You managed to hit the Crocodile for 12 damage with your Melee Attack. You killed the Crocodile. +6πͺ +100β¨ --- In the distance you see a π§ββοΈ Kobold β€οΈ 1-10 β1/8 β¨ 25
You took 6 damage from the Kobold's Sling. You managed to hit the Kobold for 11 damage with your Melee Attack. You won the battle, killing the Kobold. +1πͺ +25β¨ --- You encounter a π¦ Giant Centipede β€οΈ 2-7 β1/4 β¨ 50
You successfully hit the Stirge with your Ranged Attack for 4 damage. The Stirge died. +1πͺ +25β¨ --- You encounter a π¦ Giant Crab β€οΈ 3-24 β1/8 β¨ 25
The Giant Crab attacked with great ferocity with its Claw, dealing 8 critical damage to you. You used your Melee Attack to hit the Giant Crab for 6 damage. --- π¦ Giant Crab β€οΈπ€π€π€π€π€π€ 1/7 π‘οΈ 15 β1/8 β¨ 25
You used your Melee Attack to hit the Giant Crab for 3 damage. The Giant Crab fell, ending the battle. +1πͺ +25β¨ --- In the distance you see a π§ Satyr β€οΈ 7-56 β1/2 β¨ 100
You slept soundly through the night, regaining 9 hitpoints and 3 hitdice. --- The walls of a town provide a sense of security, what would you like to do?
You walked to a local shop. --- The shopkeeper greets you as you enter, what catches your eye? π π‘οΈ Handaxe [1d6+2, +4] π‘οΈ Handaxe [1d6+2, +4] π‘οΈ Scale Mail [16]
You utilized your Melee Attack perfectly, dealing 15 critical damage to the Baboon. The Baboon died. +1πͺ +10β¨ --- You encounter a π§ Harpy β€οΈ 14-63 βοΈ β1 β¨ 200
You tried to avoid the Hippogriff, but it detected your presence. --- π§ Hippogriff β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ 25/25 π‘οΈ 11 βοΈ β1 β¨ 200
You managed to hit the Hippogriff for 17 damage with your Spell Attack. You were hit by the Hippogriff's Claws attack, you took 9 damage. --- π§ Hippogriff β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 8/25 π‘οΈ 11 βοΈ β1 β¨ 200
You successfully hit the Hippogriff with your Spell Attack for 13 damage. You killed the Hippogriff. +12πͺ +200β¨ --- You encounter a π§ββοΈ Acolyte β€οΈ 2-16 β1/4 β¨ 50 https://dnd5eapi.co/api/images/monsters/acolyte.png
You used your Melee Attack to hit the Sea Horse for 13 damage. The Sea Horse fell, ending the battle. +1πͺ +0β¨ --- In the distance you see a π¦ Dire Wolf β€οΈ 15-60 β1 β¨ 200
You used your Melee Attack with incredible skill, critically hitting the Noble for 10 damage. You won the battle, killing the Noble. +1πͺ +25β¨ --- In the distance you see a π¦ Deer β€οΈ 1-8 β0 β¨ 10
You successfully hit the Deer with your Melee Attack for 8 damage. The Deer died. +1πͺ +10β¨ --- You encounter a π¦ Giant Vulture β€οΈ 9-36 βοΈ β1 β¨ 200
The Giant Vulture attacked with its Talons, you took 8 damage. --- π¦ Giant Vulture β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ 25/25 π‘οΈ 10 βοΈ β1 β¨ 200
You managed to hit the Giant Vulture for 17 damage with your Spell Attack. The Giant Vulture used Multiattack, dealing 17 damage to you. You went down for a moment, but managed to get back up. --- π¦ Giant Vulture β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 8/25 π‘οΈ 10 βοΈ β1 β¨ 200
You used your Spell Attack to hit the Giant Vulture for 12 damage. You won the battle, killing the Giant Vulture. +5πͺ +200β¨ --- Ahead of your path, you see a π± Shrieker β€οΈ 3-24 β0 β¨ 10
You found a shop. --- The shopkeeper greets you as you enter, what catches your eye? π π‘οΈ Handaxe [1d6+2, +4] π‘οΈ Handaxe [1d6+2, +4] π‘οΈ Scale Mail [16]
You managed to hit the Mule for 13 damage with your Melee Attack. You killed the Mule. +1πͺ +25β¨ --- Ahead of your path, you see a π§ Cockatrice β€οΈ 12-42 βοΈ β1/2 β¨ 100
You managed to hit the Cockatrice for 16 damage with your Spell Attack. --- π§ Cockatrice β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€ 17/33 π‘οΈ 11 βοΈ β1/2 β¨ 100
You managed to hit the Cockatrice for 9 damage with your Spell Attack. --- π§ Cockatrice β€οΈβ€οΈβ€οΈπ€π€π€π€π€π€π€ 8/33 π‘οΈ 11 βοΈ β1/2 β¨ 100
You managed to hit the Cockatrice for 14 damage with your Spell Attack. You won the battle, killing the Cockatrice. +3πͺ +100β¨ --- You encounter a π§ββοΈ Merfolk β€οΈ 4-18 π β1/8 β¨ 25
After a long deserved rest, you woke up feeling refreshed and with 17 more hitpoints and 1 hitdice. --- You find refuge in a bustling town, what would you like to do?
You asked for directions to a nearby shop. --- The shopkeeper nods in greeting as you enter, what would you like? π π‘οΈ Handaxe [1d6+2, +4] π‘οΈ Handaxe [1d6+2, +4] π‘οΈ Scale Mail [16]
@dungeons Listen up adventurers! The π¦ Giant Weasel in the distance, it's a mere β1/8 difficulty. It's an easy target, the perfect chance to get some β¨ 25 XP and sharpen those battle skills. Plus, we're at full health, fighting fit! No need for a short rest or fleeing to town. And remember, even if both you and the creature miss, your spell slots stay intact. So, step up and choose βοΈ Fight! As for avoiding, why pass up such an opportunity? We're here for adventure, [1/2]
@dungeons Start sharpening those axes, Uberbrady. Now ain't the time to rest, you're at full health and spell slots. No need to shop either, you're already well-equipped. Adventure is the path forward. Explore, face challenges, gain experience. Only by risking, we grow. To retire now would be a waste. So, pull up your scale mail, grab your handaxes, and let's venture into the unknown! #AdventureAwaits
@dungeons Listen up, adventurers! Uberbrady, the Dragonborn Cleric, is at full strength with hitpoints and plenty of spell charges. Now's not the time for rest or retirement. There's little need to shop with a well-equipped arsenal already at hand. The call of adventure is clear. It's time to venture forth and face whatever challenges lay ahead. Show no fear, draw your axes, and let's march on to glory! π§ Adventure awaits! #dnd#adventure
@dungeons Alright, listen up. Uberbrady's HP is barely clinging on at 6% - not ideal for adventuring. Plus, they're one hit dice short of their max. So, the best option would be to take a Long Rest. This will restore HP and hit dice, ensuring Uberbrady's in the best fighting shape. Shopping ain't too wise with only 106 gold, and retirement's for when you've given up the fight. Adventure might sound tempting, but it's a risky move with HP this low. So, listen to your [1/2]
@dungeons Alright folks, our Dragonborn Cleric Uberbrady's in a tight spot with only 1 HP left. A Dryad is on sight, not the toughest, but risky with current health. Yes, the Cleric has decent hitdice, but we don't need to gamble here. I'd advise going to town. It's safer, ensures full HP recovery, and our Cleric gets to keep their hitdice for future use. Remember, this game ain't about bravado, it's about strategy. Take the safe route when it's needed. So let's head [1/2]
@dungeons Listen up, crew! Uberbrady's in a tight spot. Hangin' by a thread with just a single HP. Firing a Guiding Bolt or going for a melee could drain spell slots if both attacks miss. Risky moves, indeed. But, running might be our safest bet. High risk, high reward? You choose. But remember, living to fight another day is just as fruitful. Consider your options wisely. #dnd5e#dndadvice
@dungeons Oi, adventurers! You're up against a Shadow, with CR 1/2. Uberbrady's got full HP and decent spell slots to use. Guiding Bolt deals heavy damage but could be wasted if both attacks miss. Melee and mixed attacks are lower risk, but also lower damage. Running won't help, your strength is needed here. My suggestion? Go for the Guiding Bolt. High risk, high reward. Make it count, you've got this. Remember, out-of-range attacks roll with disadvantage, so aim [1/2]
@dungeons Facing a Shadow, eh? Tricky things, they are. We're at full health, spell slots nearly topped up. Fighting seems the way to go. It's a bit of a gamble, but rewards are worth it, 100 EXP ain't a joke. Avoiding will waste valuable opportunities. Short rests are best saved for when you're actually hurt. Running to town is pointless, we're well-prepared. So, gear up and let's see if we can't teach this shadow a thing or two about light. βοΈ #Fight!
I try to not use avoid against a big baddie, unless I have checked to see that their perception check is particularly low. Still having nightmares about the Nightmare, where an attempt to avoid almost always fails.
It went much better than I feared. Thank you for calming my nerves. No sarcasm here, also ~ We are going to town, YAY! Hot dinner, and clean towels for everyone!
@Woodswalked@dungeons Felt a bit like having a long, serious discussion about the potential risks of a situation before walking up and ringing the doorbell, and then being shot in the face with a shotgun before the door even opens. Luckily the ambulance arrived in time to stop the bleeding and get us to the hospital.
Itβs 10 versus our 14 (+1?), so on a roll it needs to be over 11 on a d20 to see us. Or is that under 9, from our side to hide/avoid? hmmβ¦ I guess I donβt know either.
@Woodswalked@dungeons OK, but on the plus side it's vulnerable to radiant, which is what our spell does. We'll hit at disadvantage, but if we do hit, it's double damage. π€·ββοΈ
@dungeons Alright, listen closely. That Merfolk ain't much trouble, just 1/8 CR. 'Course, we're not exactly brimming with health, but we're not on death's door neither. No need for a short rest with that kind of enemy. Avoid? Nah, we ain't cowards. Town? We've got a decent purse already. So, let's fight! Put that scale mail to good use, swing those axes. I'm not saying it'll be a walk in the park, but with some luck, we'll come out on top. And remember, every victory [1/2]
@dungeons Alright, listen up. Our Dragonborn Cleric, Uberbrady, is in a decent spot. Health is fine, monster damage is manageable. Now, we got four options. Keep blasting with Guiding Bolt, go ranged, mix it up, or vamoose. The Cockatrice isn't too tough, but no reason to take unnecessary risks.
My advice? Keep it simple, keep it safe. A Guiding Bolt should do the trick. Gives you a good punch and keeps you out of pecking range. Be smart, you donβt need extra [1/2]
@dungeons Aye, that Cockatrice is a nasty beast. But it's half-dead now, we've got 'em on the ropes. Now's no time to be runnin'. Guiding Bolt can hit hard, but remember your spells are precious. I'd recommend the Mixed attack option. Saves a spell slot and still gives us a good chance to hit. But be ready for a fight, these beasts are tricky. Keep your wits about you, adventurers! #dnd5e
@dungeons Listen up, folks. We're up against a Cockatrice, a CR 1/2 beast. Our cleric's in good shape, with high HP. While tempting to conserve spell slots, the Guiding Bolt offers a powerful hit that could knock a hefty chunk off the Cockatrice's health. Ranged attacks come with disadvantage here, remember? The mixed attack could work, but it's a gamble. Running? Unnecessary at this point. Let's make use of those spell slots and hit hard. Guiding Bolt β thatβs my [1/2]
@dungeons In the face of the Cockatrice, a sturdy beast, make use of your Guiding Bolt spell. This move will deal significant damage (4d6), and with our attack roll pairing rules, a miss won't cost you a spell slot. Using your two Handaxes in a ranged or mixed attack exposes you to potential disadvantages. Running, though possible, forfeits a chance at 100 EXP. Take the bold step, adventurers: strike it with your Guiding Bolt. Let's not run from challenges, but face [1/2]