How do I keep the narrative alive during combats?

For years, I’ve had trouble keeping the players engaged in the narrative of combat and what happens during their turns.

After the first 4 turns or so, it becomes hard to imagine what everyone does and even my players forget about their allies, and I forget about the villain’s allies as well. After a couple rounds it starts becoming a "you hit with a raise, well, throw 1d6 more", and I’m left wondering how I can make things seem more dynamic and cool, however I find it very hard to wait for players to end turns, throw dices, and then proceed to imagine and narrate what they do, it also makes players frustrated as they just want me to be down with other player’s narrative and move on to their own turn.

Where and How are the legendary characters during Rime of the Frostmaiden?

I’m DMing ROTF for players that have a very deep knowledge of the lore of the Forgotten Realms, it doesn’t bother me at all, but I would like at least to be prepared enough anyway to properly address the campaign theme. I’ve read "The Crystal Shard", and keep digging into wiki and other sources of lore, but there is still a lot of things that I don’t know for sure.

Massive spoiler for the Forgotten Realms books or some other campaign books.

About Bruenor, Catti-Brie & Regis:

About Drizzt:

About the Dwarf, and more specifically the Battlehammer clan?

Overall do you have any advice on how to proceed with lore accuracy in the campaign, and some sources of lore I could read in preparation

How many horns can be fired from Alicorn Lance during its duration?

I am somewhat confused by the wording of Alicorn Lance as stated in Elminster’s Guide to Magic. The text states:

Duration: Concentration, up to 1 minute

A transparent alicorn (unicorn horn) forms about 2 inches from your brow. Starting the turn you cast this spell, for the duration you can use a bonus action during each of your turns to launch the horn at a creature you can see within range.

I am confused about the supposed contradiction between "during each of your turns" and "launch the horn".

Does it return between launches? Does it reappear? Does it ever leave your head in the first place?

Can you launch a new horn each round?

Or is it just a single-shot effect that you can use on one bonus action that occurs during the spells duration?

DnD 5e On the Subtlety of Verbal and Material use During Spellcasting [duplicate]

In a campaign amongst my friends and myself, I am playing a divination wizard who enjoys utilizing suggestion in social activities from time-to-time. In this particular scenario, my party and I were in a were in a church speaking to a Cardinal in his office. A monk friend of mine decided to say some heretical words which prompted the Cardinal to yell "Guards!" thus beginning a train of 15 guards rushing into the room. In this time, I wanted to cast suggestion as a means of evading subsequent conflict. Whether or not my suggestion would have been seen as reasonable is not a part of this question, but instead I am interested in the manner in which the guards would have viewed this spell cast.

Suggestion, of course, is composed of a verbal component and a material component which is then followed by up to a two sentence suggestion.

The immediate feedback from the DM upon attempting to use suggestion is that the cast would be obvious to the guards as spellcasting in itself is not a secret to bystanders thus no opportunity to roll out any plays. DM ruling accepted with some pushback, but we tabled this until after the session where we basically agreed that in situations such as a busy bar or a busy marketplace I could potentially get away with pulling off a suggestion without drawing too much attention to myself. Seems reasonable to me.

Now my issue lies in how this was handled. If these guards are rushing in, certainly making some noise, they don’t necessarily know I’m a wizard before hand, and I’m not facing these guards; should my verbal and material components use be painfully obvious to the guards or is this something that can be done with some subtlety given the situation?

How can you use a healing surge during battle?

In the PHB it says:

Even in a heated battle, you can heal. You can heal yourself by using your second wind (see page 291), an ally can use the Heal skill (see page 185) on you, and an ally can use a healing power on you.

But I want to know if there is a way to just use a healing surge as a standard action.(by the book)
Can you just use a healing surge without it being triggered by any of the above stated actions?

Thanks in advance!

Can you escape a grapple during a time stop (without teleporting or similar effects)?

Some context: during our last game a hidden creature charged and grappled (with improved grab) one of the PCs (a 20th-level Sha-ir/Cleric/Dweomerkeeper) during the surprise round. After that this same PC won initiative and the first thing he did was casting time stop. We decided to stop the game there for several reasons, it was already time, one other player had already left and this was an important encounter he didn’t want to miss, and I wasn’t really sure how to rule this situation yet.

So regarding the question itself, say you’re in a grapple with another creature, and during your turn you cast time stop (since it only has verbal components you can cast it while grappling with a DC 29 Concentration check), but you’re inside the area of a forbiddance spell, so you can’t just teleport out.

Could you escape the grapple while time is stopped using the normal method (by making a grapple or escapism check)? I’m guessing that since the opponent can’t move or be moved he can’t make a grapple check either so you can’t even try the opposed check.

Would casting freedom of movement be of any help at all? You automatically succeed on the grapple check to free yourself, but I don’t think you can make that check to begin with.

What other methods could you use to escape before the time stop ends?

General::stop: Further output of ParametricNDSolveValue::ndsz will be suppressed during this calculation

How to overcome this error?

ode = D[theta[x], {x, 2}] == SH*theta[x]^2 sol = ParametricNDSolveValue[{ode, theta[0] == 1, theta'[1] == 0}, theta[x], {x, 0, 1}, {SH}] Ns[SH_, Tr_] := SH*sol[SH]*(Log[1 + Tr*sol[SH]] - sol[SH]/(sol[SH] + (Tr - 1)^(-1))) Plot[Ns[10, 1.2], {x, 0, 1}] 

General::stop: Further output of ParametricNDSolveValue::ndsz will be suppressed during this calculation.

Can I cast Shield against an attack that hits me during a Time Stop?

Suppose an enemy casts Time Stop and then makes an attack against me, rolling a 20 to hit against my 16 AC. Normally, I could cast Shield to cause this attack to miss. And of course, this attack also ends the Time Stop. So, does time start flowing "soon enough" for me to cast Shield against the attack that ends the Time Stop spell?

behavior of a Sql Server availability group listener and a jdbc client during a failover?

i have a question about the behavior of the AG listener during a failover… when the failover happens, I realize that all the connections on both primary and secondaries are closed.

if the client apps are using one of the blessed client libraries (such as microsoft jdbc > 6.0) they will then start immediately trying to reconnect to the ip addresses associated with the listener. But what happens during the 10 second period (or whatever it is) for the failover to complete? Might a client successfully get a connection, only to get a fatal error message when it tries to use it? Or is something done to ensure that no client will get a connection successfully during failover itself, so that that when a client does successfully get a connection, it is actually usable?

(Also, specifically for a java client using a recent microsoft jdbc driver, does it try only once per getConnection() call? Or will it keep polling until a logintimeout is hit?)

I realize i’m mixing questions about server behavior with client library behavior but I’m trying to understand the whole scenario; thanks.

How to implement multiclassing during character creation? [closed]

Assume I want to have characters defined by classes, archetypes, whatever. And there’s no advancement, or at least sufficiently little advancement that the choices made at chargen always define the character.

But I want to have multiclassing. Or, more exactly, I want to have characters with differing numbers of archetypes without imbalancing them.

So a class/archetype can’t be a package of mostly or entirely good abilities, because adding another class makes a character better. Thus, the first idea I had was to have chargen start with an “average” set of traits, and each class adds a package of advantages and disadvantages. Works numerically, but I know that “disadvantages cost negative points” systems are easily exploitable. That is, players will try to put PCs in situations that take advantage of their strong points. Only if players and their characters had no control over the situation would “disadvantages cost negative points” be balanced. Thus, having more advantages and disadvantages is generally a good thing. I presume it’s for this reason that the Fate versions I’ve seen don’t just give you a pool of points but specify how many skills of what value you must buy in chargen.

So what other options are there?

I recognize that this post is about something very similar, but there’s no answer satisfying my requirements.

From the description, Apocalypse World and its derivatives allow for cross-class abilities, but only through experience rather than at chargen. Other suggestions lean toward full point-buy, but that’s not what I’m talking about. I don’t want complex character generation. And again, I don’t want to add abilities from other classes in play, but to have class combination in chargen.