LG vs. N: Lawful Good Victorious!

"Charging me? I'll show you a charge."

Plantagonox breathes right in the face of Monkey Boy and continues flying. The spot he ends up depends on whether MB survives. Yes: wingover and circle around to 50N20E20Z, heading southeast. No: curve slightly to 80N80E40Z, heading southeast.
 

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MonkeyBoy does not survive. He takes 23 from the breath (rolled 17 Ref save), and the fall kills him. Lawful Good cheers the demise of the annoying MonkeyBoy. Plantagonox can breathe again next round. Plant' is at 80N80E40Z, southeast, with 126 HP.

Round 560: A huge, 15 foot tall equine creature with six muscular legs trots into the arena. It is covered in short white fur, and has two curving horns and two wickedly sharp tusks. It trots over to 75N90E and bellows, a horribly loud blast which stuns and deafens Plantagonox (rolled 20 Fort save). Plant' takes 18 points of damage from the fall, and is prone at 80N80E. Plant' has 108 HP remaining.

Round 561: Monster Horse stomps Plant' with two massive hooves, bites, and gores (worst roll 24) for a total of 58 points of damage. Plant' has 50 HP remaining.

Round 562: MH stomps and bites (worst roll 27), but misses with gore (natural 1), for a total of 39 points of damage. Plant' has 11 HP remaining.

Round 563: MH stomps, bites, and gores (worst roll 22) for a total of 53. Plantagonox is off to a far better place.

Next in round 563 for Lawful Good is a couatl (Expanded Psionics Handbook and Monster Manual). Its knowledge skills are history and nature, neither of which help to identify its opponent.
 
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Plant' wakes up in the infirmary, yelling "ow, ow, ow!"

A long, winged, green snake with beautiful orange and yellow plumage soars in the arena to 0N0E30Z and goes ethereal in order to do a few rounds of buffing.
 

Round 564: Monster Horse trots over to 10N10E.

You can let me know the buffs all at once. Monster Horse appears to be waiting for the pretty snake to come back, so he can stomp on it.
 



563 - Plant' killed so not a draw round
564: Cast eagle's splendor (for the DC boost). (draw Rd 1)
565: Cast invisibility. (draw Rd 2)
566: Dismiss ethereal jaunt, Dodge on MH (draw Rd 3)
567: Cast silence 5ft high (not on the creature) (draw Rd 4)
568: Cast charm monster (assumption is that since I am not in the silence, it still can work on MH).

If the charm monster fails, then chances are high it's a draw, but the couatl doesn't know what else this horse-thing can do (neither do I). If I'm wrong about the draw rounds and the couatl gets one less action, skip the silence. :)
 

Round 563 is a draw round for the couatl because it acted in that round, but is not a draw round for Monster Horse because it acts first against the couatl in round 564. A draw would be declared in the middle of round 568 because that would have been the time when both combatants had five chances to damage each other.

Round 568: The couatl gets through Monster Horse's resistance to magic (rolled 21 CL check), but Monster Horse is not impressed (rolled 19 Will save). A draw is declared, to Lawful Good's disappointment. They were looking forward to seeing Monster Horse do to Neutral what it did to Plant'.

A 40-foot high, vaguely humanoid shaped, huge pillar of fire bursts into the arena to 55N60E, waiting for its next opponent.

Its next opponent, acting first in round 569, is a shedu (Fiend Folio).
 
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Into the arena comes majestic looking almost-cow. It has the head of a human with an elaborately braided beard (done with hoofs?), the body of a bull, and huge feathered wings. It also has a fifth leg, if you know what I mean...by which of course I mean it has a 3rd foreleg, just aft of the usual forelegs...which I suppose, makes it a semaforeleg...

With light glinting from the gems in it's crown, Sammi the Shedu takes one look at the flaming pillar of death and gets flapping - up to 115n 55e 30z.
 


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