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Thread: Goblin Defense (5e) (IC)
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2022-12-30, 11:04 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Goblin Defense (5e) (IC)
Your tribe of goblins recently found an old underground structure, some sort of tomb. It may have once been a lair for some sort of powerful creature, but you don't care. It's sheltered from the weather, fairly defensible, and located near a small lake for fish and clean water. A human village you think is named Nearb is a few hours travel away, and a city of Generica is a couple of days away. But you're kind of hidden and have started to settle in. Life is good, but you need more tools and equipment.
Luckily, the merchant caravans around here aren't guarded at all. Manyteeth even manages to get a suit of armor that he can wear most of the pieces of, although it's pretty heavy. A few days pass. Your clan chief, priest, and the good warriors all go out to raid another caravan that the chief scout spotted.
Disaster! One warrior returns in the evening, limping, with one arm broken and the other hand missing fingers from a sword-blow. The caravan was guarded by a wizard, and a couple of armored guards with glowing swords! Everyone is dead. Your tribe has lost all of its leaders, and its best fighters.... and worse, it's likely that whoever killed your tribe-mates knows that they didn't get the whole tribe. You can't count on being left alone.
Goblins don't stop to grieve. They can't afford to. Life as a goblin is hard, and stopping means going hungry or dying. Goblins remember, but they don't pause for more than a moment. Around the stew-pot that night, discussions are had. In the goblin way, sometimes these discussions involve nothing but gestures and pokes, and the occasional smack or punch. By the time the sun rises, a general consensus has been reached:
Manyteeth will lead the tribe as Chief in the name of Maglubiyet and gets to boss everyone around.
Boomfizzle will take over as the Shaman, the medicine-giver and spiritual advisor, and the one everyone goes to when they need encouragement or advice.
Bighead will be the Loremaster, keeper of books and written stuff, and gets to play with anything magical first. He also gets to help the shaman out by brewing funny-smelling liquids that do stuff and usually don't give you the runs.
(map goes here once things are placed on it)
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2022-12-31, 07:17 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
Re: Goblin Defense (5e) (IC)
Manyteeth
Goblin Order Cleric
AC: 19 HP: 10/10
PP: 14 PIv: 12 PIs: 12
Conditions: --
Concentrating: --
Chief Manyteeth had been granted a divine vision and though it seemed like a bit of a pain she aimed to see it through. Using her big brain and bigger words she brought the tribe into line and set about doing what her predecessors hadn't bothered with: getting her warriors into shape. It wouldn't be long before the bigfolk came back with their steel and spells, and they had to be ready.
Spoiler: Day Actions
Day 1: Use materials to create slings. (1d6)[6]
Day 2: Train Manyteeth's Mashers in use of slings. Day 1/2(1d6)[4]
Day 3: Hunt (1d6)[3]
Day 4: Train Manyteeth's Mashers in use of Slings. Day 2/2 (1d6)[4]
Day 5: Hunt (1d6)[4]
Day 6: Train Mudbugs in use of Slings. Day 1/2 (1d6)[1]
She'll be using Hall 1 as her sling training spot.
Bonus if available:
Used for full set of slings for future training purposes.
Spoiler: Manyteeth's Mashers
Members: Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
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2022-12-31, 07:48 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:
Boomfizzle had been the lowest member of the Mudbugs, a young group led by Dungplop and loyal to the tribe's Battle Champion, Bonecrusher. He had always been assigned the worst tasks, frequently having to dig holes. But like most goblins, he was convinced that he was special. He once saw a wizard create fire and was sure that he could figure it out. He prayed to the forest spirits and to Maglubiyet. For a few months he could make smoke or a small spark but no flame. When Chief Upchuck, and the big warriors, including Bonecrusher, left for their final raid, he somehow figured it out. He created a large bonfire, singeing his front and forcing him to jump back. He's gotten better at controlling it, and has learned even more tricks.
When the lone goblin returned from the raid, Boomfizzle was able to make some grub balls that took away the pain. The fingers didn't return, but the arm seemed better.
He always thought Upchuck was a bad Chief. He knows that now his friends Manyteeth and Bighead will be better. When everyone realizes that the humans will be coming for us, Boomfizzle decides he needs to dig escape tunnels throughout the complex. He gets the Mudbugs together to start working on it.Spoiler: OOCAction:Goodberry to heal the goblin.
Days 1-6, Dig tunnels. Have the crew remove stones and then use Mold Earth to dig the tunnels. Start with the tunnel from E to entry, then all the small tunnels between cells in room 3, then C to 2, then secret passage to 4, finally room G to the beach. That last one will end 20' above the beach, rising to a peak of 30' in the middle, then dropping into room G. Using the dirt from these excavations to fill in the stairs from 2-3, leaving only a tunnel that small creatures need to squeeze through.
If it takes a few hours to remove the rocks on each side, it looks like I can probably make 2 tunnels per day. Length isn't really an issue since the digging is almost instantaneous.
Bonus Action:
Reaction:
Movement:
Object:
Concentration:
Spoiler: Notes
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2023-01-02, 04:38 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
Re: Goblin Defense (5e) (IC)
Big Head, Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)
Big Heads return to the clan had made a big stink a few weeks ago. After one too many taunts and insults, the little goblin had run away from the cave and through some incredible luck became the good luck charm of a river pirate mage. Working his way up from on board rat catcher, he managed to learn to read and write as well as eventually learning how to cast a few simple spells.
Now, armed with a spellbook of his own, Big Head has returned to a clan bereft of its original elite. Sometimes Big Head wonders if his attempt to cast the Wish spell really worked and if he is responsible for the death of all his elders. He really hoped so.
Anyway, now the remaining goblins don't have any other choice but to respect him and his knowledge. And as soon as he has mastered the arcane arts, he'll show them, he'll show them all, muharhar...
For now he concentrated on getting the place into shape with the few goblins he considered friends and keeping his own crew on the straight and narrow.
Finding food was the first thing to do, to keep the would be warriors in shape. Also a bit of security to their lair was important, just as a few potions to get everyone back in fighting shape as quickly as possible...Spoiler
1 Hunt/Forage for herbs
2 Hunt/Forage for herbs
3 Build: wall and secret door in Hall 1 to secure the shortcut to room 2
4&5 brew healing potion
6 Hunt/Forage for herbs
Spoiler: Big Head's Sparks
Bugsmoosh
Pustleplop
Rotrustler
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Last edited by Pyrophilios; 2023-01-02 at 04:39 AM.
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2023-01-02, 09:33 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Day 1
Chief Manyteeth instructs the goblins to start making slings, then delegates the task to a few of the oldest and youngest goblins after her squad has gotten started on it. She then starts to train her squad on the first few slings.
Boomfizzle digs a tiny tunnel between side room E and the entry. It’s a squeeze for goblins, but big people definitely won’t get through it.
Bighead leads his squad in hunting.
Food 1 start + 2 hunted – 1 eaten = 2
Herbs 1
Day 2
Manyteeth leads her squad in a hunt.
Boomfizzle continues to dig, his spells moving dirt while his subordinates pack rocks and reinforce the tunnels to keep them from collapsing. This time, he builds four tiny tunnels between the side rooms off the sleeping area (Room 3)
Bighead continues to hunt, using his magic to kill animals.
Food 2 + 4 hunted – 1 eaten = 5
Herbs 3
Day 3
Manyteeth finishes training the mashers in the use of slings.
Boomfizzle keeps digging, this time making a tunnel from the kitchen to a side room off the sleeping quarters.
Bighead starts building a wall in Hall 1 and a secret door to cover the tunnel, but he isn’t very good at using masonry tools, and doesn’t have any worked lumber to work with, so it’s pretty easy to spot unless someone’s very distracted (Hidden: DC 8 + 3 Dex, no PB, = DC 11)
Food 5 – 1 eaten = 4
Herbs 3
Everybody's feeling pretty good about the food situation right now.
Day 4
Manyteeth goes hunting with her squad.
Boomfizzle begins digging.
Big Head starts to brew a healing potion.
About mid-morning, Manyteeth’s group runs across tracks in the wood. Fresh tracks, from big people…heading towards her home. She starts hurrying back.
In the lair, the off-duty squad that was keeping watch runs in to tell Boomfizzle and Bighead that there are big people coming along the beach, and about to come in the entrance!
Manyteeth’s group will arrive at the end of round 3.
The noncombatants drop what they are doing and run to the sleeping area to hide.
Spoiler: Initiative
Manyteeth & Mashers (1d20+2)[22]
Big Head & Sparks (1d20+3)[20]
Boomfizzle & Mud Bugs (1d20+3)[5]
Adrian (1d20+1)[7]
Black Leaf (1d20+3)[9]
Helga (1d20-1)[18]
Mark (1d20+2)[20]
Init results
Manyteeth & Mashers
Big Head & Sparks
Mark
Helga
Black Leaf
Adrian
Boomfizzle & Mud Bugs
=> Big Head & Sparks There’s too much noise from running goblins to hear anything, and the adventurers are not in sight.
Last edited by J-H; 2023-01-02 at 09:44 AM.
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2023-01-02, 11:29 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:
The mudbugs spend the first few days digging escape tunnels for the tribe, depositing the dirt in the stairway between the kitchen and the sleeping rooms. Each time they finish a tunnel, Boomfizzle demonstrates it to the civilians, complete with instructions on when to use them. He assigns the noncombatants to the southern rooms (D,E,F), each room also sleeps one of the off-duty goblins. They have been instructed to escape through the tunnel and scatter into groups of 3-4 once the sound of fighting reaches the kitchen. A rendezvous spot has been found on the cliff about 500 yards south of our home.
Chief Manyteeth and the Mashers are given room A, as befits a chief. Bighead and the Sparks are given the next highest room, B, and Boomfizzle and the Mudbugs take room C. While there are less goblins in our rooms, we also have tools, weapons and 1 days worth of food for the tribe stored in our rooms.
On the 4th day, the Mudbugs have removed the stones from inside the secret tunnel and are working on the ones for the exit spot in the alcove when they hear the alarm. When the big people arrive, Boomfizzle turns to his crew.
"Leave the tools. Hide and shoot. Lead them away from the no fight goblins."
The mudbugs follow his orders and prepare their blowguns.Spoiler: OOC[B]Action: none yet
Bonus Action:
Reaction:
Movement:
Object:
Concentration:
Spoiler: Notes
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2023-01-02, 12:57 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
Re: Goblin Defense (5e) (IC)
Big Head, Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)
Big Head and his Sparks ran towards the newly created secret door as soon as the message reached them.
"Argh, I should have left Eyepicker outside." With a gesture, Big Head's familiar manifested on his shoulder - just in case he needed a distraction.
"Ok you lot, be very still. When the big ones move past our secret door, I'll hit them with a big bang. You throw your stones at them and we run back. Don't let them get close to you! Always keep running and evading."
Spoiler
Move south, call familiar to myself, instruct sparks. Bonus action Hide
(1d20+3)[10]
Spoiler: Big Head's Sparks
Bugsmoosh
Pustleplop
Rotrustler
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
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2023-01-02, 02:35 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Bighead and the Sparks run south towards the kitchen area. As the clamor calms down, he hears voices, speaking in the language known as Common.
Spoiler: Common (INT 12+)
There are several different voices, but they all sound kind of the same to a goblin's ears.
"That commotion and yelling means we've found the right place. Or at least something!"
"I hope it is the goblins. Once we turn in the bounty on the ears we can get some better gear and get registered as adventurers."
"As long as it's fast. I, uh, borrowed this, you know?"
"I remember, I was there."
"I go right, you go left, yell if you see anything?"
"Sure."
The lair is pitch-black, and your darkvision extends only 60' out, but it's hard to miss the glowing sword that turns the corner, and the illumination it grants on the figure holding it. Bearing no wrinkles or scars, this tall person wields a sword longer than a goblin is tall in two hands, and wears armor made of metal rings. His sword is glowing, casting a bluish bright light in a 20’ radius, and dim light for another 20’. You're lucky - the illumination doesn't quite reach Bighead, so even though there's nothing to hide behind, he doesn't see the wizard.
Another tall person comes around the corner behind him, wearing armor made of some plates, and carrying a shield and mace.
=> Boomfizzle & Mud Bugs, then Big Head & Sparks
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2023-01-02, 02:59 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:
Boomfizzle first yells in common, knowing the goblins won't understand but hoping to make the invaders feel bad.
"They want to cut off our childrens' ears. Bad people!"
He then tells the other Mudbugs what to do.
"Shoot and hide."
They all move out into the open, use their slings, and then hide in the darkness. Boomfizzle moves to the opposite alcove, while the other Mudbugs move forward to get behind the doorway.Spoiler: OOC
Boomfizzle
Action: Sling: (1d20+5)[22], damage (1d4+3)[5]
Bonus Action: Hide
Reaction:
Movement: Moves 20' east, then shoot, then hide, then moves 10' east.
Object:
Concentration:
Mudbugs AC 13, 24 HP
Action: Snotgobbler: (1d20+2)[6], damage (1d4)[2] +2 = 4
Dungplop: (1d20+2)[21], damage (1d4)[4] +2 = 6
Splat: (1d20+2)[12], damage (1d4)[1] +2 = 3
Bonus Action: All Hide
Reaction:
Movement: Mudbugs move 5' E, 10' SE, shoot, hide, 15' SE
Object:
Spoiler: Notes
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2023-01-02, 03:53 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
Re: Goblin Defense (5e) (IC)
Big Head, Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)
Big Head realized he hadn't be seen yet, so he didn't go all out yet. Instead he said a word in the big lizard language that made people's head hurt.
"Income statement"
"Now, throw at the glow sword man"
Spoiler
Use Mind Sliver vs. the Lightblade guy DC 12 INT save
Sparks throw rocks unaided (disadvantage, but unseen), so it cancels out
(1d20+2)[4] damage 3
(1d20+2)[13] damage 3
(1d20+2)[6] damage 3
If hit, add fury of the small for another +2
Afterwards change position and hide as a bonus action to X19 and AA19 respectively into cover
Spoiler: Big Head's Sparks
Bugsmoosh
Pustleplop
Rotrustler
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Last edited by Pyrophilios; 2023-01-02 at 03:54 PM.
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2023-01-02, 04:48 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
"Oof! Aah!" Two rocks hit the guy with the glowing sword for a total of 9 damage.
"Yeah, there's a something up here!" (in common)
Nobody has line of sight to the intruders now, as everyone's hiding behind walls. You can hear the clatter of armor and the thump of boots as they move closer, as well as the sound of a spell being cast. The one with the sword advances farther, and dim light begins to shine into the hall.
"Looks like a kitchen..." As the end of the hall by the doors begins to be illuminated, a dagger comes flying out of the dark towards Big Head, but misses and clatters off the wall. The thrower is still trying to hide, but it looks like there's someone about your size behind the corner leading to the storage room.
Spoiler
Int save (1d20-1)[6] 3 damage
Second wind (1d10+2)[8]
Sneak attack, with advantage due to being unseen + disadvantage due to range, but Big Head has +5 AC due to cover.
Attack (1d20+5)[15]
Dagger (1d4+3)[4] plus (1d6)[3] sneak
=> Boomfizzle & Mud BugsLast edited by J-H; 2023-01-02 at 04:53 PM.
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2023-01-02, 06:44 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:
Boomfizzle moves first, moving across the hall, retreating and using his sling to throw a stone at the man with the sword. He calls out in goblin to let the noncombatants know to start evacuating and barricading the cell doors behind them.
"Bree-yak! Bree-yak!"
The Mudbugs follow his lead, throwing sling stones at the glowing-sword wielder and then retreating into the darkness.Spoiler: OOC
Boomfizzle
Action: Sling: (1d20+5)[9], damage (1d4+3)[6]
Bonus Action: Hide (1d20+5)[7]
Reaction:
Movement: Moves 10' northwest, then moves 20' north, then shooting as soon as he gets into darkness, and hiding, then NE.
Object:
Concentration:
Mudbugs AC 13, 24 HP
Action: Snotgobbler: (1d20+2)[18], (1d4+2)[4]
Dungplop: (1d20+2)[3], (1d4+2)[6]
Splat: (1d20+2)[8], (1d4+2)[6]
Bonus Action: Hide once in darkness
Snotgobbler: (1d20+4)[12]
Dungplop: (1d20+4)[9]
Splat: (1d20+4)[15]
Reaction:
Movement: Mudbugs move 5' W, shoot, then 25' north, hiding once in darkness, then NW
Object:
Spoiler: Notes
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2023-01-02, 07:18 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
As the Mudbugs move out into the open and in the light, a ray of fire jets out at them from behind the sword-wielder, burning one of the Mudbugs.
Fire Bolt (1d20+5)[15] for (1d10)[2]
"Ow, dangit!" One rock hits the sword-carrier for 4 damage as the goblins retreat down the hall.
=>Big Head & SparksLast edited by J-H; 2023-01-02 at 07:27 PM.
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2023-01-02, 07:44 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
Re: Goblin Defense (5e) (IC)
Big Head, Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)
Big Head saw that the situation became precarious
"attack and fall back"
He commanded his squad, he also sent a fire bolt of his own at the mage in the back
Spoiler
Sparks move into darkness and throw rocks w/ Fury of the Small at Adrian
(1d20+2)[15]damage 3
(1d20+2)[3]damage 3
(1d20+2)[21]damage 3
If hit, add fury of the small for another +2
Big Head shoots fire bolt at Helga
(1d20+4)[13]/(1d20+4)[8] damage (1d10)[10], if crit (1d10)[10], if hit +2 fury of the small
Everyone bonus action hide in the alcoves
Spoiler: Big Head's Sparks
Bugsmoosh
Pustleplop
Rotrustler
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
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2023-01-02, 08:14 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Another rock hits the armored man carrying the sword, causing yet another yelled complaint.
Spoiler: Common
"This stinks! Put the light on someone else!"
"Look, I'll heal you. Let's try not standing here in the open."
"Check those doors, maybe there's a way around."
"Did we seriously forget torches? Maaaark!"
"What, I have darkvision, don't blame me just because I'm smarter than you are!"
The cloth-wearing big person moves into the room, but out of line of the doors. The one with the mace then moves up and casts a spell, a blue glow coming over the one with the glowing sword for a moment as his wounds close. The mace-and-shield one steps west, and you hear doors open...the doors to Room 3.
Spoiler: Common
"This place stinks. I bet they keep rats as pets in here."
The short figure pads forwards, hands moving fast. There's a clatter and a rolling sound, and you see a bunch of small metal things scatter in front of the double doors. The room they're in brightens, as a lantern is lit and set down. The one with the sword moves out of sight.
=> Boomfizzle & Mudbugs
Then noncombatant evacuation begins. 24 goblins to escape.
Traversing the escape tunnel requires squeezing twice (20' of movement) out of 30'. They are going to bottleneck going through it and out pretty fast as they run out of space, so it'll take a couple of rounds. The tunnel will also be very crowded, so Manyteeth will have trouble going through it.
=>Then Manyteeth & Mashers, then Big Head & Sparks
Map: Currently my computer can't connect to imgbb, will drop in DiscordLast edited by J-H; 2023-01-02 at 08:19 PM.
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2023-01-02, 08:36 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: fog cloud
Conditions: none
Boomfizzle moves south, using his magic to cover the light of the lantern with a thick mist.
"Let's get them"
The Mudbugs follow his lead, moving towards the fog cloud, attacking anyone they can locate, first targeting the wizard. If they get to a point where they can attack the enemy, they will. If not, they will dash to get into the kitchenSpoiler: OOC
Boomfizzle
Moves 5' SE, then casts fog cloud, then 25' south
Action: casts fog cloud on the steps between 3 and kitchen, 20' radius.
Bonus Action: Hide (1d20+5)[15]
Reaction:
Movement:
Object:
Concentration: fog cloud
Mudbugs AC 13, 22/24 HP
Mudbugs move 5' SE, then 25' south, then shoot if they can, or dash to the stairs if they can't, then hide
Even though we can't see the enemy, I think we should still know their locations. Unless they used their actions to hide, we should be able to still hear them and locate them even if we can't see them.
Action: Snotgobbler: 12 OOC, (1d4+2)[3]
Dungplop: 10 OOC, (1d4+2)[6]
Splat: 6 OOC, (1d4+2)[6]
Bonus Action: Hide once in darkness, (1d20+4)[11]
Reaction:
Movement: if they have to dash, DEX save for likely ballbearings (1d20+2)[12]
Object:
Spoiler: Notes
-
2023-01-02, 09:44 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
The Mud Bugs sort of guess where they think someone might be, but their attacks don't seem to hit anyone.
The fog covers much of the room, and spills over into Room 3. The fog dims the lantern greatly, causing it to only illuminate a very small area as it's mostly making the fog glow.
The non-fighting goblins knock the badly hidden door by the entry open with a clatter, and start spilling out into the entry. The noise of 24 goblins rushing through a tight tunnel is impossible to hide.
->Manyteeth, Mashers, Big Head, Sparks
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2023-01-03, 10:29 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
Re: Goblin Defense (5e) (IC)
Manyteeth
Goblin Order Cleric
AC: 19 HP: 10/10
PP: 14 PIv: 12 PIs: 12
Conditions: --
Concentrating: Bless (1 min)
It had been a hard run back to the home, but they'd finally arrived. "In the Mighty One's name!" She calls out as her battle cry, getting her Mashers hyped with a hefty dose of spell-based support as they make their way forwards. She might be able to bait whoever was coming up from behind to turn and face them, and protect the weaker tribes people from the invader's blades.
Spoiler: Character Actions
Manyteeth:-
Move: 30ft to W33
Action: Cast Bless on her Mashers.
Bonus Action: Hide. (1d20+2)[18] Disadv: (1d20+2)[16]
Mashers:-
Move: 30ft to W32
Bonus Action: Hide. (1d20+4)[9]
Action: Ready Sling attacks in case anyone retreats back to the entrance when they hear us coming. I'll roll if it happens, but I don't think it will - but likewise I don't wanna dash into the open and leave them vulnerable.
Spoiler: Manyteeth's Mashers
Members: Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
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2023-01-03, 04:54 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
Re: Goblin Defense (5e) (IC)
Big Head, Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)
Big Head couldn't see the enemies anymore, so he commanded his familiar, a tiny owl to scout ahead. Meanwhile he commanded his squad to ready their attacks and move back towards the others
He himself also moved back, deeper into the cave, getting more cover between himself and the enemy.Spoiler
Send familiar (Owl) out to Y21 to scout. If it sees the adventurers it should disengage and move back.
The Sparks ready their rocks and attack as soon as a target presents itself.
(1d20+2)[8], damage 3
(1d20+2)[3], damage 3
(1d20+2)[17], damage 3
Big Head moves to W9 and readies a mind sliver against the first enemy to appear.
Spoiler: Big Head's Sparks
Bugsmoosh
Pustleplop
Rotrustler
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
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2023-01-03, 05:29 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Manyteeth and her minions make some noise as they enter, boxing the big intruders in.
Big Head's owl flies into the fog, and doesn't see anything except the light - although there is a rustle of clothing near it. Big head retreats, and the Sparks prepare to fling rocks if anything charges up near them.
Spoiler: Common
From within the fog: "I think there are some more of them coming in the entrance or something. I'm going to follow you in there."
"Come on, there's something behind one of these doors. I get it, you go in?"
"Yeah. Oh no, LOTS of Goblins!"
Light footsteps hurry into the fog, and the light source of the lantern rises to a foot off the ground, then seems to go towards Room 3.
Manyteeth hears some yelling on Goblin, coming through the escape tunnel.
a goblin has been killed. -1 noncombatant
=> Boomfizzle, Mud Bugs
then noncombatants continue to evacuate
=> Manyteeth, Mashers, then Big Head, SparksLast edited by J-H; 2023-01-03 at 09:10 PM.
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2023-01-03, 09:40 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: fog cloud
Conditions: none
Boomfizzle and the Mudbugs move south into the kitchen, once past the obstacle, Boomfizzle drops the fog cloud. If they see something to attack, they will, otherwise they dash into the secret tunnel to the living quarters.
"BigHead, Manyteeth. They are in there with the children!"Spoiler: OOC
Boomfizzle
drop fog cloud, move south, DEX save (1d20+3)[11],
Action: sling at first enemy he sees (1d20+5)[6] for (1d4+3)[4]
(if advantage (1d20+5)[8])
Bonus Action: Hide (1d20+5)[24]
If no target, instead dash to go through tunnel to Room C.
Mudbugs AC 13, 22/24 HP
Mudbugs move south, DEX save 11 from last post
Action: Snotgobbler: (1d20+2)[10], damage (1d4+2)[6]
(if advantage (1d20+2)[13])
Dungplop: (1d20+2)[5], damage (1d4+2)[3]
(if advantage (1d20+2)[8])
Splat: (1d20+2)[20], damage (1d4+2)[3]
(if advantage (1d20+2)[14])
Bonus Action: Hide, (1d20+2)[12]
If no target, instead dash to tunnel to room C.
Spoiler: Notes
-
2023-01-04, 01:29 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Running into the kitchen, you don't see any enemies in the room, so both Boomfizzle and the Mud Bugs squeeze through the tunnel to Room C. The Mud Bugs, in the lead, make it to the room, while Boomfizzle is currently crawling through the tunnel exit into C.
The noncombatants continue to evacuate through the tunnel, running away at top speed, and thus provoking an opportunity attack.
a goblin has died. -1 noncombatant
However, everyone has made it out the entry tunnel!
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2023-01-04, 05:15 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
Re: Goblin Defense (5e) (IC)
Manyteeth
Goblin Order Cleric
AC: 19 HP: 10/10
PP: 14 PIv: 12 PIs: 12
Conditions: --
Concentrating: Bless (1 min)
Seeing all her precious Cackling Moons fleeing gives her a sense of simultaneous pride - that they're running away so well - and anger at the adventurers who barged into their home. Raising her holy-symbol-carved shield she marches forward. "Maglubiyet is with us, and I am with you!" She calls to harden their hearts, and to draw the adventurer's attention to her instead.
Spoiler: Character Actions
Manyteeth:-
Move: To R32, blocking the tunnel.
Action: Dodge to give attackers disadvantage against her.
Bonus Action: None.
Mashers:-
Move: To R34
Bonus Action: Hide attempt again: (1d20+4)[21], to try to get advantage on the slingshots.
Action: Ready Sling attacks for adventurer SCUM getting into line of sight.
Spoiler: Manyteeth's Mashers
Members: Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
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2023-01-05, 04:54 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
Re: Goblin Defense (5e) (IC)
Big Head, Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)
Seeing that the enemy had declined to follow him, despite the annoying stone throws, Big Head got angry: "Stupid big folk - too stupid to fall for traps. Plan B - Follow me, full speed."
He and his squad ran down the corridor and took cover behind the door framesSpoiler
Moving from W8 to X19 with a double move, followed by bonus action hide. Squad follows behind.
Spoiler: Big Head's Sparks
Bugsmoosh
Pustleplop
Rotrustler
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Last edited by Pyrophilios; 2023-01-05 at 08:25 AM.
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2023-01-05, 08:31 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Manyteeth and Big Head reposition, working to cut the intruders off while staying out of sight.
Spoiler: Common
"Fog's gone."
"Did we chase them all off?"
"No, the ones throwing rocks were over that way."
"Check the other doors."
"Nothing here."
"Nope."
The illumination in Room 2 has dimmed slightly, as though the lantern was moved.
=>Boomfizzle & Mud Bugs
Manyteeth & Mashers
Big Head & Sparks
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2023-01-05, 08:41 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions: none
Boomfizzle finishes crawling out of the tunnel, runs past the Mudbugs and opens the door from their room to the common living area.
"Let's see what's out here."Spoiler: OOC
Spoiler: Notes
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2023-01-05, 08:50 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Boomfizzle opens the door to see the lantern just ahead, and a couple of armored figures in the room. There's also a halfling trying to hide behind the open entry door. The armored figure with the mace turns from the door to room E and touches her holy symbol. A bright flame flies from her towards Boomfizzle.
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2023-01-05, 09:10 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
Re: Goblin Defense (5e) (IC)
Boomfizzle, Kobold Sorcerer | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions: none
Boomfizzle steps forward, and is immediately hit by the radiant flame and a fireboat from his right. He flings open the door and creates a bonfire right on top of the Cleric. He then retreats back to the tunnel.
"Let's go"
The Mudbugs step forward and throw sling stones at the wizard. Snotgobbler grabs the lantern carrying it away. Dungplop reaches over and shuts it off, and Splat shuts the door behind them as they leave, all of them holding it closed.
Then the bonfire goes out.
Boomfizzle yells out in goblin, "Two behind the doors! Two more in the middle of the room!"Spoiler: OOCBoomfizzle
Dex Save (1d20+5)[6]
Object: completely open the door
Movement: casts spell, south one square, then retreats towards original tunnel
Action: Create Bonfire on Cleric DC12 Dex save or takes (1d8)[8] fire damage
Bonus Action: Hide (1d20+5)[12]
Drops concentration on bonfire
Mudbugs AC 13, 22/24 HP
Movement: out to lantern, shoot wizard, then back to S22.
Object interactions:
Snotgobbler grabs the lantern
Dungplop turns off the lantern
Splat closes the door behind them
Action: They all attack the wizard
Snotgobbler: (1d20+2)[14], damage (1d4+2)[4]
Dungplop: (1d20+2)[15], damage (1d4+2)[6]
Splat: (1d20+2)[14], damage (1d4+2)[3]
Bonus Action: Hide, (1d20+2)[9]
Spoiler: Notes
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2023-01-05, 09:15 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Spoiler: rolls
Helga Dex (1d20-1)[12]
Concentration check if needed (1d20+2)[13]
Mark readied Fire Bolt vs mudbugs (1d20+5)[13] plus (1d4)[3]
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2023-01-05, 09:17 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Helga manages to sidestep the bonfire, barely. The Mudbugs grab the lantern, and Mark manages to scorch Boomfizzle with a Fire Bolt. Just a bit.
Spoiler: forgot damage roll
(1d10)[1] fire damage
Last edited by J-H; 2023-01-05 at 09:18 AM.