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DM

The party finishes their various conversations, with the occasional guard moving around or exchanging duties with another. The guards seem uninterested in the party, and occasionally stoke the fire. It seems it's someone's job (or several someones) to stay up overnight as part of this town's attempt to assure safety of its occupants, their goods, and the local agriculture.

Most of the inn's rooms -- and all available for the party -- are in the basement level, accessed by a set of stairs going down from the northwest corner of the common room.

[OOC: Feel free to assume you're in any of the rooms. It matters little; we'll start grid play at the top of the stairs.]
[Linked Image from i.ibb.co]

The flickering light of lanterns casts long shadows across the hallways. Soft snores and the occasional mumbled word can occasionally be heard behind some of the closed doors. It's the perfect place to catch up on some rest.

Suddenly, in the darkest hours in the middle of the night, the tranquility is shattered by a piercing scream, the desperate cry of a familiar voice that echoes through the wooden beams of the inn. It's the young stable girl, the same one who had met the party around the stables earlier in the day. The scream is filled with terror and pain, carrying an urgency that cuts through the veil of sleep and commands immediate attention.

The wooden floor above creaks beneath the weight of footsteps, hurried movements of guards and those few with rooms upstairs as they scramble to their feet. The innkeeper's wife, a stout woman with worry etched on her face, appears at the top of the stairs, calling down loudly, desperately hoping for help from anyone willing. "Something's happening in the stables!" she exclaims, her voice trembling with fear.

OOC: Roll for initiative.

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Aubric Initiative
AquaDyne rolled 1d20 and got 18

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Pavel

Pavel looked back to Jaliera after he filled up the tankard of ale. She'd said a lot more that should be addressed but he doubted the rest of the group was very receptive at the moment due to the late night and drink. He also noticed that it seemed the rest of the party had headed to bed.

" We might need to pick up the conversation in the morning. Seems we won't be heading to the Great Forest in the morning anyway. I have some business here. In fact it seems to be pumpkin time."

He looks sadly at the untouched tankard. "Sad to waste this though." He says as he offers the fresh tankard to the man seeming to guard the common room.

"I am off to bed myself." He tells the remaining members of the party.

He heads to his room tired from a long day of waiting for the party to arrive. He lays there thinking of the conversations from the evening. Just as he is drifting off to sleep he hears the scream.

Dressing quickly he rushes into the hallway sword in hand.

Pavel Initiative
Miales rolled 1d20 and got 7

Forgot he was +3 on Initiative so a 10

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Zhu

As normal, she sits on the floor of her room, cross-legged, in Reverie, so when the scream occurs she is instantly up, dressed and armed and heading to the stairs.


Zhu Initiative
Zeim rolled d20+8 and got 14

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Kriv initiative
AJ rolled 1d20+1 and got 10

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[[ Bern Init MikeD rolled d20+3 and got 4 ]]


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Zindra
She had been nursing her drinks, trying to stay awake and alert. But it was getting late and there was no need to further the discussions. They would wait until morning. So she went to her room and began to prepare for bed when the commotion started. She grabbed her weapons and went to see what was going on.

Zindra Initiative
Neptune rolled 1d20+3 and got 7

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Jaliera

She had assisted Davroar downstairs and into bed and he had fallen into a deep sleep. She wakes suddenly in th middle of the night by a scream.. and then a woman calling out about trouble in the stables.

Gypsy Initiative
Gypsy rolled 1d20+4 and got 11

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Davroar

He leans on Jaliera for support to their room, and promptly goes to sleep. He is not a large man, so it does not take too much to get drunk, but the scream is enough to pierce his grogginess as he sits up mumbles "What the hell!" as he pulls on his boots, grabs his staff, and will head up stairs with Jaliera.

Davroar Initiative
Dugan rolled 1d20 and got 19

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OOC: I can take a hint smile
Pavel was added. Roll20 seems to have had a major facelift.
The link between DnDBeyond and Roll20 isn't working perfectly. Use your DnDBeyond sheet as gospel.
Bern is still "unclaimed" there. MikeD, all you need to do is:

1) Join the game by clicking here: Join SKT on DnDBeyond
2) Claim Bern

It should be that easy.


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9
Sindar Initative
Pandemonium rolled 1d20+3 and got 9

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[Arus is on initiative 6]

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DM

Davroar manages to reach the stairs first, and emerges into the dimly lit common room next to the bar. A long corridor leads straight from there toward the stables, where the anguished scream of Lily, the young stable girl, is now eerily amplified by the corridor's acoustics and beckons anyone willing to rescue. It is a desperate cry for help, but it is abruptly cut short, replaced by a sickening thud that resonates through the wooden structure.

Horses, usually silent companions in their stalls, now join in the chorus of making their fear known. Their panicked neighs and the vibrations of their hooves pounding against the stable floor paint a scene of chaos unfolding in the stables.

A decision presents itself to Davroar: the hallway leading to the stables or the exit door that opens to the outside chaos. The hallway is the faster route to possible rescue, but a more confined approach to whatever the threat is.

A bell rings out an alarm from an unseen room above, awakening all in the town. Some may arrive to help, but certainly not soon enough to help the stable girl or the horses...

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Davroar

Hearing the cry and then the obvious thud of probably her falling to the floor, he will go dashing towards the double-doors at the end of the hallway so that he can get to the stables as fast as possible.

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Aubric

The elf cleric winces at the thud sound, knowing immediately that he needs to reach the young victim as quickly as possible, regardless of the threat. He races after Davroar down the hallway, overtaking him with his speed... faster than any doppelganger.

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Zhu

Seeing two of the group heading down the hallway, she decides that some coming from a different direction could be helpful and so she pivots and heads outside.

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Jaliera

She races after Davroar, drawing her bow and grabbing an arrow as she does so.

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Zindra
The hunter races into the taproom, spots Zhu and follows her out the back way.


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Sindar

As he comes down the stairs, he too decides to head towards the outside to potentially try and catch those fleeing that way.

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DM

Davroar, Aubric, and Jaliera are headed down the hallway, while Zhu, Sindar, and Zindra are headed toward the outside entrance (and whatever chaos is happening outside).

OOC: Since we're all just starting out heading in one direction or another, it's ok if we skip initiative order, but once combat starts we'll need to keep it strict.

Speaking of order, Pavel and Kriv can decide who goes first.



Initiative order
Pavel 10 or Kriv 10 (your choice)
Sindar 9
Zindra 7
Arus 6
Bern 4
NPCs 2
Davroar 19
Aubric 18
Zhu 14
Jaliera 11

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Kriv

How typical.

Trust a human settlement to get sloppy in its defences. Having swiftly redonned his armor, the Dragonborn recalled the Glasstaff to hand with a thought, and set it ablaze with light with a guttural syllable, all as he hustled from his lodgings and ascended to where the action was. Outside seemed a better option for the moment.

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<Bern>

He considers and decides that there is greater need outside where there is more ground to cover.


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Pavel

At the bottom of the stairs he spies Davroar and Jaliera. He follows them down the hallway.

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DM

The party has split into two groups, with Davroar, Jaliera, Aubric, and Pavel headed the fastest route directly to the stables.

[Linked Image from i.ibb.co]

One hopes the indoor group can arrive in time to rescue Lily. The horses are still stomping and neighing in panic, with crashing sounds like the breaking of stall doors clearly audible.

Lily Death Saving Throw
AquaDyne rolled 1d20 and got 2
S=0, F=1


The remainder of the party is headed outside. The first to open the door will see -- and allow those behind them to also see -- two Trolls at the entrance to the stables, where two guardsmen are trying to distract the creatures, throwing rocks at them while calling for reinforcements. Unfortunately, they're hired to keep humanoids in check and are no match for these giant attackers so they're staying well outside of melee range.

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Davroar

He will continue to run as fast as he can to get to the far doors leading to the stables.

[ooc: Is there a limit to how many rounds you can dash? ]

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Jaliera

She will run after Davroar and Aubric.

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(OOC - Zhu could use some Sorcery points to Dash and still cast a spell as a Bonus Action, but she'll save them for now. I moved her on the Roll20 map to be adjacent to the well.)

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Aubric

Aubric continues to race down the hallway, clearly a bit faster than the others.

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[Would our characters know if trolls are giantkind?]

Arus

Trolls. A fearsome foe with legendary regenerative powers.

"Bring burning brands!" Arus yells to the room.

The triton has a more chilling course of action in mind, casting Armour of Agathys has he approaches the fray.

[Casting Armour of Agathys using 2nd level spell slot, so a foe takes 10 cold damage when it hits him with melee attack. Grants 10 temp hp to Arus and damage effect ends when temp hp are depleted.]

Last edited by nem; Fri 12/01/24 20:34 UTC.
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Kriv

Speed was clearly of the essence here, as was getting the attention of their foe. Both were entirely within the Dragonborn's purview, as he invoked his mastery of the Art to keep pace with the rest of the group whilst getting a cantrip shot away.


Bonus Action: Cast Expeditious Retreat. As part of the casting, dash action, in combination with move action, moving to just west of Zhu.
Action:
Kriv fire bolt at nearest troll, damage
AJ rolled 1d20+6,2d10 and got 22, 13

Last edited by AJ; Wed 17/01/24 02:13 UTC. Reason: Adjusted move to comply
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<Bern>

The others seemed to be in a 'rush' to 'catch up' with the attackers. He would have preferred getting the foes to attack them, but that didn't seem to be a choice at the moment.

He followed his companions.


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Zindra
She races outside the door with the others, bow in hand.
ooc: I moved Zindra 60. I'm curious how Zhu, Kriv and Arus moved up so fast? They are 30 feet ahead of her. Remember you cannot use a move in place of a bonus action unless you have a special ability.
I assume that Bern is 5 feet behind Zindra? I can move his MikeD's token.


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(Originally Dash + Fey Step, but decided not to use Fey Step so moved her back 30 feet.)

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Pavel

He keeps running.

Ooc: keeping token with Davroar to be safe on distances. Each square is what? 5ft?

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And Jaliera who hates/fears fire! wink

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DM

The group in the hallway continues their eastward sprint, racing against time to save Lily.

Lily Death Saving Throw
AquaDyne rolled 1d20 and got 11
S=1, F=1


The trolls in the stables have each, by this time, chosen an equine treat for dinner, breaking into two of the stalls and clawing the creatures to death. Fortunately they are leaving the stable girl alone for now.

Outdoors, the guards who had been trying to distract the trolls see that help is on the way, with magical fire. They do the brave thing, running away... er... getting out of the way to allow those big flaming fireballs to work without singing their beards. They heard the call for torches and run to collect some.

Kriv does a good deal of damage to the nearest outdoor troll, who glares at him and growls loudly, but the party is still too far away to chase after his attacker so he does the sensible thing, barelling inside the stables through what's left of the door to nurse his wounds, and join the other pair enjoying some tasty equine.

The other troll picks up a large piece of the door and flings it toward the party. It travels less than the hundred-or-so feet, harming no one. Much less. Seeing that a ranged attack with a door is out of the question, this troll also moves inside, taking up more of a guarding-the-door position.

[OOC: Given the movement confusion I've just moved all the players in each group to the locations that they should have generally been in. Top of initiative order again, with the outdoor group able to do a bit more tactics, while the hallway group probably wants to move and Dash again...]

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Jaliera

She will run just behind the others. Her main aim is that she could maybe stop and fire as soon as she can see a target. Or maybe cast a spell?

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Pavel

Pavel is doing all he can do for the next two rounds which is Move and Dash.

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Aubric

The elf continues sprinting, gaining ground on the others, making it to the doorway... hopefully close enough to reach the girl and have time to heal her before the trolls notice his presence.

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Davroar

He continues to run even though he does not know what they might be running into. He hears Arus yelling about bringing torches, but is still unsure what they might be facing. Aubric is fast, as he reaches door well ahead of him. Davroar says to him, "Hey, take a peek and let us know what's there."

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Zhu

Seeing the town guards run off and the sounds from the door to the stables she surmises the Trolls have moved inside. With little else to do she runs towards the stable doors.

(OOC - Aqua - I presume she doesn't have LOS to the Trolls now? Also, any windows in the horse stalls that can be used to see inside or is it all solid walls?)

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<Bern>

He saw Zhu heading towards the stables and that confirmed it for him as well. He turned and ran after her. Not only were their horses in there, it sounded like to stable girl was as well.


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Sindar

The bard slips his weapon of choice, his lute, into position. He begins to play an upbeat melody on the instrument.

In the realm of shadows where darkness creeps,
A tale unfolds of warriors bold, their secret keeps.
Through misty moors and ancient woods they tread,
In search of trolls, where nightmares are bred.

With armor gleaming, and swords drawn bright,
They march as one, a valiant sight.
The moonlit sky, a silver hue,
Guiding them forward, steadfast and true.

Beneath the stars, a fearsome sight,
Trolls arise with eyes of blight.
But courage surges, a fiery tide,
In hearts of heroes, no place to hide.

A bard's song echoes, a melody strong,
Defying fear, they charge along.
In the dance of battle, a rhythmic clash,
The trolls recoil, their courage dashed.

Through the fray, a victory won,
As dawn breaks with the morning sun.
The heroes stand, triumphant and free,
Defenders of dreams, in unity.

So, heed this tale, you brave and true,
Face your fears, let courage imbue.
For in the heart's battlefield, you'll find,
The strength to conquer, in you entwined.

[OOC: Toss a Bardic Inspiration to Zindra for her use when she desires. Remember 1d8.]

[OOC: Sindar will also move 30 feet in addition to singing his song.]

Last edited by AquaDyne; Sun 21/01/24 00:26 UTC. Reason: Combine posts
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Kriv

As the trolls moved inside, Kriv tried to keep them in sight, angling away from the stable to do so. The light he'd cast on the glassstaff back in his room was proving its worth now, as he raced across the unfamiliar ground at mystically enhanced speed. Unleashing the energy so inimical to their foes was as natural to the Dragonborn as breathing.


Maintain concentration on Expeditious retreat.
Move action move 30. Bonus action dash 30.
Unobstructed line to the troll just inside the stable doors.
Kriv fire bolt at nearest troll, damage
AJ rolled 1d20+6,2d10 and got 16, 4

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DM

Originally Posted by Zeim
I presume she doesn't have LOS to the Trolls now?
The doorway has been broken down, so the troll standing in the doorway is visible from any grid square south of the one Zhu ended in. So if you slightly alter Zhu's path to the south she can gain LOS on that troll.

Originally Posted by Zeim
Also, any windows in the horse stalls that can be used to see inside or is it all solid walls?)
There are no windows on the stables on the ground level. That part of the building does have a second floor, however, accessible by a ladder in the southeast corner of the stables. As Zhu was one of the ones in the stables checking the horses in, she might know that the southern part of it was open to above.

You could also cast a spell targeting a point above that opening that has an AOE that would go down.

[Linked Image from i.ibb.co]


I moved Jaliera up next to Davroar so three of hallway people are within range to go through the door (with dash) or up to the door and use an action to do something. Aubric can go through the door and take an action.

I moved Bern right next to Zhu based on the post. I left Sindar alone since he's playing his lute.

Need Arus's move and then it's NPC move time and we'll go back to full initiative order for the rest of this encounter.

Last edited by AquaDyne; Sat 20/01/24 21:00 UTC. Reason: Clarify second floor
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Jaliera

She needs to be able to see a target to either shoot an arrow or to cast a spell so she will continue to dash.

[OOC Thanks!]

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(OOC - No real reason to tweak her move as she can't cast a spell now without using Metamagic so she will wait til next turn. I asked about the window as she can Fey Step, as a Bonus Action, to any spot that she can see, and so she could teleport up to the second floor now, to a spot right above the horse in the lower left stall, if there was an open window she can see into near there.)

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Originally Posted by Zeim
I asked about the window as she can Fey Step, as a Bonus Action, to any spot that she can see, and so she could teleport up to the second floor now, to a spot right above the horse in the lower left stall, if there was an open window she can see into near there.)
OOC: The second floor is a combination hayloft (north end) and covered but open-air walkway with plenty of gaps in the wall for guards to see out of (or Zhu to see into) so I'm thinking that's fair game for a Fey Step. You could step near the end and land on the actual "floor" and be able to see down, or you could step to a spot above the opening and fall 10 feet and incur appropriate penalties upon landing. Note you don't know exactly where any creature is inside, though.

Last edited by AquaDyne; Sat 20/01/24 21:02 UTC. Reason: Clarify second floor
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Zindra
The scout hurries along with the group headed to the stable doors but heads further to her right so that she can see the door and not run alongside the barn wall. The trees would make for decent cover, she surmised. She's not sure if trolls use projectile weapons or not. Seeing the troll, she calls upon ranger magic to target that troll.

OOC: One would think that the scout would know, but the dice were not that kind.

Zindra knowledge about trolls (advantage)
Neptune rolled 1d20,1d20 and got 2, 12


I moved Zindra on the map. It was a double-move from next to Sindar. Once she gets there, she'll cast "Hunter's Mark", a bonus action targeting the troll. Then, as soon as she can, she'll fire her arrows.


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(OOC - OK, as Bern is right next to her she will ask him if he wants to be teleported to the second floor of the stable, using the 'Spring' effect, which seems to be a very nice archery position. If he declines she will go herself. Am choosing the option to land on the floor of the second story and not fall 10' for either. Just need MikeD to let me know.)

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[[ Bern will nod his willingness ]]


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[It's a dash from Arus as he closes in on the front doors to the stables.]

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Lily remains unconscious where she was unceremoniously tossed against a wall by the troll wanting to eat the horse she was trying to guard. She's clinging to life...

Lily Death Saving Throw
AquaDyne rolled 1d20 and got 20
Regains 1 HP!


But it's her lucky day, as she awakens! She looks wide-eyed at the trolls and has learned her lesson... she struggles to her feet and runs as fast as she can to the door, opening it as she passes through.

[Speed 20; uses 10 movement to stand, using dash to add 20 movement; moves 30 to get through the door. Has 1 of 2 available HP.]

Seeing the party rushing down the hallway, she gives them vital information, clearly scared... yet relieved to be alive. "Trolls! Four of 'em! Attacking the horses!" She huddles up against the wall to stay out of the way of the party as they approach. She's clearly hurt, and scared... but alive.

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The trolls who have entered the horse stalls are too hungry to care about the small and crunchy human child fleeing the room, and ignore her exit. They also don't like their food moving on their plate, and set about to immobilizing it.

Troll 1 Bite + 2x Claw Horse (AC10)
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 19, 7, 22, 15, 22, 9

Troll 2 Bite + 2x Claw Horse (AC10)
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 20, 5, 18, 12, 9, 13


Both trolls' bite and first of two claw attacks end their targets' lives.

The troll previously hit by Kriv's fire bolt is nursing his wounds, but is hungry enough to ignore the pain for now, breaking down the door into another horse's stall.

Finally, the troll guarding what used to be a doorway is the target of Kriv's second firebolt, which hits just enough to singe some troll skin. He remains in place, but picks up the remaining door piece from the ground to use as an improvised shield since his previous attempt to use it as a weapon failed gloriously. He shouts a challenge to the attackers in trollspeak. Those in the party who understand the Giant language can pick out maybe 2 or 3 of the words as "puny" and "snack" and "run".

[OOC: using the troll's action to pick up the door, applying "half cover" rule: +2 bonus to AC (15->17) and Dexterity saving throws.]

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Davroar

Lily looks as though she was hurt so he stops and quickly says, "Lily, remember me? I healed the horse. Be still and let me check you."

Davroar will quickly assess her condition and see that she is going to live he quickly says, "Go hide behind the bar. Don't go outside ok?"

Davroar Examine Lily Medicine skill
Dugan rolled 1d20+7 and got 11

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Davroar's assessment shows that Lily is stable and safe to move on her own. Nothing's broken, but she'll have a lot of bruises later from blunt force trauma. [OOC: She has 1HP of 2 total; abstract that as you will.]

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Aubric

Aubric had been racing to try to save the girl, having heard her scream cut short, and was relieved to see her on her own two feet. Noting that Davroar is speaking to her and has indicated healing skill, he turns his attention toward combat. Four trolls. He looks through the open door and sees one of the trolls, but not the other three. He sees an empty stall across from where he is, deciding to sprint there and eyeball the battlefield en route.

But before he goes, he quickly turns around to offer some assistance to the three others racing right behind him, who he hopes will be taking care of more of the combat duties.

Bless
1st-Level Enchantment (as 1st level)

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the atta⁠ck roll or saving throw.


After reaching his spot, he calls back to the others. "Three trolls in horse stalls and one at the other doorway!"

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Zhu

The first thing she does (as a Bonus Action) is to finish the plan and use her Fey Step to teleport Bern into the second story of the stable. Then, moving at an angle to get a better line of sight, she cast a spell to affect three of the monsters.

(OOC - Should be able to place a 40 foot cube in the midst of the three trolls at the bottom to get all 3 of them. DC 15 Wisdom Save each.)

Slow
3rd-level (as 3) transmutation
Zhuirentel Elendaril
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turn. On a successful save, the effect ends for it.
vsTroll
DC 15 Wisdom saving throw

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Zhu's clever plan to put an eye-in-the sky has multiple benefits. Bern is obviously set up to take pot-shots at melee-only targets from the safety of the loft walkway. But Bern also can serve as targeting assistance. Up until his relocation, the outdoor party was only aware of the two outdoor trolls and some more unknown threats inside. Bern is able to quickly convey enough targeting information for Zhu to choose the three targets and an ideal center point for her spell.

Troll 2, Troll 3, Troll 4 Wisdom save DC15
AquaDyne rolled 1d20-1,1d20-1,1d20-1 and got 8, 17, 14


The troll that was wise enough to run inside after getting hit by Kriv's firebolt is wise enough to avoid the spell's affect, but the troll in the doorway and the one on the west side are impacted.

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Jaliera

Seeing Lily alive is a joy. She trusts Davroar to help her where needed and follows Aubic looking for a target for her bow, her intention to shoot and then hide. Trolls are big!

She lines up her arrow now that she has a target. And watches as it hits. Aware of Pavel at her side, she ducks down behind the doorway and hides.

Jaliera Shoot, bless, Damage, Hide
Gypsy rolled 1d20+7,1d4,1d6+4,1d20+10 and got 24, 2, 9, 14


So that's 26 to hit, 9 damage and 14 to hide.

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Pavel

Seeing that the stable girl is being helped, Pavel runs up to the door next to Jaliera. Gauging where an enemy is by wheree she is shooting. He is already casting a spell as he comes up to the doorway. Seeing the troll she shot at he casts.


Pavel Cast Fire Bolt
Miales rolled 1d20+4,1d4 and got 11, 2

13 to hit

(In Case)
Pavel Fire Bolt Damage
Miales rolled 2d10 and got 7

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Jaliera's bolt hits true. Wiser creatures may have figured out where the bolt came from, but the troll isn't that perceptive and she easily hides behind the door frame.

Pavel also approaches the doorway, close enough to see the closest troll through the opening. Unfortunately, his mote of fire misses the troll, hitting the door to the adjacent stall instead. The wood briefly glows red, but fades quickly to a star-shaped char mark. A wisp of smoke curls upward from the point of impact.

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Sindar

He moves forward, and with a quick flick of his right wrist, twin bolts of green eldritch energy launch toward the one troll he can see.

OOC: For when he can use his init. 11 and 8 to hit, 8 is a nat 1 roll, don't think damage matters.
Sindar Eldritch Blast
Pandemonium rolled 1d20+7,1d20+7,1d10,1d10 and got 11, 8, 9, 8

Maybe I should have tossed out another inspiration. grin

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Kriv

The Dragonborn moved up and aimed more fire at the troll in the doorway, heedless of the makeshift shield. If it got in the way, the intent was to catch it on fire.

It didn't.


Bonus action Dash 30. Move 30.

Kriv fire bolt at nearest troll, damage
AJ rolled 1d20+6,2d10 and got 25, 8


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Kriv's firebolt hits nearly on target, despite the troll's best attempts to block it. Perhaps punching a hole in the door before trying to use it as a shield would have been a better plan.

Sindar follows up with a non-fiery attempt, with less accuracy. The first blast lands harmlessly on the stone wall of the stables. The second... literally couldn't hit the broad side of a barn, sailing over the roof and fading harmlessly into the night sky. A child awakened by all the commotion does appreciate the free firework show outside his window.

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Zindra
Her prey was in the threshhold of the barn. Her bow aimed right at the filthy troll. Her arrows flew.

Zindra Arrow #1, hit and damage if it hits
Neptune rolled 1d20+8,1d8+3 and got 18, 10

Zindra Arrow #2, hit and damage if it hits
Neptune rolled 1d20+8,1d8+3 and got 14, 7

Zindra Hunter's mark damage
Neptune rolled 1d6 and got 2

OOC: Extra attack. if only 1st one hits: 12 points damage. If both arrows hit, 19 points of damage. Assuming target is not done. If it has died, will move Hunter's mark when she sees another troll. I moved Zindra on the map.


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Zindra's first arrow hits the troll squarely in the chest. The creature attempts to move to avoid the second shot, but thanks to Zhu's Slow spell, it fails to move enough. However, its choice to use the door as a shield proves helpful as the arrow impales itself in the door. The troll is still very much alive, and still loudly calling the attacking party various expletives in trollspeak.

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[Arus moves 30-feet closer. Which horse is his steed btw? He has a telepathic link with it with 1 mile range.]

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Originally Posted by nem
[Arus moves 30-feet closer. Which horse is his steed btw? He has a telepathic link with it with 1 mile range.]
OOC: I figured you'd ask eventually. I rolled dice earlier to determine whether that was one of the horses attacked. It wasn't. Feel free to pick any of the horses without a troll eating it. I can even add a token to an empty stall if you want.

Initiative order

Bern 4
Trolls 2
Davroar 19
Aubric 18
Zhu 14
Jaliera 11
Pavel 10
Kriv 10
Sindar 9
Zindra 7
Arus 6

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<Bern>

He has a good vantage and uses that to assess his 'target'. The troll on the right ... attacking a horse ... seemed like a good target. He aims and fires ...

[[ Bern: shoot troll MikeD rolled d20+9,d8+4 and got 12, 5 ... if he gets the second shot: Bern second shot (if appicable) MikeD rolled d20+9,d8+4 and got 18, 6 ]]


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OOC: Looking at Bern's DnDBeyond sheet to try to sort out these attacks.
1. Not sure where the +9 comes from. I see +8 for the longbow with 2 attacks, and a +2 bonus for Archery fighting style(+3 dex +3 proficieny +2 fighting style), so I think it should be +10. So adding +1m to subtracting 1 from the d20s.
2. Not sure where the +4 comes from. I see 1d8+3 for the longbow, so subtracting 1 from the damage.
So I'm changing these results to 11,4 and 17,5 in my tracking.


From the perspective of trying to save a still-alive horse, Bern's choice seems sound. Unfortunately, his chosen target is unaffected by the Slow spell and is moving just enough that the first shot misses. The second shot, however, hits the troll squarely in his shoulder.

Last edited by AquaDyne; Fri 26/01/24 04:19 UTC. Reason: correct values
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Lily

The stable girl doesn't have to be told twice to go and hide, nodding to Davroar's instructions and running as fast as she can down the hallway. While Jaliera's arrows and Pavel's fire might be exciting to watch, she's had enough excitement for one evening, and leaves defending horses from trolls to the experts.

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Troll 1 - Dig

The troll closest to the hallway, who happens to be named Dig, had previously removed the small screaming obstacle to his supper, and was happily settling in for his midnight snack when he felt the impact of Jaliera's arrow in his left shoulder. He turns to see who would dare interrupt him but Jaliera has cleverly hid and he doesn't see her.

But another foe presents himself, throwing fire in his direction. Dig doesn't like fire. Dig doesn't like people throwing fire. Dig decides to try to stop the fire-throwing.

Dig runs, lumbering, across the stables hallway, able to get just in reach of Pavel, completely unaware of the hidden rogue on his flank.

And as he runs, an amazing thing happens. He pulls the arrow out of his shoulder and the wound seems to magically heal itself, the green skin regenerating to the point where it doesn't look like he was hurt at all.

And then, Dig attacks the only human he's in reach of that he can see. He uses his three best weapons, his mouth and two claws. Teach that interloping adventurer some manners!

Troll 1 Bite + 2x Claw Pavel
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 18, 10, 8, 7, 25, 13
(first claw was nat 1, automatic miss)


Dig forgets to drop the arrow with his left hand and his claw attempt fails gloriously... Jaliera can even feel the wind from the miss.

However, his teeth and right arm are rather effective in injuring the puny human. [OOC: 10 piercing damage, 13 slashing damage = -23 HP]

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Troll 2 - Zoktik

Free so far from any interruptions, the second of the original two trolls in the stable is enjoying the fine taste of horsemeat. He hasn't noticed Bern starting to take potshots at the group nor the drama to his north, and doesn't really even notice that the last 6 seconds only seemed like 3 seconds to him.

Troll 2 Wisdom save DC15
AquaDyne rolled 1d20-1 and got 19
Nat 20, not that it matters.


But time returns to normal for him (not that he noticed) and he munches away.

And like a wolf who will bite you if you interrupt its meal, he remains watchful of anyone interfering with his supper. (Ready action: melee vs. any enemy in range)

Last edited by AquaDyne; Fri 26/01/24 01:12 UTC. Reason: Ready action
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Troll 3 - Rer

Rer still hasn't killed his dinner, and getting hit by Bern's arrow was a brief distraction.

But he yanks that arrow out of his shoulder, the green skin magically closing up behind it. Even the burn marks from Kriv's fire bolt that was the initiation of combat seems to have started healing itself, although only partially so far.

Seeing Bern out of reach to attack, he turns back to the very-much-alive creature next to him, dispatching the horse.

Troll 3 Bite + 2x Claw Horse (AC10)
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 14, 9, 22, 11, 17, 14


Trolls: 3. Horses 0.

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Troll 4 - Kag

Kag has been guarding the doorway with ... well, the door, which has collected an arrow so far. Kag has collected a few burn marks from fire bolts and another arrow, and finally decides that the doorway is not the safest place to be, especially as he feels a bit sluggish.

Troll 4 Wisdom save DC15
AquaDyne rolled 1d20-1 and got 6


Still able to only move at about half the speed he's used to, he drops the door where it is and heads toward the nearest horse to claim his own spot at dinner.

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OOC: MikeD doesn't have access to DnDBeyond but rely on those.

MikeD, Bern is +8 to hit, 1d8+3 damage. And he gets 2 of those attacks per round.


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Davroar

As Lily runs to find a safe place to hide, he turns around to see the large troll come up and attack Pavel. Davroar figures it is best to push the troll out of the barn using his flame sphere, which he casts 10 feet in front of Pavel and then moves the sphere south right into the trolls path to burn it and hopefully it will back away from Pavel.


Davroar Flame sphere (cast as level 3) ram into Dig the Troll
Dugan rolled 3d6 and got 11

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What is it with these humans and their obsession with fire?! Dig the Troll is burned by the sphere, but whether he moves when it's his turn is conditional on whether he's still alive...

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Aubric

Aubric winces when he sees the troll attack Pavel, but chooses to save his healing magic for a more dire situation. Davroar's attack inspires him to go all in on injuring the troll.

He remains where he is, hoping not to draw attention to himself with movement, and with a twist of his wrist and a brief prayer, calls upon his deity.

Sacred Flame

Evocation Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8).


It looks like flame, but it's not. Still, it's gotta hurt.

Troll 1 Dex saving throw DC15
AquaDyne rolled 1d20+1 and got 11

Aubric Sacred Flame damage
AquaDyne rolled 2d8 and got 8


Not content with the damage so far, Aubric does his best to further inflict pain on this vile green creature, gesturing toward the spot just opposite the troll as Davroar's sphere.

Spiritual Weapon

2nd-Level Evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack⁠⁠ against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn⁠, you can move the weapon up to 20 feet and repeat the attack⁠ against a creature within 5 feet of it.

The weapon can take whatever form you choose.


A thick, thorny, twisted vine springs into existence, swirling and scratching the troll with its thorns, tendrils trying to wrap around his neck.

Aubric Melee Spell attack
AquaDyne rolled 1d20+7,1d8+4 and got 13, 5


Unfortunately, the vine does little more than scratch.

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[OOC I will need to know how close the troll is, the one that attacked Pavel. Also, how bad is Pavel looking? Thanks! smile ]

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[[

I show: Proficiency 3
Stat (Dex) 3
Archery feature 2
Magic 1
]]


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Zhu

Moving towards a better visual vantage she can now see down the length of the stables and sees the furthest Troll engaged with Davroar and others. Trying to focus fire she casts a spells at it. Three missiles shoot down the length of the stables and impact into the far Troll.

Zhu Magic Missile
Zeim rolled 3d4+3 and got 10

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[Linked Image from i.ibb.co]
Originally Posted by Gypsy
[OOC I will need to know how close the troll is, the one that attacked Pavel.
You are in an adjacent square. Yes, you can sneak attack. smile

Quote
Also, how bad is Pavel looking? Thanks! smile ]
Jaliera probably thinks Pavel is pretty good looking, but not as sexy as Davroar.

Oh, wounds? You'd need to expend an action for a Wisdom (Medicine) check for a more accurate answer than "he got bit and slashed by a troll". smile

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thanks grin

Jaliera

The troll is very close but fortunately doesn't seem to be aware of her. She is not keen on the flaming sphere but knows it is Davroar's and trusts him to keep it away from her. In a sneak attack, she lets fly another arrow.

Jaliera Shoot, bless, damage, sneak attack, hide
Gypsy rolled 1d20+7,1d4,1d6+4,3d6,1d20+10 and got 16, 3, 10, 8, 25
Adding on advantage, replacing shoot damage, adding sneak attack damage
Gypsy rolled 1d20,1d8,1d6 and got 11, 4, 1


So 20,19 to hit, 18 damage and 25 to hide again.

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Pavel

That hurt... hurt a lot. As The sharp sting of the trolls bite went up his arm. The raking of the creature's claws did not help matters. Pavel knew two things.

1. He had to hurt the beast and get away again...

And

2. He had no idea if he'd get the stench of troll slobber out of his armor.

With both swords drawn he attacks with wild abandon hoping to return the favor of the pain the foul beast just put him through.


Pavel Dual Wield Attack
Miales rolled 1d20+6,1d20+6 and got 16, 11
(Bless roll on 2nd attack 1d4=2 so still a miss vs AC15)

Pavel Dual Wield Attack Damage
Miales rolled 1d8+3 and got 8

Using an Action Surge to attack again

Pavel Action Surge (attack)
Miales rolled 1d20+6 and got 16

Pavel Action Surge (attack damage)
Miales rolled 1d8+3 and got 8

Spending three Superiority Dice for Disarming attacks on all the attacks, rolling for extra damage on the hits

Pavel Superiority Dice
Miales rolled 1d8,1d8 and got 3,3

So Damage of 11 and 11 or total of 22 and the troll has two saving throws


Last edited by AquaDyne; Mon 29/01/24 01:04 UTC. Reason: Clarify all the dice invovlved
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Jaliera has managed to remain undetected by the troll as it comes within melee range. She switches to use her rapier, making a well-placed stab at the creature. Now that Dig is aware of her presence, it would have been more difficult for her to hide again, but Pavel being right there keeps him distracted enough that she is able to sneak back into a hiding spot behind the edge of the door frame.

OOC: Note hiding in combat when enemies are alert is very difficult; normally hiding in the same spot is at disadvantage. Since the enemy has another ally adjacent it's not disadvantage, and there's alos the option to move south a square (no opp attack) and hide and move back.

Pavel goes after the troll with swords swinging, attempting to literally disarm the troll.

OOC: Technically the disarming strike works with objects but since the claws are the weapons being weilded I made a DM call to let the troll's arms be... arms to be dis-'d.

He's effective with his first strike with his strong hand, but his offhand attempt misses. Undeterred, he makes a second strong hand attack, which is equally effective as the first strike.

Noting that the hardest hits he took were from the troll's claws, Pavel had targeted all three swings at Dig's arms.

Troll 1 (Dig) Str Saving Throws DC14
AquaDyne rolled 1d20+4,1d20+4 and got 14, 17


The first hit almost severed the appendage, and the second created a deep gash in the green skin, but Dig still has both arms and their attached claws available for his next attack.

Between the flaming sphere, the flames from the divine, the magic missiles, and three sword wounds, Dig is definitely hurting... but he's still swinging.

Initiative order

Kriv 10
Sindar 9
Zindra 7
Arus 6
Bern 4
Trolls 2
Davroar 19
Aubric 18
Zhu 14
Jaliera 11
Pavel 10

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Sindar

He moves forward, his hands playing a string of chords that match the cadence of his speech. Those who know of the languages of magic, recognize it instantly as some kind of a spell.

[OOC: Kriv goes first, but so you don't have to wait on me, here is Sindar's action. Note feel free to ghost as necessary soon, as of Wednesday I will be out of action for a bit.

Sindar casts Phantasmal Killer at the one troll he can see, which, according to Roll20, is 50' away, well under the 120' range of the spell.

If my sheet is to be believed. grin Wisdom DC 15, 27 Damage, Target is Frightened
Sindar Phantasmal Killer Damage
Pandemonium rolled 4d10 and got 27

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.]

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Originally Posted by AquaDyne
OOC: Looks like AJ is out, let's skip him for now, I'll ghost him before the NPC initiative if needed.

OOC: Reclaiming my time! grin

Kriv

Moving beside Zhu in case the beasts opted to come out here and assault them directly, the Dragonborn angled a shot of fire at the slowed troll again, intent on burning it to death.

Kriv fire bolt at nearest troll, damage
AJ rolled 1d20+6,2d10 and got 13, 18

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Zindra

Staying outside is no longer an option. The trolls are inside and so she moves to the threshold of the stables and fires at the first troll that she sees after she marks it for death.

ooc: Move Hunter's Mark to the troll most SE on the map.

Zindra Arrow #1 (ToHit, Damage if hit)
Neptune rolled 1d20+8,1d8+3 and got 15, 6
Zindra Arrow #2 (ToHit, Damage if hit)
Neptune rolled 1d20+8,1d8+3 and got 25, 7
Zindra Hunter's Mark Damage
Neptune rolled 1d6 and got 4



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Kriv keeps up his fire-slinging ways, targeting the one troll still living in a half-speed timeline. The shot is just inaccurate enough that it would have missed any of the other trolls, but thanks to Zhu's spell, he is unable to dodge the mote of fire. The troll screams in pain.

Sindar picks a different target, casting Phantasmal Killer to try to frighten it.

Troll 2 (Zoktik) Wisdom save DC14
AquaDyne rolled 1d20-1 and got 16


Unfortunately for Sindar, the troll has seen far scarier things and is more intent on eating than being frightened.

Zindra moves up to the door to target that same slowed Troll Kriv just hit, that she'd marked for damage previously, impaling the creature with both arrows.

The troll looks pretty damaged, but is still alive. And angry. And within range to exact revenge on Zindra before he dies.

Unless Arus or Bern can finish him off first....

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[Arus will move 30 feet, cast Divine Favour with bonus action and attack the nearest troll twice with long sword. His steed, Ankyryn, is chestnut so I nominate the brown horsey in the upper right stall. Ankyryn will move 20 feet in a straight, diagonal and attempt a trampling charge. Phew!]

Arus

The triton reaches out to his celestial steed with his mind, sensing its eagerness for action. Well disciplined it has stayed put until now, waiting for its master's directive.

"Fight!" Arus bids and then focuses on his own front.

He sees Zindra at the stable doors and hears Bern inside, trollish roars, equine screams. Without much forethought Arus plunges into the chaos, sword and shield drawn.

The mossy, gnarled hide of a troll is right before him. Arus attacks, calling upon the divine favour of Guardian of the Deep. He strikes with a flash of holy light.

[Arus hits nearest troll twice inflicing 22 damage]

The paladin's steed meanwhile hurtles from its stall, straight to the troll facing Jaleira and Davroar. But mere hooves have little effect against the giant's rubbery flanks.

[Whiff.]

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<Bern>

The troll below him, attacking the horse there was still his target ...

[[ Bern Bow two shorts MikeD rolled d20+9,d8+4,d20+9,d8+4 and got 10, 6, 19, 9 ]]


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Arus is the first of the adventurers to willingly charge into melee range, chopping the troll into pieces! It's clinging to life, but so hurt that if Lily were here she could probably kick it to death.

Lily's not here, but Bern is, shooting downward, his second arrow sending Kag the Troll to the Abyss.

OOC: after clarification, the steed takes a long way around the fire sphere to avoid it

Last edited by AquaDyne; Fri 02/02/24 22:31 UTC. Reason: no burning Arus's steed
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Dig the Troll

Dig is not having the best of days. He was, fortunately for him, able to enjoy a brief final meal before facing foes in mortal combat, but he senses thing are going bad for him. Between a flaming sphere, charging horse, and a swirling tangle of vines, he's somewhat surrounded. He's got Pavel within reach, and figures he'll die anyway if he tries to flee. So doesn't bother. He's not going down without a fight.

Troll 1 (Dig) Bite + 2x Claw Pavel
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 11, 10, 22, 9, 8, 13


Unfortunately, his injuries have reduced his effectiveness. He manages to get a good claw in (9 HP) but totally misses with the other arm.

And given that he hasn't moved, that dang sphere burns him.

Troll 1 (Dig) Dex saving throw/damage
AquaDyne rolled 1d20+1,3d6 and got 17, 12
(Succeeded on DC15 save, half damage.)

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Zoktik the Troll

If you're going to go to the Abyss, go after a good meal. Zoktik has had plenty of time to enjoy the horse he'd plated for dinner, but with a triton charging in and an archer taking pot shots from above, killing one of his companions, meal time is over.

He leaves his horse meal, moving out of the stall and charging towards Arus to exact some revenge. The triton's icy armor hurts to hit, but Zoktik doesn't care.

Troll 2 (Zoktik) Bite + 2x Claw Arus
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 25, 7, 27, 13, 18, 10
(First claw = nat 20!)
Troll 2 (Zoktik) Claw crit extra dam
AquaDyne rolled 2d6 and got 8


Zoktik's bite draws first blood but the icy frost hurts the troll's teeth more than Arus's pain from the piercing. Perhaps that motivates him to hit extra hard with his first claw attack, the impact shattering the icy shell (which hurts, of course) but gives Arus quite a nice gash.

Zoktik took 20 cold damage with the two hits, but that used up the temp HP so the armor is no longer effective.
Total of 28 damage to Arus, 10 of which consumed the temp hp.

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Rer the Troll

Seeing his companion land some solid blows on Arus, Rer charges out to help out, taking a flanking position. (As large creatures, any squares can flank.)

As he runs, the last evidence of his previous injuries disappears and he seems fully healthy as he begins his assault. He bites and claws away from his advantaged position.

Troll 3 (Rer) Bite + 2x Claw Arus with advantage
AquaDyne rolled 1d20+7,1d20+7,1d6+4,1d20+7,1d20+7,2d6+4,1d20+7,1d20+7,2d6+4 and got 18, 15, 6, 25, 10, 16, 10, 17, 10


Unfortunately, only one of his claw attacks hits, but does about as much damage as it can.

16 more damage to Arus.

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Davroar

It seems this troll is stubborn as it does not back away. Davroar will move his sphere up 5 feet and then ram it back again, yet it seems he only got a glancing blow on the troll.


Davroar flame sphere
Dugan rolled 3d6 and got 7 -poor dice roll- 1/2 damage if successful save

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Troll 1 (Dig) Dex saving throw DC15
AquaDyne rolled 1d20+1 and got 16


Given all the other damage has taken in the last few seconds, he barely notices the damage from that flicker of flame.

[OOC: only 3hp damage but the fire damage will prevent the regen...]

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Aubric

Aubric is maintaining his distance from the troll as it's pounded from all sides, first commanding his twisting spiritual weapon of vines to once again try to strangle the green beast.

Aubric Melee Spell attack
AquaDyne rolled 1d20+7,1d8+4 and got 16, 5


Unlike the first attempt, this one's effective and the thorny vines wrap around Dig's neck, trying to strangle him. [5 force damage]

But the creature still fights, so Aubric summons radiance from his diety.

Aubric Sacred Flame damage
AquaDyne rolled 2d8 and got 13


The troll collapses to the ground, sleeping well and dreaming of large women trolls.

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Zhu

Moving slightly in order to get a better lineup, she gestures and a roaring line of flame shoots from her fingertip engulfing both surviving trolls.

Aganazzar’s Scorcher

LEVEL 2nd
CASTING TIME 1 Action
RANGE/AREA 30 ft (30 ft )
COMPONENTS V, S, M *
DURATION Instantaneous
SCHOOL Evocation
ATTACK/SAVE DEX Save
DAMAGE/EFFECT Fire
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Note: She is using a 4th level spell slot for it so 5d8 dam

Damage, even after rerolls using Meta Magic = 19. Who rerolls a 1 and a 2 and gets a worse result?

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The line of flame pierces the two trolls, singing their green skin. The smell of burnt troll fills the air.

Zoktik and Rer Dex saving throws DC15
AquaDyne rolled 1d20+1,1d20+1 and got 10, 12

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OOC: Dig is unconscious and will die at the beginning of his next turn unless someone does something else to revive him before then.

Jaliera is currently 85 feet from the nearest troll, 95 from the furthest one. She could remain hidden and shoot, but the shot would be at long range and disadvantage and thus would not qualify for sneak attack.

With 30 move, Jaliera could get to the barrel on the west wall and hide behind it, and be 60 feet to the closest troll, 70 feet to the other one. No sneak attack this turn but would set up for one next turn -- if either troll survives.

Or Jaliera could start skinning the dying troll. I hear trollskin boots are fashionable these days. And it's entirely possible some parts of a troll might be relevant to your future questing.

Last edited by AquaDyne; Tue 06/02/24 04:05 UTC. Reason: combine posts
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Yuck!

Jaliera

The flaming sphere is to her north which cements her decision to go south. She spots a barrel ahead and heads for that hoping for a future hiding place. [OOC Thanks!] Once she is there she fires at the nearest troll and ducks down behind it.

Jaliera Bow, bless, damage, hide
Gypsy rolled 1d20+7,1d4,1d6+4,1d20+10 and got 21, 1, 9, 27


so 22 to hit, 9 damage and 27 to hide

[OOC And I have rediscovered my link & password to Roll 20! grin ]

Last edited by AquaDyne; Tue 06/02/24 04:25 UTC. Reason: bow is +7
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Pavel

Pavel watches the troll go down with a bit of relief. The claws and the bite from earlier taking a toll on him, but he knows the job is not done yet. He dashes down the stable to where the last two trolls are on his last step he casts Misty Step to bring himself into range of the remaining trolls.

Misty Step
2nd Level Conjuration

Casting Time:
1 bonus action

Range/Area: Self
Duration: Instantaneous
Source: PHB, pg. 260

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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While Pavel may not have swung his weapons, he makes an impressive dash down the center of the stables, starting with a leap over a dying troll and ending in a flanking position on one of the trolls that will give Arus advantage on his next attack.

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Sindar

The half-elf moved forward, his lute stringing out a jaunty set of chords and offering upbeat inspiration to his associates.

He drew Eldritch energy from the aether and threw it at the closest troll in a greenish bolt of energy.


OOC: After Kriv

Badric Inspiration to Arus (1d8)

Eldritch Blast twin bolts
To hit 14, 22 Damage 6, 9

Sindar Eldritch Blast
Pandemonium rolled 1d20+6,1d20+6 and got 14, 22
Sindar Eldritch Blast Damage
Pandemonium rolled 1d10,1d10 and got 6, 9

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Kriv

Matters were coming to a head, both remaining trolls in close quarters. Kriv dropped the Light-infused Glassstaff, summoning his maul with a thought as he closed in on the nearest troll. Carefully judging the angle, he exhaled dragonfire over the two trolls, narrowly but deliberately missing the Triton with the blast. With that as an opener, he set about viciously with his maul at the nearest troll.


Drop the Glassstaff.
Bonus action Weapon Bond, summon maul to hand
Kriv Fire breath at both trolls DC12 reflex half
AJ rolled 3d6 and got 7
Action Surge
Kriv attack adjacent Troll with maul, GWM-5
AJ rolled 1d20+2 and got 5
Kriv extra attack adjacent Troll with maul, GWM-5
AJ rolled 1d20+2 and got 5

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Sometimes being short is an advantage. As a Triton, Arus is shorter than the average human and much shorter than the average troll, which enables Kriv to focus his cone of fire breath above his head, impacting both trolls. Bern, from the upper level, may feel the warmth of the flames but is also quite safe from its effects, which fill the open second level of the hayloft/walkway.

Zoktik and Rer Dex saving throws DC12
AquaDyne rolled 1d20+1,1d20+1 and got 5, 9


The trolls are too busy fighting to be able to dodge the fire.

With a wall of fire coming from Zhu's direction, and a cone of fire coming from Kriv, Sindar adds to the show with twin green blasts of energy, one of which hits the troll in the doorway.

The trolls still fight, singed green skin and all.

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Zindra
She steps back to fire at the troll she marked. ooc: yielding an opportunity attack. Note that if the troll attacks, whether it hits or miss, Zindra gets a reaction before she actually use her actions. === REACTIONS ===
Giant Killer - When a Large or larger creature you can see within 5 ft. of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack.


She fires at it, inspired by Sindar earlier, if needed.

Zindra Attacks troll twice
Neptune rolled 1d20+8,1d6+3,1d20+8,1d6+3 and got 13, 7, 12, 8
Zindra Bardic inspiration applied to 1st miss
Neptune rolled 1d6 and got 1
Zindra Reaction - Giant killer (if attacked by troll)
Neptune rolled 1d20+8,1d6+3 and got 15, 4

Awful rolls!

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[OOC Bardic Inspiration is a d8 btw]

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That might be enough to hit!
Zindra Reroll bardic inspiration
Neptune rolled 1d8 and got 2


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Arus

Perhaps it's the taste of his discoloured suit of armour---salvaged from the Ooze Tomb of the Oathbreaker---that deters the trolls. Though they attack with ferocity, Arus is not eaten. More likely his companions give the trolls no time for masticulation.

Hard pressed, the triton holds his ground and plies about his with his sword, inspired by Sindar's bard magic.

Arus is relieved to hear noble Kriv, close by and in melee with the troll in the doorway. So it is to the troll in the stall that Arus directs all his might, fury radiating from his blade, cold and white.

[Total of 52 damage to the troll in the stall, immediately to Arus's north. His warhorse will charge south 60-ft, unable to reach melee this round.]

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Rer, the troll in the doorway, has most of its attention focused on pummeling that paladin it flanked, but was aware enough of Zindra's presence to spare a claw in her direction as she retreats.

Rer Opportunity Attack AC14
AquaDyne rolled 1d20+7,2d6+4 and got 9, 8


He's too distracted to hit her, however. Worse, she manages to hit him back before retreating! At least it's only a flesh wound.

Of course, Zindra's trying to do a lot as well, backing away, dodging, hitting, and then firing two arrows. One of the arrows barely hits, thanks to Sindar's inspiration giving her that last bit of focus.

Speaking of focus, Arus is in his element, focused on the troll in front of him, ignoring the wall of fire to his right, the cone of fire above his head, and the green eldritch energy giving a strange troll-colored hue to both flames, making Zoktic appear as a glowing green target in front of him.

Thanks to Pavel's rush to flank the troll opposite him, he has advantage, and deals a crushing fatal blow, Zoktik crumpling to the ground in front of him.

[Linked Image from i.ibb.co]

This leaves only one troll for Bern to target, and after that troll's missed shot at Zindra he looks to be preparing what he hopes is an attack of revenge on Arus....

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<Bern>

He looks about and still has a target by the door. He fires ...

[[ MikeD rolled d20+9,d8+4,d20+9,d8+4 and got 11, 9, 15, 5 ]]


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One of Bern's arrows strikes the troll, but he's still got plenty of strength left....

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As the last troll standing, Rer is not going to go out without a fight. Arus is the recipient of an attempt to bite and claw.

Troll 3 (Rer) Bite + 2x Claw Arus
AquaDyne rolled 1d20+7,1d6+4,1d20+7,2d6+4,1d20+7,2d6+4 and got 11, 10, 27, 9, 26, 9
(First claw nat 20)
Troll 3 (Rer) Crit extra damage
AquaDyne rolled 2d6 and got 9


The bite attempt misses, but the troll's dominant hand hits Arus with a perfectly placed strike. His offhand strike is nearly perfect, but appears to knock Arus out.

OOC: By my tracking, Arus has hit 0hp: he had 26 hp going in and took 27 damage this turn. Please correct me if I've calculated wrong.

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[Merman Down!!]

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Davroar

Seeing that the Troll near him is down he rushes into the Barn, where he can see Arus has fallen at the other end. He continues to rush ahead and casts a Healing spell on Arus. He also notes that the Flaming Sphere is too far off to be useful anymore and so to stop any added risk of setting the barn ablaze he stops concentrating on it and lets it fade away.

(OOC - Double Move into the Barn and cast Healing Word on Arus.

Davroar Healing Word as Bonus Action
Zeim rolled d4+7 and got 10
)

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Davroar's spell brings Arus back to consciousness, although he's still prone. Might make it easier for the rest of the team behind him to target over his head!

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Aubric

Aubric races down the hallway, able to run just far enough to get within 60 feet of the troll. Seeing the triton conscious thanks to Davroar, he decides his best course of action is to help kill the troll before it can land another blow. Wounds prevented beat wounds healed.

He points toward the troll and utters a curse. The peal of a bell rings out in the air around the troll's head.

Toll the Dead

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12).


Aubric Toll the Dead Troll DC15 save/Damage
AquaDyne rolled 1d20-1,2d12 and got 10, 13


The troll cries out, briefly covering its ears in pain as the sound echoes inside its head.

Last edited by AquaDyne; Mon 12/02/24 18:58 UTC. Reason: no dash, used action for cantrip
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Zhu

Once again she points her finger and Blue-White Bolts of Energy shoot forth and slam into the Troll.

Zhu Magic Missile
Zeim rolled d4,d4,d4 and got 2, 1, 4
Zhu Magic Missile - Reroll 1s and 2s
Zeim rolled d4,d4 and got 2, 2
Total = 8

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Zhu's energy bolts slam into the troll, making him wince. But he's still very much alive.

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Jaliera

She sees Davroar heal Arus. She is so proud of all of them, even the newcomers, working so well together as a team. The troll is taking a lot of damage. She intends to add to it. She fires her bow.

Jaliera Bow, bless, damage, sneak attack, hide
Gypsy rolled 1d20+8,1d4,1d8+5,4d6,1d20+10 and got 23, 4, 9, 15, 28


So that's 27 to hit, 24 damage and 28 to hide

Last edited by AquaDyne; Tue 13/02/24 16:30 UTC. Reason: +7 for bow
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The troll doesn't even see Jaliera's arrow coming. It's a direct hit to its head.

The troll wobbles a bit, but doesn't quite fall down yet. Although it probably wouldn't take more than a well-placed slap to send him to the Abyss.

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Pavel

Pavel seeing the troll he ran across the stable to goo down eyes the other one a mere ten feet away. The creature is hurting after the onslaughts from the other adventurers in the stable with him. He attacks with both his blades still irked by the treatment the troll's buddy subjected him to.

Pavel Two Weapon fighting attack
Miales rolled 1d20+6,1d20+6 and got 24, 11


Striking out with both his blades his mainhand strike rings true. Meanwhile, his offhand arm barely touches the troll.

Pavel Damage
Miales rolled 1d8+3 and got 11

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Pavel's first strike is effective at dealing the final fatal damage to the troll, who collapses to the ground.

Perhaps Pavel's backhand strike was expecting a living target.

All the trolls are now dead, and the party has time to assess the damage and heal the wounded.

[OOC: Suspending initiative order. Roleplay at will! Note it's the middle of the night and you may not get a long rest; this may impact your plans for tomorrow and your use of hit points or healing spells. Related video.]

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Zhu

As the last Troll collapses, she notes all of her companions are standing and so before doing anything else she walks thru the barn casting a fire cantrip on each Troll body to ensure they stay dead.

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Kriv

Seeing Zhu doing the needful, the Dragonborn exited the stable, summoning the brightly glowing Glassstaff to hand and using it to highlight and illuminate the path the lumbering brutes had taken to the inn.

"I'm going to want at least one healer with me on the offchance. We need to see how these savages gained entry into the stockade in the first place. A change of guard is likely required." He spoke with commanding clarity and no small measure of grimness.

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Aubric

"I'll accompany," Aubric tells Kriv, heading out past the now-dead trolls, "and can offer you some extra protection should you need it."

To the others, he comments, "Troll skin and blood are valuable to healers. Let the townspeople claim what they can."

Before departing the area, he offers a prayer to his deity for healing of Arus and Pavel.

Channel Divinity: Preserve Life
PHB, pg. 60


As an action, you can restore 35 HP. Choose any creatures within 30 ft. of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Arus receives 20 hp bringing him to 30/60. Pavel receives 8 hp bringing him to 23.

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Two of the trolls are clearly dead even before Zhu makes double-sure. But as time passes, all four of the trolls remain very dead.

The townspeople begin to approach cautiously, some of them having seen the excitement of the combat, others hearing about it as they arrive. A few scattered shouts of "Huzzah!" ring out.

Lily's mother appears, holding on to her daughter tightly, thankful tears in her eyes. She doesn't even know what to say to the adventurers, but simply nods respectfully toward them, her expression all the thanks they likely need.

Kriv: Roll Wisdom (Perception) to see how well you can find the Trolls' trail.

Inspiration Points

I want to award two players inspiration points for their performance in this scene.

Davroar for exceptional in-character roleplay. I had expected one of the healers having to save Lily, but when she rolled a 20 and fled, that became unnecessary. Still, Davroar spent an entire turn in combat pausing to assess her wounds and give her instructions on staying safe.

Zhu for creativity in using the "Spring" effect of Fey Step to teleport Bern to the balcony where he could take pot shots from safety.

Last edited by AquaDyne; Wed 14/02/24 06:49 UTC. Reason: correct inspiration
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Kriv Perception
AJ rolled 1d20+2 and got 15

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The trolls' trail is easy for Kriv to follow. They largely kept to the roads leading to the eastern gate, and from there northward into the forest.

[Linked Image from i.ibb.co]

The gate itself has clearly been forced open with violence, and the body of a guardsman lies nearby inside the gate, apparently the first victim of the attack. His sword is in his hand; he went down fighting.

Aubric Wisdom (Medicine) Check
AquaDyne rolled 1d20+7 and got 13


Aubric assesses the body. "Clawed to death," he says quietly.

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Kriv

The Dragonborn took a moment to make a gesture of respect to the fallen guardsman. "He did his duty to the last, there are few better eulogies. A duty that still needs to be carried out, I'll hold this position until one of the locals relieves me, and there will need to be people sent to take him to his repose." He detailed, before standing in the breach, staff shining out into the darkness beyond, holding the line between civilization behind and untamed wilds before, as befit one with his allegiances.

"Best be done quickly," he added.

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<Bern>

With the last troll dispatched, he puts up his bow and begins the climb down from his perch.

Once down, he adds what little healing he has to helping his companions.


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Jaliera

Everyone seems to be alright but just to be sure.

"If anyone is really in need to healing, I have potions."

Her eyes are already looking around the stables to see if Meadow is alive.

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Aubric

Taking a cue from Kriv, Aubric pauses a moment to offer prayers for the man's life, and then turns to return to the battle scene, intent on finding a guardsman or three to relieve Kriv.

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Jaliera's mount Meadow is safe. The victim horses were all from other travelers.

More and more townspeople arrive to observe the aftermath from a safe distance, the newer arrivals hearing the stories from the older ones. As expected, the tales sometimes grow in the retelling. A few children try to run forward to get a closer look at what's left of the trolls, but either their parents or a helpful neighbor intercepts them.

Tamalin Zoar, the inn owner, is among the earlier arrivals, observing from a respectful distance. A few well-armed men and women are near her, to which she appears to be giving orders. At least a few of them depart in various directions to complete the assigned tasks.

Aubric notes this group and approaches, gesturing toward the east gate and reporting what he found and Kriv's temporary post. One of the men near Tamalin nods curtly and immediately turns toward the crowd of townspeople, calling out some names.

Last edited by AquaDyne; Thu 15/02/24 08:45 UTC. Reason: Update Meadow
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Sindar

As the group's attention turned towards healing, his melodic tones became softer and more relaxing. His song turns to one to offer respite and rest, which will help the people recover from their exertions.

Song of Rest

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Aubric

As Sindar sings a relaxing tone which will help Arus and Pavel heal more quickly after they rest, Aubric decides to contribute some of his own assistance to their recovery. And why not include the girl who first sounded the alarm, who's close enough for her mother to thank them all?

He positions himself within 60 feet of Lily, Arus, and Pavel, and then utters a powerful healing spell for all of them.

Mass Healing Word
3rd Level Evocation as 4th Level
PHB, pg. 258

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Disciple of Life
PHB, pg. 60
Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.

Aubric Mass Healing Word
AquaDyne rolled 2d4+10 and got 16


Lily becomes completely healthy, and the two warrior "tanks" have a bit less pain to think about while they relax to Sindar's melodies.

(OOC: 16 + 6 = 22 HP for Pavel (now 45/47) and Arus (Now 52/60).)

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As the excitement of the moment dies down and the party moves into recovery mode, many of the townspeople return to their homes.

Some unlucky villagers will have a longer night, though.

The guards who were initially trying to keep two of the trolls distracted report that they were at the gate with the third guard who died, and detail the assault on the gate and their efforts to raise the alarm. They are permitted to go take care of burial rites for their companion, while a heavily armed detachment of ten is sent to guard the open gate until it can be repaired, thanking Kriv for standing in the gap until they relieve him.

The men and women around Tamalin Zoar come and go with various reports. One brings a quartet of townspeople, one of them the blood-covered butcher seen in the common room earlier, and two women pushing a cart. They approach the party and ask permission to gather what they can from the trolls to use for healing and other uses, "if yer not gonna use 'em, of course. You have first claim." In a town built on commerce, valuables like this are not quickly ignored.

Tamalin herself waits a respectful amount of time before approaching the party. As she had conversed with Sindar earlier, she addresses him. "I can not thank you all enough. Your stay here is free as long as you wish."

She pauses, pondering her next words a moment. "You deserve to rest, and the entire guard is on alert and double shifts. Please recover as you need but I would ask to visit with you in the morn to discuss more about... this." She waves a hand generally in the direction of the trolls. "And favors we may trade."

The rest of the night is mercifully uneventful.

OOC: I'll start a new thread for the morning. Feel free to wrap up anything else you'd like to do here in this thread.

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Sindar

When his song is finished, and he has done what he can for his companions and the townspeople, he watches her approach on her terms. He learned long ago it was always better to allow situations to develop as they wanted to rather than force them, given the option.

He gave her a light bow of his head, more than a nod, but not enough to be considered even a light bow, but still a showing of respect.

"Thank you for your kind offer," he accepts graciously. "I will have to discuss with my companions what our plans are in light of this new incursion. I am sure that a couple would be interested in amicable trade. I am always willing to trade in knowledge," he adds, finishing with a smile.

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<Bern>

His initial reply would not have been as 'eloquent' as Sindar's so it was probably a good thing that he replied first. He 'smiled' and 'nodded' his commitment to his partner's 'plan' ... at least for now.


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Jaliera

She has her arms around Meadow's neck.

"Clever horse. Not calling attention to yourself."

She had wanted her own horse for a while. In some ways a status symbol for her. But her feelings for Meadow quickly surpassed this to a genuine affection.

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Pavel

He looks down at the corpse and nudges it with his foot then leans back on one of the stable walls. Still hurting and nearly spent. The bards song washes over him invigorating him. Feeling like he just had a second wind he approaches the bodies calling out to the rest of the party members.

"Anyone know the going rate for troll's blood?"

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Sindar

He frowned and shook his head. Though he understood the need to traffic in such things, he would prefer not to have to get dirty to make the coin. He could spend it on a better night's enjoyment.

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Zhu

"No, but we need to harvest it, and the skin. We can probably use it for trading."

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Aubric

The resident healing expert speaks up. "You can get about five vials of blood per troll, at about 5 gold each," he answers Pavel. "One of the ingredients in a potion of healing. I expect we could probably trade the vials for potions at no cost. Given that it's the middle of the night, that's about all I'm interested in taking the time for."

He continues. "Skin is less valuable, unless we have a use for that I'd leave that to the townsfolk. The heart is the most valuable part... if you can find a buyer for it."

A final shrug. "Or we can let the townspeople do the harvesting. I doubt they'll charge us much, if any, if we just leave them to do the work."

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<Bern>

He sighed. While he would rather have avoided such, he knew that Zhu was right. He got his dagger our and went to work on the nearest corpse.


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OOC: DC 15 medicine check to harvest troll blood and earn 25 gp per troll. Market price for potion of healing is 50 gp.

You can negotiate with townsfolk who will give you 1 potion of healing if you do nothing and let them harvest.

Troll skin is 1gp per troll, no roll required.

Other parts of the troll may be even more valuable, but you will need to talk to NPCs who are able to use them to find out what parts they want.

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Pavel

Pavel gets out a few flasks and attempts to fill some up for each troll.


After a few attempts he was only able to get Blood from one of tge trolls. He hopes others have better luck

Pavel Troll Blood harvest
Miales rolled 1d20 and got 8

Pavel Troll Blood harvest 2
Miales rolled 1d20 and got 5

Pavel Troll Blood harvest 3
Miales rolled 1d20 and got 12

Pavel Troll Blood harvest 4
Miales rolled 1d20 and got 15

Knowing barely anything on how to skin a troll he let's others more skilled manage that.

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Practice makes perfect.

After four attempts, Pavel is successful extracting five vials from one of the trolls.

However his first two attempts were poor enough that some blood was spilled; only 4 vials of blood are left in these two trolls.

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Arus

The healing magicks from his companions is well received and appreciated. That last fell blow from the troll nearly killed him outright.

But after catching his breath and getting his bearings, Arus sends out his warhorse on a lap of the settlement. Primarily to blow off some steam before it beds in for the night but it might notice if there are more attacks taking place. It seems not and Kriv's already led a group to the gate.

Cutting up troll cadavars isn't his bailiwick so Arus takes in the night air, patrolling outside the inn until everyone's safe inside again.

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