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  1. - Top - End - #61
    Troll in the Playground
     
    Pyrophilios's Avatar

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

    Big Head, Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    During the following days, Big Head was in a particularf foul mood. For two days, he didn't leave his lab except to set alarm spells and grab something to eat.
    After that he went out with his sparks to hunt and to scout, always on the lookout for someone he could sell the loot to.
    And then he went back to brewing...

    Spoiler
    Show

    Actions:
    Brew (2 days) health
    Scout (especially for some trader) (1 day)
    Hunt
    Brew (2 days) health



    Spoiler: Big Head's Sparks
    Show


    Bugsmoosh
    Bubblesnot
    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

    [/QUOTE]

  2. - Top - End - #62
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    Amnestic's Avatar

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 8/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: --

    There was no rest for the wicked and Manyteeth sat about continuing her training of the goblin warriors - the more prepared they were the better.

    Spoiler: Day Actions
    Show

    Day 5: Train Mudbugs with Slings (1/2)(Chief bonus already rolled, failed)
    Day 6: Train Mudbugs with Slings (2/2)(Chief bonus already rolled, failed)
    Day 7: Train Sparks with Slings (1/2) (1d6)[3]
    Day 8: Train Sparks with Slings (2/2) (1d6)[3]
    Day 9: Hunt (1d6)[1]
    Day 10: Train Mashers with Medium Armour (1/2) (1d6)[1]

    Any bonuses rolled will be spent on hunting to stock up on food supplies while we can.



    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 18/24 (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




    Spoiler: Unclaimed Loot going to Room G
    Show

    Greatsword
    Chain mail
    Backpack x4
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin x3
    Dagger x3
    Holy symbol of Lathander
    Scale Mail
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Bag of ball bearings [expended, would need to be gathered up]
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    6 gp
    Iron Pot
    Small knife
    [/QUOTE]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  3. - Top - End - #63
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    J-H's Avatar

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

    Goblins remember their losses, but they don’t mourn them, much. There’s not time. After distributing the loot, the Cackling Moon Clan holds a feast where they celebrate being alive for another day… and eat well. There’s going to be a lot of bone broth available to drink or cook with for the next few days. They share some of the best stories, like stabbing a stuck halfling in the back, or the big guy with the sword being so blind when it stopped glowing.
    An adolescent goblin named Bubblesnot gets a little too boastful about what he could have done, and gets drafted to join the Sparks.
    Food supply +1 for eating adventurers?? Net no loss of food for the day.

    Day 1
    Boomfizzle moves dirt to close off the stairs to Room 3 except for a narrow passage. You don’t have a lot of stones, so it’s a dirt wall with stone reinforcements.
    Big Head starts brewing something stinky.
    Manyteeth trains the MudBugs to use slings.
    Food -1, 3 remain
    Herbs -1

    Day 2
    Boomfizzle and the Mudbugs repair the secret doors. They try to pile some dirt in to make it narrower, but will need to get some flat stone or bricks from somewhere, as the dirt keeps sliding down to just make piles. They do use their masonry tools to clean up the stonework on both ends, making the doors harder to spot (DC = 16).
    Big Head finishes brewing a Potion of Healing.
    Manyteeth finishes training the MudBugs to use slings.
    Food -1, 2 remain

    Day 3
    Boomfizzle and the Mudbugs build a stone wall, blocking the shorter hallway from the kitchen to the entry. They make a small trapdoor, and mortar some stones onto it to make it blend in with the rest of the wall. DC to spot: 8 + PB (proficient with mason’s tools) + applicable stat (DEX?) = 13
    Big Head goes scouting, but doesn’t detect anyone inbound on this day. He does figure out a path to the major road about three hours away, but the only traffic he sees on it while he watches is a trio of wagons rumbling past, escorted by armed and moderately armored guards. It has only been a week or so since the tribe’s previous leaders were wiped out raiding a caravan here, so everyone in the area is probably still on the alert.
    Manyteeth starts training the Sparks to use slings.
    Food -1, 1 remains

    Day 4
    Big Head goes Hunting, taking the Mashers with him.
    Boomfizzle starts digging a pit trap at the entrance.
    Manyteeth works on training the Sparks in sling-work, using the entry hall as a slinging range – better there than near the shrine.

    The Mudbugs are helping carry dirt outside, which is the only reason you have advanced warning – big people are creeping along the beach, and are nearly here! There’s a big person with a wolf next to him, another big person with swords, and a hairy big person with a stick. The wolf has his nose to the ground, but his ears have perked up.

    Spoiler: initiative
    Show

    Manyteeth & Sparks (1d20+2)[12]
    Big Head & Mashers (1d20+3)[17] absent for the first 3 rounds of combat, then returning from the east
    Boomfizzle & Mud Bugs (1d20+3)[21]
    Hound (1d20+3)[6]
    Wind (1d20+3)[12]
    Grump (1d20+2)[20]


    Spoiler: Map
    Show


    => Boomfizzle & Mud Bugs
    Last edited by J-H; 2023-01-08 at 06:44 PM.

  4. - Top - End - #64
    Ettin in the Playground
     
    GnomeWizardGuy

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    Apr 2019
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    Lower Menthis

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 10/10
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the Mashers build the wall and tunnel between the living area and the kitchen while Manyteeth teaches the Mudbugs to use their slings better. They then open the secrets doors for the tunnel between the living area and the shrine so everyone can worship more easily. They also move the storage to be in the same room as the shrine. Maglubyet would want us to think about him every time we got food.

    Finally, they create a rough secret door and wall, backed by 5' of dirt and a small tunnel in order to make invaders take the long way around to the kitchen.

    When the new invaders arrive, the Mudbugs see them first. Not wanting to fight in the open or the daylight, they drop their dirt and run back into the Compound, not yet calling an alarm so they can hopefully ambush the big people.

    "Booomfizzle, Manyteeth. 3 Big People and wolf. They've come to kill us all!"

    Boomfizzle joins them in retreat. They all run east and hide behind the corner.

    "Let's prepare an ambush. Manyteeth, want to come with us."
    Spoiler: OOC
    Show
    There should be 5' of dirt and a tunnel behind the secret door at Z31.
    Dash to AE31 (Boomfizzle) and AF 31 (Mudbugs)
    Boomfizzle BA hide (1d20+5)[10]
    Mudbugs BA hide (1d20+4)[24]



    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

  5. - Top - End - #65
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    J-H's Avatar

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

    You hear from muttering from outside, but it's too quiet to make out.
    Manyteeth sees a head poke around the corner and then withdraw. This big person has a lot of hair on his face and on the back of his head.

    Another big person dashes into the opening and takes cover behind the opposite side of the entry - out of sight and behind cover, unless you expose yourself by moving up.

    Spoiler: Map
    Show



    => Manyteeth & Sparks

  6. - Top - End - #66
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    Amnestic's Avatar

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 17/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: --

    Manyteeth glowers at the invaders come once again to take their home from them. Disgusting monsters. Calling upon Maglubiyet's power she calls out in a magically enhanced voice "Flee, invaders! This domain is blessed by the Mighty!" Not one to stand alone however she follows behind the Sparks, closing the door as she passes through it, to better aid the planned ambush.

    Spoiler: Character Actions
    Show

    Sparks:-
    Move: 30ft to Z30
    Action: Hide: (1d20+4)[18]


    Manyteeth:-
    Action: Thaumaturgy (LOUD VOICE)
    Move: 30ft to Z31
    Object Interaction: Close door.
    Bonus Action: Hide: (1d20+2)[3] Disadv: (1d20+2)[3]






    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 18/24 (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




    Spoiler: Unclaimed Loot going to Room G
    Show

    Greatsword
    Chain mail
    Backpack x4
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin x3
    Dagger x3
    Holy symbol of Lathander
    Scale Mail
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Bag of ball bearings [expended, would need to be gathered up]
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    6 gp
    Iron Pot
    Small knife
    Last edited by Amnestic; 2023-01-09 at 05:00 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  7. - Top - End - #67
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    J-H's Avatar

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

    Manyteeth hears a short laugh.
    Spoiler: Common
    Show

    "This may be what we're looking for."


    There's a bit of crunching of sand and gravel on the beach, but that's all Boomfizzle can hear.
    =>Boomfizzle & Mud Bugs
    Nothing new visible on map for you.

  8. - Top - End - #68
    Ettin in the Playground
     
    GnomeWizardGuy

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    Apr 2019
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    Lower Menthis

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 10/10
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the Mudbugs prepare to use their slings against the first person (or wolf) that they can see in the entryway.

    "Shh"
    Spoiler: OOC
    Show
    Still hiding, ready action to attack with slings.



    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

  9. - Top - End - #69
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    J-H's Avatar

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

    Boomfizzle and the Mud Bugs see a head poke around the corner at U34. It looks like the big person is trying to hide, but trips on a rock and comes out farther than expected. She does seem to see Boomfizzle, though.

    => Readied attack rolls
    Distance is around 50', so disadvantage, Mud bugs are hidden and have advantage, canceling out the disadvantage.
    Target has half cover, would have been 3/4 cover except she got a nat 1 on her stealth check.

    => Manyteeth & Sparks

  10. - Top - End - #70
    Ettin in the Playground
     
    GnomeWizardGuy

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    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 10/10
    Mudbugs: AC: 13 HP: 24/24


    Not wanting to give away their location yet, Boomfizzle and the Mudbugs wait, keeping their slings loaded and ready for someone to come out into the open. Boomfizzle puts his finger to his mouth, as if to say,"Shh", but he makes no sound.
    Spoiler: OOC
    Show
    Still hiding, ready action to attack when someone comes out in the open.
    I think we're also in darkness.



    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

  11. - Top - End - #71
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    Amnestic's Avatar

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 17/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: --

    The Chief quietly makes a series of gestures that are utterly incomprehensible to onlookers, conveying her genius battleplan of: she kicks open the door and the Sparks sling rocks at the target. Thankfully, "throw rocks at enemies" is a language all goblins speak, and they load their slings in preparation.


    Spoiler: Character Actions
    Show




    Manyteeth:-
    Action: Ready Action: Open the door when a big'un moves into the Z column.
    Move: None


    Sparks:-
    Move: None
    Action: Ready Action: Attacks with Slings when the door opened.
    Bugsmoosh: (1d20+2)[10] Advantage from hiding? (1d20+2)[17] Damage: (1d4+2)[4]
    Bubblesnot: (1d20+2)[3] Advantage from hiding? (1d20+2)[5] Damage: (1d4+2)[3]
    Rotrustler: (1d20+2)[3] Advantage from hiding? (1d20+2)[13] Damage: (1d4+2)[3]




    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 18/24 (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




    Spoiler: Unclaimed Loot going to Room G
    Show

    Greatsword
    Chain mail
    Backpack x4
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin x3
    Dagger x3
    Holy symbol of Lathander
    Scale Mail
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Bag of ball bearings [expended, would need to be gathered up]
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    6 gp
    Iron Pot
    Small knife
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  12. - Top - End - #72
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 10/10
    Mudbugs: AC: 13 HP: 24/24


    When they finally see someone in the open, Boomfizzle and the Mudbugs launch their sling stones.

    "Now!"

    They then retreat back to 5' north of their previous locations.
    Spoiler: OOC
    Show
    Boomfizzle
    Action: sling (1d20+5)[12] for (1d4+3)[4]
    Bonus Action: Hide, (1d20+5)[18]

    Mudbugs

    Action: Snotgobbler: (1d20+4)[7], damage (1d4+2)[3]
    Dungplop: (1d20+4)[14], damage (1d4+2)[3]
    Splat: (1d20+4)[23], damage (1d4+2)[3]

    Bonus Action: Hide, (1d20+4)[24]


    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
    Last edited by Bobthewizard; 2023-01-09 at 11:21 AM.

  13. - Top - End - #73
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    Default Re: Goblin Defense (5e) (IC)

    A tall person with a bow steps into the entry, watching cautiously down the hall. Rocks fly at him from Mudbugs, and from the Sparks, two of which connect.
    Spoiler
    Show

    Bugsmoosh hits for 4.
    Splat hits for 3.


    The bowman fires an arrow at Boomfizzle, who is peeking around the corner most un-subtly, and barks a brief command in common. A fierce-looking wolf bounds around the corner and heads for the open secret door, jumping at the goblins, fangs and claws first. Both miss, the arrow clattering against the far wall.

    Spoiler
    Show

    Longbow vs Boomfizzle, with Boomfizzle having +5 AC from cover
    Attack (1d20+7)[13] for (1d8+3)[5]

    Wolf (1d20+4)[10] for (1d8+4)[6] slashing damage


    Imgbb is currently having an encryption problem, so map will go in Discord.

    => Boomfizzle & Mud Bugs
    Last edited by J-H; 2023-01-09 at 11:24 AM.

  14. - Top - End - #74
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 10/10
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle summons Fire! to attack the wolf. A goblin of pure fire appears 10' from the canine.

    He then orders his crew to attack, "Get the wolf!"

    They all throw a round of stones at the wolf, then retreat to the Northeast.

    Fire! throws a ball of fire at the wolf before joining the retreat.
    Spoiler: OOC
    Show
    Boomfizzle
    Action: Summon wildfire spirit to AB32.
    Wolf must make DC12 DEX save or take (2d6)[6] fire damage

    Bonus Action: command wildfire spirit
    Move: 10' NE to AG29

    Mudbugs

    Action: Snotgobbler: (1d20+4)[10], damage (1d4+2)[6]
    Dungplop: (1d20+4)[20], damage (1d4+2)[5]
    Splat: (1d20+4)[6], damage (1d4+2)[6]

    Move: 10' NE to AH29
    Bonus Action: Hide, (1d20+4)[6]

    Wildfire Spirit

    Flame Seed wolf (1d20+4)[12], (1d6+2)[5] fire damage

    Move: to AG30


    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
    Last edited by Bobthewizard; 2023-01-09 at 12:54 PM.

  15. - Top - End - #75
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    Default Re: Goblin Defense (5e) (IC)

    The flame wolf spirit appears in a puff of fire, fires a jet of flame at the wolf that misses, then retreats, covered by sling-stones, only one of which hit.
    Spoiler
    Show

    Wolf Dex (1d20+4)[18] or take 6 fire damage
    1 sling hit for 5
    remainder of attacks miss


    The fire spirit sees the bearded man enter the tunnel, his staff held in front of him. He cautiously intones something in Druidic, and motes of light appear and race towards Boomfizzle, the MudBugs, and the fire spirit. The MudBugs bump into each other, and end up with glowing motes surrounding them.
    Spoiler: Faerie Fire
    Show

    Dex DC 13 or attacks on target have advantage, and it can't go invisible and radiates light.
    Rolling now as this could affect next set of moves.
    Boom (1d20)[13]
    Mudbugs (1d20)[7]
    fire (1d20)[12]
    Last edited by J-H; 2023-01-09 at 12:46 PM.

  16. - Top - End - #76
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    Default Re: Goblin Defense (5e) (IC)

    Moving like the wind, the tall person with a pair of short-swords runs east along the hall, smoothly weaving her way past the spellcaster and the wolf. One of her swords sheds light around her in a small radius, but she seems to see just fine outside that area, and it looks like she's got pointy ears. Boomfizzle doesn't have much time to study her as she comes around the corner, her blade swinging and slicing through his summoned fire spirit. The fire gutters and weakens, but doesn't go out.

    Spoiler
    Show

    There's a spell at work here briefly.
    Attack with advantage from spell (1d20+5)[8] or (1d20+5)[21] for (1d6+3)[9] plus (1d8)[1] force damage. hit for 10
    Horde Breaker second attack, with advantage from Faerie Fire (1d20+5)[13] or (1d20+5)[18] for (1d6+3)[8] hit for 8


    In Common "Follow me, I've caught them!"

    => Manyteeth & Sparks
    Last edited by J-H; 2023-01-09 at 04:40 PM.

  17. - Top - End - #77
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 17/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: Blessed
    Concentrating: Bless (1 min)

    Wolves were longtime friends of goblins, serving as guards and mounts. It was almost a shame this one had to be put down. She doubted one trained to feast on goblin flesh could be retrained, after all. She invokes Maglubiyet's words once more, calling the Sparks to strike the wolf down and ready themselves for more slaughter.

    Spoiler: Character Actions
    Show




    Manyteeth:-
    Action: Cast Bless on the Sparks(and herself
    Move: None

    Bless triggers Order Cleric's Voice of Authority, so Bugsmoosh uses their reaction to make a Sling attack: (1d20+2)[17]+(1d4)[3] Damage: (1d4+2)[4]


    Sparks:-

    Action: Attack with Slings.
    Bugsmoosh: (1d20+2)[22]+(1d4)[1] Damage: (1d4+2)[3]
    Bubblesnot: (1d20+2)[11]+(1d4)[4] Damage: (1d4+2)[6]
    Rotrustler: (1d20+2)[17]+(1d4)[2] Damage: (1d4+2)[4]

    Move: None if the wolf survives. If they kill the target next to Manyteeth then they'll move south 10ft to shoot at Grump, and then back behind Manyteeth again.



    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 18/24 (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




    Spoiler: Unclaimed Loot going to Room G
    Show

    Greatsword
    Chain mail
    Backpack x4
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin x3
    Dagger x3
    Holy symbol of Lathander
    Scale Mail
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Bag of ball bearings [expended, would need to be gathered up]
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    6 gp
    Iron Pot
    Small knife
    Last edited by Amnestic; 2023-01-09 at 04:18 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  18. - Top - End - #78
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    Default Re: Goblin Defense (5e) (IC)

    The volley of sling stones pelts the hound, made more accurate by Maglubiyet's power, and kill it! Rotrustler leans out the door and launches a sling stone at Grump, hitting, and then retreats.

    The archer moves up to the edge of the door, angrily calling out: "You'll pay for that!" Manyteeth's skin prickles in the presence of magic by something other than the divine. Somehow, the stones and soil around the goblins instantly sprout vines and roots, which reach out to grasp the goblins.

    Spoiler
    Show

    Entangle
    STR save or Restrained until spell ends.
    Can take an action on your turn to make a STR save to get free.
    DC 12
    Manyteeth (1d20-1)[0]
    Sparks (1d20-1)[9]


    Big Head and the Mashers approach...
    map in Discord
    => Boomfizzle & Mud Mudbugs & Fire
    Last edited by J-H; 2023-01-09 at 04:55 PM.

  19. - Top - End - #79
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 5/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle tries the same spell on the tall person with the two short swords. Roots from under the rocks of the tunnel grow up and try to grab onto the elf.

    He then orders his crew to attack, "Kill him!"

    They all throw a round of stones at the elf, then retreat further to the Northeast.

    Fire! grabs Boomfizzle and teleports away down the hallway. Leaving Boomfizzle, he returns to the elf.
    Spoiler: OOC
    Show
    Boomfizzle
    Action: Cast Entangle, DC12 STR save or restrained.

    Bonus Action: command wildfire spirit
    Move: none (moved by Fire! though)

    Mudbugs

    Action: Action: Snotgobbler: (1d20+4)[6], damage (1d4+2)[4]
    (if advantage (1d20+4)[21])
    Dungplop: (1d20+4)[11], damage (1d4+2)[3]
    (if advantage (1d20+4)[24])
    Splat: (1d20+4)[8], damage (1d4+2)[5]
    (if advantage (1d20+4)[21])

    Move: around the corner to AF25
    Bonus Action: Hide, (1d20+4)[18]

    Wildfire Spirit

    Fiery teleport to AI27, moving Boomfizzle to AI26

    Elf must make DC12 DEX save or take (1d6+2)[8] fire damage

    Move: back to AH29 if the elf is restrained, AH30 if he is not.


    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

  20. - Top - End - #80
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    Default Re: Goblin Defense (5e) (IC)

    Spoiler: Saves
    Show

    Str save vs Entangle (1d20+3)[11]
    Dex save (1d20+5)[14]
    Maybe disadvantage (1d20+5)[24]


    The vines and roots grab the elf, who can't pull free. She manages to duck and shield herself against the burst of flame, but that doesn't stop a bunch of sling stones from hitting her (15 damage).
    Last edited by J-H; 2023-01-09 at 06:31 PM.

  21. - Top - End - #81
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    Default Re: Goblin Defense (5e) (IC)

    As the hide-clad man with the beard steps closer to the open doorway, Manyteeth sees that his quarterstaff is carved in the shape of a snake. The wooden snake's mouth opens as he draws it back, and shoves the staff forward in a punching strike at the stuck goblin. He misses, but just barely, the staff deflecting off Manyteeth's shield.
    "I've got this, help her."
    Spoiler
    Show

    Advantage on attack roll due to Restrained condition
    Staff of the Adder (1d20+4)[15] or (1d20+4)[16]
    Damage (1d6+2)[3] piercing damage + Con DC 15 or (3d6)[10] poison damage, Manyteeth Con save (1d20+2)[19] + (1d4)[1]


    => Big Head & Mashers
    Last edited by J-H; 2023-01-09 at 06:39 PM.

  22. - Top - End - #82
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    Default Re: Goblin Defense (5e) (IC)

    Big Head, Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 3/3
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head and the hunters retuned just in time to hear the chiming of the alarm spell. Immediately everyone in the group began to run, closing the distance toward the faint screaming.
    "I told them, I told them so." Big Head mumbled while he ran.

    His owl Eyepicker flew ahead, trying to relay an image of what was going on
    Spoiler
    Show

    Actions:
    Move 60ft to the entrance to U37
    Owl to U33


    Spoiler: Big Head's Sparks
    Show


    Bugsmoosh
    Bubblesnot
    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


  23. - Top - End - #83
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    Default Re: Goblin Defense (5e) (IC)

    Wind twists, bends, and manages to break free of the roots and vines that surround her. She makes her way back towards the entrance, having to walk slowly and carefully to avoid being tripped.
    In Common: "I think we found out what happened to the kids. We should go."
    Spoiler
    Show

    Str save (1d20+3)[17] vs DC 12

    Wind has moved to AC32, slow going across the difficult terrain


    =>Manyteeth & Sparks
    Last edited by J-H; 2023-01-10 at 10:30 AM.

  24. - Top - End - #84
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 17/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: Blessed
    Concentrating: Bless (1 min)

    "They're trying to run! Don't let them flee!" Manyteeth calls out with her magically enhanced voice, carrying far beyond its normal range. Straining at the binds, the Sparks seek to strike Grump again with rocks before they can make an escape. The Chief considers commanding the foe to drop his magical snake staff, but she reasons she can just take it off his corpse. Instead she ignores her binds and points a calloused finger at Grump and commands him in common: "KNEEL!"

    Spoiler: Character Actions
    Show


    Manyteeth:-
    Action: Cast Command: Grovel on Grump. (1d20)[7]+mods vs DC12 or spend his next turn falling prone then immediately ending turn.


    Sparks:-

    Action: Attack with Slings. If an attack's not possible, use the first d20 for each gob with a -1 mod strength check to break the restrain (no bless bonus, boo)
    Bugsmoosh: (1d20+2)[4] Disadv: (1d20+2)[7] + (Bless) (1d4)[4] Damage: (1d4+2)[5]
    Bubblesnot: (1d20+2)[19] Disadv: (1d20+2)[14] + (Bless) (1d4)[1] Damage: (1d4+2)[5]
    Rotrustler: (1d20+2)[20] Disadv: (1d20+2)[3] + (Bless) (1d4)[4] Damage: (1d4+2)[6]
    Move: None.


    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 18/24 (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




    Spoiler: Unclaimed Loot going to Room G
    Show

    Greatsword
    Chain mail
    Backpack x4
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin x3
    Dagger x3
    Holy symbol of Lathander
    Scale Mail
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Bag of ball bearings [expended, would need to be gathered up]
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    6 gp
    Iron Pot
    Small knife
    [/QUOTE]
    Last edited by Amnestic; 2023-01-10 at 01:01 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  25. - Top - End - #85
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    Default Re: Goblin Defense (5e) (IC)

    The bearded man with the snake staff blinks, but shakes off her Command with an ornery look on his face. Moments later, he's hit by a sling stone.

    The bowman jogs over to Wind, laying a hand on her. The bleeding slows as his healing magic takes effect for (1d8+2)[5].

    Spoiler: Map
    Show



    => Boomfizzle & Mudbugs
    Last edited by J-H; 2023-01-10 at 01:10 PM.

  26. - Top - End - #86
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 5/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle drops concentration on his current Entangle spell, runs forward and casts it again on the elf, catching the other Big People as well.

    Fire! flies at the elf and the bearded man, teleporting back in burst of flames.

    The Mudbugs move as far south as they can, just enough to get shots at the intruders, throwing stones at the best target they can.
    Spoiler: OOC
    Show

    Boomfizzle Moves to AG 31
    Action: Casts entangle from Z33 to AC32, catching all 3. DC12 STR save or restrained
    Without mods (Wi (1d20)[2], Ho (1d20)[3], Gr (1d20)[9])

    Bonus Action: command Fire!

    Fire! Move to AC33, teleport to AF 31
    Action: Fiery teleport catching Ho and Wn
    DC12 Dex save or (1d6+2)[8] damage
    Without mods (Wi (1d20)[10], Ho (1d20)[12])
    If disadvantage from restraint, without mods (Wi (1d20)[16], Ho (1d20)[11])

    Mudbugs Move to AI29

    Attack Wn, unless Ho restrained and Wn isn't, then attack Ho.

    Action: Snotgobbler: (1d20+4)[13], damage (1d4+2)[4]
    (if advantage (1d20+4)[14])
    Dungplop: (1d20+4)[19], damage (1d4+2)[6]
    (if advantage (1d20+4)[19])
    Splat: (1d20+4)[17], damage (1d4+2)[3]
    (if advantage (1d20+4)[20])

    Bonus Action: Hide (1d20+4)[9]


    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
    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, 30’/120’, 1d4+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level (10/10)
    Speed: 30 ft., fly 30 ft. (hover)
    STR 10 (+0)
    DEX 14 (+2)
    CON 14 (+2)
    INT 13 (+1)
    WIS 15 (+2)
    CHA 11 (+0)
    Damage Immunities: fire
    Condition Immunities: charmed, frightened, grappled, prone, restrained
    Senses: darkvision 60 ft., passive Perception 12
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
    Last edited by Bobthewizard; 2023-01-10 at 03:44 PM.

  27. - Top - End - #87
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    J-H's Avatar

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

    The plants growing out of the walls and floor catch all 3 of the big people and lash them in place. Unfortunately, they are not restrained enough that they can't shield their exposed skin from the flash of heat created by the Wildfire spirit.

    The mud bugs launch sling stones at the bow-wielder, hitting twice for 9 damage.

    Spoiler: Hound concentration saves
    Show

    (1d20+2)[18]
    (1d20+2)[22]


    The glowing lights around the Mudbugs wink out. The bearded man ignores Manyteeth for a moment. "They have a druid of their own then... yes, Wind, we should be going." The ground underfoot sharpens, as the stones themselves seem to grow razor edges under Boomfizzle and his team.
    (Spike Growth, roll your 2d4 if you walk on it)
    Spoiler: Map
    Show


    => Big Head & Mashers
    Last edited by J-H; 2023-01-10 at 02:15 PM.

  28. - Top - End - #88
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    Default Re: Goblin Defense (5e) (IC)

    Big Head, Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 3/3
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head drew his dagger and started to chant. Immediately he became swifter and ran towards the large human and tried to skewer him. The Mashers hung back and began pelting him with their slings.
    Spoiler
    Show


    Mashers: move to U33 attack, move back to U34 into cover

    (1d20+2)[18]/(1d20+2)[14], damage (1d4+2)[5]
    (1d20+2)[22]/(1d20+2)[6], damage (1d4+2)[5]
    (1d20+2)[16]/(1d20+2)[21], damage (1d4+2)[4]

    Big Head: Bonus Action: Bladessong Move to Y32
    (1d20+5)[15]/(1d20+5)[7], damage (1d4+3)[6]




    Spoiler: Big Head's Sparks
    Show


    Bugsmoosh
    Bubblesnot
    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; 2023-01-10 at 02:44 PM.

  29. - Top - End - #89
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    Default Re: Goblin Defense (5e) (IC)

    The bearded man collapses to the ground, bleeding and unconscious. Without his influence, the sharpened stone melts back into its normal shape beneath Boomfizzle.

    Spoiler
    Show

    Wind Str save vs Entangle (1d20+3)[14]

    The elf moves towards the exit, picking her way through the entanglement once more. Her blades are at the ready, but she seems very tense.

    Spoiler: Map
    Show




    =>Manyteeth & Sparks
    Last edited by J-H; 2023-01-10 at 02:57 PM.

  30. - Top - End - #90
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 17/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: Blessed
    Concentrating: Bless (1 min)

    Her luck with her Command spell had been limited so far, but third time was the charm, and if not third then maybe fourth? She gestures to Wind and Commands her "Approach!" while the Sparks continue their bombardment from behind Manyteeth, even if it is just at Grump's unconscious body.

    Spoiler: Character Actions
    Show


    Manyteeth:-
    Action: Cast Command: Approach on Wind. (1d20)[18]+mods vs DC12 or spend their next turn moving as close to Manyteeth as possible and then ending their turn.


    Sparks:-

    Action: They'll attack Wind if they can see them, but I don't think they can, so Grump's body if not. If an attack's not possible, use the first d20 for each gob with a -1 mod strength check to break the restrain (no bless bonus, boo)
    Bugsmoosh: (1d20+2)[18] Disadv: (1d20+2)[21] + (Bless) (1d4)[4] Damage: (1d4+2)[4]
    Bubblesnot: (1d20+2)[10] Disadv: (1d20+2)[9] + (Bless) (1d4)[4] Damage: (1d4+2)[6]
    Rotrustler: (1d20+2)[13] Disadv: (1d20+2)[14] + (Bless) (1d4)[3] Damage: (1d4+2)[3]
    Move: None.


    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 18/24 (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




    Spoiler: Unclaimed Loot going to Room G
    Show

    Greatsword
    Chain mail
    Backpack x4
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin x3
    Dagger x3
    Holy symbol of Lathander
    Scale Mail
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Bag of ball bearings [expended, would need to be gathered up]
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    6 gp
    Iron Pot
    Small knife
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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