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  1. - Top - End - #121
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    J-H's Avatar

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

    Manyteeth heads back in a hurry. She hears the clanking of armor behind her - apparently her passage through the woods was enough to draw some attention after all.

    => What brief preparations do you make and where is everyone starting?

  2. - Top - End - #122
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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: 3/3
    Bladesong: 2/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    "Gods damnit, everytime I set out to make potions, we get intruders. Sparks, to me. We'll await them at the entrance inside the shadows. Maybe we can talk with them and gain a bit more time for the old and young to go into the tunnels."



    Big Head collected his troupes and took position just around the corner of the entrance
    Spoiler
    Show

    Placement at R and U 35


    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


  3. - Top - End - #123
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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: --

    "Get into positions! They might be friendly, but I doubt it. We should be ready to fight and retreat and fight some more!" Manyteeth yells as she collects her squad together, ready to fight.


    Spoiler: OOC
    Show

    Manyteeth and the Mashers will set up in P32/P33. She'll also send the NCs to rooms A/B/C to take cover there instead of DEF so the secret tunnel is clear/free.




    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


    [/QUOTE]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  4. - Top - End - #124
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    J-H's Avatar

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

    Not long after Manyteeth arrives, you hear the sound of clanking armor and the occasional grunt as the armored guards make their way down the beach.
    Spoiler: initiative
    Show

    Manyteeth & Mashers (1d20+2)[19]
    Big Head & Sparks (1d20+3)[10]
    Boomfizzle & Mud Bugs (1d20+3)[22]
    Earp (1d20)[10]
    Biggs (1d20+2)[10]
    Vicks (1d20+2)[11]
    Wedge (1d20+2)[9]


    Spoiler: Map
    Show


    Init order on map is incorrect, Vicks goes before Big Head

    => Boomfizzle, Manyteeth
    Last edited by J-H; 2023-01-14 at 05:31 PM.

  5. - Top - End - #125
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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: Bless (1 min)

    "If they look nasty toss rocks, give them no chance!" Manyteeth commands, uttering a short prayer to the Mighty to bless her allies.


    Spoiler: Actions
    Show

    Manyteeth:
    Action: Bless the Mashers, Big Head, and the Sparks.

    Mashers:-
    Move: 5ft right to R33.
    Action: Ready attacks, trigger being the first creature that comes into sight range that "looks hostile".
    Threefoot: (1d20+4)[11]+(1d4)[1] Damage: (1d4+2)[6]
    Sneezer: (1d20+4)[15]+(1d4)[3] Damage: (1d4+2)[5]
    Lava: (1d20+4)[22]+(1d4)[2] Damage: (1d4+2)[3]


    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)

  6. - Top - End - #126
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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: 1/2 | Goodberies: 0
    Concentration: none | Conditions: none
    Fire!: AC: 13 HP: 15/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle looks to the Mudbugs,

    "Shh. Let them come to us. Get in position."

    Fire! appears next to him, ready to help.

    Boomfizzle and the Mudbugs move forward to help Manyteeth and Bighead.
    Spoiler: OOC
    Show
    Boomfizzle: BA summon Fire, move to X32

    Mudbugs move to V33 BA hide (1d20+2)[11]

    Fire moves to V32


    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; 2023-01-15 at 10:24 AM.

  7. - Top - End - #127
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    Default Re: Goblin Defense (5e) (IC)

    Goblins reposition themselves. Slings are readied.

    One of the armored big people jogs closer to the entrance.
    Spoiler: Common
    Show

    "Definitely not just a cave, and there's a fire thing in there, and goblins, and...oh, a trap here at the entrance."


    Vicks moves to R36, his pike pointed at the cave entrance in a guard position.

    => Big Head and Sparks are up

  8. - Top - End - #128
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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
    Bladesong: 2/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head made sure the sparks were hidden while he also had cover and ready to throw at the first sign of aggression. Then he said in a loud and clear voice:
    "You there, this is our home, identify yourself. What do you want from us? We are a peaceful people, but we will defend ourselves if necessary. "
    While he did that, he readied himself to move back, deeper into the tunnel.



    Big Head collected his troupes and took position just around the corner of the entrance
    Spoiler
    Show

    Sparks ready sling attacks - hidden (1d20+2)[17]

    Big Head readies movement back to V33
    Intimidation (or whatever other social roll) (1d20-1)[12]




    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


  9. - Top - End - #129
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    Default Re: Goblin Defense (5e) (IC)

    Spoiler: Common
    Show

    "If you're not harboring goblins or killing some missing folk, you won't mind letting us agents of the law search your hole here, will you?"


    The sound of armor moves closer. The one with the dragon-like head moves up to the edge of the pit. The Mashers can sort-of see him, and he can see the fire spirit. Deciding that he looks hostile, the Mashers unleash their rocks. Unfortunately, one of the soldiers (Biggs) jabs his pike forward, partially deflecting the rock. The other one hits the dragonborn solidly, but doesn't seem to hurt him under his shell of armor.

    Spoiler: Map
    Show

    First hit for 5 reduced by Interception (1d20+2)[12]
    Second hit for 3 reduced by Heavy Armor Master
    Note: Big Head may have moved and may not be accurately placed on the map.



    =>Boomfizzle, Mudbugs, Manyteeth, Mashers
    Last edited by J-H; 2023-01-15 at 02:27 PM.

  10. - Top - End - #130
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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: 15/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle sees Manyteeth and the Mashers throw their stones, to little effect. He wishes we could have let them into the compound so we could spread them out more and use the darkness to our advantage, but this will have to do.

    "Now!"

    Boomfizzle moves forward and tries to entangle the warriors.

    The Mudbugs throw their stones, and then retreat. Fire throws a ball of fire and moves in front of Boomfizzle
    Spoiler: OOC
    Show
    Boomfizzle Moves to U32
    Action: Cast Entangle
    (Without mods, V (1d20)[17], E (1d20)[6], B (1d20)[4], W (1d20)[3])

    Bonus Action: command Fire!

    Fire! Move to T33, attack anyone entangled (E,B,W,V in order)
    Action: Fire Seed (1d20+4)[20], (1d6+2)[5] fire
    (if advantage (1d20+4)[8])

    Mudbugs Attack then move to X32
    attack anyone entangled (E,B,W,V in order)

    Action: Snotgobbler: (1d20+4)[8], damage (1d4+2)[6]
    (if advantage (1d20+4)[5])
    Dungplop: (1d20+4)[20], damage (1d4+2)[4]
    (if advantage (1d20+4)[14])
    Splat: (1d20+4)[16], damage (1d4+2)[3]
    (if advantage (1d20+4)[15])

    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.

  11. - Top - End - #131
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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: Bless (1 min)

    "Dragon's scales are tough! Hit the squishies!" Manyteeth orders her mashers, as she tries to bend dark energies around the dragon - if rocks don't hurt maybe shadows do?


    Spoiler: Actions
    Show

    Manyteeth:
    Move: 15ft east, cast, then return 15ft west to her current position, so no overall change.
    Action: Toll the Dead on the dragonborn. (1d20)[12]+mods vs DC12 or Damage: (1d12)[10] necrotic.

    Mashers:-
    Move: 10ft right to T33 for a better angle, then 15ft west to Q33 and cover.
    Action: Attacking Biggs.
    Threefoot: (1d20+4)[18] Possible Adv due to Entangle: (1d20+4)[21] + (Bless) (1d4)[1] Damage: (1d4+2)[3]
    Sneezer: (1d20+4)[11] Possible Adv due to Entangle: (1d20+4)[21] + (Bless) (1d4)[4] Damage: (1d4+2)[3]
    Lava: (1d20+4)[10] Possible Adv due to Entangle: (1d20+4)[16] + (Bless) (1d4)[3] Damage: (1d4+2)[5]


    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


    [/QUOTE]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  12. - Top - End - #132
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    Default Re: Goblin Defense (5e) (IC)

    As Boomfizzle moves into view of the entry to cast his spell, a crossbow bolt flies at him from Wedge, but it misses.
    Spoiler
    Show

    Readied attack (1d20+4)[7] for (1d8+2)[9] damage

    Boomfizzle's spell catches three of the four in grasping roots. The Fire spirit blasts the dragonborn, but does little damage (resist, 2 damage). The Mudbugs' shots mostly miss, and the one that hit deals minor damage (1).

    Manyteeth's spell hits home, causing the dragonborn to start bleeding in several places (hit for 10).

    The Mashers have two of their stones hit Biggs, and another one get deflected by Wedge (first hit of 3 is reduced by 1d10+2, then hit for 3 & 5).
    Last edited by J-H; 2023-01-15 at 09:55 PM.

  13. - Top - End - #133
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    Default Re: Goblin Defense (5e) (IC)

    Vicks pushes through the vines to get in front of the door, then plants his feet and leaps across the pit trap, landing next to the Sparks and the fire spirit, and stabbing twice with his pike. The first hit skewers Boomfizzle, instantly causing him to lose consciousness and collapse. He makes a follow-up strike against the magical fire spirit, but misses.

    The vines vanish.
    Spoiler
    Show

    He has an 8' jump with Str 16 from a standing start. Action surge attack!
    (1d20+5)[24] for (1d10+3)[11] Champion crit on a 19, 22 damage. Boomfizzle is down!
    (1d20+5)[11] for (1d10+3)[12]
    Concentration checks if needed
    (1d20)[12]
    (1d20)[14]


    Spoiler: Map
    Show



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

  14. - Top - End - #134
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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
    Bladesong: 2/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recover)


    Big Head saw with Horror as Boomfizzle fell.
    "Sparks fall back, take Boomfizzle with you!"
    Then, he stepped forward again, hoping against hope that his spell would be effective while also starting to hum his fighting song. "Be gone!"


    Big Head let rip a thundering concussion against the intruders
    Spoiler
    Show

    Sparks move back w/ disengage, carry Boomfizzle with them to R32. If grabbing unconscious people is an object interaction they dash into the secret tunnel.



    Big Head activates blade song and casts Thunderwave to push intruders out, from S33.
    Con DC 12
    (2d8)[11]



    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; 2023-01-16 at 12:21 PM.

  15. - Top - End - #135
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    Default Re: Goblin Defense (5e) (IC)

    The Sparks grab Boomfizzle and drag him over to the door, then open the secret door.

    Big Head moves off the pathway by the pit trap, then unleashes a very loud spell. The dragonborn is blown back, along with a cloud of dust and the loose cover that had been on top of the pit trap by the door. The closer pikeman mostly resists the spell.
    Spoiler: Saves
    Show

    Con save vs DC 12
    Vicks (1d20+4)[12]
    Earp (1d20+3)[5]
    Last edited by J-H; 2023-01-16 at 01:28 PM.

  16. - Top - End - #136
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    Default Re: Goblin Defense (5e) (IC)

    The closest pikeman across the pit, Biggs, leaps the pit with his big-person legs, and stabs at Big Head before sidestepping, but misses as he's still off-balance.
    Spoiler
    Show

    Attack (1d20+5)[6] for (1d10+3)[8]


    The dragonborn roars "At 'em, I'll be behind you in just a moment!" as he chugs a potion and leaps across with a roar that ends in a weak burst of flame that washes over most of the goblins. He coughs and sputters, then spits. "Breathed too much dust."
    Spoiler
    Show

    Potion (2d4+2)[6]
    Action Surge
    Second wind (1d10+4)[14]
    Fire breath (2d6)[2] fire damage, Dex DC 11 half, 15' cone hitting
    Big Head (1d20+3)[19] + bless (1d4)[4]
    Boomfizzle (fail, 1 death save)
    Sparks (1d20+2)[15] + bless (1d4)[3]
    Mashers (1d20+2)[15] + bless (1d4)[2] +2 partial cover from the corner


    The crossbowman lets his crossbow dangle by a leather strap and picks up his pike, jumping across as well.

    Spoiler: Map
    Show




    => Mud Bugs, Fire, Boomfizzle death save; Manyteeth & Mashers
    Last edited by J-H; 2023-01-16 at 01:41 PM.

  17. - Top - End - #137
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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: Bless (1 min)

    "Up up up Boomfizzle! The Mighty isn't done with us just yet!" Manyteeth calls, summoning a small fiery halo of healing to snap the fallen goblin back to the realm of the awakened. She then raises her symbol-emblazoned shield and calls forth "In Maglubiyet's Name, He Commands You: LISTEN!" A wave of divine energy washes out from the shield, attempting to wrest good sense away from the soldiers, even as the Mashers continue their assault and then flee into the tunnels.

    Spoiler: Actions
    Show

    Manyteeth:
    Bonus Action: Healing Word on Boomfizzle for (1d4+2)[4] hit points.
    Action: Channel Divinity: Order's Demand:
    Spoiler: Details
    Show


    Channel Divinity: Order's Demand

    Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

    As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.


    4 Wismod saves, in order from left to right: (4d20)[9][8][15][13](45) vs. DC12. If they fail they're Charmed by Manyteeth until they take damage, and also must immediately drop whatever they're carrying.

    Move: Somewhat dependant on if any of the above saves are failed - if they drop anything, she'll move in to nab pick up their dropped weapon and then run away north+east, towards the second set of trapped squares. If no one fails their save, she'll just move straight east 30ft to V32 - she's leaving the secret tunnel to the others to take.

    If Manyteeth's turn can go after the Mashers that'd be preferable to not break the charm, but if not that's fine.

    Mashers:-
    Bonus Action: Disengage
    Move: Up 5ft, attack, then move into the tunnel - I believe with squeezing they can only get to Q30 but if they can get out into the next room they will do.
    Action: Attacking Biggs again
    Threefoot: (1d20+4)[24] + (Bless) (1d4)[4] Damage: (1d4+2)[6]
    Sneezer: (1d20+4)[11] + (Bless) (1d4)[3] Damage: (1d4+2)[5]
    Lava: (1d20+4)[19] + (Bless) (1d4)[4] Damage: (1d4+2)[4]


    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 23/24 (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)

  18. - Top - End - #138
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 15/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle lies dying in a pool of blood.

    The Mudbug seek to avenge his death. They move across the pit and throw stones at Biggs.

    Fire then teleports away taking Boomfizzle, Bighead, and the Mudbugs with him.

    Boomfizzle does not attack when Manyteeth heals him, instead lying still and not presenting himself as a threat.
    Spoiler: OOC
    Show
    Boomfizzle
    Death save (1d20)[7]

    Bonus Action: none

    Mudbugs Move to U32 and attack W.

    Action: Snotgobbler: (1d20+4)[13], damage (1d4+2)[3]
    Dungplop: (1d20+4)[20], damage (1d4+2)[5]
    Splat: (1d20+4)[18], damage (1d4+2)[6]

    Fire! Teleports to W33, taking Bighead, Boomfizzle, and the Mudbugs with him. He then flies back to his current position at T33.

    Action: Fiery Teleport DC12 Dex Save or (1d6+2)[6] fire damage
    (without mods E: (1d20)[3], V: (1d20)[18], W: (1d20)[2]

    This puts Bighead in V33, Boomfizzle in V32, and Mudbugs back to X32.



    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; 2023-01-16 at 11:52 PM.

  19. - Top - End - #139
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    Default Re: Goblin Defense (5e) (IC)

    Vicks partly deflects the first stone aimed at Wedge by the Mudbugs aside, but the other one hits.
    Spoiler
    Show

    I am assuming you're targeting Wedge on the right, with clear line of sight.
    Interception (1d20+2)[3] to reduce 5 damage
    The other hits for 6
    Firey Teleport
    Earp takes 3 damage (resistant)
    Vicks saves, 3 damage
    Wedge takes 6


    Two of the Mashers' stones strike home, including one that clonks Biggs in the head (crit for 12, hit for 4). He looks pretty badly injured. Manyteeth invokes the power of Maglubiet. Biggs drops his pike, and Earp drops his sword, although his shield is strapped in place, so it stays on. Manyteeth darts in, grabbing the longsword, and moves to stand over Boomfizzle.
    Last edited by J-H; 2023-01-16 at 11:08 PM.

  20. - Top - End - #140
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    Default Re: Goblin Defense (5e) (IC)

    Vicks swipes at the flaming thing in front of him, but misses.
    Spoiler
    Show

    Attack (1d20+5)[11] for (1d10+3)[13] damage.


    Spoiler: Map
    Show


    Boomfizzle is prone in V32, with Manyteeth standing over him.
    Earp and Biggs are charmed, but only by Manyteeth and only until they take damage or the end of her next turn.


    => Big Head & Sparks
    Last edited by J-H; 2023-01-16 at 11:12 PM.

  21. - Top - End - #141
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    Default Re: Goblin Defense (5e) (IC)

    Big Head, Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recovery)


    Big Head felt the fire wash over him. It took him a moment to realize that he had been transported by the fire elemental. Instead of complaining, he attacked the intruder next to him and gave his Sparks the command to attack him as well
    "Sparks, concentrate fire and fall back into the tunnel.
    The owl on his shoulder screeched, fluttering in the man's face before falling back as well.


    Big Head used the confusion to slash at the man.
    Spoiler
    Show

    Sparks attack W and head into the tunnel to P29

    (1d20+4)[7], damage (1d4+2)[6]
    (1d20+4)[21], damage (1d4+2)[4]
    (1d20+4)[9], damage (1d4+2)[3]
    Using fury of the small if attack hit for +2 damage

    Big Head's owl uses help action and moves away to AA33

    Big Head attacks W with advantage
    (1d20+5)[7]/(1d20+5)[22], bless (1d4)[1] , damage (1d4+2)[5]
    +2 fury of the small if hit
    Bonus action disengage to follow Sparks into the tunnel to P30


    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
    Sling x3 +4 to hit.

  22. - Top - End - #142
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    Default Re: Goblin Defense (5e) (IC)

    Vicks again deflects one of the inbound stones, but can't do anything when Big Head stabs the man in the knee.
    Spoiler
    Show

    His reaction recharged right before your turn.
    (1d10+2)[12] reduction on 6 damage on Wedge
    Big Head's stab hits for 7.


    Biggs quickly bandages a wound, and pulls out a crossbow. Earp looks surprised at his missing sword. "What was that...? Anyway!" He points at the flame spirit and fires three bolts of magic at it, causing it to discorporate. The room is suddenly dimmer.

    Wedge applies pressure to one of his injuries, then stabs with his pike at Manyteeth, doing grievous damage. "Your tricks won't work on all of us!"

    Spoiler: rolls
    Show

    Biggs second wind (1d20+3)[18] edit: rolled d10, 6+3=9

    Earp Magic Missile (1d4+1)[5] x 3 = 15

    Wedge second wind (1d20+3)[22] edit: rolled d10, 9+3 = 12
    Attack (1d20+5)[25] for (1d10+3)[5] crit for 10


    Spoiler: Map
    Show



    =>Boomfizzle, etc., then Manyteeth, etc.
    Manyteeth needs to make a Concentration check for Bless
    Last edited by J-H; 2023-01-17 at 08:42 AM.

  23. - Top - End - #143
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 15/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the Mudbugs all retreat.
    Spoiler: OOC
    Show
    Boomfizzle
    [B]Action: Dash
    (without mods B: (1d20)[17], E: (1d20)[19], V: (1d20)[10], W: (1d20)[1])
    Bonus Action: Disengage
    Move: to Z29

    Mudbugs Dash to AI 27

    Action: Snotgobbler: (1d20+4)[22], damage (1d4+2)[5]
    (if advantage (1d20+4)[24])
    Dungplop: (1d20+4)[24], damage (1d4+2)[5]
    (if advantage (1d20+4)[23])
    Splat: (1d20+4)[23], damage (1d4+2)[5]
    (if advantage (1d20+4)[14])


    Bonus Action: Hide (1d20+4)[13]

    Fire! Moves to T33

    Action: Fiery Teleport DC12 Dex Save or (1d6+2)[8] fire damage
    (without mods W: (1d20)[11], E: (1d20)[4], V: (1d20)[16]

    Teleports to U33




    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; 2023-01-18 at 09:34 AM.

  24. - Top - End - #144
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 7/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: Bless (1 min)

    Manyteeth tosses back another darkened spell at the red-scales as she beats a hasty retreat down the tunnel - choosing not to take the secret passage but instead draw the attention of the invaders to her. She has the armour to protect herself. Probably. At the same time, the Mashers continue their assault against the weak fleshy one.

    Spoiler: Actions
    Show

    Manyteeth:
    Bonus Action: Disengage
    Action: Toll the Dead on the dragonborn again: (1d20)[9]+mods wissave vs. DC12 or (1d12)[8] necrotic damage.
    Move: 30ft east, leaping over the trap squares as required. I don't have map access at work sadly.

    Mashers:-
    Bonus Action: Disengage
    Move: Out of the tunnel, attacking Biggs, and then retreat back into it. Again no map access but I think they'll end up back where they started.
    Action: Attacking Biggs again
    Threefoot: (1d20+4)[5] (If advantage from an Entangle going out: (1d20+4)[18]) + (Bless) (1d4)[4] Damage: (1d4+2)[4]
    Sneezer: (1d20+4)[24] (If advantage from an Entangle going out: (1d20+4)[14]) + (Bless) (1d4)[3] Damage: (1d4+2)[4]
    Lava: (1d20+4)[8] (If advantage from an Entangle going out: (1d20+4)[9]) + (Bless) (1d4)[2] Damage: (1d4+2)[4]



    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 23/24 (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)

  25. - Top - End - #145
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    Default Re: Goblin Defense (5e) (IC)

    Boomfizzle and the Mudbugs do the bug-out boogie.

    The dragonborn's wounds open a bit wider, and he snaps out of the effects of Manyteeth's command. The goblin chief moves east, shutting the door to the narrow passage as she moves past it (free object interaction). The Mashers launch stones at Biggs. Two miss, and the other rings his bell - again (crit for 8). They duck back into the tunnel, but can't get far.

    Vicks moves up and stabs at the Mashers with his pike but misses.
    Spoiler
    Show

    Advantage due to squeezing (1d20+5)[9] or (1d20+5)[8]
    Damage (1d10+3)[4]


    Spoiler: Map
    Show



    => Big Head & Sparks
    Last edited by J-H; 2023-01-18 at 11:12 AM.

  26. - Top - End - #146
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    Default Re: Goblin Defense (5e) (IC)

    Big Head, Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 2/3
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recovery)


    Big Head estimated that he could probably get away with another attack run against the halberd wielding opponents.
    "Wait for me to come back, go out, attack and go back in again.

    With his enhanced speed, he moved out, struck at the man in the front and returned, before letting the Sparks do the same.

    Spoiler
    Show

    Big Head attacks B from R32

    Mind sliver (1d6)[5], Int DC 12 (1d20)[3]+mod


    Return to P29 w/bonus action disengage

    Sparks using slings from R30 w/disadvantage vs. B


    (1d20+4)[15]/(1d20+4)[18]+Bless(1d4)[3], damage (1d4+2)[4] if hit +2 from fury of the small (2 left)
    (1d20+4)[19]/(1d20+4)[16]+Bless(1d4)[2], damage (1d4+2)[6] if hit +2 from fury of the small (1 left)
    (1d20+4)[14]/(1d20+4)[9]+Bless(1d4)[3], damage (1d4+2)[6] if hit +2 from fury of the small (2 left)
    Return back to Q29









    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
    Sling x3 +4 to hit.

  27. - Top - End - #147
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    Default Re: Goblin Defense (5e) (IC)

    Biggs' eyes roll up in his head and he collapses to the ground. In a display of stunning accuracy, all 3 sling stones hit, killing him instantly.

    Earp snarls in fury and stomps over, grabbing the Mashers and trying to pull them out. "Let's make them pay for that."
    Spoiler
    Show

    Athletics (1d20+6)[23] vs Mashers (1d20-1)[4]

  28. - Top - End - #148
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    Default Re: Goblin Defense (5e) (IC)

    Grabbing hold with his long, armored arm, Earp yanks on the goblins and drags them back towards the entrance, out of their tunnel. Wedge stabs at the group with his pike, injuring one of the goblins badly.
    Spoiler
    Show

    Attack (1d20+5)[21] for (1d20+3)[17] 6 is the correct #


    Spoiler: Map
    Show



    => Boomfizzle, Mudbugs, then Manyteeth & grappled Mashers
    Last edited by J-H; 2023-01-18 at 12:28 PM.

  29. - Top - End - #149
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 1/3 | Wild Shape: 0/2 | Goodberies: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 15/15
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle stands, moves south, and opens the secret door. He looks out at the carnage and tries to entangle the intruders.

    Fire then appears near the center of the fight.

    The Mudbugs return down the hallway, throwing stones at Vi before retreating back around the corner.

    Fire flies right into the middle of the enemy and then teleports away with the Mashers.
    Spoiler: OOC
    Show
    Boomfizzle Stands up, Moves to Z31.
    Action: cast entangle covering square from R33-R36 to U33-36
    Saves without mods: V (1d20)[7], E (1d20)[3], W (1d20)[3]

    Bonus Action: summon Fire! to T32

    Fire! Move to S34, teleport to V33 (moving Mashers to U32)
    Action: Fiery Teleport DC 12 Dex save or (1d6+2)[4] fire
    Saves without mods, Vi (1d20)[8], E (1d20)[14], W (1d20)[9]

    Fire then flies up to V32.

    Mudbugs Move to AF32 (hopefully darkness in hall 2 offfsets long range disadvantage, but rolled just in case)

    Action: Snotgobbler: (1d20+4)[15], damage (1d4+2)[6]
    (if disadvantage (1d20+4)[11])
    Dungplop: (1d20+4)[16], damage (1d4+2)[6]
    (if disadvantage (1d20+4)[6])
    Splat: (1d20+4)[24], damage (1d4+2)[6]
    (if disadvantage (1d20+4)[19])

    Move back to AG31

    Bonus Action: Hide (1d20+4)[15]






    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.

  30. - Top - End - #150
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 7/17
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: Bless (1 min)

    They hadn't followed her! The blasted cowards. She should taunt them louder next time. She turns on her heels and clanks back to the fight, imperiously attempting to Command the redscale to "Kneel!" while the newly freed Mashers unleash another flurry of rocks against their most hated foes.

    Spoiler: Actions
    Show

    Manyteeth:
    Bonus Action: None
    Move: West to X32, cast, then east to Z32.
    Action: Command: Kneel on Earp: (1d20)[8]+mods wissave vs. DC12 or be forced to drop prone and immediately end turn on their next turn.


    Mashers:-
    Bonus Action: Disengage
    Action: Attacking Earp - if he fails his save vs. Command retarget to Wedge.
    Threefoot: (1d20+4)[8] (If advantage from an Entangle going out: (1d20+4)[14]) + (Bless) (1d4)[4] Damage: (1d4+2)[3]
    Sneezer: (1d20+4)[9] (If advantage from an Entangle going out: (1d20+4)[12]) + (Bless) (1d4)[1] Damage: (1d4+2)[4]
    Lava: (1d20+4)[11] (If advantage from an Entangle going out: (1d20+4)[5]) + (Bless) (1d4)[3] Damage: (1d4+2)[6]

    Move: Run and jump to X32.




    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot, Sneezer, Lava
    Medium mob
    AC 13 (leather armor)
    HP 8 x 3 = 17/24 (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


    [/QUOTE]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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