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Forging Fury
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<blockquote data-quote="Kerrz" data-source="post: 2486652" data-attributes="member: 22914"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Agarndas, seeing his friend take some damage, casts his prepared spell and sets North's body about repairing itself slightly.</p><p></p><p>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.</p><p></p><p>Combat Details[sblock]Agarndas</p><p>- Ready to Repair on Damage</p><p>Tenor</p><p>- 5' step won't get you behind to allow the flank, but next turn it will.</p><p>- Attack d20+3-2=18, d8+3=5, 6hp left</p><p>Z1 -> Dead</p><p>Z2</p><p>- Attack North d20+2-2=16, d6+3=6, DR2/Adamantine = 4damage</p><p>-> Triggers Agarndas' spell, heals for d8+1=2 damage</p><p>North</p><p>- Attacks d20+3-2=3, miss[/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: 2486652, member: 22914"] 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[/code] [/QUOTE]
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