THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND

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!
 

log in or register to remove this ad

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

 
Last edited:

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?
 
Last edited:

Aust Thale

Adventurer
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
 
Last edited:

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?
 
Last edited:

Remove ads

Top