NG vs. NE: Neutral Evil is Victorious!

PJSlavner said:
Gansk, I still have five feet of one of the coldfire walls in the Victory Zone on the southern edge of 105N40E. Has it been dispelled already?

I have two coldfire walls accounted for - one running N-S and one running E-W.

The one running N-S is completely out of the VZ, so it cannot be dispelled.

The one running E-W had a portion in the VZ which was dispelled.

Is there a third coldfire wall I forgot about?
 

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If I could have the latest map with walls emailed to me before the General appears, I'd greatly appreciate it. I don't recall which being was chosen for the general ... comes from being busy/lazy during that selection time. I don't suppose they know Gate :)
 




Here he comes - a very old half-water elemental Oceanus dragon.

Dragon stats:[sblock]Very Old Half-Water Elemental Oceanus Dragon CR 21
Always NG Huge Dragon (aquatic, extraplanar, water)
Init +4; Senses darkvision 120 ft, blindsense 60 ft, keen senses, low-light vision
Languages draconic, celestial, aquan
AC 40, touch 8, flat-footed 40 (-2 size, +32 natural)
hp 450 (HD 31d12+248)
Immune SR 32, DR 20/magic and 5/evil, immune to electricity, sleep, paralysis
Fort +27, Ref +19, Will +23
Speed 40 ft, fly 150 ft (poor), swim 90 ft
Melee bite +42 melee (2d8+13), 2 claws +41 melee (2d6+6), 2 wings +40 melee (1d8+6) and tail +40 melee (2d6+19)
Space 15ft, Reach 10ft (bite & wings 15 ft, tail 20 ft) BAB +31; Grapple +51
Atk Options Crush (2d8+19), Frightful Presence, Power Attack, Improved Sunder, Improved Snatch, Combat Expertise
Spell-Like Abilities (CL 9, save DC Cha-based)
At will – detect evil
3/day – control water, holy smite
1/day – (CL 31) Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold (DC 23), Acid Fog, Horrid Wilting (DC 26), Elemental Swarm (water only), Plane Shift (DC 25)
Abilities Str 37, Dex 10, Con 27, Int 26, Wis 23, Cha 26
Feats Alertness, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw), Combat Expertise, Great Fortitude, Lightning Reflexes, Multiattack, Improved Snatch
Skills Concentration +42, Escape Artist +34, Intimidate +42, Knowledge (all except architecture, dungeoneering, history, and planes) +42, Listen +42, Search +42, Sense Motive +42, Spot +42, Use Magic Device +42
Breath Weapon (Su): 100 ft line of lightning 18d8, reflex save DC 33 or 50 ft cone of tranquility gas, Will save DC 33. If failed save vs. cone of gas then dazed for 1d6 rounds plus 9 rounds.
Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 270 ft are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 33) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light.
Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 33) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 2d8+19 damage.
Smite Evil (Su): Once per day can make a normal attack to deal 31 extra damage against an evil foe.
Amphibious (Ex): Can survive indefinitely on land.
Water Breathing (Ex): Can breathe underwater indefinitely and can freely use its breath weapon, spell-like abilities, and other abilities while submerged.[/sblock]
 


PJSlavner:[sblock]Very old Oceanus dragons have lightning breath, can breathe water, and have better SR, DR, and frightful presence than old pyroclastic dragons. Half water elementals are capable of spell-like abilities including fog cloud, water breathing, control water, ice storm, cone of cold, acid fog, and plane shift.[/sblock]
 

Gansk, question -
[sblock]
Can the general teleport in "squeezed" - i.e. so as to only fit in a 2x3 of squares?
Or must he teleport in a space he could normally fit and then squeeze later...
[/sblock]
 

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