(CSRHoD) Creamsteak's Red Hand of Doom [IC]


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Redclaw said:
OOC: a CDG should still do the trick, no?

OOC: I don't think so, unless we can find a way to actually inflict at least some permanent damage- if we can drive them down far enough with nonlethal it won't take much, but I think at least some has to be actual damage. Anybody have any acid, or a Cause Wounds or something?
 

Siobhan charges right alongside Warren after the closest troll, hoping they won't leave too many of the beasts behind to harass any travelers who aren't equally able to defend themselves.

OoC: Well, my metagame thought is that since their healing was not defeated by fire, and Regeneration that is defeated by only acid (or something else entirely) is exceedingly rare, they might have Fast Healing instead.
 

Avril - Human Druid - AC 18 - hp 42/42 - Spot +12 - Listen +12

With uncanny efficiency their party dispatched or chased away the last of the trolls, though by the sound of the one troll's voice, this wasn't the last they were going to see of them. Most likely they'd be picked up by that army if it ever passed here. Avril considered warning them against the army, as creatures of the forest, but she suspected it would not lead to anything good.

With a though she moves the fire on top of the unconscious troll, hoping that it will keep the troll down. She then hurled a last ball of flame from her palm at the fleeing troll closest to Warren. "They're not like normal trolls," she called back to Warren, "I've heard that they do not heal as normal trolls do, but we should use fire and acid just in case. Or at least make sure that once they are down, we kill them."

[SBLOCK=OOC]
OOC: Avril will take a 5 ft. step to find a position to avoid any cover and allies in melee if possible, and then throw a ball of fire at the closest withdrawing troll. Produce Flame Ranged Touch Attack: +7 (+3 with any cover). Damage: 1d6+5. Move flaming sphere onto the unconscious troll. Reflex DC 15 negates 2d6 points of fire damage.

Spells and Abilities Active:

Babau Slime (Warren, 7 rounds)
Flaming Sphere (3 rounds)
Haste (10 Rounds)
Produce Flame (6 minutes, 2 Used)

Spells Cast and Abilities/Items Used:

Wand of Babau Slime (1 Used)
Flaming Sphere
Produce Flame

Spells Prepared:

Spells Prepared (Normal 5/3/3/2, Wis 0/1/1/1):

Level 0 (5): Cure Minor Wounds (2), Detect Magic (2), Guidance
Level 1 (4): Cure Light Wounds, Enrage Animal, Faerie Fire
Level 2 (4): Barkskin, Bull's Strength, Bear's Endurance
Level 3 (3): Call Lightning, Cure Moderate Wounds, Sleet Storm

Avril's Character Sheet
[/SBLOCK]
 

Initiatives - Round 3
Warren 23
Larian 18
Tyrla 15
Pender 13
Avril 13
Siobhan 13
Trolls 11

Warren charges the fleeing troll, but doesn't land his strike. Larian fires two arrows, missing similarly. Tyrla scores a critical for 19 damage with her own strike, bringing the troll down to the ground.

The third troll continues to run for cover, soon being obscurred by the forest completely.

CDG does in fact put the creatures out. Out of combat.

XP: Everyone recieves 450 XP for defeating the forest trolls.
 

The rest of your trip is uneventful until you find yourself only 4 miles down the Dawn Way from Drellin's Ferry. Here you find the remnants of some fighting, and it wasn't your own conflict (nor Pender's group, as they passed here even earlier). A pair of dogs, Jorr's doggs, appear to have been sliced up by some kind of knife.

Avril finds a few arrows lodged into nearby brush, with the looks of a human craftsman and not a goblin. It looks like there was some kind of fighting here.

Tyrla also finds a pack, its contents spilled into a nearby pool of water.

It seems there must have been some kind of battle here. There are various signs of conflict, though the resolution is unclear.
 

"Dear gods... Are the goblins here, did one of them escape from the Keep?"
Siobhan tries to look around to see any signs of Jorr or the assailant.
 

More thorough inspection by Warren finds an arrow of a different make than the other ones. Avril examines the arrow and identifies something rather dangerous.

This arrow has been coated in sassone leaf residue, a particularly lethal poison. (Avril identifies the poison as one that deals hit point and con damage).

Larian is able to deduce that a ranged fight broke out here. One of the fighters, probably Jorr, was fighting from the road. The other must have come from out of the woods. There are arrows scattered around though, so there may have been multiple aggressors, or the target was very mobile. It looks like his dogs tried to defend Jorr, but the assailant managed to kill them with a light piercing bladed weapon.

There was only one stray poisoned arrow... and the dogs don't appear to have been shot at.
 

Larian examines the clues spread around and pauses to draw some conclusions. When he looks up, his face is drawn and serious. So either the dogs kept the attacker too busy to use his bow, or Jorr was unable to avoid the rest of the arrows. Let us hurry on to Drellin's Ferry to see if he made it. I fear with the poison Avril has identified that if he fell he wasn't taken captive.
 

The folk of Drellin's Ferry seem quite glad to see you. One of the local work-hands greets you on the way in. "Get them good, didya?"

When you arrive at the other side of the river (via the ferry) you are ushered into the Inn. After a moment, the town speaker steps into the inn's common room. Captain Soranna follows him, along with another tall, broad-shouldered woman with blond-gray hair - Delora Zann, the master of the town's livery stable. The speaker ushers the rest of the townsfolk out of the room; Kellin, the halfling who runs the Old Bridge Inn, helps him. Then the four townsfolk sit down across from you. "Well?" asks Wiston. "What happened? Did you put a stop to them?"
 

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