OK,
this fight night has been a long time coming. This time it's very
good versus very evil. Unicorns versus wights. First the unicorns.
FREQUENCY:
Rare
NO.
APPEARING: 2-5, I rolled a '3'
ARMOR
CLASS: 2
MOVE:
24”
HIT
DICE: 4+4
NO.
OF ATTACKS: 3
DAMAGE/
ATTACK: 1-6/1-6/1-12
SPECIAL
ATTACKS: Charge (2-24), surprise on
a 1-5
SPECIAL
DEFENSES: See below
MAGIC
RESISTANCE: See below
SAVE:
Magic-user 11
INTELLIGENCE:
Average
MORALE:
69%
ALIGNMENT:
Chaotic good
SIZE:
L
Next
the wights
FREQUENCY:
Uncommon
NO.
APPEARING: 2-16, I rolled a '2' and '4', for a total of 6
ARMOR
CLASS: 5
MOVE:
12”
HIT
DICE: 4+3
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-4
SPECIAL
ATTACKS: Energy drain
SPECIAL
DEFENSES: Silver or magic weapons
to hit
MAGIC
RESISTANCE: See below
SAVE:
Fighter 5
INTELLIGENCE:
Average
MORALE:
68%
ALIGNMENT:
Lawful evil
SIZE:
M
Immune to
poison, paralyzation, sleep, charm, hold, and cold-based spells
Now
I need to roll up hit points, keeping careful track of unicorn hit
points in case any are level-drained. I need to name them, so I need
a unicorn name generator!
http://unicorn.namegeneratorfun.com/
Elm
Darling Eyes (Male) 3, 1, 1, 4, +4 = 13
Burdock
Pretty Hooves (Male) 3, 8, 8, 7, +4 = 30
Buttercup
Silky Head (Female) 1, 6, 7, 6, +4 = 24
And
now the wights, let's name them after pro baseball players:
Wighty
Alperman 24
Wighty
Ford 18
Wighty
Guese 24
Wighty
Herzog 16
Wighty
Kurowski 18
Wighty
Witt 25
This
fight will take outside. The unicorns are on night patrol on the
edge of the enchanted forest and they sense the wights, who have
crawled out of their nearby barrows.
Now
we go to encounter distance. The unicorns will not be surprised
because encounter distance is always between 6” and 24”, which is
the limit of their range. The wights roll a '3', so are surprised
because the unicorns surprise them on a 1-5.
Encounter
distance is 6d4 -3 for the surprise, or (rolls it) … 14”
Since
the wights are surprised, the unicorns decide to charge them. They
are surprised for 3 segments. The unicorns decide to close the
distance because they have no missile weapons. They can move at 24”
per round, or 24' per segment, so they can go 72' in 3 segments.
Charging quadrupeds add another ½ bonus, for a total of 108', or
about 11”. Still not enough to reach the wights. It turns out it
will take 140' divided by 36' per segment equals almost 4 segments
(3.8889 to be exact) to reach them.
But
wait, if they each teleport, they can get there. So the unicorns
start charging, teleport to near the wights and plow into them.
Their AC would be one worse on the charge, but the wights never see
it coming and would not be able to take advantage of it anyway.
Elm
Darling Eyes targets Wighty Ford and rolls an 18 to hit, doing 12
points of damage
Burdock
Pretty Hooves targets Wighty Herzog and rolls a 13 to hit, doing 8
points of damage
Buttercup
Silky Head targets Wighty Witt and rolls a 12 to hit, doing 21 points
of damage
So
the unicorns teleported (1 segment), charged (1 segment), and now can
perform another set of attacks on the last segment of surprise.
At
this point, I have to decide whether the unicorns will use their
hooves to fight the wights. When monks use their hand-to-hand
attacks against wights, the suffer the energy drain effect (DMG p
71). Should it be the same for unicorns?
This
is a tough one. I am going to go with the unicorns may use their
hooves normally. The hoof material is different than bare knuckles
after all.
OK,
last segment of surprise:
Elm
Darling Eyes targets Wighty Herzog and rolls a 16, 3, 6 to hit, doing
9 damage and destroying the wight
Burdock
Pretty Hooves targets Wighty Guese and rolls a 20, 3, 20 to hit,
doing 11 points of damage
Buttercup
Silky Head targets Wighty Alperman and rolls a 15, 19, 16 to hit,
doing 7 points of damage
OK
round 1 can now start. The wights have the following hit points:
Wighty
Alperman 17
Wighty
Ford 6
Wighty
Guese 13
Wighty
Herzog destroyed
Wighty
Kurowski 18
Wighty
Witt 4
I
have to declare intentions. The wights and unicorns will melee. The
unicorns roll a 2 for initiative and the wights roll a 3.
Wighty
Alperman targets Buttercup 10 and misses
Wighty
Ford targets Burdock 20
Wighty
Guese targets Burdock 19
Wighty
Kurowski targets Burdock 16
Wighty
Witt targets Burdock 15
All
4 hit on Burdock, who is level drained 4 times and dies, no need for
damage rolls.
Elm
Darling Eyes targets Wighty Ford and rolls a 15, 12, 14, hitting for
8 points of damage, destroying the wight.
Buttercup
Silky Head targets Wighty Alperman and rolls an 8, 17, 6 to hit,
doing 5 points of damage.
Here
is where we stand on unicorns and wights remaining:
Elm
Darling Eyes 13
Burdock
Pretty Hooves level drained to death
Buttercup
Silky Head 24
Burdock
was not a human, so he will not rise as a half-strength wight.
Wighty
Alperman 12
Wighty
Ford destroyed
Wighty
Guese 13
Wighty
Kurowski 18
Wighty
Witt 4
At
this point, the unicorns have sustained a >25% loss of forces. We
must roll for morale. The modifier is +5%. I roll a 32. 32+5 = 37,
which is below their morale of 69%, so the unicorns continue to
fight.
The
wights have also lost >25% of their forces. Their modified morale
roll is 25%, which is less than their morale of 68%, so they also
continue fighting.
New
round. We continue melee. Unicorns roll a 2 for initiative and
wights roll a 4.
Wighty
Alperman targets Elm, rolling an 8
Wighty
Guese targets Buttercup, rolling a 12
Wighty
Kurowski targets Buttercup, rolling a 5
Wighty
Witt targets Elm, rolling a 3
All
whiffs.
Elm
targets Alperman 4, 8, 15, hitting once for 3 points
Buttercup
targets Witt 16, 9, 11 hitting for 9 points, who is destroyed
End
of round 2
Elm
Darling Eyes has 13 hit points
Buttercup
Silky Head has 24 hit points
Wighty
Alperman 12
Wighty
Guese 13
Wighty
Kurowski 18
Wighty
Witt destroyed
The
wights have now lost 50% of their forces and must add +15% to their
morale roll. I roll a 57 + 15 = 72, so they fail morale by 4 points.
They fall back, fighting. What does that mean? It looks like I
will need to interpret the answer. I suppose they will continue to
fight while slowly moving backwards, let's say at half their move
rate.
Let's
roll another round. New round, so new intentions because for
practical purposes they are still in combat even though the wights
failed morale. We continue melee. Both unicorns and wights roll a 1
for initiative, so we have simultaneous combat.
Elm
targets Guese and rolls 7, 7, 6 all misses
Buttercup
targets Kurowski and rolls 18, 13, 17, all hits for 5 points (that's
all?)
Wighty
Alperman targets Buttercup and rolls a 6, missing
Wighty
Guese targets Buttercup and rolls a 2, missing
Wighty
Kurowski targets Elm and rolls a13, hitting for 4 points
Elm
is drained 1 level, so he loses an additional 4 hit points. He now
has 5 hit points and attacks as a 3+4 hit die monster.
End
of round 3
Elm
Darling Eyes 5 hit points
Buttercup
Silky Head 24, undamaged
Wighty
Alperman 12
Wighty
Guese 13
Wighty
Kurowski 13
OK,
now the wights are fleeing and I have to decide whether the unicorns
will follow them or not. I will look at the DMG page 67 for advice.
It gives three criteria. The first states that the monsters will
pursue if it says in their Monster Manual entry that they will. I
look at the Unicorn in Monster Manual and it doesn't say anything
like that. The other qualifications are for monsters of low or
lesser intellect, which doesn't apply to the unicorns, who are of
average intelligence.
I
decide that the unicorns have to make a morale check in order to
pursue. They roll a 46 and pass, so they pursue.
Let's
look at the rules for evasion in outdoors:
Base
chance is 80%
Pursuer
is faster -20%
Terrain
is edge of forest, near barrows, so I will say it counts as “rough”
+10%
Pursued
is less than 6 in number, so +10%
Pursuer
is less than 6 in number, so -20%
Light,
let's say starlight, so +20%
Ok,
that's a 80% chance of evasion, seems really high, but let's roll …
a 48, so the wights get away. I presume to their barrows. Not
really satisfying, but it looks like the unicorns won this fight
since they only lost one, while the wights lost three.