Emerald's PbP game

Seeing the heavy wound that Jarrad has inflicted, I break off the song to call out:

"Turn your blade! We need him alive to question!"

I move to get a clear angle on Richard, then strike again with the whip.

OOC: finish the full round needed for inspire courage, then stop - it will run 5 more rounds. Take a move so that there is no risk of hitting Jarrad with the whip, then attack. My net attack bonus will now be -5, I think, for attacking into melee with a 'ranged' weapon.
 

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Kaltide, on a roll, steps back, points at a spot of ground right behind the rat, and shouts, "Arcesso Prodigium Bidens!"

(Summon Monster I: Celestial Badger. Full round to cast (any damage Kaltide takes this round might disrupt the spell))
 

Cid glares at the dire rat with a dangerous look, "What the hell? I didn't notice this before!"

Cid will step up to heal Kaltide, 1d8+2 again.

(I am without my weapon, I think... except maybe my walking stick.)
 


Round Four:

Richard: He attempts to cut his way out of the rope entangling him, but the rope foils his swing and he misses.

The rat attacks Kaltide, but misses.

Kaltide: You cast Summon Animal I.

Reinert: You snore.

Jarrad: You attack the rat, killing it. Unfortunately, Richard is not in cleaving range.

Cid: You heal Kaltide, he is at full HP again.

Cattivo: The inspire courage takes effect. Your friends feel inspired. You attack Richard with you whip, hitting him for 1 pt of damage.
 





Round Five:

Richard He manages to cut the ropes binding him.

Kaltide: You run over to the wagon and grab a spear.

A celestial badger appears and attacks Richard biting him for 1 pt of damage.

Reinert: You wake up, but find yourself blind.

Jarrad: You try to subdue Richard but miss him with your sword. "Surrender! There are too many of us! Do you wish to go to hell so soon?" Richard appears unmoved.

Cid: You swing your quarterstaff and miss him.

Cattivo: You hit Richard with your whip for 3 pts of damage. Your memory of your chant gave you the extra power needed.
 
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