NG vs. N: Neutral Good Victorious!

The felldrake does not get high enough (rolled 18 jump check). It is at 60N30E.

Round 239: The felldrake ignores the spores (rolled 25 Fort save), and avoids brain damage (rolled 21 Will save vs. DC 11).
 

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The felldrake paces away and returns to throwing spikes at the 'shroom.

(MEA to 85N30E, Std: fire spikes)

(how about a compress for three rounds? the felldrake will always try to keep the 'shrum just within it's point blank range)
 

The felldrake misses (rolled 9).

Round 240: The mushroom turns, and moves to 70N30E10Z.
The felldrake backs up to 95N30E and hits (rolled 21) for 12. The mushroom has 20 HP.
Round 241: The mushroom moves to 85N30E10Z. The felldrake avoids both spores and the mind attack.
The felldrake backs up to 110N30E and hits (rolled 24) for 9. The mushroom has 11 HP remaining.
Round 242: The mushroom moves to 100N30E10Z. The felldrake avoids brain damage, but succombs to the spores (rolled 11 Fort save), taking 2 points of Dexterity damage. The felldrake's Dexterity is down to 10.
 

The felldrake growls defiance as its limbs begin to shake from the spores, but continues sliding away and firing spikes.

(MEA: 110N55E, Std: Fire away!)

(Compress sliding away the other direction until the shroom is dead or the felldrake misses twice in a row.)
 

The felldrake hits (natural 20, no crit) for 11. The mushroom is disabled.

Round 243: The mushroom heals itself, then loses a hit point. It now has 24 HP.
The felldrake's spikes bounce off the mushroom (rolled 17+1=18 for PBS).

Round 244: The mushroom moves to 110N40E10Z.
The felldrake misses (natural 1), then moves to 110N80E.

Round 245: The mushroom speeds up to 110N80E10Z. The felldrake does not breathe in any spores (rolled 23 Fort save).
 

The felldrake snarls, frustrated that the mushroom has been able to heal itself yet again. He backs up again and fires more spikes.

(MEA to 110N100E, Std: fire spikes)

(Next round move past it and keep repeating, just go on and compress until the 'shroom is dead or Dex hits 6)
 

The spikes again bounce off the mushroom (rolled 17+1=18 for PBS).

Round 246: The mushroom floats to 110N90E10Z. The felldrake resists the mind attack (rolled 27 Will save vs. DC 8), but breathes in some spores (rolled 13 Fort save), taking 2 more points of Dexterity damage. Dexterity is down to 8.
Miss (rolled 1) and move to 110N60E.

Round 247: The mushroom turns around and floats back to 110N80E10Z. The felldrake resists aftereffects of the spores it breathed in a minute ago (rolled 21 Fort save).
Miss with spikes and move to 110N40E.

Round 248: The mushroom zooms over to 110N50E10Z. The felldrake breathes in spores (rolled 13 Fort save), but resists aftereffects of the spores from a minute ago (rolled 27 Fort save). The felldrake takes 3 points of Dexterity damage and its Dexterity is down to 5.
 

The felldrake growls definance and leaps up to try to get at the floating shroom, trying to pull it down to earth.

(With Dex that low, I'm going to assume that only Strength based attacks have any chance, so the felldrake will continue to leap and snatch at the thing. Leap and attempt to grapple!)
 

The felldrake needs a 20 foot running start to have a chance, so it first moves to 110N90E.

Round 249: The mushroom turns around and moves to 110N60E10Z. The felldrake resists aftereffects of the spores (rolled 20 Fort save).
The felldrake runs to 110N60E and only gets up 4 feet (rolled 18 jump check).

Round 250: The felldrake cannot withstand the mind attack (rolled 12 Will save vs. DC 18). It takes 19 points of damage, leaving it with 32 HP. It does not withstand the spores (rolled 14 Fort save), taking 4 points of Dexterity damage. Its Dexterity is down to 1.
The felldrake moves to 110N20E.

Round 251: The felldrake succombs to aftereffects of spores (rolled 13 Fort save), going down to 0 Dexterity. The mushroom turns and moves to 110N50E10Z.
The felldrake does not move, so it is defeated.

Next in round 251 for Neutral Good is an Oceanus dragon wyrmling (Draconomicon).

Oceanus dragon wyrmling (Draconomicon). It has the feats Hover, Improved Natural Armor, and Iron Will. It has the following maxed out skills: Knowledge (History, Nobility, and the Planes), Listen, Search, Sense Motive, Spot, and Use Magic Device. It knows nothing about the mushroom other than what it has observed.
 
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Wakerider flies in to 70N50E10Z and breathes a line of lightning at the mushroom, looking to see how well it handles that.
 

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