"MIND YOURS!" yells the barmaid in a thunderous voice that somehow manages to project itself from such a tiny woman. The others slowly return to whatever it was they were doing as the frail woman approaches your group. "You'll have to forgive them, Friend. While many an interesting individual has stopped for a meal here while traveling the Fairgrave Trail, I don't think a one of these folks have ever met a minotaur before." Motioning towards an empty table she says, "Why don't you boys have a seat and I'll be by in a minute. Just remember; travelers have to pay before they eat."
Game Play: Welcome to White Oak
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"MIND YOURS!" yells the barmaid in a thunderous voice that somehow manages to project itself from such a tiny woman. The others slowly return to whatever it was they were doing as the frail woman approaches your group. "You'll have to forgive them, Friend. While many an interesting individual has stopped for a meal here while traveling the Fairgrave Trail, I don't think a one of these folks have ever met a minotaur before." Motioning towards an empty table she says, "Why don't you boys have a seat and I'll be by in a minute. Just remember; travelers have to pay before they eat."
He pats his belt pouch, which barely even jingles as he does so and sighs again, "I hope I got enough money to pay for my grub today, gonna have to find me some money here soon," he wears the symbol of the Storm Lord - a lightning bolt over a crashing wave - on him as a priest might, but he speaks more like someone raised on the streets; which, as a matter of fact, he was.
A tall elf enters the inn, and pauses momentarily as he assesses the scene. He truly hates these unruly abodes the dwarves and humans hang around in, but he knows that if work is to be found this is the place to be. He sees the Minotaur and thinks, *we really need to find a way to make him less, er, obvious in places like this*.
Moving elegantly towards the bar, he notices the huge man behind the counter. *bar keep maybe?* He smirks at the pathetic gnome climbing on a chair. *why would Vex want to do that? Just drawing attention to himself, not a good idea in a place like this... But I guess dressed like that, attention he'll get*
He gestures the barkeep fully expecting immediate attention. The elf is dressed in traveling robes, a mixture of grey and green, and his hair is black and unruly. He casually surveys Val the Minotaur (as he likes to call him) wondering if he can recall important facts about such creatures.
Rolls
Insight about minotaur - (1d20+3)
(14) + 3 = 17
"The crowd seems boisterous, but everyone looks drawn, and the food portions are meager. Does this mean that the villagers are as poor as we are?" He worries for a moment, and then: "No, the tavern is filled with people; they wouldn't be here if they didn't have coin. Something else has happened...is it a plague, or some other setback, something they're worried about? Hmm. Perhaps there's some opportunity for adventure here after all..."
Sensing opportunity to influence the crowd, preparing them for employment inquiries or offers to smite bad guys, Erevior speaks loudly to the room in a voice that I imagine is vaguely Caribbean: "How about a little music? Do you have any requests? I am Erevior the Wanderer! Erevior has traveled far, and Erevior knows many songs - songs known and unknown! Would you like a song to get your feet to dancing?" - here he plays a fast samba rhythm on the adufe - "Or a song to honor heroes fallen in battle?" - here he plays a slow tempo march. He waits to see if he gets any requests, and will note anyone who reacts to his performance, trying to remember them as someone they might approach for news/rumors/requests for help.
OOC: This is Erevior's typical way of ingratiating himself with a group - sort of like someone with more money would do by buying everyone a drink.
Rolls
Performance (+3 WIS and drum proficiency) - (1d20+5)
(5) + 5 = 10
Vex: A few people find amusement in your struggle with the chair, but it’s light hearted sympathy more than anything nasty. Luckily your predicament has given you the best seat in the house for Erevior’s performance!
Erevior: At first the patrons appear a bit startled as your voice rings out but their excitement quickly builds as you play a few samples on your adufe. They appear to be hesitant to suggest a song, but as soon as someone makes a suggestion, the others quickly follow. "Do Paved Trail to Hades" - "I wanna hear Color it Onyx". Getting a feeling for the crowd you announce your intention to play a different take on one of your favorites - Inclined Pathway to Paradise.
The crowd thoroughly enjoys your unique take on the classics that they’ve suggested. A few even manage to throw a copper or two your way in the process but most just lose themselves in the entertainment. After you’ve finished several people come up to tell you of their appreciation and how that they’ve love to see you back "when things are better".
During the performance both you and Cyriel notice the barmaid chatting with a huge man behind the counter. Afterwards she approaches the table.
"We haven’t had any type of entertainment in quite some time. Unfortunately things have been tough on us here in White Oak and there’s not a lot of tips to be made from us locals. Still, Bob and I would like to show our appreciation. Your meals are on the house! Pretty standard grub, unfortunately, but until we get this Pict thing sorted out, that’s the way it’s going to be for all of us."
Erevior takes a long draught of his drink. Inclined Pathway to Paradise always leaves him thirsty. After he's eaten a little, drank a little more, he'll wait for her return to the table and then ask:
"Pict thing?" (exchanging a meaningful glance with the others) "What Pict thing?"
When Erevoir asks about the "pict thing", Cyriel ponders that thought. *Sounds like we should know, based on how she's talking*. Cyriel tries to recall facts. Not wanting to appear stupid (he can allow Erevoir that honor) Cyriel decides to sagely wait for the answer.
Rolls
Insight -Pict??? - (1d20+3)
(4) + 3 = 7
On this foray inland Valrakas has taken up with pretty diverse company. He has taken a particular liking to the Vex, the little gnome, and Erevior the musician seems able to soothe the minotaur's worst tempers. Even the haughty Cyriel has earned his respect.
The group’s arrival here at the Broken Spoon has so far gone as well as could be expected. Valrakas downs what he hopes is only the first of many tankards of ale while enjoying Erevior’s unusual rendition of "Inclined Pathway to Paradise". His ears prick up when the barmaid announces their meal will be on the house. "On t’ house, ye say? Less ‘ave ‘nuther ale, then!" he says with a grin.
Rolls
Intelligence check - what does Valrakas know about Picts? - (1d20)
(5) = 5
"Damned Picts!!" she spits as she lets out a heavy sigh. "For generations they've kept to their side of the river and we've kept to ours. You'd hardly ever see them. Maybe a young one peeking out across from the far bank once every so often as we worked the fields but that's been about it."
One of the customers at the next table overhears the conversation and turns in his chair towards the group. The man, like the others in the tavern is gaunt in appearance and probably not nearly as old as he appears, politely waits for the woman to finish before jumping in. "Late last year, just before harvest, we started noticing tracks in the fields and some damage to the crops closest to the river. We had a traveler help identify the tracks. Gobos! The Picts had started crossing the river and messing with our crops. The damage wasn't too bad at first but then they started in with burning. We tried stopping them, sending a few men out into the fields at night with pitchforks and such, but them little gobos are quick and sneaky; wiped half our harvest last year. Made for a tough winter."
He reaches back to his table and grabs his drink before continuing. "In the spring they started getting bolder. Slinging rocks and firing arrows and such as we tried to plant near the river. Anything that managed to start growing was stomped down and destroyed during the evenings. Again, we tried to stop them, but..." he pauses as he stares into his drink "well, like I said, it was a tough winter. Those of us that may have been able to fight were in no shape by then. Now they've been prowling around the village at night, killing off chickens, stealing things and the like - and we can't stop them."
"Goblins about, eh?? And in need of some divine smiting? Count me in!" Vex perks up at the thought of bringing down the thunder on some pesky goblins.
"Your offers of help are certainly wonderful news to the people of White Oak. I'm not sure how we'd ever be able to repay you, but know this; none of you will ever have to pay to eat at The Broken Spoon! You'll want to talk to Abram, "Mayor Dale" we call him. He's not really a mayor but he's the one who always makes sure that the citizens are taken care of. Put forth some of his own money so that Bob and I can keep this place open and feed the workers through these tough times."
She stands back again and smiles as Valrakas asks for another Ale.
"Our pleasure friend! One more round for the table and I'll have Bob show you to Abram's place. He knows more about them damned Picts than anyone else here."
I'll have some more tonight, just thought I'd get in a little post while I had the chance.
After the barmaid delivers the next round he will raise his mug in toast, "To good drink, fine companionship... and dead goblins!"
He introduces himself as Bob and after some small talk while you all finish up your drinks he leads you out the back of the tavern. "Abram Dale’s a good man. Not much of a worker like the rest of us here but he’s smart. Handles business, trading with other villages and such." Approaching one of the many rundown shacks a small, frail looking man bursts out the front door and immediately notices Bob.
"Byrnn Lowe! The gobo bastards have taken Brynn! Lowering his head as he starts to sob the man adds, "We’ve got to do something, Bob. Those Picts have to be stopped."
Shocked by the news that the goblins have taken the little boy Bob leans heavy on his staff. "Abram, I think my new friends here may just be able to help."
Rolls
Insight check (WIS mod) - (1d20-1)
(11) - 1 = 10
Abram goes on to explain that Brynn’s mother, Sophie, was found staggering about in the front of her home no more than an hour ago with a nasty wound to her head. At first she had trouble remembering what had happened but was eventually able to recall that three or four goblins had bust into her home late last night and grabbed her son. They knocked her about as she tried to stop them, most likely leaving her for dead.
"Why they would take the boy is beyond me, but I do know where about they would cross the river." Abram looks over the group one more time before adding, "If you’re able to return Brynn to us and do something about the Picts I’ll see what I can do to provide some sort of reward. He was last seen at his home if that’s where you’d like to start otherwise I can show you to the river."
"Burned that area a couple of weeks ago. Over there they simply hacked the corn down; that was just the other day. They’re almost methodical in their approach to this. Very ungobo like. Especially how they’ve been entering the village at night. Slowly taking away our means of survival as opposed to just coming right at us."
Nearing the river you can see the woods on the opposite bank. "Pict Woods", Abram calls out as he points across the river, "Hasn’t been a single villager in those woods for generations. High canopy trees with thick underbrush come right up to the river’s bank and a obvious trail leads further in. "Two points where they appear to coming across. Here…" he motions to tracks in the muddy bank "…and about 100 feet to the right. Not sure if they’re rafting across or simply swimming."
The river is about 20’ across with flat banks on either side.
When he's finished his preparation, he looks the two villagers in earnest and reassures them: "We do what we can to get boy back. Should not take long."
Then Erevior wades in an begins to swim across the river.
Rolls
Perception: check to see route across the currents - (1d20+3)
(4) + 3 = 7
Survival: creating a float for his gear - (1d20+3)
(12) + 3 = 15
Athletics: swimming the river - (1d20+6)
(14) + 6 = 20
Cyriel holds his right arm straight with a subtle flourish and pauses for a moment like half a scarecrow. Suddenly a hawk appears on his wrist. He appears to communicate with it and it effortlessly flaps its wings and takes flight.
So as to inform his companion he says, "I've sent Cecil to scout ahead."
Cecil the Hawk flies across the river and Cyriel appears to enter into a trance...
Rolls
Perception (advantage) - (1d20+4)
(5) + 4 = 9
Perception (advantage) - (1d20+4)
(4) + 4 = 8
Rolls
Athletics - (1d20-2)
(2) - 2 = 0
Vex: You make a less than stellar entrance as you trip while wading into the river. You hit the water hard and take in a full breathe of water. You quickly right yourself and hurry back on shore coughing up water as you do. You’re no worse for wear though.
Cyriel: You’re in a trance while Cecil scouts ahead.
Valrakas: You're holding rope (and most likely laughing at Vex).
*Here goes nothing...*
Rolls
Swim -1 - (1d20-1)
(10) - 1 = 9
As you get to about the half way point you feel yourself drifting a bit with the current.
Let's have another Swim check...
Starting to drift, Cyriel thinks, *great, not good, I hate swimming...*
Rolls
Swim - (1d20-1)
(15) - 1 = 14
Another Swim check, please.
Note: This is why I gave Val the other side of my rope :)
Rolls
Athletics - (1d20-2)
(15) - 2 = 13
One final roll...
You will be feeling the effects of exhaustion for the next hour (disadvantage on ability checks).
Rolls
Swim (Athletics) - (1d20+5)
(8) + 5 = 13
Perception - (1d20+2)
(8) + 2 = 10
You are all now on the far bank of the river. Valrakas and Erevior stand at the trail's entrance into the woods and Cryriel and Vex are a little further down stream.
He wrings some water out of his robe and then weaves some hand gestures to dry his robes further.
Rolls
Perception (Disadvantage) - (1d20+2, 1d20+2)
1d20+2 : (18) + 2 = 20
1d20+2 : (17) + 2 = 19
*Next time, I'll see if we can tie some ropes together long enough to span the water and I'll swim across with it...*
He nods to the gnome, Vex.
"Good work!"
To Cyriel:
"Has Cecil spotted anything else?"
As they prepare to head out, Erevior will scan the undergrowth and ground to see if he can get a sense of how recently anyone has passed by this way.
(OOC: I'm assuming it's a perception check)
Rolls
Inspecting the trail (WIS + Proficiency) - (1d20+3)
(5) + 3 = 8
He gestures to the minotaur:
"You want first, or should I?"
Cyriel falls into line taking third place, "Vex, I hope you don't mind second? When we are 100 feet in we should see Cecil, and if we pause I can send him another 100 feet to scout ahead, if you like."
As a preparation, Vex will draw his sword and strap his shield to his arm.
Rolls
Stealth - (1d20+1)
(20) + 1 = 21
Perception - (1d20+2)
(14) + 2 = 16
OOC: DAMN! I need to have disadvantage more often!
Rolls
Stealth [Disadvantage] - (1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (15) + 4 = 19
You reach Cecil's location and come to a halt. About 20 feet ahead the trail appears to gently curve to the right. Cyriel once again falls into a trance like state while Cecil scouts ahead.
Rolls
Secret Roll
Telepathically, Cyriel recalls his hawk to avoid any confrontation.
Rolls
Stealth check (WIS) - (1d20+1)
(5) + 1 = 6
Initiative (in case it comes to that) - (1d20+1)
(20) + 1 = 21
OOC: When battle is joined Valrakas enters Rage, and he charges in with his horns.
EDIT:
OOC: If you'll allow, I'm amending my action.
1) Valrakas does NOT enter Rage (yet)
2) He throws his harpoon instead of attacking with his horns. (Rolls are below)
3) If the harpoon hits, all grapple attacks vs. the gobo are at advantage until the end of Valrakas' next turn.
Changing tactic because I want to capture one of these guys for questioning, not just slaughter them. If I'm not allowed to change my action then the original (above) is ok. :-)
Rolls
Initiative - (1d20+1)
(12) + 1 = 13
Stealth (until the gobos are in sight) - (1d20+1)
(2) + 1 = 3
Horns - (1d20+5)
(6) + 5 = 11
Horns damage - (1d10+3)
(7) + 3 = 10
Harpoon (ranged attack) - (1d20+3)
(15) + 3 = 18
Harpoon damage - (1d6+3)
(6) + 3 = 9
Casting Sacred Flame on a goblin
Make a Dex Save, DC 12 or suffer damage!!!!
Edit: Rolled good damage, please fail save, please fail save, please fail save...
Rolls
Stealth [Dis] - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (2) + 4 = 6
Initiative [Dis] - (1d20+2, 1d20+2)
1d20+2 : (12) + 2 = 14
1d20+2 : (12) + 2 = 14
Sacred Flame Damage - (1d8)
(8) = 8
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Perception [Dis] - (1d20+2, 1d20+2)
1d20+2 : (16) + 2 = 18
1d20+2 : (9) + 2 = 11
He then Heads in the direction he knows the goblins are, hoping his comrades converge.
Erevior grins, amused at the thought of all of them waiting in ambush for each other. He emerges out from the brush.
"Wait no more - I bring them back!"
With that, Erevior trots down the path in the direction Cyriel indicated. His intent is to chuck a javelin at the first goblin he sees (to make them mad), make a racket as of someone terrified of goblins (to draw them out), and flee back down the path toward Vex, Valrakas and Cyriel (so that they get to join in the fun) Erevior is really curious to see that harpoon in action again.
Everyone gets a free action before the hidden goblin reacts. Please roll initiative as part of your post as well.
Rolls
Secret Roll
Secret Roll
Secret Roll
OOC: Readied action to attack the goblin!
Rolls
Crossbow attack and damage - (1d20+4, 1d8+2)
1d20+4 : (20) + 4 = 24
1d8+2 : (2) + 2 = 4
Extra damage on CRIT! - (1d8)
(3) = 3
Initiative [Disadvantage] - (1d20+2, 1d20+2)
1d20+2 : (9) + 2 = 11
1d20+2 : (3) + 2 = 5
Note that the damage should be 3, not just 1 (1d6, +2 for STR mod), as Naatkinson pointed out. Attack roll result is 23, too, though I don't think that makes a difference in this roll.
Rolls
Javelin throw (DEX + proficiency) - (1d20+3)
(19) + 3 = 22
Damage if hit - (1d6)
(1) = 1
Initiative - (1d20+1)
(19) + 1 = 20
Also, upon seeing the goblin hit Vex will fire!
Edit: Naatkinson is correct; I was wrong. Thank you for pointing that out!
If he sees one he will launch a fire bolt. (Damn!!!! I'm gooood)
Rolls
Perception keen senses - advantage - (1d20+1, 1d20+1)
1d20+1 : (1) + 1 = 2
1d20+1 : (18) + 1 = 19
Initiative - (1d20+3)
(19) + 3 = 22
Fire bolt, attack, damage - (1d20+5, 1d10)
1d20+5 : (10) + 5 = 15
1d10 : (10) = 10
OOC:
Readied action - harpoon versus any other goblins that show up.
Rolls
Initiative - (1d20+1)
(13) + 1 = 14
Perception - (1d20+2)
(5) + 2 = 7
Harpoon throw - (1d20+3)
(16) + 3 = 19
Harpoon damage - (1d6+3)
(3) + 3 = 6
As soon as the first goblin falls back dead Cyriel catches a blur to his left as a second goblin pops up from hiding and sends his spear slicing across his leg. Not missing his chance Cyriel turns and throws a bolt of fire in return. It hits its mark and the smoldering goblin joins his companion in goblin heaven.
[3HP of Damage to Cyriel]
Valrakas doesn't even see it coming as the third goblin launches his own attack at the minotaur, his spear cutting across Val's chest. Ignoring the pain Val hurls his harpoon and it catches the little creature in the hip and is stuck fast. Letting out a curse the injured goblin draws his scimitar.
[7HP of Damage to Valrakas]
Goblin #1 and Goblin #2 are dead.
Goblin #3 is caught by Valrakas' harpoon and within movement range. Any grapple attempts against him come at an advantage until the end of Val's next turn.
Initiative Order:
Cryiel
Erevior
Goblin #3
Valrakas
Vex
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Seeing the harpooned goblin, Cyriel launches another fire bolt. "Goblins love fire, so here's a gift!"
Rolls
Firebolt, attack, damage - (1d20+5, 1d10)
1d20+5 : (15) + 5 = 20
1d10 : (3) = 3
You stand gathered where the trail splits. Three dead goblins lie in the underbrush.
Cyriel enters a trance and sends Cecil to scout ahead.
Rolls
Perception with advantage - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (14) + 4 = 18
Cure wounds
Rolls
Cure wounds on Cyriel - (1d8+2)
(8) + 2 = 10
Loot, if you will.
Rolls
Perception (if needed): WIS + Proficiency - (1d20+3)
(3) + 3 = 6
Cure wounds on Val
Rolls
Cure Wounds on Val - (1d8+2)
(6) + 2 = 8
OOC: Vex is all out of spells, so don't get hit!
Rolls
Perception to search bodies - (1d20+2)
(15) + 2 = 17
You all notice Cyriel coming out of his trance.
To Cyriel, he asks: "What you see? Which way now?"
Rolls
Perception (if it helps on the key) - (1d20+3)
(19) + 3 = 22
Rolls
Investigation or Insight on the key - (1d20)
(9) = 9
Rolls
Perception - (1d20+2)
(4) + 2 = 6
Investigation - (1d20)
(6) = 6
Perception (Forgot Disadvantage) - (1d20+2)
(11) + 2 = 13
Investigation (Forgot Disadvantage) - (1d20)
(18) = 18
He joins his friends, curious about what they are interested in. In response to Erevoir's question he says haughtily, "Oh, I thought you'd forgotten about me. I found out a couple of things. There are two trails but we couldn't find any tracks. They both head to a hill about 200' away. But even better, I healed myself."
He raises his arms so they can get a good look at his condition, and twirls for good measure. "I think my powers are growing." His eyes glisten with wide eyed excitement.
You now have a choice of which way to follow the path.
Straightening with a grin, he asks the others: "Right or left? His awesome magicness saw no ambushes, so one way same as the other. Goblin ambushes?" He gestures toward Vex's footstool and spits contemptuously. "But maybe they steal child, so we hurry, yes?"
"Anyway I agree, we should go left. There's a hill at the end of the trail. Let's investigate?"
Rolls
Stealth - (1d20+1)
(19) + 1 = 20
Perception - (1d20+2)
(12) + 2 = 14
Rolls
Perception - (1d20+3)
(3) + 3 = 6
Rolls
Stealth [Disadvantage] - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (11) + 4 = 15
Perception [Disadvantage] - (1d20+2, 1d20+2)
1d20+2 : (17) + 2 = 19
1d20+2 : (7) + 2 = 9
Cyriel keeps his eyes peeled for the unexpected.
Rolls
Perception- advantage - (1d20+3, 1d20+3)
1d20+3 : (8) + 3 = 11
1d20+3 : (19) + 3 = 22
The party is roughly 30 feet from the entrance and about 15 feet ahead of you a portion of the trail appears to be covered with branches and large leaves. Obviously a poorly hidden trap of some sort.
"I humbly volunteer you to throw the boulder. It's really not my thing."
"I'll send Cecil to look in the cave."
Cyriel sends his hawk to fly over the pit and scout the entrance of the cave.
Rolls
Perception, advantage - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (6) + 4 = 10
EDIT: OOC: Avast! Valrakas be the stealthiest pirate in the seven seas!
Rolls
Stealth (Positioning for ambush) - (1d20+1)
(1) + 1 = 2
Perception - (1d20+2)
(4) + 2 = 6
Rolls
Perception (WIS + prof mod) - (1d20+3)
(3) + 3 = 6
Stealth (DEX) - (1d20+1)
(14) + 1 = 15
Rolls
Perception (Disadvantage) - (1d20+2, 1d20+2)
1d20+2 : (4) + 2 = 6
1d20+2 : (1) + 2 = 3
Stealth (Disadvantage) - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (4) + 4 = 8
Finding himself standing alone on the trail in front of a now open pit he rushes for cover.
Rolls
Acrobatics - (1d20+3)
(15) + 3 = 18
It doesn't appear that anything is coming to investigate.
Rolls
Perception [Disdvantage] - (1d20+2, 1d20+2)
1d20+2 : (17) + 2 = 19
1d20+2 : (18) + 2 = 20
Stealth [Disadvantage] - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (2) + 4 = 6
Rolls
Perception - dark vision, keen senses, advantage - (1d20+3, 1d20+3)
1d20+3 : (5) + 3 = 8
1d20+3 : (3) + 3 = 6
"Want to make some light for the minotaur? Remember what happened when we were in the china shop in the dark?"
Rolls
Perception (darkvision, WIS + prof mod) - (1d20+3)
(14) + 3 = 17
He then reaches forward to touch Valrakas's harpoon. "A little light for you."
Erevior starts to scat under his breath, the rhythm in tempo with his accelerated heartbeat. He's ready to clobber some "Gobos."
The wire sits about 3 inches off the ground, strung across the entryway of the cave.
Rolls
Keen senses, advantage. - (1d20+3, 1d20+3)
1d20+3 : (17) + 3 = 20
1d20+3 : (17) + 3 = 20
Feeling the tension of being underground, Cyriel tries to be stealthy, while keeping his eyes peeled.
(I want to use Vex's dice)
Rolls
Keen senses - perception - (1d20+3, 1d20+3)
1d20+3 : (2) + 3 = 5
1d20+3 : (3) + 3 = 6
Steath - (1d20+3)
(4) + 3 = 7
Rolls
Perception (WIS + prof mod) - (1d20+3)
(1) + 3 = 4
OOC: My dice are on fire lately!
Rolls
Stealth - (1d20+4)
(13) + 4 = 17
Perception - (1d20+2)
(20) + 2 = 22
You gather around the opposite corner of the room and peer down the hallway. It turns abruptly to the left after only fix or six feet and the flickering of torches becomes clear. Vex pokes his head around the corner and finds that the hallway to left is very narrow but like the rest of the caves has been recently worked to add some height. There are three torches running along the left wall, spaced evenly, about 20 feet apart and you can see that the tunnel once again turns to the left. Just after each torch is a small tunnel, maybe 3 feet in height and just as narrow as the main hallway.
BAD-ASS MAP TIME (Squares are 5'x5')

Rolls
Stealth - (1d20+4)
(7) + 4 = 11
Perception - (1d20+2)
(12) + 2 = 14
Readied action to cast Sacred Flame on any gobos that come around the corner
and walks down the tight tunnel to support the gnome. He knows he can't get past Vex in that tight space, but he figures he'll be able to throw a javelin over his head should any enemies appear.
He waits at the rear alert to any need of his special services.
Taking a direct hit the goblin shakes his head, trying to get his bearings. Yelling out in broken common, "No hurt me doggies!!" while running into the furthest of the little tunnels.
Rolls
Secret Roll
Secret Roll
*Well,* Erevior thinks as they run past the first passage with all the wolves, *I guess we won't hurt his doggies after all...I wonder if Cyriel can handle a whole pack of wolves...?*
Rolls
Perception (Tunnel 2) - (1d20+2)
(17) + 2 = 19
Perception (Tunnel 3) - (1d20+2)
(10) + 2 = 12
Stealth - (1d20+4)
(2) + 4 = 6
Rolls
Perception - (1d20+2)
(6) + 2 = 8
Stealth - (1d20+1)
(6) + 1 = 7
With that he turns to follow Val.
OOC: Vex cast Minor Illusion to create an image of Val to chase the goblin around the corner!
Rolls
Sacred Flame Damage - (1d8)
(4) = 4
Perception to find goblin - (1d20+2)
(9) + 2 = 11
Rolls
Fire bolt attack, damage - (1d20+5, 1d10)
1d20+5 : (9) + 5 = 14
1d10 : (4) = 4
As Vex and Cyriel watch around the corner the 'doggie' goblin pokes his head out from the third small tunnel just as Vex's Sacred Flame engulfs him. The goblin shrieks in pain as he flops to the ground dead.
Rolls
Secret Roll
Secret Roll
Rolls
Strength check to break it down if it's locked. - (1d20+3)
(11) + 3 = 14
Cyriel heads back to Erevoir and Valrakas.
Valrakas is standing in the doorway with Erevior directly behind him with Cyriel and Vex a bit back from there. Valrakas and Erevior can each take an action (and then roll for initiative) - Cyriel and Vex, please roll for initiative.
Rolls
Secret Roll
Rolls
Initiative - (1d20+3)
(6) + 3 = 9
Rolls
Initiative - (1d20+2)
(16) + 2 = 18
OOC: Valrakas enters Rage and makes a grapple attack on the vocal goblin. On the first regular round of combat the next gobo will get his horns.
Wow, those are some incredibly bad rolls!
Rolls
Grapple (advantage from raging) - (1d20+5, 1d20+5)
1d20+5 : (4) + 5 = 9
1d20+5 : (5) + 5 = 10
Initiative - (1d20+1)
(2) + 1 = 3
(OOC: no kidding! Are you sure we surprised them?)
Rolls
Throwing a javelin (attack) - (1d20+4)
(4) + 4 = 8
Initiative - (1d20+1)
(7) + 1 = 8
Vex and Cyriel hear the commotion and by the goblins' reactions can guess things haven't started off too well.
Of course in their overconfidence the goblins borked their initiative roll (well, they didn't Valrakas it, but it was still bad).
Initiative Order:
Vex
Cyriel
Erevior
Goblins(1-4)
Valrakas
Rolls
Secret Roll
1. gets there quickly and casts a quick spell, calling down holy fire on a goblin.
Or
2. rushes as quickly as he can to join his friends
1. Sacred Flame on a gobo DC 12
Or
2. Taking dash action to get into the fray!
Rolls
Sacred Flame damage - (1d8)
(6) = 6
"Eat fire!"
Rolls
Fire bolt - attack, damage - (1d20+5, 1d10)
1d20+5 : (3) + 5 = 8
1d10 : (8) = 8
Cyriel's attempt to feed Goblin #3 is unsuccessful as the little critter ducks underneath the fiery bolt and quickly stands back upright locking eyes with the elven wizard. "No hungry for fire today, skinny mage!"
Rolls
Secret Roll
Rolls
Battleaxe - (1d20+4)
(17) + 4 = 21
Damage on hit - (1d12+2)
(10) + 2 = 12
As you bring your axe back about you catch a glimpse as the goblin who ducked Cyriel's attack charges past you, yelling "You eat now, stupid elf!" He launches an overhead strike with his scimitar connecting hard with Cyriel's collar bone. [6HP Damage]
Catching his bearings after ducking out of Valrakas' grapple attempt, the other goblin turns on his would be wrestling partner. Taking a wild slash with his sword he catches the Minotaur on his forearm with a grazing hit. [3HP Damage]
Valrakas is up and then the top of the order.
Valrakas is engaged with Goblin #2.
Cyriel is engaged with Goblin #3.
Vex is to the right of Goblin #3 and Cyriel.
Erevior is the left of Goblin #2 and Valrakas.
Initiative Order:
Vex
Cyriel
Erevior
Goblins(2 & 3)
Valrakas
Rolls
Secret Roll
Secret Roll
Rolls
Sleep targeting 3 goblins (total Hps affected) - (5d8)
(66673) = 28
Horns attack vs. Goblin #2
Hammering Horns bonus shove vs. Goblin #3
Where's Goblin #4?
3hp damage - is that before or after factoring in damage resistance from raging?
Rolls
Horns attack vs. Goblin #2 - (1d20+5)
(6) + 5 = 11
damage - (1d10+3)
(10) + 3 = 13
Hammering Horns bonus shove vs. Goblin #3 (advantage) - (1d20+5, 1d20+5)
1d20+5 : (19) + 5 = 24
1d20+5 : (17) + 5 = 22
Rolls
Attack/Damage on Gobo #3 - (1d20+4, 1d6+2)
1d20+4 : (8) + 4 = 12
1d6+2 : (2) + 2 = 4
(OOC: Vex's Sacred Flame killed #4.)
[Valrakas' 3HP of damage was before the raging - please adjust accordingly]
Seeing the goblin shoved away, Vex jumps in and takes a wild swing with his sword, but it harmlessly misses its mark.
Having enough of, well, everyone and everything, Cyriel’s quickly works a sleep spell centered on the action and the goblins slump to the ground. They slowly curl up into a fetal position and start to loudly snore. Vex, seeing the sleeping goblins, turns to Cyriel to praise his actions (or curse him, the expression on his face could go either way) only to fall straight forward. Of course Cyriel never would have heard Vex as he too has fallen to the ground asleep; most likely dreaming that the rest of you were capable adventurers, worthy of his presence.
Surveying the scene Erevior moves in quickly and secures the two goblins with some rope.
Vex, Cyriel, and both goblins are asleep. The two baddies have been secured.
You're in a rather large room. In addition to the table that the goblins were at when you first entered the room there are what passes for goblin beds (eight of them) on the other side of the room. There is an exit opposite from where you entered.
Rolls
Perception to search room (WIS + prof) - (1d20+3)
(6) + 3 = 9
Rolls
Perception - (1d20+2)
(12) + 2 = 14
Rolls
Medicine to Bandage Cyriel - (1d20+2)
(9) + 2 = 11
"Can have this, if you want." He gives each of the others 1 GP and 6 CP, then considers and gives another GP to Cyriel. "Took a pretty good hit, my brother...sorry to wake you!" (this means he keeps 1 GP and 5 CP for himself)
Then he shows the goblin inscription on the dagger to the mage. "Don't know this word; do you?"
If Valrakas doesn't want the shield, Erevior'll toss it aside. He doesn't consider for a moment that anyone else would use it.
"Eight beds, six dead goblins, two caught ones. You want to talk them," (indicating the bound goblins to Vex) "or you?" (to Valrakas).
Gobo #1: "We no talking to you, beast man!"
Gobo #2: Says something (in Goblin) to Gobo #1.
Gobo #1: "Maybe we talking to you! If you no kill us."
Responding to Vex, he says, "You know, if resting can let you heal me, I am in favor of that, but if not we need to rescue the villagers. Just keep me at the back and I'll be fine."
Masking his distaste, the elf says to the dangling goblins: "There's a boy from village was taken. Where is the boy?"
Edit: Yeah, he's really not good at it.
Rolls
Persuasion - (1d20+1)
(3) + 1 = 4
"Don't know symbol on the knife. Only newcomers can read. Don't know about human boy. Do know newcomers went on raid last night to village. If human taken it probably with Creld"
Rolls
Recovery roll - (1d6+1)
(6) + 1 = 7
The exit is just an open hallway. Goes for five feet and then "T"s...
"You from the sea - this your chance to show us your skill at fishing!" He mimes casting a line. "Go see what you catch..." Here Erevior mimes walking with his fingers, then they hop with surprise and run back again. "...you maybe bring us back some Go Bos for big surprise!" His other fist mimes attacking the running fingers and he laughs.
Erevior loves the idea of goblins chasing one of the party into an ambush from the rest of the group, but he blames his limited language skills for not being able to convey that idea well. *Of course,* the elf thinks to himself, *the minotaur might just fight them all himself. He certainly seems the sort to enjoy the thrill of battle a bit too much to share it with others...* He frowns at that idea. *Oh well; there's certainly nothing to do about it now. Next time I'll make abundantly certain that I'll go.*
Slides a note to Valrakas...
(the song in our world)
Rolls
Perception - (1d20+2)
(1) + 2 = 3
Stealth - (1d20+1)
(13) + 1 = 14
OOC: Ugh.
Rolls
Perception - (1d20+2)
(3) + 2 = 5
Stealth - (1d20+1)
(6) + 1 = 7
OOC: You want attack & damage rolls for that or shall we just say Valrakas knocked them out?
Valrakas scratches a crude map on the cavern floor to show Erevior the tunnels he found. "Beyond this door, there be gobos. "
If you're all going to take a long rest, I'll assume that you'll take turns on watch (you can watch for up to two hours without it hurting your rest). I'll make some perception rolls for each of you and some other stuff to see if anything interesting happens.
Rolls
Secret Roll
Secret Roll
During Vex's watch he hears what sounds like a scolding being handed out coming from the direction that Val had reconnoitered earlier. While not being able to make out what is being said it's obvious that the one doing the scolding is speaking in common and does not sound like a goblin.
Erevior can make out the sounds of the wolves that were passed up earlier. Sounds like they're whining. Probably just hungry...
Other than that the rest is uneventful. As Cyriel's about to wrap up his part of the watch and get the party moving he notices that the two goblins are starting to wake.
"Skinny elf, you let us go now? We take doggies and leave."
Long rest is over.
"Everyone ready to see what is behind next door?"
"Let's go."
At the last intersection: Ten feet ahead is a door, 15 feet to the groups right is the cave-in, and 20 feet to left the hallway dead ends. Valrakas points at the door. "Dead ahead. Beyond, there be gobos. I say kick the door down an' I toss this in." the minotaur hefts the gobo bundle
(Is there a check you want me to make to pull this off?)
Readying action to shoot any goblin that attempts to attack us (assuming I can get a clear shot)
Rolls
Crossbow attack/damage - (1d20+4, 1d8+2)
1d20+4 : (3) + 4 = 7
1d8+2 : (4) + 2 = 6
If one of the hoatiles is human then that's the target. Otherwise, yeah, first one he sees. I hope we have surprise here. If we don't have surprise and Valrakas is down at the bottom of initiative then I may change this action depending on the situation.
EDIT: Sigh. These rolls.
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Ranged Attack with improvised weapon - (1d20+1)
(9) + 1 = 10
Damage - (1d4+3)
(2) + 3 = 5
Rolls
Initiative - (1d20+3)
(11) + 3 = 14
Perception- advantage - (1d20+3, 1d20+3)
1d20+3 : (20) + 3 = 23
1d20+3 : (9) + 3 = 12
There is sudden silence as the rest of the occupants quickly start to realize something odd is happening. One takes a quick glance at the doorway and yells out at the sight of the huge minotaur blocking the entrance. All hell breaks lose as about a dozen of the creatures all run towards far end of the room. A few stop along their way to strike out at the bundle brothers before joining the others.
You're all outside of the room at this point and can no longer see any of the goblins (other than the -ly twins of course), but you can here them whimpering in the far corner.
Rolls
Intimidation using Strength - (1d20+5)
(4) + 5 = 9
Rolls
Perception - (1d20+2)
(15) + 2 = 17
One of the '-ly' twins yells out what sounds like a command to huddled goblins - two or three of which respond by throwing various items at the bundled pair.
Slowly the largest of the huddled goblins stands up and points to the door on the far left of the room. "Human through there. Door locked, two guards." She pauses for a second, looking for some sort of confirmation that she's being understood, and then continues, "Creld in secret room. You kill him?"
At this point I'm assuming that Cyriel has been keeping Valrakas' harpoon lit with his light cantrip. The room you are currently in has no light sources.
He asks the goblin, "Can you tell us about Creid? Why would you like us to kill him?" When he asks the question he secretly recognizes the goblin didn't exactly say that, but he figures making definitive statements may hurry the conversation along.
Cyriel will touch Valrakas's harpoon anytime he asks nicely.
Rolls
Investigation - (1d20+5)
(17) + 5 = 22
Rolls
Perception check (listen at door) - (1d20+1)
(4) + 1 = 5
Rolls
Perception - (1d20+2)
(17) + 2 = 19
Erevior: As you approach the far door the huddled mass squirms further into the corner giving you plenty of room. You put your ear to the door but hear nothing.
Valrakas & Vex: You both exit the room and come to the first cross hallway and take a left to the cave in. It's clear that this part of the tunnel hasn't been worked as the rest, suggesting that this cave in has been here for quite a while. There doesn't appear to be anything out of the ordinary here.
Turning his attention to the talkative goblin he says, "Got a key, or should I unleash the Bull?"
If he finds something he will attempt to pick the lock.
OOC: Gave myself possible disadvantage because of having improvised tools (or none at all)
Rolls
Perception - (1d20+2)
(6) + 2 = 8
Pick lock [disadvantage?] - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (17) + 4 = 21
Rolls
Investigate door - (1d20+5)
(18) + 5 = 23
Wow... I feel like an idiot, I totally forgot about the key
Giving Valrakas the "get ready to throw the goblins" sign Erevior throws open the door and the flying 'ly twins fly through the air landing a good five feet into an empty hallway.
The hallway is about 15 feet long with an identical door at the end.
The female goblin pipes up once again, "Guards and human behind next door. Shhh!!"
Rolls
Stealth check (DEX) - (1d20+1)
(20) + 1 = 21
Rolls
Perception - advantage - (1d20+5, 1d20+5)
1d20+5 : (2) + 5 = 7
1d20+5 : (11) + 5 = 16
Stealth - (1d20+3)
(2) + 3 = 5
Rolls
Perception - (1d20+2)
(2) + 2 = 4
Stealth - (1d20+4)
(14) + 4 = 18
Rolls
Investigate key hole - (1d20+5)
(4) + 5 = 9
AC=15
If it IS locked, he will choose speed over stealth: unlock it quickly and throw it wide open.
Rolls
Stealth check to open unlocked door - (1d20+1)
(6) + 1 = 7
Each of you take one action and then roll for initiative. The guards are perhaps eight feet from the door and obviously think that you're someone else.
Ooc: if a gobo hits him he will retaliases wits his Wrath of the Storm ability. Reaction on being hit to deal 2d8 damage to attacker as a reaction. DC 12 dex save for half damage
Rolls
Attack/Damage - (1d20+4, 1d6+2)
1d20+4 : (10) + 4 = 14
1d6+2 : (1) + 2 = 3
Initiative - (1d20+2)
(10) + 2 = 12
Wrath of the Storm - (2d8)
(66) = 12
Goring Rush [Racial]: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Rolls
Goring Rush - (1d20+5)
(16) + 5 = 21
damage - (1d10+3)
(5) + 3 = 8
Initiative - (1d20+1)
(3) + 1 = 4
Impressive, just to be clear, that's two ones.
Rolls
Fire bolt - ranged attack, damage - (1d20+5, 1d10)
1d20+5 : (1) + 5 = 6
1d10 : (1) = 1
Initiative - (1d20+3)
(9) + 3 = 12
Rolls
Javelin throw - (1d20+4)
(9) + 4 = 13
Javelin damage on a hit - (1d6+2)
(3) + 2 = 5
Initiative - (1d20+1)
(18) + 1 = 19
Valrakas has better luck on his attack goring the right most goblin catching him dead on with his horns. The little gobo bounces back and readies his spear, but is clearly hurting.
In the ruckus you can't make out too many details, but do hear high pitched screaming coming from the opposite side of the room.
We're at the top of the order:
Erevior
Left Goblin (engaged with Vex)
Right Goblin (engaged with Val)
Cyriel, Vex, and Val
Rolls
Secret Roll
Secret Roll
As the elf swings his axe down from his shoulders to ready it for the next round, he rushes the left goblin and attempts to shove it to the ground.
Rolls
Shove (STR+Athletics check) - (1d20+4)
(15) + 4 = 19
Rolls
Fire bolt- attack and damage - (1d20+5, 1d10)
1d20+5 : (17) + 5 = 22
1d10 : (2) = 2
The not so super goblin to the right makes a weak stab at Valrakas who easily parries with his shield.
Vex and Val are up. Both goblins are still up.
Also, I think I handled the goblin being knocked prone thing correctly. Seems like it's just half movement to pop back up - doesn't seem like much of a penalty really...
Rolls
Secret Roll
Secret Roll
Secret Roll
Valrakas goes for the gobo with another savage thrust of his horns, then attempts to flip the wee bugger into the air.
When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
Rolls
Horns attack - (1d20+5)
(2) + 5 = 7
Damage - (1d20+3)
(12) + 3 = 15
Bonus shove (flip into the air) (advantage) - (1d20+5, 1d20+5)
1d20+5 : (14) + 5 = 19
1d20+5 : (3) + 5 = 8
Rolls
Attack/Damage - (1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d6+2 : (6) + 2 = 8
Rolls
Great Axe attack - (1d20+4)
(10) + 4 = 14
Great Axe Damage - (1d12+2)
(7) + 2 = 9
To the right the minotaur lowers its head and attempts to gore the injured goblin. Quickly ducking to the side, the goblin lets out a small sigh of relief only to find himself being rushed at again, horns tossing him into the air. Landing with a loud thud he groans and doesn't make a move.
The two goblin guards are dead. You find yourself in a torch lit room that is just about as large the as goblin living quarters you just left behind. On the far wall you see a quivering little boy with his hands tied behind him. A female goblin is at his side trying her best to calm him. "He not hurt!" she cries as she holds out her hands towards the group.
You hear some muffled grunts behind you in the hallway...
Rolls
Perception to look into hallway - (1d20+2)
(9) + 2 = 11
Rolls
Investigate - (1d20+5)
(14) + 5 = 19
If they decide to attack him he will rush back into the room with Val.
"Why? They killed most of tribe. Now we kill them!" a few go back to kicking the tied up duo when one of the bigger goblins yells something at them in their native tongue. The attacks stop and they wander back to the other room, the bigger goblin spitting at the two before looking at Vex and saying "We leave these two to big minotaur for food, funny dwarf." She promptly turns around and follows the others back to the room.
"Where is Creld? We want to...talk with him..."
Back to the goblin, in Common: "So what can tell about Creld guy?"
The goblin responds to Erevior, "Creld is new leader. Human who uses magic and brought in new tribe. Some old tribe joined the new, others fled, some killed or held back here. Some old tribe members heard of plans to kidnap humans on other side of river for Creld."
He'll turn back to Brynn. "Boy...Brynn...you ready to go back to momma, to Sophie?" He squats down to look at Brynn at eye level. "It time to go home, Brynn. You want me carry you, or you want to ride the big bull? We get you home to Sophie quick now."
Rolls
Persuasion (CHR) - (1d20+1)
(14) + 1 = 15
Erevior lifts Brynn with his left arm and tries to balance him on his hip while he walks. It's awkward, because the child alternates between desperate flailing and going completely limp, which means that Erevior has to keep slowing down or stopping to shift his weight around. Still, they're probably able to make better progress going back out of the goblin warren than they would if the kid was to walk himself. To assist calming Brynn (as well as bolstering his own sanity), Erevior tries to sing a soothing elven lullaby. Brynn keeps kicking him with his little legs, though, which ruins a bit of the effect.
Rolls
Performance (singing) - (1d20+3)
(9) + 3 = 12
Rolls
Perception advantage - (1d20+5, 1d20+5)
1d20+5 : (19) + 5 = 24
1d20+5 : (10) + 5 = 15
"Let's take him back way we know, then we come back to explore...and to settle Creld."
"Others trying to escape. I wait for you!" she says as she starts to tag along behind you.
As you exit the room you come to the first intersection, to the left is the cave-in and to the right is the dead-end hallway (that you all realize leads to Creld's room). As you move along the large hallway you come to the intersection from which you came. Valrakas wants to move straight ahead as he knows it's the quickest way out. The rest of party is opting for the safety of back-tracking.
With that the group starts retracing their route into the goblin lair with a single female goblin tagging along behind. You travel the first hallway and enter the goblin room where you picked up the "-ly" twins, the two other corpses still there. "Good!" the female spits as you continue on into the "doggie" hallway.
As you walk by the dead wolf handler and the wolf pens the animals react as you would expect, yelping and barking as you go by. Brynn holds onto Erevior a little tighter, but the continued signing and light show calm quickly calm him. Until…
"GLEEK!!!" the female goblin screams as she runs over to the dead wolf handler. "They kill Gleek!!"
OOC: I'll continue on tomorrow if there are no actions at this juncture.
Rolls
Perception, advantage - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (18) + 4 = 22
Cyriel attempts to sneak forward, to within 90' of the searchers, and then casts sleep.
Rolls
Stealth - (1d20+3)
(18) + 3 = 21
Sleep - (5d8)
(84777) = 33
Brynn let's out a small whimper and lets out barely audible "Sheggabugga!" as he clutches onto Erevior.
-bonus action to rage
-30' movement
-ranged attack from 70'
Rolls
harpoon attack from beyond normal range (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (6) + 3 = 9
1d20+3 : (18) + 3 = 21
damage - (1d6+3)
(4) + 3 = 7
Rolls
Attack/Damage - (1d20+4, 1d8+2)
1d20+4 : (8) + 4 = 12
1d8+2 : (1) + 2 = 3
Valrakas: Your harpoon misses the mark by quite a bit and unfortunately gives the human a general idea from which direction his ‘trouble makers’ are making their attacks.
Vex: Your bolt passes the human close enough to catch his attention, but misses the mark. (Plus at 100’ it would have been at a disadvantage due to range - if I'm reading things right)
Cyriel: Super secret note.
One more action for each of you (roll initiative as well) as the human moves to start slapping the first goblin from his slumber (that will be his action for the round).
I have Cyriel at 60' out, Valrakas is 70' out, with Vex and Erevior at 100' out.
Rolls
Initiative - (1d20+2)
(4) + 2 = 6
Attack/Damage - (1d20+4, 1d8+2)
1d20+4 : (16) + 4 = 20
1d8+2 : (6) + 2 = 8
(Ooc: Cyriel should be 80'... Or is it 60' so he can see in the dark?)
Rolls
Initiative - (1d20+3)
(3) + 3 = 6
Magic missile... Damage - (3d4+3)
(313) + 3 = 10
-Dash 60'
-AC with shield = 15
Rolls
Initiative - (1d20+1)
(12) + 1 = 13
Dropping to all fours this time he starts a slow and painful crawl to one of the goblins before he hears the thudding of what he can only imagine is a stone giant rushing to finish the job. His adrenaline takes over as he hops back to his feet and in obvious pain stumbles towards his sleeping ally.
Mr. Pepperknot still has an action coming before the human slaps the goblin into consciousness.
Erevior trots his 30' of movement closer to the sleeping goblins and hurls his javelin at the jeering human. It's all bravado, though: he is thrown off by carrying the child.
Rolls
Javelin to hit (DISADV for distance) - (1d20+4, 1d20+4)
1d20+4 : (3) + 4 = 7
1d20+4 : (11) + 4 = 15
Javelin damage (on unlikely hit) - (1d6+2)
(5) + 2 = 7
Initiative - (1d20+1)
(1) + 1 = 2
Initiative Order:
Valrakas: You're ten feet away from both the newly awakened goblin (still prone) and the human.
Goblin #1
Cyriel or Vex
Obviously Evil Human
Erevior
Rolls
Secret Roll
Secret Roll
Rolls
Fire bolt, attack, damage - (1d20+5, 1d10)
1d20+5 : (5) + 5 = 10
1d10 : (7) = 7
Rolls
Attack/Damage - (1d20+4, 1d8+2)
1d20+4 : (13) + 4 = 17
1d8+2 : (4) + 2 = 6
Rolls
Cutlass vs. human - (1d20+5)
(18) + 5 = 23
damage - (1d8+3)
(4) + 3 = 7
Bonus shove Goblin #1 aside using horns (advantage) - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (11) + 5 = 16
Surprisingly nimble, the little creature recovers and rushes back at Valrakas spear tip leading the way, catching the minotaur in the gut. [5HP of damage to Valrakas]
The injured man, still crawling, but in obvious pain, does his best to shield his eyes as Cyriel's bolt of fire crashes into a tree behind him. A brief smile starts to form on his face before Vex's bolt catches the man in the ribs ending his struggle.
Erevior still has an action.
Rolls
Secret Roll
Secret Roll
Rolls
Handaxe throw (DISADV), damage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d20+4 : (6) + 4 = 10
1d6+2 : (3) + 2 = 5
Next round, order is the same as before:
Valrakas
Goblin #1
Cyriel, Vex, and/or Erevior
The human appears to be dead, two of the goblins are still sleeping, and the third is engaged with Valrakas.
Rolls
Cutlass - (1d20+5)
(8) + 5 = 13
Damage - (1d8+3)
(6) + 3 = 9
Rolls
Attack/Damage - (1d20+4, 1d8+2)
1d20+4 : (12) + 4 = 16
1d8+2 : (3) + 2 = 5
Rolls
Melee attack with handaxe - (1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d6+2 : (6) + 2 = 8
Cyriel approaches the two other goblins both of which, despite the awkward positions they're in, look content in their sleep, both gently snoring.
Brynn, still holding onto Erevior with all of the strength he can muster, looks at the creatures lying on the ground, "Does this mean I can go home now?"
Rolls
Perception advantage - (1d20+5, 1d20+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (13) + 5 = 18
Rolls
Swim - athletics - (1d20-1)
(6) - 1 = 5
Swim - (1d20-1)
(12) - 1 = 11
Swim - (1d20-1)
(16) - 1 = 15
Rolls
3 Athletics Checks, in case I need them! - (1d20-2, 1d20-2, 1d20-2)
1d20-2 : (4) - 2 = 2
1d20-2 : (20) - 2 = 18
1d20-2 : (12) - 2 = 10
Vex is waiting on the other side, obviously pleased that he made it so much easier than before.
Rolls
Athletics checks to swim - (1d20+4, 1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (2) + 4 = 6
1d20+4 : (20) + 4 = 24
Rolls
Swim check (disadvantage) - (1d20+5, 1d20+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (18) + 5 = 23
Swim check (disadvantage) - (1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (11) + 5 = 16
Swim check (disadvantage) - (1d20+5, 1d20+5)
1d20+5 : (20) + 5 = 25
1d20+5 : (14) + 5 = 19
OOC: Hitting you guys with disadvantage is like a bonus for ya! :-)
"MONSTER!" he screams just before falling forward flat unto his face.
Bob and his wife immediately turn towards the door to see what the fuss is about when they notice Brynn with the group. "Brynn!!" the women yells, running towards you, stepping on (not over) the now unconscious man laying on the floor. Before she can even turn to tell Bob to fetch Abram and Sophie he's already made his way out the back door to find Brynn's mother.
"Where? How?"
She goes on to tell the story of how a few years back the man had been run out of town after a few of his magical "experiments, as he called them" had injured several of the townspeople. "When Abram had pieced together that Creld had actually meant to injure them folks, well, let's just say it was in his best interest to leave our little village. He wasn't all too happy about it neither!"
Before she can continue on with the story Val's eardrum is just about shattered as Brynn yells out, "MOMMY!!!" as his mother walks in with Bob, Abram Dale, and several other of the town folk who have tagged along all of whom want to hear about the daring rescue.