Forging Fury

ShaggySpellsword

First Post
North, seeing the nasty gash on tenor's chest plate, turns and tries to infuse him back together while fending off the zombie.

OOC: Cast fusion defensively on Tenor: Repair Light Damage.
 

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Bront

The man with the probe
Tenor, hoping to hide the fear inside, tries to inspire courage, while taking a defensive swing.

OOC: Inspire Courage, +1 attack/Dmg/save vs fear if effective, for 5 rounds after he stops. Swinging defensively (-4 to hit, +2 AC) Longsword(2 Handed) -2(+1 for courage) 1d8+3(+1 for courage) 19-20x2, AC 17
 

Kerrz

First Post
ooc: You had to make a DC25 Perform check to sing underwater effectively. You... actually made it. My dicebot made me feel like an idiot. I was all ready to say "No, you can't do that. There's no way your friends can hear you underwater, because sound travels differently and it would take alot of control." Then the dicebot rolled an 18, plus your four ranks and three charisma mod gives you 25. So the singing works. I'll post the full round when Ringmereth has finished posting (since he goes first.)
 

Ringmereth

First Post
With no damaging spells to speak of on hand, the necromancer takes a few steps to achieve a clear shot, and with a few arcane gestures and a bubbly word, shoots a debilitating ray from his hand towards the zombie in battle with Tenor.

Move to get a clear shot (but not if it requires coming within 10 feet of the zombie) and cast Ray of Enfeeblement at zombie #1. Ranged touch attack at +3.
 

Kerrz

First Post
After a few quick steps to the right, Agarndas lets loose with the fury of his magic in the bubbling depths of the river. A flash of light beams out towards the zombie on the right, however the creature is unaffected.

Tenor, feeling the danger of the situation more intimately, begins to sing a courageous ballad. With a fine control that surprises even Tenor, his song makes it through the murky water and its refracting properties to his friends, who hear the song loud and clear, reinforcing their spirits in light of losing two comrades so dear to them.

Re-energized, Tenor takes another heroic swing at his opponent and with the sword clenched in two hands slashes the creature into two immobile pieces. The life leaves the enfeebled creature as it drops to the river floor with a kick of dust.

The dead creature's companion comes on relentlessly, ignorant of the loss of its comrade, and tries to bash North with its clubbed hands. North, however, steps nimbly aside in the murky waters.

Remaining on the defensive, North performs a quick infusion on his companion, Tenor, repairing the damaged warforged to peak condition.

OOC: One down, one to go. It stands at 11HP, you are all at full.

Edit: Undead are immune to ability drain.


Combat Details[sblock]Agarndas
- 5' To the right
- Ray of Enfeeblement on Z1, d20+3=19 Ranged Touch, Hits, Does nothing
Tenor
- Inspire Courage, +1 attack/Dmg/save vs fear if effective, for 5 rounds after he stops.
- Swinging defensively (-4 to hit, +2 AC) Longsword(2 Handed) d20+2-4+1-2=16 (undead immune to crits) 1d8+3+1=12 19-20x2, AC 17
Z1
- Dead by Tenor
Z2
- Attack North d20+2-2=9
North
- Cast Repair Light Damage Defensively on Tenor, Concentration DC16 d20+6=19, 1d8+1=7[/sblock]
Code:
Round2 Map:
W     1    A      |
 S     T          |
      2N          |

1,2 = Zombies     One Square = 5'
A = Agarndas      50' to Shore
N = North         20' to Zombies
S = Shadow
T = Tenor
W = Wander
| = Karrnathi Shore
 
Last edited:

Ringmereth

First Post
Irritated at his mental lapse, Agarndas moves behind his companions and prepares to repair their bodies should the remaining zombie harm them.

Move behind North and Tenor and readies an action to cast Repair Light Damage on either of them should they be injured.
 
Last edited:

Bront

The man with the probe
Tenor, feeling more confident, takes a 5' step to allow North the flank, and attacks.

OOC: Longsword(2 Handed) +3 1d8+4 19-20x2, AC 15[/QUOTE]
 

ShaggySpellsword

First Post
North, pleased at Tenor's successes with the first zombie, works with his companion to destroy the second.

OOC: Take a 5ft. step into flanking position and attack with my dagger.
 

Kerrz

First Post
Seeing that his companions have the more physical side of combat well in hand, Agarndas coolly moves behind them and waits to repair their wounds if they require such.

Tenor, on the advantage with the heart and soul of his rivetting song helping him along, takes a heavy swing at the remaining creature and slices a heavy gash through the creature's midsection, however the beast remains standing.

The rotting pile of bones and skin winds up for yet another swing at North, and this time connects, clubbing the 'forged and dislodging some of his adamantine chest plates.

Agarndas, seeing his friend take some damage, casts his prepared spell and sets North's body about repairing itself slightly.

North, finally, takes his chance to return the damage to his opponent and takes a wide slash towards the waterlogged beast, but misses completely, unused to fighting underwater.

Combat Details[sblock]Agarndas
- Ready to Repair on Damage
Tenor
- 5' step won't get you behind to allow the flank, but next turn it will.
- Attack d20+3-2=18, d8+3=5, 6hp left
Z1 -> Dead
Z2
- Attack North d20+2-2=16, d6+3=6, DR2/Adamantine = 4damage
-> Triggers Agarndas' spell, heals for d8+1=2 damage
North
- Attacks d20+3-2=3, miss[/sblock]
Code:
Round2 Map:
W     1    A      |
 S    T           |
      2N          |

1,2 = Zombies     One Square = 5'
A = Agarndas      50' to Shore
N = North         20' to Zombies
S = Shadow
T = Tenor
W = Wander
| = Karrnathi Shore
 

Bront

The man with the probe
Tenor, gaining confidence with his success, attacks with the flank advantage.

OOC: Longsword(2 Handed) +5 1d8+4 19-20x2, AC 15
 

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