Good 8, Evil 9 - Evil wins the Exhibition!

The Wall of Fire on the northern edge of the VZ is dispelled for the portion that extends through the VZ. The other two Walls of Fire are outside of the VZ and thus unaffected.

OOC: This one made me think. That seems to happen regularly with GMing BoAA arenas. My logic is that the Wall is a sheet and the other two sheets are out of the dispel area of effect. The spell description says the wall "sends waves of heat" towards the hot-side. Those waves will continue even into an area that was temporarily purged of magic a moment previous.

In retrospect, using the same logic, I wonder if dispel magic shouldn't be able to cut spheres of effect out of a darkness sphere. The darkness is radiating "shadowy illumination" (I think of as anti-light) from the central point, which will continue to fill the dispelled space as soon as the dispel is gone again (which is instantaneous). If the darkness spell description said that the spherical area was plunged into magical darkness (with no comment on "shedding shadowy illumination") the dispel could cut away that area.

Whew. This is all making me strong reconsider whether I want to GM an epic level game.
 

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Infinitus is apparently still too fatigued from his last fight, and decides to stay in the infirmary.
(OOC: I'd switch my dice for evil summons, but they're virtual dice and are changed constantly anyway. Apparently selfish evil types don't like to help each other out.)

Bottom of 78 for Good.
 

I'm a little confused about the walls of fire. I thought there were two walls of fire, one along the northern edge of the VZ and one along the southern edge. There is a third wall on the roof of the VZ, which cannot be dispelled but will expire at some point.

What exactly was dispelled and what is left?
 

Gansk said:
What exactly was dispelled and what is left?
The area of the northern wall that ran along the VZ (because of the stone wall it could not be placed outside the VZ). The southern wall of fire was placed (explicitly) just outside the VZ to the south. The issue is whether the GDM affects the southern wall of fire. If the WoF pointed it's heat south, there would be no question. Does the GDM dispel the heat emanating from the WoF that gets into the VZ? Greybar has decided no.
 

Hurrycane will:[sblock]Fire a ray and then fly down into the water to -20Z, then underneath the VZ platform at 110N60E-20Z.[/sblock]
 

On deck for Evil is a huge red dragon.
[sblock] I'll provide buffs for him later. I don't have the book with me right now.

Edit: I see there's not much choice. Buff with prot good until he runs out of spell slots, 1st and and all but 1 of 2nd. [/sblock]
 
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Bottom of 78:
A ray zips out from 110N0E20Z and heads straight for the naldfeshnee before being deflected off at the last possible moment. (OOC: Imagine, a miss with the ray that *wasn't* a natural 1!)

Top of 79 for Evil!

Evil
[sblock]
True Seeing allows you to see the invisible ghaele duck underwater and head under the VZ platform.
[/sblock]
 

Evil does something dastardly.

[sblock] First of all, we need a name for the nalfeshnee. :)

Secondly, he performs a second summoning: 1d4 hezrous. I'm not positive if the 50% applies to all three types of creatures summoned, but I think so. If the hezrous show up, they will be at (in order, depending on how many): Ringo @ 100n70e, Paul @ 110n70e, John @ 110n60e, George @ 100n60e. They will take the following actions (under instructions):

Ringo: ready to blasphemy when the nalfeshnee gives a telepathic shout out that Hurrycane is in range.
Paul: same thing as Ringo.
John: greater teleport to 70n45e
George: greater teleport to 70n65e

Don't forget the stench of the hezrous.[/sblock]

Your turn, Good.
 

I2K
[sblock]
Judging from the use of commas in the SRD the power should be interpreted as:

Twice per day a nalfeshnee can attempt to summon:
1d4 vrocks (CR9) (with 100% chance of success),
or 1d4 hezrous (CR11) (with 100% chance of success),
or one glabrezu (CR13) with a 50% chance of success,
or another nalfeshnee (CR14) with a 20% chance of success.

I am made more confident by the CRs of the types (listed parenthetically), though it'd be even more consistent if it was 1d4+1 vrocks, or 1d3 herezou .... to match the summon monster spell. Maybe the equal numbers offset the diff CR just for the fact that the vrocks can fly.

That said, fortune has final favored the forces of evil ... all four show up.
Fortune doesn't favor the GM, who now has to add all four to his moderation spreadsheet.
[/sblock]

(this post does not inhibit Good's move - still up for Good in bottom of 79)
 

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