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  1. - Top - End - #961
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    J-H's Avatar

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

    Not A Pet charges south to avenge the Mashers, but misses with both of her swings.
    Lea takes 2 failed death saves.

    Gobblehop grabs Hadrianus (12), again, and the Sparks bonk him with another sling stone (6).

    Hadrianus pulls himself free.
    Spoiler
    Show

    Athletics (1d20+7)[24] vs DC 16

    Olga, bleeding badly and barely staying up, calls down holy fire upon Gobblesnake as she speaks a word of healing.
    Spoiler
    Show

    Sacred Flame (2d8)[13] on Gobblehop, Dex DC 16 negates
    Dex save (1d20)[2]
    Mass Healing word for (1d4+9)[12] and she heals herself another 5 from being a life cleric casting a 3rd level spell.


    Spoiler: Map
    Show



    =>Boomfizzle
    Last edited by J-H; 2023-04-12 at 11:13 AM.

  2. - Top - End - #962
    Ettin in the Playground
     
    GnomeWizardGuy

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    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
    Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
    Concentration: none | Conditions: death save 0S / 0F
    Fire!: AC: 13 HP: 40/40
    Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
    Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
    Mudbugs: AC: 14 HP: 0/24
    When Lea revives, Wolf runs back to finish what they had started before, biting at the downed rogue.

    Boomfiizzle steps out into the kitchen and offers some encouragement for Not a pet.

    “Stay up, Not a Pet.” Not a Pet feels healing magic wash over her.

    Boomfizzle then bites the downed rogue, before returning to the living area.

    Fire moves behind the wall and dodges.

    Spoiler: OOC
    Show

    Boomfizzle After Wolf's turn, Move to Y25, BA Healing word, Primal Savagery, move to W25

    Action: Primal Savagery (1d20+6)[18], Adv. (1d20+6)[19], Acid damage: (2d10)[10]

    Bonus Action: 1st level Healing Word on NAP (1d4+3)[7] + (1d8)[1]

    Fire: Move to AA29, dodge

    Wolf: Move to Z25, Attack Lea

    (1d20+6)[24], (1d20+6)[7], Damage: (1d8+6)[13]

    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Ratpopper, Croak, Orangepoo
    Medium mob
    AC 14 (hide 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
    Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
    Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 14 (hide 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.
    Spoiler: Beast
    Show
    Bestial Spirit
    TCE
    p109
    Small Beast, Unaligned
    Armor Class 11 + the level of the spell (natural armor)
    Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
    Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
    STR 18 (+4)
    DEX 11 (+0)
    CON 16 (+3)
    INT 4 (-3)
    WIS 14 (+2)
    CHA 5 (-3)
    Senses darkvision 60 ft., passive Perception 12
    Languages understands the languages you speak
    Challenge —
    Spell Level
    Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Water Breathing (Water Only). The beast can breathe only underwater.
    Actions
    Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
    Summoned By: Summon Beast
    Source: TCE, page 109

    Spoiler: Rock
    Show
    Medium elemental
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: 50 + 10 for each spell level above 4th
    Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
    Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
    Damage Immunities: poison; fire (Fire only)
    Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Primordial, understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
    Actions
    Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
    Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
    Last edited by Bobthewizard; 2023-04-12 at 12:17 PM.

  3. - Top - End - #963
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    J-H's Avatar

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

    Lea's ability to dodge and roll is overwhelmed by the wolf and Boomfizzle's bite, and she passes out again.

    =>Not A Pet, Gobblehop

  4. - Top - End - #964
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    Amnestic's Avatar

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

    Not A Pet
    Goblin Berserker Barbarian
    AC: 18 HP: 58/68
    P4: 13 PIv: 8 PIs: 11
    Conditions:Rage, Exhaustion 2
    Concentrating: --

    She couldn't do anything but keep slashing, even if they blows were blocked, eventually she had to wear them down. She could outlast anyone...with some help, of course.

    The Faerie Dragon, having seen her nibble immediately regenerate, goes in for another bite. Infinite food! What a concept.

    Spoiler: Actions
    Show

    Faerie Dragon:-
    Move: None
    Action: Attack Lea's body...again!
    (1d20+7)[22](1d20+7)[16] Damage: 1


    Not A Pet:-

    Action: Attack Olga, recklessly.
    (1d20+8)[22] (1d20+8)[22] Damage: (1d10+6)[13]+(1d6)[5]
    (1d20+8)[18](1d20+8)[24] Damage: (1d10+6)[11]+(1d6)[1]


    Spoiler: Manyteeth's Mashers
    Show

    Members: Bucket, Bad Festival, Wriggles HONOURABLE MEMBER: FAERIE DRAGON
    Medium mob
    AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
    HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
    Ring of the Ram
    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
    Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
    Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

    Faerie Dragon (Older)
    Tiny Dragon, Chaotic Good
    Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
    STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

    Skills Arcana +4, Perception +3, Stealth +7
    Senses Darkvision 60 ft., Passive Perception 13
    Languages Draconic, Sylvan
    Challenge 2 (450 XP)
    Proficiency Bonus +2

    Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

    Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

    Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

    Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

    Red, 1/day each: dancing lights, mage hand, minor illusion

    Orange, 1/day: color spray

    Actions
    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

    Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

    1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

    5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.



    Spoiler: Unclaimed Loot going to Room 4
    Show

    Weapons:
    Arrows x160
    Bolts x90
    Dagger x31
    Greatsword
    Handaxe x13
    Light Crossbow
    Longsword +1 x2
    Longbow
    Mace
    Pike x3
    Shortbow x7
    Shortbow +1
    Shortsword x1
    Sling
    Sling Bullets x20
    Spear
    Walloping Bolts x 4
    Warhammer +1 x2
    Warhammer (Holy Symbol of Moradin)

    Armour:
    Breastplate
    Chain mail
    Chain Shirt x2
    Half-Plate x2
    Hide Armour +1
    Plate Armour x5
    Plate Armour of Gleaming (Black)
    Scale Mail x1
    Shield x6
    Shield (Helm Symbol) x1
    Splint Armor
    Splint Armour of Gleaming
    Studded Leather armor x3
    Studded Leather of Poison Resistance
    Studded Leather of Fire Resistance

    Tools:
    Disguise Kit x2
    Cobbler's Tools
    Forgery Kit x2
    Healer's Kit x2
    Herbalism Kit x2
    Leatherworking tools
    Mason's Tools x2
    Smith's Tools x4
    Thieves Tools x6
    Tinker's Tools x2
    Woodcarving tools

    Misc Magic:
    Arrow (Continual Flame) x3
    Brooch of Shielding
    Cap of Water Breathing
    Cloak of Billowing
    Clockwork Amulet
    Driftglobe
    Helm of Comprehending Languages
    Pipes of the Sewers
    Ring of Water Walking
    Ring of X-Ray Vision
    Scroll: Dragon's Breath
    Shield of Expression
    Wand of Secrets



    Spell Components
    Augury Sticks
    Diamond (50gp)
    Diamond (300gp)
    Diamond Dust (300gp)
    Jade Dust (50gp)
    Pearl (100gp)
    Powdered Diamond Dust (1000gp)
    Powdered Silver (100gp)
    Ruby (50gp)

    Misc:
    901gp

    Acid Flask x2
    Adventure Badge (Bronze) x5
    Adventure Badge (Bronze, Fake)
    Adventure Badge (Silver) x8
    Alchemist's Fire x2
    Antitoxin x2
    Backpack x12
    Bag of ball bearings x6
    Bedroll x16
    Bell x3
    Blanket x9
    Block of Incense x2, Candle, Censer, Tinderbox
    Book x2
    Book: Wayfarer's Guide to the Surface (Dwarven)
    Bounty Notice (100gp)
    Bounty Notice (150gp)
    Bullseye lantern
    Candle x30
    Charlatan's Die
    Crowbar x3
    Encoded Journal of Blackmail
    Fine Clothes
    Fine Bedroll
    Hammer x2
    Harmonica
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern x2
    Hunting trap
    Iron Pot
    Lantern
    Leather WaterBottle
    Lute
    Ink Pen x2
    Ink (2oz)
    Manticore spike x2
    Map of Area
    Mess kit x4
    Notebook of Strange Drawings
    Oil Flask x5
    Oil Pint x1
    Owlbear Beak
    Pan Flute
    Perfume (1 vial)
    Pick x2
    Pitons x10
    Pouch
    Promissory note for 4,000gp from a bank in another kingdom.
    Rations x9
    Rope, 50’ x8
    Rope (Silk), 50' x2
    Rope, 100'
    Scrap Iron (80lbs)
    Shovel
    Signet ring x2
    Soap
    Small knife
    String (10') x2
    Tiger-fang Necklace
    Tinderbox x11
    Torch x83
    Waterskin x34


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  5. - Top - End - #965
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    Pyrophilios's Avatar

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

    Gobblehop, Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 39/60
    Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 0/3 4th: 0/1
    Conditions: Longstrider, Weapon of Warning - Concentration: summon beast

    Gobblehop kept up his steady work, healed and wound around the fighter, while the Sparks continued to hide and fire

    Spoiler
    Show


    Bonus action heal 12 hp (roll in discord)
    Attack Ha

    (1d20+6)[18] damage (2d8+4)[20] , grappled and restrained if successful

    Sparks hide and attack and retreat (for better chances of attack w advantage
    (1d20+4)[19]


    (1d20+4)[16]/(1d20+4)[7] damage (1d4+2)[4]
    (1d20+4)[17]/(1d20+4)[16] damage (1d4+2)[3]
    (1d20+4)[19]/(1d20+4)[6] damage (1d4+2)[3]



    Spoiler: Big Head's Sparks
    Show


    Longfinger
    Skit
    Doombug

    Medium mob
    AC 18 (scale armor and shields)
    HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
    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.

    Spoiler: Rolling template:
    Show


    [ roll]1d20+6[/roll] (1d20+6)[13] damage [ roll]1d4+3[/roll]



  6. - Top - End - #966
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    J-H's Avatar

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

    Not a Pet cuts Olga down, then hits her again (2 failed death saves).
    Hadrianus attacks Not A Pet for doing so.
    Spoiler
    Show

    Sentinel OA, Adv from Reckless
    (1d20+9)[24] or (1d20+9)[19] for (2d6+5)[10]


    Olga bleeds out rapidly (3rd failed death save).

    Gobblehop fails, barely, to ensnare Hadrianus in his coils. The Sparks score a single hit (3).

    Hadrianus tries to kill Not A Pet...maybe he can bring her down with him.

    Spoiler
    Show

    Adv from Reckless
    (1d20+9)[25] or (1d20+9)[28] for (2d6+5)[12]
    (1d20+9)[14] or (1d20+9)[20] for (2d6+5)[8]


    => Boomfizzle

  7. - Top - End - #967
    Ettin in the Playground
     
    GnomeWizardGuy

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    Lower Menthis

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

    Boomfizzle, Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
    Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
    Concentration: none | Conditions: death save 0S / 0F
    Fire!: AC: 13 HP: 40/40
    Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
    Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
    Mudbugs: AC: 14 HP: 0/24
    Boomfizzle and wolf both bite Lea. Boomfizzle then looks to fire.

    “Help Not a Pet.”

    Fire throws a ball of fire at Hadrianus and then returns to her current spot.

    Spoiler: OOC
    Show

    Boomfizzle attack Lea.

    Action: Primal Savagery (1d20+6)[22], Adv. (1d20+6)[8]

    Bonus Action: Command Fire

    Fire: Fire Seed Ha (1d20+6)[18], Fire damage: (1d6+3)[8]

    Wolf: Attack Lea, move to Z29

    (1d20+6)[12], (1d20+6)[17]

    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: Ratpopper, Croak, Orangepoo
    Medium mob
    AC 14 (hide 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
    Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
    Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 14 (hide 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.
    Spoiler: Beast
    Show
    Bestial Spirit
    TCE
    p109
    Small Beast, Unaligned
    Armor Class 11 + the level of the spell (natural armor)
    Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
    Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
    STR 18 (+4)
    DEX 11 (+0)
    CON 16 (+3)
    INT 4 (-3)
    WIS 14 (+2)
    CHA 5 (-3)
    Senses darkvision 60 ft., passive Perception 12
    Languages understands the languages you speak
    Challenge —
    Spell Level
    Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Water Breathing (Water Only). The beast can breathe only underwater.
    Actions
    Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
    Summoned By: Summon Beast
    Source: TCE, page 109

    Spoiler: Rock
    Show
    Medium elemental
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: 50 + 10 for each spell level above 4th
    Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
    Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
    Damage Immunities: poison; fire (Fire only)
    Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Primordial, understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
    Actions
    Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
    Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

  8. - Top - End - #968
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    J-H's Avatar

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

    Lea is dead. The Fire Seed misses.
    =>Not A Pet, Gobblehop

  9. - Top - End - #969
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    Pyrophilios's Avatar

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

    Gobblehop, Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
    Spell slots, 1st: 4/4, 2nd: 1/3 3rd: 0/3 4th: 0/1
    Conditions: Longstrider, Weapon of Warning - Concentration: summon beast

    Gobblehop continued what he was doing - heal, attack, contain

    Spoiler
    Show


    Bonus action heal 8 hp (roll in discord)
    Attack Ha

    (1d20+6)[24] damage (2d8+4)[15], grappled and restrained if successful

    Sparks hide and attack and retreat (for better chances of attack w advantage
    (1d20+4)[12]


    (1d20+4)[19]/(1d20+4)[14] damage (1d4+2)[3]
    (1d20+4)[13]/(1d20+4)[16] damage (1d4+2)[4]
    (1d20+4)[19]/(1d20+4)[7] damage (1d4+2)[5]



    Spoiler: Big Head's Sparks
    Show


    Longfinger
    Skit
    Doombug

    Medium mob
    AC 18 (scale armor and shields)
    HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
    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.

    Spoiler: Rolling template:
    Show


    [ roll]1d20+6[/roll] (1d20+6)[19] damage [ roll]1d4+3[/roll]


    Last edited by Pyrophilios; 2023-04-14 at 02:34 AM.

  10. - Top - End - #970
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    Amnestic's Avatar

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

    Not A Pet
    Goblin Berserker Barbarian
    AC: 18 HP: 43/68
    P4: 13 PIv: 8 PIs: 11
    Conditions:Rage, Exhaustion 2
    Concentrating: --

    She felt the bite of the blade, but Boomfizzle's healing had kept her healthy, so she pushed through it, her wicked cold blade seeking to end yet another life. She had claimed two today, would this be her third?

    Spoiler: Actions
    Show

    Faerie Dragon:-
    Move: Fly down to Ha.
    Action: Attack Ha.
    Invisible Advantage: (1d20+7)[12](1d20+7)[16] Damage: 1


    Not A Pet:-

    Action: Attack Ha, recklessly since he's not restrained (yet)
    (1d20+8)[16](1d20+8)[11] Damage: (1d10+6)[8]+(1d6)[1]
    (1d20+8)[16](1d20+8)[16] Damage: (1d10+6)[7]+(1d6)[4]



    Spoiler: Manyteeth's Mashers
    Show

    Members: Bucket, Bad Festival, Wriggles HONOURABLE MEMBER: FAERIE DRAGON
    Medium mob
    AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
    HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
    Ring of the Ram
    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
    Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
    Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

    Faerie Dragon (Older)
    Tiny Dragon, Chaotic Good
    Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
    STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

    Skills Arcana +4, Perception +3, Stealth +7
    Senses Darkvision 60 ft., Passive Perception 13
    Languages Draconic, Sylvan
    Challenge 2 (450 XP)
    Proficiency Bonus +2

    Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

    Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

    Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

    Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

    Red, 1/day each: dancing lights, mage hand, minor illusion

    Orange, 1/day: color spray

    Actions
    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

    Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

    1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

    5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.



    Spoiler: Unclaimed Loot going to Room 4
    Show

    Weapons:
    Arrows x160
    Bolts x90
    Dagger x31
    Greatsword
    Handaxe x13
    Light Crossbow
    Longsword +1 x2
    Longbow
    Mace
    Pike x3
    Shortbow x7
    Shortbow +1
    Shortsword x1
    Sling
    Sling Bullets x20
    Spear
    Walloping Bolts x 4
    Warhammer +1 x2
    Warhammer (Holy Symbol of Moradin)

    Armour:
    Breastplate
    Chain mail
    Chain Shirt x2
    Half-Plate x2
    Hide Armour +1
    Plate Armour x5
    Plate Armour of Gleaming (Black)
    Scale Mail x1
    Shield x6
    Shield (Helm Symbol) x1
    Splint Armor
    Splint Armour of Gleaming
    Studded Leather armor x3
    Studded Leather of Poison Resistance
    Studded Leather of Fire Resistance

    Tools:
    Disguise Kit x2
    Cobbler's Tools
    Forgery Kit x2
    Healer's Kit x2
    Herbalism Kit x2
    Leatherworking tools
    Mason's Tools x2
    Smith's Tools x4
    Thieves Tools x6
    Tinker's Tools x2
    Woodcarving tools

    Misc Magic:
    Arrow (Continual Flame) x3
    Brooch of Shielding
    Cap of Water Breathing
    Cloak of Billowing
    Clockwork Amulet
    Driftglobe
    Helm of Comprehending Languages
    Pipes of the Sewers
    Ring of Water Walking
    Ring of X-Ray Vision
    Scroll: Dragon's Breath
    Shield of Expression
    Wand of Secrets



    Spell Components
    Augury Sticks
    Diamond (50gp)
    Diamond (300gp)
    Diamond Dust (300gp)
    Jade Dust (50gp)
    Pearl (100gp)
    Powdered Diamond Dust (1000gp)
    Powdered Silver (100gp)
    Ruby (50gp)

    Misc:
    901gp

    Acid Flask x2
    Adventure Badge (Bronze) x5
    Adventure Badge (Bronze, Fake)
    Adventure Badge (Silver) x8
    Alchemist's Fire x2
    Antitoxin x2
    Backpack x12
    Bag of ball bearings x6
    Bedroll x16
    Bell x3
    Blanket x9
    Block of Incense x2, Candle, Censer, Tinderbox
    Book x2
    Book: Wayfarer's Guide to the Surface (Dwarven)
    Bounty Notice (100gp)
    Bounty Notice (150gp)
    Bullseye lantern
    Candle x30
    Charlatan's Die
    Crowbar x3
    Encoded Journal of Blackmail
    Fine Clothes
    Fine Bedroll
    Hammer x2
    Harmonica
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern x2
    Hunting trap
    Iron Pot
    Lantern
    Leather WaterBottle
    Lute
    Ink Pen x2
    Ink (2oz)
    Manticore spike x2
    Map of Area
    Mess kit x4
    Notebook of Strange Drawings
    Oil Flask x5
    Oil Pint x1
    Owlbear Beak
    Pan Flute
    Perfume (1 vial)
    Pick x2
    Pitons x10
    Pouch
    Promissory note for 4,000gp from a bank in another kingdom.
    Rations x9
    Rope, 50’ x8
    Rope (Silk), 50' x2
    Rope, 100'
    Scrap Iron (80lbs)
    Shovel
    Signet ring x2
    Soap
    Small knife
    String (10') x2
    Tiger-fang Necklace
    Tinderbox x11
    Torch x83
    Waterskin x34


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  11. - Top - End - #971
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
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    Default Re: Goblin Defense (5e) (IC)

    Not A Pet misses, but Hadrianus is grabbed by Gobblehop. A few rocks from the Sparks knock him out, and he's finished off easily after that.

    You are safe, again, for now.

    Spoiler: Loot
    Show

    Hadrianus the Fighter
    Greatsword +1
    Handaxe x 2
    Adamantine full plate
    Backpack
    Woodcarving tools
    Crowbar
    Tinderbox
    10 torches
    Waterskin
    pouch with 1 pair of goblin ears

    Olga the Cleric
    Holy symbol of Lathander
    Plate armor
    Arrow-Catching Shield
    Mace
    Backpack
    Bedroll
    Block of Incense, Candle, Censer, Tinderbox
    Waterskin
    300gp powdered diamond

    Lea Darkhill, Swashbuckler
    Shortsword +1 x 2
    Slippers of Spider Climbing
    Dagger x 4
    Studded Leather
    2 potions of Invisibility
    2 potions of healing
    Backpack
    Calligrapher’s supplies
    Thieves Tools
    Bag of ball bearings
    Bell
    Crowbar
    Hammer
    Hooded Lantern
    1 flask oil
    Rope, 50’
    String
    Tinderbox
    Waterskin
    206 gp

    Marcus Maximus the Evoker
    Wand of the Warmage +1
    Cloak of Displacement
    Spellbook containing Magic Missile, Acid Arrow, Fireball, Wall of Fire
    Iron Pot
    Ink & pen (not suitable for spell copying)
    Components to copy 12 levels of spells.
    Small knife
    Spell component pouch
    350gp


  12. - Top - End - #972
    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)

    Current tribe population:
    3 PCs
    8 goblin warriors
    12 non-combatants

    Spoiler: Roll of the Remembered dead
    Show

    noncombatant killed by Adrian
    noncombatant killed by Adrian
    Pustleplop beheaded by Adrian
    Threefoot impaled by a javelin thrown by by Walm
    Sneezer impaled by a javelin thrown by by Walm
    Lava Acid Orb'd by Aldi
    Bugsmoosh killed by Guiding Bolt from Taget
    Rotrustler bitten by poisonous snake
    noncombatant killed by Bertil (Eldritch Cannon)
    5 noncombatants killed by Bertil (Thunderwave x 4, EC x 1)
    1 noncombatants killed by Bertil (Fire Bolt)
    Belcher killed by Troubador (Shatter)
    Splat cut in half by Prince Robin’s Battleaxe
    Manyteeth killed by Prince Robin.
    Big Head fried by critical hit from Vizier Hecrun’s Eldritch Blast
    Turtleskull Burned by Lung's fire breath
    Smash shot with an arrow by Li
    Bubblesnot shot by a skeleton’s arrow
    Snotgobbler stabbed by Kent Allard’s spear after a shadow step
    Threefoot Two killed by Sir Percy’s Divine Smite
    Pondmuck killed by Sir Percy’s Divine Smite
    Dungplop stabbed by Kent Allard’s spear after a shadow step
    Bonk stabbed by Kent Allard’s spear after a shadow step
    Rotrustler eaten by Allosaurus
    Ashbrain Stabbed by an ogre
    Fartsmell Chilled to death by a shadowspawn
    Pitchfoot sliced by mind blade
    Mudgrubber sliced by mind blade
    Upchuck burned by Sickening Radiance
    Skunkbutt fried by Sickening Radiance
    Drop Stabbed by Taukin's thirsting blade.
    Ratpopper eaten by Insect Swarm
    Croak eaten by Insect Swarm
    Orangepoo eaten by Insect Swarm
    Bucket eaten by Insect Swarm
    Bad Festival eaten by Insect Swarm
    Wriggles eaten by Insect Swarm

  13. - Top - End - #973
    Titan in the Playground
     
    J-H's Avatar

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

    Two days later, the front door shakes from a great gust of wind outside, causing the bell to ring. The door opens, and as you rush to defensive positions, a single goblin walks in. At least, you think he's a goblin. He looks like one, except for having scaly-looking green skin, horns on his head, and an improbably deep voice.

    "So, you're the tribe that's been killing the adventurers around here. Tunnels to restrict movement, obstacles to slow them down, multiple routes of attack... and firing positions for arrows? Good job, good job, you will do." He folds his arms. "Bring your leaders to me. I have an offer they will not refuse."
    Last edited by J-H; 2023-04-14 at 07:30 AM.

  14. - Top - End - #974
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
    Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
    Concentration: none | Conditions: death save 0S / 0F
    Fire!: AC: 13 HP: 40/40
    Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
    Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
    Mudbugs: AC: 14 HP: 0/24
    Boomfizzle cracks open the door to the secret tunnel and peaks out at the lone, scaly goblin. He addresses the nonviolent intruder in a loud voice so Not a Pet and Gobblehop can hear from behind their doors.

    “This is different. Usually you just run in and starting trying to kill us. If you don't just want to kill us, what do you want?”

    He waits for a response before approaching the newcomer.

    Spoiler: OOC
    Show

    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: all dead
    Medium mob
    AC 14 (hide 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
    Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
    Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 14 (hide 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.
    Spoiler: Beast
    Show
    Bestial Spirit
    TCE
    p109
    Small Beast, Unaligned
    Armor Class 11 + the level of the spell (natural armor)
    Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
    Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
    STR 18 (+4)
    DEX 11 (+0)
    CON 16 (+3)
    INT 4 (-3)
    WIS 14 (+2)
    CHA 5 (-3)
    Senses darkvision 60 ft., passive Perception 12
    Languages understands the languages you speak
    Challenge —
    Spell Level
    Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Water Breathing (Water Only). The beast can breathe only underwater.
    Actions
    Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
    Summoned By: Summon Beast
    Source: TCE, page 109

    Spoiler: Rock
    Show
    Medium elemental
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: 50 + 10 for each spell level above 4th
    Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
    Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
    Damage Immunities: poison; fire (Fire only)
    Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Primordial, understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
    Actions
    Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
    Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

  15. - Top - End - #975
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
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    Castle Sparrowcellar
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    Default Re: Goblin Defense (5e) (IC)

    Not A Pet
    Goblin Berserker Barbarian
    AC: 18 HP: 68/68
    P4: 13 PIv: 8 PIs: 11
    Conditions: --
    Concentrating: --

    Not a Pet doesn't make any qualms about showing up with her considerable armoury slung across her back. This was a goblin they were talking to, so clearly they were trustworthy. And if they weren't trustworthy, then they'd be in chopping distance. "Chief Manyteeth was killed by invaders, and no new chief since." She pokes her chest with her thumb. "Not A Pet, strongest Cackling Moon."...but probably not the smartest.



    Spoiler: Unclaimed Loot going to Room 4
    Show

    Weapons:
    Arrows x160
    Bolts x90
    Dagger x31
    Greatsword
    Handaxe x13
    Light Crossbow
    Longsword +1 x2
    Longbow
    Mace
    Pike x3
    Shortbow x7
    Shortbow +1
    Shortsword x1
    Sling
    Sling Bullets x20
    Spear
    Walloping Bolts x 4
    Warhammer +1 x2
    Warhammer (Holy Symbol of Moradin)

    Armour:
    Breastplate
    Chain mail
    Chain Shirt x2
    Half-Plate x2
    Hide Armour +1
    Plate Armour x5
    Plate Armour of Gleaming (Black)
    Scale Mail x1
    Shield x6
    Shield (Helm Symbol) x1
    Splint Armor
    Splint Armour of Gleaming
    Studded Leather armor x3
    Studded Leather of Poison Resistance
    Studded Leather of Fire Resistance

    Tools:
    Disguise Kit x2
    Cobbler's Tools
    Forgery Kit x2
    Healer's Kit x2
    Herbalism Kit x2
    Leatherworking tools
    Mason's Tools x2
    Smith's Tools x4
    Thieves Tools x6
    Tinker's Tools x2
    Woodcarving tools

    Misc Magic:
    Arrow (Continual Flame) x3
    Brooch of Shielding
    Cap of Water Breathing
    Cloak of Billowing
    Clockwork Amulet
    Driftglobe
    Helm of Comprehending Languages
    Pipes of the Sewers
    Ring of Water Walking
    Ring of X-Ray Vision
    Scroll: Dragon's Breath
    Shield of Expression
    Wand of Secrets



    Spell Components
    Augury Sticks
    Diamond (50gp)
    Diamond (300gp)
    Diamond Dust (300gp)
    Jade Dust (50gp)
    Pearl (100gp)
    Powdered Diamond Dust (1000gp)
    Powdered Silver (100gp)
    Ruby (50gp)

    Misc:
    901gp

    Acid Flask x2
    Adventure Badge (Bronze) x5
    Adventure Badge (Bronze, Fake)
    Adventure Badge (Silver) x8
    Alchemist's Fire x2
    Antitoxin x2
    Backpack x12
    Bag of ball bearings x6
    Bedroll x16
    Bell x3
    Blanket x9
    Block of Incense x2, Candle, Censer, Tinderbox
    Book x2
    Book: Wayfarer's Guide to the Surface (Dwarven)
    Bounty Notice (100gp)
    Bounty Notice (150gp)
    Bullseye lantern
    Candle x30
    Charlatan's Die
    Crowbar x3
    Encoded Journal of Blackmail
    Fine Clothes
    Fine Bedroll
    Hammer x2
    Harmonica
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern x2
    Hunting trap
    Iron Pot
    Lantern
    Leather WaterBottle
    Lute
    Ink Pen x2
    Ink (2oz)
    Manticore spike x2
    Map of Area
    Mess kit x4
    Notebook of Strange Drawings
    Oil Flask x5
    Oil Pint x1
    Owlbear Beak
    Pan Flute
    Perfume (1 vial)
    Pick x2
    Pitons x10
    Pouch
    Promissory note for 4,000gp from a bank in another kingdom.
    Rations x9
    Rope, 50’ x8
    Rope (Silk), 50' x2
    Rope, 100'
    Scrap Iron (80lbs)
    Shovel
    Signet ring x2
    Soap
    Small knife
    String (10') x2
    Tiger-fang Necklace
    Tinderbox x11
    Torch x83
    Waterskin x34


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  16. - Top - End - #976
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
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    Default Re: Goblin Defense (5e) (IC)

    Gobblehop, Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
    Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3 4th: 1/1
    Conditions: Weapon of Warning - Concentration:

    Gobblehop came in behind the strange goblin, having been out scouting.
    "We are a peaceful tribe, and we will kill as many intruders as necessary to prove it.
    By now we expected that someone would come and try to talk to us."


    Spoiler
    Show




    Spoiler: Big Head's Sparks
    Show


    Longfinger
    Skit
    Doombug

    Medium mob
    AC 18 (scale armor and shields)
    HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
    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.

    Spoiler: Rolling template:
    Show


    [ roll]1d20+6[/roll] [roll12] damage [ roll]1d4+3[/roll]


    [/QUOTE]

  17. - Top - End - #977
    Titan in the Playground
     
    J-H's Avatar

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    Feb 2008
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    Texas
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    Default Re: Goblin Defense (5e) (IC)

    "Yes, I'm sure they try to kill you. The humanoids tend to do that." He waves his hand dismissively. "Your skill at killing them is actually what brought you to my attention. You've generated a number of magical messages back and forth escalating the bounty and calling for more powerful adventurers, especially given the magic items you've taken from the lesser ones who came for you earlier. You have a week, perhaps two, before a horde of adventurers will descend on you all at once like flies, to steal all that you have accumulated."

    "I understand it's a bother when that happens, especially for those who can't simply fly away and then kill them in their sleep."

    "But I didn't come here to grace you with my wisdom and knowledge, and then leave you to your impending certain doom. I have recently established myself a day's journey from here in a lair in the Marsh Hills..." (Those who have traveled outside the tribe recognize this area as being within a couple of days' travel). "I've cleaned out all the pests that were there before. It is still rather drafty, though, and the umber hulks that were there left a lot of tunnels behind. Some need to be closed, and others watched, or turned into a labyrinth of traps for those who would attempt to enrich themselves from my hoard. Move to my lair to serve me, and you will be farther from the cities, out of sight of those who now wish you dead, and will have my protection when attackers do come."

  18. - Top - End - #978
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
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    Germany
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    Default Re: Goblin Defense (5e) (IC)

    Gobblehop, Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
    Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3 4th: 1/1
    Conditions: Weapon of Warning - Concentration:


    "A generous offer. But who are you exactly? Not that we aren't interested in getting somewhere more safe, but if it turns out that you are building an army of the undead to conquer all the lands, we might just exchange the fire for the frying pan."
    Gobblehop answered sardonically - or as sardonically as a goblin could manage.


    Spoiler
    Show




    Spoiler: Big Head's Sparks
    Show


    Longfinger
    Skit
    Doombug

    Medium mob
    AC 18 (scale armor and shields)
    HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
    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.

    Spoiler: Rolling template:
    Show


    [ roll]1d20+6[/roll] [roll12] damage [ roll]1d4+3[/roll]



  19. - Top - End - #979
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

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

    Not A Pet
    Goblin Berserker Barbarian
    AC: 18 HP: 68/68
    P4: 13 PIv: 8 PIs: 11
    Conditions: --
    Concentrating: --

    Not A Pet is conflicted. On the one hand, it would mean not having to fight invaders so regularly. On the other hand, it would mean not getting to fight invaders so regularly. But if they had a new lair, they could wait, and grow, and eventually invader their lands instead. Revenge was a dish best served at the end of her icy blade. She stays quiet though, and lets Gobblehop do the talking.


    Spoiler: Unclaimed Loot going to Room 4
    Show

    Weapons:
    Arrows x160
    Bolts x90
    Dagger x31
    Greatsword
    Handaxe x13
    Light Crossbow
    Longsword +1 x2
    Longbow
    Mace
    Pike x3
    Shortbow x7
    Shortbow +1
    Shortsword x1
    Sling
    Sling Bullets x20
    Spear
    Walloping Bolts x 4
    Warhammer +1 x2
    Warhammer (Holy Symbol of Moradin)

    Armour:
    Breastplate
    Chain mail
    Chain Shirt x2
    Half-Plate x2
    Hide Armour +1
    Plate Armour x5
    Plate Armour of Gleaming (Black)
    Scale Mail x1
    Shield x6
    Shield (Helm Symbol) x1
    Splint Armor
    Splint Armour of Gleaming
    Studded Leather armor x3
    Studded Leather of Poison Resistance
    Studded Leather of Fire Resistance

    Tools:
    Disguise Kit x2
    Cobbler's Tools
    Forgery Kit x2
    Healer's Kit x2
    Herbalism Kit x2
    Leatherworking tools
    Mason's Tools x2
    Smith's Tools x4
    Thieves Tools x6
    Tinker's Tools x2
    Woodcarving tools

    Misc Magic:
    Arrow (Continual Flame) x3
    Brooch of Shielding
    Cap of Water Breathing
    Cloak of Billowing
    Clockwork Amulet
    Driftglobe
    Helm of Comprehending Languages
    Pipes of the Sewers
    Ring of Water Walking
    Ring of X-Ray Vision
    Scroll: Dragon's Breath
    Shield of Expression
    Wand of Secrets



    Spell Components
    Augury Sticks
    Diamond (50gp)
    Diamond (300gp)
    Diamond Dust (300gp)
    Jade Dust (50gp)
    Pearl (100gp)
    Powdered Diamond Dust (1000gp)
    Powdered Silver (100gp)
    Ruby (50gp)

    Misc:
    901gp

    Acid Flask x2
    Adventure Badge (Bronze) x5
    Adventure Badge (Bronze, Fake)
    Adventure Badge (Silver) x8
    Alchemist's Fire x2
    Antitoxin x2
    Backpack x12
    Bag of ball bearings x6
    Bedroll x16
    Bell x3
    Blanket x9
    Block of Incense x2, Candle, Censer, Tinderbox
    Book x2
    Book: Wayfarer's Guide to the Surface (Dwarven)
    Bounty Notice (100gp)
    Bounty Notice (150gp)
    Bullseye lantern
    Candle x30
    Charlatan's Die
    Crowbar x3
    Encoded Journal of Blackmail
    Fine Clothes
    Fine Bedroll
    Hammer x2
    Harmonica
    Heward’s Handy Spice Pouch
    Holy symbol of Lathander
    Hooded Lantern x2
    Hunting trap
    Iron Pot
    Lantern
    Leather WaterBottle
    Lute
    Ink Pen x2
    Ink (2oz)
    Manticore spike x2
    Map of Area
    Mess kit x4
    Notebook of Strange Drawings
    Oil Flask x5
    Oil Pint x1
    Owlbear Beak
    Pan Flute
    Perfume (1 vial)
    Pick x2
    Pitons x10
    Pouch
    Promissory note for 4,000gp from a bank in another kingdom.
    Rations x9
    Rope, 50’ x8
    Rope (Silk), 50' x2
    Rope, 100'
    Scrap Iron (80lbs)
    Shovel
    Signet ring x2
    Soap
    Small knife
    String (10') x2
    Tiger-fang Necklace
    Tinderbox x11
    Torch x83
    Waterskin x34


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  20. - Top - End - #980
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
    Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
    Concentration: none | Conditions: death save 0S / 0F
    Fire!: AC: 13 HP: 40/40
    Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
    Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
    Mudbugs: AC: 14 HP: 0/24
    Boomfizzle cracks open the door a little more and steps into the alcove. He walks tentatively towards the newcomer. Like his friends, he too is conflicted. On the one hand, a powerful ally would be welcome. On the other, a tyrant would be intolerable. He assumes this creature is powerful since it speaks with great confidence. Even the humans don't dare come here alone.

    He has been very happy with the current arrangement of sharing decisions with Gobblehop and Not a Pet. But he will admit, they have had a harder time keeping the warriors alive as their invaders have grown more powerful. A swarm of more powerful humans might be too much even for us.

    So he is intrigued, but wants to know more about this scaly goblin.

    “Why do you think you will be a good leader for the Cackling Moons? Maybe we should still be leaders and you should work for us.”

    Spoiler: OOC
    Show

    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: all dead
    Medium mob
    AC 14 (hide 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
    Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
    Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 14 (hide 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.
    Spoiler: Beast
    Show
    Bestial Spirit
    TCE
    p109
    Small Beast, Unaligned
    Armor Class 11 + the level of the spell (natural armor)
    Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
    Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
    STR 18 (+4)
    DEX 11 (+0)
    CON 16 (+3)
    INT 4 (-3)
    WIS 14 (+2)
    CHA 5 (-3)
    Senses darkvision 60 ft., passive Perception 12
    Languages understands the languages you speak
    Challenge —
    Spell Level
    Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Water Breathing (Water Only). The beast can breathe only underwater.
    Actions
    Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
    Summoned By: Summon Beast
    Source: TCE, page 109

    Spoiler: Rock
    Show
    Medium elemental
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: 50 + 10 for each spell level above 4th
    Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
    Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
    Damage Immunities: poison; fire (Fire only)
    Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Primordial, understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
    Actions
    Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
    Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

  21. - Top - End - #981
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

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

    The strange goblin-looking creature answers in his improbably deep, resonant voice.
    "I am Thardreximal, who soars the skies above greater than any bird, cuts through the waters below like a knife, and who the trees and the birds obey. No undead do I seek... rather, your druidic influence is similar to my own innate magic. I am old, knowledgeable, and wise, and by my word as a dragon, you will be safer with me, as long as you betray me not."

    You notice that his shadow looks substantially larger and more dragon-like than his form would indicate...

  22. - Top - End - #982
    Troll in the Playground
     
    Pyrophilios's Avatar

    Join Date
    May 2011
    Location
    Germany
    Gender
    Male

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

    Gobblehop, Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
    Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3 4th: 1/1
    Conditions: Weapon of Warning - Concentration:


    Gobblehop gulped: "Well, that... em... is quite a convincing argument. We'll pack our hoard and get ready to move out then."

    While he said that, he motioned for his fellow goblin leaders to get in line and not to anger their new boss.


    Spoiler
    Show




    Spoiler: Big Head's Sparks
    Show


    Longfinger
    Skit
    Doombug

    Medium mob
    AC 18 (scale armor and shields)
    HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
    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.

    Spoiler: Rolling template:
    Show


    [ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]



  23. - Top - End - #983
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

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

    Boomfizzle, Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
    Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
    Concentration: none | Conditions: death save 0S / 0F
    Fire!: AC: 13 HP: 40/40
    Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
    Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
    Mudbugs: AC: 14 HP: 0/24
    Boomfizzle notices the shadow and thinks this goblin might be more dangerous that it seems. He realizes that their are 3 possibilities here. First, this creature could be a good leader. That would be great and we should go with them. Second, they could be a bad leader, but very powerful. Then we need to obey them or they'll kill us all. Or third, they could be a bad leader and not as powerful as us. Then we should go with them, find their treasure, and then kill them. So no matter what, we should go with them.

    “We will go with you, and we will take everyone with us. Give us a couple hours to gather our treasure and get everyone ready.”

    He goes to the tribe.

    "This crypt is too dangerous. We are going to follow a dragon goblin to a new, safer home."

    Boomfizzle takes a few minutes open the tunnel from the living area to the sarcophagus and has the tribe place any treasure we can't carry into that room.

    "That should surprise any humans that come looking to kill us."

    Spoiler: OOC
    Show

    Spoiler: Notes
    Show
    Spoiler: Mudbugs
    Show
    Goblin Squad Name: Mudbugs
    Members: all dead
    Medium mob
    AC 14 (hide 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
    Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
    Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage

    Spoiler: Fire!
    Show
    Wildfire Spirit
    Small elemental
    Armor Class: 14 (hide 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.
    Spoiler: Beast
    Show
    Bestial Spirit
    TCE
    p109
    Small Beast, Unaligned
    Armor Class 11 + the level of the spell (natural armor)
    Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
    Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
    STR 18 (+4)
    DEX 11 (+0)
    CON 16 (+3)
    INT 4 (-3)
    WIS 14 (+2)
    CHA 5 (-3)
    Senses darkvision 60 ft., passive Perception 12
    Languages understands the languages you speak
    Challenge —
    Spell Level
    Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
    Water Breathing (Water Only). The beast can breathe only underwater.
    Actions
    Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
    Summoned By: Summon Beast
    Source: TCE, page 109

    Spoiler: Rock
    Show
    Medium elemental
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: 50 + 10 for each spell level above 4th
    Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
    Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
    Damage Immunities: poison; fire (Fire only)
    Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Primordial, understands the languages you speak
    Challenge: —
    Proficiency Bonus: equals your bonus
    Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
    Actions
    Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
    Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
    Last edited by Bobthewizard; 2023-04-16 at 06:51 AM.

  24. - Top - End - #984
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

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

    Working together, everyone loads things up, Thardreximal providing a Bag of Holding for your use while he waits outside. You have time to warn the other goblins, so none of them scream when they walk outside and see a thirty foot long dragon basking in the sun, using the tip of his tail to flip fish from the lake into his mouth.

    There's a lot of walking and some mud on your path, but your travels are safe. After a couple of days, you arrive at a rocky hill surrounded by low-lying marshes among the Marsh Hills. It as described, shot through with a number of tunnels, including several large rocky chambers suitable for a dragon (although they need some work). It is substantially roomier, farther from intruders, and has a dragon in it to keep you safe.

    You feel very optimistic about the future of your tribe.

    The End

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