NG vs. N: Neutral Good Victorious!

The mushroom dodges (rolled 17 Ref save), but takes 5 points of electrical damage. It has 19 HP remaining. Wakerider can breathe again in round 253.

Round 252: The mushroom turns and moves to 105N50E10Z. Wakerider avoids the mind attack (rolled 18 Will save vs. DC 12).
 

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Wakerider cannot charge because he had to turn to fly toward the mushroom, but otherwise the grapple attack is fine.

The mushroom chooses not to take an AoO on Wakerider's grapple attempt. Wakerider enters 105N50E10Z flying north, touches the mushroom (rolled 18 touch attack), and does not manage to hold on (rolled 11 vs. 15 grapple check).

Round 253: The mushroom floats to 95N50E10Z. Wakerider's AoO cannot penetrate the mushroom's skin (rolled 18). Wakerider resists the mind attack (rolled 25 Will save vs. DC 14). Wakerider also resists the spores (rolled 22 Fort save), but floats up to 105N50E20Z (rolled 9 Ref save). Wakerider can fly normally, and he is facing north.
 
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Wakerider circles about and breathes lightning at the mushroom again.

(MEA lazy circle to 105N65E10Z facing south-west (if I haven't gotten my compass whacked), Std: breath lightning)
 

The mushroom does not seem to move to get out of the way (natural 1 Ref save), taking 13 points of damage. The mushroom has 6 HP remaining. Wakerider can breathe in round 255.

Round 254: The mushroom floats to 105N50E10Z. It heals itself up to 25 HP. Wakerider breathes in some spores (rolled 11 Fort save), taking 3 points of Dexterity damage. Wakerider also floats up to 105N65E20Z (rolled 13 Ref save). Wakerider's Dexterity is down to 7.
 

The crowds are amazed at the abilities of the mushroom. Pip actually purchases a program from the vendor near the door of the Shearing Pen just to take a look at this creature's stats. "On what page is the mushroom located?"
 

Wakerider charges in at the mushroom again, trying to get a grip upon its surface.

(MEA to 105N55E10Z and attempt to grapple!)

(OOC: yeah, I'm going to want to look that up too after the fight. How much more healing does it have!?!?)
 

You have to move to the mushroom's space (105N50E10Z) to grapple.

The mushroom chooses not to take an AoO. Wakerider touches the mushroom (rolled 29 touch attack), but cannot grab on (rolled 7 vs. 11 grapple check).

Round 255: The mushroom moves to 105N35E10Z. Wakerider bites with AoO (rolled 26) for 7 points of damage. The mushroom has 18 HP remaining.
Wakerider avoids the mind attack (rolled 20 Will save vs. DC 8), and avoids the spores, but floats (rolled 11 Ref save) up to 105N50E20Z.
 

Wakerider breathes lightning at the mushroom again.

(next turn, attempt to grapple again. basically try to grapple each turn that he cannot breath lightning)
 

The mushroom dodges (rolled 15 Ref save), but still takes 5 points of electrical damage. It has 13 HP remaining. Wakerider can breathe in round 258.

Round 256: The mushroom heals itself up to 25 HP.
Wakerider successfully grapples the mushroom (touch attack 16, rolled 18 vs 14 grapple check). Wakerider deals 1 point of nonlethal damage to the mushroom.

Round 257: The mushroom breaks free (rolled 18 vs. 16 grapple check). Wakerider avoids spores (rolled 22 Fort save).
Wakerider grabs the mushroom (rolled 25 vs. 15 grapple check), dealing 3 points of nonlethal damage.

Round 258: The mushroom cannot escape (rolled 13 vs. 15 grapple check). Wakerider succombs to spores (rolled 13 Fort save), taking 1 point of Dexterity damage. Wakerider's Dexterity is down to 6.
The mushroom cannot dodge the breath (rolled 11 Ref save), taking 12 points of electrical damage. It has 13 HP remaining, and has taken 4 points of nonlethal damage. Wakerider can breathe again next round.

Round 259: The mushroom cannot break free (9 vs. 11 grapple check). Wakerider breathes in more spores (rolled 9 Fort save), taking 1 point of Dex damage. Dex down to 5.
The mushroom dodges the breath, taking 2 points of damage. 11 HP, 4 nonlethal taken. Wakerider can breathe again in round 262.

Round 260: The mushroom does not break free (rolled 17 vs. 20 grapple check). Wakerider avoids spore damage (rolled 25 Fort save). What does Wakerider do now?
 

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