
Isham Tabouri |

"Rutilux, it was never my intention that they should be taken directly before Savol. My thought went more towards chiurgeons' tents and exorcisms. We haven't the resources here, but either at Savol's camp or perhaps Hadnior if needs must. Until we have greater assurance that they have been purged of this accursed mark, we must assume that they will be conduits for espionage and arcane assaults. So - fixing them first. "

Skallangbiorn |

"Hm. Could a mage scry on these two, marked as they are?"
"A troubling thought." Skall responds as he glances back at the two unconscious forms. "In the off chance, would we be able to stand off from camp? Send a runner in to communicate the situation?" he points towards Isham. "Or perhaps this Hadinor. Some other location away from Savol in case this Margrave has this scrying ability at his disposal."
Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14 ...contemplating the Scry ability and whether it can be used to track a subject's location or to funnel spell effects.

DM - ARC |

Yes there are magics that can track people. The more familiar the person or item is the easier it is.
The next days travel is uneventfully but cold as the weather continually declines towards the norths frigid winter. That night,
Several times you hear strange rustling sounds and odd sounds in the distance, carried by the wind. The sounds never come too close to the camp but they are still close enough to keep everyone from having a good nights sleep.
You wake in the morning to a fresh dusting of frost and a chill crisp air that causes your breath to steam and most.
Shortly after mid day you come upon strange crunching and snapping sounds. Riding closer to investigate you can see in the distance two large figures sitting in front of a barn with the doors sheared off and dropped haphazardly to the ground. The figures appear to be eating one of the farm animals raw. As you stare, a third large figure comes into view from around the side of the farm house. The third seems to be trying to reach something inside the house through the windows.
It's hard to tell what these humanoids are from this distance.
Despite the distance you can make out various signs revealing the creatures as ice trolls

Thorvald the Black Shield |

1d20 + 6 ⇒ (11) + 6 = 17 Knowledge nature
"Huh, looks like hill giants again . . . Wait those are Ice Trolls! The incursion has already begun, or those are a forward element. Ice Trolls were the vanguard that crushed our people 1200 years ago. We should make them pay for what they've done here!"

Anastasiya |

"Just like regular trolls - but allied with Irrisen ..."
Knowledge Nature: 1d20 + 5 ⇒ (18) + 5 = 23
anything more I can tell about ice trolls with that 23?
"Lets hurry! Someone in the house might still be alive!"
How far away are we?

Rutilux |

Rutilux nods, and lowering the still tied and outcold Rose to the ground, begins then to charge. He heads towards the third one near the house, lance in hand, Sunfire building up speed beneath him
Charge, for a cavalier on mount it is a +4 to hit, -0 to AC
To hit: 1d20 + 12 ⇒ (12) + 12 = 24
Dmg doubled for mounted charged 2d8 + 4 ⇒ (7, 5) + 4 = 16 Not sure if str dmg gets doubled, if so that's another plus 4
And, of course, if we're not close enough to make that charge, save that for when he can ;)

Skallangbiorn |

Spells Prepared (CL 4):
Level 2 (2+1/day)
Zone of Truth (Domain) / (DC 15)
Spiritual Weapon (100 ft + 10ft / lvl)
Bull’s Strength (+4 Str for 1 min)
Level 1 (3+1/day)
Shield of Faith (Domain)
Murderous Command (DC 15)
(*)Shield of Faith (+2 AC)...used
Sanctuary
Level 0 (at will)
Spark
Detect Magic
Guidance (+1 Attack / Saving / Skill)
Stabilize
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (6/6 per day) (DC 16 Sacred Conduit)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Special Attacks
Ferocious Strike (+2) (6/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Skallangbiorn grinds his teeth, donning his father's helm he begins chanting under his breath and draws his greatsword. Once they close within 100 feet he reaches for Anastasiya..."Gorum's mighty gauntlet will shelter you..."
Casts Shield of Faith on Ana (+2 to AC)
He calls to Isham, Julian and Zethys. "We should use arrows to flank them and support Rutilux's charge. If you have fire, use it."
He chants to Gorum and forms the beginnings of a new casting. He'll close as far as 50 feet.

Zethyris |

Forgot to mention this earlier - after the fight with Montulo, Zeth will hunt for the bow he left outside. Is that okay?
Assuming he finds his bow...
Zethyris draws his bow and looses a shot once he closes to 60 ft.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 ⇒ 4 If flat-footed, add 2d6 ⇒ (5, 6) = 11 sneak attack

DM - ARC |

You are almost half a mile away when you spot them and only moved a little closer before you were able to make out what they were.
You can easily rush towards them but I'll need ride checks for anyone trying to get their mounts closer than three hundred feet due to stinky troll sweat causing even the best mounts to panic. Combat trained mounts it DC5, otherwise DC15.
Rutilux due to the difficult terrain that is the farm! including drainage ditches and fencing I'll need a Ride check DC=: 2d6 + 10 ⇒ (4, 4) + 10 = 18
I'll need initiatives for everyone but...
Rutilux will act in the first round alone (it's like a Ferrari racing a Buick)
Those who succeed on the ride check can act in round two for ranged attacks or three for melee
Those who run up will act in round five

Skallangbiorn |

Spells Prepared (CL 4):
Level 2 (2+1/day)
Zone of Truth (Domain) / (DC 15)
Spiritual Weapon (100 ft + 10ft / lvl)
Bull’s Strength (+4 Str for 1 min)
Level 1 (3+1/day)
Shield of Faith (Domain) (+2 AC)
Murderous Command (DC 15)
Divine Favor
Sanctuary
Level 0 (at will)
Spark
Detect Magic
Guidance (+1 Attack / Saving / Skill)
Stabilize
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (6/6 per day) (DC 16 Sacred Conduit)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Special Attacks
Ferocious Strike (+2) (6/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Ride: 1d20 - 1 ⇒ (18) - 1 = 17
"Anastasiya, I can offer you additional protection should the trolls charge. Remain close..." Since we're so far off, I can cast Shield of Faith when we're closer.
Skall rides with the others, chanting as he rides alongside Jediah and Thorvald. Once he's within 140 ft he'll pull up on his reins enough to cast on his turn. "Rutilux will need support on his charge...so we will need to occupy the scum at the barn." He looks at the two heavy fighters, seeing the glaive at Jediah's disposal, and Thorvald riding off with Rutilux, he calls to Jediah. "Alert me if you plan to engage in close combat. I will grant you Gorum's blessing of strength."

Isham Tabouri |

Charge!!
"Charge!!"
initiative: 1d20 + 3 ⇒ (14) + 3 = 17
ride, DC15: 1d20 + 5 ⇒ (7) + 5 = 12
As Isham rides ambitiously forward, he struggles with his mount, which begins to panic at the smell of the trolls. Abandoning attempts to keep the horse in check, Isham snatches bow, arrows, and battle axe and makes his way forward on foot.
ride - rapid dismount: 1d20 + 5 ⇒ (19) + 5 = 24
(apparently the lesson Isham absorbed most thoroughly was Getting Off!)

Anastasiya |

"Ice trolls have the same strength and weaknesses as normal trolls, eg: regeneration (fire and acid) but these are immune to cold, are weaker against fire and much smarter than normal trolls. They're frequently known to use tactics and fight together against opponents who wield fire or prove able to attack their weaknesses. Many are actually mercenaries that will work for anyone who can keep them well fed and well paid." Ana hastily explains, before everyone starts to charge.
Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Ride: 1d20 + 3 ⇒ (11) + 3 = 14
She tries to stick close to Skall but doesn't quite manage to keep her horse under control.

Skallangbiorn |

@Arc: If you'll allow and if Ana is willing...
On Skall's first round... The cleric sees Ana having trouble with her horse and rides by to pluck her from it's back, putting her behind him in the saddle...
Strength: 1d20 + 3 ⇒ (15) + 3 = 18
Ride: 1d20 - 1 ⇒ (17) - 1 = 16 ...during pick up
Ride: 1d20 - 1 ⇒ (19) - 1 = 18 ...riding away
...the two ride forward into battle. "We will have need of your spells..."
Edit: Wow...the rolls. If this flies, be sure to have the main movement of "the Battle" from Gladiator playing at top volume fore this and the charge of Rutilux & Thorvald!

DM - ARC |

Initiative Order:
Zethyris 23
Isham 17
Trolls 10
Skallagbiorn 8
Thorvald 7
Anastasiya 7
Jediah 5
Rutilux 2
Julian 1
Rushing headlong across the farm's frozen fields and hurdling at full speed over the still running stream the party makes a rapid dash towards the three ice trolls. Rutilux and Sunfire easily outpace the others thanks to their magically enhanced speed and easily keeps control when confronted with the rank smell of the trolls and their meals. While everyone else struggles to to race their mounts closer to the trolls, Rutilux hefts his lance with practiced ease and buries it the third trolls torso nearly doubling the monster over.
Meanwhile, further back both Isham and Anastasiya have trouble keeping their mounts under control and as they falter and rear up on their hind legs. Nearby Skallagbiorn moves to Ana's help, grabbing at her reins and pulling her horse in line. At the same time however Isham remembers why sailors don't bring horses on boats and quickly dismounts from his ride long before it has a chance to ride off into the sunset with him on it. Scrambling to keep up he begins running after everyone else and realizes that Julian elected to drop off of his mount away from the smell.
At the end of the first round, Rutilux is in melee with the third troll. The two other trolls are approximately forty feet to his left. Everyone, except Isham and Julian are about one hundred feet away from the two trolls. Julian and Isham are 180ft from the two trolls on foot. The two trolls have spotted everyone else and have turned away from Rutilux and are moving in your direction

Zethyris |

Controlling non-wartrained mount: Ride: 1d20 + 5 ⇒ (15) + 5 = 20 Whew, just made it.
Fast dismount: Ride: 1d20 + 5 ⇒ (4) + 5 = 9 Nope.
"This is going to be decided in melee. We need to back Rutilux up rather than get bogged down with the other trolls."
"I agree. Let's go!"
Zethyris spurs his horse onwards, working to quickly catch up with Rutilux. Moving 50 ft. forwards on horse, should be 50 ft. from trolls.As he nears the trolls, he slows his horse and dismounts. Best to fight these on foot - sitting on a horse only slows me down. With the ring of steel, Zethyris slides his rapier from its sheath and settles into a ready stance. Fast dismount failed, so move action to dismount. Drawing rapier.

Skallangbiorn |

Spells Prepared (CL 4):
Level 2 (2+1/day)
Zone of Truth (Domain) / (DC 15)
(*)Spiritual Weapon (100 ft + 10ft / lvl)...used[/i
Bull’s Strength (+4 Str for 1 min)
[i]Level 1 (3+1/day)
Shield of Faith (Domain) (+2 AC)
Murderous Command (DC 15)
Divine Favor
Sanctuary
Level 0 (at will)
Spark
Detect Magic
Guidance (+1 Attack / Saving / Skill)
Stabilize
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (6/6 per day) (DC 16 Sacred Conduit)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Special Attacks
Ferocious Strike (+2) (6/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
School: Evocation [Force]
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Save: None
Resistance: Yes
Cleric 2
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword)
"Great Gorum, let your rage rain iron upon their vile flesh!" Skallangbiorn roars, casting his first spell at one the two trolls approaching. He'll do it now since it's 140 ft range and it's a "fire & forget" while on the same target.
Spiritual Weapon: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Skall continues to ride alongside Jediah. "Rutilux and Thorvald must hold the lone beast while we engage these two. Remain with me a few more seconds (next round) and I will grant increased strength, then ride to their aid."
Ride: 1d20 - 1 ⇒ (8) - 1 = 7
Ackk!! Stupid dice!! At least Spiritual Weapon has 3 more rounds to hit

Rutilux |

Ride check for Sunfire: 1d20 + 8 ⇒ (10) + 8 = 18
Rutilux's lance buries itself in the midsection of his chosen foe. He releases the weapon as Sunfire rears up and brings his hooves down
To hit with hoof 1d20 + 6 ⇒ (14) + 6 = 20
Not sure if we roll seperately, but for other hoof 1d20 + 6 ⇒ (1) + 6 = 7
If hit: Hoof #11d6 + 4 ⇒ (5) + 4 = 9 Hoof #21d6 + 4 ⇒ (5) + 4 = 9
The cavalier does not leave it all up to Sunfire, as his flail whips out and strikes at the foe he and his steed currently share.
To hit with flail: 1d20 + 9 ⇒ (12) + 9 = 21Edit: Had to add +9
Dmg if hit: 1d8 + 5 ⇒ (6) + 5 = 11
"If there is anyone in the barn, hold tight. Rescue is on its way!"

Thorvald the Black Shield |

1d20 + 6 ⇒ (7) + 6 = 13 ride check for taking warhorse into combat.
Thovald lacks Rutilux's skill and grace, his mount, equally as brutish as his owner, runs straight in on the wounded troll guided by the barbarian's knees. The Ulfen warrior might not have the southern knight's form, but he will make up for it in strength and ferocity.
"Eat steel! You will find no more easy meals this day wretch!"
At last a true enemy, at shock trooper of the White Hags vanguard. Watch me well ancestors!
Thorvald brings the Werewolf Lords axe down in a mighty over handed chop.
1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 to hit with rage and power attack. Add +2 if I can charge.
1d12 + 16 ⇒ (3) + 16 = 19 to damage

Anastasiya |

Ana readies to cast Grease in the path of the two trolls coming after the group, as soon as they are about to come within range.
Concentration (if needed when casting while riding): 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11
Phew - luckily it is only a level 1 spell - DC should be 10+spell level, right?

Isham Tabouri |

Having abandoned ship (er.. steed), Isham sprints forward to follow behind the others. He readies an arrow, in the event that one of the trolls menaces his friends from surprise. From his inadvertently rearward position, Isham begins providing tactical information as he sees it - "Trolls are bypassing Rutilux and Thorvald - Jediah beware, they're coming to you first. Skallangbiorn, Ana, support Jediah!"
advancing, initiating 'inspire courage'
NOTE: everyone, +1/+1 for melee and weapons to hit/damage

DM - ARC |

Initiative Order:
Zethyris 23
Isham 17
Trolls 10
Skallagbiorn 8
Thorvald 7
Anastasiya 7
Jediah 5
Rutilux 2
Julian 1
Zethyris rides closer towards the two trolls then hops off of his horse and readies his trusty rapier, which looks rather small compared to the very big trolls in front of him. Far behind, Isham moves up while yelling at the top of his lungs so that you can hear his suggestions (inspire courage). Snarling in pain as it rips out Rutilux's lance, the troll brandishes what at first appears to be a sign post and swings it heavily at Sunfire. Rutilux cuts heavily at his reins in hopes of guiding Sunfire away from the blow but his trusted mount can't get out of the way in time (12 damage to Sunfire). The other two trolls stand up from their meal and heft their own massive weapons, one appears more like an iron rudder than an axe while the other hefts a massive mace. Skallagbiorn continues to ride up (50ft) and just barely manages to cast his spell despite the jostling he is receiving. A spectral great sword, shaped like an old iron blade, manifests behind one of the two trolls and slashes out at it but the creatures hide shrugs it off with ease. Thorvald pushes his horse closer to Rutliux and dismounts thirty feet away from the third troll. Anastasiya, still struggling with her mount barely manages to summon forth a great pools of greasy slime in between the trolls and the rest of the party. Jediah rides up alongside Zethyris and brandishes his glaive, dismounting as he trusts hi feet far more than a fearful horse to keep him on his feet. Rutilux and Sunfire attack in retaliation as he draws his flail and slams it into the trolls shoulder while Sunfire tears at the troll with his hooves. Julian runs a little closer and ducks into the depression that the river runs through.
Rutilux is in melee with the third troll. Thorvald is thirty feet away from it and about fifteen to twenty feet away from the other trolls. Jediah, Zethyris, Montulo, Skallagbiorn and Anastasiya are fifty feet for the two trolls with the last two mounted still. Isham and Julian are 150ft from the two trolls.
troll attack: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
mounted combat: 1d20 + 8 ⇒ (10) + 8 = 18
concentration check1 DC16: 1d20 + 7 ⇒ (18) + 7 = 25
concentration check DC12: 1d20 + 7 ⇒ (5) + 7 = 12

Skallangbiorn |

Spells Prepared (CL 4):
Level 2 (2+1/day)
Zone of Truth (Domain) / (DC 15)
Spiritual Weapon (100 ft + 10ft / lvl)...used
Bull’s Strength (+4 Str for 1 min)...used
Level 1 (3+1/day)
Shield of Faith (Domain) (+2 AC)
Murderous Command (DC 15)
Divine Favor
Sanctuary
Level 0 (at will)
Spark
Detect Magic
Guidance (+1 Attack / Saving / Skill)
Stabilize
Domains
Ferocity
3-Rage
6-Bull's Strength, Mass
Glory
1-Shield of Faith
2-Bless Weapon
2-Zone of Truth
Special Qualities
Aura
Cleric Channel Positive Energy 2d6 (6/6 per day) (DC 16 Sacred Conduit)
Spontaneous Casting
Touch of Glory (6/day)
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Special Attacks
Ferocious Strike (+2) (6/6 per day)
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Skall dismounts his animal and reaches a hand towards Jediah. "Let Gorum's strength flow in you veins and set forth a warrior borne!" Skall casts Bull's Strength on Jediah.
The weapon of his god continues its attack...
Spiritual Weapon 2/4: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Ooh, crit threat!!
Crit Confirm: 1d20 + 6 ⇒ (15) + 6 = 21...woohoo!!
Crit Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Over his shoulder Skall draws his greatsword, holding it aloft in salute to his god. "Anastasiya, remain behind the front line. I will bolster you with Gorum's shielding hand soon."

JediahMountainstrong |

[/ooc]+4 Str +1 Inspire Courage[/ooc]
Jediah will move up to the edge of the grease and strike with the extended reach of his glaive at any troll that comes within reach. If a troll slips in the grease he will strike at it and use the special AoO power to attack any that try to circle around.
Earth's Vigil: 1d20 + 11 ⇒ (4) + 11 = 151d10 + 9 ⇒ (8) + 9 = 17

Zethyris |

Zethyris keeps his eyes focused on the approaching trolls. "Once they get close enough, I'll duck around behind them. Focus on the same one if possible. Jediah, do you still have that alchemist's fire from when we fought those spiders?"
Delaying until the trolls' turn. Once they move up, moving to flank (if possible) and attacking. If there is no flank yet, holding attack until Jediah or Montulo set it up.
Tumble: 1d20 + 14 ⇒ (17) + 14 = 31 If needed.
Attack: 1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15 Flanking, Inspire Courage
Damage: 1d6 + 1 + 2d6 + 1 ⇒ (4) + 1 + (4, 4) + 1 = 14 Sneak attack, Inspire Courage

Rutilux |

I was going to mention the mounted combat feat that allows Rutilux to avoid a single attack against his steed per round with a good ridge check but it looks like you already rolled for it. My poor horse!
Rutilux grits his teeth as the ice troll hurts his horse. He retaliates as best he can and Sunfire with him.
Rutilux to hit: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg if hits: 1d8 + 5 ⇒ (8) + 5 = 13
Hoof#1 to hit: 1d20 + 6 ⇒ (7) + 6 = 13
dmg if hits: 1d6 + 4 ⇒ (2) + 4 = 6
Hoof #2 to hit: 1d20 + 6 ⇒ (18) + 6 = 24
dmg if that hits: 1d6 + 4 ⇒ (3) + 4 = 7
Not sure what the range of inspire courage is, so I left it off, but please add +1 to my rolls if it still helps Rutilux
Should another strike come for his horse, Rutilux will try to avoid the worst of it
Possible Mounted Combat Feat use this round: 1d20 + 8 ⇒ (1) + 8 = 9
EDIT: oh come on E dice, what did I do to you?

Anastasiya |

Is grease (from the grease spell) flammable?
"Don't worry about me Skall - kill the trolls fast - that is our best defense!"
Waiting to see what the trolls do before declaring my action.

Isham Tabouri |

Isham moves forward determinedly, and takes a long-range shot at the trolls moving towards Jediah and Zethyris. As he moves, he continues to shout encouragement, warnings, and status.
Round 2
Move: advance
Standard: bow attack: 1d20 + 7 + 1 - 2 ⇒ (16) + 7 + 1 - 2 = 22, damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Swift: maintain bardic performance
(i'm assuming about a -2 for range...)

DM - ARC |

Initiative Order:
Zethyris 23
Isham 17
Montulo 12
Trolls 10
Skallagbiorn 8
Thorvald 7
Anastasiya 7
Jediah 5
Rutilux 2
Julian 1
Isham moves forward, shouting encouragement while drawing his bow and firing at the left most troll. The arrow flies high and true sinking into the troll's thick hide. The first, wounded, troll manages to make his way across the grease but finds itself too far away to attack anyone. The second troll slips and falls in the grease and barely makes it half way across. The third troll continues to assault Sunfire with weapon and both tooth and claw. Just when it looks like the troll is going to bite a large chunk out of Sunfire's throat, Rutilux coaxes Sunfire to the side and the trolls jaws snap on empty air.
paused after trolls
reflex save: 1d20 + 8 ⇒ (16) + 8 = 24
reflex save: 1d20 + 8 ⇒ (1) + 8 = 9
athletics: 1d20 + 4 ⇒ (18) + 4 = 22
athletics: 1d20 + 4 ⇒ (11) + 4 = 15
Morningstar: 1d20 + 7 ⇒ (12) + 7 = 19]damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11
bite: 1d20 + 2 ⇒ (20) + 2 = 22damage: 1d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 2 ⇒ (13) + 2 = 15damage: 1d4 + 2 ⇒ (4) + 2 = 6
bite confirm: 1d20 + 2 ⇒ (14) + 2 = 16damage: 1d6 + 2 ⇒ (5) + 2 = 7
mounts combat: 1d20 + 8 ⇒ (19) + 8 = 27