CE vs. N (FFA): Very Young Howling Dragon vs. Thunder Worm


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Bugsy isn't that stupid. He's going to ready to 5ft-step to the southeast and attack if Winnifred attempts a bull rush entering into square 60N5E. "C'mon, Two Trunk! Let's see what you got!"


OOC: It's risky. If Winnifred Two Trunk does not bull rush, he gets no attack until next round (if he survives), but he'll pretty much automatically fail if that thing bull rushes him out of the arena. I hope you already planned the next action and aren't persuaded by my devious bugbear. :)
 

OOC: I did not even think of a bull rush, expecting to kill with one blow. Thanks for reminding me about that in the future.

Round 190: Winnifred charges to 60N10E and swings her morningstar (rolled 21+2=23 for charge), smashing Bugsy for 12 points of damage. Bugsy has 4 HP remaining.
 


Dueling morningstars (cue the music, please).

Round 191: Bugsy hits (rolled 22) for 7 points of damage. Winnifred has 20 HP remaining. Winnifred hits back with morningstar and one trunk for a total of 17. Bugsy is dead. Winnifred is still at 60N10E.

First in round 192 for Chaotic Evil is a choker (Monster Manual).
 

Charley the Choker, having watched this great big thing smash the be-Pelor out of the bugbear, would like nothing better than a big snack.

Charley tries moving to 0n 10e, climbing to 10z, then readying an action to choke the beast if it gets within 10' (if he fails the climb, use extra move action to try again instead of ready action)
 

OOC: Charley can take 10 on the climb no matter what because he has a climb speed, so he automatically can climb the wall, but if he wants to get up to 10Z, he must use 2 move actions because his climb speed is only 10. I can put him at 0N10E5Z.

Round 192: Winnifred charges to 5N10E, when Charley grabs her neck (rolled 16) and squeezes for 4 points of damage, but does not manage to hold on (14 vs. 23 grapple check). Winnifred has 16 HP remaining. Winnifred tries to turn Charley into a spot on the wall, hitting with her morningstar (rolled 21+2=23 for charge) for 11 points of damage. Charley has 5 HP remaining.
 

PJSlavner said:
OOC: Charley can take 10 on the climb no matter what because he has a climb speed, so he automatically can climb the wall, but if he wants to get up to 10Z, he must use 2 move actions because his climb speed is only 10. I can put him at 0N10E5Z.
The climb DC is 25 and with a take 10, Charley can only get 23 (+13, the bonus includes the +8 racial bonus). But, the climb speed is 10, so he moves 10. I don't understand why he can reach a height of 10Z. Creatures with climb speeds move at that speed, not half that speed. Otherwise, he would climb normally at half speed, which is 10ft. :)
 

Sorry, I thought the climb DC is 20. I just rolled, and he got a 26, so he made the climb.

Charley moved 10 feet along the ground first, which was half of a move-equivalent action, and he wanted to move a full move-equivalent action to climb up 10 feet, so he would not have a readied action left. I cut his climb in half so that he used only one MEA to move and was able to ready an attack. If you want Charley at 10Z, he could be there but then would not have been able to attack.
 
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OOC: Chokers have supernatural quickness, giving him an extra move action or standard action. He actually does get two move actions and a standard. :p
 

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