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  #61  
Old Jul 30th, 2024, 06:46 PM
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Kirra could see the honesty in Fidolf's eyes, as well as the emotion welling up inside the man. The barmaid put her hand gently on his shoulder. "I believe you. I am sorry, I jumped to that conclusion. I should not have. You are safe now. We will take care of it from here. Go rest now."

The monk's eye caught the sight of Martim running toward the wall. Although she had not personally interacted with the horned helm'd, paladin, Kirra had on occasion seen him walking through the woods where she trained. Her eyes followed him to the wall where she then saw Rana getting ready to fight as well.

Taking a deep breath, Kirra ran up next to Rana and gave her a nod. Although the monk had never actually fought anything other then the occasional drunk as of yet, she was not about to run and hide.

 
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  #62  
Old Aug 1st, 2024, 10:55 PM
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Troll TimesThis damned troll was just so big and angry! Quite strong too, as Martim might fathom. He couldn't see it first-hand because of the wall, but all the signs were there that the divine intervention had been no match for this thing's ambition to procure a fresh, warm, fleshy meal. Indeed, some ice-crusted brambles and unusual ground-hugging vines wrapped around the creature's legs, but...

"MMARHR!"

A firm kick, and they'd broken.

BANG!

The wall wobbled for a second, the impact reverberating. The ice troll had punched at the timbers, yet thankfully no immediate hole had been made. Then, the ugly thing spat at the ground, and turned around as though to... depart? Yes, that was possible. Either that, or it was planning to walk back a bit and take a runup!

By now, Rana's efforts to get some other villager's involved, became fruitful. Woosaw, a well-hardened human woman who did quite a lot of structural work around the place, hurried over. It seemed that she might not be much of a morning-person though, as a leather apron and thick fur coat had been tossed directly over what one might assume was fur sleepwear.

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"Hey! What's all this racket out here! Oh sh... it's true! Hey buddy, that's MY WALL! Get lost!"

After yelling at the troll, she then moved right up the timbers and started running her hands upon them, eyeing them closely for splits and signs of fatigue. As she did this, she turned back to the brave defenders and called out, "Let me know if it's going to hit the wall again please! Until then, I'll keep looking. Oh sh... there's some significant damage over here, damned repairs going to be necessary! I think it can hold out though, if that thing... keeps walking..."

By now, Rana's heated projectiles were ready too!
OOCAt present there is a 50/50 chance that the troll will either give up, or keep trying to gain entry. What you do this next round will effect its decision-making :-)
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Last edited by 97mg; Aug 1st, 2024 at 11:02 PM.
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  #63  
Old Aug 4th, 2024, 02:10 PM
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Rana
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Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive senses | Parry
Precision Attack
Trip Attack
Superiority dice: 4 / 4d8
Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter
Second wind: 1 / 1
Action surge: 1 / 1
Features | None
Passed death saves: 0 / 3
Failed death saves: 0 / 3
Conditions | Common
Dwarvish
Languages


"So either it walks away or it knocks the wall down?" Rana frowned, then looked at Kirra and Martim.

"I don't want to risk that. If we lose the wall, the whole town's in danger. I say we open the gate and fight this out, you?"
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Old Aug 5th, 2024, 10:50 PM
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Kirra steadied herself. The fear was fighting to take over, it was her friends that gave her strength to face the enemy at the gate. Reaching for a mask that was attached to her belt, the barmaid forced a smile."The last thing I want is to have anyone in our town hurt. We need this wall."

Bringing a snowy owl mask to her face, Kirra looked at the others. "I am ready when you are." Although Kirra had never been in an actual fight, the monk was not going to back down from this one.

 
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  #65  
Old Aug 9th, 2024, 07:20 PM
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Martim FrostHorn
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Martim frowned behind his helmet as his attempt to hold the beast failed. It had been a long shot anyways, such a beast would be difficult to deal with so easily.

He drew his axe and readied his shield, then nodded to the others. "Let me draw its ire, then strike hard with torches."
Axe raised, the young paladin held it aloft as he prepared to sally forth towards the troll. "May Helm guide our strikes and make firm our shields."

 



MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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  #66  
Old Aug 11th, 2024, 09:08 PM
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Rana
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Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive senses | Parry
Precision Attack
Trip Attack
Superiority dice: 4 / 4d8
Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter
Second wind: 1 / 1
Action surge: 1 / 1
Features | None
Passed death saves: 0 / 3
Failed death saves: 0 / 3
Conditions | Common
Dwarvish
Languages


"Got it." Rana gave a nod, then waved one hand over her head at the surrounding villagers.

"Open the gate! Everyone get out of sight!" she shouted, then planted her crossbow's stirrup in the snow. Holding the crossbow down with her foot, she pulled the drawstring back with both mittened hands until it was cocked, then pressed the stock to her shoulder and aimed at the gate.

"Bolt!" she called.
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Old Aug 11th, 2024, 11:51 PM
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Ice Troll Round 1They were ready for this! At Rana's call to open the gate there was a big flurry of activity. Woosaw the carpenter grabbed the great door's inner latch, turned, nodded, and then lifted it up. She then pushed hard on the gate against whatever snowdrift might have built up on the other side.

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"Uh oh! Hells! Oh! Yes!"

BANG!

The strong blizzardly winds had taken the timber's control away from her. The gate flung itself open, hard, almost as though it now had a life of its own. A life that didn't like Trolls either! It swung out, and struck the mid-decision-making foe square in his face!

"Ah ha! Eat that!"

Chances were the Troll would have a lump on his head for a little while after that. Further good news was that it seemed a bit stunned.

Meanwhile, Rana was delivered some literally hot bolts, fresh off the stove, whilst other villagers nearby ran off to safety. Not all of them did though. News had spread! It wasn't every day that a Troll came to visit, and the incursion seemed to have inspired a few local souls to get involved. A man and woman, armed with swords and a crossbow respectively, came rushing onto the scene, declaring "we're here to help! We won't let you fight that thing alone!"
OOCTroll is stunned this round so you can all go first, with advantage on attack rolls. Please roll init for Round 2 once you've taken your actions. Troll is 20 feet away so both melee and ranged options are available.

Note: This isn't a full spec Ice Troll because that would just be unfair It's still nasty though.

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Last edited by 97mg; Aug 11th, 2024 at 11:53 PM.
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  #68  
Old Aug 15th, 2024, 10:40 PM
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Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive senses | Parry
Precision Attack
Trip Attack
Superiority dice: 4 / 4d8
Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter
Second wind: 1 / 1
Action surge: 1 / 1
Features | None
Passed death saves: 0 / 3
Failed death saves: 0 / 3
Conditions | Common
Dwarvish
Languages


"I told you one by one!" Rana groused. "I can't hold those! Load one in the groove and put the rest back in the fire. Careful."

Rana sighted down the crossbow, but the air swam from the heat of the bolt, distorting her view of the stunned troll. Rana frowned - she hadn't thought of that. After a moment, she squinted alongside the stock, rather than above it. It would do, she figured. It's close range, anyway.

"Hope this fire trick works," she muttered, then pulled the trigger.

MechanicsRana will use her Sharpshooter feat to take a -5 penalty to her attack roll in return for a +10 to damage.
Dice Ranged attack (Crossbow, Sharpshooter):
2d20kh1 20, 2 (keeping 20) Total = 20
Dice Damage (Crossbow, Sharpshooter):
1d8+13 (7)+13 Total = 20
Dice Dexterity (Initiative):
1d20+3 (9)+3 Total = 12

Rolling the additional damage die for a critical hit:
Dice Critical hit damage:
1d8 1

Last edited by Snicker; Aug 15th, 2024 at 10:42 PM. Reason: Adding critical hit damage
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  #69  
Old Aug 16th, 2024, 11:40 PM
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Kirra took a deep breath as the gate was opened. The cold air burned her lungs, but now was not the time to seek shelter. The barmaid looked around at the others joining to help fight. This gave her the strength to steady her hands. Truth be told, she was afraid. The only things she had ever struck were trees in the forest near the tavern.

Kirra focused on the troll. She had to push the fear down. "Focus Kirra. That is not a big angry troll...No that is just a tree. Yea...just a tree." "I can do this." The monk ran toward the troll her snowy owl mask protected her face from the wind as she moved. The only noise she could hear was hear heartbeat and her breathing. Even those around her calling out commands where now silent.

Kirra planted her foot in front of one of the legs of the troll. Throwing a wide right hook, followed quickly by a spinning roundhouse kick. With that she took off running again away from the troll. "This is not so bad. The first punch is the hardest right?"

 


 
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Last edited by Cheshire; Aug 16th, 2024 at 11:47 PM.
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Old Aug 17th, 2024, 11:40 PM
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Martim FrostHorn
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Martim charged, bold strides cutting through the snow with ease. This was what he trained for.
The gates opened and the young man felt freed, like a hound loosed from its cage, hungry for the hunt.
Anger flashed behind his helmet. This beast, this troll, had it killed before? How many families had lost a father, a mother, a child to this thing?
Maybe it had only ever feasted on beasts in this empty frozen land. It meant little, it would never have the chance now.

The bolt stuck true, burrowing deep into foul flesh as fist and foot dug and bit its side. The beast roared and Martim's axe swung high to take it in the chest. He grit his teeth and let out a dwarven cry, "ONG!"

 



MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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"You tell me: 'Life is hard to bear.' But if it were otherwise why should you have your pride in the morning and your resignation in the evening? Life is hard to bear: but do not pretend to be so tender!" -Friedrich Nietzsche, Thus Spoke Zarathustra

Last edited by Amarga; Aug 17th, 2024 at 11:41 PM.
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  #71  
Old Aug 18th, 2024, 10:59 PM
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Ice Troll Round 2Bravely facing this large, formidable foe of questionable intellect, the villagers of Cilsie unleashed their own kind of avalanche. An avalanche of heated bolts and slicing steel! Now, Ice Trolls were supposedly hard to kill and rather fear-inspiring, but the wise use of weaponry and their numbers too, saw the locals get off to a most excellent start.

Rana's newly warmed bolts got the creature right where it hurt. Need we say more? It howled in agony, and though it's skin was already quite pale, it seemed to pale even further.

left-aligned image
"RAWWWRGH!"

Its arms flailed around, as its face, complete with stupid yet angry expression plastered on, looked down at the protruding projectiles. Things were about to get worse though, but not just for the Troll. Kirra ran in and fought the thing at literal arm's reach, punching it twice with the fists of a hard-working and determined worker. Martim's axe came next, and as though chopping at a tree, the heavy swing dislodged a good-sized chunk of Trollmeat™.

"MMMMRAWWWRGH!"

Was it angry yet? Oh yes, it was fuming! So many mean small people hurting it this way and that. Well, it had two arms and some claws at the end of each, so it decided at last to retaliate. One was sent Martim's way, but Martim knew about this great stuff called "metal armor". The claws dragged against his chainmail, but failed to meet any flesh along the way. The Troll's other arm went swinging out in Kirra's direction, but she was already gone! Hells this girl could move!

Having witnessed all this, the dashing display of combat skills, and potential risk that the Troll posed, the two additional allies got to work. The swordsman stepped in and with a lunge failed to poke the thing deeply enough, whereas the lass with a crossbow had better luck. Another bolt stuck from the Troll's flesh now, her bolt too, hitting where it hurt. A lucky shot? Or had she just followed Rana's lead on where to aim?

OOCWow! Impressive first round there. The Troll passed its save after taking massive damage...boo, but at this rate you're certainly in the lead!
Round 2 - Init - Damage

Swordsman: 17 - No damage
Crossbow lady: 14 - No damage
Troll: 13 - Massive 47 damage owch!
Rana: 12 - No damage <- Your turn
Kirra: 7 - No damage <- Your turn
Martim: 0 - No damage <- Your turn
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Last edited by 97mg; Aug 19th, 2024 at 07:25 AM.
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  #72  
Old Aug 20th, 2024, 10:00 PM
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Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive senses | Parry
Precision Attack
Trip Attack
Superiority dice: 4 / 4d8
Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter
Second wind: 1 / 1
Action surge: 1 / 1
Features | None
Passed death saves: 0 / 3
Failed death saves: 0 / 3
Conditions | Common
Dwarvish
Languages


"So far, so good..." Rana muttered cautiously. She drew back the bowstring and snapped her head towards the cabin. "Bolt!"

She held the crossbow in place long enough it to be loaded, then pointed it towards the troll again. She took a second to study its movements - it had been vulnerable before, but now it would be harder to replicate that shot. She exhaled through her nose, then fired.

MechanicsRana uses her Sharpshooter feat to take a -5 penalty to her attack roll in return for +10 to damage.
Dice Ranged attack (Crossbow, Sharpshooter):
1d20 6
Dice Damage (Crossbow, Sharpshooter):
1d8+13 (1)+13 Total = 14
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  #73  
Old Aug 25th, 2024, 11:52 PM
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Amarga Amarga is offline
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Martim FrostHorn
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Martim grunted as his armor shivered beneath troll claws. Like Dwain taught him, he used the blow to turn his momentum into a new strike. Maybe it would have worked better if martim had a lower center of gravity, so instead his blow felt clumsy as it struck out.

"TUK!"

Dwain had always taught Martim to count his strikes, a true dwarf fighter made sure he was being efficient with his blows.

 



MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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"You tell me: 'Life is hard to bear.' But if it were otherwise why should you have your pride in the morning and your resignation in the evening? Life is hard to bear: but do not pretend to be so tender!" -Friedrich Nietzsche, Thus Spoke Zarathustra
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  #74  
Old Aug 29th, 2024, 02:46 AM
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97mg 97mg is offline
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Ice Troll Round 3A bolt flew oh so close to the Ice Troll! But alas, it didn't meet that cold icy flesh. Martim's great big axe failed to get any chopping done too, the horrid creature seeing it coming, and moving out of the blade's speedy path. Was the tide of luck turning? Well, not entirely, as the villager with the sword managed to use Martim's miss as a distraction, and plunged his sword into the Troll's side... deep. Then twang! The lady with the other crossbow got a shot right into the enemy's chest.

left-aligned image
"MMMRAAGGGHHRAW! Mirsupup gakkifutol digi madofus!"

There was a long moment after the Troll's gibberish remark, as it sniffed the air, and let its cold eyes burn upon all those assembled here. Then, it pointed to one of its eyes, pointed to the village behind the walls, grunted, and stepped back. Once away from those with melee weapons, it turned to run....


OOCThe Troll is disengaging, then moving 45ft. After that, next round it will run. Up to you if you want to continue to pursue, or send some projectiles its way until out of range/sight, or call this one a win :-) The threat has been dealt with. Hard to know if it will try to come back one day... you can try to make some ability checks to guess if you want, but it isn't really a plot point... just a random roll at some later time hehe.

Round 3 - Init - Damage

Swordsman: 17 - No damage
Crossbow lady: 14 - No damage
Troll: 13 - Massive 58 damage owch!
Rana: 12 - No damage <- Your turn
Kirra: 7 - No damage <- Your turn twice
Martim: 0 - No damage <- Your turn
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Last edited by 97mg; Aug 29th, 2024 at 02:50 AM.
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  #75  
Old Sep 4th, 2024, 01:19 PM
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Rana
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https://www.deviantart.com/len-yan
Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive senses | Parry
Precision Attack
Trip Attack
Superiority dice: 4 / 4d8
Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter
Second wind: 1 / 1
Action surge: 1 / 1
Features | None
Passed death saves: 0 / 3
Failed death saves: 0 / 3
Conditions | Common
Dwarvish
Languages


Rana had pulled back her bowstring and was about to call for another bolt when the troll began spouting gibberish. Rana paused, staring over her sights, then took one hand off the crossbow to extend a palm to the nearby cabin, signalling for them to wait.

"Do trolls talk?" she calls over to the others. She didn't understand the latter half of its vocalization, but it was clearly more complex than enraged roaring. "I thought they were just big animals!"

She stayed there, not loading the crossbow but not lowering it either, until the troll retreated. Only then did she look over her shoulder, trying to gauge exactly where the troll was pointing if it wasn't just indicating Cilsie as a whole.

"I guess you learn something new every day," she said, releasing the bowstring. "I hope it did, too. I don't want to do this again tomorrow."

She turned and raised a hand at the cabin cooking her crossbow bolts. "Thanks. You mind dumping those bolts in the snow for me? Carefully."
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