then he dropped the weapon and later on you told us that he still had some two digits HP , one third of his total (let's say at least 10). That made a total of 42 HP minimum
Then I knocked him down
then the creeper had hit him for 27 damages.
https://www.dndbeyond.com/sources/phb/combat#InstantDeath The rule says "Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death"
So is it correct to say that he is not dead yet because 27 is less than 42? If so, he suffered 2 death saves because it is a critical hit for sure but not dead yet. If I am right...
IN GAME: Oreus launches himself on the dying skulk to cure him
then he dropped the weapon and later on you told us that he still had some two digits HP , one third of his total (let's say at least 10). That made a total of 42 HP minimum
Then I knocked him down
then the creeper had hit him for 27 damages.
https://www.dndbeyond.com/sources/phb/combat#InstantDeath The rule says "Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death"
So is it correct to say that he is not dead yet because 27 is less than 42? If so, he suffered 2 death saves because it is a critical hit for sure but not dead yet. If I am right...
IN GAME: Oreus launches himself on the dying skulk to cure him
SPELL: CURE WOUNDS: 7
Denku_Akki is right if you keep to the bottom of the section you see Monster and Death (see spoiler)
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.
DESCRIBING THE EFFECTS OF DAMAGE
Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.
Death Saving Throws
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Monsters and Death
Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
(Oreus doesn't know this, but if you can take the sleeping Staker "Yuathyb" captive, he will be a better sorce than the skulk would have been.)
Oreus goes to the sleeping foe and says to the others:
Let's get this one out to speak, somebody help me with it, the others guard the entrances of the room, the other foe can come from both direction. And then we are out, let's get something out of this mess
(In fairness, a prisoner could be considered a "special nonplayer character" that could be allowed to be knocked unconscious :P. But i'm all for just taking the better prisoner if we can get him)
(In fairness, a prisoner could be considered a "special nonplayer character" that could be allowed to be knocked unconscious :P. But i'm all for just taking the better prisoner if we can get him)
He was already knocked out. The Creepers orders were "to take care he doesn't talk" seeing the skulk was unconscious instead of trying to free him, he decided to kill him.
Oreus goes to the sleeping foe and says to the others:
Let's get this one out to speak, somebody help me with it, the others guard the entrances of the room, the other foe can come from both direction. And then we are out, let's get something out of this mess
Like I said Oreus (in game) doesn't even know about the sleeping stalker, let alone get to where he is (no one at this point knows where that is). So again make a different action. From what I can see you have three options.
Follow the Creeper into the unexplored room.
Move 30 feet back to the halfelves position, or dash 60 part then and into the room where most of the fighting took place.
This post has potentially manipulated dice roll results.
Oreus moves next to Fellian.
Tyris continues to move down the tunnel until he finds the sleeping stalker at the junction of the tunnels. Tyris can see Laladak's pike in the middle of the tunnel leading west. Stooping down he starts the tie up the sleeping stalker. (I already talked to VanderLegion about it ).
Fario is a little braver (or more stupid) than Oreus, and dashes after the Dark Creeper, but he doesn't catch up in time.
As Tyris is in the middle of tying the stalker, the Dark Creeper rounds the corner of the western tunnel and seeing the human over his leader, dashes as s bonus action and attacks Tyris with his Dagger Attack: 18 Damage: 6, hitting Tyris before moving down the southern tunnel 5 feet putting the sleeping body between Tyris and himself.
Oreus hears the noises from the tunnel and tries his luck: he wants to avoid that the foe disappears into the tunnel once again: they must cut him every exit, if possible.
He runs past Shadow and past the door until the entrance of the southern tunnel.
ACTION: MOVE+DASH
REACTION: if the DC comes 10 feet close to the southern exit: ATTACK BECAUSE OF POLEARM FEAT: Attack: 14 Damage: 18
Oreus hears the noises from the tunnel and tries his luck: he wants to avoid that the foe disappears into the tunnel once again: they must cut him every exit, if possible.
He runs past Shadow and past the door until the entrance of the southern tunnel.
ACTION: MOVE+DASH
REACTION: if the DC comes 10 feet close to the southern exit: ATTACK BECAUSE OF POLEARM FEAT: Attack: 12 Damage: 10
That's a good thought, however a "Red" letter marks the door as being closed and locked. (An open gear door is shown in purple). Shadow hos the "J" key, (a relatively new key) so you will still be able to do it, but it will take 2 or 3 rounds depending on how you do it. You can't quite reach Shadow is a normal 30 foot movement, so the first round you would either need to move 30 and stop, or dash the remaining 5 feet to Shadow's side. Either way you won't be able to get the key until next round. Let me know which option you choose or if you decide to try something else.
No problem. I have had a REALLY busy work summer, and now I have picked up a new game on my phone. Between the two I haven't been posting as much as I would like to either. You at least have a good excuse, having a addition to your family 😉
Tyris lights a Sunrod and then moves to investigate the tunnel, but he doesn't get very far due to his blind movement the turn before.
Fellian shoots the Dark Creeper with his Shortbow Attack: 15 Damage: 10, placing a solid hit to the creepers off arm.
Fario moves to attack the creeper, but doesn't quite make it before...
...The Creeper disengages as a bonus action from Oreus and disappears back into the room where he came from.
Oreus and Alben are up
Oreus swears under his lips, looks left and right but he is not willing to chase the foe any further:
Let's get out of here, quick!
he stays close to the prisoner to surveil he is still unconcious
READY ACTION: if the creeper appears once again, Oreus is ready to attack him, if the case, he attacks him in this way: Attack: 25 Damage: 7
,
The creeper killed the skulk last round, so at this point there is no prisoner.
If you want to do something else in light of this, you can.
ooc: I am trying the best I can to save this damn skulk, so correct me if I am wrong:
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/16687-the-shackled-city?comment=2195 : 27 damages
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/16687-the-shackled-city?comment=2206 : 7 damages
then he dropped the weapon and later on you told us that he still had some two digits HP , one third of his total (let's say at least 10). That made a total of 42 HP minimum
Then I knocked him down
then the creeper had hit him for 27 damages.
https://www.dndbeyond.com/sources/phb/combat#InstantDeath The rule says "Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death"
So is it correct to say that he is not dead yet because 27 is less than 42? If so, he suffered 2 death saves because it is a critical hit for sure but not dead yet. If I am right...
IN GAME: Oreus launches himself on the dying skulk to cure him
SPELL: CURE WOUNDS: 7
,
(not sure it works that way with monster characters, i think they just die)
Alben will walk up behind Tyris and drink a healing potion. Healing: 7
"Right behind you"
just asking.
Man! cmon, for once we did find a clue!
,
Denku_Akki is right if you keep to the bottom of the section you see Monster and Death (see spoiler)
Falling Unconscious
If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.
Death Saving Throws
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Monsters and Death
Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
(Oreus doesn't know this, but if you can take the sleeping Staker "Yuathyb" captive, he will be a better sorce than the skulk would have been.)
Again you can make a different action
Oreus goes to the sleeping foe and says to the others:
Let's get this one out to speak, somebody help me with it, the others guard the entrances of the room, the other foe can come from both direction. And then we are out, let's get something out of this mess
,
(In fairness, a prisoner could be considered a "special nonplayer character" that could be allowed to be knocked unconscious :P. But i'm all for just taking the better prisoner if we can get him)
He was already knocked out. The Creepers orders were "to take care he doesn't talk" seeing the skulk was unconscious instead of trying to free him, he decided to kill him.
Like I said Oreus (in game) doesn't even know about the sleeping stalker, let alone get to where he is (no one at this point knows where that is). So again make a different action. From what I can see you have three options.
Move 30 feet back to the halfelves position,
,
Oreus moves next to Fellian.
Tyris continues to move down the tunnel until he finds the sleeping stalker at the junction of the tunnels. Tyris can see Laladak's pike in the middle of the tunnel leading west. Stooping down he starts the tie up the sleeping stalker. (I already talked to VanderLegion about it ).
Fario is a little braver (or more stupid) than Oreus, and dashes after the Dark Creeper, but he doesn't catch up in time.
As Tyris is in the middle of tying the stalker, the Dark Creeper rounds the corner of the western tunnel and seeing the human over his leader, dashes as s bonus action and attacks Tyris with his Dagger Attack: 18 Damage: 6, hitting Tyris before moving down the southern tunnel 5 feet putting the sleeping body between Tyris and himself.
Alben and Oreus are up
Oreus hears the noises from the tunnel and tries his luck: he wants to avoid that the foe disappears into the tunnel once again: they must cut him every exit, if possible.
He runs past Shadow and past the door until the entrance of the southern tunnel.
ACTION: MOVE+DASH
REACTION: if the DC comes 10 feet close to the southern exit: ATTACK BECAUSE OF POLEARM FEAT: Attack: 14 Damage: 18
,
That's a good thought, however a "Red" letter marks the door as being closed and locked. (An open gear door is shown in purple). Shadow hos the "J" key, (a relatively new key) so you will still be able to do it, but it will take 2 or 3 rounds depending on how you do it. You can't quite reach Shadow is a normal 30 foot movement, so the first round you would either need to move 30 and stop, or dash the remaining 5 feet to Shadow's side. Either way you won't be able to get the key until next round. Let me know which option you choose or if you decide to try something else.
OOC: i AM SORRY if I am stopping everyone
Shadow is the S, isn't it? he is just 20 feet from me, paralyzed if I remember well, so...
Oreus gets close to Shadow, happy that he is still alive, he rummages through his things and gets the keys
,
The squares are 10x10, not 5x5, so he's 40ft away
ooC: SORRY AGAIN THEN.
Oreus gets close to Shadow, happy that he is still alive, if the keys are plain to see he takes them
MOVE:DASH TO REACH SHADOW.
FREE INTERACTION: take the key if they are plain to see (e.g. belt)
,
No problem. I have had a REALLY busy work summer, and now I have picked up a new game on my phone. Between the two I haven't been posting as much as I would like to either. You at least have a good excuse, having a addition to your family 😉
Shadow are the keys in plan sight?
Alben is up