This is the Battles of Gladius thread where all Arena Fights occur. Only Pitlords may post here, and they may only post fights. If you want to join the Core Coliseum and see your characters fight here, read the Rules of Gladius, or use the Quickstart Guide if you can't wait. If you have any questions, you can ask them in the Core Coliseum Tavern. Note that this is the successor of the old Fights of Gladius thread which features over 1500 awesome battles and stories, and the successors Battles of Gladius (I) and Battles of Gladius (II) and Battles of Gladius (III) threads with another 1000 fights each! The best stories can be found in the Hall of Fame.
For Pitlords: There are some rules for pitlording that must be obeyed! Please read the [Rules_of_Gladius_(3.5e)/Pitlords Rules of Gladius: Pitlording] before you post a fight! Here are the most important ones:
As soon as you have received tactics, read them and check for any mistakes. If you have encountered a problem, write back to the player and tell him.
Check the character sheets of all combatants, and report any mistakes in the Prison.
Begin to run your fight as soon as you have all tactics. There might be mistakes in the fight, and the sooner you run it, the more you have later to discuss and fix them.
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Once the fight is done, post it here in the Battles of Gladius thread. There are certain guidelines that must be met:
You must include the character sheets of all combatants into the post. Preferably in (sblock).
You also have to include all tactics, including any supplementals. Preferably in (sblock).
You must include a end-of-round summary. That includes name, positions, hitpoints, remaining spell levels and powerpoints, spells and effects on the character and the duration.
You have to determine the winner at the bottom of the post, and include Experience points and Gold pieces won for all combatants, even for the losers.
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One final note: Every fight adds a bit to the history of the Core Coliseum. If you have some extra time, try to write a little story around your fight. It doesn't have to be a novel but some simple flowery descriptions make the fight so much more interesting. The best stories will enter the Hall of Fame.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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Good-day, Dr.! Hope you've been well. Thanks for taking the fight.
START: back center of my arena box holding scroll with mirror image and wand of expiditous retreat. Dodge feat is focused on my opponent.
BUFF LIST: cast mirror image (1d4+1 images) from scroll (caster level check dc4) and drop scroll. wand of expiditious retreat and sheath wand. wand of mage armor use and drop. wand of shield use and sheath. Once all buffs are complete, make sure wands of CLW and magic missile are in hand.
MOVEMENT: Start with a first round move for cover after casting from scroll. I expect my opponent to take a circular path and the center pillars, so I would like to hide on the opposite side of a rock or pillar. Try to hide (based on sound) durring the buff sequence. After I'm found, no longer hide or move silent. Try to keep range and cover at all times (avoid being charged, try to get AC bonus for cover). If prefered movement would provoke AoO, then go ahead (use mobility feat).
COMBAT: If opponent goes for a ranged fight, then keep cover and finish buffing. Then use wand of magic missiles on opponent until dead.
If opponent goes for a melee fight, then do the first two buffs (more if opponent isn't present yet) and take out the opponents horse with wand of magic missles. Once horse is down, stay out of melee range and take out opponent with the wand of magic missiles.
CONTINGENCY: Durring the buff sequence, If I hear or spot the opponent within 100 feet and I do not seem to be detected, then delay action until the opponent moves more than 100 ft away. In a ranged fight, heal with clw wand when below 10 hp. In a melee fight, do not pause to heal until the fight becomes ranged (i.e., the horse is dead). If expiditious retreat ends and opponent presses melee, then recast. If stuck in melee with no way out, cast enlarge person from memory.
NOTES: Do not use stunning fist this fight. Combat reflexes feat where appropriate (use unarmed strike)
Eranor's tactics vs the Unholy Ninja
Bright light is just not the kind of friendliness I need for this fight. Oh - and me without my darkness SLA... great...
Well - start off mounted on Silencia with my bow in hand. Move out and ready to fire on sight (use the poison arrow if there's no cover, regular arrow if there is).
Once the ready triggers, keep a distance and keep firing. Keep doing so until melee is engaged, then switch to my rapier. I think I'm going to be fighting against 20s here, but not much I can do about it.
Use ride checks for cover when possible. Otherwise, try to make him fail his SR checks with that accursed wand of his...
The Fight:
Eranor will be going first Mounted on horse with bow in box 4 Unholy Ninja going second with a scroll and a wand in box 1
Round 1: Eranor doesnt see the ninja so she decides randomly to move counter clockwise around the arena. (moves from 8,32 to 19,22) Unholy Ninja moves and cast Mirror image and then drops the scroll. (31,62 to 28,61)
Round 2: Eranor still not sure of her opponent continues to move (19,22 to 34,20) The Ninja cast expiditous retreat and puts away the wand.
Round 3: Eranor still looking... (34,20 to 45,29) The Ninja draws his wand of mage armor and cast it and drops it.
Round 4: Eranor continues to move hoping the he is still in the starting box. (45,29 to 39,42) The Ninja draws a wand of shield and casts it.
Round 5: Eranor continues to move and even in the bright light she seems to see the ninja hiding and decideds to shoot at one of them, but just misses one of them. (39,42 to 34,48) The Ninja moves around the pillar to block LoS and puts away the wand and draws the wand of CLW. (28,61 to 27,61)
Round 6 Eranor gets into a better position and takes another shot but the arrows just seem to miss them. (34,48 to 29,54) The Ninja draws the wand of Magic Missile and fires one but fails to get past Eranors SR
Eranor 27/27 HP Ninja 35/35 HP 14+4+4+1 AC (expd. retreat ends 22, shield ends 33, M. Image ends 31, Mage Armor ends Long)
Round 7 Eranor moves to get a better shot and again the Arrow flies just by all of them (29,54 to 23,57) The Ninja moves to regain his cover but fires another shot with the wand but fails to get past Eranors SR (27,61 to 38,55)
Round 8: Eranor moves after the ninjas and fires another shot but again misses. (23,57 to 30,59) The Ninja fires another shot but fails to get past Eranors SR and moves once again. (35,55 to 44,46)
Round 9: Eranor follows the ninjas and regains LoS. (30,59 to 44,54) The Ninja fires another shot and fails vs the SR and moves again. (44,46 to 37,36)
Round 10:
Eranor follows the ninja still and regains LoS (44,38 to 44,54)
The Ninja lets loose another Magic Missile and is able to hit for 10 damage, and moves again. (37,36 to 29,26)
Eranor 17/27 HP Ninja 35/35 HP 14+4+4+1 AC (expd. retreat ends 22, shield ends 33, M. Image ends 31, Mage Armor ends Long)
Round 11:
Eranor follows the ninja. (44,45 to 40,24)
The ninja fires another shot and moves. Hits for 9. (29,26 to 24,37)
Eranor 8/27 HP Ninja 35/35 HP 14+4+4+1 AC (expd. retreat ends 22, shield ends 33, M. Image ends 31, Mage Armor ends Long)
Round 12:
Eranor follows still. (40,24 to 26,28)
The Ninja fires and moves again. hits for 11. (24,37 to 36,39)
Eranor -3/27 HP Ninja 35/35 HP 14+4+4+1 AC (expd. retreat ends 22, shield ends 33, M. Image ends 31, Mage Armor ends Long)
Round 13:
Eranor follows and gets withing range and fires a posion arrow, but misses. (26,28 to 29,34)
The Ninja fires another shot from the wand and moves. Hits for 4. (36,39 to 46,37)
Eranor 10/27 HP Ninja 35/35 HP 14+4+4+1 AC (expd. retreat ends 22, shield ends 33, M. Image ends 31, Mage Armor ends Long)
Round 14:
Eranor follows and regains LoS (29,34 to 42,40)
The Ninja fires and moves. and just doesnt getpast the SR. (46,37 to 45,25)
Round 15:
Eranor moves a little closer and fires. and misses. (42,40 to 42,32)
The Ninja fires and moves, and doesnt get past the SR (45,25 to 48,13)
Round 16:
Eranor gets closer still. and just barley sees the ninjas. (42,42 to 44,17)
The ninja fires and moves again. hits for 3 (48,13 to 60,17)
Eranor 7/27 HP Ninja 35/35 HP 14+4+4+1 AC (expd. retreat ends 22, shield ends 33, M. Image ends 31, Mage Armor ends Long)
Round 17:
Eranor follows after the ninja to regain LoS. (44,17 to 55,17 went to where ninja was first, but it is a double move)
The ninja fires and runs again. and its blocked by the SR again. (60,17 to 61,31)
Round 18:
Eranor follows the ninja and seeinh him so close drops the bow and draws her rapier and catches up to him this time. (55,17 to 60,31)
The ninja moves that draws and AoO, which misses. Then fires another shot from the wand and blocked by the SR. (61,31 to 59,44)
Round 19:
Eranor charges the Ninjas and misses. (60,31 to 58,43)
The ninja moves again and fires. AoO misses. MM blocked by SR. (59,44 to 49,52)
Round 20:
Eranor charges again. Misses. (58,43 to 50,52)
The Ninja decides not to run and fires. MM blocked.
21:ninja for 3
Eranor 4/27 HP
22: Eranor crit for 14
Ninja 21/35 Hp
23: both miss
24: ninja for 3
Eranor 1/27 Hp
25: Miss
26: Eranor hit for 8
Ninja 13/35 Hp
27: Miss
28: Ninja for 3
Eranor -2/27
Unholy Ninja WINS gaining 1500xp and 1600+85gp but using Time Between Fight: 1hr Prebuffs/Ongoing Effects: None Items Used: Scroll of Mirror image, 1 charge of wand of shield, mage armor, expd retreat and 7 charges of wand of MM Spells or Powerpoints Used: None x/day Abilities Used: None Free Activity: Peform (+85 gp)
Eranor Loses but gains 458xp and 489gp and using Time Between Fight: 1hr Prebuffs/Ongoing Effects: None Items Used: 4 arrows, 2 recovered Spells or Powerpoints Used: None x/day Abilities Used: None Free Activity: None
Pitch Black, hmmm..... Start front center with axe in hand. Make noise and move clockwise around the arena. Until I get some idea where she is, and fight in melee with axe. If i get disarmed then try grappling. Really not much i can do.
Should be quick and dirty. Tactics for Kusari-Gama vs. Rolf in Pitch Black Arena start front and center, mounted on horse, holding powerstone of darkvision and adamantine kusari-gama. round 1: use stone of darkvision to see (60 ft, lasts 3 hours). Move toward opponent and draw cold iron kusari-gama. round 2: use psi-like ability of force screen (+4 shield bonus to ac; lasts 20 rounds) and keep moving. round 3+: get to melee. Use two weapon fighting plus combat reflexes plus ride skill to fight with warhorse equals lots of attacks per round. contingencies: -If he has the bow out disarm him. -If horse dies, manifest expansion. -If below 8 hp, use psi-like ability of mind thrust (will DC13, 3d6 dmg)
The Fight
Prefight Conditions and Initiative Rolf starts in area 2 at (55,32) with his axe in hand. Initiative 14 Kusari-Gama starts in area 4 at (7,32), mounted on his horse and holding a powerstone of darkvision and an adamantine kusari-gama. Initiative 17.
Round 1 Kusari-gama uses the stone of darkvision [ML check 11 vs DC3+1, success], draws his cold iron kusari-gama and moves out to (12,35) Rolf moves out, making noise enough to be heard, to (51,36)
Round 2 Kusari-gama uses her psi-like ability for force screen and moves to (16,39) Rolf moves out, making noise, to (46,39)
Round 3 Kusari-gama double moves to (27,42) Rolf moves to (41,42) Round 4 Kusari-gama moves to (39,42) and attacks Rolf [17 vs AC17, hit; Dmg 1d6+2=6+1] Rolf attacks back [85% vs 51%, success; 16 vs AC19+4, miss]
round 1: start in center of box holding scroll of expid retreat. read scroll (+30 ft, 30 rounds) and move out toward center of arena. Announce my location. round 2+: use haversack and quickdraw to throw weapons. Use two weapon fighting to throw multiple things per round. Circle around the arena to block run/charge. Keeping out of melee/enlarge/trip nastiness takes priority. Tumble away from AoO to get out of melee. Throw a dart (off handed light weapon) and a club each round. When those run out throw 2 alchemist fires. round 23+: After that, throw a tanglefoot bag and two-weapon fight with kukri and spiked gauntlet.
Just a note: If Tweak is carrying 32 lbs of stuff while counting his sack and whip as 0 lbs, he's overweight, as a sack weighs 5 lbs, and a whip weighs 2. Seems somewhat bad, as if he bags me, I'm probably finished. Start with pwrstone of offensive precognition in hand. Fist rnd, manifest skate from memory, and move to the left of the leftmost pillar. Hopefully, it'll block his line of sight to me, assuming be comes c-clockwise. Scnd round, manifest offensive precognition from the stone, next rnd cast Guidance from memory, next cast Divine Favor from memory. I probably have only one shot. During that time make listen checks for his location. If he's sounds close, cease the buffing, and ready to sunder his sack if he approaches. If I don't see him, do the same for 3 rounds after the buffing. If I don't see him, move out and try to sunder his bag. -If he tanglefoots me, attempt to break free with the silly-high Str check. -if I sunder his bag, start trying to trip him and follow with normal strikes till he dies.
The Fight
Prefight Conditions and Initiative Bruno starts in area 2 at (58,32) with a powerstone of Offensive Precognition (ML2) in hand. Initiative 8 Tweak II starts in area 4 at (5,32), with a scroll of Expeditious Retreat (CL3). Initiative 11.
Round 1 Tweak reads from the scroll [CL check 20 vs DC3+1, success] and moves out to (19,32). She calls out to Bruno saying she's at (20,32) and compliments herself on the clever ruse... Bruno manifests skate from memory and moves to (56,27)
Round 2 Tweak quickdraws a club and a dart and moves to (42,20) and sings about the birds, the bees and the amorphous jelly things. Bruno manifests Offensive Precognition from the powerstone. [Hide 10 vs Spot 4]
Round 3 Tweak doesn't see Bruno and continues on - heading northward (36,44) and says to herself "Gee - I should've seen Bruno the Brute by now..." Bruno casts Guidance from memory [Hide 0 vs Spot 2] and Tweak manages to catch a glimpse of Bruno.
Round 4 Tweak shakes a finger at the naughty Bruno for hiding back there and moves to (47,38) and throws a dart [75ft (-6), 12 vs AC19+4] and quickdraws another Bruno moves out to (49,35)
Round 5 Tweak tosses a club at Bruno [18 vs AC19, miss] and moves away to (36,44) and quickdraws another club Bruno runs to (37,44)
Round 6 Tweak tumbles away [Tumble 21 vs DC15, success] to (24,44) and throws a dart [65ft (-4), 18 vs AC18, hit; Dmg 1d4=1] and quickdraws another Bruno charges at Tweak to sunder her haversack [21+2 vs AC14, hit; Dmg 1d10+4=6]
Round 7 Tweak tumbles away [14 vs DC15, fail], but provokes an AoO from Bruno, which he uses to attempt another sunder [12 vs AC14, miss]. She tumbles to (15,36), throws a dart [70ft (-6), 0 vs AC19, miss] Bruno charges to (16,37) and again tries to sunder the haversack [21 vs AC14, hit; Dmg 1d10+4=8] and the bag rips open and the contents spill onto the ground. Bruno (16,37) 22/23, Skate (ends 21), Offensive Precognition (ends 22) Tweak (15,36) 20/20, Expeditious Retreat (ends 31), Haversack (sundered)
Round 8 Tweak drops her club and dart, grabs a tanglefoot bag among the clutter [AoO 21 vs AC17, hit; Dmg 1d10+4=9], takes a step back and throws the bag [25! vs Touch AC11; Reflex 20 vs DC15, success; Duration 2d4=4] Bruno moves forward and attacks [7 vs AC17, miss]
Round 9 Tweak quickdraws her kukri and attacks with it and her gauntlet [20,14 vs AC19-2, 1 hit; Dmg 1d4=4] Bruno attacks [18 vs AC17, hit; Dmg 1d10+4=11] Left at 0 hp and with no healing contingency, Tweak surrenders.
Fight Result and Summary
Bruno wins and gains 900xp/900gp. Time Before Fight: 4 hours Prebuffs/Ongoing Effects: none Items Used: Powerstone of Offensive Precognition (ML2) Spells or Powerpoints Used: 1pp (Skate) SLA/PLA used: none Free Activity: Craft sculptures +60gp
Tweak II loses and gains 300xp/300gp Time Before Fight: 4 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Expeditious Retreat (CL3), Tanglefoot bag Spells or Powerpoints Used: none SLA/PLA used: none Free Activity: none
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Start mounted on Thyme front-center squares with 2 bullets in hand.
1st, drop the bullets to put Thorn at normal speed, cast Flame Blade, move closer to the center. Next, cast Resistance, share with Thorn, move closer to center.
From then on, move out in search of Kii. Use listen the help search with the Thyme's move action. When found, order Thorn to attack, and have Thyme attack with Thorn.
Given an oppertunity, use the resistance shield on whichever Kii targets. All ways ride for cover and use mounted combat. Always have Thorn trip on a hit.
Thanks for running.
Kii
start in center of box, holding scroll of magic missile x6.
I'm expecting the entangle/produce-flame combo from her.
round 1+: send familiar out as scout. Familiar will stay out of fight except to make spot and listen checks when needed. Ready to cast sleep on sight. If I have to concentrate to keep casting, expend psi-focus to get a 22 on the check. Thyme has less HD then her mount, so she will make the first save vs the sleep.
If she goes to sleep, recall familiar and charge it with shocking grasp. familiar will CDG while I fight the animal companion (fight on the defensive with quarterstaff).
If she doesn't go to sleep, then shoot it out with scroll of magic missiles. Keep cover if possible.
If she goes for melee, then shocking grasp (touch as part of casting; expend psi focus for concentrate if I have to roll). Follow up with scroll of scorching ray (5 ft step, draw, cast), perl of power, and another shocking grasp.
I don't have high hopes here, but I might get lucky.
Fight: Kii will go first starting in box 2 with scroll of Magic Missiles. (58,31) Thyme starting in box 1 with 2 bullets in hand. (31,55)
Round 1 Kii sends Miwaku to search for Thyme while he readies to cast sleep. (miwaku 50,31) Thyme drop the bolts and and cast flameblade and moves out with Thorn and sees Miwaku. (31,47)
Round 2 Miwaku starts making noise warning Kii, while he continues to ready to cast sleep. Thyme moves towards the familiar and cast resistance and shares it with Thorn. (37,42) Kii's readied action goes off but fails to put Thyme asleep.
Round 3 Kii fires a Magic Missile from the scroll. Hits for 6 damage Thyme moves closer to Kii (38,42)
Kii 12/12 Hp Thyme 17/23 Hp (resistance ends 12, Flameblade ends 31)
Round 4: Kii moves and cast another Magic Missile and hits for 7. (61,28) Thyme moves and bases Kii. (61,29)
Kii 12/12 Hp Thyme 10/23 Hp (resistance ends 12, Flameblade ends 31)
Round 5. Kii cast shocking grasp defensively expends his psionic focus and suceeds and hits Thyme for 17 damage. Dropping him.
Kii 12/12 Hp Thyme -7/23 Hp (resistance ends 12, Flameblade ends 31)
Kii Wins, gains 900xp and 900gp and uses Time Before Fights: 4hrs Prebuffs/Ongoing Effects: none Items Used: 2 uses from scroll of MM Spells or Powerpoints Used: Shocking Grasp x/day Abilities Used: Psionic Focus Free Activity: None
Thyme Loses, gains 300xp and 300gp Time Before Fights: 4 Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: Flameblade and Resistance x/day Abilities Used: None Free Activity: None
Cast Shield of Faith and move out clockwise. Once i see him if it looks like he wants to fight in melee cast bulls strength and then draw my morningstar and try and charge to attack. If I can charge use my smite (from destruction domain). afterwards just keep attacking. If i dont have a way to get to him then stay at ranged and use my x-bow with cover.
So, the idea is to stay away from him as much as can be arranged.
Start in front-center square w/pearl of power and sling in hand, mounted on Thorn.
Cast Guidance from memory on Thorn. Then, order Thorn to defend and ready to cast Entangle on sight of Bryant being within 80 ft. Cast it so that Bryant is at the edge of the spell. After, fast dismount, order Thorn to sic'm, and drop resist energy for a summon spell. Summon a hippogriff and have it have fun diving at him. Cast Produce Flame last and start throwing them at Bryant. If he gets to me, re-mount Thorn, draw the scimitar if I'm out of fire, and start swinging.
Always rideforcover and use mounted combat, when applicable, and roll me some 20s!
Thanks for running.
The Fight
Prefight Conditions and Initiative Regal starts in area 3 at (32,8) with a shield in hand. Initiative 5 Thyme starts in area 4 at (8,31) mounted on Thorn, with a pearl of power and sling in hand. Initiative 13
Round 1 All opponents see each other clearly Thyme casts guidance on Thorn and tells Thorn to defend. Regal casts shield of faith and moves toward Thyme.
Round 2 Thyme readies to cast entangle when Regal is 80 ft away. Regal full runs toward thyme. Thyme’s ready action occurs. Regal is not pinned to the ground (reflex 20 vs dc14). Regal cannot continue running, and his move ends.
Round 3 Thyme quick dismounts and orders Thorn to attack Regal (both free actions). Thyme drops resist energy to cast summon ally II. Thorn double moves into melee with Regal. Regal moves out of the entangle zone, provoking an attack of opportunity. Thorn bites, but cannot pierce the breastplate (10 vs AC 21 {forgot shield of faith in the roller}) Regal draws his weapon while moving. Since Thorn has no more attacks of opportunity this round, he maneuvers around Thorn to begin moving toward Thyme.
Pitlord note: Thyme’s +4 on handle animal to work with her animal companion is not on her sheet Regal (15,22) 23/23 hp, 3/4 spells (shield of faith +2 ends round 31) Thyme (8,31) 23/23 hp, 1/4 spells (Summoning ends rnd 4) Thorn (16,22) 33/33 hp (guidance +1 ends rnd 11)
Round 4 A hippogriff appears. Thyme moves and casts produce flame. Thorn bites, but doesn’t hurt Regal. The hippogriff flies in and claws, but doesn’t hurt Regal. Since Regal is not stuck in the entanglement, so the hippogriff lands. Regal is basically surrounded and chooses to improvise, as he cannot reach Thyme and ranged weapons are not really an option. He takes total defense, hoping for the summon to disappear and Thyme’s flames to dry up.
Pitlord note: forgot flanking bonuses in the roller, but it did not change outcomes. Same problem with Regal’s AC in the roller notes. Regal (15,22) 23/23 hp, 3/4 spells (shield of faith +2 ends round 31; total defense +4) Thyme (11,36) 23/23 hp, 0/4 spells (nature ally ends round 7; produce flame ends 34) Thorn (16,22) 33/33 hp (guidance +1 ends rnd 11) Hippogriff (13,22) 25/25 hp
Round 5 Thyme moves to line up a shot and throws flame. Regal dodges the flames. Thorn bites, getting serious and expending the guidance spell. He rolls a 20, but cannot confirm the crit. 5 damage. The hippogriff full attacks. It rolls a 20, but cannot confirm the crit. 6 damage. Regal is shocked at their luck. He redoubles his defense.
Regal (15,22) 12/23 hp, 3/4 spells (shield of faith +2 ends round 31; total defense +4) Thyme (11,36) 23/23 hp, 0/4 spells (nature ally ends round 7; produce flame ends 24) Thorn (16,22) 33/33 hp Hippogriff (13,22) 25/25 hp
Round 6 Thyme throws flame. Thyme confirms a crit for 16 damage, knocking Regal down.
Pitlord note: Thorns next attack was another unconfirmed crit for 10 damage, so even with healing last round, Regal would still be down. Regal (15,22) 12/23 hp, 3/4 spells (shield of faith +2 ends round 31; total defense +4) Thyme (11,36) 23/23 hp, 0/4 spells (nature ally ends round 7; produce flame ends 14) Thorn (16,22) 33/33 hp Hippogriff (13,22) 25/25 hp
Fight Result and Summary
The Dice Gods have chosen a winner!
Thyme wins and gains 900xp/900gp. Time Before Fight: 5 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: produce flame, guidance, entangle, resist energy SLA/PLA used: 4 Free Activity: guard
Regal looses and gains 300xp/300gp Time Before Fight: 5 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: shield of faith SLA/PLA used: 1 Free Activity: none
People over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously.