Severus looks around for areas of cover.
Part 1: Goblin Arrows
Severus looks around for areas of cover.
Severus begins looking around, hoping to find some sort of cover to hide behind in case the goblin has given their position away. His frantic search proves fruitless, and just as he spots some dense bushes across the stream and to the west of the party which might be suitable, he watches as two arrows fly out overhead from them, aimed at your group.
One arrow sails just past Severus’s face, embedding in the grass near the body of Glarkvak. The second one takes Osvaldo in the torso as he admires his handiwork on their dead captive doing a devastating 7HP Damage. The ranger, having been hit with an arrow already back at the road ambush is in bad shape with 1HP remaining.
Through the brush ahead, you see the well-obscured forms of two goblin guards.
Rolls
Severus Perception roll - (1d20-1)
(1) - 1 = 0
Goblin 1 Surprise Attack on Severus/Shortbow Damage - (1d20+4, 1d6+2)
1d20+4 : (8) + 4 = 12
1d6+2 : (4) + 2 = 6
Goblin 2 Surprise Attack on Osvaldo/Shortbow Damage - (1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d6+2 : (5) + 2 = 7
Turn order is as follows:
-->1. Alstaer (Undamaged with 8HP)
2. Severus (Undamaged with 14HP)
3. Quinny (Moderately wounded with 12/15HP)
4. Osvaldo (Critically wounded with 1/12HP)
5. Goblins

Rolls
Quinny Initiative roll - (1d20+2)
(8) + 2 = 10
Alstaer Initiative roll - (1d20)
(20) = 20
Severus Initiative roll - (1d20+2)
(15) + 2 = 17
Osvaldo Initiative roll - (1d20+3)
(6) + 3 = 9
Goblins Initiative roll - (1d20+2)
(5) + 2 = 7
Rolls
Fire bolt Vs Goblin - (1d20+5)
(16) + 5 = 21
Damage to Goblin - (1d10)
(1) = 1
Running Long jump to L17 if possible.
Rolls
Athletics roll for Running Long Jump - (1d20+4)
(14) + 4 = 18
So, I hope the image below makes sense…

Turn order is as follows:
1. Alstaer (Undamaged with 8HP)
2. Severus (Undamaged with 14HP)
3. Quinny (Moderately wounded with 12/15HP)
-->4. Osvaldo (Critically wounded with 1/12HP)
5. Goblins
Rolls
Tireless - (1d10+2)
(3) + 2 = 5
Meanwhile the goblins hear the crashing of the barbarians approaching them at an alarming rate.
Goblin 1 panics and rushes out from his cover, presses through the stream, and fires an arrow at Severus’s back (Severus has +2 to his AC for ½ coverage at the edge of the brush). Severus hears the arrow slice into the brush to his left, missing by a foot or two.
Goblin 2 fires his bow at Quinny who has a +5 bonus to her AC for ¾ coverage. The arrow sails way off the mark, and the goblin suddenly dashes into the brush to Quinny’s right and disappears from view.
Turn order is as follows:
-->1. Alstaer (Undamaged with 8HP)
2. Severus (Undamaged with 14HP)
3. Quinny (PRONE; Moderately wounded with 12/15HP)
4. Osvaldo (Critically wounded with 1/12HP +5 temporary HP)
5. Goblins

Rolls
Goblin 1 Attack on Severus/Shortbow Damage - (1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d6+2 : (3) + 2 = 5
Goblin 2 Attack on Quinny/Shortbow Damage - (1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d6+2 : (4) + 2 = 6
Goblin 2 Hide Bonus Action - (1d20+2)
(14) + 2 = 16
Rolls
Fire bolt Vs Goblin - (1d20+5)
(15) + 5 = 20
Damage - (1d10)
(8) = 8
The other goblin lies somewhere in the brush, hidden from view for the time being.
1. Alstaer (Undamaged with 8HP)
-->2. Severus (Undamaged with 14HP)
3. Quinny (PRONE; Moderately wounded with 12/15HP)
4. Osvaldo (Critically wounded with 1/12HP +5 temporary HP)
5. Goblins
Rolls
Readied melee attack with greataxe - (1d20+5)
(11) + 5 = 16
Damage roll (if applicable) - (1d12+3)
(8) + 3 = 11
1. Alstaer (Undamaged with 8HP)
2. Severus (Undamaged with 14HP)
-->3. Quinny (PRONE; Moderately wounded with 12/15HP)
4. Osvaldo (Critically wounded with 1/12HP +5 temporary HP)
5. Goblins