NG vs. NE: Neutral Evil is Victorious!

Round 217: 51 concentrates (34 Concentration) and receives nothing for his troubles.

Lite-Brite touches 51 two more times (33 & 25 touch).

Two violet tendrils inflict 15 sonic damage to 51 each time. He has 64 hp left.
 

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51 quickly sends fiery rays at Lite-brite. If (OOC: I strongly suspect when) those have no effect, 51 concentrates defensively and disappears.

Gansk[sblock]Turn invisible and move silently to 80N65E.[/sblock]
 

Round 218: The rays have no effect.

51 turns invisible, but Lite-brite still takes an AoO when he leaves.

A yellow tendril touches 51 for 18-10 electricity damage. 51 has 54 hp left.

Lite-brite quickly moves to 80N70E and touches 51 with an orange tendril. It has no effect.
 




OOC: This one is mechanical, so I'm more an observant than an opponent. I think if I was 51 I'd have to make a Will SV or die of frustration - an opponent immune to all your best tricks is the kind of things that make players plot horrible deaths for their GMs...
 

OOC: 51 is not completely frustrated yet. After all, he still is holding his longsword. ;)

51 will teleport to 5N70E.

If Lite-brite follows and attacks, 51 will teleport to 0N105E. If Lite-brite again follows and attacks, 51 will teleport to 115N45E and hope that Lite-brite does not have true sight, but has blindsight of 120 feet or less.

If Lite-brite still manages to catch up to 51 and attack, 51 will begin to use the total defense action until reduced to under 20 HP, then he will teleport to the eastern wall and tap out. He did not sign up for this to be in melee combat (especially hopeless melee combat). Ultraloths are above that sort of thing.
 

Sekrit Noat to PJSlavner [sblock] Don't forget about tag-team tactics. Although you don't know who the following combatant is, you can try to help him/her gain an advantageous position. For example, in this case I would suggest teleporting near the water's edge perhaps on the extreme east/west (leading the golem along the edge first so it ends up at the edge). Then, a new combatant can teleport in next to the golem and bull rush him into the water. If the golem has trouble exiting the water, then you might gain a victory merely be moving into the VZ for four rounds. Or, you might gain some valuable buff time. [/sblock]
 

Round 220: Lite-Brite charges (flying inches off the ground) to 10N60E and touches 51 with a white tendril. 51 takes 21 force damage and has 29 hp left.

Round 221: Lite-Brite flies to 5N95E and touches 51 with an indigo tendril. It has no effect (33 Will save).

Round 222: Lite-Brite flies to 80N55E.

51 starts round 223. He is at 115N45E with 29 hp.
 

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