You slept long through the night, regaining 17 hitpoints and 1 hitdice.
---
You are safe in a town, what would you like to do?
🧭 Adventure!
32.1%
🛒 Shop
67.9%
🛌 Long Rest (+â¤ī¸ +🎲)
0%
🏡 Retire (campaign ends)
0%
Poll ended at .
You asked for directions to a nearby shop.
---
You enter a shop and see a variety of items, what do you want to buy?
🎒
đŸ—Ąī¸ Handaxe [1d6+2, +4] đŸ—Ąī¸ Handaxe [1d6+2, +4] đŸ›Ąī¸ Scale Mail [16]
đŸ—Ąī¸ Mace [1d6+2, +4] ~ 1H (+0đŸĒ™)
4.8%
đŸ—Ąī¸ Spear [1d6+2, +4] ~ 1H T V (+4đŸĒ™)
14.3%
đŸ›Ąī¸ Chain Shirt [15] (-25đŸĒ™)
0%
â†Šī¸ Back to Town
81%
Poll ended at .
You left the shop.
---
You find refuge in a bustling town, what would you like to do?
🧭 Adventure!
90.5%
🛒 Shop
4.8%
🛌 Long Rest (+â¤ī¸ +🎲)
4.8%
🏡 Retire (campaign ends)
0%
Poll ended at .
You left with a sense of adventure.
---
In the distance you see a đŸ§â€â™‚ī¸ Spy
â¤ī¸ 6-48 ❕1 ✨ 200
âš”ī¸ Fight!
84.2%
đŸĨˇ Avoid
10.5%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
5.3%
Poll ended at .
You engaged the Spy!
---
đŸ§â€â™‚ī¸ Spy
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 30/30
đŸ›Ąī¸ 12
❕1
✨ 200
1ī¸âƒŖ Inflict Wounds [3d10]
91.3%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
4.3%
🏃 Run!
4.3%
Poll ended at .
You took 6 damage from the Spy's Hand Crossbow.
---
đŸ§â€â™‚ī¸ Spy
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 30/30
đŸ›Ąī¸ 12
❕1
✨ 200
1ī¸âƒŖ Inflict Wounds [3d10]
84.2%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
5.3%
🏃 Run!
10.5%
Poll ended at .
You used your Spell Attack to hit the Spy for 13 damage.
---
đŸ§â€â™‚ī¸ Spy
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 17/30
đŸ›Ąī¸ 12
❕1
✨ 200
1ī¸âƒŖ Inflict Wounds [3d10]
84.2%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
10.5%
🏃 Run!
5.3%
Poll ended at .
You took 5 damage from the Spy's Multiattack.
You used your Spell Attack to hit the Spy for 20 damage.
You killed the Spy.
+4đŸĒ™ +200✨
---
Ahead of your path, you see a đŸĻ Giant Weasel
â¤ī¸ 2-16 ❕1/8 ✨ 25
âš”ī¸ Fight!
30%
đŸĨˇ Avoid
0%
â›ē Short Rest (+â¤ī¸ -🎲)
65%
đŸ˜ī¸ Go to Town
5%
Poll ended at .
You sat down and caught your breath, regaining 11 hitpoints.
---
Ahead of your path, you see a đŸ§â€â™‚ī¸ Guard
â¤ī¸ 4-18 ❕1/8 ✨ 25
âš”ī¸ Fight!
96%
đŸĨˇ Avoid
0%
â›ē Short Rest (+â¤ī¸ -🎲)
4%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You confronted the Guard!
---
đŸ§â€â™‚ī¸ Guard
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 12/12
đŸ›Ąī¸ 16
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
47.6%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
52.4%
🏃 Run!
0%
Poll ended at .
You successfully hit the Guard with your Melee Attack for 8 damage.
The Guard used Spear, dealing 6 damage to you.
---
đŸ§â€â™‚ī¸ Guard
â¤ī¸â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 4/12
đŸ›Ąī¸ 16
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
13%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
87%
🏃 Run!
0%
Poll ended at .
You took 2 damage from the Guard's Spear.
---
đŸ§â€â™‚ī¸ Guard
â¤ī¸â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 4/12
đŸ›Ąī¸ 16
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
11.5%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
3.8%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
84.6%
🏃 Run!
0%
Poll ended at .
You successfully hit the Guard with your Melee Attack for 4 damage.
You killed the Guard.
+1đŸĒ™ +25✨
---
In the distance you see a đŸĻ Giant Rat
â¤ī¸ 2-12 ❕1/8 ✨ 25
âš”ī¸ Fight!
58.1%
đŸĨˇ Avoid
0%
â›ē Short Rest (+â¤ī¸ -🎲)
41.9%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You confronted the Giant Rat!
---
đŸĻ Giant Rat
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 8/8
đŸ›Ąī¸ 12
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
38.7%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
3.2%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
58.1%
🏃 Run!
0%
Poll ended at .
You used your Melee Attack to hit the Giant Rat for 7 damage.
---
đŸĻ Giant Rat
â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 1/8
đŸ›Ąī¸ 12
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
7.4%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
88.9%
🏃 Run!
3.7%
Poll ended at .
You were hit by the Giant Rat's Bite attack, you took 3 damage.
---
đŸĻ Giant Rat
â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 1/8
đŸ›Ąī¸ 12
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
6.1%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
3%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
90.9%
🏃 Run!
0%
Poll ended at .
🔄
---
You encounter a Swarm of Ravens
â¤ī¸ 1-49 â˜ī¸ ❕1/4 ✨ 50
âš”ī¸ Fight!
7.1%
đŸĨˇ Avoid
26.2%
â›ē Short Rest (+â¤ī¸ -🎲)
50%
đŸ˜ī¸ Go to Town
16.7%
Poll ended at .
You rested for a moment, regaining 11 hitpoints.
---
You encounter a đŸĻ Baboon
â¤ī¸ 1-6 ❕0 ✨ 10
âš”ī¸ Fight!
92.3%
đŸĨˇ Avoid
7.7%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You engaged the Baboon!
---
đŸĻ Baboon
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 6/6
đŸ›Ąī¸ 12
❕0
✨ 10
1ī¸âƒŖ Inflict Wounds [3d10]
20%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
6.7%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
73.3%
🏃 Run!
0%
Poll ended at .
The Baboon attacked with its Bite, you took 3 damage.
You successfully hit the Baboon with your Melee Attack for 7 damage.
You won the battle, killing the Baboon.
+1đŸĒ™ +10✨
---
In the distance you see a Swarm of Bats
â¤ī¸ 5-40 â˜ī¸ ❕1/4 ✨ 50
âš”ī¸ Fight!
29%
đŸĨˇ Avoid
38.7%
đŸ˜ī¸ Go to Town
32.3%
Poll ended at .
You managed to avoid the Swarm of Bats.
---
In the distance you see a đŸ—ŋ Ogre
â¤ī¸ 28-91 ❕2 ✨ 450
âš”ī¸ Fight!
25%
đŸĨˇ Avoid
38.9%
đŸ˜ī¸ Go to Town
36.1%
Poll ended at .
You snuck past the Ogre.
---
In the distance you see a đŸĻ Vulture
â¤ī¸ 2-9 â˜ī¸ ❕0 ✨ 10
âš”ī¸ Fight!
85.3%
đŸĨˇ Avoid
8.8%
đŸ˜ī¸ Go to Town
5.9%
Poll ended at .
You engaged the Vulture!
---
đŸĻ Vulture
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 7/7
đŸ›Ąī¸ 10 â˜ī¸
❕0
✨ 10
1ī¸âƒŖ Guiding Bolt [4d6]
29.4%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
0%
🏹 Ranged, two-handed [1d6 | 1d6]
67.6%
🏃 Run!
2.9%
Poll ended at .
You successfully hit the Vulture with your Ranged Attack for 4 damage.
---
đŸĻ Vulture
â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 3/7
đŸ›Ąī¸ 10 â˜ī¸
❕0
✨ 10
1ī¸âƒŖ Guiding Bolt [4d6]
6.5%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
0%
🏹 Ranged, two-handed [1d6 | 1d6]
93.5%
🏃 Run!
0%
Poll ended at .
You used your Ranged Attack to hit the Vulture for 11 damage.
You killed the Vulture.
+1đŸĒ™ +10✨
---
Ahead of your path, you see a đŸĻ Giant Wolf Spider
â¤ī¸ 4-18 ❕1/4 ✨ 50
âš”ī¸ Fight!
83.9%
đŸĨˇ Avoid
0%
đŸ˜ī¸ Go to Town
16.1%
Poll ended at .
You confronted the Giant Wolf Spider!
---
đŸĻ Giant Wolf Spider
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 9/9
đŸ›Ąī¸ 13
❕1/4
✨ 50
1ī¸âƒŖ Inflict Wounds [3d10]
37.1%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
5.7%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
57.1%
🏃 Run!
0%
Poll ended at .
The Giant Wolf Spider used Bite, dealing 6 damage to you.
You used your Melee Attack to hit the Giant Wolf Spider for 11 damage.
The Giant Wolf Spider died.
+2đŸĒ™ +50✨
---
You encounter a đŸĻ Giant Fire Beetle
â¤ī¸ 2-7 ❕0 ✨ 10
âš”ī¸ Fight!
67.9%
đŸĨˇ Avoid
0%
đŸ˜ī¸ Go to Town
32.1%
Poll ended at .
You engaged the Giant Fire Beetle!
---
đŸĻ Giant Fire Beetle
â¤ī¸â¤ī¸â¤ī¸ 3/3
đŸ›Ąī¸ 13
❕0
✨ 10
1ī¸âƒŖ Inflict Wounds [3d10]
18.2%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
78.8%
🏃 Run!
3%
Poll ended at .
You successfully hit the Giant Fire Beetle with your Melee Attack for 10 damage.
The Giant Fire Beetle fell, ending the battle.
+1đŸĒ™ +10✨
---
In the distance you see a đŸĻ Giant Constrictor Snake
â¤ī¸ 16-104 ❕2 ✨ 450
âš”ī¸ Fight!
21.2%
đŸĨˇ Avoid
9.1%
đŸ˜ī¸ Go to Town
69.7%
Poll ended at .
You found your way to a nearby village.
---
You find refuge in a bustling town, what would you like to do?
🧭 Adventure!
3.2%
🛒 Shop
6.5%
🛌 Long Rest (+â¤ī¸ +🎲)
90.3%
🏡 Retire (campaign ends)
0%
Poll ended at .
You slept long through the night, regaining 9 hitpoints and 4 hitdice.
---
The walls of a town provide a sense of security, what would you like to do?
🧭 Adventure!
45.8%
🛒 Shop
54.2%
🛌 Long Rest (+â¤ī¸ +🎲)
0%
🏡 Retire (campaign ends)
0%
Poll ended at .
You walked to a local shop.
---
You browse the wares of a shop, what do you want to purchase?
🎒
đŸ—Ąī¸ Handaxe [1d6+2, +4] đŸ—Ąī¸ Handaxe [1d6+2, +4] đŸ›Ąī¸ Scale Mail [16]
đŸ—Ąī¸ Dagger [1d4+2, +4] ~ 1H L T (+0đŸĒ™)
4.5%
đŸ›Ąī¸ Leather Armor [13] (+15đŸĒ™)
0%
đŸ›Ąī¸ Padded Armor [13] (+20đŸĒ™)
4.5%
â†Šī¸ Back to Town
90.9%
Poll ended at .
You left the shop.
---
You find refuge in a bustling town, what would you like to do?
🧭 Adventure!
95.2%
🛒 Shop
0%
🛌 Long Rest (+â¤ī¸ +🎲)
0%
🏡 Retire (campaign ends)
4.8%
Poll ended at .
You left with a sense of adventure.
---
You encounter a đŸĻ Pony
â¤ī¸ 4-18 ❕1/8 ✨ 25
âš”ī¸ Fight!
77.8%
đŸĨˇ Avoid
22.2%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You engaged the Pony!
---
đŸĻ Pony
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 12/12
đŸ›Ąī¸ 10
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
29.2%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
62.5%
🏃 Run!
8.3%
Poll ended at .
You managed to hit the Pony for 8 damage with your Melee Attack.
---
đŸĻ Pony
â¤ī¸â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 4/12
đŸ›Ąī¸ 10
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
16.7%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
3.3%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
80%
🏃 Run!
0%
Poll ended at .
You successfully hit the Pony with your Melee Attack for 10 damage.
The Pony fell, ending the battle.
+2đŸĒ™ +25✨
---
Ahead of your path, you see a đŸ§â€â™‚ī¸ Bandit
â¤ī¸ 4-18 ❕1/8 ✨ 25
âš”ī¸ Fight!
95%
đŸĨˇ Avoid
5%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You confronted the Bandit!
---
đŸ§â€â™‚ī¸ Bandit
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 15/15
đŸ›Ąī¸ 12
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
40%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
15%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
40%
🏃 Run!
5%
Poll ended at .
You used your Spell Attack to hit the Bandit for 14 damage.
The Bandit used Light Crossbow, dealing 9 damage to you.
---
đŸ§â€â™‚ī¸ Bandit
â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 1/15
đŸ›Ąī¸ 12
❕1/8
✨ 25
1ī¸âƒŖ Inflict Wounds [3d10]
16.7%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
83.3%
🏃 Run!
0%
Poll ended at .
You handled your Melee Attack with grace, dealing a critical blow to the Bandit for 9 damage.
You won the battle, killing the Bandit.
+2đŸĒ™ +25✨
---
Ahead of your path, you see a 🐉 Silver Dragon Wyrmling
â¤ī¸ 24-66 â˜ī¸ ❕2 ✨ 450
âš”ī¸ Fight!
8.7%
đŸĨˇ Avoid
26.1%
â›ē Short Rest (+â¤ī¸ -🎲)
56.5%
đŸ˜ī¸ Go to Town
8.7%
Poll ended at .
You sat down and caught your breath, regaining 9 hitpoints.
---
Ahead of your path, you see a 💀 Shadow
â¤ī¸ 6-27 ❕1/2 ✨ 100
âš”ī¸ Fight!
89.5%
đŸĨˇ Avoid
10.5%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You engaged the Shadow!
---
💀 Shadow
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 16/16
đŸ›Ąī¸ 12
❕1/2
✨ 100
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
18.8%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
25%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
43.8%
🏃 Run!
12.5%
Poll ended at .
You were hit by the Shadow's Strength Drain attack, you took 14 damage.
You handled your Melee Attack with grace, dealing a critical blow to the Shadow for 12 damage.
---
💀 Shadow
â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 4/16
đŸ›Ąī¸ 12
❕1/2
✨ 100
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
25%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
10%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
50%
🏃 Run!
15%
Poll ended at .
You used your Melee Attack to hit the Shadow for 5 damage.
The Shadow fell, ending the battle.
+3đŸĒ™ +100✨
---
You encounter a đŸ§â€â™‚ī¸ Merfolk
â¤ī¸ 4-18 🌊 ❕1/8 ✨ 25
âš”ī¸ Fight!
9.5%
đŸĨˇ Avoid
4.8%
â›ē Short Rest (+â¤ī¸ -🎲)
42.9%
đŸ˜ī¸ Go to Town
42.9%
Poll ended at .
You had a moment to take a breather, you regained 5 hitpoints.
---
In the distance you see a đŸĻ Dire Wolf
â¤ī¸ 15-60 ❕1 ✨ 200
âš”ī¸ Fight!
26.1%
đŸĨˇ Avoid
0%
đŸ˜ī¸ Go to Town
73.9%
Poll ended at .
You found your way to a nearby village.
---
You are safe in a town, what would you like to do?
🧭 Adventure!
0%
🛒 Shop
17.6%
🛌 Long Rest (+â¤ī¸ +🎲)
82.4%
🏡 Retire (campaign ends)
0%
Poll ended at .
After a long deserved rest, you woke up feeling refreshed and with 9 more hitpoints and 4 hitdice.
---
The walls of a town provide a sense of security, what would you like to do?
🧭 Adventure!
53.8%
🛒 Shop
42.3%
🛌 Long Rest (+â¤ī¸ +🎲)
0%
🏡 Retire (campaign ends)
3.8%
Poll ended at .
You embarked on a journey of adventure.
---
Ahead of your path, you see a đŸ‘ē Imp
â¤ī¸ 6-15 â˜ī¸ ❕1 ✨ 200
âš”ī¸ Fight!
89.5%
đŸĨˇ Avoid
10.5%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You engaged the Imp!
---
đŸ‘ē Imp
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 10/10
đŸ›Ąī¸ 13 â˜ī¸
❕1
✨ 200
1ī¸âƒŖ Guiding Bolt [4d6]
63.2%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
10.5%
🏹 Ranged, two-handed [1d6 | 1d6]
26.3%
🏃 Run!
0%
Poll ended at .
The Imp used Sting (Bite in Beast Form), dealing 4 damage to you.
---
đŸ‘ē Imp
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 10/10
đŸ›Ąī¸ 13 â˜ī¸
❕1
✨ 200
1ī¸âƒŖ Guiding Bolt [4d6]
66.7%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
0%
🏹 Ranged, two-handed [1d6 | 1d6]
33.3%
🏃 Run!
0%
Poll ended at .
You successfully hit the Imp with your Spell Attack for 13 damage.
The Imp fell, ending the battle.
+14đŸĒ™ +200✨
---
You encounter a đŸ§â€â™‚ī¸ Cult Fanatic
â¤ī¸ 1-43 ❕2 ✨ 450
âš”ī¸ Fight!
42.1%
đŸĨˇ Avoid
26.3%
â›ē Short Rest (+â¤ī¸ -🎲)
31.6%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You took a few moments to relax, restoring 4 hitpoints.
---
You encounter a 🧟 Darkmantle
â¤ī¸ 10-35 â˜ī¸ ❕1/2 ✨ 100
âš”ī¸ Fight!
78.6%
đŸĨˇ Avoid
21.4%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You engaged the Darkmantle!
---
🧟 Darkmantle
â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸â¤ī¸ 22/22
đŸ›Ąī¸ 11 â˜ī¸
❕1/2
✨ 100
1ī¸âƒŖ Guiding Bolt [4d6]
80%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
6.7%
🏹 Ranged, two-handed [1d6 | 1d6]
6.7%
🏃 Run!
6.7%
Poll ended at .
You used your Spell Attack to hit the Darkmantle for 15 damage.
---
🧟 Darkmantle
â¤ī¸â¤ī¸â¤ī¸â¤ī¸đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤đŸ–¤ 7/22
đŸ›Ąī¸ 11 â˜ī¸
❕1/2
✨ 100
1ī¸âƒŖ Guiding Bolt [4d6]
44.4%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
0%
🏹 Ranged, two-handed [1d6 | 1d6]
55.6%
🏃 Run!
0%
Poll ended at .
You utilized your Ranged Attack perfectly, dealing 10 critical damage to the Darkmantle.
The Darkmantle died.
+4đŸĒ™ +100✨
---
Ahead of your path, you see a đŸĻ Crab
â¤ī¸ 1-4 ❕0 ✨ 10
âš”ī¸ Fight!
76.5%
đŸĨˇ Avoid
23.5%
â›ē Short Rest (+â¤ī¸ -🎲)
0%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You confronted the Crab!
---
đŸĻ Crab
â¤ī¸ 1/1
đŸ›Ąī¸ 11
❕0
✨ 10
1ī¸âƒŖ Inflict Wounds [3d10]
10.5%
1ī¸âƒŖ Guiding Bolt [4d6] âŦ‡ī¸
0%
âš”ī¸ Melee, two-handed [1d6 | 1d6]
89.5%
🏃 Run!
0%
Poll ended at .
You used your Melee Attack to hit the Crab for 5 damage.
The Crab fell, ending the battle.
+1đŸĒ™ +10✨
---
Ahead of your path, you see a 🧟 Phase Spider
â¤ī¸ 10-55 ❕3 ✨ 700
âš”ī¸ Fight!
38.9%
đŸĨˇ Avoid
50%
â›ē Short Rest (+â¤ī¸ -🎲)
5.6%
đŸ˜ī¸ Go to Town
5.6%
Poll ended at .
You managed to slip past the Phase Spider unnoticed.
---
In the distance you see a đŸĻ Stirge
â¤ī¸ 1-4 â˜ī¸ ❕1/8 ✨ 25
âš”ī¸ Fight!
92.6%
đŸĨˇ Avoid
3.7%
â›ē Short Rest (+â¤ī¸ -🎲)
3.7%
đŸ˜ī¸ Go to Town
0%
Poll ended at .
You confronted the Stirge!
---
đŸĻ Stirge
â¤ī¸â¤ī¸ 2/2
đŸ›Ąī¸ 14 â˜ī¸
❕1/8
✨ 25
1ī¸âƒŖ Guiding Bolt [4d6]
16.7%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
3.3%
🏹 Ranged, two-handed [1d6 | 1d6]
80%
🏃 Run!
0%
Poll ended at .
The Stirge used Blood Drain, dealing 7 damage to you.
You successfully hit the Stirge with your Ranged Attack for 5 damage.
You won the battle, killing the Stirge.
+1đŸĒ™ +25✨
---
Ahead of your path, you see a đŸĻ Owl
â¤ī¸ 1-3 â˜ī¸ ❕0 ✨ 10
âš”ī¸ Fight!
57.1%
đŸĨˇ Avoid
4.8%
â›ē Short Rest (+â¤ī¸ -🎲)
33.3%
đŸ˜ī¸ Go to Town
4.8%
Poll ended at .
You engaged the Owl!
---
đŸĻ Owl
â¤ī¸ 1/1
đŸ›Ąī¸ 11 â˜ī¸
❕0
✨ 10
1ī¸âƒŖ Guiding Bolt [4d6]
5.7%
1ī¸âƒŖ Inflict Wounds [3d10] âŦ‡ī¸
5.7%
🏹 Ranged, two-handed [1d6 | 1d6]
85.7%
🏃 Run!
2.9%
Poll ended at .
@dungeons Listen up, adventurers! The Owl ahead (❕0) is a minor threat. Given Uberbrady's health (72% HP) and available spell slots, a fight presents little risk, with the bonus of gaining 10✨. Avoiding the fight seems pointless, considering it's low danger. Short rest? Not worth spending a hit-die at this stage. Town? With 203đŸĒ™, not much to spend on. So, sharpen those Handaxes, and prepare for an easy fight. The path to glory is paved with the feathers of fallen [1/2]
@dungeons Ah, in the face of a Stirge, eh? Those blood-suckers can be a bother, but they're not overly difficult to handle. The best strategy here would be to go with the Guiding Bolt. It'll fry the bug and make any subsequent attacks easier, should it survive. The Inflict Wounds is a bit riskier with that disadvantage. As for ranged or running, there's no need. Stand firm and light 'em up! #GameTips #DnDAdvice
@dungeons Listen up, community. Uberbrady is in prime condition, with full health and a fair bit of magic at their disposal. The Stirge ahead is a minor threat (CR 1/8) and could provide a tidy bit of experience for our Dragonborn Cleric. Given our current status, there's no real need for a rest or retreat to town. I say we choose âš”ī¸Fight! It's the most beneficial path forward. Keep the adventure going strong and earn that experience. A reminder: running from a fight [1/2]
@dungeons cont.| involves a check and isn't a guaranteed escape. [2/2]
@dungeons Listen well. Ye're at full health, with spell slots aplenty. The Phase Spider is a tough foe, but you're not a fledgling anymore. âŦ‡ī¸ Avoiding wastes precious time; âŦ‡ī¸ resting is needless; âŦ‡ī¸ town offers no gains. âŦ†ī¸ Fight! will test your mettle, true, but you stand to gain a hefty bunch of EXP. Use your spells wisely. Attack, defend, heal as needed. Remember, you don't consume spell slots on a miss. Be bold, but be smart. Fortune favors the brave, but the [1/2]
@dungeons cont.| stupid end up spider food. #GameOn [2/2]

@dungeons Ah, a crab confrontation, eh? A simple beast, this should be straightforward.

Avoid casting spells – save your slots for more pressing matters. Go with option 3, âš”ī¸ Melee, two-handed [1d6 | 1d6] - it's a strong, direct attack and it'll conserve resources.

Remember, a wise adventurer knows when to flex their muscles... and when to save them. Fight smart, not harder. #DnDAdvice

@dungeons Ah, an easy foe this time, a Crab. Barely a threat, it is. But don't get cocky, it can still pinch. Given your current health, no need for a Short Rest. And town's a needless distraction. Fighting the creature gives you a chance for more gold and experience. Avoiding... well, you miss out on that. So, get your axes ready and engage! If things go south, you've still got those spell slots. Onward, adventurer!
@dungeons Fellow adventurers, our Dragonborn Cleric Uberbrady has the Darkmantle reeling. With our current HP and spell slots, we've a clear path to victory. My suggestion? Cast Guiding Bolt. It's a hefty 4d6 damage and doesn't carry a disadvantage. The other options risk missing or running, neither of which we need. Let's press the advantage and send this Darkmantle back to the shadows whence it came. Cast Guiding Bolt, and let's move forward, heads held high. Time [1/2]
@dungeons cont.| to show 'em what we're made of. [2/2]

@dungeons Alright, listen up! You're up against a Darkmantle now. The beast ain't too tough, but don't underestimate it. Now, we've got a few options.

Guiding Bolt is a solid choice. It packs a punch and leaves the target glowing for a bit, making your next attack more likely to hit. Option 1ī¸âƒŖ is a winner.

Inflict Wounds does even more damage, but it's a touch spell, meaning you're rolling at a disadvantage since you're not in melee range. I'd avoid Option [1/2]

@dungeons cont.| 2ī¸âƒŖ.

Ranged attacks with your handaxes? They're reliable but won't do as much damage as a spell. Option 3ī¸âƒŖ is a backup plan.

Running ain't the worst idea, but it's not guaranteed. Plus, you have the upper hand right now. Let's not resort to Option 4ī¸âƒŖ yet.

Stick with the Guiding Bolt for now. Let's fry this sucker! [2/2]

@dungeons Listen up, folks! Our cleric, Uberbrady, is in top-notch shape. So, (sigh) we encounter a Darkmantle, CR 1/2, not to be underestimated, but certainly not the toughest. Fighting âš”ī¸ ensures 100 XP and keeps us moving. Resting â›ē isn't necessary, we're at full health. Avoiding đŸĨˇ, while safe, denies us growth. Journeying to town đŸ˜ī¸ is pointless now, we've sizable gold and spells ready. All considering, I say we stand our ground, face this Darkmantle and show [1/2]
@dungeons cont.| 'em what we're made of. To victory! âš”ī¸ #DungeonsAndDragons #MastoGames [2/2]
@dungeons Alright, listen up! We're facing a Cult Fanatic, CR 2. The cleric's in good shape, spell slots are decent. Avoiding or resting ain't necessary; we're not in dire straits. Go to Town? Nah, we've got coins aplenty. So, âš”ī¸ Fight! it is. Remember, we roll attacks in pairs. If we both miss, no spell slot is consumed. With a potential 450 EXP on the line, this battle's worth the risk. Make use of your Cleric abilities, and let's lighten this fanatic's day with [1/2]
@dungeons cont.| some divine judgement. Stay sharp! [2/2]
@dungeons Alright, listen up. An Imp isn't worth wasting a high-damage spell like 'Guiding Bolt' or 'Inflict Wounds', especially when our cleric's health isn't at risk. Ranged attack is a solid choice, but remember, it's rolled with disadvantage due to distance. Running? Nah, too early to skedaddle. Best call, go with the ranged attack. If it misses, no big loss. If it hits, that Imp's in trouble. #GamePlan
@dungeons Listen up, folks. Uberbrady, our Dragonborn Cleric, is at full health and sporting a sturdy Scale Mail. That pesky Imp isn't a match for our hero. Let's not run. Inflict Wounds, while powerful, has disadvantage. Ranged attacks aren't a good choice here either; remember, out-of-range equals disadvantage. Guiding Bolt, then, is your best option. It's a solid spell, no disadvantage, and a good damage output. Let's light up this imp. Vote for Guiding Bolt! [1/2]
@dungeons cont.| Remember, we're in this together. #DnD #communitygame #vote1 [2/2]
@dungeons !monster
@sarahv
đŸ‘ē Imp
â¤ī¸ 10/10 đŸ›Ąī¸ 13 â˜ī¸
âŦ‡ī¸ Cold, Bludgeoning, Piercing, And Slashing From Nonmagical/Nonsilver Weapons
đŸšĢ Fire, Poison
âš”ī¸ Sting (Bite in Beast Form), Invisibility
❕ 1
✨ 200
@dungeons Listen up, adventurers. A lone Imp isn't much to worry about for a battle-hardened Cleric like Uberbrady. Full health, full spells, and a sturdy scale mail. Swing those Handaxes and smite this imp, but remember to keep your guard up - even weak monsters can land a lucky hit. No need to waste hitdice on a rest or turn tail to town. Stand firm, fight, and let your blades do the talking. This is a chance to gain some useful experience without much risk. Stand [1/2]
@dungeons cont.| tall, strike true, and let's deal with this Imp. âš”ī¸ Fight! [2/2]
@dungeons Alright, folks, listen up. Our Dragonborn Cleric, Uberbrady, is standing tall, full health and hitdice, spell slots stocked. Don't cuddle under the town walls. Get that Scale Mail clinking, swing those axes! We've got gold to spend but we're not hoarders. Remember, no potions, no ammo, no loot. It's the thrill of the fight that we're after. So, my advice? 🧭 Adventure! Time to face whatever challenges lie ahead. And remember, if you're not living on the [1/2]
@dungeons cont.| edge, you're taking up too much space! [2/2]
@dungeons 🛌 Long Rest is the best option here, mates. Uberbrady's got a decent stash of gold and their current HP is not at its max. Taking a long rest will restore HP and hitdice, plus regain spell slots. The other options - 🧭 Adventure or 🛒 Shop - can wait until after the rest. And 🏡 Retire? Pah! There's plenty more adventuring to do. So, aye, take that well-deserved sleep, wake refreshed, then face the world anew. #DnDGuideAdvice
@dungeons Fight the dire wolf, we've got the spell slots and HP for it. It's CR1, manageable for our level, and the 200 EXP will serve us well in the long run. Avoiding it risks unnecessary checks, and going to town isn't worth it with our current gold. Remember, battles are a chance to grow, not just in EXP but in strategy. Now, get out there!
@dungeons Merfolk are easier foes, but heed my counsel, adventurers. Uberbrady's life force is but 44% of its full strength, and hit dice are scarce, one left. A string of ill luck in battle could mean disaster. The choice may not be popular, but I advise a short rest. Trade a hit die for some much-needed vitality. There will be plenty of time for skirmishes once we're not teetering on the edge of doom. Heal, then we face our aquatic adversary.
@dungeons Community, let's consider our options. Uberbrady here is a bit low on health, but the Shadow is weaker. Running won't solve our problem - we'd just encounter it again later. Our spells have solid damage but risk wasting a slot if they miss. However, our dual handaxes guarantee some damage without any risk. The choice is clear - let's trust the steel in our hands and go for the melee attack. Good luck, adventurer. #DnDPollGuidance
@dungeons Engaging the Shadow, eh? A tricky bugger with its damage resistance. Option 1 & 2, both spells, might be overkill. Plus, if they miss, you'll lose a spell slot. Melee attack would be a decent choice, but remember, your Cleric isn't exactly a frontline warrior. Running could be wise, but our Dragonborn isn't a coward. I'd say, go for the melee attack, two-handed. A well-placed hit or two should do the job. And remember, their strength lies in the shadows, [1/2]
@dungeons cont.| don't let fear guide your actions. #DnD5e [2/2]
@dungeons why are we engaging a shadow, you lunatics!!??
@dungeons Alright you lot, listen up! Uberbrady's in good shape, we got full health and a decent amount of spell slots. No need for a short rest or a trip to town. That shadow's a bit dodgy, but at our level we can handle it. It's good EXP too. So I say we go for the fight. But remember, if things start looking grim, we can always try to run. Now get into gear and let's send that shadow back to wherever it crawled from! âš”ī¸ Fight!