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<blockquote data-quote="Kerrz" data-source="post: 2484143" data-attributes="member: 22914"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Remaining on the defensive, North performs a quick infusion on his companion, Tenor, repairing the damaged warforged to peak condition.</p><p></p><p><span style="color: red">OOC: One down, one to go. It stands at 11HP, you are all at full.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Edit: Undead are immune to ability drain.</span></p><p></p><p>Combat Details[sblock]Agarndas</p><p>- 5' To the right</p><p>- Ray of Enfeeblement on Z1, d20+3=19 Ranged Touch, Hits, Does nothing</p><p>Tenor</p><p>- Inspire Courage, +1 attack/Dmg/save vs fear if effective, for 5 rounds after he stops. </p><p>- 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</p><p>Z1</p><p>- Dead by Tenor</p><p>Z2</p><p>- Attack North d20+2-2=9</p><p>North </p><p>- Cast Repair Light Damage Defensively on Tenor, Concentration DC16 d20+6=19, 1d8+1=7[/sblock]</p><p>[code]Round2 Map:</p><p>W 1 A |</p><p> S T |</p><p> 2N |</p><p></p><p>1,2 = Zombies One Square = 5'</p><p>A = Agarndas 50' to Shore</p><p>N = North 20' to Zombies</p><p>S = Shadow</p><p>T = Tenor</p><p>W = Wander</p><p>| = Karrnathi Shore[/code]</p></blockquote><p></p>
[QUOTE="Kerrz, post: 2484143, member: 22914"] 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. [color=red]OOC: One down, one to go. It stands at 11HP, you are all at full. Edit: Undead are immune to ability drain.[/color] 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[/code] [/QUOTE]
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