CG vs. LE: Chaotic Good is Victorious!

PJSlavner said:
Run away used to last until the end of the effect in first and second edition; I am not sure about 3.0.

The spell says that you roll each round for a new effect - there is no special consideration for running away.
 

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AoO's: Bite + (hopefully) chain. JD will then move up to 95n50e and give the meteor swarm a try.[sblock]If Jagger attacks, fly to 70n35e and try the chain.[/sblock]How went the trip EH?
 

We hope you make it all the way, Evilhalfling.

Round 616

Both AoO's miss (best roll 40+1=41).

Neither Judge Dread nor Jagger dodge the acid stream (Ref saves 30+4=34, 27+4=31) and each takes 44-10=34 points of acid damage.

Jagger heals up to 82 HP, flies to 70N35E, and hits with his chain (natural 20, rolled 43 for a hit to the franistan) for 40-20=20 points of damage. Mouseblood suffers no other ill effects from the chain (37+2=39 Fort save). 20cc has 129 HP remaining.

Judge Dread heals up 91 HP. He backs up to 95N50E, taking an AoO tail slap in the process. 20cc hits (rolled 54) for 26-15=11 points of damage, suffering no ill effects from striking Judge Dread (47+2=49 Fort save). Judge Dread has 80 HP remaining.

The meteor swarm has no effect (22 CL check).

Evilhalfling[sblock]20cc can use breath weapon in round 618.[/sblock]
 

20cc will unleash his powerful charge & bite into the fiend.

OOC: the trip went well, but 13 hrs driving is exhausting even split between my wife and I.
The wedding was nice, the bride (who was a flower girl at my wedding) looked radiant.
Afterward we changed plans, took two days to drive back, and stopped by Craters of the Moon park - which I can't wait to use in a game.
 

Round 617

As 20cc charges to 80N15E, Jagger misses with a chain AoO (rolled 33).

20cc bites Judge Dread (rolled 53+2=55) for a truly powerful charge, inflicting 45-15=30 points of damage. 20cc does not suffer any effects from the bite (43+2=45 Fort save).

Judge Dread has 55 HP remaining after healing.

Jagger takes a full attack on 20cc, missing all five times (best roll 39). Jagger heals up to 87 HP.
 



Try this again (one post lost to the ether...or the astral...)
Judge Dread decides to check on his investments for a spell (heh...spell...ahem). He disappears.[sblock]Rd 617: 'port defensively to 100n60e-10z (under the VZ).
Rd: 618: Go invisible.
Rd: 619: Check with Jagger telepathically (hopefully babble-free) for an update before acting.[/sblock]
 

I forgot to say that Jagger healed up to 87 HP.

Judge Dread disappears.

Evilhalfling[sblock]20cc stopped sensing Judge Dread as soon as he disappeared.[/sblock]
 

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