Good 8, Evil 9 - Evil wins the Exhibition!

Squawk will hover and concentrate.

A ray of light emanates from 0N70E and makes a beeline to Hald.

[sblock]Squawk will cast dispel magic. Hurrycane will fly to 30N100E20Z after firing the ray.[/sblock]
 

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Frustration, thy name is Hald, who gets light-ray'd for another 16 points taking him to 39 hp, and also...

Hald
[sblock]
Shield goes up, and then all buff spells get dispelled, damnation take that avoral.
[/sblock]

Hald's turn at the bottom of 44
 

Roar!

Hald glares at Bird-Man and in general around the arena at the unseen opponent. He flies north and slightly east and then disappears under the water at 100n80e.
[sblock] Uses 25/150 fly speed, then up-to-50ft of swim speed to get to 100n55e-30z. Once there he casts protection from good--again, as my last 1st level spell. [/sblock] Your turn, Good.
 

Into the wa-wa? No fair!

[sblock]Hurrycane will fly to 95N25E, then plunge straight into the ground twenty feet to 95N25E-20Z, adjacent to the wall containing the water. Squawk will hover and cast magic circle vs. evil.[/sblock]
 


Hald does something.
[sblock] I can't recall all the 0th level spells, but I believe resistance is one, so he casts that. Any other useful 0th level spells? Hald also puts up a quickened 60ft darkness on the south wall at 100n60e-30z. He then swims to 110n40e-40z[/sblock] Your turn, Good. You see darkness (if you're still above ground) emanate from under the water, centered most likely at 100n60e-30z on the south wall. (Actually, exactly there, trying to explain it in unspecific terms won't help much.)
 

Hurrycane and Squawk do something.

[sblock]Squawk casts area dispel magic on the darkness emanating from the west side of the VZ (to help you not have to determine where it emanates :) ). Hurrycane will take a five foot step into the water at 100N25E-20Z. If he sees Hald, he will fire two light rays.[/sblock]
 

Gansk:
[sblock]
From Squawk's location on the other side of the arena, an area dispel will have to have a target for the 20ft radius burst that is in squawk's line of effect that has the origin of the darkness in the burst, unless you only want to suppress part of the darkness. I'm not seeing how Squawk has LoE deep enough into the water to cover 100n60e-30z without getting closer and/or higher.
[/sblock]
 

Greybar:[sblock]It wasn't Squawk's intention to dispel the darkness completely, just to dispel the portion that emanates above the water on the west side of the VZ. Next round he will do the east side, and then the darkness will be confined to below the water only.[/sblock]
 

A 20 ft radius burst of darkness is wiped away above the waterline to the west of the VZ, centered on 110n20e0z. Then two bolts of light lance out from 100N25E-20Z and hit Hald despite the shadowy darkness underwater, inflicting 36 points of damage! Hald is reduced to 3 hp.

(Gansk: I think I still need more info to confirm where the dispelled area is, if that isn't the location you intended - the sphere hacked out of sphere thing is annoying :( )

Hald's turn for the bottom of Round 46!
 

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