LG vs. N: Lawful Good Victorious!

The archon hits twice for 9 points of damage. The ooze has 13 hp left.

Round 86: The oozes moves to 105N110E. The archon hits once for 5.

Round 87: The archon hits once for 2. The ooze has 6 hp left.

Round 88: The archon hits twice for 12. The ooze is defeated!

Round 89:

A light horse moves to 105N110E and stares up at the archon. It seems calm. (Rolled 21 Will save)
 

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The archon is a little surprised - it realizes that it is a superior being, especially when compared to oozes, but that was almost too easy. And the new horse is way too calm. The lantern archon suspects something.

It examines the light horse for any revealing/suspicious details, then shoots a ray into the ground in front of it, trying to scare the horse into retreating. (That an intimidate check.)

If the horse is a horse (<ooc>of course, of course, unless, of course, the horse is Mister Ed</ooc>), and it can't be intimidated, the archon will reluctantly blast the horse. Using similar tactics to the spider and ooze.

==
OOC
Whew. I'm glad the oozes didn't have a ranged attack, or some surprises. I didn't think they did, but I've never sure.
 


==
Q: Was that double move a result of the initimidation attempt? Or something else?

If it seems to be the former, the archon sends blasts to 0N105E and 5N110E, trying to drive the horse back out the eastern edge. It's just a normal horse after all.

If the latter, the archon teleports to 0N100E20Z, then bobs down to 0N100E0Z and back up to 0N100E20Z.
 

The archon can teleport? Holy crap!

Round 91:

The horse runs out of the arena!

A medium-sized humanoid with a feline head, tawny fur, and metal claw-like weapons attached to her paws steps to 115N115E.
 

The lantern archon, sensing a cautious opponent, exercises caution itself - it files to 0N60E60Z, then inspects the new felinoid combatant, trying to determine if (1) the catwoman has any ranged weapons, or (2) any aberrant/unusual features (like upside-down hands).

==
Yep. T-port at-will. As a CR 2 critter.
 

OOC: It's worse. It's greater teleport, and as a Supernatural ability so it doesn't even provoke an AoO. It would be funny if it were teleport, then you'd have to roll %. You could always say that they are summoned, though, if you want to nerf them. :p
 

The raksha... oops, I mean rakasta doesn't seem to have any ranged weapons or unusual features.

Round 92: She starts whooping it up like Daffy Duck, bouncing all over the place. (Executes total defense)
 


Round 93: Miss.

Round 94: Hits twice for 8. Rakasta has 1 hp left.

Round 95: Hits for 3.

Round 96: The rakasta is defeated!

A forty foot diameter sphere of darkness enters the arena and moves to a point where the center is at 20N100E. The archon can't make out what could be inside the sphere.
 

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