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Game Master Sai Ling

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Indubitably Never 3d6

Fifteen minutes after leaving Arial in the cave, you find yourself in the trees at the edge of the clearing where the giant's steading is built. The main building is enormous, suitable to the giants that inhabit it, and above the front door is what seems to be a crude watch tower. No giants are apparent, either in the tower or at the door. To the rear, a second building is joined to the first by a 15 foot tall wooden palisade. Two gates lead into the enclosed yard between the two buildings. The entire compound is roughly 300x500 feet.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Turning to the others, Malaki motions towards the door and then begins creeping forward, keeping to any cover he can find. Upon reaching the gates, he stops and listens for a moment, then begins searching the gates for locks or other obstacles to entry.

Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Search: 1d20 + 10 ⇒ (11) + 10 = 21


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

Oskar stays back not wanting to ruin Malaki's stealthy approach with the clanking of his armour. He looks about for the spore of giants on the ground trying to figure out where the guards might be.

Survival: 1d20 + 6 ⇒ (19) + 6 = 25


Indubitably Never 3d6

Malaki approaches the door, silent as a whisper, and checks it carefully. Aside from its sheer size, it seems to have no traps, locks or other protections on it. As he searches, he does notice a loud, deep rumbling from the other side of the door.

As he checks the door, Oskar examines the ground outside. The woods are a bit too thick for giants, but in the clearing and the roads that leads out of it - one north to Sterich, the other west, towards the far higher Crystalmist Mountains - there are numerous prints of hill giants, dire wolves, ogres, bugbears and smaller things. On the western road, he notices a few signs of even larger things passing.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Rumbling...like an animal growling, or more like drums or such?


Indubitably Never 3d6

Not like drums. Let's see if someone else gets a better perception roll.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

How tall is the tower?


Indubitably Never 3d6

Roughly 60'


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Ok ill wait for the others before I come up with a crazy mission impossible plan.


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Olden winks at the dwarf and monk and follows Malakai, stashing his lute in his bag and drawing a wand.

not sure i'm hearing/seeing any better...


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia sidles up to the giant door beside Malaki, casing the approach and craftsmanship.

Wisdom - Perception: 1d20 + 3 ⇒ (4) + 3 = 7

"That palisade between the buildings might be a better option..."

Sorry I don't have stats under alias yet. At inlaws for Xmas. Will fix it up tonight...


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

Oskar moves down as well trying to keep his armour from clanking to much.

Stealth (Dex check) (at disadvantage)
1d20 ⇒ 12
1d20 ⇒ 16
So that's a 12 for stealth.

" There's been bigger things than hill giants movin' about out 'ere. " he whispers to the group pointing at the western road. " Anything on the other side of the door? " he asks taking a listen for himself.

Perception (Wisdom Check)
1d20 + 3 ⇒ (1) + 3 = 4

EDIT: Wow our party is super good at perception...


Indubitably Never 3d6

Wow. You guys are fairly sure there's a building around here somewhere....

On the plus side, you all have gathered in front of the door without, apparently, raising any sort of alarm. The rumbling sound continues, rising and falling slowly.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

1d20 + 2 ⇒ (9) + 2 = 11

Still moving quietly, Malaki attempts to scale the wall just high enough to peer over and take in his surroundings.

Do you want a separate stealth check?


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

woops forgot im wearing my boots. No climb check needed, I creep up the wall...all spidery!


Indubitably Never 3d6

We'll just take the roll from your climb check and use your stealth mod, since it's enough to keep you hidden. Which door were you gathered outside of? South is the front door with the rumbling where I had thought you were. East and North are the gates into the compound.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

I thought we were gathered outside one of the two gates leading into the enclosed yard.


Indubitably Never 3d6

Then that's where you are. Your first post said door and then gate, so I wasn't certain.

In that case, let's have another stealth roll.


Indubitably Never 3d6

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 Looks like you're safe.

You creep up the palisade by the west gate, and peek over the top. The yard here has a few well worn paths, leading to and from the two gates and two doors, one leading into the smaller building to the NE, the other leading into the main building. Between the paths, the yard is a muddy mess, where fourteen dire wolves pace, tongues lolling out of their mouths, occasionally snarling or snapping at one another.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

1d20 + 12 ⇒ (17) + 12 = 29

29 Stealth...im a Ninja.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia moves nimbly around to join Malaki at the palisade.

Stealth: 1d20 + 2 ⇒ (14) + 2 = 16


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Looking at the others, Malaki holds up 10 fingers, then 4. Pointing into the yard, he looks down at Luthia and mouths the words Large Wolves.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia grimaces, then grinning, mimes cutting off her own arm and slinging it over the fence. She unslings her crossbow and mimes sighting down it as if from the top of the palisade.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

Oskar watches the exchange between Malaki and Luthia and then whispers to the Half Orc " Fourteen wolves. Any fight we have in the yard could rouse enemies from both buildings. I say it would be better to go in the front door, if there isn't a back door. "


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Olden nods emphatically at the dwarf's comment.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia takes the dwarf's point on board.

Then she makes a feral grin.

"Sure. Or we could toss a bunch of flaming oil on the dire wolves and the back building and then go in through the front..."


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

The Dwarf smiles at Luthia's suggestion " A diversion? Now that's an idea. " he sets down his pack and takes out five pints of lantern oil and makes ready to prep them with strips of cloth to act as wicks. Then he waves for Malaki to climb down. " How flammable is it in the courtyard lad ? And what's the roof of the rear building made out of? "


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Well, I gotta sleep. DM Nerk, DMNPC Luthia if necessary.


Indubitably Never 3d6

Nothing much flammable in the rear courtyard. The roof is made of thick, moss-covered wooden shingles. The damp wood would be slow to catch and to burn, but would be likely to produce a lot of smoke for just a little fire.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Malaki climbs down and moves to the others.
The courtyard is large, with 14 Wolves roaming about. There is little besides the beast themselves that would burn. The roof is covered in damp wood shingles and moss. A flame would do little besides make a lot of smoke.

Malaki grimaces in disgust and points at the front door.

Though the idea is anathema to myself, it would unfortunately appear our best course of action is a swift frontal assualt. If we strike hard and keep the momentum, we keep our foe off guard. I shall take point and perhaps may even be able to scout. Oskar, your armor and dwarven resilience would make a powerful anvil to smash our foe upon. I will engage beside you, if that seems like a wise tactic to a soldier such as yourself? We can use that fire inside to corral the giants into our blades. What say you?


Indubitably Never 3d6

Isn't the smoke what you want for a diversion?


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

In real life, I know nothing of fire. I took that as the roof would smoke, but it would not really catch and the inside would not be too affected. Are you saying the interior would be smoky too? Cause if so that would be great to catch them off guard, and I need to retcon my post.


Indubitably Never 3d6

You got it mostly right. A flask of oil should still be enough to get a little bit smoldering and smoking. The inside won't be too affected, and it won't be likely to burn the place down, but once they notice the roof is smoking, they'll probably try to do something about it.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

" The front door does seem like the best place to start. " Oskar lights two of the oil flasks and then packs the rest away. " One the roof to cause our diversion and one for the courtyard to set the wolves a bayin'. " he says quietly and then lobs one onto the roof and one into the courtyard.

Dex Check for roof: 1d20 ⇒ 15
Dex Check for Courtyard: 1d20 ⇒ 19

Once he's done he heads back to the front door.
Stealth (at Disadvantage):
1d20 ⇒ 11
1d20 ⇒ 12

Once back at the door he listens to see if the diversion is working.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Malaki moves quietly to the front door, and as soon as everyone gives the signal, opens the door, bow at the ready. He will try to be in a position of stealth to surprise the first creature he sees.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Luthia follows Malaki back to the front door and enters with him, ready to pounce on any guards.


Indubitably Never 3d6

Assuming Oden follows The four of you make your way around to the front door and slowly, carefully pull it open. The rumbling grows louder, as the two hill giant guards snore on, one on either side of the door, a nearly empty barrel of ale between them.

The room is 60'x120' mostly bare, except for many pegs along the walls, holding the cloaks, bags and capes of several dozen giants. A flight of stairs leads up from here to the tower. A huge (even for being giant-sized) set of double doors is in the center of the north wall, and smaller (only 15' tall) doors lead north from the NW and NE corners of the room.

Does this link work?


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Link works

Olden contemplates the guards and the myriad exits. He poibts to the giants and makes a neck slicing action then shrugs. After a moment he shakes his head and points at the stair.


Malaki draws his blades and moves silently over to one of the Giants. He looks at the others, ready to cut the creature's throat if they so choose.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

Oskar draws his axes and carefully moves next to the second guard.

Stealth ( with Dis)
1d20 ⇒ 13
1d20 ⇒ 11

He then nods at Malaki and swings his axe up over his head and down at the giants neck.

coup de grace action. Throwing in my divine radiance for 1d8 extra radiant damage. So it's an auto Crit yes?
So Damage is: 8 + 4 + 2d8 ⇒ 8 + 4 + (8, 1) = 21


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

As Oskar swings, Malaki will also slide his blades across the other Giant's neck.

Oskar, you still have to roll to hit

Well, my Assassinate ability can only be used if I go before the target in Initiative. Assuming the DM has this count, id prefer to just use the attack action, so I can make all 3 of my attacks. Otherwise, I will use the coup de grace action.

Coup De Grace Attack: 1d20 + 7 ⇒ (3) + 7 = 10

Assassinate Attacks with Advantage: 6d20 ⇒ (4, 5, 17, 16, 16, 12) = 70
First Attack=12
Second Attack=24
Third Attack=23
First Attack Auto Crit with Sneak Attack Damage=1d6 + 16 ⇒ (4) + 16 = 20
Second Attack Auto Crit with Sneak Attack Damage=1d6 + 16 ⇒ (6) + 16 = 22
Third Attack Auto Crit with Sneak Attack Damage=1d6 + 16 ⇒ (5) + 16 = 21
I only get sneak attack on one attack a round, so if all three attacks hit, take 6 damage off my last two, or if only the last two hit, take 6 damage off my last hit.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Oskar, your Divine Radiance damage should also be maxed as well. When you crit, the only things that are not max are the extra weapon dice you get, as well as Sneak Attack dice...unless you have Assassinate of course.


Indubitably Never 3d6

@ Oskar: You still roll to hit, but you have advantage (because he's asleep) a hit is an auto-crit.
Oskar's Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Oskar's Attack: 1d20 + 6 ⇒ (17) + 6 = 23
A hit!
Malaki's Attack reroll for advantage: 1d20 + 7 ⇒ (13) + 7 = 20
All three attacks hit.

Disclaimer:
Here we run into the conversion divide. 1e had no coup de grace rules, and the module reads that "There is a 1 in 20 chance that any well-planned scheme to kill them will fail. Otherwise they can be slain simultaneously and quiet maintained." After much thought, and because we are running this as a playtest, I'm going to stick with the RAW over the MAW, but I won't have them bring down the house on you.

The noise from behind the double doors, many loud voices talking over each other, roaring commands for food and drink in the language of the giants, is loud enough to drown out the sounds of the two giants being rudely awakened.

Luthia and Olden are up, and then....

Giant's Init: 1d20 - 1 ⇒ (12) - 1 = 11
Luthia's Init: 1d20 + 2 ⇒ (17) + 2 = 19
Malaki's Init: 1d20 + 4 ⇒ (20) + 4 = 24
Olden's Init: 1d20 + 2 ⇒ (12) + 2 = 14
Oskar's Init: 1d20 + 2 ⇒ (13) + 2 = 15

...everyone gets another shot at the poor, sleepy giants.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

So, I got all 3 attacks against the Giant in the first strike Right? I will attack the same one again, and because I go before it, I get advantage and auto crit with Max Sneak Attack Damage on the first attack that hits.

Attack 1: 2d20 + 7 ⇒ (4, 10) + 7 = 21=17
Assassinate Attack with Sneak Attack: 2d6 + 10 ⇒ (2, 1) + 10 = 13
Attack 2: 2d20 + 7 ⇒ (17, 15) + 7 = 39=24
Assassinate Attack without Sneak Attack: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Attack 3: 2d20 + 7 ⇒ (17, 16) + 7 = 40=24
Assassinate Attack without Sneak Attack: 2d6 + 4 ⇒ (5, 3) + 4 = 12


Indubitably Never 3d6

Dear me, you get a lot of crap*. In future if you would separate your rolls (1d20+x twice rather than 2d20+x)when you have advantage, your poor, sleepy GM would be much appreciative. Reserving results til Luthia and Olden have had their first whacks.

* Not a bad thing. I love seeing that rogues are getting some love again. And I know you're not a rogue, but most of the stuff I'm talking about comes from the 3 levels of rogue.


Male Human HP:77/77{} AC:16{} HD 8/8{} INIT +4(+2){} SAVES: STR +4/ DEX +7/ CON +6/ INT +1/ WIS +1/ CHAR -1{}

Yea, it pretty much all came from the Assassinate ability. Honestly if we were in person, it would be less confusing because id be rolling 2d20 separately three different times. Ill separate it more in the future.


HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Shocked that the.giants lived through their assaults, Olden moves to strike th giant that Oskar hit.

Not clear to me if I have advantage?
rapier: 1d20 + 6 ⇒ (6) + 6 = 12
rapier: 1d20 + 6 ⇒ (17) + 6 = 23
damage?: 1d8 + 6 ⇒ (5) + 6 = 11

I assume there was a chance to stash my wand and pull my blade otherwise Olden fumble for his blade instead, stowing the wand.


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

I'm hopelessly confused. These guys are dead drunk asleep and we need to *roll* to hit them? If so, I'm assuming Luthia has advantage?

Flurry Attack 1: 1d20 + 5 ⇒ (15) + 5 = 20 OR
Flurry Attack 1: 1d20 + 5 ⇒ (9) + 5 = 14

Flurry Attack 2: 1d20 + 5 ⇒ (19) + 5 = 24 OR
Flurry Attack 2: 1d20 + 5 ⇒ (13) + 5 = 18

Open Hand 1: 1d8 + 5 ⇒ (1) + 5 = 6
Open Hand 2: 1d8 + 5 ⇒ (5) + 5 = 10

If attacks are an auto-crit Stunning Strike DC is 14 (8 + 3 (Prof.) + 3 (Wis.)) or be stunned until Luthia's next turn.

Sorry for lack of rules-fu. If Proficiency is not added to damage, damage should be +2, not +5...

Luthia is vaguely startled by the decision to opt for murder rather than subdual or securing the giants - no wonder the enmity between goblins, giants etc and more "civilized" humanoids endures...
Seeing as the bloodshow has begun she assists in despatching the drunk guards.


HP: 59/59 | AC: 19 | HD: 8/8 | Init: +2 | Saves: Str (+3), Dex (+0), Con (+2), Int (+1), Wis (+6), Cha (+2) | Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 3/3, 4th: 2/2 | Spell Save DC: 14 | Channel Divinity: 2/2 | War Priest: 3/3 |

I think we only had advantage cause they were asleep... Sorry we should have planned it so everyone got a Goup de Grace in.

Oskar continues to hack at the prone giants head/neck area as it groggily gets up.

Two Weapon Fighting
Battle Axe: 1d20 + 7 ⇒ (9) + 7 = 16
Damage w/Divine Radiance: 1d8 + 4 + 1d8 ⇒ (6) + 4 + (2) = 12
Hand Axe: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 ⇒ 4


Female Half-Orc Monk 8 HP: 59/22; AC 15; Saves: Str +2, Dex +3 (+5), Con +2, Int +1, Wis +3 (+6), Cha +2; Init +2; Ki points 0/4

Well if Luthia didn't have advantage she rolled well on each initial attack roll, 20
and 24!!!

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