New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 33 123456789101126 ... LastLast
Results 1 to 30 of 984
  1. - Top - End - #1
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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)

  2. - Top - End - #2
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default 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
    Show

    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
    Show

    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

    Last edited by Amnestic; 2022-12-31 at 10:08 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  3. - Top - End - #3
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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: OOC
    Show
    Action: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
    Show

    Last edited by Bobthewizard; 2022-12-31 at 10:31 AM.

  4. - Top - End - #4
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

    Default 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
    Show


    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
    Show


    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.

  5. - Top - End - #5
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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
    Show

    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.

    Spoiler: map
    Show


    The pre-existing secret doors should be red.
    The newly made one is s1
    Last edited by J-H; 2023-01-02 at 09:44 AM.

  6. - Top - End - #6
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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
    Show
    [B]Action: none yet
    Bonus Action:
    Reaction:
    Movement:
    Object:
    Concentration:

    Spoiler: Notes
    Show


  7. - Top - End - #7
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

    Default 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
    Show


    Move south, call familiar to myself, instruct sparks. Bonus action Hide

    (1d20+3)[10]



    Spoiler: Big Head's Sparks
    Show


    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


  8. - Top - End - #8
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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+)
    Show

    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.

    Spoiler: Map
    Show




    => Boomfizzle & Mud Bugs, then Big Head & Sparks

  9. - Top - End - #9
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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
    Show

    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
    Show

    Last edited by Bobthewizard; 2023-01-02 at 04:22 PM.

  10. - Top - End - #10
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

    Default 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
    Show


    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
    Show


    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.

  11. - Top - End - #11
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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
    Show

    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


    Spoiler: map
    Show



    => Boomfizzle & Mud Bugs
    Last edited by J-H; 2023-01-02 at 04:53 PM.

  12. - Top - End - #12
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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
    Show

    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
    Show

    Last edited by Bobthewizard; 2023-01-02 at 06:56 PM.

  13. - Top - End - #13
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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 & Sparks
    Last edited by J-H; 2023-01-02 at 07:27 PM.

  14. - Top - End - #14
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

    Default 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
    Show


    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
    Show


    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


  15. - Top - End - #15
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default Re: Goblin Defense (5e) (IC)

    Another rock hits the armored man carrying the sword, causing yet another yelled complaint.
    Spoiler: Common
    Show

    "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
    Show

    "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 Discord
    Last edited by J-H; 2023-01-02 at 08:19 PM.

  16. - Top - End - #16
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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 kitchen
    Spoiler: OOC
    Show

    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
    Show

    Last edited by Bobthewizard; 2023-01-02 at 08:59 PM.

  17. - Top - End - #17
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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

  18. - Top - End - #18
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default 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
    Show

    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
    Show

    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

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  19. - Top - End - #19
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

    Default 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
    Show


    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
    Show


    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


  20. - Top - End - #20
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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
    Show

    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

    Spoiler: Map
    Show

    The area in front of the Room 3 steps (rows 24 & 25) is illuminated.




    => Boomfizzle, Mud Bugs
    then noncombatants continue to evacuate
    => Manyteeth, Mashers, then Big Head, Sparks
    Last edited by J-H; 2023-01-03 at 09:10 PM.

  21. - Top - End - #21
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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
    Show

    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
    Show

    Last edited by Bobthewizard; 2023-01-03 at 09:47 PM.

  22. - Top - End - #22
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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!

  23. - Top - End - #23
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default 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
    Show

    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
    Show

    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

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  24. - Top - End - #24
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

    Default 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 frames
    Spoiler
    Show


    Moving from W8 to X19 with a double move, followed by bonus action hide. Squad follows behind.




    Spoiler: Big Head's Sparks
    Show


    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.

  25. - Top - End - #25
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default Re: Goblin Defense (5e) (IC)

    Manyteeth and Big Head reposition, working to cut the intruders off while staying out of sight.

    Spoiler: Common
    Show

    "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.

    Spoiler: Map
    Show



    =>Boomfizzle & Mud Bugs
    Manyteeth & Mashers
    Big Head & Sparks

  26. - Top - End - #26
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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
    Show



    Spoiler: Notes
    Show


  27. - Top - End - #27
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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.

    Spoiler
    Show

    Readied Sacred Flame (1d8)[1] radiant damage, Dex DC 13 negates



  28. - Top - End - #28
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default 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: OOC
    Show
    Boomfizzle
    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
    Show

    Last edited by Bobthewizard; 2023-01-05 at 09:19 AM.

  29. - Top - End - #29
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default Re: Goblin Defense (5e) (IC)

    Spoiler: rolls
    Show

    Helga Dex (1d20-1)[12]
    Concentration check if needed (1d20+2)[13]
    Mark readied Fire Bolt vs mudbugs (1d20+5)[13] plus (1d4)[3]

  30. - Top - End - #30
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default 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
    Show

    (1d10)[1] fire damage
    Last edited by J-H; 2023-01-05 at 09:18 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •