dnd 5e – Can this Lair Action restore all the lich’s 8th or lower spell slots even when there’s no combat or any of the lich’s enemies within?

One of the Lair Actions of a lich does the following:

The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

A lich decided to attack the party, using some of its spell slots in the process, and then retreat to its lair to recover and await the party.

If the party manage to find the lich’s lair within 8 hours (i.e. before the lich can long rest and recover its spell slots that way), would the above Lair Action have (likely1) restored all of the lich’s spent spell slots (excluding the 9th level spell slot, obviously)?

Or is there some reason this wouldn’t work, such as the Lair Actions only being “active” when there are enemies of the lich actually in the lair (i.e. during combat)?


1 I say “likely” because there’s a dice roll involved, so technically it could not roll the numbers it needs to actually recover all its spell slots, but let’s discount that possibility as I imagine an hour or so of rolling will almost definitely roll the numbers that it needs eventually.

dnd 5e – What are the mechanics for shoving enemies into a bag of devouring?

I was scrolling through the DMG and I came across an item called a Bag of Devouring.

It states that if a creature is placed fully inside of it the Bag destroys it and if part of a creature is placed in the Bag it must make a Str check or be pulled in.

What are the limits for this? Could you put the tip of a dragon or tarrasque tail in the Bag and if they fail the check they are pulled in. I believe/heard you can put full-sized humans in a Bag of Holding, so would it be possible to put an entire person into the bag, thus killing them? I just want to know where the limitations of this item lie.

What are the mechanics fro shoving enemies into a bag of devouring

I was scrolling through the DMG and I came across an item called a bag of devouring. It states that if a creature is placed fully inside of it the bag destroys it and if part of a creature is placed in the bag it must make a Str check or be pulled in. What are the limits for this? Could you put the tip of a dragon or tarrasque tail in the bag and if they fail the check they are pulled in. I believe/heard you can put full-sized humans in a bag of holding so would it be possible to put entire people into the bag thus killing them? I just want to know where the limitations of this item lie.

dnd 5e – What Illusion spell would allow me to trick two enemies into fighting each other?

Is there a good spell or combination of spells that will allow me to cause opponents to see their allies as the enemies they are fighting? Either one on one or in groups? The intention is to make them fight their allies thinking that the allies are the enemy.

The best i can think of is using Major Image and placing it over another creature, so that his companions see him as the bad guy. Then through concentration I can manipulate the illusion to make it look like its fighting…
Unfortunately that would only work for one attack because once the illusion is touched the opponent can see through it…
Any other options?

movement – How can heavy-armor melee characters practically close in on ranged enemies?

Install Jump Jets or a Jetpack

Assuming this is even a problem, say you are so slowed that your movement speed is under half of your opponent, allowing them to kite you in combat, you can always install mods on your armor to increase your mobility, most notably: Jump Jets and Jet Packs.

Jump Jets

Capacity 20; Usage 2/action

You can activate jump jets as part of a move action in order to fly during your movement. You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, or you can fly up to 20 feet straight up. You must land at the end of your move action. Jump jets can’t lift you if you’re encumbered.

Jetpack

Capacity 40; Usage 2/round

You gain a fly speed of 30 feet (average maneuverability). You can use this for “cruising flight” at a usage of only 1 charge per minute, but you are flat-footed and off-target while doing so. Changing from normal flight to cruising flight or vice versa is a standard action. A jetpack can’t lift you if you’re encumbered.

Both consume a single armor mod slot, and are available early on, 3rd level item for Jump Jets, 5th level item for Jetpack. They are fairly cheap too, 1000 credits for Jump Jets and 3100 credits for a Jetpack.

A Jump Jet mod was literally the very first thing I bought when the GM said that 3rd level items were available for my vesk mechanic that had a sad 20-ft movement in heavy armor. I did not regret it at all, it helped my mobility in combat, it helped me to get through some obstacles (cliffs, pits, walls) and it looks cool in combat when I declare that I jump over my enemies and land on the other side of the battle.

dnd 5e – How do *you* run the Sleep spell on swarm-type enemies?

In the description of the Sleep spell, PHB p.276:

Undead and creatures immune to being Charmed aren’t affected by this spell.

All swarms in the Monster Manual (p.337-339) are immune to many conditions that typically would target a single or a fixed number of creatures: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, or stunned. By this interpretation, the spell should not affect any swarms.

If a player were looking to homebrew this to have an effect on a swarm however, they may look at the individual creatures stat block and consider the swarm as an appropriately sized group of the creatures.
As an example, let’s take the Swarm of Rats (MM p. 339). This swarm has a standard 24 hit points total, and an individual rat (MM p.335) has a standard 1 hit point. This would seem to imply there are 24 rats in a swarm, and from that we could say the sleep spell could target the swarm, and affect those rats as separate individuals, putting to sleep each individual rat up to the full hit points of the swarm, or however many hit points were rolled with the spell cast.
This would result in potentially creating two swarms however, as the still awake rats would continue there attack, and 1 minute later the affected rats would wake up together, creating a second swarm.

dnd 5e – What will be most balanced way to deal with the loot (armor, weapons) from dead enemies?

After a successful fight party constantly checks enemies bodies for any kind of loot – their weapons and armor too with the intent to sell in the city. As reselling enemies equipment is mechanic encountered in most cRPG games I think it should be allowed. However, as the party is a low level I’m afraid that it has a chance to destabilize game, by making them rich too fast.

I’m looking for a fair system or a method of dealing with looting weapons, armor and other equipment, which works in your games.

ai – Algorithm for chase by multiple enemies

If I have one enemy that should chase the player, I can use a path-finding algorithm such as BFS to find the shortest path from the enemy to the player (taking into account obstacles along the way), and advance the enemy along the path.

But if there are two enemies, this is not necessarily the most efficient strategy. For example, if there is a large obstacle, instead of both enemies chasing the player from the east, it may be more efficient for tnem to cooperate, one of them should go chase the player from the east while the other blocks the player’s escape route from the west.

My question is: what is an algorithm for efficiently coordinating the chase behavior of two enemies?

unity – How can I instantiate enemies in a 2D game at a set Viewport Position before my camera enters the room? (Or alternative solution!)

I’m currently working on a 2D game where I’m trying to pre-populate my level with encounters, I want the enemies already in the room when the player enters. Right now the encounter is triggered upon entering the room when the camera bumps into the collider and the enemies are instantiated at the Viewport position, however because it does it while the camera is moving into the room the position is incorrect. Using hard values isn’t an option because the maps could of course change and also I may want them randomly generated at some point. So I guess ultimately the problem is the camera not being in the right position when they instantiate and not wanting enemies to “pop” in once it is.

Is there a way I can I instantiate an enemy at the same point on the screen regardless of resolution in each specific room at the start of the level?

Encounters will have up to 3 enemies and they will always hold the same formation (with spots randomized to add diversity)

Here is my instantiating code:

(SerializeField) public List<GameObject> levelEnemies = new List<GameObject>();
GameObject levelEnemy;
Vector3 enemyPosition;
Vector3 viewportPosition = new Vector3(0.8f, 0.5f, 10f); // Place on the screen I decided I want single enemies to appear
Camera cam;

void Start()
{

    Debug.Log("Enemy Triggered");
    cam = Camera.main;
    enemyPosition = cam.ViewportToWorldPoint(viewportPosition);
    levelEnemy = Instantiate(levelEnemies(0), enemyPosition, Quaternion.identity); //instantiate test enemy at the converted position

    //navigation.DisableNavigation();
}

Here is what my camera collider looks like (Room 1) and my enemy encounter collider looks like (Room 3)

Here is what my camera collider looks like (Room 1) and my enemy encounter collider looks like (Room 3)

Here’s what should be happening when the enemy is instantiated (triggered manually through the editor once camera has been moved fully)

Here's what should be happening when the enemy is instantiated (triggered manually through the editor once camera has been moved fully)

Here is what happens when the camera collider bumps into the encounter collider

Here is what happens when the camera collider bumps into the encounter collider

Any help in the right direction would be much appreciated or a workaround!

Here is what my camera collider looks like (Room 1) and my enemy encounter collider looks like (Room 3)

System d6: do enemies test attacks on 2d6 or 3d6?

I'm going to run my first TinyD6 adventure (Tiny Dungeon 2e), and I've come across a question I can't understand:

Do monsters own their weapons? Example: assassins. Do the killers own their weapons? Just competent? Clumsy incompetents?

I think they would be masters of a weapon, just like adventurers, but adventurers also pretend to be more heroic than an average NPC.

So do enemies test on 2d6 or 3d6 when not otherwise specified?