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  1. - Top - End - #91
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    Default Re: Goblin Defense (5e) (IC)

    The elf shakes off Manyteeth's command. One rock hits the unconscious man in the head with a solid thunk.

    The archer struggles to pull his arrow around, aiming and releasing it at Boomfizzle. His string is fouled by one of the vines and the arrows falls to the ground at his feet.

    Spoiler
    Show

    Attack w/ disadvantage
    (1d20+7)[8] or (1d20+7)[12] for (1d8+3)[5]
    Possible concentration save (1d20)[18] plus mod
    Move away if concentration is broken


    => Boomfizzle & Mudbugs
    Last edited by J-H; 2023-01-10 at 05:39 PM.

  2. - Top - End - #92
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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: 1/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 5/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the Mudbugs all continue their assault on Hound and Wind. Boomfizzle stands his ground, while the Mudbugs go back around the corner.

    Fire! flies to get between Hound and Grump, then teleports back to get in front of Boomfizzle.
    Spoiler: OOC
    Show
    All attacks on Hound first, then Wind

    Boomfizzle Moves to AE33
    Action: Sling (1d20+5)[6], damage (1d4+3)[6]
    (if advantage (1d20+5)[19])

    Bonus Action: command Fire!

    Mudbugs Move to AE32, attack, move back to AH29

    Action: Snotgobbler: (1d20+4)[24], damage (1d4+2)[6] Crit for 12!
    (if advantage (1d20+4)[6])
    Dungplop: (1d20+4)[10], damage (1d4+2)[6]
    (if advantage (1d20+4)[12])
    Splat: (1d20+4)[8], damage (1d4+2)[3]
    (if advantage (1d20+4)[18])

    Bonus Action: Hide (1d20+4)[18]

    Fire! Move to AA32, teleport to AD33
    Action: Fiery Teleport DC 12 Dex save or (1d6+2)[4] fire
    (Without mods, Ho (1d20)[4], disadvantage (1d20)[13])



    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 09:18 PM.

  3. - Top - End - #93
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    Default Re: Goblin Defense (5e) (IC)

    The stones bring Hound to the ground, the tall man collapsing. The fire spirit joins in, scorching him further, and killing Grump.

    => Big Head & Mashers are up

  4. - Top - End - #94
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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 didn't stop to swing his dagger as the next opponent appeared. Likewise the Mashers popped around the corner threw their stones and went out of sight again.
    Spoiler
    Show


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

    (1d20+4)[22] damage (1d4+2)[4]
    (1d20+4)[24] damage (1d4+2)[6]
    (1d20+4)[5] damage (1d4+2)[5]
    Big Head:
    (1d20+5)[24] damage (1d4+3)[4]
    If hit and opponent still stands, add +2 damage from Fury of the Small



    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


  5. - Top - End - #95
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    Default Re: Goblin Defense (5e) (IC)

    The elf collapses to the ground under the flurry of accurate blows.

    All of the adventurers are unconscious or dead. What do you do next?

  6. - Top - End - #96
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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: 1/3 | 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 spell. The Mudbugs repeatedly stab Hound to make sure he is dead, and then search the body for anything valuable.

    Boomfizzle shakes his head at them. "BigHead wants to keep one alive." It looks like the elf will have to do.

    Spoiler: OOC
    Show



    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.

  7. - Top - End - #97
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    Default Re: Goblin Defense (5e) (IC)

    Spoiler: Loot
    Show

    Loremaster auto-identifies magic items.

    Hound & Wolf, Beastmaster & Beast
    Studded Leather armor
    Handaxe
    Longbow
    20 arrows
    Bedroll
    Mess kit
    50’ rope
    10 torches
    Tinderbox
    Waterskin
    4gp

    Wind, Hunter
    Chain Shirt
    Dagger x 4
    Moon-touched short sword
    Short sword
    Ruby of the War Mage
    Bedroll
    Mess kit
    Tinderbox
    Waterskin
    12gp
    Pouch with 6 pairs of goblin ears

    Grump, Druid
    Staff of the Adder
    Hide Armor
    Pan Flute
    Bedroll
    Leatherworking tools



  8. - Top - End - #98
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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: --

    "Won't hurt to ask why they came, but not expecting much. We should make sure she can't move." She commands the Mashers to retrieve some rope from the bodies to tie her up while Manyteeth sets about disarming them, keeping half an eye on the unconscious elf's features at all times. "More ears in their pack. Another clan nearby?" Manyteeth sniffs them, trying to determine their freshness.

    Spoiler: OOC
    Show

    Medicine(?) check on ears to try to work out long since they got cut off: (1d20+2)[8]

    Nothing in the loot list that interests Manyteeth or the Mashers - once the party's said what they want to claim I'll update the "Unclaimed Loot List" with the remainder.



    Spoiler: Manyteeth's Mashers
    Show

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

  9. - Top - End - #99
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    Default Re: Goblin Defense (5e) (IC)

    The ears do not appear to be particularly fresh.

  10. - Top - End - #100
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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 looked on with glee at the two adventurers that had succumbed to him and the hunting party.
    "What nice baubles those two had with them. It's truly fortunate, that we established last time that the one of us who fought and killed the intruders gets to pick who gets which part of the loot."
    He stuck out his tongue at Boomfizzle.

    "And if you listened to them, you'd know they were looking for the others we killed last week - JUST AS I FRAGGING TOLD YOU!"

    "Anyway, yes, let's question the elf."



    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


  11. - Top - End - #101
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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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head helped carrying the elf to the tomb room. Once she woke up, he stepped into view presenting himself in the guise of a gnome in dirty and ripped merchant's clothing. In his best Common he said:
    "You are finally awake. Have you come to rescue me? I have to say, you didn't do a good job then. We are both trapped in here.
    Where do you come from? Is there hope that others will come to get us out of here?"


    Spoiler
    Show


    Deception

    (1d20-1)[16]
    If advantage due to disguise self

    (1d20-1)[0]




    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; 2023-01-11 at 05:23 PM.

  12. - Top - End - #102
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    Default Re: Goblin Defense (5e) (IC)

    Spoiler: roll
    Show

    Insight d20 (16) + 2 = 18
    Beat the Deception DC, so she thinks something is off.


    She looks over at him in the darkness. The world is nothing but shades of grey and black with light gone. Something seems off about the gnome's voice or words. "Wha... I have no idea who you are."

    "Some of the teenagers in town got a bright idea and went missing several days ago, and we tracked them, then found some dangerous goblins. Who are you and where are you from?"
    She sits up and leans against the sarcophagus. "If you're a friend, help untie me."

    Spoiler
    Show

    Investigation check (1d20+2)[6]
    The illusion is convincing under inspection.
    Last edited by J-H; 2023-01-11 at 12:37 PM.

  13. - Top - End - #103
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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: 1/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 5/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the Mudbugs help Manyteeth take the loot to the shrine room, having moved storage to that room already. There is nothing in the loot that they are particularly interested in so they let the others decide what to keep first.

    Boomfizzle then uses his magic to cover the tracks of the Big People, Bighead, and the Mashers from the beach.

    They then prepare the bodies for another feast for the tribe. There will again be music and laughter, and dancing Fire!

    Over dinner of human stew, Boomfizzle turns to Manyteeth (and BigHead if he's done with the prisoner. "We should raid the village and try to get short bows or crossbows. And maybe go out to find this other tribe of goblins."

    In the morning, Boomfizzle and his crew will get back to digging and covering the pits that they had planned.
    Spoiler: OOC
    Show



    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.

  14. - Top - End - #104
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    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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head sighed: "Those bastard cut off my thumbs and made me eat them. But I can try.
    I'm Jebeddo Kellen. Merchant. I thought maybe my clan had paid some adventurers to look for me. The goblins kidnapped me and have been torturing me on and off. Luckily they aren't too bright.
    So what's your name? Turn around so I can get a look at your bonds.
    Don't you have any friends waiting outside? Don't tell me you all went in without at least having a lookout to watch your rear!"


    Big Head kept nestling ineffectively at the tight knots on the elf's back.

    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; 2023-01-11 at 05:24 PM.

  15. - Top - End - #105
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    Default Re: Goblin Defense (5e) (IC)

    She turns and gives access to the ropes holding her arms. "We figured they had gotten themselves lost...but now I think the goblins probably killed them. Murderous vermin. And smelly, too. Right next to a lake and it smells like goblin here; the smell's even gotten on you."
    "Most of them are pretty dumb, so we can probably get out of here. I think we'll need to get some professional help... they were matching us spell for spell."
    Wind sounds frustrated.
    Last edited by J-H; 2023-01-11 at 02:13 PM.

  16. - Top - End - #106
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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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head spoke now rapidly "Professional help is good. How long do you think the people in your village will wait until they send help? I think we need a distraction to get away from them."
    He stopped nestling at the knotts

    "I can't do it. No thumbs. I'd need to use my teeth."


    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


  17. - Top - End - #107
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    Default Re: Goblin Defense (5e) (IC)

    "Not that long. The guards will be expecting trouble if we don't make it back. No way the three of us were going to get lost. They'll probably send a message to ask for some professional trouble-shooters, too. No telling what that will turn up, though."

    Wind levers herself back around and looks around at the room. Dust, rocks, a heavy stone door, and... "Have you checked that big stone coffin yet?"

  18. - Top - End - #108
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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: --

    "Ears aren't fresh, they were carrying them a while, probably far off." Manyteeth shakes her head. Could be days away, and she wouldn't send what few warriors they had away on a chase like that without knowing where they were. "Raiding villages risky, we can't make bows here?" Not to mention she'd just spent days and days training them with slings - could any of them even use bows?



    Spoiler: Manyteeth's Mashers
    Show

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

  19. - Top - End - #109
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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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head sighed again. "No, it's heavy and I didn't want to risk finding an undead in there or something. Turn around kneel and try sticking your hands as far back as you can, I'll try to gnaw through your restraints."
    When the prisoner turned around, Big Head took out his dagger and slugged the elf with the pommel over her head.

    Then he called to the waiting Sparks: "Keep watch over her, but don't harm her - yet. I want her alive."

    He then strode to find his fellow leaders:

    "Alright. It's exactly as I expected: They came from the village to search for the young humans we killed last week. And if we had bothered to leave them somewhere else along their tracks, they wouldn't have found us. Now, the elf exects that the village will send guards and also hire mercenary specialists if they don't come back. The elf is still alive.

    I want to take her into the forrest back along their tracks as well as the corpses of..."
    He looked at the meat preparations that had been going on while he did his little play "...Gods damnit. Again?"
    Big Head face palmed hard enough to leave a mark.

    Spoiler
    Show

    Going for a knock out blow - to my understanding, the Elf should now have 1 hp from waking up (and by the way he would have had disadvantage to all his saves from being down to death saves and having gotten exhaustion)

    (1d20)[7]/(1d20)[19]+5




    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; 2023-01-11 at 05:30 PM.

  20. - Top - End - #110
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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 snorts. "Big empty Head. They would have followed our tracks back here, and if youths could find us then so would others. They were always going to find and hunt us, just a matter of time ever since last Chief died in raid." She wags her finger. "Why waste time dragging the elf away? Gonna carry her yourself?" She pinches Big Head's flimsy arms before pointing at the bodies. "Died from rocks, died from stabs, died from fire." she mimes being tied up. "Bruises from ropes. How do you plan to disguise these? Think 'specialists' won't notice? Spend your time training, hunting, working, not playing with corpses in the woods."



    Spoiler: Manyteeth's Mashers
    Show

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

  21. - Top - End - #111
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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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head slapped the hand away "I'm stronger than any goblin here. I worked on a ship, I know how to move bodies. The trick would have been laying false tracks. But it's moot now. We need better defenses. Wolves to help us against dogs. We need to find cubs and train them."
    He turned and indicated towards the exit:
    "But most important, we need a fragging door at the entrance."



    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; 2023-01-12 at 07:21 AM.

  22. - Top - End - #112
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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: 1/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 5/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle listens as Manyteeth and BigHead argue. He doesn't care what we do with the elf, since the other two are already in the stew. He doesn't want to argue with Bighead about the elf, but he does not want a door yet.

    "We need an escape tunnel before we build a door. They could trap us in here if we had a door. I can start on that after I dig the pits. For now, I'd prefer we lure them into the kitchen and then attack from all sides. Manyteeth, maybe try not to get trapped in a tunnel again. It's hard to fight from the small tunnels. They were meant as quick escapes and to let us get into position to attack from behind. So maybe let them pass before you attack."
    Spoiler: OOC
    Show



    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.

  23. - Top - End - #113
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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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    "They can trap us in here with or without a door. So prioritise the tunnel by all means.
    As it stands we almost never have all warriors at hand when those people come. Which reminds me: The results of the hunt are still outside.
    The Sparks and I will take the shoes of the invaders and follow their tracks back, while erasing them and then create a false track with them. Hopefully, that will buy us some more time. But first..."


    Big Head went over to the pile of loot and picked out the short sword as well as the ruby, his eyes glinting: "Come to papa. Oh and keep the glowing sword somewhere save. It's bad for us to light up our cave, but if we have to fight something that can't be harmed by normal weapons it will come in handy."

    He tossed the staff at Boomfizzle. "Here, it's a snake staff. The command word is "Sith". Do something useful with it."


    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


  24. - Top - End - #114
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    Default Re: Goblin Defense (5e) (IC)

    Big Head comes back into the room later and kills the elf, as keeping her captive is too much work.

    =>post your day actions in order for up to 6 days

    Boomfizzle, over the next few days you have odd dreams. You feel taller, and like you're seeing someone else's memories. They involve a lot of fighting and betrayal, and feature mostly humans and elves and the like instead of goblins. When you awaken, the details are too imprecise to remember much. You know you saw some flags and writing, but don't remember what any of it said - if you could even read in dreams.

    Still, after a couple of nights of this you are pretty some of the symbols from your dream match the weird alphabet used in the markings on the sarcophagus.

    If you slept in the room near the sarcophagus, you might learn more. Or maybe it would be unsafe.

    What do you do?

  25. - Top - End - #115
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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: 1/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 5/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle tells BigHead about his dream,

    "I think it has something to do with this coffin. Do you think I should sleep in here to try to learn more? I know it is your lab."

    If BigHead wants him to stay out of his lab, he will. If he thinks it would be a good idea for Boomfizzle to sleep in there, he will, with the Mudbugs keeping a watch rotation.

    During the days, Boomfizzle works on making pits. He explains his thinking to the others.

    "The first pits are just to slow them down so we can get ready, then we draw them into Hall 4 where they have to move slowly or fall in the pits. Some of us will attack from the kitchen and we can use the secret tunnel to loop around and attack from around the corner in the hallway."
    Spoiler: OOC
    Show
    The blue pits are a squeeze for small creature to pass on either side. The red pits are normal for a small creature and a squeeze for a medium creature. The ones in hall 4 are right against one wall so you have to weave around them.

    Assuming three pits per day since they shouldn't require as much reinforcement as tunnels. If you think that's too fast, you can move back the tunnel. At 15' per day, the tunnel will take 4 days.

    Day 1 - Pits
    Day 2 - Pits
    Day 3-6 Tunnel from Room G to cliff


    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; 2023-01-13 at 04:34 PM.

  26. - Top - End - #116
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    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: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    "Just don't touch anything. That includes opening the coffin. If there's a vampire in there or ghoul or whatever, we risk losing too many goblins"

    Big Head answered while getting ready to finish his hunt.


    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


  27. - Top - End - #117
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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: --

    With Boomfizzle working on defenses and Big Head dealing with Big Head things, Manyteeth continues her job of training and hunting, trying to put any extra effort to filling out their food stores.


    Spoiler: Day Actions
    Show

    Day 9: Finish training Sparks with Slings (2/2) (Chief Roll: Prerolled and failed)
    Day 10: Hunt (Chief Roll: Prerolled and failed)
    Day 11: Train Mashers with Medium Armour (1/2) (1d6)[4]
    Day 12: Hunt (1d6)[1]
    Day 13: Train Mashers with Medium Armour (2/2) (1d6)[2]
    Day 14: Hunt (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

    Weapons:
    Arrows x20
    Dagger x7
    Greatsword
    Handaxe
    Longbow
    Staff of the Adder
    Short sword

    Armour:
    Chain mail
    Chain Shirt
    Scale Mail
    Studded Leather armor

    Tools:
    Leatherworking tools
    Woodcarving tools

    Misc:
    22gp
    Backpack x4
    Bag of ball bearings
    Bedroll x3
    Bell
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Crowbar x2
    Hammer
    Holy symbol of Lathander
    Hooded Lantern
    Iron Pot
    Mess kit x2
    Oil Flask x1
    Pan Flute
    Rope, 50’ x2
    Small knife
    Tinderbox x3
    Torch x20
    Waterskin x4


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  28. - Top - End - #118
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    Default Re: Goblin Defense (5e) (IC)

    Boomfizzle spends the night in the room with the sarcophagus. It's cold, even for someone who can summon a magical bonfire... too cold. But you dreams, and the dreams are clearer. Whoever's life you's seeing fragments of ended up betrayed, and full of hatred, before he died and was buried. When you awaken, you spend some time considering the existence of the dreams, and what they may indicate.

    Whoever he was, the fragments of that person are now a malevolent spirit of some power, confined within a trapped body. You suspect that, should the sarcophagus be opened, it would prove dangerous to any living creature in the area. However, Protection from Evil should hide you from it, at least for a time, and such spirits are not prone to wander far from their resting place, or to seize the initiative and search if there is not a living being in sight to kill....

  29. - Top - End - #119
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    Default Re: Goblin Defense (5e) (IC)

    Day 1
    Manyteeth finishes training the Sparks to use slings.
    Boomfizzle digs a big pit trap and conceals it somewhat.
    Big Head goes hunting.
    Food +2-1=1

    Day 2
    Manyteeth goes hunting.
    Boomfizzle digs a big pit trap and conceals it somewhat.
    Big Head goes out and creates some false tracks. He finds some marks on trees and erases them where he can, but there might be more he missed.
    Food 1+2-1=2

    Day 3
    Manyteeth starts to train the mashers with medium armor
    Boomfizzle digs a smaller pit trap and spends time carving some wood spears and planting them in the bottom. Snotgobbler asks if he’s planting a spear garden, and if spears grow like that.
    Big Head goes out again to try to crate paths leading away. He doesn’t feel like he’s very successful today. It’s too bad he doesn’t know plant magic or dirt magic.
    Food 2-1=1

    Day 4
    Manyteeth goes hunting.
    Boomfizzle starts on the next spike trap.7
    Big Head starts brewing a potion.
    (roll 1d10, 3!) An hour into her hunting trip, Manyteeth spots trouble coming clanking through the woods.
    A big person with red scales and a lizard-like head is in the lead. His armor is very shiny, and has a silver star prominently embossed on the left side of his chest. He’s carrying a spear and shield, and is accompanied by three big people in scale armor, each carrying a long pole with a blade on the end, and other equipment strapped to their backs.

    What do you do? => Manyteeth

  30. - Top - End - #120
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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 glares at the dragonscaled one. Dragons often took care of goblins because goblins took care of dragons. Maybe this was a dragon servant come seeking a new tribe? Her tribe? That would be lucky. She considers, for a moment, revealing herself, or deliberately luring the scaled one back to their lair, but their scales were red, and that meant they were fast. If they were an enemy - the guards or 'specialists' - then they would be faster than Manyteeth and her Mashers, and she wouldn't put them at risk on the hopes of a draconic patron.

    Spoiler: OOC
    Show

    Manyteeth will retreat back to the lair and make the others aware of potential danger so we can make preparations for an ambush if so.
    Stealth if needed:-
    Manyteeth: (1d20+2)[10] Disadv: (1d20+2)[10]
    Mashers: (1d20+4)[17]

    Manyteeth Religion check on the star symbol: (1d20+4)[9]
    If it's History instead, it's a +2 instead of a +4.



    Spoiler: Manyteeth's Mashers
    Show

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

    Weapons:
    Arrows x20
    Dagger x7
    Greatsword
    Handaxe
    Longbow
    Staff of the Adder
    Short sword

    Armour:
    Chain mail
    Chain Shirt
    Scale Mail
    Studded Leather armor

    Tools:
    Leatherworking tools
    Woodcarving tools

    Misc:
    22gp
    Backpack x4
    Bag of ball bearings
    Bedroll x3
    Bell
    Blanket
    Block of Incense, Candle, Censer, Tinderbox
    Crowbar x2
    Hammer
    Holy symbol of Lathander
    Hooded Lantern
    Iron Pot
    Mess kit x2
    Oil Flask x1
    Pan Flute
    Rope, 50’ x2
    Small knife
    Tinderbox x3
    Torch x20
    Waterskin x4


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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