
The Trials of Rhidon Axehorn
Sir Baric Nylef

Regardless, I offer my services to aid in protecting this settlement when the beast comes next. There must be some way to defeat it, just need to find it.
Rhidon sees a few men preparing weapons, though most seem to be carrying large heavy shields and clubs or hammers or long forked poles you recognize as man catchers.
Give me a battle plan along with any questions or request for resources or aid.
Thinking back to the recent battle with the jackalwere, Rhidon wonders if weapons are ineffective and if his martial arts maneuvers will be effective. Additionally, he believes the actions of the villagers are possibly antagonizing the beast so he hopes this request of the others will help prevent provocation.
Basically, his plan is to go outside of the settlement walls and hide somewhere so he can see the beast approach the main gates. Then, based on an in-person assessment of the size and build determine if he could engage it in combat attempting to neutralize one of it's legs (or equivalent) himself. He wouldn't attack at first though if it seemed more curious than aggressive. He would request a strong rope, and tie some kind of weight to one end, hoping that if the beast it too large to place in a hold he could tie it up somehow and at least restrain it.
The gate guards offer to let you stay in the entry vestibule so you can let yourself out. If not then they point out a few spots in the fading light where you might await and ambush the creature outside the walls. They inform you that should the creature reash within 10 feet of the walls they will start dropping weighted and barbed nets onto it. This has proven to slow it but as the barbs can not lodge in its skin they are removed. The delay however allows those within the walls to prepare, hiding or readying their defenses. They assure you that other than the nets they will not be attacking as all arrows and spears have proven to be futile and it became a waste to use them as they often broke. However, should the beast reach the gates they will drop the nets no matter where you are.
let me know where you want to stay, inside on a stool or cot or outside in the brush or in the clear
Before Rhidon leaves Baric has a woman hand him a thick handbag. It is of an interesting design with woven leather on the outside, a thick quilt lining the inside, and snuggled neatly at the bottom a ceramic kettle with its spout stoppered. Rhidon is informed it is full of hot tea, a wooden cup rest atop the kettle, and drinking it should help keep him alert throughout the night. Rhidon moves himself into position and settles down for a wait.
A soft bell sounds the hour and it is an hour past midnight when Rhidon hears something moving out in the darkness. A deep and resounding roar crashes into the walls of the village announcing the beginning of the attack. Rhidon swears he hears a rough and gutteral sound like a chuckle as the sounds of heavy footfalls approach the gate.
Rhidon swiftly moves toward the creature but tries to remain unnoticed, hoping to try and keep it from broaching the 10ft mark. Now that he can see it in person, if there is a limb or joint that seems especially essential to the creature's movement, he would attempt to attack that with a kick in an attempt to cause internal harm.
Rolls
Approach the creature without being noticed - (2d6)
(66) = 12
Attack the creature with a strong kick, attempting to hurt it's mobility - (3d6)
(155) = 11
Rhidon breaks into a swift dash before leaping into the ail and slamming his heal into the side of the beast leg. Instantly a roar of anger, and possibly pain, erupts from the beast who lashes out twice with its long arms. Both connect knocking the dwarf away. But you note with a hint of satisfaction that it now limps a bit as it favors its leg you just kicked.
Rolls
Sllam - (3d6, 3d6)
3d6 : (355) = 13
3d6 : (426) = 12
What is it you want from this place, fowl beast!
Rolls
Kick attack on injured leg - (3d6)
(651) = 12
Punch trying to hit creature's jaw - (3d6)
(311) = 5
The pair move just at the edge of the lanternlight from the gate, about 40 away. Roaring at the smaller antagonist the beast lashes out at Rhidon while limping and dodging away from further attacks.
Rolls
slam Rhidon - (3d6)
(155) = 11
dodging - (1d6, 1d6, 1d6)
Rolls
Kick injured leg - (3d6)
(336) = 12
Kick side of head - (3d6)
(263) = 11
Both of the massive hands slam down onto the dwarf from above stagering him. Rhidon can tell he is hurting the beast but its raw strength poses a threat. At this rate he will fall before the beast. For though he has hurt it the beast is able to maintain the fight despite its injuries.
Rolls
Slam - (3d6, 3d6)
3d6 : (665) = 17
3d6 : (115) = 7
Rolls
First jump away from the beast - (2d6)
(33) = 6
Second jump away from the beast - (2d6)
(14) = 5
Rolls
Kick the injured leg - (3d6)
(233) = 8
Dodge the beast's attacks - (2d6)
(44) = 8
The sudden arrival of the 4 men seems to distract the beast giving you just the edge you need to evade its attacks. As you do this you hear the priest muttering a short prayer as he rushes up to you and presses a hand against your back. You feel a pulse of energy fill your body with strength and your mind and spirit calm as the feeling of impending death is pushed back by the divine healing.
+2 HP to Rhidon
The 3 large men seem unsure of what to do and stand bare handed, apparently taking a cue from you, but seem hesitant to move into reach of those deadly claws empty handed.
Rolls
Fist Slam x2 - (3d6, 3d6)
3d6 : (242) = 8
3d6 : (124) = 7
Then, as if to demonstrate, Rhidon punches at the beast, and also tries another kick on it's injured leg.
Rolls
Punch attack on beast - (3d6)
(156) = 12
Kick attack on injured leg - (3d6)
(642) = 12
Rolls
Fisticuffs with a beast (3,2 pucnhes each) - (6d6)
(411545) = 20
The men begin to take up the chase but the beast is much swifter than they or the dwarf. . .
A cheer erupts from the wall behind you. . . .
what do you do?
Rolls
Claw swipe - (3d6)
(355) = 13
He starts telling them in detail about the way that he made the beast limp, and suggests that it will think twice before returning, but insists on staying another day should it return.
Unless the beast returns right away, he goes back inside the settlement and tries to find Baric to explain that he believes unarmed strikes are the beast's weakness. Additionally, Rhidon offers to demonstrate some fighting maneuvers for the combatants who joined him.