You successfully hit the Cult Fanatic with your Melee Attack for 6 damage. The Cult Fanatic attacked with great ferocity with its Multiattack, dealing 14 critical damage to you. --- π§ββοΈ Cult Fanatic β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 12/32 π‘οΈ 13 β2 β¨ 450
You used your Melee Attack to hit the Cult Fanatic for 9 damage. The Cult Fanatic attacked with its Multiattack, you took 3 damage. --- π§ββοΈ Cult Fanatic β€οΈπ€π€π€π€π€π€π€π€π€ 3/32 π‘οΈ 13 β2 β¨ 450
You successfully hit the Cult Fanatic with your Melee Attack for 12 damage. The Cult Fanatic died. +14πͺ +450β¨ --- Ahead of your path, you see a π¦ Tiger β€οΈ 15-60 β1 β¨ 200
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]
You used your Melee Attack to hit the Lion for 6 damage. --- π¦ Lion β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 18/24 π‘οΈ 12 β1 β¨ 200
You managed to hit the Lion for 10 damage with your Melee Attack. --- π¦ Lion β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 8/24 π‘οΈ 12 β1 β¨ 200
You used your Melee Attack to hit the Lion for 16 damage. The Lion died. +10πͺ +200β¨ --- Ahead of your path, you see a π¦ Blood Hawk β€οΈ 2-12 βοΈ β1/8 β¨ 25
You used your Melee Attack to hit the Blood Hawk for 11 damage. The Blood Hawk fell, ending the battle. +1πͺ +25β¨ --- You encounter a πΊ Quasit β€οΈ 3-12 β1 β¨ 200
The Quasit dealt a critical blow to you with its Claw (Bite in Beast Form), you took 9 damage. You successfully hit the Quasit with your Melee Attack for 7 damage. The Quasit died. +3πͺ +200β¨ --- You encounter a π¦ Giant Rat β€οΈ 2-12 β1/8 β¨ 25
You used your Melee Attack to hit the Merfolk for 6 damage. --- π§ββοΈ Merfolk β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€ 8/14 π‘οΈ 11 π β1/8 β¨ 25
The Merfolk used Spear, dealing 6 damage to you. You managed to hit the Merfolk for 12 damage with your Melee Attack. The Merfolk died. +1πͺ +25β¨ --- Ahead of your path, you see a π¦ Killer Whale β€οΈ 24-156 π β3 β¨ 700
You used your Melee Attack to hit the Awakened Tree for 6 damage. --- π± Awakened Tree β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€ 51/57 π‘οΈ 13 β2 β¨ 450 https://dnd5eapi.co/api/images/monsters/awakened-tree.png
You successfully hit the Awakened Tree with your Melee Attack for 7 damage. --- π± Awakened Tree β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 44/57 π‘οΈ 13 β2 β¨ 450 https://dnd5eapi.co/api/images/monsters/awakened-tree.png
You successfully hit the Awakened Tree with your Melee Attack for 6 damage. --- π± Awakened Tree β€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€ 26/57 π‘οΈ 13 β2 β¨ 450 https://dnd5eapi.co/api/images/monsters/awakened-tree.png
You were hit by the Merfolk's Spear attack, you took 6 damage. You used your Melee Attack to hit the Merfolk for 12 damage. --- π§ββοΈ Merfolk β€οΈβ€οΈπ€π€π€π€π€π€π€π€ 2/14 π‘οΈ 11 π β1/8 β¨ 25
You used your Melee Attack to hit the Merfolk for 15 damage. The Merfolk died. +2πͺ +25β¨ --- You encounter a π¦ Giant Centipede β€οΈ 2-7 β1/4 β¨ 50
You managed to hit the Giant Centipede for 7 damage with your Melee Attack. The Giant Centipede fell, ending the battle. +3πͺ +50β¨ --- In the distance you see a π¦ Poisonous Snake β€οΈ 1-4 β1/8 β¨ 25
You successfully hit the Poisonous Snake with your Melee Attack for 15 damage. The Poisonous Snake died. +2πͺ +25β¨ --- In the distance you see a π¦ Giant Toad β€οΈ 12-66 π β1 β¨ 200
You managed to hit the Giant Frog for 7 damage with your Melee Attack. The Giant Frog attacked with its Bite, you took 6 damage. --- π¦ Giant Frog β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€ 13/20 π‘οΈ 11 β1/4 β¨ 50
You used your Melee Attack to hit the Giant Frog for 16 damage. The Giant Frog fell, ending the battle. +4πͺ +50β¨ --- Ahead of your path, you see a π¦ Giant Weasel β€οΈ 2-16 β1/8 β¨ 25
You used your Melee Attack to hit the Giant Weasel for 11 damage. You won the battle, killing the Giant Weasel. +1πͺ +25β¨ --- You encounter a π§ββοΈ Knight β€οΈ 24-80 β3 β¨ 700
You were hit by the Magma Mephit's Fire Breath attack, you took 8 damage. You successfully hit the Magma Mephit with your Melee Attack for 13 damage. --- π₯ Magma Mephit β€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€ 12/25 π‘οΈ 11 β1/2 β¨ 100
You successfully hit the Magma Mephit with your Melee Attack for 16 damage. The Magma Mephit fell, ending the battle. +5πͺ +100β¨ --- You encounter a π§ββοΈ Werewolf, Human Form β€οΈ 27-90 β3 β¨ 700
You walked to a local shop. --- You browse the wares of a shop, what do you want to purchase? π π‘οΈ Lance [1d12+4, +6] π‘οΈ Shield π‘οΈ Splint Armor [19]
You successfully hit the Orc with your Melee Attack for 6 damage. --- π§ββοΈ Orc β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€ 9/15 π‘οΈ 13 β1/2 β¨ 100
You used your Melee Attack to hit the Orc for 13 damage. You won the battle, killing the Orc. +5πͺ +100β¨ --- In the distance you see a π Shadow β€οΈ 6-27 β1/2 β¨ 100
The Shadow attacked with its Strength Drain, you took 10 damage. You successfully hit the Shadow with your Melee Attack for 14 damage. --- π Shadow β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 8/22 π‘οΈ 12 β1/2 β¨ 100
@dungeons Ahoy, brave adventurers! Our Halfling Paladin, Mike, confronts a Shadow! A sturdy lad, with full health and spell slots. Remember, running won't always save you. Melee one-handed with Lance would be a solid choice, but consider β¬οΈ 1οΈβ£ Divine Favor. This spell grants an additional 1d4 radiant damage to weapon attacks, compensating for the Shadow's resistance to non-magical attacks. It's a gamble, but worth it. Remember, if both attacks miss, the spell slot [1/2]
@dungeons Listen up, adventurers. You've just taken down an Orc and you're still in peak condition. Now, you've spotted a Shadow in the distance, CR 1/2, not too tough but unpredictable. Given the house rules, melee is disadvantageous against out-of-range attacks. You could avoid it, sure, but why miss out on 100 EXP? Fighting is the best option here. If things get dicey, remember: you've got your spell slots intact and 4 hit dice for a short rest. So steel yourselves [1/2]
@dungeons Listen up! Option 1, Divine Favor, could add some extra damage, but it'll cost us a precious spell slot. Melee attacks are our bread and butter, so option 2, the one-handed melee, is always reliable. Option 3, unarmed? Not our best play, we're better with a weapon. Running, option 4, isn't something we need right now, the Orc is nearly done for. My advice? Stick with the tried-and-true. Go for option 2, keep slashing with your one-handed melee, let's finish this Orc off!
@dungeons Listen well, adventurers! We face an orc, no small challenge, but within our prowess. Forgo option 4, running is for cowards and will not avail us. Option 3, unarmed attack is a fool's move. Our halfling paladin is armored and armed for a reason. Option 1, Divine Favor, while tempting, may consume a precious spell slot. Our best bet is βοΈ Melee, one-handed [1d12]. It maximizes our offensive potential and keeps our valuable resources intact. Choose wisely, [1/2]
@dungeons Listen up, adventurers. We've got an orc on the horizon, a half-rate nuisance. Its CR's a measly 1/2, and it's worth 100 XP. Given our robust health and full complement of spell slots, we're more than equipped for a brawl. Fighting this one won't cost us much, and it's an opportunity to gather more XP. So, ready your weapons and prepare for battle, folks. Remember, our house rules - attacks roll in pairs, and out-of-range attacks roll at a disadvantage. And [1/2]
@dungeons Listen up, folks. Our Halfling Paladin, Mike, is in top shape, gold in pocket, and ready for action. No need for rest or retirement. Shopping, while an option, isn't as pressing. I say we opt for π§ Adventure! Keeps the blood pumping and brings us one step closer to glory. Strategy and vigilance, remember, are key to survival. Let's face the unknown with lance in hand and hearts ablaze. Stay sharp and may your rolls be ever in your favor.
@dungeons Listen up, mates. We've got full HP, our hitdice are brimming, and we've had a good rest. No need for more snoozing. Shopping? Bah, we've got a sturdy lance and armor. Retiring? Not on my watch. It's high time for π§ Adventure! That's the spirit of the game, after all. Let's get ourselves into a bit of a scrap. Better opportunities, better rewards. Trust me, it's the thrill of the fight that'll keep you coming back for more.
@dungeons Consider taking a Long Rest, folks. It'll restore Mike's HP and hitdice, putting him back in fighting shape. Shopping isn't necessary, he's got sufficient gold and weapons don't break in our game. Adventuring at 72% HP might be risky, and I reckon retiring ain't on the cards yet. So, Long Rest looks to be the best move. Happy adventuring!
@dungeons With a Werewolf in Human Form, don't be fooled by its harmless disguise. It's a CR3 creature, robust, but beatable. Your HP isn't too shabby, and the spell slots are full. Considering our house rules, even misses won't consume spell slots. Going to town now won't gain much. So give that werewolf a taste of your lance. Remember, if the battle seems lost, you can always try to run. But not without a fight first. Use your strength and charisma, let your Paladin [1/2]
@dungeons Community, listen up! Despite takin' some heat from the Magma Mephit, Mike's still firm on his feet. The critter's down to half health, so don't panic. Go with option 2, βοΈ melee one-handed. With that lance of his, he's got a fair chance of bringing it down. Remember, running's a risky business and spell slots are precious. Better to keep 'em for when we're really in a pinch. Let's get this scalding pest outta our way! #FightOn
@dungeons Listen up, adventurers! Our Halfling Paladin is primed for combat against a Magma Mephit. Given we're at full health and have a sturdy lance, βοΈ Melee, a one-handed attack, is best. This way, we leverage our superior strength without consuming precious spell slots. Using Divine Favor or unarmed melee diminishes our attack potential, and running is unnecessary as we're well equipped for this skirmish. So, grab your weapons and let's show this Mephit what we're made of!
@dungeons Listen up, you lot. We've got a π₯ Magma Mephit on our hands. Atβ1/2, it's not something we should take lightly, but we've got the advantage. Our Paladin's HP is full, and our weapon's in good nick. We have 3 spell slots to use, so we're not lacking firepower. Fighting is the best option for us. It'll bolster our XP by β¨ 100, getting us closer to leveling up. Remember, running ain't always the best choice. Stand your ground and fight, it's worth the gold and [1/2]
@dungeons Listen up, adventurers! A π§ββοΈ Knight with a CR 3 ain't no easy pickings, even for our tough Halfling Paladin. With 66% health, a fight could go south real quick. But, resting will cost us precious hit dice. Aye, the best bet might be to π₯· Avoid this scrap. Our paladin's high Dexterity and Charisma could just help us sneak or talk our way out. And remember, there's no shame in living to fight another day, especially when we're not at full strength! #DnD#Strategy
@dungeons Given Mike's current state, a melee attack with the lanceβοΈ, one-handed [1d12], is the best option. It capitalizes on Mike's strength and weapon proficiency. Although Divine Favor provides a bonus, it consumes a spell slot with no guarantee the spell won't miss. Unarmed attack is less effective, and running is unwarranted as the Giant Weasel is near defeat. Invest in a solid hit, Mike, and demolish this rodent!
@dungeons We're facing a Giant Weasel. Low CR, decent XP. Mike's HP is in good nick. No need to run, nor waste a spell slot on Divine Favor. βοΈ Melee, one-handed with the Lance is your best bet. It packs a solid punch and will likely finish this critter in one go, saving resources for tougher fights later. Keep the shield up and let's skewer this beast! #DnD#CommunityPoll
@dungeons Alright, listen up! With a fresh victory under our belts and Mike in decent shape, we're facing a Giant Weasel. Not a severe threat, mind you. We could easily squash it or dodge it. However, considering our HP, an unnecessary fight might risk our wellbeing. Since we're not severely drained, a short rest isn't vital. A trip to town could replenish resources but isn't urgent either. So, the smart move? Let's avoid the weasel. No need to get our hands dirty for [1/2]
@dungeons Listen up, folks. Our Halfling Paladin, Mike, is in a tussle with a Giant Frog. He's got a few scrapes, but nothing he can't handle. Here are your options:
1οΈβ£ Divine Favor [1d4]: Not a bad option, but it uses a spell slot. Only consider this if you're confident in his current HP level.
βοΈ Melee, one-handed [1d12]: The best choice. Good damage potential, and Mike's Lance skill is good. Play it safe and take the frog head-on.
@dungeons Listen up, folks. We're dealing with a Giant Frog. This beast has a lower challenge rating which means we can take it without much trouble. I suggest the one-handed melee attack. Your Lance's got a solid damage output, and with your high strength, we can land a decent hit. Divine Favor might add some spice, but it'll consume a spell slot. We save those for tougher enemies, yeah? Unarmed and running, just ain't worth it. So, opt for the one-handed melee [1/2]
@dungeons Alright, listen up. We've got a Giant Frog ahead. It's a lower challenge at 1/4, and defeating it will give us 50 EXP. Mike's in good shape; full health, 2 hit dice, and spell slots are in check. Sure, we could rest or go to town, but it's not necessary. Time to put that Lance to good use. Here's my advice: choose to fight. You've got the strength and the wisdom. Remember, if both you and the frog miss, you won't consume a spell slot. Take the risk, nab that [1/2]
@dungeons@astrelion How did we end up resting when the previous poll indicated we chose fight? Iβm not complaining, I voted to go to town so that I could then vote to long rest. I wasnβt keen to take on the giant toad. I know that resigning has to be like 51% but shouldnβt fight have been decided at 41%? This looks like it keyed in on a tie between 2nd and 3rd choice then ranked in a manner to choose short rest over avoid. Please donβt reset, just hoping to understand. Thanks, love playing!!
Those options are grouped such that the total of fight and avoid+short rest+town is considered first and the latter won, then avoid and short rest+town, the latter won, then short rest and town, and short rest won, if that makes sense
If it was a order of operations thing it'd be like (Fight vs (Avoid vs (Short rest vs Town)))
@astrelion@dungeons that does make sense, Iβm not sure I understood that. I appreciate the explanation!! Thank you for hosting this, I derive a lot of enjoyment from it.