Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

He takes his huge greatsword in his biggest form and turns one tree after another into tinder.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy will stay and hide near the entrance and watch for trolls. He can get himself away pretty easily if any come out. He's too small to be much help shredding trees, anyway.

He repeatedly casts Message so he can alert anyone within 170' if he spots one.

percep: 10 + 12 = 22


As Flouncy is yourlook out, most if not all of you hear his messages. Nothing has come out yet.

Another 30 minutes pass and the team has fallen about a dozen trees. Arms laden with wood they head towards the entrance. Still nothing occurs.

2d20 ⇒ (8, 13) = 21


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

He quietly says through the message system, "Flouncy I think we are ready, would you come make me invisible then I will take in a load of wood. Unless someone has a different plan?"


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Flouncy, can you check it out again? figure out where they are and then let us know so we can get the wood deeper in than just the entrance. I think that should cause more smoke in the interior." With that Beorn waits for Flouncy to come back and then carries the wood in staying at least one turn of the halls away from the beasts and probably a good 60' to keep from being heard and then starts piling it up. Once we have a good pile in place we poor on some oil and light her up.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Give me a minute. There were 2 trolls guarding a door inside. They looked injured, like they'd been in a fight. I'll go in and see if they've opened it. There may be some people alive in there, yet.

The halfling casts invisibility on himself, and sneaks inside one more time, hoping to walk right up and listen at the door.

stealth: 1d20 + 39 ⇒ (12) + 39 = 51
perception: 1d20 + 12 ⇒ (13) + 12 = 25


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Zod points at Flouncy before he leaves and reduces him to diminutive size.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Add another 8 to that stealth roll, then. LOL!


The front door is open and it has been open the whole time.

Flouncy:
Entering into the building you see the two trolls still at the ready to swipe at anyone that enters. Their wounds are gone but you still see blood smears on their bodies.

You find the troll with its hound have returned to the halfling feast.

Do you want to explore more?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Turning to their spellcaster who hopefully has the biggest set of explosive spells on her, Koldur asks.

"So any spells you have to set things on fire in an explosive manner?" he grins at Olivia.


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)

She takes a moment to ponder the question. She then states, "We have the crate of alchemist fire and I have one fireball remaining. Then I will be out of fire damage spells."


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"We just need a little flint and steel get this thing burning right up." Beorn responds producing his flint and steel.

Survival: 1d20 + 13 ⇒ (10) + 13 = 23


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Gm:
No. I'll go back.

Flouncy slips past the guards again and flies away.

Let's get this barbecue started.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"We need to maximize the fire damage we can inflict on them" ponders the aged armsmaster.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Really, I think we just need fire to end them once we put them down." Beorn replies as he waits for monsters to come near the exit bow in hand.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"Yes we do but we don't know if they'll all come rushing out."


Beorn there is no easy spot to look in unless you are right in front of the doorway. There is only a 15 foot ledge, as the most of the pathway is 10 feet wide, then a very long fall down. Where do you want to post up?

Founcy I can't even tell the group you have returned. You are invisible and diminutive, like a pixie. Say something or have fun and play pranks! You can hear their conversation as you exit again.


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

He offers, "Do you want me to enter and draw them out? Should I take the door off its hinge in case we want to flank anything that comes out?"

Sense Motive DC 12:
You can tell he is a bit nervous.

SM DC 15:
He is ready to prove himself to your group, willing to take on some dangers even by himself.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Okay.

Flouncy re-casts the Message spell when he's close to his allies.
sense motive: 1d20 + 4 ⇒ (17) + 4 = 21

Don't put yourself in too much danger, Zod. Just get them to come out here. We're here to help! Yes, if you can get that door off, that would be grand.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Actually, I was thinking we could just set it on fire and then step back out on the trail itself. It's naturally defensible allowing one of us to hold the line while the others pepper anything that approaches with ranged shots." Beorn says in describing his general plan. "No sense in giving them a chance to get a flank."


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

He asks making sure that the plan is set in his mind, "So door off or not? I could stay behind the door and when something comes out to see Koldur, I can flank it and the rest of you pepper it?" He then gets behind the large door and can do either options depending on what they want. "I think a torch would get their attention. What do you think?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur grins. relishing that he'll be able to whet his axes against some trolls.

"I'm fine with that idea though Beorn's plan sounds workable. The only problem I foresee is if they decide to bunker up."


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Well, I was thinking we start the fire creating smoke. They will then come up and possibly fight the fire or leave. If they leave, we kill them. If they fight the fire it will get really smokey and they will likely come out at that point for fresh air and again, we kill them. I'm good with you hiding behind the door." Beorn says.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"There's a dead troll back there, yes? Cooking troll meat in their front door should drive them mad."


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Zod shakes his head, then you hear some flint on steel. Then you see a lit torch above the door. This gives the rest of you like 4 rounds to act.

Surprise Round
The large Zod with torch in one hand and warhammer in the other steps around the door and walks in.

From outside you hear Zod bellow and likely hits one of them with the torch. The trolls yell and attack Zod.


Surprise Round

claw: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
claw damage: 1d6 + 5 ⇒ (1) + 5 = 6

claw: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
claw damage: 1d6 + 5 ⇒ (5) + 5 = 10


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"I could use some protective or offensive enchantments." mutters Koldur as he prepares himself for combat.

He fixes the main fire crystal to Moonshine to give it its fire properties.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I can make you fly. That will help you.

If Koldur is agreeable, Flouncy casts Fly on him.


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Round 1

Zod retreats behind the door.


Round 1

The trolls begin to follow Zod, the first one veers towards Koldur, the second likely gets stopped in the doorway.

claw: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
claw damage: 1d6 + 5 ⇒ (2) + 5 = 7


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy grabs his wand of True Strike and casts it on himself. He flies to a spot that offers a good distance from any troll attacks.
.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

is there a map? I can’t find the link

Beorn, standing about 10’ back opens fire on the nearest troll.

bow DA RS: 1d20 + 10 ⇒ (5) + 10 = 152d6 + 11 ⇒ (3, 4) + 11 = 18
bow DA RS: 1d20 + 10 ⇒ (17) + 10 = 272d6 + 11 ⇒ (5, 5) + 11 = 21
bow DA RS: 1d20 + 5 ⇒ (19) + 5 = 242d6 + 11 ⇒ (1, 6) + 11 = 18


Troll fight!

Beorn is not in the building but on top of it. I wasn't sure how to show that, so I will be moving him as if he is flying with the others. Unless Beorn wants to stand on the edge of the pathway?

Round 1

Beorn lets off a volley of arrows they all stick but only two open up wounds. AC 16| 39 damage so far. AoO for koldur.

Round 2

The troll swings its claws at Koldur and tries to bite him. His defenses hold out against the attacks, he likely dodges most of the blows.

bite: 1d20 + 8 ⇒ (11) + 8 = 19
bite damage: 1d8 + 5 ⇒ (4) + 5 = 9

claw: 1d20 + 8 ⇒ (8) + 8 = 16
claw damage: 1d6 + 5 ⇒ (4) + 5 = 9

claw: 1d20 + 8 ⇒ (11) + 8 = 19
claw damage: 1d6 + 5 ⇒ (6) + 5 = 11 rend (2 claws, 1d6+7)


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Round 1
Dropping warhammer and torch in the corner.

Round 2
He enlarges himself and picks up his huge greatsword. With his 5 foot step he gives flanking to Koldur.

Round 3
MC Huge cold iron greatsword using PA: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
damage with PA: 4d6 + 9 + 6 ⇒ (4, 2, 6, 3) + 9 + 6 = 30


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)

Round 1
Flying and hovering 40 feet away from the ledge she prepares to release a spell. She is taking init of 1. She release a glob of acid at the creature.

orb of acid: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d3 ⇒ 3 acid

Round 2
orb of acid: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d3 ⇒ 3 acid

Round 3
orb of acid: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 1d3 ⇒ 1 acid


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn would have chosen to be on the path, about 10’ behind Koldur even if given flight.

(Viewing from phone, will move Beorn after lunch)


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Round 1

Koldur Grins in acceptance as Flouncy gives him the ability to fly. Right now, he doesn't need to hammer at toes, kneecaps and the occasional bent over face.

He could now smack all of them in their faces!

With the appearance of the 1st troll, Koldur smacks it once with Moonshine.

Attack 1d20 + 13 ⇒ (10) + 13 = 231d10 + 7 ⇒ (9) + 7 = 16
Fire damage from Lesser Crystal 1d6 ⇒ 6

Round 2
Having caught it's attention and having had experience fighting creatures like the troll, it take but minimal effort to avoid all of its blows.
Has additional +4 dodge bonus against giants
AC now 27

With a grin, Koldur begins aiming at the helpless troll as it discovers to it's dismay that Koldur was developing a new type of air borne axe fighting style.


MoonShine 1d20 + 12 ⇒ (3) + 12 = 151d10 + 7 ⇒ (10) + 7 = 17
Fire damage from Lesser Crystal 1d6 ⇒ 2
D.Maulaxe 1d20 + 10 ⇒ (6) + 10 = 161d6 + 5 ⇒ (2) + 5 = 7
MoonShine 2 1d20 + 4 ⇒ (5) + 4 = 91d10 + 7 ⇒ (7) + 7 = 14
sigh. All low rolls.


At the end of Round 1 the first troll drops and the other moves to take its place.

Round 2

Koldur knicks the troll with his Dwarven Maulaxe. It gets hit by an orb of acid.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Round 3

Flouncy hangs back and doesn't attack. He thinks the others got this for now.


Round 3 Koldur of the Axe

MoonShine: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d10 + 7 + 1d6 ⇒ (10) + 7 + (6) = 23
Fire damage from Lesser Crystal 1d6

D. Maulaxe: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 1d6 + 5 ⇒ (6) + 5 = 11

MoonShine: 1d20 + 12 - 5 ⇒ (6) + 12 - 5 = 13
damage: 1d10 + 7 + 1d6 ⇒ (2) + 7 + (4) = 13

Crit:
MoonShine: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d10 + 7 ⇒ (7) + 7 = 14

Round 3 Beorn Blackmane
bow DA RS: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 2d6 + 11 ⇒ (5, 6) + 11 = 22
bow DA RS: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 2d6 + 11 ⇒ (3, 3) + 11 = 17
bow DA RS: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
damage: 2d6 + 11 ⇒ (2, 1) + 11 = 14

End of combat, the troll falls to your repeated attacks.


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

He puts down his greatsword and climbs up. He soon is back with an armful of wood. He slides down the side of the cliff and building easily in his huge form. He becomes large and takes the wood into the building.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"How many others are in there Flouncy?" Beorn asks to the air assuming Flouncy is around somewhere.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Probably about 6 more. One is an ettin. One is a stone troll.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"Aha, I was missing the part about having two in the front room." Beorn says and then helps carry in wood.


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

Zod replies to Beorn, "I don't know but when I popped in it was just the two, Flouncy!?"


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

They're in there. I don't know why they won't come out.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"They likely understand it's their advantage if they come out. Stone trolls tend to be a little smarter then their counterparts despite being stone. Mostly." grumbles Koldur.


Vital:
HP: 80/80, AC: 19 _ T: 12 _ FF: 17 _ Perception +8, Initiative: +2, Fort +11 _ Ref +3 _ Will +1, CMB: +13, CMD: 25, Speed: 50, 0 non-lethal damage
Skills:
Acrobatics +4, Bluff -1, Climb +8, Diplomacy -1, Escape Artist +0, Handle Animal +3, Heal +1, Intimidate +9, Linguistics +0, Ride +4, Stealth +0, Survival +5, Swim +8

"Is it stone trolls or cave trolls that turn to stone if exposed to sunlight? Flouncy would you check again please." He drops off some of the wood and heads back for more.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn joins Zod in carrying wood. Once they have a good pile of it, he lights the stuff unless the other inhabitants have come out to play.


Nothing comes out to play, where exactly are you building the fire, in the doorway, in the middle of the room, in the corner of the room. Next to stairs leading West or South? You have plenty of wood you could make several.

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