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Okay, I think I understand the diagram and have placed people on the map accordingly.
Ya'Bo tosses a handful of coins into the corridor, and two goblins come to investigate, not suspecting the ambush that awaits.
The party is up!

Theo Sylvanblood |

Okay, I think I understand the diagram and have placed people on the map accordingly.
Ya'Bo tosses a handful of coins into the corridor, and two goblins come to investigate, not suspecting the ambush that awaits.
The party is up!
The idea was to have Ore and Morgan flanking the same hall that the goblins were in. That way the goblins would have to pass between them, leaving or damage dealers at the goblin's back. I must have flipped the diagram, my bad. This should work about as well.
The muscles in Theo's arm slowly begin to warm as he holds the string of his bow taut. His eyes narrow, his attention focused on a single area of empty space a few paces from Morgan's hiding place. The elfkin steadies his breath and waits for his target.
Readied Action: Short Bow attack
Trigger: Goblin's reach the center of the intersection, or an ally launches the first attack. Whichever comes first

Neil Ogea |

A gleam appears in Neil's eye as a smile grows on his face, which can be faintly seen as a glow appears from the ball of fire in his hands. He throws the fire at one of the Goblins.
Sacred Flame: 1d20 + 6 ⇒ (18) + 6 = 24
Radiant Damage: 1d8 ⇒ 7

Ore Thornstock |

'Here goes nothing...' Ore thinks to himself as he watches the attacks begin to fly. 'Gotta earn back my favorite axe, yes I do...'
Following up on Theo & Neil's attacks, he moves in to finish off the first wave, hoping to silence them before they can rouse the others! With a pair of high kicks, he aims for the head!
Attack 1: 1d20 + 6 ⇒ (4) + 6 = 10
Flurry bonus attack: 1d20 + 6 ⇒ (18) + 6 = 24
Atk 1, Bludgeoning Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Flurry, Bludgeoning Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Theo Sylvanblood |

A gleam appears in Neil's eye as a smile grows on his face, which can be faintly seen as a glow appears from the ball of fire in his hands. He throws the fire at one of the Goblins.
Shadows dance across the cave walls as Neil's spell hurdles across the expanse. The Goblin's turn to face the sudden burst of light. Theo exhales and lets loose the readied shaft.
Short Bow: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: Short Bow: 1d6 ⇒ 6

Isandril Velahrn |

And just in case his companions somehow manage to dispose of the two goblins with their opening salvo, Isandril adds his own arcane power to their attacks.
Ranged attack (fire bolt): 1d20 + 6 ⇒ (19) + 6 = 25
Damage (fire): 1d10 ⇒ 9

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The two goblins are swiftly slain before they even have time to cry out a warning, though the stench of burned flesh fills the corridor. It is a fair bet, however, that when they do not return, their fellows (if indeed there are any) will come to investigate. For now, though, all is quiet and silence reigns.

Theo Sylvanblood |

Theo holds his finger to his lips, and gestures for the others to reset the formation. He closes his eyes and tilts his head towards the hall the Goblins had emerged from.
Passive perception: 15
"It would help to have something to explain those corpses when their friends arrive." Theo racks his brain for a smaller, fire-breathing cave dweller.
Guidance: 1d4 ⇒ 1
Zoology (Nature): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
I swear to god these dice are loaded xD. DM: "Nature roll of 1, eh? You have literally never even heard of a 'cave' or of this so-called 'fire'" #RIP

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Ya'Bo props the bodies up like they are fighting over some coins.
He whispers to the others.
This way when the other goblins come they won't expect an attack. And if I add just the right magic, I can add sound to their fight.
When the time comes he casts Minor Illusion.

Neil Ogea |

That there is a dang smart move, Neil says, as he prepared for another wave.

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The trap is set and this time, three goblins appear around the corner. They are more on guard, so they are not surprised. However, they have expended their actions getting to the ambush site, so...
The party is up!

Theo Sylvanblood |

Theo let's loose another arrow into the lead goblin.
Short Bow: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 ⇒ 2
~hello darkness, my old friend~

Neil Ogea |

Neil fires off some sacred fire.
Fire!: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 2d8 ⇒ (3, 7) = 10

Isandril Velahrn |

"Fire in the hole? I believe that is how the human saying goes?"
Ranged attack (fire bolt): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (fire): 1d10 ⇒ 5

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Between Ya'Bo, Neil, and Isandril, the first goblin is downed before it can realize that it has been tricked. The second is badly wounded by Ya'Bo's acid splash.
Waiting on Ore and I will bot Morgan if we don't hear from him soon.

Ore Thornstock |

Ore flies forward following the globs of energy let loose by his allies, and tried to finish off the goblin.
Flurry 1: 1d20 + 6 ⇒ (12) + 6 = 18
Flurry 2: 1d20 + 6 ⇒ (14) + 6 = 20
Flurry 1 damage: 1d4 + 4 ⇒ (1) + 4 = 5
Flurry 2 damage: 1d4 + 4 ⇒ (1) + 4 = 5

Neil Ogea |

Now this! This is what I came for! Neil gleams to himself as he launches another Sacred Flame.
1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 ⇒ 3

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Ore finishes off the second goblin, and Morgan rushes the remaining one, removing its head before it is able to cry a warning! Though the sounds of the melee seem to have drawn attention from the southeast, as Ya'Bo spots four more goblins rushing in from that direction! These shout "Bree-yark!" as they come, the sound echoing through the cavern.
The party is up!

Theo Sylvanblood |

Theo takes a step forward and lets another arrow fly towards the forward-most goblin.
Short Bow: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 1

Neil Ogea |

Not sure if my last one counts or if I'm ahead a round.
Sacred Flame: 1d20 + 6 ⇒ (5) + 6 = 111d8 ⇒ 4

Isandril Velahrn |

Isandril continues to rely on his arcane power to take care of the goblins moving towards them, even though his last spell does not quite connect.
Ranged attack (fire bolt): 1d20 + 6 ⇒ (2) + 6 = 8
Damage (fire): 1d10 ⇒ 7

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Botting Ore.
Theo lets fly an arrow, hitting one of the onrushing goblins in the shoulder, as Morgan assumes a defensive stance. Ya'Bo reacts immediately, summoning two more balls of acid, which burn the coming foe but do not stop them. Neil flings a ball of sacred flame at the goblins, but misses, as does Sand's fire bolt. Ore moves to stand beside Morgan and also goes on the defensive.
The goblins meet the defensive line, two striking at Morgan and one attempting to hit Ore. Both targets are missed.
The party is up!
Goblin vs. Morgan: 1d20 + 4 ⇒ (18) + 4 = 22|1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Goblin vs. Morgan: 1d20 + 4 ⇒ (18) + 4 = 22|1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Theo Sylvanblood |

With a feral roar, Morgan heaves his hammer down onto the head of one of the goblins.
Theo quickly takes the place of the slain goblin, and launches an attack against one of its remaining companions.
Mace: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 2
New I shoulda just blessed the fighters. :'(

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Seeing the two goblins next together, He says a short chant Acidia Splashus and wiggles his fingers.
Two balls of acid streak to the goblins
DC 13 Dex save for Acid Splash
Damage #1: 1d6 ⇒ 4
Damage #2: 1d6 ⇒ 3

Ore Thornstock |

Ore follows the rhythm of attacks with two quick jabs at the goblin that dodged Theo, hoping to catch them unaware.
Flurry1: 1d20 + 6 ⇒ (14) + 6 = 20
Flurry2: 1d20 + 6 ⇒ (17) + 6 = 23
damage 1: 1d4 + 4 ⇒ (2) + 4 = 6
damage 2: 1d4 + 4 ⇒ (3) + 4 = 7

Neil Ogea |

Neil calls you the sacred flames to consume the Goblins.
Dex Save DC 14 oe take Radiant: 1d8 ⇒ 4 damage.

Isandril Velahrn |

A quick incantation and another bolt of arcane fire flies towards one of the goblins, the elven mage seemingly unperturbed by his previous failed attempt.
Ranged attack (fire bolt): 1d20 + 6 ⇒ (15) + 6 = 21
Damage (fire): 1d10 ⇒ 2

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Morgan absolutely destroys the lead goblin, smashing its skull in. Theo swings at the goblin threatening Ore, but misses. Ya'Bo launches two balls of acid that sears one of the onrushing goblins, though the one threatening Ore avoids the attack. That hardly bothers Ore, who promptly guts the creature. Neil calls down an sacred flame upon the remaining goblin, which collapses in a heap.
Before the party can catch their breath, a mighty roar sounds from the corridor behind the group. Spinning on their heels, the company sees another goblin and a massive ogre, headed their way!
The party is up!
Goblin Dex vs. acid splash: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin Dex vs. sacred flame: 1d20 + 2 ⇒ (3) + 2 = 5

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Ya'bo steps back and ready's an action to cast when the Ogre get with in 30' of him.
Spell Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage lightning: 1d12 ⇒ 1

Neil Ogea |

Neil's eyes light up with glee as he spies the ogre. Yes! Yes! he mumbles to himself. Finally a chance to do good! A chance to turn that rat bastard's powers against his own kind! I will blow them to bits with this power he has infused in me! I defy him with every word, with every action!
Guiding Bolt: 1d20 + 6 ⇒ (9) + 6 = 15
Radiant Damage: 4d6 ⇒ (6, 6, 5, 3) = 20

Theo Sylvanblood |

Theo makes his way through his friends, trying to get a line of sight on the infamous Ogre. As he goes, a plan begins to form in his mind. "That could work", he thinks to himself, "...if the creature can communicate verbally." Can Ogres understand verbal commands:1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Almost as if by divine providence - every relevant scrap of information regarding Ogre communication that Theo has ever heard, seen, or even inferred suddenly rushes to the forefront of his mind with crystal-like clarity.
> Yes, they can communicate.
As he moves, Theo calls out to his friend - "YaBo. What are the goblin words for flee and sit?"
Readied Action --> Command: ???* (Wisdom Save:13)
Trigger: Ogre gets within movement distance of any ally, including myself.**
*This is entirely dependant on how well Ogres can communicate; a judgment call based on Theo's knowledge roll. Communication levels would basically be, trained dog = "sit", human child = "flee", adult human = "revolt".
**Please check back with me when/if this goes off. I've let most of my readied actions just flow but spell economy is key here. I'll need to be 900% sure before letting half my spell pool go.
> No, they cannot communicate.
Strength tempered by Mercy
Mercy attained with Wisdom
Wisdom, Divine Grace manifest
Divine Grace, the giver of Life.
Bless: Targets (Sand, Morgan, Ore) may add 1d4 to Attack and Save rolls of their choice. Requires concentration up to 1 minute.[
FYI: The spoilers are for organizational purposes. Nothing in them is a secret.

Ore Thornstock |

So I can't actually see in roll20 where the offered and goblin are at the moment. What's our current light source: magic or a torch? Either way, I think Ore can only see 20' on it instead of 40'?
Theo, making it flee makes it very hard for us to close and deal damage to it...

Theo Sylvanblood |

So I can't actually see in roll20 where the offered and goblin are at the moment. What's our current light source: magic or a torch? Either way, I think Ore can only see 20' on it instead of 40'?
I don't think we have any real light source atm. Neil's bolt will cause the Ogre to glow for one round, once it hits.
Theo, making it flee makes it very hard for us to close and deal damage to it...
The spell only lasts one round. He'll be back, and we'll have the full advantage of waiting for him. The idea was just to give us one round free of Ogre interference; let us mop up the last Goblin and get set for the Ogre.
I can change the "flee" to "yield" if you think it will be a problem.
EDIT
Make that "sit". If "flee" isn't acceptable for the team, then just ignore the middle option all together. Dumber than average adult human = "sit", dumb as an average adult human = "revolt"

Isandril Velahrn |

Moving just enough to get a clear or at least a better look at the advancing ogre and goblin, Isandril fishes out a piece of butter from his spell component pouch, all the while going through a series of gestures and arcane words. It takes only a couple of seconds but as soon as he finishes the butter is consumed in a flash of violet flame and a ten-foot area right in front of the monstrous duo is covered in magically conjured slippery grease.
Casting grease either right in front or right under the ogre and goblin, depending on ally positioning. The idea if for the beasties to step in it of course.

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You have a torch, but it goes to dim lighting after 20 feet. However, they are around a corner at the moment.
Isandril lays down a layer of grease before the onrushing monsters, the others delaying their actions until they can actually see the foes. Both the goblin and the ogre slip on the grease and find themselves prone! Now able to spot the ogre, Ya'Bo and Neil launch their attacks, burning the ogre fiercely, yet it shrugs off the pain! Theo, realizing the intellect of the creature before him, begins to call out the goblin words for sit, but suddenly remembers that ogres do not generally speak goblin (though this one may). They typically speak Giant and a few words of Common. Morgan moves to where he can engage the goblin, but avoid the grease (he can't reach the ogre without entering the greased area).
Pausing to permit Ore to take his action and Theo to alter his actions, if he desires. Both enemies are prone right now. Map has been updated!
Neil, you are currently standing about 55 feet from the ogre, directly to the east of it. Ya'Bo, I moved you up a tad to get in range for the spell.
Ogre Dex save: 1d20 - 1 ⇒ (6) - 1 = 5

Theo Sylvanblood |

If he readied the spell before seeing the Ogre, then Theo will change his command target to the Goblin and the command to "Revolt".
If Theo delayed readying his action altogether, then he'll just forgo the command spell: Ogre's already sitting, after all. Instead, he'll go with the earlier backup plan. Though, if it's not too meta, he'll switch out Sand for Neil; making the targets, Neil, Morgan, and Ore.
Celestial:Life protected with Strength
Strength tempered by Mercy
Mercy attained with Wisdom
Wisdom, Divine Grace manifest
Divine Grace, the giver of Life.Bless: Targets (Sand, Morgan, Ore) may add 1d4 to Attack and Save rolls of their choice. Requires concentration up to 1 minute.
"Neil. We need to get a hand on that beast. Its hide is thick but its will is glass. Holy or profane, this creature will surely crumble before the wrath of a Divine."
With the possible exception of Ore going crit-for-crit on his Flurry of Blows, I'm pretty sure Inflict Wounds has the highest damage potential of any single attack from our party. I don't doubt that we can defeat the Ogre without it - but I wouldn't say no to taking an easy 3d10 before we start beating on it.

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Assuming the Ogre is still alive Ya'Bo keeps the which bolt going
Ya'Bo Mumbles "Feel the power of the dark side"
Auto Damage Lighting: 1d12 ⇒ 1
The dark side is weak right now

Ore Thornstock |

Ore slinked forward I'm the dancing shadows, taking a defensive position ahead of the spell-casters in case the ogre found himself back on its feet and hungry for revenge.
Despite the poor lighting and flailing, slippery rather, Ore slipped a hand to a dart at his waist and flung with a tiny snap of his wrist, hoping to keeps peppering the target...
Dart (DisAdv bc prone): 1d20 + 6 ⇒ (1) + 6 = 7
Dart (DisAdv roll): 1d20 + 6 ⇒ (10) + 6 = 16
Dart dmg: 1d4 + 4 ⇒ (3) + 4 = 7
reroll Nat 1 with 'Lucky': 1d20 + 6 ⇒ (2) + 6 = 8
Started too far away to get into melee range this round unfortunately. Also not sure if I get the bless d4 yet; if I do, I'll gladly add it to my attacks.

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Ore, go ahead and roll the bless, as it may make a difference. I'll give Morgan, Sand, and Neil a day to catch up through the site problems.

Neil Ogea |

Neil bring sup radiant fire around the ogre.
Dex Save, DC 14
Sacred Flame: 1d8 ⇒ 3