CG vs. LE: Chaotic Good is Victorious!

Keari takes 8-5 points of damage from Spike's barbs and has 195 hp left. Spike is not afraid of Keari (24 Will save).

Round 221: Spike claws into Keari once (rolled 35) and really rips into her a second time (natural 20, 28 crit roll). Keari takes a total of 46-10 damage and has 159 hp left.

Keari is not afraid of Spike (natural 20 Will save).

Keari breathes acid and Spike dodges (33 Ref save). Spike takes 13-10 damage and has 106 hp left.

Spike takes an AoO as Keari leaves and misses (rolled 21).

Keari:[sblock]You can breathe again in round 224.[/sblock]
 
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Spike stays in the shade.[sblock]Ready action to teleport if der dragon comes into view below the height of the roof.[/sblock]
 

Spike:[sblock]Teleport to where exactly? Keari is staring at you right now, inside the victory zone area at 25Z. The roof of the victory zone is 40Z.[/sblock]
 

Spike would like to note that he failed orienteering.

Spike disappears.[sblock]Hold breath, then teleport to 100n55e-25z underwater (if that's possible). Otherwise (and another question from me): how about 0n0z squeezing and trying to hide behind the tree?[/sblock]
 

Spike:[sblock]The tree trunks take up the corners. Remember you can hide in the leaves if you want. But in the water should be OK as well. You do not sink to the bottom (26 Swim check).[/sblock]

Keari's turn in round 222. She does not sense Spike's presence.
 


Keari will continue hovering her senses alert for her prey.
[sblock] ready a charge - if Spike appears. (is there anywhere inside the VZ she cant' see? [/sblock]
 
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Keari:
[sblock]You see everywhere inside the VZ. Remember you just started hovering and did not perform your CSW from before.[/sblock]

Spike goes first in round 223.

Spike:
[sblock]You do not sink to the bottom (18 Swim check).[/sblock]
 

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