Prologue part 2
I will fast forward those 8 rounds in on post skipping any round that miss you
Just to double check Mal'i'Gott' AC is 11 without armor +2 from half cover, right?
Rolls
round 1 longbow - (2d20L1+4)
(34) + 4 = 7
round 2 longbow - (2d20L1+4)
(166) + 4 = 10
round 3 longbow - (2d20L1+4)
(920) + 4 = 13
round 3 longbow creature 2 - (2d20L1+4)
(410) + 4 = 8
Longbow damage - (1d8+2)
(3) + 2 = 5
Undead enemy
These look like zombies, but are agile like skeletons.
Mal'i'Gott' runs trying to stay in cover of the trees several arrows fly his way until one arrow by pure chance finds it's way and scratches him (taking 5 HP damage).
Yoth is using more careful approach and lags behind. He realize that all arrows are flying toward Bugbear beating wargong.
Yoth will switch tactics to "Option 1" from the previous list - moving at normal speed and taking the Dodge action. He is looking to get within 60 feet of the enemy - the range of his combat cantrip.
Yoth is going with a different tactic based on Mal's actions (see below) - if allowed.
Since Mal has the zombies' attention, and he is up ahead of the people going into hiding, he will bang his gong next to a tree, and then step in such a way as to impose the tree between the zombie and him.
He yells back, "Lizard, what is your designation, your name?"
"I am called Yoth," he says in answer to the bugbear's question.
Name | Location | Notes |
Yoth | 100 feet from enemy1 | Behind total cover of a large tree, 15 feet from Mal |
Mal'i'Gott' | 100 feet from enemy1 | Behind total cover of a large tree, 15 feet from Yoth |
Enemy1 | 100 feet from PCs | - |
Enemy2 | 200 feet from PCs | - |
It is your turn now, you could move out of tree cover, make ranged attack and get back. If enemy do prepare action they may shoot at you, but you would know that undead are usually not as smart.
Rolls
Longbow 1 at Yoth - (2d20L1+4)
(1816) + 4 = 20
Longbow 2 at Yoth - (2d20L1+4)
(2018) + 4 = 22
Longbow damage - (1d8+2)
(1) + 2 = 3
Longbow damage - (1d8+2)
(4) + 2 = 6
In the fog of Yoth's mind, he knows he has some ability to heal, but only once in his current condition. The wounds don't seem serious enough for that yet. The enemies still aren't close enough for Yoth do anything, so he holds his position in cover and waits for an opportunity to make a move.
He then drops his wargong by a tree root, and pulls out his javelins and leans them against the tree trunk, ready for him to launch.
If the monsters get within 30 feet, he will launch one.
Next round - submit your actions (note - you can't attack enemy if you are in total cover, but i would allow you to move into 3/4 cover peaking over and then take read action if that is what you want)
Name | Location | Notes |
Yoth | 40 feet from enemy1 | Behind total cover of a large tree, 15 feet from Mal |
Mal'i'Gott' | 40 feet from enemy1 | Behind total cover of a large tree, 15 feet from Yoth |
Enemy1 | 40 feet from PCs | - |
Enemy2 | 140 feet from PCs | - |
As for this round: by RAW, a character can use part of their move to emerge from full cover, then take their action, then use the remainder of their move to return to full cover. I find not all DMs allow this, however. I'm going to give two possible actions and you can decide which fits the rules that you want to use.
Possibility 1: Yoth will use 5' of movement to emerge from cover. Then Yoth will use his action to cast Toll the Dead on Enemy 1. Then Yoth will use another 5' of movement to return to full cover.
Possibility 2: Yoth will use his move to peak out from cover as you described in your last post, taking a position of 3/4 cover. Then he will use his action to cast Toll the Dead on Enemy 1.
Next round - submit your actions (note - you can't attack enemy if you are in total cover, but i would allow you to move into 3/4 cover peaking over and then take read action if that is what you want)
Name | Location | Notes |
Yoth | 40 feet from enemy1 | Behind total cover of a large tree, 15 feet from Mal |
Mal'i'Gott' | 40 feet from enemy1 | Behind total cover of a large tree, 15 feet from Yoth |
Enemy1 | 40 feet from PCs | - |
Enemy2 | 140 feet from PCs | - |
Move: Move to 3/4 cover behind tree trunk
Action: Ready his action, to throw the javelin at the closer undead when he gets within 30 feet of him
Interaction: (technically free) drop war gong, place javelins
On his next turn, he will assess if they are close enough or not to throw a javelin
This is specifically explained in the rules:
Rules allow
1) dropping items you hold in the hand without spending action on that (except shield that is done on your hand - you need action to doff it)
2) once per your turn you could "take" a weapon or "put it back on your belt/whatever", so if you have longbow in your hand and what to use sword instead you must drop your longbow on the ground
Note: this battle is exactly aimed to practice the way I'm used to do fighting. There will be one not RAW, but my homebrew rule:
During battle your PC could "talk" to others only as part of his action and only up to 6-10 words. That would double if you take dodge action and half if you cast spell with verbal component.
And you may need to communicate because I may be seldom providing secret info to one player only.
I will demonstrate that in next post
Mal trhows his javelin, but it does not stop monster moving his way.
Closes monster puts his bow on the back right after the shot. Looks like those undead enemies are more intelligent than you would expect - he is certainly switching weapon as approaching melee range.
I'm not sure how familiar you are with this gamersplane feature so just want to demonstrate
Name | Location | Notes |
Yoth | 20 feet from enemy1 | Behind total cover of a large tree, 15 feet from Mal |
Mal'i'Gott' | 10 feet from enemy1 | Behind total cover of a large tree, 15 feet from Yoth |
Enemy1 | 10 feet from Mal | taken 4 damage |
Enemy2 | 110 feet from PCs | - |
Rolls
Enemy wis save (toll the dead) - (1d20+1)
(9) + 1 = 10
Enemy 1 shooting at Mal - (2d20L1+4)
(1614) + 4 = 18
Enemy 2 shooting at Mal - (2d20L1+4)
(1019) + 4 = 14
Necrotic damage from toll dead - (1d8)
(8) = 8
Bow from enemy 1 damage - (1d8+2)
(3) + 2 = 5
Move - partial: step 5' out of cover
Action: Cast Toll the Dead on the closest enemy
Move - partial: step 5' back into full cover.
Current turn:
Interaction: draw greatsword
Move: into melee with undead
Action: Greatsword attack vs. undead creature in melee
Rolls
Readied Javelin Attack vs. Undead Creature - (1d20+5, 1d6+3)
1d20+5 : (17) + 5 = 22
1d6+3 : (1) + 3 = 4
Greatsword Attack vs. Undead Creature - (1d20+5, 2d6+3)
1d20+5 : (10) + 5 = 15
2d6+3 : (11) + 3 = 5
Rolls
wis save - (1d20+1)
(5) + 1 = 6
toll the dead damage - (1d12)
(9) = 9
Name | Location | Notes |
Yoth | 20 feet from enemy1 | Behind total cover of enemy2 |
Mal'i'Gott' | 10 feet from enemy1 | - |
Enemy1 | melee with Mal | taken 10 damage |
Enemy2 | 80 feet from PCs | - |
Allies | 100-120 feet from you | moves silently |
undead draws his katana (technically longsword) and attack with it while Mal try to escape katana undead try to bite him
the other undead comes closer and keep shooting arrows
You notice that some of the people from the settlement are trying to silently move your way, monsters don't seem to notice them
Monster turn is over
Rolls
Enemy 2 arrow - (2d20L1+4)
(34) + 4 = 7
Enemy 1 sword - (2d20L1+4)
(1713) + 4 = 17
Enemy 1 bite - (2d20L1+4)
(211) + 4 = 6
Necrotic damage from bite - (1d6+2)
(2) + 2 = 4
Longsword damage (two handed) - (1d10+2)
(5) + 2 = 7
1. In general, do you provide any kind of feedback on how close to 0 HP the enemies are?
2. Similar question about fellow PCs: as a healer, it is helpful to know how close to 0 HP other PCs are. Many DMs allow explicit table talk - i.e., player X is allowed to say things like, " I have 8 HP left out of 20." Do you allow that? If not, what kind of qualitative descriptions of fellow PC condition do you allow.
2a. Related to above, it will speed things along if info about PC condition is provided in the DM posts. It saves me the step of asking things like "how hurt does Mal look?"
Or, if you handle all this entirely differently, let me know.