"Edgar, does the loss of your beard grieve you?"
Chapter 1: Blood and Lightning
"Edgar, does the loss of your beard grieve you?"
"Are you the people Commander Yushif mentioned who were headed to Boltstrike Tower?" With a confirmation, she continues, "I was told to send for you. Commander Yushif will meet you at the west wing of the fort, opposite the side you arrived at. He said he would have some items for you and a map of the local area. Please meet him at once. Long live the Dragon Emperor." With a proud military pose, the archer leaves.
As you collect your things, you make your way to the west wing of the fort and see Commander Yushif as you were told to expect him. "Thank you for coming so quickly. I was informed that I was to give you some supplies before you go. Here..." The commander hands you each two vials, each with a liquid inside. One vial smells of herbs and is red while the other smells of oil and is multiple shades of brown swirling together. Both have a feint magical aura that you sense immediately. "The first is a basic potion of healing. The other is enchanted oil. Use with caution, but also remember that you can't use them if you're dead. With that said," The commander pulls out a small map. It is well made, but also focused on locations only a few days travel from the fort. "Follow this road here on the map. You should only need to camp twice before you reach the tower. If you leave now, you should get to the tower by the afternoon of your 3rd day of travel. Honestly, I don't know much about the tower or what they do there other than that they use it to control weather. People like the High Druid are not fans of what the Archmage does to control nature, but at the same time the weather can be dangerous. Anyways, safe travels. Long Live the Dragon Emperor."
Rolls
Edgar Skullbreaker: 1d20+5 - Initiative - (1d20+5)
(15) + 5 = 20
Hrafe: 1d20+3 - Initiative (advantage from human) - (2d20H1+3)
(1219) + 3 = 22
Salix Alderroot: 1d20+1 - Initiative - (1d20+1)
(18) + 1 = 19
Raphel Cassidor: 1d20+2 - Initiative - (1d20+2)
(1) + 2 = 3
Makasi Nkuyu: 2d20+3 - Initiative (advantage from human) - (2d20H1+3)
(618) + 3 = 21
Goblin Grunts Initiative - (1d20+3)
(6) + 3 = 9
Goblin Scums Initiative - (1d20+3)
(9) + 3 = 12
Goblin Shaman Initiative - (1d20+6)
(14) + 6 = 20
In any order: Edgar, Hrafe, Masaki
Goblin Shaman
Salix
Goblin Scums & Grunts
Raphel
Escalation Die: +0
The goblin scums are mooks, meaning any damage you deal to them is dealt to them as a whole. Once the damage they have taken reaches a threshold, the one you attacked last dies. Some abilities care if you are dealing with a mook, so keep that in mind.
No one is grouped up, so anything that targets multiple creatures in a group would only target one creature at this time.
As for distances, assume everyone is Near everyone else. If you need help, see the Useful References thread and look at the Engagement Chart. You can use your movement to engage one enemy, or to become Far from everyone. There are trees and bushes but otherwise the area is fairly open.
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day
Rolls
Melee Attack - Total - (2d20+5)
(1317) + 5 = 35
Melee Damage - Total - (1d8+4+1d6)
(7) + (4) + 4 = 15
Nix the 1d6 damage, it only applies to staggered foes but holy cow Slayer adds damage per level.
Rolls
Melee Attack - Total - (1d20+5)
(15) + 5 = 20
Wicked Knife - Total - (1d8+4)
(4) + 4 = 8
Sneak Attack - Weapon Die (dX) - (1d4)
(1) = 1
I think I did that right? 1d20 + my STR bonus (3) + my level (1) = 1d20+4?
Rolls
Melee - (1d20+4)
(8) + 4 = 12
Damage - (1d10+3)
(6) + 3 = 9
Rolls
Goblin Shaman attempts to disengage (success on 11+, +5 from from Shifty Bugger ability) - (d20+5)
(8) + 5 = 13
Shaking Curse ranged attack (vs PD, 8 dmg on a hit) - (1d20+6)
(17) + 6 = 23
Once the javelin finds its mark Salix moves farther away from the cluster of goblins in front of him.
Rolls
Javelin of Faith - Attack - (1d20+4)
(17) + 4 = 21
Javelin of Faith - Damage - (1d6+4)
(1) + 4 = 5
Rolls
Goblin Grunts Club attack at Hrafe (vs AC - 6 DMG) - (1d20+6)
(20) + 6 = 26
Goblin Grunts Club attack at Edgar (vs AC - 6 DMG) - (1d20+6)
(8) + 6 = 14
Goblin Grunts Club attack at Makasi (vs AC - 6 DMG) - (1d20+6)
(4) + 6 = 10
Goblin Scum Shortbow at Salix (vs AC - 3 dmg) - (1d20+6)
(15) + 6 = 21
Goblin Scum Shortbow at Salix (vs AC - 3 dmg) - (1d20+6)
(15) + 6 = 21
Goblin Scum Shortbow at Raphel (vs AC - 3 dmg) - (1d20+6)
(19) + 6 = 25
Goblin Scum Shortbow at Raphel (vs AC - 3 dmg) - (1d20+6)
(10) + 6 = 16
I won't make any actions official until Raphel declares what he is doing, as he is still part of round 1. For all players other than Raphel, the escalation die is now +1 and thus you get a +1 to all attack rolls.
As of now, if you moved far, you are far. Otherwise, all you are near everyone else. If you were one of the ones that charged the shaman, you are each engaged with one goblin.