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Old 10th April 2005, 10:45 AM   #1 (permalink)
Battle of All Alignments
 
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LG vs. N: Lawful Good Victorious!

Round 1:

The donkey charges forward 60 feet. The position is 60N60E.

Last edited by Gansk; 19th October 2005 at 08:43 AM..
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Old 16th April 2005, 12:50 AM   #2 (permalink)
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The brave (but lonely) flitterling enters the arena at 115N0E0H, then flys up to 115N0E20H.

Q: Is the donkey shod?
Q: What is the vertical space of the donkey? 5'? 10'?
Q: Is this a single, lonely, flittering, or a small patch of 50 flitterlings? I.e. do I have access to the Charm and Fear special abilities?

Request: In the first post of a new monster, could you indicate which source(s) it's from?
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Old 16th April 2005, 08:07 AM   #3 (permalink)
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Round 2:

The donkey runs to position 115N5E, directly east of the flitterling's square. It quizzically stares up at the flitterling.

The donkey has the equipment specified in the MM, so I assume it is not shod.

The donkey is 5 feet high and can threaten 5 feet above it, so the flitterling is currently 10 feet above the donkey's threat range.

The flitterling is solitary, so no special abilities.

I promise to list the source of monsters entering the arena from now on. I apologize if I sent you on a wild flitterling chase!
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Old 16th April 2005, 07:48 PM   #4 (permalink)
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Right then.

The flitterling draws it's longsword, and power dives (i.e. charges) at the donkey.

"Small pointy death from above!"
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Old 16th April 2005, 10:07 PM   #5 (permalink)
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The donkey takes an AoO as the flitterling enters its square. Missed! (Rolled 17)

The flitterling hits! (Rolled 13 + 2 for charge + 1 for higher ground = 16)

1 point of damage! The pin prick takes the sturdy donkey down to 10 hp.

Round 3:

The donkey snaps at the flitterling and misses wildly. (Rolled 4)
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Old 17th April 2005, 01:27 AM   #6 (permalink)
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The flitterling tries to land of the donkey's back. Regardless, it pokes the donkey with the longsword again.
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Old 17th April 2005, 01:50 AM   #7 (permalink)
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Landing on the donkey's back and holding on would require a grapple check, something the flitterling is not very good at.

The flitterling misses with its longsword. (Rolled 6 + 1 for higher ground = 7)

Round 4:

The donkey tries to bite and misses wildly again! (Rolled 5)
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Old 17th April 2005, 10:39 PM   #8 (permalink)
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I thought so, but I figured I'd ask.

The flitterling pokes the donkey in the nose with its longsword.
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Old 17th April 2005, 11:03 PM   #9 (permalink)
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The flitterling jabs the donkey right inside the nostril! (Rolled natural 20, 18 crit roll)

The donkey takes 1 point of damage! It has 9 hp left.

Round 5:

The annoyed donkey tries to bite the flitterling yet again. Missed! (Rolled 13)
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Old 18th April 2005, 01:51 AM   #10 (permalink)
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The flitterling darts around the donkey and stabs it in the tail.
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Old 18th April 2005, 02:25 AM   #11 (permalink)
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Swish! (Rolled 7 + 1 for higher ground = 8)

Round 6:

The donkey doesn't come close! (Rolled 9)
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Old 18th April 2005, 05:10 PM   #12 (permalink)
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GuardianLurker Goblin Sharpshooter (Lvl 2)
The flittering darts around the donkey and stabs it in the belly.

Observation: The donkey's damage is 1d2. The flitterling has DR 5/cold iron. Even on a critical the donkey cannot hurt the flitterling. The flitterlings tactics won't change. Do we really need to play this out? Or can we time compress to the flitterling's victory?
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Old 18th April 2005, 06:55 PM   #13 (permalink)
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I will agree to time-compress this eternal struggle, but not necessarily guarantee the flitterling's victory.

If the donkey ever hits the flitterling before the flitterling kills it, the donkey should realize that it cannot damage the flitterling, change strategy, and run around the arena playing for a draw.

The donkey is faster than the flitterling, so it should be able to accomplish a draw by moving and then readying an action to move away from the flitterling if the flitterling approaches.

If you agree that a draw is possible then I will roll the whole thing out tonight and we can move on to a more interesting combat!
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Old 18th April 2005, 07:43 PM   #14 (permalink)
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Since the arena is such that the flitterling's normal counter (Hide and Move Silently to Donkey) cannot be implemented, that's probably the best the flitterling can hope for.

Go for it.
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Old 19th April 2005, 04:01 AM   #15 (permalink)
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After 18 rounds the fight results in a draw. The donkey realized it could not damage the flitterling and ran around the arena with 2 hp left!

Round 19:

A duckbunny enters the arena and moves to position 60N80E.

Next up for LG: An aasimar (planetouched). (MM)
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Old 19th April 2005, 05:05 AM   #16 (permalink)
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The aasimar, eager to win and redeem the cause of Celestia, takes a 5' step to enter the arena at 0N0E, (if necessary, loads his light crossbow) and fires his light crossbow at the duckbunny. That done, he drops his light crossbow. (If he has an action left, he draws his longsword.)

Q: What does a duckbunny look like? Any significantly noticeable natural weapons (Claws like daggers, teeth like swords, horns like giant's spears, etc.)?
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Old 19th April 2005, 05:31 AM   #17 (permalink)
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Gansk Goblin Sharpshooter (Lvl 2)
The duckbunny has the body and ears of a bunny, but the beak and webbed feet of a duck. It is a cute little platypus-looking thing!

But I guess the aasimar will try to kill it anyway. (sigh)

The crossbow bolt misses. (Rolled 11 -2 for long range = 9)

The crossbow was loaded before the aasimar entered, so he has time to draw his sword.

Round 20:

The cute, tiny duckbunny waddles as fast as it can towards the aasimar. It ends up at position 5N25E.
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Old 19th April 2005, 05:59 AM   #18 (permalink)
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The duckbunny may look harmless, but the aasimar knows that such an unnatural hybrid can only be the result of EVIL, or at least the Insanity of CHAOS. Besides, this is a gladitorial arena, without some pacific signal, the aasimar must assume enemity.

The aasimar charges the duckbunny and swings at it.
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Old 19th April 2005, 06:32 AM   #19 (permalink)
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Misses! (Rolled 6 + 2 for charge = 8)

Round 21:

The duckbunny tries to enter the aasimar's square. The aasimar's AoO is a natural 1!

The duckbunny tries to bite! It hits the aasimar, who suddenly realizes that his shield is still strapped to his back! (rolled 14) 1 point of damage! The aasimar has 4 hp left.

The aasimar is surprised by the sudden ferociousness of the duckbunny, but not enough to be dazed by its attack (rolled 17 will save).
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Old 19th April 2005, 07:11 AM   #20 (permalink)
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Right. The aasimar, confounded by his own clumsiness and forgetfulness at the sight of such an unnatural creature, takes a 5' step back, equips his shield, then swings at the duckbunny.
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