CG vs. N: Chaotic Good Victorious!


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The elemental takes 17 has 3 hp left.

Round 557: The elemental takes 23 and dies. Shelly is at 40N15E30Z.

A huge twelve-headed lizard runs to 35N40E.
 
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OOC: okay thats a no win tactic, If anyone else wants to have Shelly buff & wade in go head, she might be able to take it. Can she fly in humanoid form? its unclear.
 




Round 558: The hydra dodges (rolled 25 Ref save), but still takes 23 points of damage. The hydra heals 22 points to 128 HP.
Round 559: The hydra takes 17, and heals up to full at 129 HP.
Round 560: The hydra heals to full after being blasted for 14.
Round 561: The hydra heals to full after being blasted for 21. The hydra has not failed a save yet.
Round 562: The hydra takes 36, and heals up to 115 HP.
Round 563: The hydra takes 42, and heals up to 95 HP.
Round 564: The hydra takes 17, and heals up to 100 HP.
Round 565: The hydra takes 18, and heals up to 104 HP.
Round 566: The hydra takes 18, and heals up to 108 HP.
Round 567: The hydra takes 37, and heals up to 93 HP.
Round 568: The hydra takes 15, and heals up to 100 HP.
Round 569: The hydra takes 14, and heals up to 108 HP.
Round 570: The hydra takes 20, and heals up to 110 HP.
Round 571: The hydra takes 15, and heals up to 117 HP.
Round 572: The hydra takes 20, and heals up to 119 HP.
Round 573: The hydra takes 36, and heals up to 105 HP.
Round 574: The hydra takes 38, and heals up to 84 HP.
Round 575: The hydra takes 14, and heals up to 92 HP.
Round 576: The hydra takes 21, and heals up to 93 HP.
Round 577: The hydra takes 33, and heals up to 82 HP.
Round 578: The hydra takes 17, and heals up to 87 HP.
Round 579: The hydra takes 18, and heals up to 91 HP.
Round 580: The hydra takes 21, and heals up to 92 HP.
Round 581: The hydra takes 26, and heals up to 88 HP.
Round 582: The hydra takes 16, and heals up to 94 HP.
Round 583: The hydra takes 21, and heals up to 95 HP.
Round 584: The hydra takes 37, and heals up to 79 HP.
Round 585: The hydra takes 40, and flees the arena.

A round, huge building with six stone arms rolls into the arena on stone rollers to 30N100E.
 
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Shelly will fly to 30N100E (60+building height)Z, flying straight up and then over, taking I think a full round to get there. Assuming nothing interesting happens, she'll drop a cone of cold.

(general tactics for anyone else piping in) Assuming the building cannot fight back and doesn't flee immediately, she might use the "free" time to shift shape and buff, tossing a cone of cold every once in a while to avoid the draw. I'm thinking owl's wisdom, bull's strength, aid, spell resistance, magic vestment, protection from evil, and shield of faith. She'll save spell immunity, protection from energy, and the round-per buffs for when she needs 'em. Make that if. CR 10? Are they insane? I put this at CR15 -- and that's being conservative.
 

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