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

They all fail the saves, and the Fighter has Bardic inspiration now.

But you thought wrong on the falling bit...



Combat

So Hypnotic Pattern charms, and incapacitates them and reduces their speed to zero... and as they lack the ability to hover (they have the flight speed of a Vrock, and it lacks the Hover trait), they then fall 30' taking 3d6 (12) bludgeoning damage each (which also wakes them out of their stupor). They are no longer subject to the charmed or incapacitated condition and can move as normal, but are however now Prone.

It's also now the Trolls turn!

Before I do that though, I just realized I skipped the Rogue this turn.

Ill let her take her turn before the Trolls.

Yep, should have asked how they're flying. Thought about it after, oh well.
 

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Yep, should have asked how they're flying. Thought about it after, oh well.

That's cool man. Live and learn. I didnt realise either (had to look it up).

On the plus side, I now know the point of the 'hover' trait in the movement speed section (it's for when a flying creatures speed is reduced to zero or they're knocked prone). Learn something new each time I DM!
 

If it's any consolation @Mort you did just make it impossible for any of them to attack the Sorcerer this turn (she's 60' up and invisible)

Seeing as she's the party pyromaniac, this is probably a good thing!
 

If it's any consolation @Mort you did just make it impossible for any of them to attack the Sorcerer this turn (she's 60' up and invisible)

Seeing as she's the party pyromaniac, this is probably a good thing!

I don't suppose any of them dropped into the acidic goo and took extra acid damage? Or didn't take damage, which is also something to know.
 

I don't suppose any of them dropped into the acidic goo and took extra acid damage? Or didn't take damage, which is also something to know.
Nah, if you look at the map above you guys are all on dry land.

The only one above the water is the Troll the Fighter shot, Dodging all the way to the East about 30' away.
 

You should really be using UD on the first attack that hits (as you wouldn't yet know if the others would hit or miss yet, or what the damage would be) but I'll let it fly this time.
I believe I would have made the same decision in a face-to-face tabletop game. I make the call to use or not use UD based on how bad the damage is. I would have already seen you roll 3 attacks on the sorcerer and known that 7 damage was lower than any of those, so I would have felt it was worth the risk to save UD.
 

I believe I would have made the same decision in a face-to-face tabletop game. I make the call to use or not use UD based on how bad the damage is. I would have already seen you roll 3 attacks on the sorcerer and known that 7 damage was lower than any of those, so I would have felt it was worth the risk to save UD.
Cool mate.

I skipped you this round so its your turn.
 

Ellina draws her shortsword and strikes at the flying troll in her face.

Object interaction: Draw shortsword
To hit: * NATURAL 20! * + 13 = 33!
Weapon damage: (3 + 1) + 8 = 12 piercing
(Alas, no sneak attack!)

Then, realizing that up in a tree with a flying enemy is no place to be, she scrambles down the trunk while the creature is reeling from her attack and runs back over to her allies.

Bonus action: Disengage
Move: I've lost track of where everyone is, but I'd place myself within 5 feet of as many of the others as possible. If I can only choose one, the Fighter would be my first choice. If he's too far away, then I'll stand by whichever of the others is closer.
 

Ellina draws her shortsword and strikes at the flying troll in her face.

Object interaction: Draw shortsword
To hit: * NATURAL 20! * + 13 = 33!
Weapon damage: (3 + 1) + 8 = 12 piercing
(Alas, no sneak attack!)
Nice roll!

And the Cleric is adjacent to the Troll. I've said that twice already now. See post 800 above, and the Clerics turn resolution as well prior.

And you should strongly consider taking the Aim action from Tashas if you were going to attack. It gives you advantage and adds +8d6 to the damage if you hit. If your attack is only doing 1d6+8 damage at this level, dont bother making it; most creatures have HP in the hundreds. If you plan on attacking, you really should be trying to get sneak attack (from hiding, Aim or an ally).

I only mention this because I feel like you're forgetting ''Steady Aim'' exists in this game :)

Roll your 16d6 sneak attack for me as well thanks!
 
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