Updated And Better Formatted Command Guide


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***dms guide to map and combat***

**It is suggested that everyone learns this, DMing can get tiring, and being able to take turns as the party means its less so! we have a unique opportunity that we can do that here, and it makes it easier on those that typically get stuck with it**

> To start off, the DM of the combat uses the command (!init begin), this will start the combat!

> Immediatly after this, each player (that is in the combat, this can and usually does include whoever the dm is) does the command (!init join), this will add in your character to the fight!

> When using the map, be sure to do (!init add 0 dm) first, whoever is running the combat does this.

Now, lets begin the journey!

> The enemy!

To add combatants into the mix, simply use (!init madd “Combatant name”), if adding in multiple, simple add -n with the number of the combatants placed in! (!init madd “Giant” -n 3)

Oh no! your party has been attacked by 5 unruly bandits! Fear not! this guide will help you learn the basics of combat as a DM, so you can defeat them and find glory!

Firstly, we need to add those dastardly foes in!, use the command

(!init madd “Bandit” -n 5) to do so!

> The battleground!

To set up the map to start, you first need to make the map. check the pins wherever you are, and there should already be an easy command there to copy paste and do so! however, if you ever find yourself without one, use (!map -mapsize 20×20), for a quick, ready to use map! it wont have a background like the fancy ones provided by Wicket, but it will do in a pinch.

> The layout!

First, the Player Characters need to set down their tokens! this is done before the monsters, (!move “location”) is the command you use, (Ex. !move j10)

Next, we need to figure out where those no gooders are!, simply do (?monsters “Map size in feet” “Map size in feet” “# of monsters”)

**(ex. ?monsters 100 100 5)**

this will give you the positions of 5 creatures on a 20×20 map, each square is 5 feet, 20 squares is 100 feet, Again, checking the pins of wherever this combat is happening, a certain gnome has dropped a command for this already! to go along with the lovely map and backgrounds he has provided

It will give you something that looks like this

> Monster 1 is at position 85, 45

> Monster 2 is at position 75, 80

> Monster 3 is at position 85, 70

> Monster 4 is at position 80, 90

> Monster 5 is at position 30, 60

Take those numbers, and divide by 5, and you will get them for their squares,

> Monster 1 is at position 17, 9

> Monster 2 is at position 15, 16

> Monster 3 is at position 17, 14

> Monster 4 is at position 16, 18

> Monster 5 is at position 6, 12

The first set of numbers for the positions represents a *letter*, a=1, b=2, c=3, so on and so forth. It goes by the alphabet, so it should be fairly easy to figure out, however if like me you have troubles with that, simply count out on the letters how many it is, so for monster 1s position, it would be 17 over, making it ***Q9***, the letter part is the only part that takes any thought after the /5, the second number stays as it is

> Placing creatures down onto the map

The next step is always the dreaded one, but worry not! soon you will be on the road to glory along your companions!

To place the bandits down, you simply do this command

(!map -t “Combatent/Creature”|”Location”|”size”|”Color”),

“Size” is simply the size of the creature! t=tiny, s=small, m=medium, l=large, h=huge, g=gargantuan

“Color” is simply the color of the enemies, and if you want the list of all of them, (!map help) should show you them all, but simply using r(for red) is suggested, red=bad, blue=friend is the base used throughout the server

if setting down multiple, simply add more -t!, a key point to remember, “Combatents/Creatures” Unlike players do not use their names! and rather a shortened designation, Such as the current foes of the bandits, their designations would be ba1, ba2, ba3, ba4, ba5, It goes off the *first two letters*, and a number, decided by which was added first!

In this case, your command would be (!map -t ba1|Q9|m|r -t ba2|O16|m|r -t ba3|Q14|m|r -t ba4|P18|m|r -t ba5|F12|m|r)

> Time to fight!

Now that we have all the annoying map stuff out of the way, its up to the dm to provide as much of a challenge for the players as they can, and for the players to overcome it! (of course, following the rules of dnd, along with some of the combat tips presented later)

As a DM, its suggested you have the creatures statblock up, to do this, use the command (!monster “Combatant name”) (ex. !monster “Bandit”), this will pull up a mini sheet, which is great for player reference as to what they can tell *in character*, As for the dm, click the blue name of the creature, and it will open up a new tab on dnd beyond that has its entire statblock!

Make sure to use all a creatures abilities to its fullest potential! if it can fly, make that bugger fly! give those ranged character something to do, and make the combat more interesting! SPEAKING of flying, if a creature takes alight into the air, or a player for that matter, use the command (!go -t “Combatant”||”Distance in air”)

For example, lets say one of the party uses the spell telekenis to pull one of those bandits up 30 feet! lets say ba1, you would use the command (!go -t ba1||30)

This should be most of your map related tools, but if you find something you dont know, feel free to ask someone!

there are ways to set down aoe to show on your map, if this is needed, ask someone, as its a bit complicated, and hard to explain, though i will give a basic thing here for the generics!

(!map -“Under or over” “Aoe type”,”length”,”width”,”color”,”Starting point”,”Aimed twards” -t “Target its attatched to”) Not all of these are used in each command

“under or over” is used to determine if the aoe appears under or over the tokens on the map, this is personal preference, and I typically prefer under

“Aoe type” refers to if its a circle, line, cone, square, so on and so forth

“Length” Will determine the radius of a circle, or the length of a cone, or line

“Width” is used only for lines, and determines how wide of a line it is

“Color” is also personal preference, its jus the color what the aoe will look like

“Starting point” Determines where it originates from, for a circle this will be the center of it, for a line its start point and aimed towards are the start and stop of the line, and for a cone, it is where the smallest point of the cone will come from

“Aimed towards” is only used for cones and lines, for cones its where the widest point of it will be headed towards, and for lines its where its end point is

“Target it is attached to” is whoever cast the spell or did the action that caused it to be around, this is only used for spells or actions that keep the aoe on the field, such as spirit guardians, or other similar spells


> !map -under circle,20,r,k11 -t Tagoot

(circle aoe)

> !map -under line,60,5,r,b2,k11 -t Tagoot

(line aoe)

> !map -under cone,60,r,b2,k11 -t Tagoot

(cone aoe)

Long command i know! and a daunting one! but ill break it down best i can!

> Rolling attacks and using spells!

This part is the easiest! once you’ve figured out what you want them to do, simply use the command (!init a “Action name” -t “target of action”) or (!init cast “Spell name” -t “Target of spell”)

Exs. (!init a “Crossbow” -t Tagoot) or (!init cast “Firebolt” -t tagoot)

This also works for healing spells and aoe spells, if targeting multiple creatures with somthing, just add more targets!

exs. (!init cast “Fireball” -t tagoot -t valnora -t bo1 -t bo2) or (!init a “mace” -t tagoot -t valnora)

If making muliple attacks against a single person or even multiple in some cases!, add -rr # of attacks

ex. (!init cast “scorching ray” -t tagoot -rr 3) or (!init a “mace” -t tagoot -t valnora -rr 2)

if they are attacking at adv with these attacks, due to flanking or some other reason, like being restrained, add -adv to it!

(!init cast “scorching ray” -t tagoot -rr 3 -adv) or (!init a “mace” -t valnora -t lora -rr 2 adv)

Some actions dont use this, and are simply checks, like the shove or grapple actions, but when attacking you typically use these!

> Combat Tips

Now this goes into some general things, while you can disregard this entirely, Its a good starting point for figuring out *what* an enemy will do, and if your new to dnd, can help you figure it out as well! having said that, here we go!

monsters know well enough the difference between person covered in metal, and person covered in leather, one is much easier to hit, You know the general, and sometimes exact ac of a monster, *they will have a general idea as well*

If you are flying, you are a target, and one of priority *typically*, especially for other flying creatures, keep this in mind, there is a reason monsters do it, you see a flying monster, take it out, they wont show you mercy, show them none either

keep in mind, if they cant *hit* you, and you aren’t doing anything spectacular up there, there’s a good chance you will be ignored. if you have an absurd ac, or simply have spells going that make it hard, they wont waste their turns on you while your friends batter them, just as you wouldn’t do it either

If you have a bunch of high ac friends, that doesn’t mean your safe. it means your the easiest target, make sure your high ac friends do their part of drawing agro. otherwise you will find yourself in a very bad spot

Monsters *will* target the squishies, Easy to hit and don’t look as vigorous as the others? yea, your getting squished, that’s a free meal if they have to run, or for ones that don’t eat people, its simply one less person they have to deal with, and could break the morale of those its fighting.

A monster will prefer to move its normal distance and hold there attack action than to dash into melee range and not be able to attack. there are some caveats to this, for instance, say your a ranged person, and it can tell that, if it can dash to get to you it will, because either you run or switch to something else to attack, if it cant, it will dodge, think about it like a player.

Anything *you* can do, monsters can as well, Hiding, for instance.

Sadly, there is no running from things faster then you, bunker down and kill it, or find a way to teleport.

If it gives you the choice of combat, make the right choice, and avoid it, it was put there by mungod to kill you. fight it if you wish, but typically those encounters are set about as either a minor hinderance, or a way to deter random violence, press that big red button at your own risk

Just as you know the enemies health *status*, healthy=full health, Injured=some damage taken, Bloodied=half health and below, and critical=near death, the enemies can notice that as well, you get to critical, and you become a real tasty target, try and heal up your critical friends! our find another way to protect them, draw that agro, make it decide if its worth it to take them out, and risk more turns of you.

object interactions only happen on your turn. Spells with somatic only components need a free hand cast unless you have Worcester feat.

Meaning if you have stuff in both your hands on your turn like sword and shield or staff and shield or two swords there is no way to cast shield as a reaction and casting it from a scroll means you would need to have that scroll in your hand on your turn, this applies to both enemies and you, keep in mind, dropping a weapon is a free action, and sheathing, pulling one out, picking one up, is an object interaction. you get *one* object interaction, but free actions are free, take as many as you like

***Important notice***

If you have any questions on the commands, or about other things, feel free to put them in here! and me or someone else will respond, and ill add it to this, lets work together to make this a proper guide for all the new and old players alike!


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