Rolled 13, 15, 7, 20 = 55 (4d20)
>>5320835>>5320833>>5320779>>5320731>>5320593>>5320562>>5320554>>5320526>>5320515>>5320478>>5320452>>5320434>>5320433>>5320432A part of you wishes you’d dedicated more time to training in matters of grappling and pugilism. You KNOW, even wounded as you are, that Agno would be no match for you if you were honed in this pursuit. As it is… Well, it’s best to play it safe, as the Novice said. You’ll avoid over-extending yourself, protect your vulnerable areas. It will hardly be the fearsome display of physical dominance you had HOPED to put on , but you hope that the Serpent Ascendant (if he’s even watching) will appreciate your strategic abilities.
As for whether Agno will live or die… Well, you’ll play that by ear. You have no intention to pull your punches for the sake of preserving this rebellious kobold’s life.
Sikdo and the Translator raise banners high, marked with sigils symbolizing the draconic history of Bloodrise, and the God of Glory’s cult. This signal the start of the combat. Neither of you rushes the other, instead circling the platform. You hearing a squawking sound and a low hiss down below, and feel the urge to look downward at the basilisk imprisoned below… But you don’t. It’s a trap—its gaze can stiffen muscles, as its breath and saliva can turn flesh to stone. You keep your eyes on your adversary, and he (with great apparent effort) does likewise. To lose concentration could mean the difference between life and death.
“You have lost the crowd,” you point out. “You will lose this fight. Surrender.”
Agno spits, and shakes his head.
“Then I guess you’ll join the other traitors and weaklings who you so mourn.”
Your provocation works. Agno strikes first, charging in. He risks your superior reach to close distance and to get in close.. You swing an open palm, aiming to catch him n a blind spot and to disorient him. Form there, it should be a simple thing to grab hold of him, to restrain him at arm’s reach… Or to simple hurl him off of the platform and to his death.
[3d20 Fisticuffs, 1d20 variable dice]