LE vs. N: Lawful Evil Victorious!

Round 280

OOC: Alice moved a little too far to cast a spell this round - let's lower her to 20Z instead.

Both flames hit for 12 total. The plant has 38 hp left.

The plant takes an AoO on Trace with a vine and hits for 0. Trace claws for 11. The plant has 27 hp left.

The plant heals back to 32 hp. It steps SE to 10N90E and fires a puff of dust at Trace. It hits Trace (rolled 13 touch) and Trace feels like moving into the plant's square and peacefully communing with it. (Rolled 14 Fort save)
 

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OOC: I was afraid of that. It looks like a poison, and quacks like a poison, but the FF doesn't call it a poison. Oh...i fixed the Limbo post too...so check there.
Alice and Dos, not liking these results at all, climb straight up.
Alice goes to 45n 105e 35z and bombs away.
Dos climbs to 50n 85e 35z and does likewise.
Trace (I assume) moves to 10n 90e 0z (to keep it simple)
 

Round 281

The flames hit, but Trace instead! She takes no damage.

The plant shoots a bunch of tendrils into Trace's brain and drains 3 Int. Trace has 5 Int left.
The plant also heals back to 37 hp.
 

Pip winces and turns his head. "Ouch. I'm not even sure a devil deserves that."

Apip nods, draing the remainder of his 'ale'. "I bet those...advespas?...aren't laughing now. Stupid bugs."
 

Though some would think otherwise, Alice and Dos are having a bit of a chuckle at Trace's expense - since that day 880 years ago when she mixed up their names they never really liked her. Now she's become a fire break for this pile of vines, and worst, she seems to be enjoying herself.
Alice concentrates [dismisses the summoning on Trace to clear the firing range] and moves to to 45n 95e 40z.
Dos moves to 40n 70e 40z and bombs away.
(compress? after seeing sista T nearly get mulched they're just going to hover and burn. If it's still up after that, Dos will use her final Produce Flame to try to bring it down, with Alice following Dos if it still stands after that)
 

OOC To dismiss a spell, you have to be in range of the spell's effect (PHB 176). I do not know Alice's range with the summoning ability, but make sure she is in range before dismissing it.
 

I'm guessing her range is 35' (assuming 4HD makes her a 4th-level caster for this purpose). Doing the math, I think this put her 39' from Trace...so assuming the worst, change Alice's action to: first move to 25n 90e 40z, then dismiss Trace.

Gansk: you have an amazing eye for detail
 

ugulu said:
I'm guessing her range is 35' (assuming 4HD makes her a 4th-level caster for this purpose). Doing the math, I think this put her 39' from Trace...so assuming the worst, change Alice's action to: first move to 25n 90e 40z, then dismiss Trace.

Gansk: you have an amazing eye for detail

PJSlavner noticed that, I never would have. And he gave me another thought - the spell Alice is dismissing summoned both Dos & Trace, so if she dismisses it, they both go.
 

Ah - she can't just drop one, it's the entire spell eh? Well, no reason to lose her wingbee. Let's replace the entire action with:
Alice continues to fight photosynthesis with fire and moves to to 45n 95e 40z.
Dos moves to 40n 70e 40z and also bombs away.
 

Round 282

Dos misses, and Alice hits Trace instead! They each have one minute left on their 2nd spell.

The plant heals back to 38 hp and sucks 4 Int out of Trace. Trace has 1 Int left.
 

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