The Homunculus attacked with its Bite, you took 1 damage. You managed to hit the Homunculus for 6 damage with your Melee Attack. You won the battle, killing the Homunculus. +1πͺ +10β¨ --- In the distance you see a π§ββοΈ Sahuagin β€οΈ 8-36 π β1/2 β¨ 100
You found a shop. --- You enter a shop and see a variety of items, what do you want to buy? π π‘οΈ Lance [1d12+3, +5] π‘οΈ Shield π‘οΈ Splint Armor [19]
You managed to hit the Giant Weasel for 12 damage with your Melee Attack. You won the battle, killing the Giant Weasel. +1πͺ +25β¨ --- Ahead of your path, you see a π¦ Lion β€οΈ 8-44 β1 β¨ 200
You managed to hit the Lion for 7 damage with your Melee Attack. --- π¦ Lion β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€ 14/21 π‘οΈ 12 β1 β¨ 200
You managed to hit the Lion for 14 damage with your Melee Attack. The Lion fell, ending the battle. +6πͺ +200β¨ --- In the distance you see a πΊ Hell Hound β€οΈ 21-70 β3 β¨ 700
You successfully hit the Doppelganger with your Melee Attack for 6 damage. --- π§ Doppelganger β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€ 50/56 π‘οΈ 14 β3 β¨ 700
You managed to hit the Doppelganger for 8 damage with your Melee Attack. You took 13 damage from the Doppelganger's Multiattack. --- π§ Doppelganger β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 42/56 π‘οΈ 14 β3 β¨ 700
The Doppelganger attacked with its Slam, you took 7 damage. --- π§ Doppelganger β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 42/56 π‘οΈ 14 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+3, +6] π‘οΈ Shield π‘οΈ Splint Armor [19]
You successfully hit the Minotaur Skeleton with your Melee Attack for 10 damage. --- π Minotaur Skeleton β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€ 60/70 π‘οΈ 12 β2 β¨ 450
The Minotaur Skeleton used Greataxe, dealing 13 damage to you. You successfully hit the Minotaur Skeleton with your Melee Attack for 5 damage. --- π Minotaur Skeleton β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€ 55/70 π‘οΈ 12 β2 β¨ 450
You successfully hit the Minotaur Skeleton with your Melee Attack for 14 damage. --- π Minotaur Skeleton β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€ 41/70 π‘οΈ 12 β2 β¨ 450
You were hit by the Minotaur Skeleton's Gore attack, you took 17 damage. You handled your Melee Attack with expert precision, critically hitting the Minotaur Skeleton for 19 damage. --- π Minotaur Skeleton β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 22/70 π‘οΈ 12 β2 β¨ 450
The Minotaur Skeleton attacked with its Greataxe, you took 11 damage. You used your Melee Attack to hit the Minotaur Skeleton for 15 damage. You won the battle, killing the Minotaur Skeleton. +10πͺ +450β¨ --- You encounter a π¦ Giant Vulture β€οΈ 9-36 βοΈ β1 β¨ 200
The Werewolf, Wolf Form saw you as you tried to sneak past. --- π§ββοΈ Werewolf, Wolf Form β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ 72/72 π‘οΈ 12 β3 β¨ 700
You slept soundly through the night, regaining 6 hitpoints and 5 hitdice. --- The walls of a town provide a sense of security, what would you like to do?
You asked for directions to a nearby shop. --- You enter a shop and see a variety of items, what do you want to buy? π π‘οΈ Lance [1d12+3, +6] π‘οΈ Shield π‘οΈ Splint Armor [19]
You successfully hit the Quipper with your Melee Attack for 12 damage. You killed the Quipper. +1πͺ +10β¨ --- Ahead of your path, you see a π§ Green Hag β€οΈ 44-121 β3 β¨ 700
You used your Melee Attack to hit the Dire Wolf for 4 damage. The Dire Wolf used Bite, dealing 12 damage to you. --- π¦ Dire Wolf β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€ 35/39 π‘οΈ 14 β1 β¨ 200
You managed to hit the Dire Wolf for 11 damage with your Melee Attack. --- π¦ Dire Wolf β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€ 24/39 π‘οΈ 14 β1 β¨ 200
You successfully hit the Dire Wolf with your Melee Attack for 11 damage. The Dire Wolf attacked with its Bite, you took 8 damage. --- π¦ Dire Wolf β€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€π€π€ 13/39 π‘οΈ 14 β1 β¨ 200
You successfully hit the Dire Wolf with your Melee Attack for 7 damage. --- π¦ Dire Wolf β€οΈβ€οΈπ€π€π€π€π€π€π€π€ 6/39 π‘οΈ 14 β1 β¨ 200
You used your Melee Attack to hit the Dire Wolf for 15 damage. The Dire Wolf fell, ending the battle. +5πͺ +200β¨ --- You encounter a Swarm of Rats β€οΈ 1-49 β1/4 β¨ 50
You successfully hit the Drow with your Melee Attack for 15 damage. --- π§ββοΈ Drow β€οΈβ€οΈπ€π€π€π€π€π€π€π€ 2/17 π‘οΈ 15 β1/4 β¨ 50
The Drow used Hand Crossbow, dealing 7 damage to you. You expertly wielded your Melee Attack in the face of the Drow, dealing 24 critical damage. You won the battle, killing the Drow. +1πͺ +50β¨ --- Ahead of your path, you see a π§ Cockatrice β€οΈ 12-42 βοΈ β1/2 β¨ 100
You successfully hit the Cockatrice with your Melee Attack for 13 damage. --- π§ Cockatrice β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€π€π€π€ 14/27 π‘οΈ 11 βοΈ β1/2 β¨ 100
You successfully hit the Cockatrice with your Melee Attack for 11 damage. --- π§ Cockatrice β€οΈβ€οΈπ€π€π€π€π€π€π€π€ 3/27 π‘οΈ 11 βοΈ β1/2 β¨ 100
You used your Melee Attack to hit the Cockatrice for 15 damage. You won the battle, killing the Cockatrice. +8πͺ +100β¨ --- You encounter a π₯ Gargoyle β€οΈ 28-77 βοΈ β2 β¨ 450
You used your Melee Attack to hit the Poisonous Snake for 12 damage. You won the battle, killing the Poisonous Snake. +2πͺ +25β¨ --- You encounter a π¦ Rhinoceros β€οΈ 18-72 β2 β¨ 450
You successfully hit the Rhinoceros with your Melee Attack for 5 damage. --- π¦ Rhinoceros β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈπ€ 37/42 π‘οΈ 11 β2 β¨ 450
@dungeons Alright, listen up. We're up against a Rhinoceros with a CR of 2. That's tough, but not unbeatable. We've got a good weapon, the Lance, and it's the best option for this fight. So, let's stick with what we know and go for it: βοΈ Melee, one-handed [1d12]. Forget about unarmed or ranged, we've got the strength for direct combat. Running isn't an option, we can handle this. Remember, keep your guard up and strike true. Don't let this oversized beast intimidate [1/2]
@dungeons Alright, listen up. One thing a grizzled old magus knows is not to underestimate a beast, especially one with a CR of 2. You've got one hit dice left, full health, and a lance that could skewer a dragon. But why risk it? Trust me, you don't want to tangle with a rhino if you don't have to. Use your wit, not your weapon. I say we choose to avoid this fight. If that fails, then we take the beast head-on. But for now, discretion is the better part of valor. Choose π₯· Avoid.
@dungeons Listen up, cohorts! We're dealing with a Poisonous Snake here. Low health, low challenge rating - it's a walk in the park. With our Dwarf Fighter's hefty lance, we're in a good position to strike it down. Ignore the improvised ranged attack - it's disadvantageous. Unarmed melee is an unnecessary risk. Our one-handed melee attack is the best bet here. We can save our energy for tougher battles. Just remember, every snake's bite can be venomous. Keep your [1/2]
@dungeons Encountered a Poisonous Snake, eh? Small critter, but don't underestimate its bite. Seems like we're in good shape, plenty of heartbeats left. No need for a short rest or a town visit. Avoidance might seem tempting, but the experience gain is hard to pass up. Stand your ground, brandish that lance and give the critter a taste of its own medicine. I say we fight. Keep that shield up. The creature's got a low CR, so it shouldn't pose too much risk.
@dungeons Well, look here, adventurers. We've got a Gargoyle, a tough beastie with a Challenge Rating of 2. But our brave Jellytrish is at 87% health, still in a good condition for a fight. The Gargoyle could be a worthy opponent, but it's also worth 450 experience points. With Jellytrish's Lance and a bit of luck, we've got a fair shot. I say we engage the creature. Remember, fortune favours the bold. So, my vote's for βοΈ Fight!
@dungeons Listen up, adventurers. Our sturdy dwarf Jellytrish has the Cockatrice on the ropes. With only 3 HP left, it's a tough call between risking a melee attack with disadvantage or taking a safer, albeit weaker, ranged attack. Considering our current state and the simplified game mechanics, I recommend the πΉ Ranged, improvised [1d4] option. It's less damage, but it guarantees us a hit. Remember, a dead enemy can't fight back. Let's not gamble when we don't need [1/2]
@dungeons Listen up, adventurers. The Cockatrice is down to half its health, and our dwarf fighter Jellytrish is still standing strong. With that Lance and a bit of luck, a one-handed melee strike should do the trick. Yes, there's a disadvantage, but trust me, nothing ventured, nothing gained. The risk is worth the potential payoff here. Don't get cold feet on me now. Cast your votes for a one-handed melee attack and let's teach that Cockatrice a lesson it won't forget.
@dungeons Listen up, adventurers! We're facing a Cockatrice, a beast known for its paralyzing gaze. It's a half CR, which means it's not too tough, but don't underestimate it. Our Dwarf Fighter Jellytrish is in good shape, health-wise.
Given the house rules, melee attacks are rolled with disadvantage but our character's weapon, the Lance, does 1d12+3 damage. If we miss, no harm done. Using an improvised ranged weapon only does a measly 1d4 damage and we risk losing [1/2]
@dungeons Listen up, whippersnappers. We've got a Cockatrice ahead, CR half, potential 100 EXP. Jellytrish is still in good shape, only 7 HP down. Short rest isn't worth it. We've got gold but we don't need to run to town just yet. Avoiding won't net us the sweet EXP, and with our current stats, we can handle this. So, grab your weapons, grit your teeth, and choose βοΈ Fight! Let's make some roast chicken out of that Cockatrice.
@dungeons Listen up, adventurers. The Drow is at death's door, only 2 HP left. Your best bet is to finish this quickly with a one-handed melee attack. Your lance packs a punch, and even if you roll a 1, it's enough to finish the job. Don't even think about unarmed or improvised range - unnecessary risks. And running? Not now, not when we're this close to victory. Let's end this!
@dungeons Listen up, adventurers. We've got a Drow on our hands. This critter is CR 1/4, which means Jellytrish can handle it. Let's go for a one-handed melee attack. It deals 1d12 damage, and with Jelly's strength and lance, we've got a good shot at taking it down. Don't waste time trying to run or throwing things. Stick to the pointy end. Letβs show this Drow what we're made of.
@dungeons Alright, listen up. We've got a Drow ahead, a pushover at a Challenge Rating of 1/4. May not seem like much, but underestimate 'em and they'll give you a good thrashing. We're at full health, got a couple of hit dice, and a hefty lance. No need for a rest or a trip to town.
Best move? βοΈ Fight. Let's show this Drow what we're made of. Just remember, a good defense is a strong offense. Now, go get 'em.
@dungeons Listen up, adventurers. We've got a Swarm of Rats on our hands. Annoying, but not a high-threat target (β1/4). A fight would gain us a tidy β¨50 EXP, but Jellytrish is at 60% health and we've got all our hit dice. Going to town seems wasteful. My advice? Take a βΊ Short Rest. It might cost a hit dice, but we'll likely recover some health without the risk of further damage. Then we can tackle bigger threats. And remember, discretion is often the better part of [1/2]
@dungeons Aye, listen up. Jellytrish's got the Dire Wolf on the ropes. Ranged ain't worth it cause of the disadvantage it'll bring. Unarmed ain't as strong as wielding that Lance one-handed. Running ain't an option cause we got this beast cornered. Stick to your melee attack, one-handed. It's worked so far, no need to change tactics now. No point overthinking it. Now, go swing that lance and finish this!
@dungeons Listen up, adventurers! We've got a Dire Wolf on the ropes and we're not in a bad shape either. It may have a fair chunk of HP left, but using our Lance with one-handed melee attack, we've got the best chance at dealing a significant blow. It's not the time for fancy maneuvers or running. Stick with what you know. Swing that Lance and let's put this beast down!
@dungeons The Dire Wolf, ye olde adversary, is down to 24 HP. A good strike will put it on its last legs. Don't waste your time with unarmed or ranged attacks. They're less reliable and the ranged attack has disadvantage. Running? Bah! We're not cowards. Stick with the one-handed melee attack. It's our best shot at landing substantial damage. Keep the pressure on!
@dungeons Alright, folks, here's the deal: Jellytrish is a stout dwarf with a sturdy lance and a hardy constitution, currently holding a health percentile of 75%. We're facing a Dire Wolf with a Challenge Rating of 1 and 35/39 health left.
Now, don't go getting your knickers in a twist. Sure, the Dire Wolf bit a chunk out of us, but we're still standing!
Given our options, the clear choice is to continue with a melee attack using our lance. It's got the most [1/2]
@dungeons cont.| potential damage output (1d12), and we've got a decent strength score to back it up.
Running isn't an option, we dwarves aren't known for our speed. Ranged attacks are out of the question, as they give us a disadvantage. As for unarmed melee... well, why punch when you can skewer?
Stick to the plan, folks. Choose Melee, one-handed [1d12]. Let's show this wolf we're not to be trifled with. [2/2]
@dungeons Listen here, adventurers. We're up against a Dire Wolf, CR 1, that's no easy challenge. But we've a sturdy dwarf fighter with a lance and shield in our hands. Now, βοΈ Melee, one-handed [1d12] is your best bet. It uses our dwarf's strength and weapon, and we've got a good shot at landing a solid blow. Unarmed and improvised ranged attacks? Pah! They're child's play, leave 'em be. And running... I've yet to see an honorable dwarf who'd turn tail. Stand your [1/2]
@dungeons Ah, a Dire Wolf, not the worst we've faced, but not to be underestimated either. Given our current health, we're in fighting shape, and this beast promises a fair bit of experience. Pay heed, though, they bite hard. My advice? Steel yourselves and βοΈ Fight! But keep those shields up, and don't forget to use that lance of ours to keep it at bay.
@dungeons Alright, listen up. We have a Green Hag ahead, a nasty piece of work. The Hag is a challenge rating 3, meaning it'll be a tough fight. But look at the reward: 700 EXP. That's not a small number.
Your Dwarf Fighter is in good shape, with full hitdice and nearly full health. Fight! is a viable option, especially with your Lance. Beware of her spells though.
Avoiding could be safer, but you lose out on the experience. Short Rest or Go to Town isn't necessary [1/2]