CG vs. LE: Chaotic Good is Victorious!


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Jagger is now at 10N110E.

20cc did not suffer any ill effects from any of successful attacks against JD (worst Fort save 39+2=41).

Round 614

20cc Mouseblood claws and wing buffets twice, once really hard, (best missing roll 46-4=42; worst hitting roll 48-4=44, crit with one wing; claw and other wing failing to inflict damage) for 24-15=9 points of damage. Judge Dread has 134 HP remaining after healing. 20cc does not suffer any ill effects from attacking JD (worst Fort save 45+2=47).

Jagger heals up to 106 HP.

Ugulu[sblock]Jagger acts normally this round. Remember that he cannot use greater teleport.[/sblock]
 


Does 20cc take an AoO on Jagger as he approaches, and what form does it take if he does?

Judge Dread claws 20cc once (rolled 45+1=46; best missing roll 37+1=38) for 20+1=21 points of damage. 20cc has 201 HP remaining.
 


Evilhalfling said:
Wait, Jagger comes back? I thought run away lasted till the end of the effect.
Run away used to last until the end of the effect in first and second edition; I am not sure about 3.0.

Round 615

20cc hits with one each of bite, claw, wing, and tail (best missing roll 46-4=42; worst hitting roll 48-4=44; the wing inflicts no damage) for 64-45=19 points of damage. 20cc takes 1 point of temporary Strength damage from one of his attacks (natural 1 Fort save) and is down to 30 Strength. Judge Dread has 120 HP remaining after healing.

Jagger heals up to 111 HP. He is not scared of 20cc any longer.

Ugulu[sblock]Jagger attacks 20cc before Judge Dread acts.[/sblock]
 


20cc is at 100N50E, so JD steps to 95N40E to flank him.

Jagger misses five times (best roll 36).

Judge Dread hits with a claw, wing, and his tail (best missing roll 37+2+1=40; worst hitting roll 43+2+1=46) for 49+3=52 points of damage. 20cc has 149 HP remaining.
 


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