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Thread: Goblin Defense (5e) (IC)
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2023-01-14, 11:17 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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?
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2023-01-14, 11:27 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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 entranceSpoiler
Placement at R and U 35
Spoiler: Big Head's Sparks
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
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2023-01-14, 12:38 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
[/QUOTE]Spoiler: Unclaimed Loot going to Room G
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
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2023-01-14, 05:27 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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]
=> Boomfizzle, ManyteethLast edited by J-H; 2023-01-14 at 05:31 PM.
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2023-01-14, 06:36 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
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
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2023-01-15, 10:24 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCBoomfizzle: BA summon Fire, move to X32
Mudbugs move to V33 BA hide (1d20+2)[11]
Fire moves to V32
Spoiler: NotesSpoiler: MudbugsGoblin 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!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.
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2023-01-15, 01:49 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Goblins reposition themselves. Slings are readied.
One of the armored big people jogs closer to the entrance.
Spoiler: Common
"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
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2023-01-15, 01:59 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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 entranceSpoiler
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
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
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2023-01-15, 02:25 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Spoiler: Common
"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
=>Boomfizzle, Mudbugs, Manyteeth, MashersLast edited by J-H; 2023-01-15 at 02:27 PM.
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2023-01-15, 04:15 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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 BoomfizzleSpoiler: OOCBoomfizzle 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: NotesSpoiler: MudbugsGoblin 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!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.
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2023-01-15, 05:53 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
[/QUOTE]Spoiler: Unclaimed Loot going to Room G
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
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2023-01-15, 09:55 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
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2023-01-15, 09:58 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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]
=> Big Head & SparksLast edited by J-H; 2023-01-15 at 10:02 PM.
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2023-01-16, 01:34 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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 intrudersSpoiler
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
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.
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2023-01-16, 01:27 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
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2023-01-16, 01:38 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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
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.
=> Mud Bugs, Fire, Boomfizzle death save; Manyteeth & MashersLast edited by J-H; 2023-01-16 at 01:41 PM.
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2023-01-16, 02:03 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
Manyteeth:
Bonus Action: Healing Word on Boomfizzle for (1d4+2)[4] hit points.
Action: Channel Divinity: Order's Demand:
Spoiler: Details
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
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
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
-
2023-01-16, 07:56 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCBoomfizzle
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: NotesSpoiler: MudbugsGoblin 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!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.
-
2023-01-16, 11:07 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Vicks partly deflects the first stone aimed at Wedge by the Mudbugs aside, but the other one hits.
Spoiler
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.
-
2023-01-16, 11:10 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Vicks swipes at the flaming thing in front of him, but misses.
Spoiler
Attack (1d20+5)[11] for (1d10+3)[13] damage.
Spoiler: Map
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 & SparksLast edited by J-H; 2023-01-16 at 11:12 PM.
-
2023-01-17, 03:20 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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
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
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.
-
2023-01-17, 08:38 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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
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
=>Boomfizzle, etc., then Manyteeth, etc.
Manyteeth needs to make a Concentration check for BlessLast edited by J-H; 2023-01-17 at 08:42 AM.
-
2023-01-17, 10:46 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCBoomfizzle
[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: NotesSpoiler: MudbugsGoblin 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!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.
-
2023-01-18, 09:04 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
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
-
2023-01-18, 11:11 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
Advantage due to squeezing (1d20+5)[9] or (1d20+5)[8]
Damage (1d10+3)[4]
=> Big Head & SparksLast edited by J-H; 2023-01-18 at 11:12 AM.
-
2023-01-18, 12:11 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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
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
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.
-
2023-01-18, 12:21 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
Athletics (1d20+6)[23] vs Mashers (1d20-1)[4]
-
2023-01-18, 12:25 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
Attack (1d20+5)[21] for (1d20+3)[17] 6 is the correct #
=> Boomfizzle, Mudbugs, then Manyteeth & grappled MashersLast edited by J-H; 2023-01-18 at 12:28 PM.
-
2023-01-18, 01:06 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCBoomfizzle 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: NotesSpoiler: MudbugsGoblin 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!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.
-
2023-01-18, 04:07 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
[/QUOTE]Spoiler: Unclaimed Loot going to Room G
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