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


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Round 223

A low, six-legged plant-looking creature with sparking tentacles on its back moves to 60N50E. Dusty breathes, Sparky dodges and takes a point of damage. He has 15 hp left.

Dusty goes first in round 224. He can breathe again next round.
 


Round 224

Sparky fails to dodge and takes 1 plus the itching and burning. He has 14 hp left and stays put. Dusty can breathe again in round 227.
 

Dusty will do circles around 60n 50e at 20z, then drop to 60n 50e 15z and breath again in 227. Repeat until the sparkly thing decides it has better things to do.
 

OOC: 15Z isn't close enough, but I get the picture. Sparky will run away in round 228.

Next up for CE: a tomb mote. (Libris Mortis) We'll switch back.

The tomb mote goes next in round 228. Dusty is at 60N50E10Z and has 9 hp left.
 

Just me, or will T.M. just provide a replay? Until something arrives with a ranged attack or can fly, I think Dusty is just gonna keep wiping the floor. If you think a -1 Jump check could allow for bites the same round as the breath weapon, maybe that could have an effect.
 

The tomb mote flees in round 230 after being breathed on. Dusty is at 60N20E10Z

Next in round 230 for Chaotic Evil is Rime the white dragon wyrmling (Draconomicon). For those without the Draconomicon, use the Monster Manual with the feats Enlarge Breath (50% longer, 1 round longer wait if this feat is used) and Improved Initiative. Rime has no knowledge skills, but is extremely good at hiding and swimming.
 

Rime, counting on swimmming skills and improved initiative to carry the day, enters at 0n0e, flaps in a ne/n/nw curling arc, ending at 50n 30e 10z and tries to introduce Dusty to frostbite.
 

Dusty laughs at frostbite, dodging it (Ref save 22), but still taking 1 point of damage. Dusty has 8 HP remaining, and Rime can breathe again in round 234.

Round 231: Dusty steps to 55N25E10Z and does not come close with either claw (best roll 10).
 

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