It takes a moment for the woman to notice you. When she does, the annoyed look only partially leaves her face as she turns to greet you, "Welcome to Vard's Armory, what can I do for you today?"
Chapter 1: Stolen Goods
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It takes a moment for the woman to notice you. When she does, the annoyed look only partially leaves her face as she turns to greet you, "Welcome to Vard's Armory, what can I do for you today?"
She looks slightly sad and mutters under her breath, "I hope they bring it back safe and sound..."
"I get it," he says, turning to Seraphina. "You told me about this, yeah? She's playing game. Wants to make things not-cheap 'cause they have nothing."
The goliath returns his attention to the dour woman. "Now you s'posed to tell me you want more coin, but you still give me metal, yeah? Fine, how much?"
"Wait. Did you just say somebody stole their sister?"
Rolls
Strength - (1d20+1)
(4) + 1 = 5
The woman inside stops moving and looks out the window, "Um... Is there something that I can help you with?"
Her brow is furrowed slightly and she looks suspicious of your motives.
"We understand that a person you love dearly has been STOLEN from you! Let's get cracking. This is Krogir-Vaam, the toughest Goliath in the wide circle of the world!"
Look tough! she mentally projects to Krogir-Vaam.
And this is Englefeldt Hartman. Yes, THE Englefeldt Hartman, the keeper of the Frosty Grip spell!
Look magical! she mentally projects to Englefeldt.
"And I am Seraphina Hollysharp, bane to slavers everywhere! Don't worry ma'am, we'll get your girl back..."
With her eyes full of murder, she finishes the sentence in the woman's mind:
... and make the PAY for what they have done!
Her face abruptly changes into a half-moon eyes smile as she extends her hand in partnership.
"And who might you be?"
Casting prestidigitation.
12/12 HP | 10 AC
1st 2/2
Her mind finally seems to catch up to your words and a small glint of hope enters her eyes, "Get her back, you said?" she asks desperately, not answering the question of who she is, "You have a plan, then?"
"Now, about that plan," she beings. "We need to know all the details about what happened, then we can get things moving. Can we come in?"
Seraphina is already past the door frame as she speaks the last sentence.
She has you sit down and then takes a seat herself, nervously drying her hands on a rag tucked into her apron, "Well..." she says, and then stops to take a deep breath before continuing, "A couple of nights ago, my daughter Briela was taken. She was safe when we put her to bed, but she was gone when we woke up in the morning. Fergus, my husband, and my boys tried to follow the trail, but they lost it in the foothills and had to turn back..."
* Where they last had the slavers' trail
* Detailed description of Briela, including some piece of personal info that only her family would know.
* Information on the current whereabouts of her husband and sons, and whether not they intend to return that armour they 'borrowed' from the blacksmith. If they haven't done so, she will request to borrow it from them as well
* Regarding rewards, she insists on none. However, she lays claim to all salvage rights for the belongings of the slavers.
"Personal information?" she asks, thinking deeply, "Ask her the story about how she lost her stuffed bear, Tigs. On our way back from the market one day, she dropper her bear from the front seat and climbed down to get it. She... got her arm stuck in the wagon wheel. By the time we got her out, we thought the arm was lost. Miraculously, a priest of Ilmater happened to wander by, a man named Father Tiberius healed her up in a moment and then went on his way. We never saw him again, but Briela hasn't ever forgotten him."
Rolls
Perception - (1d20+1)
(19) + 1 = 20
Survival - (1d20+1)
(14) + 1 = 15
"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
Casting magic missile. 2 for Goblin 5, 1 for goblin 6.
12/12 HP | 10 AC
1st 1/2
Rolls
Missiles for gobbo 5 - (2d4+2)
(14) + 2 = 7
Missile for gobbo 6 - (1d4+1)
(4) + 1 = 5
Krogir-Vaam rushes forward and raises his maul up and brings it straight down, crushing the goblin nearly flat.
Seraphina's sling bullet slams into G3's head, staggering, but not dropping, him
Englefeldt's missiles slam into the ranks of goblins, dropping two of them instantly.
Man 2: 4 damage
Man 3: 5 damage
Man 4: 3 damage
Goblin 2: DEAD
Goblin 3: 3/6, AC 15
Goblin 4: 8/8, AC 15
Goblin 5: DEAD
Goblin 6: DEAD
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
Goblin turn!
Rolls
Goblin Attack 1 - (1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d6+2 : (6) + 2 = 8
Goblin Attack 2 - (1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d6+2 : (3) + 2 = 5
Goblin Attack 3 - (1d20+4, 1d6+2)
1d20+4 : (19) + 4 = 23
1d6+2 : (6) + 2 = 8
Goblin Attack 4 - (1d20+4, 1d6+2)
1d20+4 : (10) + 4 = 14
1d6+2 : (1) + 2 = 3
Goblin Attack 5 - (1d20+4, 1d6+2)
1d20+4 : (11) + 4 = 15
1d6+2 : (3) + 2 = 5
Goblin Attack 6 - (1d20+4, 1d6+2)
1d20+4 : (4) + 4 = 8
1d6+2 : (3) + 2 = 5
Goblins 1 and 3 turn their attention to the massive warrior who crushed poor Sprick into goo and begin slashing wildly at him. G3 scores a nasty hit across KV's forearm (13 vs AC. Damage: 5 slashing)
The rest of the goblins continue their attacks on the armored men. Only one of them scores a hit through the armor of man 3 (23 vs AC. Damage 8). He falls to the ground, unmoving.
Man 2: 4 damage
Man 3: 13 damage taken, down
Man 4: 3 damage
Goblin 2: DEAD
Goblin 3: 3/6, AC 15
Goblin 4: 8/8, AC 15
Goblin 5: DEAD
Goblin 6: DEAD
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 attack 1 - (1d20, 1d8)
1d20 : (19) = 19
1d8 : (7) = 7
Armored Man attack 2 - (1d20, 1d8)
1d20 : (20) = 20
1d8 : (5) = 5
Man 2 Crit - (1d8)
(5) = 5
Taking full advantage of your sudden arrival, both of the armored men score vicious wounds on their foes, laying two of the goblins low.
Man 2: 4 damage
Man 3: 13 damage taken, down
Man 4: 3 damage
Goblin 2: DEAD
Goblin 3: 3/6, AC 15
Goblin 4: 8/8, AC 15
Goblin 5: DEAD
Goblin 6: DEAD
Goblin 7: DEAD
Goblin 8: DEAD
Goblin 9: 6/6, AC 15
Sera is 30 ft away
Feldty is 40 ft away
Your turn!
Hit Points 14/19 (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
Maul vs Goblin1, Bludgeoning Damage - (1d20+4, 2d6+1)
1d20+4 : (20) + 4 = 24
2d6+1 : (33) + 1 = 7
Critical damage for the fun of it - (2d6)
(11) = 2
Great Weapon Fighting reroll for the fun of it - (2d6)
(62) = 8
Rolls
Sling! - (1d20+3, 1d4+1)
1d20+3 : (4) + 3 = 7
1d4+1 : (1) + 1 = 2
Casting magic missile. 1 for Goblin 3, 1 for goblin 4, and 1 for goblin 9.
12/12 HP | 10 AC
1st 0/2
Rolls
Magic Missile goblin 3 - (1d4+1)
(2) + 1 = 3
Magic Missile goblin 4 - (1d4+1)
(4) + 1 = 5
Magic Missile goblin 9 - (1d4+1)
(1) + 1 = 2
KV swings his maul once more, turning G1 into pulp. His blow, so powerful, continues on and crushes G3 as well. (Cleaving rules!)
Sera's sling bullet is aimed too low and strikes the ground, skipping past the combatants' feet.
Englefeldt fires another volley of missiles, striking down G4 and wounding G9.
Man 2: 4 damage
Man 3: 13 damage taken, down
Man 4: 3 damage
Goblin 2: DEAD
Goblin 3: DEAD
Goblin 4: DEAD
Goblin 5: DEAD
Goblin 6: DEAD
Goblin 7: DEAD
Goblin 8: DEAD
Goblin 9: 4/6, AC 15
With two of their number wounded and on the ground, the armored men let the goblin go, turning their attention to their companions, trying to remove their armor to look at the wounds.
"Pa! No!" one of them says, crouching over the wounded form of the first man that fell.
"Hold on, Elmer," the other calls, bending low over the other fallen man.
"Maybe they need some dirt rubbed in it?" offers the goliath, using the full extent of his medicinal knowledge.
She returns to the human family and sees if she can be of assistance.
Rolls
medicine check - (1d20+1)
(3) + 1 = 4
"Like salt, maybe? Hey Feldty, got any salt?"
Stabilizing him without having to check using my Healer's Kit. 9/10 uses left. Medicine check in case you want it for something.
Rolls
Medicine - (1d20+3)
(7) + 3 = 10
Stabilizing him without having to check using my Healer's Kit. 9/10 uses left. Medicine check in case you want it for something.
8/10.
She whispers into KV's mind:
I don't think dirt fixes humans after all. He just used bandages!
"Thank you!" the oldest says with a wide smile as he looks over his family, "I don't think we'd have survived that if you'd not come upon us."
The boy stands still, unsure of what he's supposed to do.
"Yeah!" she declares on the heels of KV's admonishment, not bothering to name herself.
"You took that from the armourer's shop in town! And you didn't even use 'em very well! It's like you've never been in a fight before! And now we had to come to your rescue when we're trying to rescue your children! And now my Wizard's wasted all his frosty missiles - " she reaches over and massage's Feldty's shoulders the way a boxing coach might energize their prize fighter - "And lookit KV's arm! That goes right to the bone!" She pats him on the kneecap since she can't reach his arm.
She pauses to take deep, measured breaths.
"So. You're gonna give the biggest suit of armour to KV. You're gonna take the rest of 'em back to the shop in town. Tell them you ran into Seraphina, and she set you straight. Don't leave that part out! I'll find out, you know I will. And then, you're gonna wait at home and stay outta trouble! What good is rescuing kids if they come home and their families got themselves chopped up into a goblin stew?"
"You just leave this rescuing business to us. We're professionals!"
She looks around to see if her message has sunk in.
They all look to Xander, even Pa, who's just begun to wake up. He nods, "Pa, can the big guy gave yer armor? I think they'll have better luck rescuin' Briela..."
Pa reluctantly agrees and, five minutes later, a suit of chain mail is handed over to KV to put on.
"It's heavy," says the goliath, grunting under the weight.
"KV, you good enough to find the slavers' trail?" she says, gesturing to his wound. "We'll let Feldty recover his strength."
Rolls
Survival (aided?) - (1d20+3, 1d20+3)
1d20+3 : (12) + 3 = 15
1d20+3 : (9) + 3 = 12
"But hey, I think we have to agree we're really starting to gel as a team! That was some awesome work against those goblins you guys! KV, you totally made that goblin's head explode! And Feldty, those frosty missiles were like *pew* *pew* *pew* ! Combined with my leadership, we can really go places! "
"Hey Feldty, how ya doing there? You got back any of magic back yet? Maybe you could turn me into a mouse or something and I could sneak inside. But not a spider or a bug, that would be yech!"
"And hey, what do you guys think? I'm starting to think these goblins are the slavers, not Humans after all! Or maybe they just work for the humans. I mean, I don't think I see any human tracks..."
Rolls
Survival check for human tracks - (1d20+3)
(12) + 3 = 15
"We knock," Seraphina replies to KV, gesturing to his maul and grinning mischievously.
Hit Points 19/19 (0/1d10+1)
Speed 20 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
Short Rest HD - (1d10+1)
(5) + 1 = 6
Rolls
Perception - (1d20+1)
(11) + 1 = 12
She walks her fingers across her forearm in a tip-toe like fashion to demonstrate.
"Hey you guys! I'll go in first while you guys wait here. I'll take a look around and keep you two ... "
... in the loop! she finishes the sentence in their brains.
She opens the door and goes for a stealthy entrance
Rolls
stealth! - (1d20+3)
(5) + 3 = 8
She continues deeper into the cave, shield and shortsword drawn for close fighting.
Rolls
Stealth - (1d20+3)
(17) + 3 = 20
Perception - (1d20+3)
(18) + 3 = 21
KV, whatever is hurting that girl in there, we're going to kill it. Just like back in the pits. Come forward.
Feldty, get your biggest spell ready and get over here. We're killing this monster right now.
She switches to her sling. Once everyone is in position, she leads the charges in slings blazing! She fires as soon as she has a clear shot.
Rolls
Bugbear Initiative! - (1d20+2)
(16) + 2 = 18
12/12 HP | 10 AC
1st 1/2
Rolls
Init - (1d20)
(1) = 1
As KV rounds the corner, the bugbear looks over and smiles wickedly, "Ahh, fresh meat!" he says in a deep, growling voice. He grabs what looks like a huge butcher's cleaver and moves up to KV and takes a swing.
Initiative Order
Bugbear
Seraphina, Krogir-Vaam, Englefeldt
Rolls
Cleaver attack - (1d20+5, 2d12+3)
1d20+5 : (8) + 5 = 13
2d12+3 : (108) + 3 = 21
"Your Mama sent us her to save you! WE WILL NOT FAIL! "
Although her hands are shaking with rage, she loads up a stone and lets it fly. She lets out a surprised cheer when it actually hits the monster.
Rolls
NNNNNNGGGHHHHHHH! - (1d20+4, 1d4+1)
1d20+4 : (14) + 4 = 18
1d4+1 : (2) + 1 = 3
Casting magic missile. All on the bugbear.
12/12 HP | 10 AC
1st 0/2
Rolls
Magic Missile - (3d4+3)
(122) + 3 = 8
Rolls
Maul, Bludgeoning Damage - (1d20+4, 2d6+1)
1d20+4 : (2) + 4 = 6
2d6+1 : (31) + 1 = 5
Sera places herself between the young girl and the monstrous 'bugbear' (for you now suspect it may not be what it appears) and launches a stone from her sling which slams into the side of the creature's head. It draws blood, but doesn't seem to do much real damage.
Englefeldt's magic missiles strike the creature, causing what looked to be a wince of pain cross its face.
KV's maul swings in hard, but the creature uses its bare hand to push the weapon aside.
Initiative Order
Bugbear (11 damage)
Seraphina, Krogir-Vaam, Englefeldt
The 'bugbear' growls, eyes glowing briefly red, before it swings once more at KV. Its cleaver is buried right in KV's chest (Critical Hit. Damage: 19)
Initiative Order
Bugbear (11 damage)
Seraphina, Krogir-Vaam, Englefeldt
Rolls
Attack - (1d20+5, 2d12+3)
1d20+5 : (20) + 5 = 25
2d12+3 : (12) + 3 = 6
Crit Damage - (2d12)
(76) = 13
Watching her giant friend get impaled that way sends shockwaves through Seraphina. Her sling falls to the ground as her knees weaken and her stomach feels the urge to vomit. But in that moment of weakness, she reaches down into her soul and draws upon her hatred to keep herself standing.
Shrieking like a banshee, she charges at the Bugbear with her shortsword drawn, hack and slashing at with wild abandon.
AC: 16
Rolls
ATTACK! - (1d20+3, 1d6+1)
1d20+3 : (19) + 3 = 22
1d6+1 : (4) + 1 = 5
Hit Points 8/19 (0/1d10+1)
Speed 20 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
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.
Actions
-- Maul Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+1 bludgeoning damage.
-- Javelin (4) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
-- Handaxe Melee or Ranged Weapon attack: +6 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+4 slashing damage.
Bonus Actions
-- Second Wind 0/1 rest; recover 1d10+1 HP.
Reactions
-- Stone's Endurance 0/1 rest; reduce damage by 1d12+1.
Conditions None
Rolls
Reaction: Stone's Endurance to reduce damage - (1d12+1)
(4) + 1 = 5
Action: Maul, Bludgeoning Damage - (1d20+4, 2d6+1)
1d20+4 : (20) + 4 = 24
2d6+1 : (23) + 1 = 6
Great Weapon Fighting reroll - (1d6)
(1) = 1
Critical Hit - (2d6)
(24) = 6
Great Weapon Fighting reroll - (1d6)
(3) = 3
Bonus Action: Second Wind HP - (1d10+1)
(2) + 1 = 3
Casting chill touch on the Bugbear. If it hits, it cannot regain HP until my next turn.
12/12 HP | 10 AC
1st 0/2
Rolls
Chill Touch (Necrotic) - (1d20+4, 1d8)
1d20+4 : (8) + 4 = 12
1d8 : (6) = 6
Seraphina's sword slashes into the thigh of the creature, taking a little chunk of its leg away.
KV's maul slams into the side of the bugbear's head with a sickening crack. The monster wobbles on its feet before dropping to the ground.
Initiative Order
Bugbear (28 damage)
Seraphina, Krogir-Vaam, Englefeldt
Seraphina is straddled on the wretched thing, stabbing it repeatedly.
Rolls
Attack - (1d20+3, 1d6+1)
1d20+3 : (6) + 3 = 9
1d6+1 : (1) + 1 = 2
Advantage prone? - (1d20+3)
(20) + 3 = 23
Crit? - (1d6)
(5) = 5
She hears KV calling out to Briela, reminding her of long ago how the giant man made her feel safe, how she cried herself to sleep in his arms.
She feels the urge to cry now, but there's no sense to it. She had decided she was done crying. She rolls into her knees, picks up her sword and sling, and listens with gratitude as KV comforts Briela with his simple ways.
The goliath thinks about it. "Do we tag you now, or later?"
"You want KV to give you a ride? The world looks different from way up there. Safer."
It is late evening by the time you get back into town and Briela is in much better spirits, spending her time chatting away in KV's ear as only a young girl can.
Leveled Seraphina up to 2. +1 DEX brings her to 14, +6 HP, archery fighting style, cure wounds and hunter's mark plus 2 spell slots.
A +1 sling with the name "David" on the outside of it
A potion of Fire Breath
A signet ring
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell
I guess humans are people too.
She played "betcha can't hit that" with Briela all the way back to the farm.
"What does your ring do, KV? I've heard tales of magic rings that give their wearer all sorts of powers! Can you, like, turn invisible? Or what?"
"Feldty! Come on over here! What's this 'splody ring do again?"
The whole family has tears running down their faces by the end of the reunion and you are thanked for your help over and over again.
Rolls
Survival - (1d20+1)
(20) + 1 = 21
"Monsterfall Manor, that's brilliant Feldty!" she says finally, her mind having been working the title over this whole time.
"Now we just need to build a manor there. The old farmhouse'll do for now I suppose. But one day, guys! It'll be the biggest house in Teley! KV, hurry up let's get going to Vard's Armory. Remember, they were going to offer us discounts!" She says the word as if it were a sacred word, with much reverence. "I'll bet it's gonna be good because we already had discounts for being Ebongarde members."
"Oh hey, we should probably stop by Ebongarde's Tower too sometime. Gotta spread the word of our good deeds. Maybe Drek's got some more work for us."
Seraphina marches right over with a spring in her step.
He casts a glance at the woman and smiles, shaking his head slightly.
The goliath begins the slow process of counting out each piece of coin, one by one. Aloud. He stumbles after 15 by skipping 16, but with minor corrections along the way he eventually gets to 50.
"Hey slow pokes, let's go!"
She recounts the details about latest mission, omitting no details (except those about her accuracy)
... And return fled that armor that they borrowed!
... Not to mention nipped a young slaver ring in the bud!
... Them goblins were lead by a bugbear, nasty one at that.
... Left his corpse to rot in his cave, we did!
Seraphina will find a decent-sized cupboard and set up her bed roll in that. She will whisper good-night to both of her friends telepathically before nodding off.
"Feldty, you got any giant-slaying spells?"
"That's a map? I thought it was a child's drawing! I'll draft ya up a better one, Drek."
Seraphina returns to the group and shares this new information with the group.
"It's this way! Follow me."
Rolls
Following the map to the cabin (survival adv. from favoured terrain) - (1d20+3, 1d20+3)
1d20+3 : (17) + 3 = 20
1d20+3 : (4) + 3 = 7