Zed Ulmin |
Zed frowns up at the creatures. "Can we fight them at this disadvantage? Or try talking?"
Zed draws his crossbow and prepares to fire it if they're not retreating or talking.
Readied Attack: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d8 ⇒ 7
GM-JZ |
You still have actions to take as well just to be clear
Well.... uh.... scary dog keeps us out. But Grork is smart and he will think of a way in. Then we take place for ourselves! the Troll replies, raising a massive crossbow and levelling it at the investigator.
They look very aggressive and are going to try to chase you off
Vermundr |
The sight of the trolls sets off an animal growl from deep within Vermundr's chest. "Out of our way monsters! We have business with the castle's master and you'll find no children to bake into your bread among us."
Intimidate (-4 for size): 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
GM-JZ |
Round 3 - Enemy
Upon hearing Vermundr's words, the lead troll becomes incensed and he fires his crossbow bolt at the warrior, the bolt almost the size of a javelin!
Following his lead, the others begin raining down rocks at the group.
Grork, crossbow, Vermundr: 1d20 + 7 ⇒ (10) + 7 = 17 Miss
Troll 1, rock, Zed: 1d20 + 1 ⇒ (17) + 1 = 18 Miss
Troll 2, rock, Hazel: 1d20 + 1 ⇒ (3) + 1 = 4 Miss
The attacks miss but the group know now that the trolls aren't going to give up their 'prize' without a fight.
Zed your readied action triggers but misses because the trolls have cover whilst in the tower
Round 4 - Heroes
Hazel Stokes |
As the troll levels his crossbow at Kaz, Hazel quickly moves to stand in front of her friend. "Sorry, can't let you do that. Why don't the three of you mosey and find some other castle?" she calls again as she draws her shortbow, infusing it with a portion of Desna's power.
"Well, what now? Try to storm the place or hope they'll come down here?" she mutters.
_________
Move in front of Kaz and draw her shortbow, then use a standard to invoke her Holy Strike blessing.
GM-JZ |
Vermundr runs over to the two heavy doors that sit in the wall of the gatehouse and gives them an almighty shove with his shoulder. To his surprise, they actually swing open!
The gates open on a broad chamber with a vaulted roof. Two large fires burn in the room, and spiral stairways climb up in each corner toward the ceiling. The gate on the far side of the room is barricaded on the inside with timber and furniture.
A pair of goblins, a male and a female, cower in one corner of the chamber.
Zed Ulmin |
Zed watches as Vermundr simply pushes open the door. You have got to be kidding me. He shakes his head and moves in.
Valavastra Cross |
Too many posts! Gah!
Vala rushes up to Zed as the group spills through the gate and nods to the top of the gatehouse where the troll with the crossbow lurks. "I can get you up there in an instant, Zed. That troll looks like trouble!"
If Zed's ok with it, Vala will use a heaven's leap hex on him and jester's jaunt him up to the troll. If Zed doesn't want to go and Vermundr indicates he would like to, Vala will send Vermundr instead.
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [ ], lightning bolt [ ] [ ]
Ongoing Effects
haste (4/6 rounds): +1 to hit, +1 to AC and Ref, +30ft movement
Zed Ulmin |
Zed half-turns with an inquisitive glance, them bends his knees and nods. Pitched combat is not the time to question your allies.
Launch me up!
GM-JZ |
Round 3 - Enemy
The Trolls cry out in alarm as the pale-skinned man appears in the tower with them in a glittering arc of magic.
However, they soon regain their composure and launch at the inquisitor with tooth and claw. He defends himself manfully but in the pressed quarters it is inevitable that some attacks break through
Troll 1, bite: 1d20 + 8 ⇒ (14) + 8 = 22 Hit
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Troll 1, claw: 1d20 + 8 ⇒ (2) + 8 = 10 Miss
Troll 1, claw: 1d20 + 8 ⇒ (5) + 8 = 13 Miss
Grork, bite: 1d20 + 10 ⇒ (1) + 10 = 11
Grork, claw 1: 1d20 + 10 ⇒ (15) + 10 = 25 Hit
Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Grork, claw 2: 1d20 + 10 ⇒ (5) + 10 = 15
Meanwhile the troll in the other tower stomps down the stairs and into the courtyard, ripping the door off at it's hinges as it appears in the doorway, snarling and furious.
For those down below wanting to help Zed, there is a doorway that is closed (but not locked) leading into the tower
Round 4 - Heroes
Zed Ulmin |
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Zed quickly switches into his defensive stance, going for quick jabs. As he does so he is surrounded by a faint black energy, stitching together his wounds.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d10 + 11 ⇒ (6) + 11 = 17/2 = 8
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 11 ⇒ (3) + 11 = 14/2 = 7
Confirm: 1d20 + 3 ⇒ (9) + 3 = 12 Ah that's what I get for going defensive.
Crit Damage: 3d10 + 33 ⇒ (10, 3, 9) + 33 = 55
Shield of swings and fighting defensively. Those combined with haste will make my AC go up to 27. Also activating healing judgement to gain fast healing 3.
Valavastra Cross |
Awesome setup, Zed. =)
As the other troll lumbers down to the door, Vala lightly taps Vermundr on the shoulder, steering him through a shimmering disc of air to appear up in the tower with Zed and trolls, opposite of the dhampir. "Help Zed, we'll deal with this one!"
Vermundr gets a heaven's leap of his own (to R24), should setup nicely for a flank with Zed.
HP: 39/39
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 14
F/R/W: +5/+3/+9 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Heaven's Leap targets: Zed, Vermundr
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [ ], lightning bolt [ ] [ ]
Ongoing Effects
haste (5/6 rounds): +1 to hit, +1 to AC and Ref, +30ft movement
Vermundr |
Vermundr steps through Vala's bridge in space arriving adjacent the trolls. Unlike Zed, the big northerner is a wrecking ball bristling with anger over generations of warfare with trollkind.
Still bolstered by Constantin's psychic spell, he cleaves into the giants.
Attack (haste, power attack): 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 2d6 + 6 + 2 + 6 ⇒ (4, 4) + 6 + 2 + 6 = 22
Iterative: 1d20 + 6 + 1 - 2 ⇒ (17) + 6 + 1 - 2 = 22
Damage: 2d6 + 6 + 2 + 6 ⇒ (2, 2) + 6 + 2 + 6 = 18
Haste Attack: 1d20 + 11 + 1 - 2 ⇒ (3) + 11 + 1 - 2 = 13
Damage: 2d6 + 6 + 2 + 6 ⇒ (4, 6) + 6 + 2 + 6 = 24
I'm not sure exactly where Vermundr popped up. If applicable add +2 for flanking.
Bodyguarding: 3d20 ⇒ (7, 1, 11) = 19
GM-JZ |
Hazel finds herself almost face to face with the slobbering troll and armed with a shortbow rather than hr favoured weapon. Nevertheless, she raises it and fires, sending an arrow gleaming with holy power at the horrid thing before her.
Hazel, shortbow: 1d20 + 5 ⇒ (14) + 5 = 19 Hit
Damage: 1d6 ⇒ 3 and Holy damage: 1d6 ⇒ 1
Constantin to act this round
Let me know if the map is ok for you guys
GM-JZ |
Round 4 - Enemy
Constantin you still have a round 3 action to take but I wanted to update whilst I had a chance.
The troll in the courtyard lumbers out of the doorway and snaps it's jaws out at Hazel. It peels away a strip of flesh from her arm before she is able to deflect it's pair of claw attacks.
Troll 2, bite, Hazel: 1d20 + 8 ⇒ (13) + 8 = 21 Hit
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Troll 2, claw 1, Hazel: 1d20 + 8 ⇒ (1) + 8 = 9
Troll 2, claw 2, Hazel: 1d20 + 8 ⇒ (6) + 8 = 14
The assumed leader of the trolls meanwhile throws himself at Zed but the inquisitor is ready for it and dodges a trio of deadly attacks.
Grork, bite, Zed: 1d20 + 10 ⇒ (5) + 10 = 15 Miss
Grork, claw 1, Zed: 1d20 + 10 ⇒ (12) + 10 = 22 Miss
Grork, claw 2, Zed: 1d20 + 10 ⇒ (11) + 10 = 21 Miss
I posted the wrong damage for these guys last time. Zed you can recover 6 hp from the last time you were attacked
Round 5 - Heroes
Zed Ulmin |
With the tide of the battle turned Zed switches back to the offensive with big loping swings.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d10 + 11 ⇒ (7) + 11 = 18
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 + 11 ⇒ (5) + 11 = 16
Vermundr |
Vermundr climbs atop the fallen troll to hack at the next.
I'll provoke moving up.
Attack (haste, power attack): 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23
Damage: 2d6 + 6 + 2 + 6 ⇒ (4, 1) + 6 + 2 + 6 = 19
Bodyguarding: 3d20 ⇒ (3, 9, 16) = 28
Valavastra Cross |
Vala skates back a few steps from the hideous troll in their midst and calls an orb of scintillating fire to her hand.
move to P23, cast produce flame
HP: 39/39
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 14
F/R/W: +5/+3/+9 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Heaven's Leap targets: Zed, Vermundr
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [ ], lightning bolt [ ] [ ]
Ongoing Effects
haste (6/6 rounds): +1 to hit, +1 to AC and Ref, +30ft movement
produce flame (1/7 minutes)
Vermundr |
They all succeeded actually - Zelda bodyguards on anything but a 1. But even with Bodyguard, Vermundr's AC is only 18 currently so that hits.
Constantin Ionescu |
Round 3
Moving through the door and upstairs.
Round 4
Constantin points and flares with psychic energy as he launches ectoplasmic bolts of force into the still-standing troll.
Since Vala's got the fire covered I'll just throw some more damage into an enemy that's still up!
Magic missile damage: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10