Chapter 2 - The Raiders’ Camp
Nevermind. I'm the BEST at it apparently.
Rolls
Athletics - (1d20+1)
(20) + 1 = 21
Rolls
Secret Roll
Rolls
Stealth - (1d20+4)
(4) + 4 = 8
'I'm not one of them. We need to go, now.' She cuts any bonds with a spear. 'Hopefully they're all distracted but we need to stay quiet, just in case'
Rolls
Secret Roll
Secret Roll
Rolls
stealth Disadvantage - (1d20+1, 1d20+1)
1d20+1 : (1) + 1 = 2
1d20+1 : (16) + 1 = 17
Rolls
Athletics - (1d20+3)
(17) + 3 = 20
Luck - (1d20)
(5) = 5
Almost immediately your path is blocked by a group of 10 cultists and without much other option you shout for everyone to run and start to barrel towards them. You can see two of them coming for you, but you lower your shoulder and ram into them, knocking both of them flat on the ground. You can hear scuffling behind you as the prisoners and the cultists clash, but you remain determined to make it through the gate and you don't look back.
You get to the side of the guard tower and you finally dare to look. Only three of the prisoners remain by your side, the other five have been restrained and recaptured inside the camp. Before you can think about what to do next, three big stones rain down from the guard tower as the kobolds stationed there fire their slings at you. A stone miss you by quite a margin, another hits one of the prisoners and open a big gash in her head. The third one connects with another prisoner, it cracks violently off his skull and he collapses dead to the ground.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Kobold Vs Octavia - Advantage - (1d20+4)
(8) + 4 = 12
Kobold Vs Prisoner - (1d20+4)
(8) + 4 = 12
Kobold Vs Prisoner - Advantage - (1d20+4)
(17) + 4 = 21
Kobold Vs Prisoner - Advantage - (1d20+4)
(20) + 4 = 24
Kobold Vs Octavia - (1d20+4)
(3) + 4 = 7
Kobold Vs Prisoner - (1d20+4)
(8) + 4 = 12
Damage to Prisoner 1 - (1d4+2)
(1) + 2 = 3
Damage to Prisoner 2 (Crit) - (2d4+2)
(42) + 2 = 8
Then one was suddenly dead and it was Greenest and her village all over again. Something in her mind snaps as she whirls around, whispering a prayer that the injured slave gains the strength to run, even as she starts to swing her spear. run!She yells to the two with a clear path.
For the others, she would carve a path to save as many as possibly. No-matter how many cultists she had to fight. No matter what it cost her.
Edit:Injured slave, not injure cultist. Whoops
Rolls
Healing word (Injured cultist - (1d4+3)
(2) + 3 = 5
Attack on whatever enemy is closest - (1d20+6, 1d8+4)
1d20+6 : (1) + 6 = 7
1d8+4 : (7) + 4 = 11