AP #67-72 - Reign of Winter: Misfits Unchained (Inactive)

Game Master Wilmannator

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Ishbaad's fiery blow ends the troll with the green hue. Jorvik manages to get his licks in on the trollhound, with Heafoc diving in from above to do the same. The fat, grotesque dog seems more annoyed than worried and licks its lips in eager anticipation of more Jorvik-meat.

@Jorvik: Thanks for the note re: fast healing. Please continue to remind me at the end of any of your turns where you're damaged and I'll apply it to my tracker. Otherwise, up to you to keep track of.

While prone, your movement is restricted (to a crawl of 5ft) and so you can't 5-ft step. You can draw a weapon as a move action, and you can move 5ft, and you can do it simultaneously. If you move 5ft, though, you will provoke an AoO. See move actions for RAW.

Next up: Ice Melts Quietly in Sunlight, Kuragin (Round 3).

Combat table:

Goodies:

  • [22] Aoife
  • [6.5] Ice Melts Quietly in Sunlight
  • [6] Kuragin
  • [5] Ishbaad
  • [4.5] Jorvik -12hp, prone

Baddies:

  • Green troll - DEAD dead
  • Blue troll -61hp (unconscious negative HP)
  • Black troll
  • Trollhound -11hp

Active Global Conditions: None.

Round 3:

  • Aoife <= Ready to kill
  • Green troll <= Zzzz
  • Blue troll <= Zzzz
  • Black troll <= Moved & opened door
  • Trollhound <= Savaging the skald
  • Ice Melts Quietly in Sunlight <= !
  • Kuragin <= !
  • Ishbaad <= Kill & run
  • Jorvik <= Smash & peck

Round 4:

  • Aoife <= Coup de troll
  • Green troll
  • Blue troll
  • Black troll
  • Trollhound
  • Ice Melts Quietly in Sunlight
  • Kuragin
  • Ishbaad
  • Jorvik

Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 5:

  • Ishbaad: Flames of the faithful.

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

So, it appears that what I thought was a ready was a delay... so he will take full advantage of that.

Ice Melts Quietly in Sunlight, upon seeing that Ishbaad is taking care of the first set of trolls quite nicely, decides to give Boss Jorvik a hand.

He throws an explosive bomb at the trollhound, keeping himself, Jorvik, and Kuragin out of the splash zone with his precise bombs.

Bombs away (into melee, with cover): 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 163d6 + 6 ⇒ (2, 3, 4) + 6 = 15 the troll takes 9 points, DC19 Reflex for half. The troll is on fire.

"I save you, Boss! NO TROLL-DOG will eat you! ME HATE DOGS!"

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

IMQiS drank an elixir of hiding as well


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

In your last post, you said that you'd draw out the vial and throw it after Aoife acted. You can't do that as a ready (since it's two actions), which is the only reason I ruled it as a delay.

Ice troll reflex save: 1d20 + 8 ⇒ (17) + 8 = 25

As flames fly, the ice troll slips around the door frame, avoiding the worst of the blast, but its hound yelps in surprise. Both creatures shoot the little fire-hurling goblin stares that promise death.

Next up: Kuragin (Round 3).

Combat table:

Goodies:

  • [22] Aoife
  • [6.5] Ice Melts Quietly in Sunlight
  • [6] Kuragin
  • [5] Ishbaad
  • [4.5] Jorvik -12hp, prone

Baddies:

  • Green troll - DEAD dead
  • Blue troll -61hp (unconscious negative HP)
  • Black troll -6hp
  • Trollhound -27hp - on fire!, DC 19

Active Global Conditions: None.

Round 3:

  • Aoife <= Ready to kill
  • Green troll <= Zzzz
  • Blue troll <= Zzzz
  • Black troll <= Moved & opened door
  • Trollhound <= Savaging the skald
  • Ice Melts Quietly in Sunlight <= Brought a bomb to a dogfight
  • Kuragin <= !
  • Ishbaad <= Kill & run
  • Jorvik <= Smash & peck

Round 4:

  • Aoife <= Coup de troll
  • Green troll
  • Blue troll
  • Black troll
  • Trollhound
  • Ice Melts Quietly in Sunlight
  • Kuragin
  • Ishbaad
  • Jorvik

<Corrected> Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 5:

  • Ishbaad: Flames of the faithful.

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

"Watch out, Jorvik!" Kuragin tries to warn his friend, but too late. The trollhound is already tackling the half-Jadwiga. And what's worse, this all happens quite too close for comfort. So without even thinking about it, the witch takes a step away from the troll and it's hound. Still, with the recent success with his hexes, Kuragin feels his Patron is truly with him now. So he sees no purpose to abandon a tactic that has worked so well so far, and invokes the Slumber hex on the black troll.

"Friends, I would really appreciate someone between me and that troll!"

Slumber Hex, will save DC19


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Black troll will save: 1d20 + 2 ⇒ (7) + 2 = 9

The troll in the armory flops over onto the ground and begins to snore loudly. Its pet hound seems not to notice as it races forwards to lash out at the fire hurling Ice Melts Quietly in Sunlight.

Bite vs Ice Melts Quietly in Sunlight: 1d20 + 8 ⇒ (7) + 8 = 15

The nimble and slightly mutated goblin easily steps out of the way, however.

Flaming damage: 1d6 ⇒ 6

The flames searing the trollhound's flesh become too much for it to take and it falls to the ground, slowly burning to death.

Moments later a white-furred, brutish humanoid stalks out from the northern set of doors. It clenches a battle-axe in one hand and its evil red eyes survey the situation with a calm intelligence as it rushes past the sleeping troll to wordlessly slash at Jorvik with its axe held in both hands. The creature is unmistakably goblinoid, and appears quite similar to a bugbear - but its coloration, shaggy coat of fur and its calm demeanor all speak of a different race altogether. Knowledge (local) checks if you'd like to know more.

Bonepick Axe vs Jorvik, power attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage vs Jorvik, power attack: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18

Knowledge (local), DC 19:
This is a Wikkawak, an albino variant of the bugbears. Like their kin, they are thuggish and have unusually high perceptive abilities, as well as being quite intimidating. (Thuggery: Intimidate and Perception are class skills, +11 bonus all told)

---

Knowledge (local), DC 24:
Wikkawaks have a high tolerance for cold (resist cold 5).

---

Knowledge (local), DC 29:
Wikkawaks have a supernatural spell-like ability to be able to quench flames (as the spell) a few times per day.

---

Next up: Ice Melts Quietly in Sunlight, Kuragin, Ishbaad, Jorvik (Round 4), Aoife (Round 5).

Combat table:

Goodies:

  • [22] Aoife
  • [6.5] Ice Melts Quietly in Sunlight
  • [6] Kuragin
  • [5] Ishbaad
  • [4.5] Jorvik -30hp, prone

Baddies:

  • Blue troll -56hp (unconscious negative HP)
  • Black troll -6hp (slumber hexed, to round 8)
  • Bonepick
  • Trollhound -36hp - unconscious, negative HP on fire!, DC 19

Active Global Conditions: None.

Round 4:

  • Aoife <= Coup de troll
  • Blue troll <= Zzzz
  • Black troll <= Zzzz
  • Trollhound <= Snap & burn
  • Bonepick <= Chopping down the skald
  • Ice Melts Quietly in Sunlight <= !
  • Kuragin <= !
  • Ishbaad <= !
  • Jorvik <= !

Round 5:

  • Aoife <= !
  • Green troll
  • Blue troll
  • Black troll
  • Trollhound
  • Ice Melts Quietly in Sunlight
  • Kuragin
  • Ishbaad
  • Jorvik

--UPDATED-- Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 5:

  • Ishbaad: Flames of the faithful.

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes (60 minutes for IMQiS)
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Ice Melts Quietly in Sunlight: Mutagen (+4 DEX, -2 WIS, +2 Nat Armor), 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Ice Melts Quietly in Sunlight thinks about his options... he doesn't want to wake the troll, but is worried about that ... bugbear?

"Uncle Ishbaad! You finish troll in there! Aoife! Get you in here, and finish troll in here!"

Ice Melts Quietly readies a bomb for after Aoife (or any other ally) attacks the troll.

readied for when black troll is attacked:

He throws an explosive bomb at the "bugbear", keeping himself, Jorvik, Kuragin, and three other squares of allies out of the area (this is why he doesn't want Ishbaad in here).
bomb attack, into melee: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 193d6 + 6 ⇒ (3, 5, 2) + 6 = 16
(as always, the bugbear is on fire, and the troll is splashed for 9, DC19 reflex for half)


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Ishbaad stifles a grumble at the congregation of allies and enemies in the hallways, but then remembers he is riding a gigantic elk.

Elk weren't really made for hallways.

Leaning down again, he plunges his flaming sword into the body of the nearly decapitated troll, hoping the licking flames finish the job that Aoife so masterfully accomplished.

"Go girl! Finish off the other one! For all the children who died to feed them, go kill it!" he urges.

raging song, power Attack vs green troll, troll is prone/helpless: 1d20 + 10 ⇒ (7) + 10 = 17 for +1 cold iron pa damage: 2d6 + 17 + 1d6 ⇒ (1, 2) + 17 + (3) = 23 last 1d6 is fire damage

Once the trolls skin begins to bubble and boil, Ishbaad tries to dismount from Onyx in an effort to get into the hallway and help with this newest foe.

Ride check to dismount as a free action, DC20: 1d20 + 5 ⇒ (16) + 5 = 21

As graceful as a gazel, Ishbaad swings his left leg over Onyx's rump and slips his right foot out of the stirrup without a catch. He runs his hand along the elk's massive antler to guide his short descent, and lands as nimbly as a ninja on his feet next to his magnificent steed.

I actually dont' have anywhere I can make it without messing with IMQiS's bomb blast, so I'll stay where I am at for now.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Wow - getting my butt kicked here. Does not bode well for later.

Jorvik sees Ice Melts Quietly in Sunlight burn the trollhound to death and has visions of getting to his feet, only to see a goblinoid bubbear thing come rushing in and hack at him with a greataxe.

Taking another sever wound, Jorvik feels his like blood slipping away, but he knows that his friends are counting on him.

Digging deep, he once again slashes out with his handaxe, hoping to regain his footing.

Masterwork handaxe: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Handaxe Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Masterwork handaxe, crit confirm: 1d20 + 13 - 4 ⇒ (12) + 13 - 4 = 21
Handaxe Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22

Standard - attack, free maintain raging song, Fast healing 2

Heafoc lashes out with her all attacks, beak and claws, hoping to defend her master once again.

Beak: 1d20 + 9 ⇒ (17) + 9 = 26
Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Talon #1: 1d20 + 9 ⇒ (4) + 9 = 13
Talon Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Talon #2: 1d20 + 9 ⇒ (8) + 9 = 17
Talon Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Full attack


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Ishbaad already ended the green troll. I'll redirect your attack to the blue.

Ishbaad puts his flaming blade into the ice troll lying on the floor. The regenerating tissue within its wounds shakes, wobbles and then falls apart in a heap. The troll will move no more.

Jorvik gets in a stunning blow against the white bugbear with his handaxe and it stumbles back only to have Heafoc almost peck one of its eyes out with an incredibly sharp beak. Shocked and stunned by the blood loss, the thing drops to one knee but somehow - amazingly - it manage to remain standing. Luckily for the goblinoid, lowering its height causes Heafoc's sharp talons to go high.

Next up: Kuragin (Round 4), Aoife (Round 5).
Readied action: Ice Melts Quietly in Sunlight.

Combat table:

Goodies:

  • [22] Aoife
  • [6.5] Ice Melts Quietly in Sunlight
  • [6] Kuragin
  • [5] Ishbaad
  • [4.5] Jorvik -28hp, prone

Baddies:

  • Blue troll - DEAD dead
  • Black troll -6hp (slumber hexed, to round 8)
  • Bonepick -38hp
  • Trollhound -36hp - unconscious, negative HP on fire!, DC 19

Active Global Conditions: None.

Round 4:

  • Aoife <= Coup de troll
  • Blue troll <= Zzzz
  • Black troll <= Zzzz
  • Trollhound <= Snap & burn
  • Bonepick <= Chopping down the skald
  • Ice Melts Quietly in Sunlight <= Readied action <when black troll is attacked>
  • Kuragin <= !
  • Ishbaad <= End-a-troll
  • Jorvik <= Handy axe, handy bird

Round 5:

  • Aoife <= !
  • Black troll
  • Trollhound
  • Ice Melts Quietly in Sunlight
  • Kuragin
  • Ishbaad
  • Jorvik


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Seeing her guardian plung his blade fully into the creature before her, the ever sharp edge wreathed in flames, she finally settles her heart beat enough at last hear her companions' shouts. They call for her to go, to aid with the other troll and help keep the foes away from Jorvik.

Without thinking, she obeys.

Turning quickly on her heals, she spins and rushes from the room. In the overcrowded hallway, Aoife ducks and dodges beneath her larger companions, weaving between their braced legs, underneath their swinging blades, and crouches beneath flying bombs. She skirts the edge of the room, staying away from the white-furred, brutish humanoid until the last second. As she stops in the open doorway, she quickly swings, pushing with all her might to cut into the sleeping troll.

Move Action: move 40-feet, ending 1 square south of the "white-furred, brutish humanoid". Aoife should be able to avoid AoO from that creature, unless it has reach.
Standard Action: Attack

Attack @ black outlined sleeping troll: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Damage, cold iron: 1d10 + 16 ⇒ (7) + 16 = 23


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24 hours have passed. Botting Kuragin.

Aoife cuts the troll deeply with her blade, waking it from its slumber. Before the creature can manage to swipe at her, though, Ice Melts Quietly in Sunlight hurls a bomb into the fray. The projectile smashes squarely against the white-furred goblin, knocking it to the floor. It lies still and smouldering, clearly dead.

The last remaining ice troll attempts to roll out of the way of the flames.

Black troll refelx: 1d20 + 8 ⇒ (8) + 8 = 16

... but cannot. They scorch his body and the wound Aoife dealt him instantly ceases sealing over.

Kuragin moves carefully along the side of the entryway and draws out a wand. He completes the word of command and touches Jorvik with an outstretched hand.

Cure moderate wounds on Jorvik: 2d8 + 3 ⇒ (5, 1) + 3 = 9

Still on its back and having dropped its cleaver, the troll lashes out with all its limbs and tusks at Aoife from the ground.

Troll bite vs Aoife, prone: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Troll claw 1 vs Aoife, prone: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Troll claw 2 vs Aoife, prone: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20

Despite some well timed claw attacks, the troll is unable to land a blow.

Flame on: 1d6 ⇒ 5

Unnoticed at the entrance, the fire still burning on the trollhound ends its miserable life.

We all know this troll is toast. To preserve the round tracking, buffs, etc, please only post if you are in ROUND 5. I'll move on to round 6 and onwards when it seems appropriate. The troll took fire damage, so can DIE die this round without a further application of fire.

Next up: Kuragin, Ishbaad, Jorvik (Round 5)

Combat table:

Goodies:

  • [22] Aoife
  • [21.5] Ice Melts Quietly in Sunlight
  • [6] Kuragin
  • [5] Ishbaad
  • [4.5] Jorvik -28hp, prone

Baddies:

  • Blue troll - DEAD dead
  • Black troll -42hp (prone)
  • Bonepick - dead
  • Trollhound - DEAD dead

Active Global Conditions: None.

Round 4:

  • Aoife <= Coup de troll
  • Blue troll <= Zzzz
  • Black troll <= Zzzz
  • Trollhound <= Snap & burn
  • Bonepick <= Chopping down the skald
  • Ice Melts Quietly in Sunlight <= Readied action <when black troll is attacked>
  • Kuragin <= BOT: Heal a friend
  • Ishbaad <= End-a-troll
  • Jorvik <= Handy axe, handy bird

Round 5:

  • Aoife <= Stab'n'troll
  • Ice Melts Quietly in Sunlight <= Readied bomb blast!
  • Black troll <= Flailing like a turtle
  • Trollhound <= Flaming expiration
  • Kuragin <= !
  • Ishbaad <= !
  • Jorvik <= !

Round 6:

  • Aoife
  • Ice Melts Quietly in Sunlight
  • Black troll
  • Trollhound
  • Kuragin
  • Ishbaad
  • Jorvik

Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 5:

  • Ishbaad: Flames of the faithful.

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes (60 minutes for IMQiS)
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Ice Melts Quietly in Sunlight: Mutagenp (+4 DEX, -2 WIS, +2 Nat Armor), 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

Edit: Cyrus'd by GM

Despite being prone, it looks like the troll is still putting up a fight. While Kuragin is quite sure his friends could handle it just fine, he thinks it's best to play safe. So he decides to deny the creature of any good fortune it might be having to escape it's plight. Again the witch calls to his Patron, but this time to unleash the misfortune hex.

Misfortune hex on Black troll, will save DC19


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Ishbaad files away his pride at the brutal effectiveness of his friends, determined to enjoy and praise their successes later, when they have more time.

Assuming they survive the dragon.

Stepping forward next to his pint-sized charge, he brings his fiery blade to bear on the remaining troll just before the magical flames wink out.

Power Attack, raging song vs prone target: 1d20 + 10 ⇒ (7) + 10 = 17 for +1 cold iron damage, PA, RS: 2d6 + 17 + 1d6 ⇒ (4, 2) + 17 + (1) = 24 Last d6 is fire

If the troll dies from Ishbaad's attack and Onyx is able to occupy that space:

Ishbaad whistles to his magnificent mount who trots from one room to the next, passing over both the prone Jorvik and diminutive Aoife. Onyx stands over the smouldering troll while Ishbaad pulls on his left antler, attempting to swing himself up into the saddle.

Ride check to mount as a free action, DC 20: 1d20 + 5 ⇒ (9) + 5 = 14

Unfortunately his weight distribution is off, and nearly knocks the elk's antler into the expanded door frame. Ishbaad lets go at the last moment, deciding to take a different tact to get back in the saddle.

So if the condition is true, Onyx will need a lockwood to where the now dead black troll is, Ishbaad remains in his current place on the map.

Ishbaad actions: Move to get in position, standard to attack. Conditional attempt at a free action which failed. Conditional move by Onyx, detailed in the spoiler.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Seeing all his companions dispatch with his immediate foes, Jorvik rolls onto his stomach. Quickly pushing up, he regain his footing. Dropping his handaxe that had severed him so well moments before, he bends down and grabs Frostreaver once again.

Double move, stand from prone, retrieve dropped weapon, free drop handaxe.

Licking his lips, Jorvik prays to Desna that the Trolls rises to fight them so he can brain it with his mighty hammer.


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Troll will save: 1d20 + 2 ⇒ (7) + 2 = 9

The troll's fortunes change, and moments later, Ishbaad ends his existence with a well timed and flaming strike.

Lockwooded Onyx.

The companions quickly survey the scene and find that none of there enemies are regenerating, and no new ones seem to be arriving on the scene at this moment.

Nice work! I combined 4 fights into one here with only the mildest of staggering (1 round between). You guys are kicking butt. Oh, and when this is all over, remind me to tell you why I did the fight like this - it wasn't for mechanical reasons at all (though the added challenge was a plus).

Pro-forma text to help with rounds 6-8 (these descriptions will be fleshed out with what is inside those rooms when / if you actually enter and search.

Looking in the armory...

Weapon racks line the north and south walls of this room while two armor dummies stand in the northeast and southwest corners. A long table sits near the middle of the room, covered with weapons of various sizes.

Looking in the northern room with the cells...

Three prison cells line the north wall of this chamber, while a fourth cell is set in an alcove to the east. Toward the northeast corner stands a large butcher’s block covered with old bloodstains. A cleaver too large for human hands is embedded in it. A bare table rests along the west wall.

Looking in the eastern room with the bed...

This room contains little more than a bed and a footlocker. The bed, such as it is, is sized for a giant and features soiled sheets and a flattened, lice-ridden pillow heaped atop a lumpy straw-filled sack. At the base of the bed is a footlocker that seems to be missing a lock.

Also, Ibid's flames of the faithful buff is over.

Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes (60 minutes for IMQiS)
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Ice Melts Quietly in Sunlight: Mutagenp (+4 DEX, -2 WIS, +2 Nat Armor), 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours


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For the following rounds, please post according to this template. Just reply to this post and remove this explanatory text and the [ quote][ /quote] tags and replace <actions> with a full round's worth of actions. Don't worry about movement too much, so long as it seems reasonable. The assumption is you are hurrying through this, but if you'd like just a block of 10 rounds+, head over to discussion and request it. I want you to post these, just in case one of your actions triggers something. Please note that attempting to perceive something specific is a move action and I will roll perception rolls (for incidental perception as well).

Round 6

<actions>

--

Round 7

<actions>

--

Round 8

<actions>


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Just to keep it straight, we started at Round 2 and the fight ended on Round 5 - so 3 rounds of Raging Song - right? With fast healing I ended at -26 HP


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Round 6

CMW #1: 2d8 + 3 ⇒ (7, 6) + 3 = 16

--

Round 7

CMW #2: 2d8 + 3 ⇒ (5, 8) + 3 = 16; Pick up handaxe

--

Round 8

Look in footlocker/Trap


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Round 6

The flames wink out on Ishbaad's spell, lasting just long enough to put them to maximum effectiveness. Onyx paws at the wooden floor and snorts impatiently while the Oread boldy pushes his way into the armory to take a closer look and make sure they arent' leaving anything behind that would threaten them as they ascend the tower.

I'll take 10 on my perception checks for these three rounds.

"Check out those cells, make sure no one is still locked in."

--

Round 7

The armory already given the once over, Ishbaad walks into what appears to be the troll captain's quarters. He kicks open the footlocker to see what goodies might be hidden inside.

--

Round 8

With two of the three rooms inspected, and the prison cells being reviewed by his friends, Ishbaad storms back out and climbs up on his magnificent mount, taking the reins in his hand.

"Shall we go up and cut this Granny Nan down to size?"

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Round 6

Ice Melts Quietly in Sunlight eyes the weapons racks. "Boss Kuragin, Boss Jorvik, Uncle Ishbaad! Can you scan these with your magical eyes? Me wonder if anything good in here?"

"Anyone need any healing still?"

--

Round 7

Following Ishbaad's order, Ice Melts Quietly in Sunlight runs over to the cells, seeing if anyone is there. If they are, he will try and open their cage door.

--

Round 8
He continues to search the cells for anything of any interest to a goblin.


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text
Ice Melts Quietly in Sunlight wrote:


Ice Melts Quietly in Sunlight eyes the weapons racks. "Boss Kuragin, Boss Jorvik, Uncle Ishbaad! Can you scan these with your magical eyes? Me wonder if anything good in here?"

No detect magic. Something in me when I created my character made me think that brand could be a fun zero level spell. I might just change that out when I have the opportunity.


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Jorvik, do try to describe your actions! ;-) Correct on the rage rounds expended.

@All: Discussiong among yourselves what to do is perfectly acceptable, and I should have noted that you don't need to post all 3 rounds of actions just yet if you don't want. Still perfectly acceptable to do so, though!

I'll get to the footlocker and cells soon.


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Actually, I'll wait for Aoife & Kuragin before posting. It's mostly about what you find and can retrieve in that time. Let me know if you have any detect magics active, of course, as that will make it easier to discover magic items.

Up next (round 6-8): Kuragin & Aoife.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Round 6

The child looks around at the others, seeing her friends scatter amongst the rooms, searching and rooting around. Remaining in the center hall, Aoife spins and looks about, imagining herself sneaking through this place mere days before. She had felt so exhilarated and scared scurrying through and climbing up the tower, but now, with her companions backing her up, she felt confident and powerful. Around her were the bodies of the vile creatures that had completed such terrible acts against those poor, innocent children, and now those monstrosities had payed with their lives, and Aoife was glad she was the one to collect.

Aoife: no major actions

Round 7

She walks to the door leading to the stairwell, and pauses briefly to sheath her weapon. On her back the enormous greatsword juts awkwardly from behind both sides of her body, though its weight seems to bother her none. She opens her hands repeatedly, looking from her open palms to clenching, angry fists.

We're coming, granny, the child thinks, but does not say anything outloud, weary that the old crone might have some ability to hear them all, maybe even see them, even at this moment.

Aoife sheaths greatsword.

Round 8

The child positions herself near the door to the stairwell, and readies to grab or punch anything that comes through while her friends prepare and search this level. She hopes she will have the chance to use her powerful grasp against Granny Nan before this is all over, and repay the old crone for the fright she gifted Aoife with at their last meeting.

Move to the door outside the stairwell, and stand guard. *token not yet moved*


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Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Sorry, have been on autopilot these last few days. This isn't a library!

Round 6

Blood streaming down his calf from where the hound bit him, Jorvik limps over to the others. He still clutches Frostreaver tightly in his free hand yet his knuckles show white. He looks around, glad that no one else seemed to have suffered the wounds that he did.

"Healing." he pleaded, barely able to walk.

Producing the wand of Cure Moderate Wounds, Jorvik taps himself. <already rolled dice>. Feeling the blood flow staunch, and some of the muscles repair, he pivots his pointed foot so that he can catch a glimpse of his calf to assess the extent of the damage.

"Not good. Not good at all."
--

Round 7

Realizing that he needs full function from his leg to have any chance to ascend the staircase and face the dragon, Jorvik once again taps his injured calf, hoping that this magical augmentation will knit muscle tissue back together. <already rolled dice>. Flexing the muscles in his lower leg, felling back to normal, he pockets the wand and bends over to pick up his handaxe.

Admiring the bright sheen on the curved blade, he flips the axe head over handle, catching it lightly in his hand. "You my friend, we have not given a name to yet. But I believe that you deserve one after the bite you put on that hound. Biter? No to pedestrian. Chopper? That is just weird. Hoarwood Cleaver. Maybe. We shall see how you fare." Jorvik once again straps Hoarwood Cleaver back onto his belt.

--

Round 8

Moving into the Troll captain's room, he spies the footlocker. Hoping to find out what is in , he takes a good long look at the hinges and locks to determine if there is a trap hidden somewhere.


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Okay, so Kuragin hasn't been posting in the PM, so I'm changing my mind on this. I'll progress it forwards as best I can without his input and we can work out what impact his 3 rounds has later.

For the moment, the victors ignore the gear worn by their fallen enemies. For the most part, none of it looks to be particularly well made - with the possible exception of the albino bugbear's studded leather armor and a suit of scale mail worn by one of the training dummies in the armory.

Moving in to the prison room, Ice Melts Quietly in Sunilght can find no prisoners. The cells have all had the locks smashed off. One cell has a trail of two lines of blood, that appear to have been made by small hands or feet, leading out from it and into the armory before disappearing under whatever foot traffic occurs here. A bag of marbles appears to have been dropped in the central cell.

Meanwhile, Ishbaad and Jorvik inspect the quarters of what they assume to be the troll captain. However, the bed appears to have been slept in by a regularly sized creature, and shed white fur is in every nook and cranny of the room.

Ishbaad kicks open the footlocker and finds a trove of confiscated and poorly treated childrens' toys. Most of them are broken, but a painted wooden rocking horse (sized for a teddy bear) seems to have remained undamaged. Ishbaad walks out, but Jorvik enters the room and looks more deeply inside the chest. Beneath the toys, Jorvik finds a mummified human-sized hand of dainty proportions hanging from an ornate golden chain and a leather purse with roughly 100 gold pieces inside.

Note also that the bedroom you first fought the trolls in contains two locked chests (the locks are very bad quality and could easily be smashed off or forced open).

Also, please, while you shouldn't worry too much about exact movement rates, etc, do move yourselves on the tactical as you post! I've updated your positions as best fits your descriptions.

Finally, do remember there is a door to the south of the armory that has yet to be opened.

That all in mind, 2 more rounds!


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Same as before! Kuragin, please post 5 rounds' worth.

Round 9

<actions>

--

Round 10

<actions>

--


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

I am not sure how the others feel, but it is hard to go from we are fighting a dragon mentality to lets loot the trolls.

Round 9

Finding some mundane items and a few items that need to be examined closer later, when there is more time, Jorvik whistles to Heafoc. She streaks to his arm and grips on tight.

My how she has grown. It will be soon when she is too big for me to support. He gives her crest a gentle pet.

He moves to the door and inspects it for possible traps.

"Come, it is time to kill all those who stand in our way."

--

Round 10

Once everyone is assembled, gripping his hammer tightly, Jorvik pulls open the door.

"oh s#++."
--

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Let's leave the chests unopened... Ice Melts Quietly in Sunlight will easily open them... later."[/b]

[ooc]Rounds 9+10
Ice Melts Quietly in Sunlight grabs the marbles, and hurries over to where Jorvik is getting ready. He thinks about drinking another extract, but decides to wait. He does hand Jorvik a potion of Enlarge Jorvik. It is even labeled as such!

When Boss Jorvik reaches out to open the door, Ice Melts Quietly in Sunlight pulls out a bomb, ready to throw.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Ice - what is the duration on that?

"Thank you my little friend. I promise Frostreaver will fell many foes."

Taking the vial from the snow goblin, he pops the stopper off and downs the extract in one gulp. Belching loudly, he can feel his entire body gorwing.

"YES! This is how I was meant to destroy this den of heresy."

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

it is one of his new ones, made at CL 4, so 4 minutes. He has another still


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

Round 6
”Well fought, friends. The trolls sure learned their place. Or would have, if they were still alive. Heh.”

Kuragin makes a mental note to get a better positioning in future, the blades were being swung far too close for comfort this time. Luckily the enemies decided to concentrate their attack on the more durable party members.

Kuragin nods on the goblins request, and moves to the armoury to cast Detect Magic in there.

Round 7

If magic was detected The witch squints his eyes, concentrating on the spell he just cast. Magical auras start to shape in his field of vision, but it is too early to make an accurate analysis on them.

”If you find any items of interest, please bring them here for analysis. This will take some time.”

Round 8

Now, the secrets of the magic auras are revealed, and Kuragin can point out their sources exactly. He uses his extensive knowledge on magic, to identify the unique properties of the items in the room. And as he identifies the auras, he describes them to his allies.

Round 9

”Just a moment, just a moment. I’ll make a quick check here.”
His companions look to be eager to move on, but Kuragin wants to check the other rooms as well. He moves to the prison room for a quick scan. Just the presence of magic auras

Round 10

”Notyetnotyetnotyet…” Kuragin mumbles as he hurries to the kitchen, to make yet another quick magic check.

Now this presumes there was some magic auras in the armoury. If there wasn’t, the move to prison room on round 7 and spend rounds 8-9 there. Or if nothing in prison room, then move to kitchen on round 8 and spend rounds 9-10 there. For identifying: Spellcraft +16 (+17 to identify spells or magical effects with the cold descriptor.)


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Kuragin finds that the suit of scale mail is indeed magical and spends a little more time investigating it.

Kuragin spellcraft: 1d20 + 16 ⇒ (19) + 16 = 35

It has no special magical properties, other than increased defensive capabilities. +1 scale mail

The prison room is devoid of magical artefacts, but the hand on the chain that Jorvik and Ishbaad found glows of magic.

Kuragin spellcraft: 1d20 + 16 ⇒ (5) + 16 = 21

The strange item is a hand of the mage. Quickly rushing out, Kuragin scans the kitchen and finds that it is not so much a kitchen as a mess hall. He discovers no magical auras, but does see a blood-stained dumb waiter in the room that would no doubt have been used to transport food from the kitchen above. It could cozily fit Aoife and Ice Melts Quietly in Sunlight inside, or two children, or two troll-sized meals.

An out of breath Kuragin returns to the armory to await the door opening.

I played it loose an easy with the timing on the above. I figure it's useful information that you'd discover sooner or later anyway.

Next up for rounds 9 & 10: Aoife, Ishbaad.

Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 49:

  • Jorvik: Enlarge Jorvik

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes (60 minutes for IMQiS)
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Ice Melts Quietly in Sunlight: Mutagenp (+4 DEX, -2 WIS, +2 Nat Armor), 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Thanks for the lockwoods! I've moved myself behind Jorvik, still mounted.

Round 9

Ishbaad urges Onyx to move closer to the yet unopened room. Getting close he waits for the northman to open the door, pulling his greatsword, sanctus custos out.

The best defense is a good offense, so the saying goes.

Round 10

Onyx paws at the ground, sensing his master's anticipation at what could be behind the doors.

Holding, waiting for the door to open.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Round 9

Aoife remand rooted in place, still guarding the door, watching the portal with focused eyes. Her hands are lowered now but ready to lunge forward at the first sign of the door moving. Above, somewhere, Granny Nan waits and probably prepares for her, and her companions to come closer. There was also another voice nestled amidst the crates and boxes on the next floor, the child remembers, and Aoife cannot help but think about that voice with fear and sadness, wondering if it is indeed another doll. She thinks about how her fate will be terrible if they cannot overcome Granny Nan, and she will end up as a doll herself, sentenced to suffer the same fate as poor Thora.

Round 10

Could we surprise Granny Nan by having someone enter through the open window outside? the child questions to herself, still watching the door to the stairwell. Throughout the rooms at her back she can still hear her companions searching and rooting around, and wonders how much time they are giving Granny Nan to prepare for them, then suddenly fights the urge to rush up the stairs after the old crone.


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Perception rolls:
Aoife perception: 1d20 + 8 ⇒ (3) + 8 = 11
Ice Melts Quietly in Sunlight perception: 1d20 + 14 ⇒ (4) + 14 = 18 — Darkvision
Ishbaad perception: 1d20 + 12 ⇒ (9) + 12 = 21 — Darkvision
Jorvik perception: 1d20 + 10 ⇒ (7) + 10 = 17 — Low light vision
Kuragin perception : 1d20 + 10 ⇒ (6) + 10 = 16

Wow.

Initiative rolls:

Aoife initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Ice Melts Quietly in Sunlight initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Ishbaad initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Jorvik initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Kuragin initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Troll initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Jorvik opens the door and peers into the dark room.

A giant-sized bed sits in the southwest corner of this spacious room, and a large polar bear rug sprawls across the floor. Several small tables occupy the corners of the room, along with a chest in the southeast. Behind it on the wall hangs a large mirror.

Seeing nothing in there, he takes a step inside...

Surprise attack vs flat-footed: 1d20 + 10 ⇒ (15) + 10 = 25
Damage, sneak attack: 2d6 + 16 + 2d6 ⇒ (1, 4) + 16 + (6, 4) = 31

A massive axe appears from behind the door as the female troll who was crouching in the shadows makes her presence known. A stunning blow across the giant-sized Jorvik's chest has the man reeling in pain. Unlike the other ice trolls, this one seems impossibly light on her feet. Her leather dress is well made and her battleaxe, as Jorvik can attest, is unnaturally sharp.

"Amagarra's gonna cut all'youse-up!" she spits in a barely understandable version of Skald.

Her image appears on portraits. Tactical updated also. Please forgive the presumed stepping into the room - but it helped get your enlarged butt off Onyx's square, you really couldn't see her until it was too late and her surprise attack would have hit either way (cover wouldn't have saved you).

So, that was the 'surprise' round. On to round 11!

Next up: Jorvik (Round 11).

Combat table:

Goodies:

  • [25] Jorvik
  • [13] Kuragin
  • [9] Ice Melts Quietly in Sunlight
  • [7] Aoife
  • [5] Ishbaad

Baddies:

  • Amgarra

Active Global Conditions: None.

Round 11:

  • Jorvik <= !
  • Amgarra
  • Kuragin
  • Ice Melts Quietly in Sunlight
  • Aoife
  • Ishbaad

Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 49:

  • Jorvik: Enlarge Jorvik

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes (60 minutes for IMQiS)
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Ice Melts Quietly in Sunlight: Mutagen (+4 DEX, -2 WIS, +2 Nat Armor), 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

"B+~*~!"

Taking the massive blow to his chest, Jorvik takes another step into the room. Please lockwood me a 5-foot diagonally down to the left.

Hefting the abnormally large Frostreaver in his hands, Jorvik swings in a huge arc, connecting the head right into her chest.

Lucerne Hammer: 1d20 + 13 ⇒ (1) + 13 = 14
Lucerne Hammer Damage: 3d6 + 10 ⇒ (5, 5, 3) + 10 = 23

Heafoc alights from above his shoulder. She pecks are the troll's eyes, and rakes her face, hoping to distract her from hurting her master again.

Beak: 1d20 + 9 ⇒ (13) + 9 = 22
Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Talon #1: 1d20 + 9 ⇒ (20) + 9 = 29
Talon Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Talon #2: 1d20 + 9 ⇒ (5) + 9 = 14
Talon Damage: 1d4 + 2 ⇒ (2) + 2 = 4


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

I don't care I am rerolling that 1 with a hero point

Lucerne Hammer, Hero Point reroll: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

that is just mean.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Can't Lockwood you to the left, as that's a hard corner (the doorway). Lockwood granted for the down 5ft, though.

As for the Dice Gods? They hate you, mate. They really do. Just look at those effing perception rolls above! Unbelievable.

Also, you're so focused on the 1s you roll... you didn't see Heafoc's crit! Allow me to confirm that for you.

Heafoc talon crit confirm: 1d20 + 9 ⇒ (20) + 9 = 29
Talon crit damage: 1d4 + 2 ⇒ (1) + 2 = 3

Holy s~&@. A 20. Dice Gods are still on my side. If only we were playing Torg.

Just noticed that Heafoc seems to be out of date on your profile, Jorvik. Probably best to just link to Heafoc's alias instead.

While Jorvik bravely struggles to land a blow, the talons and beak of Heafoc find purchase on Amagarra's face. "Garrrgh!" she cries as the falcon tears past her tough hide. Alas, but a good portion of the damage begins to heal. The talon wound is all but sealed over as Amagarra brings her axe back for another blow.

She swings high, hoping to get Jorvik to duck at the wrong time.

Amagarra bluff (improved feint): 1d20 + 12 ⇒ (19) + 12 = 31 -- DC 24

Alas, but Jorvik does get taken in by her fancy trick and she slices in - with her real blow - low.

Amgarra attack vs Jorvik (no dex): 1d20 + 10 ⇒ (15) + 10 = 25
Damage, sneak attack: 2d6 + 16 + 2d6 ⇒ (4, 4) + 16 + (6, 2) = 32

Yowzers!

Heafoc caws in distress as its master takes another axe-blow to the chest and is dropped, unconscious, to the ground and bleeding profusely from both wounds.

Seriously, what is it with these dice? For reasons that should be obvious, I'm only doing to the end of round 11 now. Jorvik is in desperate need of a heal.

Next up: Kuragin, Ice Melts Quietly in Sunlight, Aoife, Ishbaad (Round 11).

Combat table:

Goodies:

  • [25] Jorvik -63hp, unconscious, bleeding out
  • [13] Kuragin
  • [9] Ice Melts Quietly in Sunlight
  • [7] Aoife
  • [5] Ishbaad

Baddies:

  • Amgarra -6hp

Active Global Conditions: None.

Round 11:

  • Jorvik <= Heroic miss, falconic hit!
  • Amgarra <= Sneaky, sneaky, sneak
  • Kuragin
  • Ice Melts Quietly in Sunlight
  • Aoife
  • Ishbaad

Buff Tracker:
Note: tracking expiration dates only! Buffs expire after the listed round.

Round 49:

  • Jorvik: Enlarge Jorvik

Round 58:

  • Ice Melts Quietly in Sunlight: Shield

Round 95:

  • All: Remove fear (staggered buff expiry)

Round 101+:

  • All: Resist cold (10), 30 minutes (60 minutes for IMQiS)
  • All: Heroism, 50 minutes
  • Ice Melts Quietly in Sunlight: Spider climb, 60 minutes
  • Ice Melts Quietly in Sunlight: Mutagen (+4 DEX, -2 WIS, +2 Nat Armor), 60 minutes
  • Kuragin: Mage armor, 60 minutes
  • Kuragin, Aoife, Ice Melts Quietly in Sunlight: Elixir of hiding, 60 minutes
  • Jorvik, Aoife: Greater magic weapon (+1), 5 hours


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Sigh

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Let's leave the chests unopened... Ice Melts Quietly in Sunlight will easily open them... later."

Rounds 9+10
Ice Melts Quietly in Sunlight grabs the marbles, and hurries over to where Jorvik is getting ready. He thinks about drinking another extract, but decides to wait. He does hand Jorvik a potion of Enlarge Jorvik. It is even labeled as such!

When Boss Jorvik reaches out to open the door, Ice Melts Quietly in Sunlight pulls out a bomb, ready to throw.

Sorry, forgot I had this waiting... Probably out of date now, but I thought i would throw it out.

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

The Present

Seeing his "Boss" on his ass once more, ICe Melts Quietly in Sunlight is torn. He could step up and start administering a curative, or he could attack the troll. He decides that his friend doesn't have time, and that the others will have to wait.

I honestly don't know how this should work. An infusion does not say that it works like a potion, but logically it should. It won't affect this, however. I am assuming a full round action to administer.

ARG:Alchemist:Infusion Discovery wrote:
When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Ice Melts Quietly in Sunlight steps up next to Jorvik, and pours a cure light wounds infused extract down his throat.

cure light wounds: 1d8 + 5 ⇒ (6) + 5 = 11 BAM!

He then uses a hero point to lob a bomb at the troll, after saving the life of his friend and "boss". He excludes the four squares that Jorvik is in.
Bomb's away!: 1d20 + 14 ⇒ (9) + 14 = 233d6 + 6 ⇒ (5, 5, 2) + 6 = 18 Troll catches fire

In giantish, Ice Melts Quietly in Sunlight yells out, "Amagarra ain't gonna kill any friend of Ice Melts Quietly in Sunlight! You gonna die, b!+~$, for daring to hurt my friend!! AAAAaaaaaaaaaAAAAA!!!!"


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Ishbaad growls and follows the goblins bomb blast, charging through the door and past the prone ranger. Probably provoking an AoO

Wheeling Onyx around, Ishbaad brings sanctus custos to bear, crashing down hard on the hidden troll woman. Onyx lowers his head to make room for the swing, then lunges his giant antlers forward as he brings his head back up, hoping to clip the troll as he does.

Debated heavily about this, since I only have 5 rounds of it. In this case though, I think its worth at least one round of it...

"My blade will be the death of you, wench!" he spits at the trickster. Activate 1 round of troll bane

Power Attack, Bane: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 for PA +1 Cold Iron Bane damage: 2d6 + 16 + 2 + 2d6 ⇒ (6, 5) + 16 + 2 + (5, 3) = 37

Just want to confirm I did that right – Bane says “Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus.” So I added the +2 to hit, +2 to damage, plus the 2d6 bane damage. The only thing I wasn’t positive on was the +2 atk/dmg – so if that is wrong just subtract it out and slap my hand.

Onyx Gore Attack: 1d20 + 2 ⇒ (11) + 2 = 13 for Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

@Ishbaad - you have it right.


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

"Curses..."

Woe on his poor old friend. Kuragin only watch helplessly as Jorvik is ambushed and gets cut down with two brutal blows. For a fraction of second the witch is undecided between helping his friend and attacking the troll. But it looks like Ishbaad and Ice Melts Quietly in Sunlight are giving her quite enough trouble already, so he can cast a spell to stop the bleeding on the half-elf.

Cast Stabilize on Jorvik


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

FYI, Ice Melts Quietly in Sunlight, you posted your 9&10 actions above already (it just needed an edit to fix the tags).

The quick goblin summons his inner reserves of heroism to save Jorvik with a wand and throw a bomb. Amgarra screams to high heaven when Ice Melts Quietly in Sunlight's bomb explodes in her face. Ishbaad strikes a mighty blow against her also, making a bloody gash across her gut that refuses to heal while her body burns.

Kuragin quickly saves his countryman, whose blood magically decides to remain inside his body. Jorvik's labored breathing does not get any easier, however. He shakes his head as he wonders why he did this when the little goblin had already healed the man... (he's already stable after cure light wounds, I'll let you retcon the stabilize if you get to it before Aoife and Heafoc post).

The smell of burning troll once again fills the companions' nostrils, but Amgarra still stands, looking as vicious as ever.

Next up: Aoife (Round 11), Jorvik Heafoc (Round 12).

Combat table:

Goodies:

  • [25] Jorvik -52hp, unconscious, stable
  • [13] Kuragin
  • [9] Ice Melts Quietly in Sunlight
  • [7] Aoife
  • [5] Ishbaad

Baddies:

  • Amgarra -64hp (on fire!)

Active Global Conditions: None.

Round 11:

  • Jorvik <= Heroic miss, falconic hit!
  • Amgarra <= Sneaky, sneaky, sneak
  • Kuragin <= Stability
  • Ice Melts Quietly in Sunlight <= BOMBS!
  • Aoife <= !
  • Ishbaad <= Bane of trolls

Round X:

  • Jorvik Heafoc <= !
  • Amgarra
  • Kuragin
  • Ice Melts Quietly in Sunlight
  • Aoife
  • Ishbaad

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Huh. Didn't scroll back. I am surprised it made it through, because the site timed out. Oh, well... duplicate posts.

@GM Damo That was an extract, not a wand. Just for the record.


Female Falcon HP:-4/37| AC: 21 (16 Tch, 16 Fl) | F: +7, R: +9, W: +4 | Init: +4 | Perc: +7 | Speed 80ft (Fly) 10ft (land) | Active conditions:

Still fluttering in front of her face, Heafoc tires to pop an eyeball out for a midday snack.

Beak: 1d20 + 9 ⇒ (12) + 9 = 21
Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Talon #1: 1d20 + 9 ⇒ (3) + 9 = 12
Talon Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Talon #2: 1d20 + 9 ⇒ (18) + 9 = 27
Talon Damage: 1d4 + 2 ⇒ (4) + 2 = 6

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