twist toward their fiendish enterprises!"

GM:

DM HOUSEKEEPING:

Duncan's Company Are Still Maintaining The Following Auras: ( Circumstance Bonuses )

Within 60 Feet of Ebony/Duncan:

+1 Attack
+1 AC
+4 Fort Saves
+3 Reflex Saves
+2 Will Saves

Within 10 Feet Of Duncan ( Morale Bonus )

+4 Saves vs Fear

Buffs that Dewydd cast upon himself:

Fly (Move rate: 90'; see Haste below.)

Haste. (Move Bonus: +30 ft.; Attack/Dodge/Reflex Bonus: +2)

Abjurant Armor (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Alter Self. (Lizard Man)

Shield (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Dragonskin.

Protection from Evil (w/ Abjurant Armor, Swift Abjuration, & Extended Abjuration.)

Blur.

Buffs that Dewydd cast upon others:

Haste (Kleborn and Thallok)

Buffs from the axe, affecting whole party:

+2 to saves vs. Fear

Buffs from Khubsheth:

Affecting: Dewydd, Sylvar, Respen, Vale, Kleborn, and Thallok:

Geas
+5 bonus to all saves for duration of adventure.

DURATIONS:

Haste: 12 rounds.
Fly: 12 mins (120 rounds)
Armor: 24 hours
Shield: 24 minutes (240 rounds)
Alter Self: 120 minutes (1200 rounds)
Dragonskin: 120 minutes (1200 rounds)
Prot. vs. Evil: 24 minutes (240 rounds)
Blur: 12 mins (120 rounds)

Duncan's buffs: Sustained by actions.

COMBAT:

Sphinx #09: DEAD
Sphinx #10: DEAD
Sphinx #01: DEAD
Sphinx #02: DEAD

Sphinx #03: 26 pts. damage.
Sphinx #04: DEAD
Sphinx #05: DEAD
Sphinx #06: 26 pts. damage.
Sphinx #07: Turned / cowering.
Sphinx #08: Turned / cowering.

Ok, new description rule:

100% = Unharmed.
090% = Slightly Injured.
080% = Moderately Injured.
075% = Significantly Injured.
060% = Severely Injured.
050% = Significantly Wounded.
040% = Moderately Wounded.
030% = Severely Wounded.
020% = Critically Wounded.
010% = Gravely Wounded.

INITIATIVE COUNT:

Sylvar: 22a
Respen: 22b
Dewydd: 21
Duncan &Co. : 14
Kleborn: 12
Tam: 10a
Thallok: 10b
Remaining Mummies: 10c
Vale: 8


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

Tellerian Hawke

Defender of Oerth
GM: Posting on behalf of Respen.


Respen considers throwing a Fireball, but he dares not while Dewydd is in the way. Therefore, he opts for a single-target fire spell instead: Kelgore's Firebolt. He chooses Sphinx #06 as his target.

Respen's Fear saves (DC19): 33, 28 (Saved)
Reflex Save DC 14: (12) Failed.
Base Damage: 20 pts.
Fire Vulnerability: x1.5
TOTAL DAMAGE: 30 pts.
Sphinx #06 has taken a total of 56 pts. damage.
Sohinx #06 is Moderately Wounded.

The Sphinx is unable to dodge the firebolt, and screams with agony as the deadly bolt slams into it, burning it savagely! It is quite obvious now that fire is a major weakness for these creatures.

DEWYDD: It's your turn! The Sphinx to your right is on fire, and looks to be suffering badly from Respen's spell. What do you do?
 
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