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D&D 5E Sample adventure to test 5E in high level (15th) play. Any takers?

Mort

Legend
Supporter
Sigh, I was REALLY hoping one of the downed ones would get Firebolted! But no help for it.

I'm going to move 10 feet West this should put me south of the fighter by 10 feet. (this may draw an attack of opportunity depending on which trolls have reactions left 2 possible to the east of me).

I will then cast hypnotic pattern 30' cube getting all of the trolls and unfortunately the cleric as friendly fire (no damage though).

So everyone in the area of effect DC 18 wisdom save at disadvantage.
 

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Sigh, I was REALLY hoping one of the downed ones would get Firebolted! But no help for it.

I'm going to move 10 feet West this should put me south of the fighter by 10 feet. (this may draw an attack of opportunity depending on which trolls have reactions left 2 possible to the east of me).

I will then cast hypnotic pattern 30' cube getting all of the trolls and unfortunately the cleric as friendly fire (no damage though).

So everyone in the area of effect DC 18 wisdom save at disadvantage.

AOO is 18, for 9 slashing damage if it hits.

2 Trolls (the downed ones on 0HP) cant see the hypnotic pattern so they are unaffected.
1 Troll passes his save.
3 Fail.

I'll wait on the Clerics save then I'll do the Trolls turn.

@Kobold Stew
 

Im still a bit surprised you guys didnt Fireball there. You had two Trolls on 0HP in the AoE, and another one really badly wounded by the Fighter. It would have taken those three out completely.
 

While I wait for the Clerics save, I'll do the Trolls.

Troll 1 regenerates, stands up from Prone, and follows his lawful Fiendish instincts and moves over and wakes up Troll 3 with his action.

Troll 2 regenerates, stands up from Prone and follows his Trollish nature (Im 50/50 randomizing it), and walks over to the Cleric where he attacks him three times:

25. Hit. 6 Piercing damage
15. Miss.
Natural 20. Jesus. 14 slashing damage.

Troll 3 (now awake) doesnt regenerate (he took fire damage), and moves over to the Bard, attacking him three times:

Natural 1
18. If that hits, its 9 slashing damage.
26. Hits; 14 slashing damage.

Troll 4
is frightened, and incapacitated. It regenerates.

Troll 5 made his save and also follows his Fiendish nature and wakes up Troll 6. He also regenerates.

Troll 6 attacks the Fighter:

24: Hit, 10 piercing damage
15: Miss
15: Miss
-------

Unless I'm mistaken the Cleric is now out of hypnotic pattern (even if he failed the save) and takes 20 points of damage.

The Bard takes 23 points of damage, and needs to make 2 x Con saves (at +5 from the Paladin) to maintain concentration.

The Fighter takes 10 points of damage.

I'll post the updated map in a second.
 
Last edited:

Asisreo

Patron Badass
Im still a bit surprised you guys didnt Fireball there. You had two Trolls on 0HP in the AoE, and another one really badly wounded by the Fighter. It would have taken those three out completely.
Fireball takes up 7 charges and I only have 14 left. I'd be a bit more gung-ho if I had more charges.

I actually would have casted Conjure Elemental before fireball as it would be a more appropriate spell. I'm still holding back a bit, but since they'll be hypnotized, I'm not trying to go too hard on resource burnout.
 

Mort

Legend
Supporter
Well that was an epic fail of a turn. Sorry guys, should have just fireballed.

Con saves:
1. 15+4+5=24
2. 11+4+5=20

So the one is still hypnotized.
 

For the avoidance of any doubt, I've numbered the Trolls:

1627518351635.jpeg

Fireball takes up 7 charges and I only have 14 left. I'd be a bit more gung-ho if I had more charges.

I actually would have casted Conjure Elemental before fireball as it would be a more appropriate spell. I'm still holding back a bit, but since they'll be hypnotized, I'm not trying to go too hard on resource burnout.

From where I sit, you guys are burning up far more resources by holding back. Hit Points (which will now require slots to heal as you're running low on HD), an Action surge, a ton of Sup Dice, a 1st on shield a 4th on greater invisibility, 1 SP on empower, a Divine Smite and a 3rd level slot on hypnotic pattern.

Just my observations.
 

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To help you guys out a bit, Trolls 1, 2 (the two that got up last turn) and 4 (currently incapacitated) look 'bloodied' - they're clearly badly wounded (but regenerating).
 

Mort

Legend
Supporter
Just my observations.

Well that wasn't the plan, but yeah.

I think the only way this works now is for everyone to, clear the area (more AoOs) and for both the sorcerer and myself to unload a fireball.
With ranged attacks (rogue and fighter) and cleric can whack them move, we should be able to kill all these bozos.
 

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