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Old 03-19-2015, 11:56 AM   #664
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
As he approaches to investigate, there is a creature that sees him fly near, and doesn’t like it. Draconic wings arise and a creature lifts up to defend its moon pool, and this is no illusion, no artificial construction. This is a real dragon. A gemstone dragon – sapphire. Militantly territorial and distrustful, it tends not to be inclined toward evil nor good, but just wants to be left alone, and clearly considers the Pool of the Moon it’s treasure or territory and it’s snarling. Alzar uses the Zoster of Zeal.






Suddenly Alzar feels a pain in his mind. Instead of leading with its breath weapon as he expected, it led with mentalism. Alzar commands his golem to march here and take this thing down, but its guarding the entrance and won’t be here until the battle is long over. But Alzar might be able to lead it away. It tries to stun him with Mind Blast but fails (Ring of Free Action). Alzar sweeps up and casts Hold Monster on it and…..no good. This dragon is old enough to have some magic resistance, (25% chance of spell failure) and it never even made it.

Roll for init!

5 vs 3. The dragon does not breathe, it roars. Out comes a concentrated cloud of sonic sound. The “breath” weapon does 10d6+5 damage, save for half. 38 damage. Save? Nope. Alzar casts Polymorph Other at it, with the intention of turning it into a large hippopotamus, which would fall and die from this height.

Now, in order for that to work, we need to crack the magic resistance first. That’s a 1 in 4 chance of the MR working and….Alzar rolls a 3 and makes it. Now the next one is the save. A powerful dragon like this needs to roll an 8 or higher on a d 20. Here we go….19, it fails.

Alzar 23/61

Roll for init.

9 vs 3. The dragon wins and spends this round swooping toward melee range with the flying Alzar, who has been backpedaling a bit and dropping to the ground. It stabs him with a mental attack for 4 damage while it does – it’s only remaining range weapon (until its breath weapon recharges) . Alzar can’t beat the dragon in its own turf, in the sky, and seeks to bring this battle down to the ground. Alzar still can cast a spell back and tries continual light at the dragon’s eyes and…It doesn’t crack the magic resistance again.


19/61

Melee range has been reached, almost to the ground. Alzar forces a win of init with a Quick Action and uses Vampiric Touch and touches it. Magic Resistance fails, and he hits for 23 damage, and takes 11 back. They have landed, but are too far from the golem to see aid.

31/61


Combat – 6 vs 6 – reroll init. 3 vs 8. Alzar keeps initiative and uses his axe/axe/shield to try and bring this thing down. He needs a 7 to hit AC0, and this dragon is -4. He needs an 8 with the axe and the Zoster active. He’ll need a 10 with the Bright Barrier (+2 weapon instead of +1, but -3 to hit for lack of mastery). He rolls…13, 15, 10. That’s three hits for….8, 3, 2 (18, 13, and 10 damage for a total of 41 damage). The dragon roars in anger and bites and claws him for 17 damage, and then lifts off to fly up and out


Alzar - 14/61

Not wanting to see the dragon get away, position itself for another breath attack, or use psionics on him at range, Alzar lifts up as well to follow.

1 vs 3. Alzar drops the shield to the carpet as he flies up after it and swings with the axe before it flies off. He hits once for 16 damage. And then his extra hand quaffs his final healing potion. The dragon stabs out with its mind as it lifts off and Alzar takes 6 mental damage. It’s out of melee range.

Alzar – 18/61

3 vs 5. Alzar tosses the axe at the dragon while he grabs a wand and prepares it for next round. The axe…hits for…15 damage. The dragon spins and uses a psionic attack again for 5 damage. Then it spins and moves off. Getting further and further away.

6 vs 5. Alzar takes another 6 from mental attacks (they do 1d8 each, he’s just rolling really well) and then uses the Wand of Lightning to spit a bolt at the dragon. It penetrates the magic resistance, hits for 6d6 damage (2, 5, 5, 3, 1, 5 – 21 damage, save for half) and it makes the save and only takes 11, but that’s still enough to kill it and it turns, and just drops to the ground heavily.

Alzar 9/61
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