Results 211 to 240 of 984
Thread: Goblin Defense (5e) (IC)
-
2023-01-25, 10:31 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
-
2023-01-26, 02:40 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
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
-
2023-01-26, 08:13 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCBoomfizzle to AE33
Drop prone. Hide (1d20+4)[12]
Mudbugs to AE32.
Drop prone. Hide (1d20+2)[21]
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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-26, 10:07 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
-
2023-01-26, 10:23 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCReady actions to attack once someone gets to V.
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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-26, 10:36 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
Re: Goblin Defense (5e) (IC)
Heavy footsteps. "....Door back here..."
=> Manyteeth
-
2023-01-26, 11:03 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
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
-
2023-01-26, 11:44 AM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCReadied 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: 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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-26, 12:45 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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
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
=> Boomfizzle & Mud BugsLast edited by J-H; 2023-01-26 at 12:45 PM.
-
2023-01-26, 02:12 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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: OOCBoomfizzle Casts Entangle AA31 to AD33
Saves without mods Hj: (1d20)[4], W: (1d20)[20]
Action: Attack: (1d20+5)[18], Damage (1d4+3)[7]Edit: Sorry. I was supposed to delete that.
(if advantage (1d20+5)[24])
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: 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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-26, 03:58 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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
=>ManyteethLast edited by J-H; 2023-01-26 at 04:12 PM.
-
2023-01-26, 05:26 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
[/QUOTE]Spoiler: Unclaimed Loot going to Room G
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
-
2023-01-26, 06:39 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
=>Big Head, BoomfizzleLast edited by J-H; 2023-01-26 at 06:41 PM.
-
2023-01-26, 07:12 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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
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: 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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-27, 01:37 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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
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
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.
-
2023-01-27, 08:41 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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 & MashersLast edited by J-H; 2023-01-27 at 08:41 AM.
-
2023-01-27, 10:10 AM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
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
-
2023-01-27, 10:51 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
=>Big Head & BoomfizzleLast edited by J-H; 2023-01-27 at 10:52 AM.
-
2023-01-27, 11:49 AM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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
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
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.
-
2023-01-27, 11:56 AM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
-
2023-01-27, 12:34 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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
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: 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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-27, 12:41 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
-
2023-01-27, 12:47 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
-
2023-01-27, 12:54 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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
=> ManyteethLast edited by J-H; 2023-01-27 at 12:55 PM.
-
2023-01-27, 02:01 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
[/QUOTE]Spoiler: Unclaimed Loot going to Room G
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
-
2023-01-27, 04:13 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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
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
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]
=> Big Head, BoomfizzleLast edited by J-H; 2023-01-27 at 04:18 PM.
-
2023-01-27, 04:31 PM (ISO 8601)
- Join Date
- May 2011
- Location
- Germany
- Gender
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
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
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.
-
2023-01-27, 04:59 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Lower Menthis
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
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]- Ignore. I keep forgetting to delete this
If disadvantage: (1d20+5)[20]
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: 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
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
Spoiler: Fire!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.
-
2023-01-27, 05:48 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Texas
- Gender
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
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.
-
2023-01-27, 06:30 PM (ISO 8601)
- Join Date
- Jan 2011
- Location
- Castle Sparrowcellar
- Gender
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
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
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
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