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  1. - Top - End - #211
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    J-H's Avatar

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

    Having moved away from the entry, nobody sees or hears anything. Boomfizzle hasn't quite made it behind the wall, and the Mudbugs are in Hall 4 (AC24).
    => Boomfizzle, Manyteeth

  2. - Top - End - #212
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    Amnestic's Avatar

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 24/24
    PP: 14 PIv: 12 PIs: 12
    Conditions: Blessed
    Concentrating: Bless (1 min)

    Their forces were collecting together, so Manyteeth pops out to swiftly enchant the Mudbugs (and herself and the Mashers) as they pass, before moving back into the tunnel.

    Spoiler: Actions
    Show

    Manyteeth:-
    Move: To Y31, cast, then up to Y30.
    Action: Bless on herself, Mashers, and Mudbugs.

    Mashers:
    Action: Hide: (1d20+4)[24]
    Move: To Z30.



    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot Two, The Belcher
    Medium mob
    AC 13 (leather armour)
    HP 8 x 3 = 16/16 (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, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage




    Spoiler: Unclaimed Loot going to Room G
    Show

    Weapons:
    Arrows x60
    Bolts x60
    Dagger x16
    Greatsword
    Greataxe +1
    Handaxe x3
    Javelin x4
    Longbow
    Mace
    Pike x3
    Staff of the Adder
    Short sword x3
    Shortbow
    Sling
    Sling Bullets x20
    Sling Bullets +1 x10
    Spear
    Walloping Bolts x 4

    Armour:
    Breastplate of Acid Resistance
    Chain mail
    Chain Shirt
    Gleaming Splint Mail
    Scale Mail x4
    Shield x2
    Splint Armor
    Studded Leather armor

    Tools:
    Healer's Kit
    Leatherworking tools
    Thieves Tools
    Woodcarving tools

    Misc Magic:
    Goggles of Night (Darkvision 60ft)
    Periapt of Wound Closure (Auto-stabilize at 0hp)

    Misc:
    179gp
    Antitoxin x2
    Backpack x5
    Bag of ball bearings x5
    Bedroll x8
    Bell
    Blanket x2
    Block of Incense x2, Candle, Censer, Tinderbox
    Bullseye lantern
    Caltrops x4
    Candle x10
    Crowbar x2
    Hammer
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern
    Hunting trap
    Iron Pot
    Lantern
    Mess kit x3
    Oil Flask x1
    Oil Pint x1
    Pan Flute
    Pick
    Rations x5
    Rope, 50’ x3
    Small knife
    Tiger-fang Necklace
    Tinderbox x7
    Torch x60
    Waterskin x12

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  3. - Top - End - #213
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the mudbugs hide behind the hiding wall. Boomfizzle whispers to the Mudbugs.

    "Shhhh. Get ready. Shoot when I tell you to."

    They drop prone and hide.
    Spoiler: OOC
    Show
    Boomfizzle to AE33
    Drop prone. Hide (1d20+4)[12]

    Mudbugs to AE32.
    Drop prone. Hide (1d20+2)[21]



    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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.

  4. - Top - End - #214
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    J-H's Avatar

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

    Boomfizzle drops prone behind the wall. The Mudbugs nearly reach him. Manyteeth Blesses herself and the two squads.

    The level of light increases in the entryway, as the wooden door is opened. Boomfizzle and the Mudbugs hear the clanking and clicking of metal on stone, and low voices speaking in Common. He can only make out a few words about "narrow" and "uneven" and "planned."

    It sounds like they haven't started walking across the crunchy uneven terrain Boomfizzle created yet.

    => Boomfizzle

  5. - Top - End - #215
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    GnomeWizardGuy

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    Lower Menthis

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Unable to make the hiding wall in time, the Mudbugs hide behind the corner.

    Boomfizzle waits until the intruders get into the hallway a little further. From his hiding spot, he shakes his head "no" at the Mudbugs. Once the intruders get closer, he then counts down 3-2-1 with his fingers. He knows the Mudbugs can't count, but they can tell the rhythm of his decreasing fingers and know what it means.
    Spoiler: OOC
    Show
    Ready actions to attack once someone gets to V.



    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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; 2023-01-26 at 10:24 AM.

  6. - Top - End - #216
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    J-H's Avatar

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

    Heavy footsteps. "....Door back here..."

    => Manyteeth

  7. - Top - End - #217
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 24/24
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating:

    Manyteeth gestures at her pair of Mashers to ready themselves as she gets close to the door and readies herself to open it.

    Spoiler: Actions
    Show

    Manyteeth:-
    Action: Ready action to open Door. Trigger: A creature moves into 'Y' column.

    Mashers:
    Move: To Y28.
    Action: Ready Action: Attack an enemy they an see.
    Threefoot Two: (1d20+2)[3]+(1d4)[3] Damage: (1d4+2)[4]
    The Belcher: (1d20+2)[19]+(1d4)[2] Damage: (1d4+2)[3]



    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot Two, The Belcher
    Medium mob
    AC 13 (leather armour)
    HP 8 x 3 = 16/16 (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 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
    Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage




    Spoiler: Unclaimed Loot going to Room G
    Show

    Weapons:
    Arrows x60
    Bolts x60
    Dagger x16
    Greatsword
    Greataxe +1
    Handaxe x3
    Javelin x4
    Longbow
    Mace
    Pike x3
    Staff of the Adder
    Short sword x3
    Shortbow
    Sling
    Sling Bullets x20
    Sling Bullets +1 x10
    Spear
    Walloping Bolts x 4

    Armour:
    Breastplate of Acid Resistance
    Chain mail
    Chain Shirt
    Gleaming Splint Mail
    Scale Mail x4
    Shield x2
    Splint Armor
    Studded Leather armor

    Tools:
    Healer's Kit
    Leatherworking tools
    Thieves Tools
    Woodcarving tools

    Misc Magic:
    Goggles of Night (Darkvision 60ft)
    Periapt of Wound Closure (Auto-stabilize at 0hp)

    Misc:
    179gp
    Antitoxin x2
    Backpack x5
    Bag of ball bearings x5
    Bedroll x8
    Bell
    Blanket x2
    Block of Incense x2, Candle, Censer, Tinderbox
    Bullseye lantern
    Caltrops x4
    Candle x10
    Crowbar x2
    Hammer
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern
    Hunting trap
    Iron Pot
    Lantern
    Mess kit x3
    Oil Flask x1
    Oil Pint x1
    Pan Flute
    Pick
    Rations x5
    Rope, 50’ x3
    Small knife
    Tiger-fang Necklace
    Tinderbox x7
    Torch x60
    Waterskin x12

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  8. - Top - End - #218
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    GnomeWizardGuy

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    Lower Menthis

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Once he hears Manyteeth attack, Boomfizzle joins in, with the Mudbugs following.
    Spoiler: OOC
    Show
    Readied attacks

    Boomfizzle Throws a stone at first enemy
    Action: Attack: (1d20+5)[12], Damage (1d4+3)[6]
    (if advantage (1d20+5)[6])

    Mudbugs shoot crossbows

    Action: Snotgobbler: (1d20+2)[5], bless (1d4)[1], damage (1d8+2)[10]
    (if advantage (1d20+2)[12])
    Dungplop: (1d20+2)[18], bless (1d4)[4], damage (1d8+2)[6]
    (if advantage (1d20+2)[3])
    Splat: (1d20+2)[20], bless (1d4)[3], damage (1d8+2)[7]
    (if advantage (1d20+2)[17])



    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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; 2023-01-26 at 11:44 AM.

  9. - Top - End - #219
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    J-H's Avatar

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

    "...Long halls, field of fire..." "...small door...." "...fine." Boomfizzle hears a clicking and and clattering sound followed by a thunk. "Ready."

    Rock and loose gravel crunch and clatters in the hallway, the fruit of Boomfizzle's spells. Manyteeth opens the door, and sling stones fly out towards the nearest target, metal wolf or dog slightly taller than she is, followed by a tall person with horns on her head, half-plate, a shield, and a sword. One stone hits the metal wolf.

    Boomfizzle rises. Next to the horned woman, he sees a metal wolf or hound, taller than he is. Behind that, dimly illuminated in the entry, are a pair of goblin-height people. One is moderately armored and has some sort of tube with legs on a shoulder, while the other is more fully armored. Beyond that, he can just barely see someone who's bigger than a goblin, but shorter than most of the big people, and very wide. The fully armored one has a hand already pointed down the hall. It twitches to the side, and a small bolt of lightning crackles past the wolf, striking the ceiling overhead.

    Spoiler
    Show

    Readied Lightning Launcher from Borghild. Boomfizzle has +5 AC from cover.
    Attack (1d20+6)[7] for (2d6+4)[7] lightning damage

    Boomfizzle's sling stone misses. Two crossbow bolts impact the metal wolf lodging in joints and snapping as it charges forwards with the crunch of stone, followed by the horned woman.

    The one with the lightning launcher advances, ducking into the alcove. As she moves, she fiddles with something, and a small wooden stone flies down the hall, bouncing past the wall. It cracks when it hits the ground, and little glowing lights spray out of it, trying to attach to anyone nearby. Aside from making the area a bit brighter, they don't really seem to do anything.
    Spoiler
    Show

    Artificer Faerie Fire, Dex save or attacks on you have advantage, and you can't go invisible. DC 14
    MB (1d20+2)[22]
    Boomfizzle (1d20)[15] + mod


    Spoiler: Map
    Show




    => Boomfizzle & Mud Bugs
    Last edited by J-H; 2023-01-26 at 12:45 PM.

  10. - Top - End - #220
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/4, 2nd: 2/2 | Wild Shape: 1/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle tries to stop the Horned one and the wolf, causing roots to spring up and entangle them. He summons Fire! to help us, right between the wolf and its master, and then runs away.

    The Mudbugs shoot the wolf and then retreat. Fire gets between the wolf and its master and teleports back towards Boomfizzle.
    Spoiler: OOC
    Show
    Boomfizzle Casts Entangle AA31 to AD33
    Saves without mods Hj: (1d20)[4], W: (1d20)[20]

    Action: Attack: (1d20+5)[18], Damage (1d4+3)[7]
    (if advantage (1d20+5)[24])
    Edit: Sorry. I was supposed to delete that.

    Bonus Action: summon and command Fire!

    Moves to AG28

    Mudbugs attack wolf (then horned one if wolf falls)

    Action: Snotgobbler: (1d20+2)[11], bless (1d4)[2], damage (1d8+2)[4]
    (if advantage (1d20+2)[17])
    Dungplop: (1d20+2)[15], bless (1d4)[3], damage (1d8+2)[10]
    (if advantage (1d20+2)[14])
    Splat: (1d20+2)[11], bless (1d4)[1], damage (1d8+2)[8]
    (if advantage (1d20+2)[21])

    Move to AH27

    Bonus Action: Hide (1d20+4)[12]

    Fire! AB32, teleports to AE30
    DC12 Dex save or (1d6+2)[8] fire damage
    Saves without mods Hj: (1d20)[9], W: (1d20)[2]
    If disadvantage Hj: (1d20)[8], W: (1d20)[4]




    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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; 2023-01-26 at 02:52 PM.

  11. - Top - End - #221
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    J-H's Avatar

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

    Hjordis is caught in the vines, while the metal wolf is not. Crossbow bolts hit it and finish it off, however, and parts of it clatter to the ground as the gears and clockwork inside tear each other apart. The horned woman is scorched by the fire spirit, but not as effectively as you'd expect given that she can't dodge well.

    Manyteeth can't see the details, but she hears footsteps, and the ground under her feet is suddenly covered in a dark, slippery substance.
    Spoiler: Grease
    Show

    Grease DC 13 on Z30, Z31, AA31
    Manyteeth needs to make a Dex save or fall prone. Anyone ending their turn on the Greased space same.
    Manyteeth Dex (1d20)[6] plus (1d4)[1] plus mods


    =>Manyteeth
    Last edited by J-H; 2023-01-26 at 04:12 PM.

  12. - Top - End - #222
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    Amnestic's Avatar

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 24/24
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: Bless (1 min)

    Manyteeth lets out a most undignified squeal of surprise when she's suddenly robbed of her sure footing and goes to the ground with a crash of armour and goblin curses too foul to be reproduced in polite company. The Mashers aid their chieftain by lobbing rocks over her head while she gets back up and takes advantage of the ensnared invader, blasting them with searing bolts of flame.

    Spoiler: Actions
    Show


    Mashers:
    Move: Up to Y26.
    Action: Attack Hjordis - think they've got an angle on them, even if it's got partial cover.
    Threefoot Two: (1d20+2)[4] Restrain advantage: (1d20+2)[18] + (Bless) (1d4)[2] Damage: (1d4+2)[3]
    The Belcher: (1d20+2)[4] Restrain advantage: (1d20+2)[13] + (Bless) (1d4)[1] Damage: (1d4+2)[5]

    Manyteeth:-
    Move: Stand up from Prone, cast, then move up to Y29.
    Action: Use Circlet of Blasting on Hjordis.
    (1d20+5)[9] Restrain advantage: (1d20+5)[8] + (Bless) (1d4)[2] Damage: (2d6)[4]
    (1d20+5)[13] Restrain advantage: (1d20+5)[9] + (Bless) (1d4)[1] Damage: (2d6)[9]
    (1d20+5)[24] Restrain advantage: (1d20+5)[6] + (Bless) (1d4)[2] Damage: (2d6)[7]



    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot Two, The Belcher
    Medium mob
    AC 13 (leather armour)
    HP 8 x 3 = 16/16 (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 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
    Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage




    Spoiler: Unclaimed Loot going to Room G
    Show

    Weapons:
    Arrows x60
    Bolts x60
    Dagger x16
    Greatsword
    Greataxe +1
    Handaxe x3
    Javelin x4
    Longbow
    Mace
    Pike x3
    Staff of the Adder
    Short sword x3
    Shortbow
    Sling
    Sling Bullets x20
    Sling Bullets +1 x10
    Spear
    Walloping Bolts x 4

    Armour:
    Breastplate of Acid Resistance
    Chain mail
    Chain Shirt
    Gleaming Splint Mail
    Scale Mail x4
    Shield x2
    Splint Armor
    Studded Leather armor

    Tools:
    Healer's Kit
    Leatherworking tools
    Thieves Tools
    Woodcarving tools

    Misc Magic:
    Goggles of Night (Darkvision 60ft)
    Periapt of Wound Closure (Auto-stabilize at 0hp)

    Misc:
    179gp
    Antitoxin x2
    Backpack x5
    Bag of ball bearings x5
    Bedroll x8
    Bell
    Blanket x2
    Block of Incense x2, Candle, Censer, Tinderbox
    Bullseye lantern
    Caltrops x4
    Candle x10
    Crowbar x2
    Hammer
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern
    Hunting trap
    Iron Pot
    Lantern
    Mess kit x3
    Oil Flask x1
    Oil Pint x1
    Pan Flute
    Pick
    Rations x5
    Rope, 50’ x3
    Small knife
    Tiger-fang Necklace
    Tinderbox x7
    Torch x60
    Waterskin x12

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  13. - Top - End - #223
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    Default Re: Goblin Defense (5e) (IC)

    One sling stone hits Hjordis, followed by a single fire ray that doesn't sink in quite as well as Manyteeth might hope (resisted).

    Manyteeth and the Mashers back up away from the grease. She hears a yelled "Flanking, I hope!" followed by "LOTS of goblins!"
    a goblin has died

    Hjordis casts a spell on herself while entangled. Nobody is in position to see what it is.

    The small armored one steps into Manyteeth's field of view and throws an arm at her, extending a chain that tries to ensnare her, but it misses and she steps back out of sight.

    Spoiler
    Show

    Thorn Whip, ignoring half cover due to a thing, if half cover applies
    Melee spell attack (1d20+7)[9]
    On hit, (1d6)[3] piercing damage and pull 10' closer.


    Spoiler: Map
    Show




    =>Big Head, Boomfizzle
    Last edited by J-H; 2023-01-26 at 06:41 PM.

  14. - Top - End - #224
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle moves down and shoots at the short one by the secret door, before returning to his current location.
    Fire! flies forward to get between the horned one and the short one and then teleports back. The mudbugs move down to the hallway and shoot at the horned one before taking one step back behind the corner.
    Spoiler: OOC
    Show


    Boomfizzle Concentrates on Entangle
    Moves to AE31 and casts scorching ray on Bo, then returns

    Action: Attack: (1d20+5)[6], Damage (2d6)[10]
    Attack: (1d20+5)[18], Damage (2d6)[6]
    Attack: (1d20+5)[25], Damage (2d6)[4]

    Bonus Action: command Fire!

    Fire! Moves to Y31, teleports to AB31
    DC12 Dex save or (1d6+2)[6] fire damage
    Saves without mods Hj: (1d20)[6], Bo: (1d20)[5]
    If disadvantage Hj: (1d20)[13]

    Mudbugs move to AE30 attack Hj, then back to AF29

    Action: Snotgobbler: (1d20+2)[13], bless (1d4)[2], damage (1d8+2)[8]
    (if advantage (1d20+2)[4])
    Dungplop: (1d20+2)[19], bless (1d4)[1], damage (1d8+2)[5]
    (if advantage (1d20+2)[13])
    Splat: (1d20+2)[11], bless (1d4)[1], damage (1d8+2)[3]
    (if advantage (1d20+2)[11])

    Bonus Action: Hide (1d20+4)[14]



    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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; 2023-01-27 at 08:12 AM.

  15. - Top - End - #225
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    Default Re: Goblin Defense (5e) (IC)

    Big Head, Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 4/4, 2nd: 2/2
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:


    The silent alarm had reached Big Head. The group had run back as fast as they could, but now that the front door was visible they slowed down. Big Head begun to hum his battletune, feeling the magic infuse him. He also used a moment to light a torch, to the Sparks he gestured to hide.


    Spoiler
    Show

    Bonus action: Activate blade song
    Action and handle item: light torch
    Move to S 36
    Sparks double move to T 36
    Bonus action: hide
    (1d20+4)[8]



    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.
    Last edited by Pyrophilios; 2023-01-27 at 01:42 AM.

  16. - Top - End - #226
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    Default Re: Goblin Defense (5e) (IC)

    Big Head approaches the door, followed by the Sparks.

    Boomfizzle fires three rays at the armored Borghild, but only hits. A flare of magic absorbs some of the fire, as well as some of the burst of flame from the Fiery Teleport. Three sling stones fly out at Hjordis, but two bounce off her thick armor.
    Spoiler
    Show

    2 misses, 1 hit for 4.
    Absorb Elements resists down to 2.
    Both Hjordis and Borghild take full damage but resist fire (innate, absorb elements) from the teleport.

    One sling stone hits for 5
    Concentration (1d20+4)[16]


    The squat one in the back doesn't do anything you can perceive.

    => Manyteeth & Mashers
    Last edited by J-H; 2023-01-27 at 08:41 AM.

  17. - Top - End - #227
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 24/24
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: Bless (1 min)

    "Go guard!" Manyteeth commands her Mashers. "Keep tribe safe!" The pair of Mashers run, calling for their tribe to flee to the shrine in the north.

    With the nearest foe in sight still entangled, she pulls a dagger from her belt and throws it.

    Spoiler: Actions
    Show

    Mashers:
    Action: Dash
    Move: Up to P23.

    Manyteeth:-
    Move: None.
    Action:Throw dagger at Hjordis.
    (1d20+4)[10] (1d20+4)[14] + (1d4)[3] Damage: (1d4)[4]


    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot Two, The Belcher
    Medium mob
    AC 13 (leather armour)
    HP 8 x 2 = 16/16 (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 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
    Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage




    Spoiler: Unclaimed Loot going to Room G
    Show

    Weapons:
    Arrows x60
    Bolts x60
    Dagger x16
    Greatsword
    Greataxe +1
    Handaxe x3
    Javelin x4
    Longbow
    Mace
    Pike x3
    Staff of the Adder
    Short sword x3
    Shortbow
    Sling
    Sling Bullets x20
    Sling Bullets +1 x10
    Spear
    Walloping Bolts x 4

    Armour:
    Breastplate of Acid Resistance
    Chain mail
    Chain Shirt
    Gleaming Splint Mail
    Scale Mail x4
    Shield x2
    Splint Armor
    Studded Leather armor

    Tools:
    Healer's Kit
    Leatherworking tools
    Thieves Tools
    Woodcarving tools

    Misc Magic:
    Goggles of Night (Darkvision 60ft)
    Periapt of Wound Closure (Auto-stabilize at 0hp)

    Misc:
    179gp
    Antitoxin x2
    Backpack x5
    Bag of ball bearings x5
    Bedroll x8
    Bell
    Blanket x2
    Block of Incense x2, Candle, Censer, Tinderbox
    Bullseye lantern
    Caltrops x4
    Candle x10
    Crowbar x2
    Hammer
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern
    Hunting trap
    Iron Pot
    Lantern
    Mess kit x3
    Oil Flask x1
    Oil Pint x1
    Pan Flute
    Pick
    Rations x5
    Rope, 50’ x3
    Small knife
    Tiger-fang Necklace
    Tinderbox x7
    Torch x60
    Waterskin x12

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  18. - Top - End - #228
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth's dagger clatters off of Hjordis' armor. The Mashers call for the noncombatants to run, but before they can, they hear the loud booming of a thunderclap, and another zapping sound.

    5 goblins have been killed

    Hjordis gets ready to do something.

    Borghild steps around the corner and aims another chain at Manyteeth. This one is coated in fire soaked up from the recent flames she absorbed some of, but that doesn't help it connect.
    Spoiler
    Show

    Move to Z32 and then back to Y31.
    Attack (1d20+7)[12]
    Damage (1d6)[4] piercing and (1d6)[4] fire, and pull 10' closer


    The noncombatant goblins begin to flee in a panic.

    Spoiler: Map
    Show




    =>Big Head & Boomfizzle
    Last edited by J-H; 2023-01-27 at 10:52 AM.

  19. - Top - End - #229
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    Default Re: Goblin Defense (5e) (IC)

    Big Head, Goblin Wizard | AC: 16(18) HP: 20/20 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 4/4, 2nd: 1/2
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: shadow blade


    Big Head handed the torch to one of the Sparks
    "Toss it at the enemy once I give the command."

    Then the black blade of shadows coalesced in his hand and he went through the tunnel, throwing the weapon at the one intruder standing back.
    The Sparks followed using their slings before hiding again in the tunnel.


    Spoiler
    Show

    Bonus action: cast shadow blade
    Move to T33
    Action: throw shadow blade w/ advantage
    (1d20)[7]/(1d20)[7]+5, damage (2d8+3)[13]
    Move behind barricade P33

    Sparks move to T33
    Attack
    (1d20)[5]+4, damage (1d4+2)[6]
    (1d20)[1]+4, damage (1d4+2)[5]
    Move to T35
    Bonus action: hide
    (1d20)[2]+4



    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.

  20. - Top - End - #230
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    Default Re: Goblin Defense (5e) (IC)

    As Big Head charges around the corner, Ketil turns. Green liquid rises from a flask on his belt and flings itself at the goblin wizard in a ball. Big Head conjures a magical Shield that blocks it!
    Spoiler
    Show

    Readied Ray of Sickness (alchemist fluff), triggered to fire at the first enemy he sees.
    Spell attack (1d20+6)[22]
    Damage (2d8)[11] poison damage
    Con save (1d20)[14] or poisoned for 1 round. saved


    In the dim light, Big Head can see that this squat Big Person has a beard that appears to be tie-dyed a mix of green, red, blue, brown, and orange. He’s wearing a chain shirt and metal helm, and carries a crossbow and a number of flasks and vials.
    Last edited by J-H; 2023-01-27 at 11:58 AM.

  21. - Top - End - #231
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    GnomeWizardGuy

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle and the Mudbugs move down to the corner and shoot at the horned one. Fire tries to cause more destruction with his teleport.
    Spoiler: OOC
    Show


    Boomfizzle Concentrates on Entangle
    Moves to AE30 and throws a sling stone at Hj. Moves back to AG29.

    Action: Attack: (1d20+5)[19], Damage (1d4+3)[5]
    If advantage: (1d20+5)[22]

    Bonus Action: command Fire!

    Fire! Moves to Z31, teleports to AC31
    DC12 Dex save or (1d6+2)[7] fire damage
    Saves without mods Hj: (1d20)[3], Bo: (1d20)[16]
    If disadvantage Hj: (1d20)[3]


    Mudbugs move to AE30 attack Hj, then back to AG28

    Action: Snotgobbler: (1d20+2)[5], bless (1d4)[1], damage (1d8+2)[5]
    (if advantage (1d20+2)[16])
    Dungplop: (1d20+2)[19], bless (1d4)[3], damage (1d8+2)[6]
    (if advantage (1d20+2)[3])
    Splat: (1d20+2)[19], bless (1d4)[4], damage (1d8+2)[10]
    (if advantage (1d20+2)[10])

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



    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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; 2023-01-27 at 12:45 PM.

  22. - Top - End - #232
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    Default Re: Goblin Defense (5e) (IC)

    Big Head's shadow blade misses, as do the Sparks' attack rolls. They noisily retreat back into the entry tunnel.

    As Boomfizzle moves out to hide behind the wall, Hjordis launches a rock, striking him.
    Spoiler
    Show

    Specific readied action for Boomfizzle.
    Catapult (1d20+6)[24] for (3d8)[8] damage not an attack roll
    Dex DC 14 to negate
    Boomfizzle Dex (1d20)[9]+mod +3 mod, no Bless, hit for 8 damage
    Concentration check (1d20)[11]+mod passed
    Last edited by J-H; 2023-01-27 at 12:43 PM.

  23. - Top - End - #233
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    Default Re: Goblin Defense (5e) (IC)

    Boomfizzle's sling stone hits, as do two crossbow bolts from the Mudbugs, causing Hjrodis to slump to the ground.
    Spoiler
    Show

    Hjordis used her reaction with the readied spell, so no ability to Shield.
    Hit for 5.
    Hit for 6.
    Hit for 10.
    Burned for 3 after resistance. 1 failed death save
    Concentration checks for her spell.
    (1d20+4)[17]
    (1d20+4)[18]
    (1d20+4)[12]
    (1d20+4)[17]

    And 3 fire damage to Borghild (passed save)
    Last edited by J-H; 2023-01-27 at 12:48 PM.

  24. - Top - End - #234
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    Default Re: Goblin Defense (5e) (IC)

    "Danger behind!" the dwarf calls out in loud, clear Common. "Bertil, we need help here!"
    He tosses a wax-coated ball from his belt at Hjordis, drenching her in some kind of healing substance, then tosses another at Big Head, drenching him in acid.
    Ketil mutters something to himself about "That's why I always keep everything in the same place on my belt."
    Spoiler
    Show

    Healing Word (1d4+3)[4] on Hjordis.
    Acid Splash on Big Head (1d6)[4] acid damage, Dex DC 13 negates
    Dex save (1d20)[2]+mods


    Ketil moves to T33
    => Manyteeth
    Last edited by J-H; 2023-01-27 at 12:55 PM.

  25. - Top - End - #235
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    Default Re: Goblin Defense (5e) (IC)

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 24/24
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: Bless (1 min)

    Invaders were cutting down her tribe and then standing back up again, she wouldn't stand for this. Manyteeth slides across the grease with surprising agility, speeding past the thorny man to recover the dagger beside the formerly unconscious invader. She scoops it up and stabs down at them.

    The Mashers continue to cover the retreat of the non-combatants, flinging stones at Bertil before hiding away.

    Spoiler: Actions
    Show

    Mashers:
    Action: Attack Bertil.
    Threefoot Two: (1d20+2)[21]+(1d4)[3] Damage:(1d4+2)[5]
    The Belcher: (1d20+2)[15]+(1d4)[2] Damage:(1d4+2)[4]
    Move: To Q21
    Bonus Action: Hide (1d20+4)[13]

    Manyteeth:-
    Move: South to Z32 - Grease save rolled in Discord as 7+2 mod + 4 bless=13, barely passing.
    Action: Dagger on Hjor.
    (1d20+4)[8] (1d20+4)[7] + Bless (1d4)[1] Damage: (1d4+2)[6]


    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot Two, The Belcher
    Medium mob
    AC 13 (leather armour)
    HP 8 x 2 = 16/16 (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 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
    Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage




    Spoiler: Unclaimed Loot going to Room G
    Show

    Weapons:
    Arrows x60
    Bolts x60
    Dagger x16
    Greatsword
    Greataxe +1
    Handaxe x3
    Javelin x4
    Longbow
    Mace
    Pike x3
    Staff of the Adder
    Short sword x3
    Shortbow
    Sling
    Sling Bullets x20
    Sling Bullets +1 x10
    Spear
    Walloping Bolts x 4

    Armour:
    Breastplate of Acid Resistance
    Chain mail
    Chain Shirt
    Gleaming Splint Mail
    Scale Mail x4
    Shield x2
    Splint Armor
    Studded Leather armor

    Tools:
    Healer's Kit
    Leatherworking tools
    Thieves Tools
    Woodcarving tools

    Misc Magic:
    Goggles of Night (Darkvision 60ft)
    Periapt of Wound Closure (Auto-stabilize at 0hp)

    Misc:
    179gp
    Antitoxin x2
    Backpack x5
    Bag of ball bearings x5
    Bedroll x8
    Bell
    Blanket x2
    Block of Incense x2, Candle, Censer, Tinderbox
    Bullseye lantern
    Caltrops x4
    Candle x10
    Crowbar x2
    Hammer
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern
    Hunting trap
    Iron Pot
    Lantern
    Mess kit x3
    Oil Flask x1
    Oil Pint x1
    Pan Flute
    Pick
    Rations x5
    Rope, 50’ x3
    Small knife
    Tiger-fang Necklace
    Tinderbox x7
    Torch x60
    Waterskin x12

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  26. - Top - End - #236
    Titan in the Playground
     
    J-H's Avatar

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

    One of the Mashers' stones hits Bertil with a clang, but doesn't knock the big glowing tube off her shoulder.

    Manyteeth slides across the Grease and tries to stab Hjordis, but misses.

    Bertil fires a bolt of fire at the fleeing goblins, hen pauses. "... wait, what did he say?" and crawls back into the tunnel. He reaches the end of the tunnel and has his cannon aim at Big Head. The purple blast of energy only chips the wall, though.
    a goblins has died

    Spoiler
    Show

    The cannon is Tiny, so it doesn't have disadvantage.
    Eldritch Cannon (1d20+7)[8] for (2d8)[9] force damage and a 5' push that's negated by positioning.


    Hjordis speaks a word, activating a rune built into her armor that heals her a bit, and crawls out of the entangling runes.
    Spoiler
    Show

    Healing word (1d4+3)[5]
    Str check (1d20+1)[21]


    "Let's get out of this tunnel, it's a deathtrap!" Borghild steps onto the grease and tries to skate back through the door Manyteeth came from. Arriving on the other side, she raises a hand. The gem inside glows, and with a whining sound, discharges a bolt of lightning at the goblin, but misses.
    Manyteeth gets an OA on Borghild
    Spoiler
    Show

    Borghild is another gnome, so she can fit through door s2.
    Dex save (1d20-1)[5]
    On a failure, Borghild will expend her reaction and a charge from her Armor of Magical Strength to not be knocked prone.

    Lightning Launcher (1d20+6)[15] for (2d6+4)[12]


    Spoiler: Map
    Show




    => Big Head, Boomfizzle
    Last edited by J-H; 2023-01-27 at 04:18 PM.

  27. - Top - End - #237
    Troll in the Playground
     
    Pyrophilios's Avatar

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

    Big Head, Goblin Wizard | AC: 16(18) HP: 16/20 | PP: 13 PIv: 12 PIs: 11
    Spell slots, 1st: 3/4, 2nd: 0/2
    Bladesong: 1/2
    Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: shadow blade


    Big Head fumed - literally, as he just had been hit by large glob of acid. He had missed his chance to recall his shadow blade and now he had to cast the spell again. And that's just what he did, targeting the impertinent gnome that had apparently started to slaughter his clan

    As quickly as his blade formed, did he step toward the gnome and slash at him.

    The Sparks just continued to pop out from their hiding place in the tunnel, stab the dwarf standing there and run away again.

    Spoiler
    Show

    Bonus action: Shadow Blade
    Move to Q32
    Attack w/advantage: (1d20)[19]/(1d20)[13]+5, damage (2d8+3)[18]

    Sparks move two squares to the north, stab the dwarf and disengage to R36
    (1d20)[5]+4, damage (1d4+2)[3]
    (1d20)[20]+4, damage (1d4+2)[5]



    Spoiler: Big Head's Sparks
    Show



    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.

  28. - Top - End - #238
    Ettin in the Playground
     
    GnomeWizardGuy

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    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
    Spell slots, 1st: 3/4, 2nd: 0/2 | Wild Shape: 1/2 | Goodberries: 0
    Concentration: none | Conditions: exhaustion 1
    Fire!: AC: 13 HP: 20/20
    Mudbugs: AC: 13 HP: 24/24


    Boomfizzle moves north to stop the gnome, filling the kitchen with spikes. The Mudbugs move down to the corner and seeing the horned one prone, decide instead to shoot at the fat one by the entrance, taking advantage of their previous hiding. Fire moves up to try to hurt the gnome with his teleport, moving just south of the door and then shutting it.
    Spoiler: OOC
    Show


    Boomfizzle Drops concentration on Entangle
    Moves to AF 24 and casts Spike Growth centered so it covers from Z30 to Z23.

    Action: Attack: (1d20+5)[14], Damage (1d4+3)[5]
    If disadvantage: (1d20+5)[20]
    - Ignore. I keep forgetting to delete this

    Bonus Action: command Fire!

    Fire! Moves to Z30, teleports to Z31
    DC12 Dex save or (1d6+2)[4] fire damage
    Saves without mods Bo: (1d20)[16]
    He then shuts the door and holds it

    Mudbugs move to AE30 attacking Ke (previous hide was 18)

    Action: Snotgobbler: (1d20+2)[9], bless (1d4)[3], damage (1d8+2)[3]
    (if advantage (1d20+2)[4])
    Dungplop: (1d20+2)[13], bless (1d4)[1], damage (1d8+2)[4]
    (if advantage (1d20+2)[20])
    Splat: (1d20+2)[9], bless (1d4)[2], damage (1d8+2)[8]
    (if advantage (1d20+2)[16])

    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
    Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 13 (natural armor)
    Hit Points: 5 + five times your druid level
    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; 2023-01-27 at 05:02 PM.

  29. - Top - End - #239
    Titan in the Playground
     
    J-H's Avatar

    Join Date
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    Texas
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    Default Re: Goblin Defense (5e) (IC)

    Big Head's blade strikes right through the gnome's armor, and the Sparks stab the alchemist.

    The Mudbugs land one crossbow bolt on Ketil (4 damage), and Fire slightly scorches Borghild.

    Ketil flings another coated bundle towards Manyteeth and Fire, splashing them both with acid. He starts pushing his way through the rough terrain to Hjordis with a potion in hand.
    Spoiler
    Show

    Acid Splash (1d6)[2] Dex DC 13 negates
    Fire Dex (1d20+2)[12]
    Manyteeth (1d20)[16] plus (1d4)[4] plus mods
    Bless Conc check (1d20)[16] plus (1d4)[1] plus mods
    Ketil moves to W33


    =>Manyteeth
    Last edited by J-H; 2023-01-27 at 05:49 PM.

  30. - Top - End - #240
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    Amnestic's Avatar

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

    Manyteeth
    Goblin Order Cleric
    AC: 19 HP: 24/24
    PP: 14 PIv: 12 PIs: 12
    Conditions: --
    Concentrating: Bless (1 min)

    The Mashers give chase to the enemy, but not too far! Not too fast! They ready themselves in case their foes retreat back towards them from the Chief and the other bosses.

    At the same time, Manyteeth summons a Mighty word, infusing Big Head with strength to strike once more at their hated foe, while calling upon the darker powers to bring down the one who had already fallen once before.

    Spoiler: Actions
    Show

    Mashers:
    Move: To P25
    Action: Ready action attack any enemy that enters their sight.
    Threefoot Two: (1d20+4)[18] + (1d4)[1] Damage: (1d4+2)[5]
    The Belcher: (1d20+4)[8] + (1d4)[2] Damage: (1d4+2)[4]



    Manyteeth:-
    Move: West 5ft to Y32.
    Bonus Action: Healing Word on Big Head for (1d4+2)[5] HP. Also triggers Voice of Authority letting him use his reaction to immediately make one attack.
    Action: Toll the Dead on Hjor.
    (1d20)[19]+wismod vs DC12 or (1d12)[11] Necrotic damage.


    Spoiler: Manyteeth's Mashers
    Show

    Members: Threefoot Two, The Belcher
    Medium mob
    AC 13 (leather armour)
    HP 8 x 2 = 16/16 (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 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
    Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage




    Spoiler: Unclaimed Loot going to Room G
    Show

    Weapons:
    Arrows x60
    Bolts x60
    Dagger x16
    Greatsword
    Greataxe +1
    Handaxe x3
    Javelin x4
    Longbow
    Mace
    Pike x3
    Staff of the Adder
    Short sword x3
    Shortbow
    Sling
    Sling Bullets x20
    Sling Bullets +1 x10
    Spear
    Walloping Bolts x 4

    Armour:
    Breastplate of Acid Resistance
    Chain mail
    Chain Shirt
    Gleaming Splint Mail
    Scale Mail x4
    Shield x2
    Splint Armor
    Studded Leather armor

    Tools:
    Healer's Kit
    Leatherworking tools
    Thieves Tools
    Woodcarving tools

    Misc Magic:
    Goggles of Night (Darkvision 60ft)
    Periapt of Wound Closure (Auto-stabilize at 0hp)

    Misc:
    179gp
    Antitoxin x2
    Backpack x5
    Bag of ball bearings x5
    Bedroll x8
    Bell
    Blanket x2
    Block of Incense x2, Candle, Censer, Tinderbox
    Bullseye lantern
    Caltrops x4
    Candle x10
    Crowbar x2
    Hammer
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern
    Hunting trap
    Iron Pot
    Lantern
    Mess kit x3
    Oil Flask x1
    Oil Pint x1
    Pan Flute
    Pick
    Rations x5
    Rope, 50’ x3
    Small knife
    Tiger-fang Necklace
    Tinderbox x7
    Torch x60
    Waterskin x12

    Last edited by Amnestic; 2023-01-27 at 06:50 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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