erucsbo
Explorer
Death by massive damage.
The continuing adventures in J
After the party had picked off 4 of the fire giants and retreated to rest they headed back with the intention of doing the same sort of thing (try and lure a fire giant in to an ambush).
The goblin rogue/sorcerer plunked one with a sling bullet, failed his hide check (as per sniping rules) and almost got squashed by a hurled chunk of iron ore, then he skedaddled back to the party where they cast greater invisibility on the human rogue, haste,etc - and waited for the giant to appear. And waited. And waited. After the giant did not appear as they hoped they headed back as a group (conscious of the clock ticking on the spells) and managed to do heaps of sneak attack damage on the giant near the smelting pot (J23).
The alarm was raised and the giants put their plan in to effect - sending 1 from the forge up to help the giant by the pot, and the other 2 along the river of lava to hopefully trap the party in a pincer.
The invisibility ran out on the rogue and she got hit with boulders - being knocked unconscious, and was dragged back to the relative safety of the tunnel where the iron ore had been excavated.
The dwarven eldrtich knight ran out to smack the smelting pot giant and managed to knock him down (inconscious) just as the haste ran out. He then had to hot foot it past the other giant from the forge before the sorcerer was able to bring up a wall of force.
That was when the giants who had come around the long way were spotted.
The fighter (who had taken a level of barbarian last level), and the dwarf ran down the tunnel towards them, with the fighter managing to cover the entire distance (thanks to haste), raged, and scored a critical on one of the giants - 71HP damage. I rolled the death by massive damage save in the open (only fails on a 1) and of course rolled a 1. Cleave.
We have stopped mid-combat, but thanks to some lucky rolls (on the part of the party), and some unlucky rolls (on the part of the giants).
Comments - for which advice would be appreciated.
Some of the players know the rules better than me - and have great delight in taking advantage of them.
The continuing adventures in J
After the party had picked off 4 of the fire giants and retreated to rest they headed back with the intention of doing the same sort of thing (try and lure a fire giant in to an ambush).
The goblin rogue/sorcerer plunked one with a sling bullet, failed his hide check (as per sniping rules) and almost got squashed by a hurled chunk of iron ore, then he skedaddled back to the party where they cast greater invisibility on the human rogue, haste,etc - and waited for the giant to appear. And waited. And waited. After the giant did not appear as they hoped they headed back as a group (conscious of the clock ticking on the spells) and managed to do heaps of sneak attack damage on the giant near the smelting pot (J23).
The alarm was raised and the giants put their plan in to effect - sending 1 from the forge up to help the giant by the pot, and the other 2 along the river of lava to hopefully trap the party in a pincer.
The invisibility ran out on the rogue and she got hit with boulders - being knocked unconscious, and was dragged back to the relative safety of the tunnel where the iron ore had been excavated.
The dwarven eldrtich knight ran out to smack the smelting pot giant and managed to knock him down (inconscious) just as the haste ran out. He then had to hot foot it past the other giant from the forge before the sorcerer was able to bring up a wall of force.
That was when the giants who had come around the long way were spotted.
The fighter (who had taken a level of barbarian last level), and the dwarf ran down the tunnel towards them, with the fighter managing to cover the entire distance (thanks to haste), raged, and scored a critical on one of the giants - 71HP damage. I rolled the death by massive damage save in the open (only fails on a 1) and of course rolled a 1. Cleave.
We have stopped mid-combat, but thanks to some lucky rolls (on the part of the party), and some unlucky rolls (on the part of the giants).
Comments - for which advice would be appreciated.
Some of the players know the rules better than me - and have great delight in taking advantage of them.
- Giants throwing boulders (ranged weapons) don't threaten for the purpose of AoO when melee fighters close - giving the fighters the ability to get a free swing in before the giant gets their attack sequence.
- Stoneskin, Greater invisibilty (with lots of sneak damage) and Haste are giving the party a serious advantage. I have limited the use of stoneskin (we don't use material components because it bogs the game down too much - so I limit the sorcerer to 2 stoneskins (or any other spell with nominal high material component cost) per day), but don't want to give everything adamantine weapons because a) that is unfair, and b) the party has a smith - is eying off the forge - and has repeatedly been on the lookout for adamantine.