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<blockquote data-quote="jasper" data-source="post: 7276411" data-attributes="member: 277"><p>Against the Giants My Biscuits are Burning.</p><p>I had a 3 person group who were over level so average party level. Waythe was also present. This was an example of a room too far. </p><p>They snuck after having trouble opening the values to the doors. (the fire giants know the group is after them). I did enjoy changing the 1 square equal 20 feet instead 10. The ettins went down easy. Snurre initially started to follow his guards to capture the pcs. He command the guards to capture the party alive. Then he fled the Grand hall. I zeroed out poor John's sorcerer twice I think. But the group took care of the two guards from the throne room and guard post 24. The group went exploring and decide to check out the king's guard chamber. Again I was able to zero out the sorcerer and do some good damage to the other two. But they wiped out the guards and retreated to their hide out. Total time in dungeon maybe 10 minutes game time but took a while to game out.</p><p>After a 5 minute break they restarted trying to sneak in to hall. But I had move the Room 8 Barracks encounter to the main hall and add the HUGE cross bow thingy. They were able to wipe out the guard in the alcove and the two hill giant who charged the party singly. But then things started going south. The two fire giants started targeting one pc as they closed with party which hurt the sorcerer. </p><p>The battlemaster warlock cast silent image which slowed the giants for 1 round. Then he casted his normal attack of "Darkness" which was in the air so it only affected the giants. The he casted a silent image of a boulder in front of the party which he used to hide in. The giants initially split their attacks up between the sorcerer and cleric. But since the sorcerer kept standing back up after he was head, one hit him twice. This zeroed him out and gave him two death fails. </p><p>John rolled a 1. Dead the first time. The cleric was zeroed out next but the battle master was able to hit with a potion. So it was two on two.</p><p>I then rolled a monster int check, which I roll a d20 and if not greater the monster int the monster gets smart. One fire giant started peeking out from under the darkness and rolling normal against the battlemaster. Ouch. The cleric was able to roll a deception check against the giants and just stayed prone and started casting spells. Between Revivity, Beacon of Hope, some spells and potions the sorcerer was back up. This did not last long as one hit twice zeroing him out again. And again the player rolled 1 on his death save.</p><p>The fire giants were able to zero out the battlemaster. I gave the cleric player the choice of escape, or continue combat. This cleric had not played in any of the Giant modules. He escaped. So at the end of the day one dead twice pcs, one capture pc (who I think is under 1,400 to hit 17) and one escape pc. The dead pc has to sit out two sessions. This represents the body being recovered by the Adventure League Body Recovery team. I will be talking with the player of the captured pc to see how we are going to handle the situation.</p><p>Oh need to double check how the battlemaster/warlock kept both darkness, and silent image up at same time. Could be a oops on my part.</p></blockquote><p></p>
[QUOTE="jasper, post: 7276411, member: 277"] Against the Giants My Biscuits are Burning. I had a 3 person group who were over level so average party level. Waythe was also present. This was an example of a room too far. They snuck after having trouble opening the values to the doors. (the fire giants know the group is after them). I did enjoy changing the 1 square equal 20 feet instead 10. The ettins went down easy. Snurre initially started to follow his guards to capture the pcs. He command the guards to capture the party alive. Then he fled the Grand hall. I zeroed out poor John's sorcerer twice I think. But the group took care of the two guards from the throne room and guard post 24. The group went exploring and decide to check out the king's guard chamber. Again I was able to zero out the sorcerer and do some good damage to the other two. But they wiped out the guards and retreated to their hide out. Total time in dungeon maybe 10 minutes game time but took a while to game out. After a 5 minute break they restarted trying to sneak in to hall. But I had move the Room 8 Barracks encounter to the main hall and add the HUGE cross bow thingy. They were able to wipe out the guard in the alcove and the two hill giant who charged the party singly. But then things started going south. The two fire giants started targeting one pc as they closed with party which hurt the sorcerer. The battlemaster warlock cast silent image which slowed the giants for 1 round. Then he casted his normal attack of "Darkness" which was in the air so it only affected the giants. The he casted a silent image of a boulder in front of the party which he used to hide in. The giants initially split their attacks up between the sorcerer and cleric. But since the sorcerer kept standing back up after he was head, one hit him twice. This zeroed him out and gave him two death fails. John rolled a 1. Dead the first time. The cleric was zeroed out next but the battle master was able to hit with a potion. So it was two on two. I then rolled a monster int check, which I roll a d20 and if not greater the monster int the monster gets smart. One fire giant started peeking out from under the darkness and rolling normal against the battlemaster. Ouch. The cleric was able to roll a deception check against the giants and just stayed prone and started casting spells. Between Revivity, Beacon of Hope, some spells and potions the sorcerer was back up. This did not last long as one hit twice zeroing him out again. And again the player rolled 1 on his death save. The fire giants were able to zero out the battlemaster. I gave the cleric player the choice of escape, or continue combat. This cleric had not played in any of the Giant modules. He escaped. So at the end of the day one dead twice pcs, one capture pc (who I think is under 1,400 to hit 17) and one escape pc. The dead pc has to sit out two sessions. This represents the body being recovered by the Adventure League Body Recovery team. I will be talking with the player of the captured pc to see how we are going to handle the situation. Oh need to double check how the battlemaster/warlock kept both darkness, and silent image up at same time. Could be a oops on my part. [/QUOTE]
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