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THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND
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<blockquote data-quote="Tellerian Hawke" data-source="post: 7808332" data-attributes="member: 6790669"><p>[gm]</p><p>The black square is the area of the <strong><em>Grease</em></strong> spell.</p><p>The yellow markings show the area of the <strong><em>Fireball</em></strong> spell.</p><p>[spoiler=Spell Effect Map]</p><p>[ATTACH=full]113980[/ATTACH]</p><p>[/spoiler]</p><p></p><p><strong>NOTE:</strong> 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.</p><p></p><p>Fireball Damage: 35 pts.; with <strong>Fire Vulnerability:</strong> 52 pts.</p><p>Grease Ignition Damage: 4 pts. (no save for 1/2)</p><p></p><p>Sphinx #09: 52 pts. damage.</p><p>Sphinx #10: 52 pts. damage.</p><p>Sphinx #01: (52+4) = 56 pts. damage.</p><p>Sphinx #02: (26+4) = 30 pts. damage.</p><p>Sphinx #03: 26 pts. damage.</p><p>Sphinx #04: (26+4) = 30 pts. damage.</p><p>Sphinx #05: (26+4) = 30 pts. damage.</p><p>Sphinx #06: 26 pts. damage.</p><p></p><p>Ok, new description rule:</p><p></p><p>100% = Unharmed.</p><p>090% = Slightly Injured.</p><p>080% = Moderately Injured.</p><p>075% = Significantly Injured.</p><p>060% = Severely Injured.</p><p>050% = Significantly Wounded.</p><p>040% = Moderately Wounded.</p><p>030% = Severely Wounded.</p><p>020% = Critically Wounded.</p><p>010% = Gravely Wounded.</p><p></p><p>[/gm]</p><p></p><p>[gm]</p><p>Sphinx #01 = 56 pts. damage = Moderately Wounded</p><p>Sphinx #02 = 30 pts. damage = Severely Injured</p><p>Sphinx #03 = 26 pts. damage = Severely Injured</p><p>Sphinx #04 = 30 pts. damage = Severely Injured</p><p>Sphinx #05 = 30 pts. damage = Severely Injured</p><p>Sphinx #06 = 26 pts. damage = Severely Injured</p><p>Sphinx #07 = Unharmed / Turned / Cowering</p><p>Sphinx #08 = Unharmed / Turned / Cowering</p><p>Sphinx #09 = 52 pts. damage = Significantly Wounded</p><p>Sphinx #10 = 52 pts. damage = Significantly Wounded</p><p>[/gm]</p><p></p><p>It is now Dewydd's turn. Dewydd is within easy charging distance of the two Sphinxes in the doorway.</p><p></p><p>[gm]</p><p><strong>NOTE:</strong> 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.</p><p></p><p>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.</p><p>[/gm]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7808332, member: 6790669"] [gm] The black square is the area of the [B][I]Grease[/I][/B] spell. The yellow markings show the area of the [B][I]Fireball[/I][/B] spell. [spoiler=Spell Effect Map] [ATTACH type="full"]113980[/ATTACH] [/spoiler] [B]NOTE:[/B] 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 [B]Fire Vulnerability:[/B] 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] [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 [/gm] It is now Dewydd's turn. Dewydd is within easy charging distance of the two Sphinxes in the doorway. [gm] [b]NOTE:[/b] 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. [/gm] [/QUOTE]
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