D&D 5E Flamestrike and Stalker0's little adventure

My dice are ice cold tonight, roll + bless is a 3, so 10 total

Eek! You do have your Bardic inspiration die up your sleeve, but I'm going to assume you're holding onto it.

Also their AC is 17. I messed that up, so you really really missed.

Ok, after you:

The Fighter - he swings his sword in a massive arc (GWM 'on') at +3 (+1d4 for bless) and rolls a... 7 (you're not the only one rolling crap), for a total result of 13 (after bless). He then uses his Bardic inspiration dice to add to that, rolling a 4 for a total of 17... a hit (just). Thank God. Damage is 2d6+15 for a total of 26 (brought it back with the damage!).

The Cleric swings his Warhammer, hitting, and dealing a terrible 6 points of damage. The Cave Troll uses his reaction to reduce that to 3 points.

We now have 1 Cave Troll having taken 48 damage, and Troll 2 who has taken 67 damage.

Troll 1 (48 damage) laughs at the Clerics measly 3 damage, and attacks the Fighter holding the big sharp pointy sword with rolls of 15, 3 and 11, for two hits (21 damage).

Troll 2 (67 damage) snarls at you in a mix of fear and rage trying to toss HATED LOATHED FIRE!!!!!! at it. It accordingly directs all its attacks at you! Its rolls are 13, 10 and 6 (totals of 21, 18 and 14)... three hits!

You cant stop them with shield either, as you just used your reaction to make a readied spell attack, and dont have a reaction ready to use at present. :eek:

The damage is: Bite (d8+5): 6 points, 2 Claws (2d8+5) 11, and 18, for a total of 34 points of damage!

The Trolls then smile as their wounds start sealing over....

Bard: The Bard uses a 1st level slot to cast Searing smite (from his two paladin levels), and then swings at the Cave Troll 2 who just clobbered you. He rolls a 15 (plus 6 plus 1d4) more than enough to hit the Troll. Starting to panic, he spams a 3rd level slot on Divine smite, hoping to end this here and now.

Total damage is 21 radiant, 6 slashing, 5 fire (32), and it just flubs its Con save at +6 and bursts into flame.

Round 5

The Rogue again takes the Aim action, this time aiming for the one the Bard just hit. One of the advantage dice comes up a Natural 20! (the other was a 2 lol) He deals a whopping 10d6+4 damage (37), and the Cave troll staggers back, seriously wounded and on fire.

Its your turn. By my reckoning you're now on 8 HP, and the Troll you're threatening looks badly wounded (and on fire). What do you do?

For the record, the Fighter is yelling out for you to withdraw; they can handle the last two this turn.
 
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I will heed the fighter's wisdom in this case, as luck is not with me. I will take the disengage action and move as behind my group and away from the troll as I can. And as soon as this fight is over, I will be casting mage armor! :)
 

I will heed the fighter's wisdom in this case, as luck is not with me. I will take the disengage action and move as behind my group and away from the troll as I can. And as soon as this fight is over, I will be casting mage armor! :)

After you goes the Fighter, who moves to the critically wounded Troll (No AoO as it used its reaction), attacks it with GWM toggled 'on', and hits (thanks to bless), dealing 23 damage and dropping it to 0HP.

He then moves back to the Troll he was originally fighting, and swings again with GWM on, needing to expend a superiority dice on Precision strike to hit, dealing 20 damage.

As a Bonus action (thanks to reducing one of the Trolls to 0HP) he swings again, with GWM 'on' and Bless and misses.

Then he uses Action surge.

He attacks the same Troll again, GWM on (and bless) and hits, adding 1d8 to the damage from Maneuvering strike, dealing a further 24 damage.

He then attacks the same Troll again, with GWM, and again hits, dealing 19 more damage, and dropping it to 0 HP.

We can assume the PCs now ready actions to attack the Troll as it regenerates, wailing on it until you manage to Firebolt it.

Combat over. The Fighter is wounded (and out of Action surge and all Sup dice) the Bard is out of Bardic inspiration and the Cleric is out of Divine Channels.

The Bard has used a 1st, 2 x 2nds and a 3rd.
You've used 2 x 1sts, 2 x 2nds, a 3rd
The Cleric has used a 1st and a 2nd.

The Rope is still over the bridge. The Fighter suggests short resting here, healing wounds, while the Rogue (who's totally fine) scouts the far bank for signs of any more monsters. The rest of the party agree.

During the short rest the Bard uses song of rest during the short rest, adding +1d6 to the HP you regain with any Hit Dice expenditure.

The Fighter uses his Second wind before the Rest, healing 9HP, and expends 2 Hit dice (plus the d6) heal all damage (he rolled really poorly but got there in the end).

I presume you want to recover slots via Arcane Recovery, and spend Hit Dice to heal?
 
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I presume you want to recover slots via Arcane Recovery, and spend Hit Dice to heal?
Indeed, I will recover a 2nd and a 1st level slot. Hit dice wise, let me know if you allow 1 at a time roll (aka I can spend more hitdice depending on how it goes), or if you have to declare how many you roll and then roll them all at once. I've seen DMs go both ways on that one.

I'll do it both ways to save time. I will say I am spending 2 hit die, but I'll go ahead and roll until I'm full. If you want to do the 2 hit die just cut me off there, otherwise I'll spend what I need to spend.

Bardic Rest (5) + 2 (+3 = 5) + 2 (+3 = 5) = 15 hitpoints healed. (hehe so looks like 2 hitdie did the trick anyway).

I am now back to full 51 HP. And I will cast mage armor after the rest
 

Indeed, I will recover a 2nd and a 1st level slot. Hit dice wise, let me know if you allow 1 at a time roll (aka I can spend more hitdice depending on how it goes), or if you have to declare how many you roll and then roll them all at once. I've seen DMs go both ways on that one.

I'll do it both ways to save time. I will say I am spending 2 hit die, but I'll go ahead and roll until I'm full. If you want to do the 2 hit die just cut me off there, otherwise I'll spend what I need to spend.

Bardic Rest (5) + 2 (+3 = 5) + 2 (+3 = 5) = 15 hitpoints healed. (hehe so looks like 2 hitdie did the trick anyway).

I am now back to full 51 HP. And I will cast mage armor after the rest

Roll one at a time till you're happy (plus your Song of Rest die).

You were knocked down to 8HP in round 4 before withdrawing in round 5 were you not (see the post a few above).

After 2HD you're only at 23/ 51 hp.
 

Indeed, I will recover a 2nd and a 1st level slot.
You can recover a total of 4 levels, so both 1sts (you used both on shield) and a second.

At present (after arcane recovery, and mage armor) you're down 1 x 1st (Mage armor), 1 x 2nd (your second misty step) and 1 x 3rd (the fireball).
 

After 2HD you're only at 23/ 51 hp.
Alright, I got the numbers mixed up with the ones you posted previously after my last bit of healing.

Further Healing: 3+3 = 6, 1+3 = 4, 6+3 = 9, 1+3 = 4.

So I'm at 46 with 1 HD remaining. Mage Armor AC = 17 with my magic items.
1- 1 slot down
2 - 1 slot down
3 - 1 slot down.
 

During the rest the Scout rogue reports he has uncovered a Cave Troll lair on the far side of the river containing (non magical) treasure, which you agree to divide up among the survivors after the mission.

After resting, you all shimmy across the rope you strung earlier, leaving your horses tied up on this side of the river.

An hour or two on the trail from the bridge, you continue upwards into the craggy foothills, before coming upon the temple; a structure of stone set into the side of a cliff wall, around 4 stories, or 60' high (think the keep Helms Deep from LOTR, or real world Petra).

The walls seem quite sheer, and weirdly, there seems to be no obvious entrances or windows to the temple; although it is hard to tell due to the darkness. In the gloom of the full moon, the trail seems to terminate at nothing more than a Stone wall.

What do you want to do?
 

During the rest the Scout rogue reports he has uncovered a Cave Troll lair on the far side of the river containing (non magical) treasure, which you agree to divide up among the survivors after the mission.

After resting, you all shimmy across the rope you strung earlier, leaving your horses tied up on this side of the river.

An hour or two on the trail from the bridge, you continue upwards into the craggy foothills, before coming upon the temple; a structure of stone set into the side of a cliff wall, around 4 stories, or 60' high (think the keep Helms Deep from LOTR, or real world Petra).

The walls seem quite sheer, and weirdly, there seems to be no obvious entrances or windows to the temple; although it is hard to tell due to the darkness. In the gloom of the full moon, the trail seems to terminate at nothing more than a Stone wall.

What do you want to do?
I'll have my raven do a pass around the complex, perhaps there is a door just higher up. With religion, do I have any understanding of what this temple's purpose is, or what god it is too?
 

I'll have my raven do a pass around the complex, perhaps there is a door just higher up. With religion, do I have any understanding of what this temple's purpose is, or what god it is too?

You're not proficient in Religion (only the Cleric is), but I will allow you a History check.

Make a Perception check for the Raven, at disadvantage due to the dim light (full moon).
 

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