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


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Everyone,

So these Trolls are tearing into us and it will be an inconvenience!

I'm thinking of dropping a hypnotic pattern to hit ALL of the ones to my right.

Of course this will also hit the fighter cleric and rogue! But it's no damage, so even with a failed save, we just smack you (for 1 hp) to wake you up. My real thought, the fighter can use a load of attacks to wake up anyone who fails a save. And then we take out the trolls one at a time.

Bit drastic, but I think it will work, thoughts (obviously need input from those affected).

@Flamestrike, figure we can yell this out during combat but also, we're 15th level - likely have tried this before. Any problem with discussing this (It's a bit meta)?

I dont mind a bit of table talk generally. IRL I generally have players on a very rough 6 second timer on their turn. If they dont tell me their action by the time I mentally count down from 6 (occasionally saying the last few seconds out loud) they take the Dodge action and their turn ends. Taking into account actual turn resolution (plus the monsters) that leaves time for a rough plan to be blurted out at the table, with rounds generally lasting no more than a few minutes.

Just try and keep anything yelled out or spoken in character as something reasonable in the context of a 6 second turn.

I was assessing it myself and I had a similar plan (but different) if I was a player.

As a hint, I would have yelled out 'Everyone east of the Bard; scatter!'. That would clear a bit of room for the Sorcerer to work her magic (literally).

As a second hint, with regards to AoO's I do see players often worried about them a little too much and locking themselves into place needlessly. I mean these things deal 2d6+4 damage at +7 with an AoO. At your level, that shouldnt bother you too much if you desperately want to move (and the Rogue can just do it with a bonus action as well with no AoO) say... if you wanted to clear a space for an AOE spell.

Nothing wrong with your idea though (unless it backfires spectacularly and the party get nerfed and the Trolls dont).
 




Try a spite punch on the trolls going past him, and miss miserably:

Attack of Opportunity: d20 (3) + 4 = 7

That said, they can regen, so it's better to soften them up then blow them all to smithereens in one go. So, first shoot the one that the Rogue had downed:

Attack 1: 1d20 (19) + 15 = 34
Damage: 1d6 (4) + 8 = 12

Then the one that I shot over the river:

Attack 2: 1d20 (3) + 10 + Bardic Inspiration d12 (5) = 18
Damage: 1d6 (2) + 18 = 20

Attack 3: 1d20 (13) + 10 = 23
Damage: 1d6 (1) + 18 + Menacing Attack d10 (8) = 27, DC 18 Wis save or be Frightened

Then the one just south of me:

Attack 4: 1d20 (13) + 10 = 23
Damage: 1d6 (1) + 18 = 19

Then Action Surge and continue on the same one:

Attack 5: 1d20 (15) + 10 = 25
Damage: 1d6 (1) + 18 = 19

Attack 6: 1d20 (6) + 10 = 16
Damage: 1d6 (4) + 18 = 22

Attack 7: 1d20 (14) + 10 = 24
Damage: 1d6 (1) + 18 + Menacing Attack d10 (2) = 21, DC 18 Wis save or be Frightened

Regardless, take whatever AoO he'll get and move three squares left so he won't be in range of the spells.
 


OK lets resolve the BI juiced up Action Surging Fighter going nova; a lot going on here:

So, first shoot the one that the Rogue had downed:

Attack 1: 1d20 (19) + 15 = 34
Damage: 1d6 (4) + 8 = 12

Hits, and it goes down in a screech!

Then the one that I shot over the river:

Attack 2: 1d20 (3) + 10 + Bardic Inspiration d12 (5) = 18
Damage: 1d6 (2) + 18 = 20

Attack 3: 1d20 (13) + 10 = 23
Damage: 1d6 (1) + 18 + Menacing Attack d10 (8) = 27, DC 18 Wis save or be Frightened

It also goes down, screaming in terror.

The two closest to the Rogue and Cleric are now both down.

Then the one just south of me:

Attack 4: 1d20 (13) + 10 = 23
Damage: 1d6 (1) + 18 = 19

Then Action Surge and continue on the same one:

Attack 5: 1d20 (15) + 10 = 25
Damage: 1d6 (1) + 18 = 19

Attack 6: 1d20 (6) + 10 = 16
Damage: 1d6 (4) + 18 = 22

Attack 7: 1d20 (14) + 10 = 24
Damage: 1d6 (1) + 18 + Menacing Attack d10 (2) = 21, DC 18 Wis save or be Frightened

All 4 attacks hit, and it screeches in fear also but stays up.

Regardless, take whatever AoO he'll get and move three squares left so he won't be in range of the spells.

Roger. The Troll to your North and South attack you as you move West.

Troll 1 - Natural 20! (go Troll) 20 Slashing damage
Troll 2 - 10 and 19 so 10 (it's frightened of you) it misses.

Cleric; you're up. The Fighter just downed the two closest to you.
 

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Cleric, the one to your N and S have both been dropped. The one to your NW is cowering in fear from the Fighter. Both the scared one and the one North of it have used reactions on AoO against the Fighter this round.
 

Alvin watches the flying horrors fall to the ground, get up, and slash at him with their foul claws. He feels the wounds inside his belly, and fears the filth beneath their claws, which now works its way inside him. Up close, their trollish nature is clear.

He knows his tinderbox is in his backpack, but he has nothing to burn but a single candle -- not nearly enough to ensure these creatures stay down. "I have nought to burn them with, my friends; no fire or acid among my spells or on my person. Forgive me."

With a single step to the west, he finds himself again against a pair of trolls, two trolls grasping after the retreating fighter. Three are standing in a row, and he works his way alongh the line, hoping to bring them down with his scimitar.

OOC: (131-41 damage = 90/115 hit points)
Move 5' west.
Attack:
strike 1: 1d20+11=26 for 1d6+8=10 magical slashing damage, plus 1d8=7 radiant damage.
strike 2: 1d20+11= 25 for 1d6+8=11 magical slashing damage

Bonus: (scimitar):
strike 3: 1d20+11= 25 for 1d6+8=11 magical slashing damage.

If with these attacks the first (sothernmost in the North-South line of three) should happen to go down, Cleric will then will then head north to get out of the way and perhaps to draw the attention of the one currently quaking in fear. Otherwise, he'll pivot so he is immediately south of the Bard.

(still have 1d12 bardic inspiration)
 

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