
Macmorr |

Macmoor thrusts through the surging river, drawing his axe as he comes. He reaches shore and slashes at the nearest of the trolls.
Move to L31, Minor action to draw weapon, and UNLEASH HELL. OK, Pressing Strike - I get to shift 2 first, which can be through an enemy, so I'll get to J32. I'm now flanking the one in K-J/30-31. So that's 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31, and 1d12 + 5 ⇒ (2) + 5 = 7. If that succeeds, I can push him to L-K/30-31.
EDIT: YAY, critical! That's max damage plus, as I'm using a High Crit weapon, another 1d12 ⇒ 3. I also get a free melee basic attack too - same target, 1d20 + 9 ⇒ (14) + 9 = 23 - he's moved, so no flanking - 1d12 + 5 ⇒ (5) + 5 = 10. OK, total damage 20, plus another 10 if my second attack hits. And if that kills him, I can do a Roar of Triumph, which means the other will have -2 to all defences until the end of my next turn. I think that went quite well.

Fabes DM |

I don't even need to look at his statblock to know that kills him. Whoa.
Macmoor joins the melee, and in a single sweep beheads one of the trolls, which is still recovering from Ddraig's acidic breath. The green-skinned monster's body smashes to the ground, shortly joined by its surprised head.
The other troll looks on in horror as Macmoor roars in bloodlust!

Healaugh |

"Tha's nowt but gurt cludgie, can't keep self from melting even."
Healaugh stands neck deep in water and hurls insults at the remaining troll.
1d20 + 8 ⇒ (15) + 8 = 23 - Vicious Mockery (Will). On hit, does 1d6 + 5 ⇒ (3) + 5 = 8 damage and the troll attacks at -2 to the end of Healaugh's next turn.
Then he splashes carefully towards the opposite bank.
Move to Q30

Ynyr the Tinkerer |

"Do you think he might be running for help, now?"
Ynyr belatedly realises this might not have been the best suggestion to make.
"So, should I work on the dam or join you on the other side?"
He's got nothing that will make any impact on a running troll from where he is now, so he'll just start wading slowly through the water.

Ghadmyr of the Fallen Leaf |

Hey DM, I forgot that my pouncing beasthide armor lets me shift 1 when I wild shape. That means I didn't need to use that action point (I used it because I took 2 move actions that round - one to stand, one to shift). Can I retain my action point? Still getting used to how druids work...
Also, this troll is a fool if he thinks he can outrun a predator druid :)

Ddraig Goch |

Ddraig (being somewhat out of options for a fleeing troll who's well beyond his running range!) climbs out of the river (at J30), takes a few steps forward to J33 and, dropping his sword, divinely challenges the troll, then hurls a javelin at it.
Javelin attack: 1d20+8 v AC; 1d6+4 damage
Rolls: 13+8 = 21 v AC; 6+4 = 10 damage
"Was it something we said?"

Ddraig Goch |

Taking the javelin out and sheathing the sword is 2 minor actions, Ddraig. Let me know what you want to do. Ghadmyr - sure thing, go for it.
Please, Sir - I'm dropping the sword, not sheathing it! I'll pick it up in a minute, as there's no way that I can get to the troll - I'll let the ranged bods finish him off! However, it occurs to me that divinely challenging it would also be a minor action, so forget the challenge.

Ghadmyr of the Fallen Leaf |

Assuming Ddraig didn't kill it, and Ynyr is double-moving...
Ghadmyr shifts back into his elven form and bolts in the direction of the troll, demonstrating why elves have a reputation for speed.
Minor action to return to elven form and shift to F30. Move to L38.
He raises his spirit totem and calls down lightning from the sky upon the troll that had attacked him so savagely.
Call Lightning on O48, area burst 1. 1d20 + 7 ⇒ (17) + 7 = 24 vs Reflex (+1 bonus if he's bloodied), 1d8 + 5 ⇒ (8) + 5 = 13 lightning damage on a hit. Regardless of whether it hits, there is an effect: The burst creates a zone of rumbling thunder that lasts until the end of your next turn. While within the zone, any enemy takes a -2 penalty to attack rolls, and any enemy that leaves the zone takes 5 thunder damage.

Healaugh |

"Happen he's feeling put upon."
Healaugh splashes gamely to the bank and tries hurling his javelin at the fleeing troll.
Move to P32 which I'm guessing isn't land.
Throw javelin. 1d20 + 3 ⇒ (20) + 3 = 23 - inc distance penalty so no chance really. If it does hit (Crit of all things!) does 10 plus 1d6 ⇒ 6 for a total of 16 lightning damage.

Ddraig Goch |

The troll continues to run, until he's off the map. Do you wish to pursue?
Sure ... if there's a passing bus!
Ddraig (reaslising that the troll is clearly wearing +3 brown trousers of fleeing) concedes that he will be unable to effectively pursue the troll, and decides to secure the area.
Ready Valiant Strike in case anything nasty or unwanted appears nearby.

Healaugh |

Healing is yours Ghadmyr
"Run trollkin, run trollkin,
Run, run, run ...
Off tha goes, our Ghadmyr"
Healaugh scrambles out of the river and gets as close as he can to Ghadmyr, giving the druid a running start.
Surge +4. Slide one square. Double move if needs be to get him within 5.

Healaugh |

Ghadmyr, Macmorr and Ddraig
Details - such as they are - are on this thread. No pressure, just wanted to let you all know.

Ynyr the Tinkerer |

From the wrong side of the river, Ynyr tries to lend a helping hand and voice.
He'll aid another on the next skill check, since he's (a) too far away to do much useful and (b) particularly inept in most of the primary skills, bar Endurance and I can't think of a plausible way for him to use that at a distance of over 100 feet.
1d20 + 4 ⇒ (10) + 4 = 14 - which is his lowest bonus for any of the skills concerned.

Ynyr the Tinkerer |

Aid Another to which skill, and how?
Clearly he can't help with Athletics, Endurance or anything requiring movement, but he could assist with Perception, Insight, Nature or Intimidate. He would point out helpful details to assist his comrades in finding the best way to run down errant trolls. Maybe. Otherwise he can't really contribute much, and he'd like to.
"Well, now..." Ynyr gives the running troll his full consideration.