Chapter 1: Stolen Goods
"Three bears that got jumped by a pack of wolves,"
Rolls
Perception - (1d20+3)
(10) + 3 = 13
Survival - (1d20+3)
(13) + 3 = 16
Advantage dic if applicable - (1d20, 1d20)
1d20 : (14) = 14
1d20 : (4) = 4
Following the newer trail, it's quite clear that there are four man-sized creatures a few hours ahead (presumably the Bailey boys and their father).
"Let's keep moving! We ain't gonna catch 'em just standing around!"
"You are absolutely correct, KV. Let's get dangerous!" she calls out, trying to keep up with the huge man despite her short legs.
"Feldty, get ready for some Frosty Gripping!"
I'll add an initiative roll if we're using them!
Hit Points 19/19 (1/1d10+1)
Speed 30 ft.
STR 12 (+1); DEX 9 (-1); CON 12 (+1); INT 7 (-2); WIS 9 (-1); CHA 8 (-1)
Saving Throws Strength +3, Constitution +3
Skills Animal Handling +1, Athletics +3, Insight +1, Perception +1, Survival +1
Senses Passive Perception 13
Languages Common, Giant, Halfling
Stone's Endurance 1/1 rest, use reaction to reduce damage by 1d12 + Constitution modifier.
Second Wind 1/1 rest, use bonus action to recover 1d10 + fighter level HP.
Powerful Build Count as one size larger when determining carrying capacity and the weight to push, drag, or lift.
Mountain Born Acclimated to high altitude and naturally adapted to cold climates.
Great Weapon Fighting Reroll 1 or 2 on damage dice for two-handed or versatile weapons.
Fell Handed Maul +1 on attack rolls made by a maul.
Conditions None
Rolls
Initiative - (1d20-1)
(10) - 1 = 9
Fucking goblins, almost as bad as slavers. Nine of them? This will be tough!
But something occurs to her though, as she sees the men struggle with the armour. She voices her doubts out loud: "Wait, are those the slavers or the missing kid's brothers?"
She yells out to the four men in the human tongue: "HEY! WHO THE HELL ARE YOU?"
Then, to KV and Feldty, telepathically *** Kill the goblins first. ***
She will move her full 25 feet in a direction to line up a clear shot on a goblin within range of her sling (30 feet), preferably one that is closest to engaging with the humans.
Rolls
Sling attack on goblin - (1d20+3, 1d4+1)
1d20+3 : (8) + 3 = 11
1d4+1 : (3) + 1 = 4
Initiative - (1d20+1)
(4) + 1 = 5
Casting chill touch. If it hits, it does necrotic damage and the target can't regain HP until the next turn.
12/12 HP | 10 AC
1st 2/2
Rolls
Chill Touch - (1d20+4, 1d8)
1d20+4 : (13) + 4 = 17
1d8 : (3) = 3
Krogir-Vaam rushes forward to engage the enemy, but can't make it there just yet. He prepares himself to avoid any stray strikes.
Sera's sling bullet flies by the ear of one of the goblins, skipping across the scraggly grass beyond.
Englefeldt's frosty attack catches G3, draining the strength of the diminutive humanoid and causing it's knees to shake.
Goblin 2: 8/8, AC 15
Goblin 3: 3/6, AC 15
Goblin 4: 8/8, AC 15
Goblin 5: 11/11, AC 15
Goblin 6: 7/7, AC 15
Goblin 7: 7/7, AC 15
Goblin 8: 3/3, AC 15
Goblin 9: 6/6, AC 15
Rolls
Enemy initiative (vs 10) - (1d20+3)
(9) + 3 = 12
Goblin Attack #1 - (1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d6+2 : (3) + 2 = 5
Goblin Attack #2 - (1d20+4, 1d6+2)
1d20+4 : (18) + 4 = 22
1d6+2 : (1) + 2 = 3
Goblin Attack #3 - (1d20+4, 1d6+2)
1d20+4 : (10) + 4 = 14
1d6+2 : (4) + 2 = 6
Goblin Attack #4 - (1d20+4, 1d6+2)
1d20+4 : (2) + 4 = 6
1d6+2 : (3) + 2 = 5
Goblin Attack #5 - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (4) + 2 = 6
Goblin Attack #6 - (1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d6+2 : (3) + 2 = 5
Goblin Attack #7 - (1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d6+2 : (4) + 2 = 6
Goblin Attack #8 - (1d20+4, 1d6+2)
1d20+4 : (8) + 4 = 12
1d6+2 : (3) + 2 = 5
Goblin Attack #9 - (1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d6+2 : (2) + 2 = 4
The goblins, so intent on the armored men, haven't noticed your approach yet and continue their attacks.
The armor seems to help the men, but they are still quickly being overwhelmed. One of them goes down and each of the others takes a nasty hit even through the armor that they are wearing.
Man 2: 4 damage
Man 3: 5 damage
Man 4: 3 damage
Goblin 2: 8/8, AC 15
Goblin 3: 3/6, AC 15
Goblin 4: 8/8, AC 15
Goblin 5: 11/11, AC 15
Goblin 6: 7/7, AC 15
Goblin 7: 7/7, AC 15
Goblin 8: 3/3, AC 15
Goblin 9: 6/6, AC 15
Sera is 30 ft away
Feldty is 40 ft away
Armored men turn!
Rolls
Armored Man 1 - (1d20, 1d8)
1d20 : (19) = 19
1d8 : (3) = 3
Armored Man 2 - (1d20, 1d8)
1d20 : (16) = 16
1d8 : (4) = 4
Armored Man 3 - (1d20, 1d8)
1d20 : (5) = 5
1d8 : (1) = 1
The armored men fight back, shouting loudly to "protect pa!" as they move to stand over the downed man. Two of the men score hits on the goblins, but none of them go down. It's not looking good for the men.
Man 2: 4 damage
Man 3: 5 damage
Man 4: 3 damage
Goblin 2: 8/8, AC 15
Goblin 3: 3/6, AC 15
Goblin 4: 8/8, AC 15
Goblin 5: 7/11, AC 15
Goblin 6: 4/7, AC 15
Goblin 7: 7/7, AC 15
Goblin 8: 3/3, AC 15
Goblin 9: 6/6, AC 15
Sera is 30 ft away
Feldty is 40 ft away
Your turn!
Hit Points 19/19 (1/1d10+1)
Speed 30 ft.
STR 12 (+1); DEX 9 (-1); CON 12 (+1); INT 7 (-2); WIS 9 (-1); CHA 8 (-1)
Saving Throws Strength +3, Constitution +3
Skills Animal Handling +1, Athletics +3, Insight +1, Perception +1, Survival +1
Senses Passive Perception 13
Languages Common, Giant, Halfling
Stone's Endurance 1/1 rest, use reaction to reduce damage by 1d12 + Constitution modifier.
Second Wind 1/1 rest, use bonus action to recover 1d10 + fighter level HP.
Powerful Build Count as one size larger when determining carrying capacity and the weight to push, drag, or lift.
Mountain Born Acclimated to high altitude and naturally adapted to cold climates.
Great Weapon Fighting Reroll 1 or 2 on damage dice for two-handed or versatile weapons.
Fell Handed Maul +1 on attack rolls made by a maul.
Conditions None
Rolls
Fell-Handed Maul, Bludgeoning Damage - (1d20+4, 2d6+1)
1d20+4 : (11) + 4 = 15
2d6+1 : (43) + 1 = 8
Rolls
Sling! - (1d20+3, 1d4+1)
1d20+3 : (17) + 3 = 20
1d4+1 : (1) + 1 = 2