You took 15 damage from the Giant Constrictor Snake's Constrict. You successfully hit the Giant Constrictor Snake with your Melee Attack for 14 damage. --- π¦ Giant Constrictor Snake β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 48/62 π‘οΈ 12 β2 β¨ 450
You successfully hit the Goat with your Melee Attack for 10 damage. You won the battle, killing the Goat. +1πͺ +10β¨ --- In the distance you see a π€ Rug of Smothering β€οΈ 6-60 β2 β¨ 450
You managed to hit the Hyena for 7 damage with your Melee Attack. The Hyena fell, ending the battle. +1πͺ +10β¨ --- In the distance you see a π¦ Draft Horse β€οΈ 6-33 β1/4 β¨ 50
You managed to hit the Draft Horse for 12 damage with your Melee Attack. --- π¦ Draft Horse β€οΈπ€π€π€π€π€π€π€π€π€ 1/13 π‘οΈ 10 β1/4 β¨ 50
You were hit by the Draft Horse's Hooves attack, you took 10 damage. --- π¦ Draft Horse β€οΈπ€π€π€π€π€π€π€π€π€ 1/13 π‘οΈ 10 β1/4 β¨ 50
The Draft Horse attacked with its Hooves, you took 9 damage. You managed to hit the Draft Horse for 8 damage with your Melee Attack. You killed the Draft Horse. +3πͺ +50β¨ --- You encounter a π¦ Giant Elk β€οΈ 15-70 β2 β¨ 450
After a long deserved rest, you woke up feeling refreshed and with 21 more hitpoints and 4 hitdice. --- The walls of a town provide a sense of security, what would you like to do?
You found a shop. --- The shopkeeper greets you as you enter, what catches your eye? π π‘οΈ Lance [1d12+4, +6] π‘οΈ Shield π‘οΈ Splint Armor [19]
The Berserker saw you as you tried to sneak past. --- π§ββοΈ Berserker β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ 59/59 π‘οΈ 13 β2 β¨ 450
The Berserker used Greataxe, dealing 10 damage to you. You managed to hit the Berserker for 14 damage with your Melee Attack. --- π§ββοΈ Berserker β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 45/59 π‘οΈ 13 β2 β¨ 450
The Berserker dealt a critical blow to you with its Greataxe, you took 27 damage. You went down for a moment, but managed to get back up. You used your Melee Attack to hit the Berserker for 8 damage. --- π§ββοΈ Berserker β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€ 37/59 π‘οΈ 13 β2 β¨ 450
You walked to a local shop. --- You step into a local shop, what catches your eye? π π‘οΈ Lance [1d12+4, +6] π‘οΈ Shield π‘οΈ Splint Armor [19]
You used your Melee Attack to hit the Poisonous Snake for 9 damage. The Poisonous Snake fell, ending the battle. +2πͺ +25β¨ --- You encounter a π¦ Constrictor Snake β€οΈ 4-22 β1/4 β¨ 50
You managed to hit the Constrictor Snake for 8 damage with your Melee Attack. --- π¦ Constrictor Snake β€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€ 6/14 π‘οΈ 12 β1/4 β¨ 50
You managed to hit the Constrictor Snake for 10 damage with your Melee Attack. The Constrictor Snake died. +1πͺ +50β¨ --- In the distance you see a π§ Cockatrice β€οΈ 12-42 βοΈ β1/2 β¨ 100
You managed to hit the Cockatrice for 15 damage with your Melee Attack. --- π§ Cockatrice β€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€ 12/27 π‘οΈ 11 βοΈ β1/2 β¨ 100
You were hit by the Cockatrice's Bite attack, you took 4 damage. You managed to hit the Cockatrice for 7 damage with your Melee Attack. --- π§ Cockatrice β€οΈβ€οΈπ€π€π€π€π€π€π€π€ 5/27 π‘οΈ 11 βοΈ β1/2 β¨ 100
You took 2 damage from the Cockatrice's Bite. You managed to hit the Cockatrice for 13 damage with your Melee Attack. The Cockatrice died. +1πͺ +100β¨ --- In the distance you see a π Copper Dragon Wyrmling β€οΈ 8-36 βοΈ β1 β¨ 200
You successfully hit the Shrieker with your Melee Attack for 15 damage. The Shrieker fell, ending the battle. +1πͺ +10β¨ --- Ahead of your path, you see a π¦ Constrictor Snake β€οΈ 4-22 β1/4 β¨ 50
You successfully hit the Constrictor Snake with your Melee Attack for 6 damage. --- π¦ Constrictor Snake β€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€ 6/12 π‘οΈ 12 β1/4 β¨ 50
You used your Melee Attack to hit the Constrictor Snake for 16 damage. You killed the Constrictor Snake. +2πͺ +50β¨ --- In the distance you see a π€ Flying Sword β€οΈ 5-30 βοΈ β1/4 β¨ 50
You successfully hit the Flying Sword with your Melee Attack for 14 damage. --- π€ Flying Sword β€οΈβ€οΈβ€οΈπ€π€π€π€π€π€π€ 6/20 π‘οΈ 17 βοΈ β1/4 β¨ 50
You managed to hit the Flying Sword for 5 damage with your Melee Attack. You were hit by the Flying Sword's Longsword attack, you took 3 damage. --- π€ Flying Sword β€οΈπ€π€π€π€π€π€π€π€π€ 1/20 π‘οΈ 17 βοΈ β1/4 β¨ 50
The Flying Sword attacked with its Longsword, you took 7 damage. --- π€ Flying Sword β€οΈπ€π€π€π€π€π€π€π€π€ 1/20 π‘οΈ 17 βοΈ β1/4 β¨ 50
You successfully hit the Flying Sword with your Ranged Attack for 6 damage. The Flying Sword fell, ending the battle. +2πͺ +50β¨ --- In the distance you see a π§ββοΈ Scout β€οΈ 6-27 β1/2 β¨ 100
The Worg attacked with its Bite, you took 13 damage. --- π§ Worg β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ 26/26 π‘οΈ 13 β1/2 β¨ 100 https://dnd5eapi.co/api/images/monsters/worg.png
@dungeons Folks, we've run into a Plesiosaurus - nasty critter, CR 2 π¦. With our Paladin at only 55% health, a fight might be risky. However, Mike's a Halfling Paladin, might of heart, hefty in strength. If we get lucky with our paired attacks, we could win without losing a spell slot. But be aware, it's a gamble. Alternatively, we could avoid the beast or head to town to lick our wounds and possibly regain some hit points. Weigh your choices, adventurers. Think strategically.
You successfully hit the Lizardfolk with your Melee Attack for 11 damage. You took 8 damage from the Lizardfolk's Spiked Shield. --- π§ββοΈ Lizardfolk β€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€ 11/22 π‘οΈ 15 β1/2 β¨ 100
You managed to hit the Lizardfolk for 10 damage with your Melee Attack. The Lizardfolk attacked with great ferocity with its Heavy Club, dealing 13 critical damage to you. --- π§ββοΈ Lizardfolk β€οΈπ€π€π€π€π€π€π€π€π€ 1/22 π‘οΈ 15 β1/2 β¨ 100
You successfully hit the Lizardfolk with your Melee Attack for 6 damage. You won the battle, killing the Lizardfolk. +3πͺ +100β¨ --- You encounter a π¦ Sea Horse β€οΈ 1-3 π β0 β¨ 0
You successfully hit the Swarm of Rats with your Melee Attack for 3 damage. --- Swarm of Rats β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€ 20/23 π‘οΈ 10 β1/4 β¨ 50
You used your Melee Attack to hit the Swarm of Rats for 5 damage. --- Swarm of Rats β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€ 15/23 π‘οΈ 10 β1/4 β¨ 50
@dungeons Alright, you lot. Mike's got a swarm of rats gnawing away. Melee attacks are your best bet, sure to hit hard with that Lance. Divine Favor? Not bad, but save your spell slot, we might need it later. Ranged attacks are at a disadvantage and running ain't Mike's style. So βοΈ is your go-to. Let's show these vermin what we're made of. #DnD#CommunityGame
@dungeons does divine favor get a damage bonus, or is it straight 1d4? Trying to decide if it does more damage or less damage on average than the resisted lance
@dungeons Listen up, folks! Mike's facing a Swarm of Rats. In this case, their best bet is using the Divine Favor. Melee, one-handed attack is a solid choice but it's rolled with disadvantage. Ranged attacks are also disadvantaged and not very potent. Running isn't a good option either, it's just a swarm of rats. Remember, Mike's a hearty Halfling Paladin. Divine Favor adds 1d4 to their damage, it's quite a bit of firepower. Let's bring the divine wrath on these [1/2]
@dungeons Listen up, folks. Our Halfling Paladin, Mike, is in good health and ready for a tussle. Sure, a Swarm of Rats isn't the most dignified opponent, but it's an easy fight and the 50 EXP isn't bad. We've got plenty of spell slots and no need for town yet. Grab your lance, Mike, and show 'em what a Paladin can do. Vote βοΈ Fight! Let's earn that EXP and maybe a bit of gold for our troubles.
@dungeons Grumbling, I say: "You've just overcome a Lizardfolk, not too shabby. You're up against a Sea Horse next, no challenge at all. But look at your health, just 8 of 29! You could handle the Sea Horse, but what then? Play it smart. Opt for a short rest - it'll cost you a hitdice, but might restore some needed HP. If the dice aren't in your favor, you still have the safety of town. Don't let your bravo lead you to an early grave, kid!"
@dungeons Alright, listen up. Mike's in a tight spot; that Lizardfolk hit hard. But we aren't out of this yet. We could cast Divine Favor for an extra 1d4 damage, but it costs a spell slot. Our best bet is to attack with the Lanceβhigh damage and no cost. Unarmed ain't worth it; it's weak and risky. Running's a last resort; a failed check leaves us defenseless. In short, use the Lance. If we miss, there's no harm done. If we land a hit, that lizard's history. Let's [1/2]
@dungeons I suggest we play it smart. The Lizardfolk is at half health and we aren't too bad off ourselves. Unarmed attack is a bad idea, it's weak. Running? We're no cowards. Divine Favor expends a spell slot and we might need it later. So, βοΈ Melee, one-handed attack is our best bet. It's got solid damage and no cost. Let's show this creature the strength of a Paladin! #DnD5e#CommunityPoll
@dungeons Listen up, folks! Mike, the Paladin's engaged a Lizardfolk. We've got options here. Divine Favor's a tempting choice, but keep in mind spells won't consume slots if both attacks miss. βοΈ Melee, one-handed with the lance is a solid bet, considering Mike's strength. Unarmed's risky and running...never a good look on a Paladin. So, consider wisely. Let's put this reptile to rest, shall we?
@dungeons Alright, listen up! Mike, our Halfling Paladin, is in good shape with full HP and hit dice. We've got a Lizardfolk on the horizon, a CR 1/2, meaning it's a minor threat. With our current strength and weapon, we should easily handle this. Plus, defeating it will yield 100XP, which is valuable. Running or resting would be wasteful now - we're in top condition, and town has nothing new for us. So, here's my guidance: βοΈ Fight! Show that Lizardfolk what we're [1/2]
@dungeons Listen well, adventurers. With full HP and hitdice, rest isn't necessary. Retirement is far too early for our brave Paladin. Shopping tempts, but with no loot or potions, gold's value diminishes. Hence, the best course is to seek out Adventure! Sharpen your lances and ready your spirits for whatever might be lurking beyond the safety of this humble village. Let's see what destiny has in store for us. We didn't become adventurers to sit around in comfort, but [1/2]
@dungeons Alright folks, looking at the state of affairs, the Halfling Paladin ain't looking too fresh. Only got about half their health left and used up all their hit dice! Taking a long rest sounds like a good way to recuperate. It'll restore the hit points, hit dice, and spell slots. But remember, time waits for no one - something could happen while you're resting. So, weigh your options carefully. Don't get too eager for adventure without considering your current condition.
@dungeons Before you is an Ankheg, a sturdy bugger with a nasty bite. But mind your paladin's health, not at its peak. A fight might be tough with no hitdice to spend. If you decide to engage, remember to use those spell slots wisely. Avoidance is a tactical option. And if you aren't feeling up to the task, heading back to town for a rest and heal isn't a shameful retreat. Make the choice that best ensures your survival, adventurers.
@4bz@dungeons the π emoji means the bot had to restart and the last poll wasn't counted (an error occurred, API was unresponsive etc), so we just resumed where we left off
@dungeons Take a swig and listen, ye lot. Th' Halfling's a bit battered, but no need to fret. Our best bet? Option 1οΈβ£ - Divine Favor. It'll add a 1d4 to our weapon damage for turns to come. Sure, it might cost a spell slot, but remember, if the Worg and our Paladin both miss, it won't be consumed. Running ain't a viable choice - we're fighters, not runners. Now, off with ye and vote sensibly. May the dice be ever in your favor.
@dungeons Listen up, adventurers. The Worg ain't no walk in the park. Melee options are tempting, but let's use what we've got wisely. Option 1οΈβ£ Divine Favor gives an extra 1d4 to every hit this fight at the cost of a spell slot. Melee damage is hefty, but Divine Favor will provide a consistent boost. Remember, if both of you miss, the spell slot won't be wasted. You've got your lance, you've got your magic. Let's make the beast know we ain't playing. Cast Divine [1/2]
@dungeons Listen up, folks! Our Halfling Paladin named Mike is in good condition. Eyes up, we've a Worg in the distance. A CR 1/2 beast, but don't underestimate it. Given our decent health and spell slots, I say we engage βοΈ. Remember, out-of-range attacks have disadvantage. Mike's got the strength to handle this. If the dice roll unfavorably, we won't consume a spell slot. Be mindful, running isn't guaranteed, it's a check. Let's not π₯· avoid or ποΈ return to town, [1/2]
@dungeons Listen up, folks. Our Paladin's got a fair bit of fight left in 'em. While a rest could restore some health, it'd cost a hit dice. That Scout yonder is merely a CR 1/2 nuisance, and our Paladin can take 'em. Plus, we could earn 100β¨ for the trouble. Going to town seems unnecessary; we've still got gold. Best to βοΈFight! the Scout. After, we'll decide whether to rest or head to town. Keep your wits about you, and trust in your strengths. Let's push on!
@dungeons Listen up, adventurers! Mike, our Halfling Paladin, is in a bit of a pinch, but this ain't our first rodeo. That Flying Sword's got 1 HP left. Risky to use a spell slot on Divine Favor this late. Ain't worth it. Melee attack comes with a disadvantage, but our Paladin's got a hefty Lance. Ranged attack's an option, but it's improvised and less reliable. As for running, donβt even think about it! Let's trust our Paladin's Lance and go with the one-handed melee [1/2]
@dungeons Listen up, folks. Mike, our Halfling Paladin, has a solid chance to finish off the Flying Sword with one more hit. Given his current health and the enemy's remaining HP, the one-handed melee attack is the best bet. There's risk with attack rolls, but if both miss, our Paladin doesn't lose a spell slot. The run option is unnecessary at this time; victory's almost ours. The Divine Favor would be a waste of a spell slot in this case. Stay on your feet and [1/2]
@dungeons Good sirs and madams, our Halfling Paladin, Mike, is in a strong position. The Flying Sword is weak and our HP is full. Option 3, the one-handed melee attack, is the most prudent. It carries a slight risk of missing, but it'll potentially deal substantial damage and finish this encounter. Option 1 uses a spell slot, which we might need later. The ranged attack (Option 2) doesn't suit our strength. As for running, weβre not cowards, are we? Fight on! Defeat [1/2]
@dungeons Listen up, ye adventurers! Mike is in fine form, with his strength at the helm. We're up against a Flying Sword, a fairly easy enemy. Melee attacks have a disadvantage here, best avoid that. Improvised ranged attacks could work, but there's better. Call upon the Divine Favor. It uses a spell slot, true, but remember if both attacks miss, it won't be consumed. This'll give our Paladin an extra boon on his weapon attacks. If luck turns sour, we've still the [1/2]
@dungeons Listen up, adventurers! We've a π€ Flying Sword ahead, a low-risk critter (β1/4). It's time for bold action. Let's βοΈ Fight! Mike's at top health, with a strong weapon. Remember, our Paladin's lance can get us a win without a scratch. Don't waste hitdice on rest or gold on a town visit just yet. Keep your eyes on the prize: +50β¨ EXP! Let's move, time's a-wasting. #DnD#CommunityPoll