GM JChapman |
Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
The troll manages to keep its footing, despite Jareth's tricks.
Round 1
Kord: Kick!
Hazel: Evil Eye
Troll: Attacks!
Dwynnweer: Go
Jareth: Grease
Dwynnweer |
Dwynnweer is aghast (not a ghast, aghast) at the troll's blows. Still, as a student of nature, he has seen this sort of thing before. He did not know there would be so much of Kord's blood, however. So. Much.
He moves forward, drawing his battleaxe and calling Shwyurr alongside, and gives the wolverine a boon (cast magic fang on her), telling her to Guard.
GM JChapman |
Dwynnweer and Shwyurr get closer to the danger, with the oread bolstering his animal companion.
Round 2
Kord: Go
Hazel: Go
Troll: TBD
Dwynnweer: TBD
Jareth: TBD
GM JChapman |
The troll takes a swing at Kord as he moves away.
Club: 1d20 + 8 ⇒ (2) + 8 = 10
The weapon strikes the soft, wet earth though, thudding powerfully.
Will save: 1d20 + 3 ⇒ (1) + 3 = 4
The troll then roars in anger as Hazel gets in his head again.
It watches its prey move away, only to be replaced by a newer threat harrying it. Taking a step toward Shwyurr.
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
Angrily, it goes on the assault against the companion.
Club: 1d20 + 6 ⇒ (10) + 6 = 16
Bite: 1d20 + 4 ⇒ (9) + 4 = 13
Claw: 1d20 + 4 ⇒ (9) + 4 = 13
Fortunately, none of the strikes connect.
Round 2
Kord: Retreat!
Hazel: Evil Eye
Troll: Misses
Dwynnweer: Go
Jareth: Go
GM JChapman |
Jareth's cantrip just barely misses the troll. He figures that if it were not engaged in melee with Dwynnweer, he'd have struck the creature.
Round 2
Kord: Retreat!
Hazel: Evil Eye
Troll: Misses
Dwynnweer: Go
Jareth: Miss
Dwynnweer |
Dwynnweer sends Shwyurr in — ATTACK! — then casts his own buff spell (lead blades) and moves in himself. Shwyurr should be able to five-foot-step; Dwynweer will move, which provokes.
Shwyurr bite w/magic fang: 1d20 + 2 ⇒ (13) + 2 = 15
bite dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Shwyurr claw 1: 1d20 + 1 ⇒ (20) + 1 = 21
confirm?: 1d20 + 1 ⇒ (4) + 1 = 5
claw 1 dmg: 1d3 ⇒ 3
plus claw 1 crit: 1d3 ⇒ 2
Shwyurr claw 2: 1d20 + 1 ⇒ (20) + 1 = 21
confirm?: 1d20 + 1 ⇒ (17) + 1 = 18
claw 2 dmg: 1d3 ⇒ 2
plus claw 2 crit: 1d3 ⇒ 3
Kord Fist-Law |
Kord Round 3 "Come on! you wanna live forever?! Take that monster down!" A critically wounded Kord talks out of the left side of his mouth, spitting blood as he does. Drawing a javelin from over his shoulder as he moves, he hurls it over the shoulders of his comrades, right at the troll. "COME ON!"
ATK: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 for DMG: 1d6 + 4 ⇒ (2) + 4 = 6
"I've got alchemist's fire ready!"
GM JChapman |
So... I know I said you'd hit, but I didn't see that you were making a ranged attack. Because you have allies in melee, Kord does not hit
Shywurr, a ball of aggression, lashes out at the troll, claws tearing into flesh.
Kord throws a javelin, but with the chaos of the melee the weapon flies just wide.
Round 3
Kord: Miss
Hazel: Go
Troll: TBD
Dwynnweer: TBD
Jareth: TBD
GM JChapman |
Retcon because GM sucks at math
Kord's javalin strikes the troll!
Round 3
Kord: Hit!
Hazel: Go
Troll: TBD
Dwynnweer: TBD
Jareth: TBD
GM JChapman |
Will save: 1d20 + 3 ⇒ (2) + 3 = 5
The troll falls under Hazel's unnerving gaze yet again!
-2 AC, -2 Attacks and -2 Saves in effect.
The troll then focuses its ire on the new danger, Shywurr.
Club: 1d20 + 6 ⇒ (7) + 6 = 13
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (2) + 4 = 6
The beast manages to sink its teeth into the poor thing.
Round 3
Kord: Hit!
Hazel: More Stink Eye
Troll: Attack!
Dwynnweer: Go
Jareth: Go
Round 4
Kord: Go
Hazel: Go
Troll: Attack!
Dwynnweer: Go
Jareth: Go
Kord Fist-Law |
Kord delays his action until everyone piles up, then he tosses the alchemist's fire on the troll:
Move to 20' away, throw
1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 THREAT
1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10 Not sure.... Regular DMG: 1d6 ⇒ 2 and Extra if confirmed: 1d6 ⇒ 2
Dwynnweer |
Dwynweer starts the five-foot step around the troll, while Shwyuurr chooses the angry path of least resistance.
Shwyurr bite w/magic fang & rage: 1d20 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11
bite dmg: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Shwyurr claw 1 w/rage: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
claw 1 dmg: 1d3 + 2 ⇒ (3) + 2 = 5
Shwyurr claw 2 w/rage: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
claw 2 dmg: 1d3 + 2 ⇒ (2) + 2 = 4
battleaxe w/lead blades: 1d20 + 3 ⇒ (16) + 3 = 19
battleaxe dmg w/lead blades: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Rage round 1
GM JChapman |
Shwyurr angrily sinks its claws into the troll, while the oread's magically enhanced axe cuts into the flank of the powerful creature.
Fort save: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
Hazel's ray makes contact, its sickening magic taking hold. The troll hurks, barely keeping its food in. It's clearly distracted by this new illness that it caught from Hazel.
Round 3
Kord: Hit!
Hazel: More Stink Eye
Troll: Attack!
Dwynnweer: Hits!
Jareth: Go
Round 4
Kord: Delay
Hazel: Spell
Troll: TBD
Dwynnweer: TBD
Jareth: TBD
GM JChapman |
Jareth's magic continues to fail him.
Timing his movements just right, Kord steps in to throw an alchemist fire, striking the troll. It howls in fury as the fire burns it. Not a crit, but regeneration is suppressed for a round.
The troll, clearly fed up, attempts to withdraw for the combat. The magical grease slows it down though...
Acrobatics: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
... and it's unable to keep its footing, falling to the ground!
Round 4
Hazel: Spell
Kord: Fire!
Troll: Fall!
Dwynnweer: Go (and AoOs)
Jareth: Go
Round 5
Hazel: Go
Kord: Go
Troll: TBD
Dwynnweer: TBD
Jareth: TBD
Dwynnweer |
Shwyurr AoO bite w/magic fang & rage: 1d20 + 1 + 1 + 2 ⇒ (9) + 1 + 1 + 2 = 13
bite dmg: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4
battleaxe AoO: 1d20 + 3 ⇒ (13) + 3 = 16
battleaxe dmg w/lead blades: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Then, for the actual attacks...
Shwyurr bite w/magic fang & rage: 1d20 + 1 + 1 + 2 ⇒ (13) + 1 + 1 + 2 = 17
bite dmg: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Shwyurr claw 1 w/rage: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
claw 1 dmg: 1d3 + 2 ⇒ (1) + 2 = 3
Shwyurr claw 2 w/rage: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
claw 2 dmg: 1d3 + 2 ⇒ (1) + 2 = 3
battleaxe: 1d20 + 3 ⇒ (16) + 3 = 19
battleaxe dmg w/lead blades: 2d6 + 4 ⇒ (2, 3) + 4 = 9
Rage and lead blades round 2, magic fang round 3.
GM JChapman |
Shwyurr and Dwynnweer pounce on the falling creature, their combined assault cutting the troll to ribbons. And its wounds do not heal. Out of Combat
The troll, a female, has a bad slung over her shoulder. Searching it, the group finds it contains:
- a variety of nearly worthless plates, cutlery, paintings, and pillows
- two potions with a bluish liquid,
- a scroll with glowing, indecipherable text
- a oak branch, its bark chewed from it
- six amethyst gems
I'll take Spellcraft and Appraise checks from whoever looks the items over.
GM JChapman |
Hazel is able to identify the two potions as potions of cure moderate wounds. The scroll's writing contains magic that'll allow someone to breathe while immersed in water, as per water breathing. The oak branch is a wand, with the spell touch of the sea (3rd level, 15 charges remaining) enchanted into it's core.
The six amethyst gems remain, as yet, unappraised.
The party gains 1600xp for defeating the troll
Kord Fist-Law |
Kord, barely on his feet, nods towards the potions. "That sucked. Felt like it took forever, and there's more of my blood on the courtyard than in my massive muscles!"
Kord Fist-Law |
"I need a healer. Hazel, can you tell us how much those gems are worth? I might need to trade them for some healing."
Unless we have healing to distribute, Kord will likely chug the healing potions.
Kord Fist-Law |
2d8 + 3 ⇒ (5, 4) + 3 = 12 and 2d8 + 3 ⇒ (7, 1) + 3 = 11 Kord, giving plenty of time for others to stop him, opts to chug the potions. He's feeling MUCH better now, and is ready for action. "I am ready for action."
GM JChapman |
With Kord's wounds dealt with, the four of you head back to the corner where you'd first been deputized by Sheriff Adaela Praet.
The rain comes down in a torrent, and powerful winds push in about. When you see the sheriff and give her an update, she says, "Good work! A troll even, wow. I'm impressed, but also glad I brought you lot on board!"
"Final preparations are in place," she continues, "but there's a few stubborn stragglers who need to be convinced to take proper shelter. I can think of three who are in Island Town. They need to see the error of their ways and retreat back to the town proper. Amal Rashid, Maso Pareto, and Mirya Oyin. Convince them to head to the Stone Hall, or they're for sure done for!"
Dwynnweer |
If they would rather die, then let them do it, and decrease the surplus population, Dwynnweer says, before looking about at the horrified faces of his companions (save Hazel, who has merely nodded sagely) and follows up, That's what my mentor, Charlize Darrwynn, would have said. I can be a little more compassionate, though. If you want.
GM JChapman |
Going to try and speed up this portion a bit
The Sheriff points you in the right direction, and you proceed forward through the storm to Island Town
When you arrive, knocking on the Amal's door you are quickly greeted and ushered into the man's house. It's filled with nick-nacks and tchotchkes that one would expect to find in the house of an elderly woman. Amal himself appears to be middle-aged.
"Quite a story we have there," he says, the boards of the old building shuddering. "I admit I didn't expect to see visitors. But hey, stay inside. It's as cosy as I can make it."
When you mention that you've been asked by the sheriff to get him to Stone Hall, he immediately appears nervous. "Oh no, that's really not necessary."
"Look, just leave me here. I'm sure the weather won't be that bad. Please! I'll give you gold! I have five hundred coins that I've saved up. Just leave me here please!"
I will need a Diplomacy or Intimidate check to get him to leave, or a Craft (carpentry) or Profession (engineer) check to reinforce his home.
Kord Fist-Law |
Sense Motive: 1d20 + 6 ⇒ (12) + 6 = 18 Kord tries to grab the others sub rosa, "Hey, this guy's paranoid of the big wide world. He's going to need some gentle prodding to come. I don't know if you know this, but I'm not exactly gentle. Actually, I'm not great with words at all."
Jareth The Arcanist |
"We will be with you the entire way. We can even make you unaware of your surrounds if you wish. Fear is natural, but if you don't move, you will die. That is certain."
diplo: 1d20 + 7 ⇒ (2) + 7 = 9
GM JChapman |
Amal Rashid's face clearly shows doubt, finding Jareth's words to be far from BEST. "Oh, fear is natural, sure. But so is confidence. I'm definitely confident that my home is the safest place." The roof shudders from the wind, a perfectly timed counterpoint to his statement.
Want to try another approach?
GM JChapman |
Amal's eyes go wide when the threats come out. A bead of sweat breaks out on his forehead, and he puts his hands up. "Okay, okay! Please don't burn down my house! I'll go, I'll go!"
You watch him quickly pack up his things and rush out the door. He doesn't even take the time to lock it behind him. (Success)