A Monster for Every Season: Summer 2
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    Default [Arena] Aerin vs. Iria



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    KEY:
    -Each square is 5ft by 5ft.

    -Colored squares: These are the starting areas. The challenger starts in the Red square, the defender starts in the blue square. You can start anywhere in the square.

    -Big spikey circular thing in the middle: The Sarlaac pit. Or, for those who want to keep in more medieval, the Maw of Doom. Stepping in any of the squares the sarlaac touches starts a grapple check (Sarlaac has +25). Every turn while grappled, you take piercing and crushing damage, 3d6 each. After 2 full rounds of being grappled, you are sucked in and swallowed whole, taking 4d6 acid damage and 5d6 each of piercing and bludgeoning. The only way to escape is with a DC 25 climb check, which will let you escape from the digestive tract, but you're still grappled.

    -Brown diamonds with red dots: Lava geysers. Every time you step in one there's a 25% chance that you take 10d6 fire damage (reflex half).

    -Greenish blobs: Acid pools. 3d6 acid damage for every step through them. *

    -Grey circles: Normal, boring, 5' diameter boulders. Use them for cover or for improvised weapons, or whatever else you can come up with.

    -White circles with the two lines: Bunnies. Have absolutely no effect on the battle unless someone does something to them.

    -Weird stick figure in the upper-left hand corner: Waldo. Oh, there he is. Basically like the bunnies, but he can be used as cover, too.


    Aerin vs. Iria

    Aerin starts in N5. Aerin's initiative (1d20+14=21)

    Round 1: draws her longsword, designates Iria for the purpose of her Dodge feat, activates her ring of 2 time stops and a miracle Time Stop 1 (1d4+1=5)
    Time Stop Round 1: uses scroll of gate to call solar 1 (squares MN2-3)
    Time Stop Round 2: uses scroll of gate to call solar 2 (squares OP2-3)
    Time Stop Round 3: applies applies oil of greater magic weapon +5 to longsword
    Time Stop Round 4: casts magic vestment
    Time Stop Round 5: casts freedom of movement
    Round 2: activates her ring of 2 time stops and a miracle Time Stop 2 (1d4+1=2)
    Time Stop Round 1: activates longsword's flaming property
    Time Stop Round 2: casts divine power
    Round 3: casts righteous might (square NO4-5)
    Round 4: casts divine favor
    Round 5: readies an action.

    Solar 1's initiative (1d20+9=24) Solar 1 appears in square MN2-3.
    Round 2: casts divine power
    Round 3: casts righteous might (LMN1-3)
    Round 4: casts divine favor
    Round 5: readies an action

    Solar 2's initiative (1d20+9=14) Solar 2 appears in square OP2-3.
    Round 1: casts true seeing on Aerin
    Round 2: casts divine power
    Round 3: casts righteous might (OPQ1-3)
    Round 4: casts divine favor
    Round 5: readies an action
    Last edited by Lord Iames Osari; 2007-01-13 at 10:56 PM.

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    Default Re: [Arena] Aerin vs. Iria

    Iames enters the arena and takes a seat. Huge letters of silver fire appear in the air, spelling out the words,

    GO AERIN! FOR THE GLORY OF VALA!

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