Ice Troll

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5 posts. Alias of Seraphimpunk.


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even decapitated, the organs cancerously grow, tendrils reaching out without much strength, towards the severed head.


for you it is more obvious where you're going: the 4 ft deep snow must at least make it function like invis underwater. but not as bad as 20% concealment. you still have total concealment. its just easy to see which "square" you're in.

regen 5


squawk! ::poof::

teb's wounds knit together, he shoves ten-penny aside, biting at gondork, and swinging at ten-penny with its claws from the ground, managing to scratch her for 4 damage.

bite vs. gondork: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 111d4 + 3 ⇒ (2) + 3 = 5
bite vs. ten-penny: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d4 + 3 ⇒ (4) + 3 = 7
bite vs. ten-penny: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 191d4 + 3 ⇒ (1) + 3 = 4


Teb Knotten steps forward, some magic holding him on top of the snow and ice as he gently glides forward. an unsettling sight as the gangly thing lowers his boar spear at Gondork and swings.

Gondork viciously cuts the creature, slicing his axe in through its collar, snapping bone and siniew, and you think exposing one of its lungs, as it gasps suddenly, its shoulder knitting together, tissue growing around its lung, looking like moss and lichen bubbling up from the skin in pale blue and green warts. It rights its course, and then it continues to swing.

the damage is too much though, its arm still sagging a bit as its flesh reconnects, the blade and its bite attempt miss Gondork.

Round 4
[20: Giacomo], [19: Arwyn], [19: Caladan], [17: Hommelstaub],[14: Red Sprite], [10: Gondork], [10: Teb Knotten], [9: Ten-Penny (delay)], [7: Blue Sprite]

boar spear: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 142d6 + 5 ⇒ (3, 3) + 5 = 11
bite: 1d20 + 0 + 2 ⇒ (10) + 0 + 2 = 121d4 + 1 ⇒ (4) + 1 = 5


Emerging from the cave, walking on the ice as if his enormous feet were snowshoes, though impossibly walking on top of the snow and not crashing through it, the lumbering creature exits the cave and levels his spear at gondork and bellowing in an intimidating fashion. (at gondork: demoralize )

intimidate DC 13 : 1d20 + 5 ⇒ (17) + 5 = 22 demoralizing Gondork for 2 rounds.