NG vs. N: Neutral Good Victorious!

If Wakerider is using natural weapons to grapple, the damage should be lethal unless he deliberately takes -4 to make it non-lethal. This situation occurs regardless if Wakerider has improved grab or not. This is the reverse of humanoids that rely on their unarmed strike to grapple - the amount of damage is the same, but the type of damage is reversed.
 

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OOC: Yeah, since I have natural weapons I can attack while in the grapple, so it's hang on and attack while I've got the darn thing held there. I figured that was the best way to keep doing damage and not let it get away. So keep going until I run out of Dex or it finally runs out of hit points.
 

OK. The musroom has 7 HP remaining and has taken no nonlethal damage.

Round 260: Wakerider misses all three attacks (best roll 17-4=13). You both fall, taking 6 points of damage. The mushroom has 1 HP remaining, and Wakerider has 54 HP remaining.

Round 261: The mushroom breaks free (19 vs. 6 grapple check). Wakerider takes no spore damage (rolled 24 Fort save).
Wakerider misses with his touch attack to start another grapple (natural 1).

Round 262: The mushroom backs up 5 feet and heals up to 25 HP. Wakerider takes no spore damage (rolled 18 Fort save).
Wakerider breathes lightning, and the mushroom does not dodge (rolled 7 Ref save), but it does not matter too much, because it only takes 2 points of damage. It has 23 HP remaining.

Round 263: The mushroom tries another mind attack, which fails (rolled 17 Will save vs. DC 5). Wakerider avoids both spore damage and aftereffects of earlier inhalation (rolled 17, 23 Fort saves).
Wakerider breathes again, for 9 points of damage. The mushroom has 14 HP remaining.
Wakerider can breathe again next round.

Round 264: The mushroom heals itself up to 25 HP. Wakerider does not breathe in any spores, but aftereffect of earlier inhalation (none of that, "I didn't inhale" stuff) deal 4 points of Dexterity damage. Wakerider has a Dexterity of 1. Breathe or grapple?
 


I realized that I botched the grappling. I rolled the wrong type of die, and forgot to add in Wakerider's Strength bonus. The mushroom should have had 4 HP remaining after round 259. During round 260, when both fell, the mushroom would have been at -2 HP and dying. So, in summary: round 260 is over, the mushroom is finally defeated, Wakerider has Dexterity 5 and 54 HP, and is located at 105N35E and prone, and can breathe in round 262. Congratulations, Wakerider. Neutral Good cheers in relief.

Round 261: A large creature with the body of a bear, but a large hooked beak instead of a muzzle runs to 100N40E. Go ahead, Wakerider.
 

Wakerider struggles on shaking legs to get away and into the air.

(Withdraw action - straight away angling up, then curve to 75N5E20Z with the first MEA and to 80N40E30Z in the second MEA, heading back towards the owlbear.)
 

I just realized that Wakerider does not have legs, so I am not sure what being prone means.

Round 261: OK.

Should I time compress Wakerider breathing electricity until something can fight back or is immune?
 

Absolutely. He's just going to circle and breathe down at maximum range, which is probably out of jump range since it's a line-effect breath weapon.
 

Wakerider breathes in round 262, the owlbear flees in round 263, Wakerider can breathe in round 263, and something new comes in round 263, but I do not know enough about it. Gansk? I need the next two creatures.
 

Thanks, Gansk.

A tiger that appears to be made out of water is breathed on and flees in round 264. Wakerider can breathe again in round 267.

Round 264: A bunch of cat-sized rocks that form a carpet about ten feet square roll into the arena to 60N100E, then sinks into the ground without making so much as a divot. Wakerider is next in round 264, has 54 HP, and a Dexterity of 5.
 
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