Middle Earth FA65 D&D 5th Ed support Thread

Old thread here: D & D on the Straight Dope setup thread. (In Middle Earth FA63)

Game takes place in Middle Earth in year 65 of the Fourth Age. (After the Lord of the Rings). Game is mostly 5th edition (5e) of Dungeons & Dragons. (D&D)

Player Character Class-subclass Race Sex AC hp dv Init roll Mv Mt Note
NAF1138 Gwaelur Fighter - BattleMaster Khazad Dwarf M 19/23 70 120’ +2 25’ 40’ The Tank
Glee Ghân-buri-Ghân Druid - Shepherd Wose M 20 60’ +3 30’ 70’ Healer & Support
kenobi_65 Ceol Paladin - Ancients Rohirrim M 17 0 +2 30’ 60’ Holy Knight
Hoopy_Frood Bitur son of Bofur Artificer - Battle Smith Khazad Dwarf M 18/21 60’ +2 25’ 40’ Skillster & Brick
John_DiFool Hejren Wizard -Divination Wood Elf F 14/17* 120’ +4 35’ 60’ Artillery
Elendil_s_Heir Thoroncir Fighter- Cavalier Dúnedain M 17/20 0 +3 adv 30’ 75’ Leader/Protector
NPC Renee Gilraen Telcontar Cleric - Life of Estë Dúnedain (½ Elf) F 16** 60’ +4 45’ 70’ The Princess/Healer
MHaye Felareth Took BardLore3 Clknow Olorin Wiz Hobbit M 17 48 0 +3 25’ na JOT Spellster
TrashDragon Ninthel Fighter -Samurai Sindarin F 19 62 120’ +5 50’ 70’ Archer

Thanks, What Exit!

Shelob has been busy…

Just so everyone knows, the Wall of Ice is a really nice spell for these purposes.
With Concentration lasts up to 10 minutes. Range 120’
Create 10 10’ square panels of ice 1’ thick. Panels must be contiguous

It can be used to damage, if the wall goes through the space a creature is in it has to make a Dex save or take 10d6 cold damage, half on a save.

The wall is AC 12 to damage and each 10’ section takes 30hp to destroy. But wait there is more, if you then try to move through that spot, Make a con save or take 5d6 cold damage.

Final trick, in a passage, zigzag the wall’s 10’ panels to make multiple barriers to break through.

@John_DiFool

Bitur will throw a Guidance on Felareth for his taunt performance.

So I feel like we’re close, could someone refine the plan of attack so we can proceed. Right now it looks like the plan is almost cohesive, but still some vague parts.

Please propose it to the party in the game thread.

@Glee So what does Ghan do, he can cast a second concentration spell.
Faerie Fire might be very effective. It would give everyone advantage to hit the trolls if they fail. Your poison spray could give that trolls Disadvantage to hit and do a d12 damage or of course Conjure Animals ©

I know Hejren will try to slow the 3 trolls.
Felareth has many options listed.

If the trolls have all closed up to melee, he will cast Command on all three, spending a 3rd level spell slot to do so and giving the Command “Flee.”

If two have closed up to melee he will Command both of thm spending a second level slot.

If they have not yet closed to melee he will Ready to cast Command when two of them have closed to melee. When the condition occurs he will expend his reaction to cast the Command.

Did everyone see this thread:
@glee @NAF1138 @kenobi_65 @Hoopy_Frood @John_DiFool @Elendil_s_Heir @MHaye

Although Ghan will do his bit, he’s secretly quite nervous about how tough these Trolls are! :fearful: … and we haven’t met the Chief yet!

How does ‘Flee’ work?
Will our Fighters get an attack of opportunity, for example?

To my reading, Flee or a Turn or a Fear should invoke opportunity attacks. Though for turn it ends the effect when it takes damage.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature’s movement, occurring right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

@John_DiFool; Remember, you can drop the Wall of Ice when you want to. Once the party is in position might be a good time.

DM, what is the terrain like immediately outside the Cave?

Is there cover for spellcasters?
Can the Knights ride around usefully?

The terrain outside is surprisingly smooth. Not perfect, but not difficult terrain either. The trolls have cleared the area for rock viewing and rock throwing out to about 700’. They’re taking no chances with those tricky long bow users ambushing them, but a benefit to your party.

@NAF1138 the caverns are down to the Ice Troll Chief & 8 trolls that are sun sensitive.

In a realistic setting chopping their way out would fatigue them. Does that happen here? Not sure why I should be in a hurry, since the extra time would allow our healers to buff up our front line bruisers, and may also negatively affect their subsequent tactics and attitudes.

The Druid & Cleric has active spells going that will not be by the time they chop through. Probably a few others.

Got battle orders from several players, waiting on the rest.

Ice Troll Chief is by himself. One troll dead from too stupid to live while enraged.
7 trolls bunched up at the doorway of the cave as a Fireball followed by Wall of Thorns, followed by Slow & Entangle the 2nd round.

Gwaelur going after the Chief. I assume Thoroncir & Ceol also.

I’m hopeful my Wall of Thorns continues to do damage for as long as the Trolls are stuck in it…

@kenobi_65, strange thing with Ceol, you technically do more damage charging with great sword than your lance. It is the combo of the sword being +2 and getting 2d6 which as you get to reroll damage dice below 3. Seems like a very good time for your Divine Smite, I hope that is OK.

Someone want to explain the strange death rules for Players & major NPCs?
There are no negative hit points. Just 0 & unconscious or dead.